]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_main.c
eliminated qbyte type, now uses unsigned char throughout the engine for this purpose
[xonotic/darkplaces.git] / cl_main.c
index 820d6253dca8c0299c18a387b302d3b4afd15a08..241b278c576fcd2814b13195c1216d4272a479a2 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -23,6 +23,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "cl_collision.h"
 #include "cl_video.h"
 #include "image.h"
+#include "r_shadow.h"
 
 // we need to declare some mouse variables here, because the menu system
 // references them even when on a unix system.
@@ -30,7 +31,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 cvar_t cl_shownet = {0, "cl_shownet","0"};
 cvar_t cl_nolerp = {0, "cl_nolerp", "0"};
 
-cvar_t cl_itembobheight = {0, "cl_itembobheight", "8"};
+cvar_t cl_itembobheight = {0, "cl_itembobheight", "0"}; // try 8
 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5"};
 
 cvar_t lookspring = {CVAR_SAVE, "lookspring","0"};
@@ -46,8 +47,14 @@ cvar_t freelook = {CVAR_SAVE, "freelook", "1"};
 
 cvar_t r_draweffects = {0, "r_draweffects", "1"};
 
-cvar_t cl_explosions = {CVAR_SAVE, "cl_explosions", "1"};
+cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5"};
+cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0"};
+cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16"};
+cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128"};
+cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5"};
+
 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
+cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1"};
 
 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"};
 cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"};
@@ -55,8 +62,16 @@ cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0"};
 
 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"};
 
-mempool_t *cl_refdef_mempool;
-mempool_t *cl_entities_mempool;
+cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0"};
+
+cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1"};
+
+vec3_t cl_playerstandmins;
+vec3_t cl_playerstandmaxs;
+vec3_t cl_playercrouchmins;
+vec3_t cl_playercrouchmaxs;
+
+mempool_t *cl_mempool;
 
 client_static_t        cls;
 client_state_t cl;
@@ -69,39 +84,57 @@ int cl_max_beams;
 int cl_max_dlights;
 int cl_max_lightstyle;
 int cl_max_brushmodel_entities;
+int cl_activedlights;
 
 entity_t *cl_entities;
-qbyte *cl_entities_active;
+unsigned char *cl_entities_active;
 entity_t *cl_static_entities;
 entity_t *cl_temp_entities;
 cl_effect_t *cl_effects;
 beam_t *cl_beams;
 dlight_t *cl_dlights;
 lightstyle_t *cl_lightstyle;
-entity_render_t **cl_brushmodel_entities;
+int *cl_brushmodel_entities;
 
 int cl_num_entities;
 int cl_num_static_entities;
 int cl_num_temp_entities;
 int cl_num_brushmodel_entities;
 
+// keep track of quake entities because they need to be killed if they get stale
+extern int cl_lastquakeentity;
+extern unsigned char cl_isquakeentity[MAX_EDICTS];
+
 /*
 =====================
 CL_ClearState
 
 =====================
 */
-void CL_ClearState (void)
+void CL_ClearState(void)
 {
        int i;
 
+       if (cl_entities) Mem_Free(cl_entities);cl_entities = NULL;
+       if (cl_entities_active) Mem_Free(cl_entities_active);cl_entities_active = NULL;
+       if (cl_static_entities) Mem_Free(cl_static_entities);cl_static_entities = NULL;
+       if (cl_temp_entities) Mem_Free(cl_temp_entities);cl_temp_entities = NULL;
+       if (cl_effects) Mem_Free(cl_effects);cl_effects = NULL;
+       if (cl_beams) Mem_Free(cl_beams);cl_beams = NULL;
+       if (cl_dlights) Mem_Free(cl_dlights);cl_dlights = NULL;
+       if (cl_lightstyle) Mem_Free(cl_lightstyle);cl_lightstyle = NULL;
+       if (cl_brushmodel_entities) Mem_Free(cl_brushmodel_entities);cl_brushmodel_entities = NULL;
+       if (cl.entitydatabase) EntityFrame_FreeDatabase(cl.entitydatabase);cl.entitydatabase = NULL;
+       if (cl.entitydatabase4) EntityFrame4_FreeDatabase(cl.entitydatabase4);cl.entitydatabase4 = NULL;
+       if (cl.scores) Mem_Free(cl.scores);cl.scores = NULL;
+
        if (!sv.active)
                Host_ClearMemory ();
 
-       Mem_EmptyPool(cl_entities_mempool);
-
 // wipe the entire cl structure
        memset (&cl, 0, sizeof(cl));
+       // reset the view zoom interpolation
+       cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
 
        SZ_Clear (&cls.message);
 
@@ -111,40 +144,82 @@ void CL_ClearState (void)
        cl_num_brushmodel_entities = 0;
 
        // tweak these if the game runs out
-       cl_max_entities = MAX_EDICTS;
+       cl_max_entities = 256;
        cl_max_static_entities = 256;
        cl_max_temp_entities = 512;
        cl_max_effects = 256;
-       cl_max_beams = 24;
+       cl_max_beams = 256;
        cl_max_dlights = MAX_DLIGHTS;
        cl_max_lightstyle = MAX_LIGHTSTYLES;
        cl_max_brushmodel_entities = MAX_EDICTS;
+       cl_activedlights = 0;
 
-       cl_entities = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(entity_t));
-       cl_entities_active = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(qbyte));
-       cl_static_entities = Mem_Alloc(cl_entities_mempool, cl_max_static_entities * sizeof(entity_t));
-       cl_temp_entities = Mem_Alloc(cl_entities_mempool, cl_max_temp_entities * sizeof(entity_t));
-       cl_effects = Mem_Alloc(cl_entities_mempool, cl_max_effects * sizeof(cl_effect_t));
-       cl_beams = Mem_Alloc(cl_entities_mempool, cl_max_beams * sizeof(beam_t));
-       cl_dlights = Mem_Alloc(cl_entities_mempool, cl_max_dlights * sizeof(dlight_t));
-       cl_lightstyle = Mem_Alloc(cl_entities_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
-       cl_brushmodel_entities = Mem_Alloc(cl_entities_mempool, cl_max_brushmodel_entities * sizeof(entity_render_t *));
-
-       CL_Screen_NewMap();
+       cl_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
+       cl_entities_active = (unsigned char *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(unsigned char));
+       cl_static_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_static_entities * sizeof(entity_t));
+       cl_temp_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_temp_entities * sizeof(entity_t));
+       cl_effects = (cl_effect_t *)Mem_Alloc(cl_mempool, cl_max_effects * sizeof(cl_effect_t));
+       cl_beams = (beam_t *)Mem_Alloc(cl_mempool, cl_max_beams * sizeof(beam_t));
+       cl_dlights = (dlight_t *)Mem_Alloc(cl_mempool, cl_max_dlights * sizeof(dlight_t));
+       cl_lightstyle = (lightstyle_t *)Mem_Alloc(cl_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
+       cl_brushmodel_entities = (int *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(int));
 
-       CL_Particles_Clear();
+       cl_lastquakeentity = 0;
+       memset(cl_isquakeentity, 0, sizeof(cl_isquakeentity));
 
        // LordHavoc: have to set up the baseline info for alpha and other stuff
        for (i = 0;i < cl_max_entities;i++)
        {
-               ClearStateToDefault(&cl_entities[i].state_baseline);
-               ClearStateToDefault(&cl_entities[i].state_previous);
-               ClearStateToDefault(&cl_entities[i].state_current);
+               cl_entities[i].state_baseline = defaultstate;
+               cl_entities[i].state_previous = defaultstate;
+               cl_entities[i].state_current = defaultstate;
+       }
+
+       if (gamemode == GAME_NEXUIZ)
+       {
+               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);
        }
 
+       CL_Screen_NewMap();
+       CL_Particles_Clear();
        CL_CGVM_Clear();
 }
 
+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\n");
+               if (num >= MAX_EDICTS)
+                       Host_Error("CL_ExpandEntities: num %i >= %i\n", num, MAX_EDICTS);
+               oldmaxentities = cl_max_entities;
+               oldentities = cl_entities;
+               cl_max_entities = (num & ~255) + 256;
+               cl_entities = (entity_t *)Mem_Alloc(cl_mempool, 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;
+               }
+       }
+}
+
 /*
 =====================
 CL_Disconnect
@@ -158,8 +233,10 @@ void CL_Disconnect(void)
        if (cls.state == ca_dedicated)
                return;
 
+       Con_DPrintf("CL_Disconnect\n");
+
 // stop sounds (especially looping!)
-       S_StopAllSounds (true);
+       S_StopAllSounds ();
 
        // clear contents blends
        cl.cshifts[0].percent = 0;
@@ -176,20 +253,13 @@ void CL_Disconnect(void)
                if (cls.demorecording)
                        CL_Stop_f();
 
-               Con_DPrintf("Sending clc_disconnect\n");
+               Con_DPrint("Sending clc_disconnect\n");
                SZ_Clear(&cls.message);
                MSG_WriteByte(&cls.message, clc_disconnect);
                NetConn_SendUnreliableMessage(cls.netcon, &cls.message);
                SZ_Clear(&cls.message);
                NetConn_Close(cls.netcon);
                cls.netcon = NULL;
-               // if running a local server, shut it down
-               if (sv.active)
-               {
-                       // prevent this code from executing again during Host_ShutdownServer
-                       cls.state = ca_disconnected;
-                       Host_ShutdownServer(false);
-               }
        }
        cls.state = ca_disconnected;
 
@@ -197,7 +267,7 @@ void CL_Disconnect(void)
        cls.signon = 0;
 }
 
-void CL_Disconnect_f (void)
+void CL_Disconnect_f(void)
 {
        CL_Disconnect ();
        if (sv.active)
@@ -220,17 +290,20 @@ void CL_EstablishConnection(const char *host)
                return;
 
        // clear menu's connect error message
-       m_return_reason[0] = 0;
+       M_Update_Return_Reason("");
+       cls.demonum = -1;
 
        // stop demo loop in case this fails
-       cls.demonum = -1;
        CL_Disconnect();
+       NetConn_ClientFrame();
+       NetConn_ServerFrame();
 
        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;
+               M_Update_Return_Reason("Trying to connect...");
                if (sv.active)
                {
                        NetConn_ClientFrame();
@@ -243,6 +316,11 @@ void CL_EstablishConnection(const char *host)
                        NetConn_ServerFrame();
                }
        }
+       else
+       {
+               Con_Print("Unable to find a suitable network socket to connect to server.\n");
+               M_Update_Return_Reason("No network");
+       }
 }
 
 /*
@@ -250,7 +328,7 @@ void CL_EstablishConnection(const char *host)
 CL_PrintEntities_f
 ==============
 */
-static void CL_PrintEntities_f (void)
+static void CL_PrintEntities_f(void)
 {
        entity_t *ent;
        int i, j;
@@ -262,13 +340,12 @@ static void CL_PrintEntities_f (void)
                        continue;
 
                if (ent->render.model)
-                       strncpy(name, ent->render.model->name, 25);
+                       strlcpy (name, ent->render.model->name, 25);
                else
                        strcpy(name, "--no model--");
-               name[25] = 0;
-               for (j = strlen(name);j < 25;j++)
+               for (j = (int)strlen(name);j < 25;j++)
                        name[j] = ' ';
-               Con_Printf ("%3i: %s:%04i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.origin[0], (int) ent->render.origin[1], (int) ent->render.origin[2], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
+               Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.origin[0], (int) ent->render.origin[1], (int) ent->render.origin[2], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
        }
 }
 
@@ -329,47 +406,6 @@ void CL_BoundingBoxForEntity(entity_render_t *ent)
        }
 }
 
-void CL_LerpUpdate(entity_t *e)
-{
-       entity_persistent_t *p;
-       entity_render_t *r;
-       p = &e->persistent;
-       r = &e->render;
-
-       if (p->modelindex != e->state_current.modelindex)
-       {
-               // reset all interpolation information
-               p->modelindex = e->state_current.modelindex;
-               p->frame1 = p->frame2 = e->state_current.frame;
-               p->frame1time = p->frame2time = cl.time;
-               p->framelerp = 1;
-       }
-       else if (p->frame2 != e->state_current.frame)
-       {
-               // transition to new frame
-               p->frame1 = p->frame2;
-               p->frame1time = p->frame2time;
-               p->frame2 = e->state_current.frame;
-               p->frame2time = cl.time;
-               p->framelerp = 0;
-       }
-       else
-       {
-               // update transition
-               p->framelerp = (cl.time - p->frame2time) * 10;
-               p->framelerp = bound(0, p->framelerp, 1);
-       }
-
-       r->model = cl.model_precache[e->state_current.modelindex];
-       Mod_CheckLoaded(r->model);
-       r->frame = e->state_current.frame;
-       r->frame1 = p->frame1;
-       r->frame2 = p->frame2;
-       r->framelerp = p->framelerp;
-       r->frame1time = p->frame1time;
-       r->frame2time = p->frame2time;
-}
-
 /*
 ===============
 CL_LerpPoint
@@ -378,7 +414,7 @@ Determines the fraction between the last two messages that the objects
 should be put at.
 ===============
 */
-static float CL_LerpPoint (void)
+static float CL_LerpPoint(void)
 {
        float f;
 
@@ -390,7 +426,7 @@ static float CL_LerpPoint (void)
 
        // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
        f = cl.mtime[0] - cl.mtime[1];
-       if (!f || cl_nolerp.integer || cls.timedemo || (sv.active && svs.maxclients == 1))
+       if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
        {
                cl.time = cl.mtime[0];
                return 1;
@@ -405,7 +441,7 @@ void CL_ClearTempEntities (void)
        cl_num_temp_entities = 0;
 }
 
-entity_t *CL_NewTempEntity (void)
+entity_t *CL_NewTempEntity(void)
 {
        entity_t *ent;
 
@@ -420,10 +456,36 @@ entity_t *CL_NewTempEntity (void)
        ent->render.colormap = -1; // no special coloring
        ent->render.scale = 1;
        ent->render.alpha = 1;
+       VectorSet(ent->render.colormod, 1, 1, 1);
        return ent;
 }
 
-void CL_AllocDlight (entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime)
+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;
+       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;
+               break;
+       }
+}
+
+void CL_AllocDlight(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;
@@ -433,7 +495,7 @@ void CL_AllocDlight (entity_render_t *ent, vec3_t org, float radius, float red,
        if (ent)
        {
                dl = cl_dlights;
-               for (i = 0;i < MAX_DLIGHTS;i++, dl++)
+               for (i = 0;i < cl_activedlights;i++, dl++)
                        if (dl->ent == ent)
                                goto dlightsetup;
        }
@@ -441,9 +503,15 @@ void CL_AllocDlight (entity_render_t *ent, vec3_t org, float radius, float red,
 
 // then look for anything else
        dl = cl_dlights;
-       for (i = 0;i < MAX_DLIGHTS;i++, dl++)
+       for (i = 0;i < cl_activedlights;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_activedlights = i + 1;
+               goto dlightsetup;
+       }
 
        // unable to find one
        return;
@@ -451,10 +519,15 @@ void CL_AllocDlight (entity_render_t *ent, vec3_t org, float radius, float red,
 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));
+       dl->matrix = *matrix;
        dl->ent = ent;
-       if (cl.worldmodel)
-               cl.worldmodel->FindNonSolidLocation(cl.worldmodel, org, dl->origin, 6);
-       //VectorCopy(org, dl->origin);
+       dl->origin[0] = dl->matrix.m[0][3];
+       dl->origin[1] = dl->matrix.m[1][3];
+       dl->origin[2] = dl->matrix.m[2][3];
+       CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
+       dl->matrix.m[0][3] = dl->origin[0];
+       dl->matrix.m[1][3] = dl->origin[1];
+       dl->matrix.m[2][3] = dl->origin[2];
        dl->radius = radius;
        dl->color[0] = red;
        dl->color[1] = green;
@@ -464,398 +537,613 @@ dlightsetup:
                dl->die = cl.time + lifetime;
        else
                dl->die = 0;
+       dl->cubemapnum = cubemapnum;
+       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_DecayLights (void)
+// called before entity relinking
+void CL_DecayLights(void)
 {
-       int i;
+       int i, oldmax;
        dlight_t *dl;
-       float time;
+       float time, f;
 
        time = cl.time - cl.oldtime;
-
-       dl = cl_dlights;
-       for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
+       oldmax = cl_activedlights;
+       cl_activedlights = 0;
+       for (i = 0, dl = cl_dlights;i < oldmax;i++, dl++)
        {
-               if (!dl->radius)
-                       continue;
-               if (dl->die < cl.time)
+               if (dl->radius)
                {
-                       dl->radius = 0;
-                       continue;
+                       f = dl->radius - time * dl->decay;
+                       if (cl.time < dl->die && f > 0)
+                       {
+                               dl->radius = dl->radius - time * dl->decay;
+                               cl_activedlights = i + 1;
+                       }
+                       else
+                               dl->radius = 0;
                }
-
-               dl->radius -= time*dl->decay;
-               if (dl->radius < 0)
-                       dl->radius = 0;
        }
 }
 
-void CL_RelinkWorld (void)
+// called after entity relinking
+void CL_UpdateLights(void)
 {
-       entity_t *ent = &cl_entities[0];
-       if (cl_num_entities < 1)
-               cl_num_entities = 1;
-       cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
-       Matrix4x4_CreateIdentity(&ent->render.matrix);
-       Matrix4x4_CreateIdentity(&ent->render.inversematrix);
-       CL_BoundingBoxForEntity(&ent->render);
-}
+       int i, j, k, l;
+       dlight_t *dl;
+       float frac, f;
 
-static void CL_RelinkStaticEntities(void)
-{
-       int i;
-       for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++)
+       r_refdef.numlights = 0;
+       if (r_dynamic.integer)
+       {
+               for (i = 0, dl = cl_dlights;i < cl_activedlights;i++, dl++)
+               {
+                       if (dl->radius)
+                       {
+                               R_RTLight_Update(dl, false);
+                               r_refdef.lights[r_refdef.numlights++] = dl;
+                       }
+               }
+       }
+
+// 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++)
        {
-               Mod_CheckLoaded(cl_static_entities[i].render.model);
-               r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render;
+               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;
        }
 }
 
-/*
-===============
-CL_RelinkEntities
-===============
-*/
-extern qboolean Nehahrademcompatibility;
 #define MAXVIEWMODELS 32
 entity_t *viewmodels[MAXVIEWMODELS];
 int numviewmodels;
-static void CL_RelinkNetworkEntities(void)
-{
-       entity_t *ent;
-       int i, effects, temp;
-       float d, bobjrotate, bobjoffset, lerp;
-       vec3_t oldorg, neworg, delta, dlightcolor, v, v2, mins, maxs;
 
-       numviewmodels = 0;
+matrix4x4_t viewmodelmatrix;
 
-       bobjrotate = ANGLEMOD(100*cl.time);
-       if (cl_itembobheight.value)
-               bobjoffset = (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
-       else
-               bobjoffset = 0;
+static int entitylinkframenumber;
 
-       // start on the entity after the world
-       for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++)
+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)
        {
-               // if the object isn't active in the current network frame, skip it
-               if (!cl_entities_active[i])
-                       continue;
-               if (!ent->state_current.active)
+               e->persistent.linkframe = entitylinkframenumber;
+               // skip inactive entities and world
+               if (!e->state_current.active || e == cl_entities)
+                       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)
                {
-                       cl_entities_active[i] = false;
-                       continue;
+                       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];
                }
-
-               VectorCopy(ent->persistent.trail_origin, oldorg);
-
-               if (!ent->state_previous.active)
+               else if (e->state_current.colormap && cl.scores != NULL)
                {
-                       // only one state available
-                       VectorCopy (ent->persistent.neworigin, neworg);
-                       VectorCopy (ent->persistent.newangles, ent->render.angles);
-                       VectorCopy (neworg, oldorg);
+                       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];
                }
                else
                {
-                       // if the delta is large, assume a teleport and don't lerp
-                       VectorSubtract(ent->persistent.neworigin, ent->persistent.oldorigin, delta);
-                       if (ent->persistent.lerpdeltatime > 0)
+                       e->render.colormap = -1; // no special coloring
+                       VectorClear(e->render.colormap_pantscolor);
+                       VectorClear(e->render.colormap_shirtcolor);
+               }
+               e->render.skinnum = e->state_current.skin;
+               if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
+               {
+                       if (!r_drawviewmodel.integer || chase_active.integer || envmap)
+                               return;
+                       if (cl.viewentity)
+                               CL_LinkNetworkEntity(cl_entities + cl.viewentity);
+                       matrix = &viewmodelmatrix;
+                       if (e == &cl.viewent && cl_entities[cl.viewentity].state_current.active)
                        {
-                               lerp = (cl.time - ent->persistent.lerpstarttime) / ent->persistent.lerpdeltatime;
-                               if (lerp < 1)
-                               {
-                                       // interpolate the origin and angles
-                                       VectorMA(ent->persistent.oldorigin, lerp, delta, neworg);
-                                       VectorSubtract(ent->persistent.newangles, ent->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(ent->persistent.oldangles, lerp, delta, ent->render.angles);
-                               }
-                               else
-                               {
-                                       // no interpolation
-                                       VectorCopy (ent->persistent.neworigin, neworg);
-                                       VectorCopy (ent->persistent.newangles, ent->render.angles);
-                               }
+                               e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
+                               e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
                        }
-                       else
+               }
+               else
+               {
+                       // 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)
+                               return;
+                       // note: this can link to world
+                       CL_LinkNetworkEntity(t);
+                       // make relative to the entity
+                       matrix = &t->render.matrix;
+                       // some properties of the tag entity carry over
+                       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))
                        {
-                               // no interpolation
-                               VectorCopy (ent->persistent.neworigin, neworg);
-                               VectorCopy (ent->persistent.newangles, ent->render.angles);
+                               // blend the matrices
+                               memset(&blendmatrix, 0, sizeof(blendmatrix));
+                               for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
+                               {
+                                       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;
                        }
                }
 
-               if (!ent->render.model || ent->render.model->type != mod_brush)
-                       ent->render.angles[0] = -ent->render.angles[0];
-
-               VectorCopy (neworg, ent->persistent.trail_origin);
-               // persistent.modelindex will be updated by CL_LerpUpdate
-               if (ent->state_current.modelindex != ent->persistent.modelindex || !ent->state_previous.active)
-                       VectorCopy(neworg, oldorg);
-
-               VectorCopy (neworg, ent->render.origin);
-               ent->render.flags = ent->state_current.flags;
-               if (i == cl.viewentity)
-                       ent->render.flags |= RENDER_EXTERIORMODEL;
-               ent->render.effects = effects = ent->state_current.effects;
-               if (ent->state_current.flags & RENDER_COLORMAPPED)
-                       ent->render.colormap = ent->state_current.colormap;
-               else if (cl.scores == NULL || !ent->state_current.colormap)
-                       ent->render.colormap = -1; // no special coloring
+               // movement lerp
+               // if it's the player entity, update according to client movement
+               if (e == cl_entities + cl.playerentity && cl.movement)
+               {
+                       lerp = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
+                       lerp = bound(0, lerp, 1);
+                       VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
+                       VectorSet(angles, 0, cl.viewangles[1], 0);
+               }
+               else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
+               {
+                       // interpolate the origin and angles
+                       VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
+                       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
-                       ent->render.colormap = cl.scores[ent->state_current.colormap - 1].colors; // color it
-               ent->render.skinnum = ent->state_current.skin;
-               ent->render.alpha = ent->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
-               ent->render.scale = ent->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
-
-               if (ent->render.model && ent->render.model->flags & EF_ROTATE)
                {
-                       ent->render.angles[1] = bobjrotate;
-                       ent->render.origin[2] += bobjoffset;
+                       // no interpolation
+                       VectorCopy(e->persistent.neworigin, origin);
+                       VectorCopy(e->persistent.newangles, angles);
                }
 
-               Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, ent->render.origin[0], ent->render.origin[1], ent->render.origin[2], ent->render.angles[0], ent->render.angles[1], ent->render.angles[2], ent->render.scale);
-
-               // update interpolation info
-               CL_LerpUpdate(ent);
+               // model setup and some modelflags
+               e->render.model = cl.model_precache[e->state_current.modelindex];
+               if (e->render.model)
+               {
+                       // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
+                       if (e->render.model->type == mod_alias || (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC))
+                               angles[0] = -angles[0];
+                       if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(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;
+                       }
+                       // transfer certain model flags to effects
+                       e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
+                       if (cl_prydoncursor.integer && (e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
+                               VectorScale(e->render.colormod, 2, e->render.colormod);
+               }
 
-               // handle effects now...
+               // animation lerp
+               if (e->render.frame2 == e->state_current.frame)
+               {
+                       // update frame lerp fraction
+                       e->render.framelerp = 1;
+                       if (e->render.frame2time > e->render.frame1time)
+                       {
+                               // 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);
+                       }
+               }
+               else
+               {
+                       // begin a new frame lerp
+                       e->render.frame1 = e->render.frame2;
+                       e->render.frame1time = e->render.frame2time;
+                       e->render.frame = e->render.frame2 = e->state_current.frame;
+                       e->render.frame2time = cl.time;
+                       e->render.framelerp = 0;
+               }
+               R_LerpAnimation(&e->render);
+
+               // set up the render matrix
+               // 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);
+               // make the other useful stuff
+               Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
+               CL_BoundingBoxForEntity(&e->render);
+
+               // handle effects now that we know where this entity is in the world...
+               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
+               {
+                       origin[0] = e->render.matrix.m[0][3];
+                       origin[1] = e->render.matrix.m[1][3];
+                       origin[2] = e->render.matrix.m[2][3];
+               }
+               trailtype = -1;
+               dlightradius = 0;
                dlightcolor[0] = 0;
                dlightcolor[1] = 0;
                dlightcolor[2] = 0;
-
                // LordHavoc: if the entity has no effects, don't check each
-               if (effects)
+               if (e->render.effects)
                {
-                       if (effects & EF_BRIGHTFIELD)
+                       if (e->render.effects & EF_BRIGHTFIELD)
                        {
                                if (gamemode == GAME_NEXUIZ)
                                {
-                                       dlightcolor[0] += 100.0f;
-                                       dlightcolor[1] += 200.0f;
-                                       dlightcolor[2] += 400.0f;
-                                       // don't do trail if we have no previous location
-                                       if (ent->state_previous.active)
-                                               CL_RocketTrail (oldorg, neworg, 8, ent);
+                                       dlightradius = max(dlightradius, 200);
+                                       dlightcolor[0] += 0.75f;
+                                       dlightcolor[1] += 1.50f;
+                                       dlightcolor[2] += 3.00f;
+                                       trailtype = 8;
                                }
                                else
-                                       CL_EntityParticles (ent);
+                                       CL_EntityParticles(e);
                        }
-                       if (effects & EF_MUZZLEFLASH)
-                               ent->persistent.muzzleflash = 100.0f;
-                       if (effects & EF_DIMLIGHT)
+                       if (e->render.effects & EF_MUZZLEFLASH)
+                               e->persistent.muzzleflash = 1.0f;
+                       if (e->render.effects & EF_DIMLIGHT)
                        {
-                               dlightcolor[0] += 200.0f;
-                               dlightcolor[1] += 200.0f;
-                               dlightcolor[2] += 200.0f;
+                               dlightradius = max(dlightradius, 200);
+                               dlightcolor[0] += 1.50f;
+                               dlightcolor[1] += 1.50f;
+                               dlightcolor[2] += 1.50f;
                        }
-                       if (effects & EF_BRIGHTLIGHT)
+                       if (e->render.effects & EF_BRIGHTLIGHT)
                        {
-                               dlightcolor[0] += 400.0f;
-                               dlightcolor[1] += 400.0f;
-                               dlightcolor[2] += 400.0f;
+                               dlightradius = max(dlightradius, 400);
+                               dlightcolor[0] += 3.00f;
+                               dlightcolor[1] += 3.00f;
+                               dlightcolor[2] += 3.00f;
                        }
-                       // LordHavoc: added EF_RED and EF_BLUE
-                       if (effects & EF_RED) // red
+                       // LordHavoc: more effects
+                       if (e->render.effects & EF_RED) // red
                        {
-                               dlightcolor[0] += 200.0f;
-                               dlightcolor[1] +=  20.0f;
-                               dlightcolor[2] +=  20.0f;
+                               dlightradius = max(dlightradius, 200);
+                               dlightcolor[0] += 1.50f;
+                               dlightcolor[1] += 0.15f;
+                               dlightcolor[2] += 0.15f;
                        }
-                       if (effects & EF_BLUE) // blue
+                       if (e->render.effects & EF_BLUE) // blue
                        {
-                               dlightcolor[0] +=  20.0f;
-                               dlightcolor[1] +=  20.0f;
-                               dlightcolor[2] += 200.0f;
+                               dlightradius = max(dlightradius, 200);
+                               dlightcolor[0] += 0.15f;
+                               dlightcolor[1] += 0.15f;
+                               dlightcolor[2] += 1.50f;
                        }
-                       if (effects & EF_FLAME)
+                       if (e->render.effects & EF_FLAME)
                        {
-                               if (ent->render.model)
-                               {
-                                       mins[0] = neworg[0] - 16.0f;
-                                       mins[1] = neworg[1] - 16.0f;
-                                       mins[2] = neworg[2] - 16.0f;
-                                       maxs[0] = neworg[0] + 16.0f;
-                                       maxs[1] = neworg[1] + 16.0f;
-                                       maxs[2] = neworg[2] + 16.0f;
-                                       // how many flames to make
-                                       temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
-                                       CL_FlameCube(mins, maxs, temp);
-                               }
-                               d = lhrandom(200, 250);
-                               dlightcolor[0] += d * 1.0f;
-                               dlightcolor[1] += d * 0.7f;
-                               dlightcolor[2] += d * 0.3f;
+                               mins[0] = origin[0] - 16.0f;
+                               mins[1] = origin[1] - 16.0f;
+                               mins[2] = origin[2] - 16.0f;
+                               maxs[0] = origin[0] + 16.0f;
+                               maxs[1] = origin[1] + 16.0f;
+                               maxs[2] = origin[2] + 16.0f;
+                               // how many flames to make
+                               temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
+                               CL_FlameCube(mins, maxs, temp);
+                               d = lhrandom(0.75f, 1);
+                               dlightradius = max(dlightradius, 200);
+                               dlightcolor[0] += d * 2.0f;
+                               dlightcolor[1] += d * 1.5f;
+                               dlightcolor[2] += d * 0.5f;
                        }
-                       if (effects & EF_STARDUST)
+                       if (e->render.effects & EF_STARDUST)
                        {
-                               if (ent->render.model)
-                               {
-                                       mins[0] = neworg[0] - 16.0f;
-                                       mins[1] = neworg[1] - 16.0f;
-                                       mins[2] = neworg[2] - 16.0f;
-                                       maxs[0] = neworg[0] + 16.0f;
-                                       maxs[1] = neworg[1] + 16.0f;
-                                       maxs[2] = neworg[2] + 16.0f;
-                                       // how many particles to make
-                                       temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
-                                       CL_Stardust(mins, maxs, temp);
-                               }
-                               d = 100;
-                               dlightcolor[0] += d * 1.0f;
-                               dlightcolor[1] += d * 0.7f;
-                               dlightcolor[2] += d * 0.3f;
+                               mins[0] = origin[0] - 16.0f;
+                               mins[1] = origin[1] - 16.0f;
+                               mins[2] = origin[2] - 16.0f;
+                               maxs[0] = origin[0] + 16.0f;
+                               maxs[1] = origin[1] + 16.0f;
+                               maxs[2] = origin[2] + 16.0f;
+                               // how many particles to make
+                               temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
+                               CL_Stardust(mins, maxs, temp);
+                               dlightradius = max(dlightradius, 200);
+                               dlightcolor[0] += 1.0f;
+                               dlightcolor[1] += 0.7f;
+                               dlightcolor[2] += 0.3f;
                        }
                }
-
-               if (ent->persistent.muzzleflash > 0)
+               // muzzleflash fades over time, and is offset a bit
+               if (e->persistent.muzzleflash > 0)
                {
-                       v2[0] = ent->render.matrix.m[0][0] * 18 + neworg[0];
-                       v2[1] = ent->render.matrix.m[0][1] * 18 + neworg[1];
-                       v2[2] = ent->render.matrix.m[0][2] * 18 + neworg[2] + 16;
-                       CL_TraceLine(neworg, v2, v, NULL, 0, true, NULL);
-
-                       CL_AllocDlight (NULL, v, ent->persistent.muzzleflash, 1, 1, 1, 0, 0);
-                       ent->persistent.muzzleflash -= cl.frametime * 1000;
+                       Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
+                       trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
+                       tempmatrix = e->render.matrix;
+                       tempmatrix.m[0][3] = trace.endpos[0];
+                       tempmatrix.m[1][3] = trace.endpos[1];
+                       tempmatrix.m[2][3] = trace.endpos[2];
+                       CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, -1, true, 0, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                       e->persistent.muzzleflash -= cl.frametime * 10;
                }
-
                // LordHavoc: if the model has no flags, don't check each
-               if (ent->render.model && ent->render.model->flags)
+               if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
                {
-                       // note: EF_ROTATE handled above, above matrix calculation
-                       // only do trails if present in the previous frame as well
-                       if (ent->state_previous.active)
+                       if (e->render.model->flags & EF_GIB)
+                               trailtype = 2;
+                       else if (e->render.model->flags & EF_ZOMGIB)
+                               trailtype = 4;
+                       else if (e->render.model->flags & EF_TRACER)
                        {
-                               if (ent->render.model->flags & EF_GIB)
-                                       CL_RocketTrail (oldorg, neworg, 2, ent);
-                               else if (ent->render.model->flags & EF_ZOMGIB)
-                                       CL_RocketTrail (oldorg, neworg, 4, ent);
-                               else if (ent->render.model->flags & EF_TRACER)
-                               {
-                                       CL_RocketTrail (oldorg, neworg, 3, ent);
-                                       dlightcolor[0] += 0x10;
-                                       dlightcolor[1] += 0x40;
-                                       dlightcolor[2] += 0x10;
-                               }
-                               else if (ent->render.model->flags & EF_TRACER2)
-                               {
-                                       CL_RocketTrail (oldorg, neworg, 5, ent);
-                                       dlightcolor[0] += 0x50;
-                                       dlightcolor[1] += 0x30;
-                                       dlightcolor[2] += 0x10;
-                               }
-                               else if (ent->render.model->flags & EF_ROCKET)
-                               {
-                                       CL_RocketTrail (oldorg, ent->render.origin, 0, ent);
-                                       dlightcolor[0] += 200.0f;
-                                       dlightcolor[1] += 160.0f;
-                                       dlightcolor[2] +=  80.0f;
-                               }
-                               else if (ent->render.model->flags & EF_GRENADE)
+                               trailtype = 3;
+                               dlightradius = max(dlightradius, 100);
+                               dlightcolor[0] += 0.25f;
+                               dlightcolor[1] += 1.00f;
+                               dlightcolor[2] += 0.25f;
+                       }
+                       else if (e->render.model->flags & EF_TRACER2)
+                       {
+                               trailtype = 5;
+                               dlightradius = max(dlightradius, 100);
+                               dlightcolor[0] += 1.00f;
+                               dlightcolor[1] += 0.60f;
+                               dlightcolor[2] += 0.20f;
+                       }
+                       else if (e->render.model->flags & EF_ROCKET)
+                       {
+                               trailtype = 0;
+                               dlightradius = max(dlightradius, 200);
+                               dlightcolor[0] += 3.00f;
+                               dlightcolor[1] += 1.50f;
+                               dlightcolor[2] += 0.50f;
+                       }
+                       else if (e->render.model->flags & EF_GRENADE)
+                       {
+                               // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
+                               trailtype = e->render.alpha == -1 ? 7 : 1;
+                       }
+                       else if (e->render.model->flags & EF_TRACER3)
+                       {
+                               trailtype = 6;
+                               if (gamemode == GAME_PRYDON)
                                {
-                                       if (ent->render.alpha == -1) // LordHavoc: Nehahra dem compatibility (cigar smoke)
-                                               CL_RocketTrail (oldorg, neworg, 7, ent);
-                                       else
-                                               CL_RocketTrail (oldorg, neworg, 1, ent);
+                                       dlightradius = max(dlightradius, 100);
+                                       dlightcolor[0] += 0.30f;
+                                       dlightcolor[1] += 0.60f;
+                                       dlightcolor[2] += 1.20f;
                                }
-                               else if (ent->render.model->flags & EF_TRACER3)
+                               else
                                {
-                                       CL_RocketTrail (oldorg, neworg, 6, ent);
-                                       dlightcolor[0] += 0x50;
-                                       dlightcolor[1] += 0x20;
-                                       dlightcolor[2] += 0x40;
+                                       dlightradius = max(dlightradius, 200);
+                                       dlightcolor[0] += 1.20f;
+                                       dlightcolor[1] += 0.50f;
+                                       dlightcolor[2] += 1.00f;
                                }
                        }
                }
                // LordHavoc: customizable glow
-               if (ent->state_current.glowsize)
+               if (e->state_current.glowsize)
                {
                        // * 4 for the expansion from 0-255 to 0-1023 range,
                        // / 255 to scale down byte colors
-                       VectorMA(dlightcolor, ent->state_current.glowsize * (4.0f / 255.0f), (qbyte *)&palette_complete[ent->state_current.glowcolor], dlightcolor);
+                       dlightradius = max(dlightradius, e->state_current.glowsize * 4);
+                       VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
                }
-               // LordHavoc: customizable trail
-               if (ent->render.flags & RENDER_GLOWTRAIL)
-                       CL_RocketTrail2 (oldorg, neworg, ent->state_current.glowcolor, ent);
-
-               if (dlightcolor[0] || dlightcolor[1] || dlightcolor[2])
+               // make the glow dlight
+               if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
                {
-                       VectorCopy(neworg, v);
+                       //dlightmatrix = e->render.matrix;
                        // hack to make glowing player light shine on their gun
-                       if (i == cl.viewentity/* && !chase_active.integer*/)
-                               v[2] += 30;
-                       CL_AllocDlight (&ent->render, v, 1, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0);
+                       //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
+                       //      dlightmatrix.m[2][3] += 30;
+                       CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
                }
-
-               if (chase_active.integer && (ent->render.flags & RENDER_VIEWMODEL))
-                       continue;
-
-               // don't show entities with no modelindex (note: this still shows
-               // entities which have a modelindex that resolved to a NULL model)
-               if (!ent->state_current.modelindex)
-                       continue;
-               if (effects & EF_NODRAW)
-                       continue;
-
-               // store a list of view-relative entities for later adjustment in view code
-               if (ent->render.flags & RENDER_VIEWMODEL)
+               // custom rtlight
+               if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
                {
-                       if (numviewmodels < MAXVIEWMODELS)
-                               viewmodels[numviewmodels++] = ent;
-                       continue;
+                       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?
+                       CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
                }
+               // do trails
+               if (e->render.flags & RENDER_GLOWTRAIL)
+                       trailtype = 9;
+               if (trailtype >= 0)
+                       CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e);
+               VectorCopy(origin, e->persistent.trail_origin);
+               // 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;
+               // player model is only shown with chase_active on
+               if (e->state_current.number == cl.viewentity)
+                       e->render.flags |= RENDER_EXTERIORMODEL;
+               // transparent stuff can't be lit during the opaque stage
+               if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
+                       e->render.flags |= RENDER_TRANSPARENT;
+               // either fullbright or lit
+               if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
+                       e->render.flags |= RENDER_LIGHT;
+               // hide player shadow during intermission or nehahra movie
+               if (!(e->render.effects & EF_NOSHADOW)
+                && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
+                && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
+                       e->render.flags |= RENDER_SHADOW;
+               // as soon as player is known we can call V_CalcRefDef
+               if (e->state_current.number == cl.viewentity)
+                       V_CalcRefdef();
+               if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
+                       cl_brushmodel_entities[cl_num_brushmodel_entities++] = e->state_current.number;
+               // 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 (cl.viewentity && e->state_current.number == cl.viewentity)
+               //      Matrix4x4_Print(&e->render.matrix);
+       }
+}
 
-               Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
-
-               CL_BoundingBoxForEntity(&ent->render);
-               if (ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->type == mod_brush)
-                       cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
-
-               // note: the cl.viewentity and intermission check is to hide player
-               // shadow during intermission and during the Nehahra movie and
-               // Nehahra cinematics
-               if (!(ent->state_current.effects & EF_NOSHADOW)
-                && !(ent->state_current.effects & EF_ADDITIVE)
-                && (ent->state_current.alpha == 255)
-                && !(ent->render.flags & RENDER_VIEWMODEL)
-                && (i != cl.viewentity || (!cl.intermission && !Nehahrademcompatibility && !cl_noplayershadow.integer)))
-                       ent->render.flags |= RENDER_SHADOW;
-
-               if (r_refdef.numentities < r_refdef.maxentities)
-                       r_refdef.entities[r_refdef.numentities++] = &ent->render;
+void CL_RelinkWorld(void)
+{
+       entity_t *ent = &cl_entities[0];
+       cl_brushmodel_entities[cl_num_brushmodel_entities++] = 0;
+       // FIXME: this should be done at load
+       Matrix4x4_CreateIdentity(&ent->render.matrix);
+       Matrix4x4_CreateIdentity(&ent->render.inversematrix);
+       R_LerpAnimation(&ent->render);
+       CL_BoundingBoxForEntity(&ent->render);
+       ent->render.flags = RENDER_SHADOW;
+       if (!r_fullbright.integer)
+               ent->render.flags |= RENDER_LIGHT;
+       VectorSet(ent->render.colormod, 1, 1, 1);
+       r_refdef.worldentity = &ent->render;
+       r_refdef.worldmodel = cl.worldmodel;
+}
 
-               if (cl_num_entities < i + 1)
-                       cl_num_entities = i + 1;
+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++)
+       {
+               e->render.flags = 0;
+               // transparent stuff can't be lit during the opaque stage
+               if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
+                       e->render.flags |= RENDER_TRANSPARENT;
+               // either fullbright or lit
+               if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
+                       e->render.flags |= RENDER_LIGHT;
+               // hide player shadow during intermission or nehahra movie
+               if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
+                       e->render.flags |= RENDER_SHADOW;
+               VectorSet(e->render.colormod, 1, 1, 1);
+               R_LerpAnimation(&e->render);
+               r_refdef.entities[r_refdef.numentities++] = &e->render;
        }
 }
 
-void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
+/*
+===============
+CL_RelinkEntities
+===============
+*/
+static void CL_RelinkNetworkEntities(void)
 {
+       entity_t *ent;
        int i;
-       cl_effect_t *e;
-       if (!modelindex) // sanity check
-               return;
-       for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
+
+       ent = &cl.viewent;
+       ent->state_previous = ent->state_current;
+       ent->state_current = defaultstate;
+       ent->state_current.time = cl.time;
+       ent->state_current.number = -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 (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;
+               if (gamemode == GAME_TRANSFUSION)
+                       ent->state_current.alpha = 128;
+               else
+                       ent->state_current.modelindex = 0;
+       }
 
-               e->frame = 0;
-               e->frame1time = cl.time;
-               e->frame2time = cl.time;
-               break;
+       // reset animation interpolation on weaponmodel if model changed
+       if (ent->state_previous.modelindex != ent->state_current.modelindex)
+       {
+               ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
+               ent->render.frame1time = ent->render.frame2time = cl.time;
+               ent->render.framelerp = 1;
        }
+
+       // start on the entity after the world
+       entitylinkframenumber++;
+       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;
+               }
+       }
+       CL_LinkNetworkEntity(&cl.viewent);
 }
 
 static void CL_RelinkEffects(void)
@@ -873,7 +1161,6 @@ static void CL_RelinkEffects(void)
                        intframe = frame;
                        if (intframe < 0 || intframe >= e->endframe)
                        {
-                               e->active = false;
                                memset(e, 0, sizeof(*e));
                                continue;
                        }
@@ -899,22 +1186,22 @@ static void CL_RelinkEffects(void)
                                ent->render.frame2time = e->frame2time;
 
                                // normal stuff
-                               //VectorCopy(e->origin, ent->render.origin);
                                ent->render.model = cl.model_precache[e->modelindex];
                                ent->render.frame = ent->render.frame2;
                                ent->render.colormap = -1; // no special coloring
-                               //ent->render.scale = 1;
                                ent->render.alpha = 1;
+                               VectorSet(ent->render.colormod, 1, 1, 1);
 
                                Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
                                Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
+                               R_LerpAnimation(&ent->render);
                                CL_BoundingBoxForEntity(&ent->render);
                        }
                }
        }
 }
 
-void CL_RelinkBeams (void)
+void CL_RelinkBeams(void)
 {
        int i;
        beam_t *b;
@@ -923,6 +1210,7 @@ void CL_RelinkBeams (void)
        entity_t *ent;
        float yaw, pitch;
        float forward;
+       matrix4x4_t tempmatrix;
 
        for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
        {
@@ -932,7 +1220,7 @@ void CL_RelinkBeams (void)
                // if coming from the player, update the start position
                //if (b->entity == cl.viewentity)
                //      VectorCopy (cl_entities[cl.viewentity].render.origin, b->start);
-               if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
+               if (cl_beams_relative.integer && b->entity == cl.viewentity && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
                {
                        entity_state_t *p = &cl_entities[b->entity].state_previous;
                        //entity_state_t *c = &cl_entities[b->entity].state_current;
@@ -970,7 +1258,11 @@ void CL_RelinkBeams (void)
                if (b->lightning)
                {
                        if (cl_beams_lightatend.integer)
-                               CL_AllocDlight (NULL, b->end, 200, 0.3, 0.7, 1, 0, 0);
+                       {
+                               // FIXME: create a matrix from the beam start/end orientation
+                               Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
+                               CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                       }
                        if (cl_beams_polygons.integer)
                                continue;
                }
@@ -1008,12 +1300,13 @@ void CL_RelinkBeams (void)
                                return;
                        //VectorCopy (org, ent->render.origin);
                        ent->render.model = b->model;
-                       ent->render.effects = EF_FULLBRIGHT;
+                       //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);
                        Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
+                       R_LerpAnimation(&ent->render);
                        CL_BoundingBoxForEntity(&ent->render);
                        VectorMA(org, 30, dist, org);
                        d -= 30;
@@ -1021,358 +1314,18 @@ void CL_RelinkBeams (void)
        }
 }
 
-cvar_t r_lightningbeam_thickness = {CVAR_SAVE, "r_lightningbeam_thickness", "4"};
-cvar_t r_lightningbeam_scroll = {CVAR_SAVE, "r_lightningbeam_scroll", "5"};
-cvar_t r_lightningbeam_repeatdistance = {CVAR_SAVE, "r_lightningbeam_repeatdistance", "1024"};
-cvar_t r_lightningbeam_color_red = {CVAR_SAVE, "r_lightningbeam_color_red", "1"};
-cvar_t r_lightningbeam_color_green = {CVAR_SAVE, "r_lightningbeam_color_green", "1"};
-cvar_t r_lightningbeam_color_blue = {CVAR_SAVE, "r_lightningbeam_color_blue", "1"};
-cvar_t r_lightningbeam_qmbtexture = {CVAR_SAVE, "r_lightningbeam_qmbtexture", "0"};
-
-rtexture_t *r_lightningbeamtexture;
-rtexture_t *r_lightningbeamqmbtexture;
-rtexturepool_t *r_lightningbeamtexturepool;
-
-int r_lightningbeamelements[18] = {0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11};
-
-void r_lightningbeams_start(void)
-{
-       r_lightningbeamtexturepool = R_AllocTexturePool();
-       r_lightningbeamtexture = NULL;
-       r_lightningbeamqmbtexture = NULL;
-}
-
-void r_lightningbeams_setupqmbtexture(void)
-{
-       r_lightningbeamqmbtexture = loadtextureimage(r_lightningbeamtexturepool, "textures/particles/lightning.pcx", 0, 0, false, TEXF_ALPHA | TEXF_PRECACHE);
-       if (r_lightningbeamqmbtexture == NULL)
-               Cvar_SetValueQuick(&r_lightningbeam_qmbtexture, false);
-}
-
-void r_lightningbeams_setuptexture(void)
-{
-#if 0
-#define BEAMWIDTH 128
-#define BEAMHEIGHT 64
-#define PATHPOINTS 8
-       int i, j, px, py, nearestpathindex, imagenumber;
-       float particlex, particley, particlexv, particleyv, dx, dy, s, maxpathstrength;
-       qbyte *pixels;
-       int *image;
-       struct {float x, y, strength;} path[PATHPOINTS], temppath;
-
-       image = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * sizeof(int));
-       pixels = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * sizeof(qbyte[4]));
-
-       for (imagenumber = 0, maxpathstrength = 0.0339476;maxpathstrength < 0.5;imagenumber++, maxpathstrength += 0.01)
-       {
-       for (i = 0;i < PATHPOINTS;i++)
-       {
-               path[i].x = lhrandom(0, 1);
-               path[i].y = lhrandom(0.2, 0.8);
-               path[i].strength = lhrandom(0, 1);
-       }
-       for (i = 0;i < PATHPOINTS;i++)
-       {
-               for (j = i + 1;j < PATHPOINTS;j++)
-               {
-                       if (path[j].x < path[i].x)
-                       {
-                               temppath = path[j];
-                               path[j] = path[i];
-                               path[i] = temppath;
-                       }
-               }
-       }
-       particlex = path[0].x;
-       particley = path[0].y;
-       particlexv = lhrandom(0, 0.02);
-       particlexv = lhrandom(-0.02, 0.02);
-       memset(image, 0, BEAMWIDTH * BEAMHEIGHT * sizeof(int));
-       for (i = 0;i < 65536;i++)
-       {
-               for (nearestpathindex = 0;nearestpathindex < PATHPOINTS;nearestpathindex++)
-                       if (path[nearestpathindex].x > particlex)
-                               break;
-               nearestpathindex %= PATHPOINTS;
-               dx = path[nearestpathindex].x + lhrandom(-0.01, 0.01);dx = bound(0, dx, 1) - particlex;if (dx < 0) dx += 1;
-               dy = path[nearestpathindex].y + lhrandom(-0.01, 0.01);dy = bound(0, dy, 1) - particley;
-               s = path[nearestpathindex].strength / sqrt(dx*dx+dy*dy);
-               particlexv = particlexv /* (1 - lhrandom(0.08, 0.12))*/ + dx * s;
-               particleyv = particleyv /* (1 - lhrandom(0.08, 0.12))*/ + dy * s;
-               particlex += particlexv * maxpathstrength;particlex -= (int) particlex;
-               particley += particleyv * maxpathstrength;particley = bound(0, particley, 1);
-               px = particlex * BEAMWIDTH;
-               py = particley * BEAMHEIGHT;
-               if (px >= 0 && py >= 0 && px < BEAMWIDTH && py < BEAMHEIGHT)
-                       image[py*BEAMWIDTH+px] += 16;
-       }
-
-       for (py = 0;py < BEAMHEIGHT;py++)
-       {
-               for (px = 0;px < BEAMWIDTH;px++)
-               {
-                       pixels[(py*BEAMWIDTH+px)*4+0] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f);
-                       pixels[(py*BEAMWIDTH+px)*4+1] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f);
-                       pixels[(py*BEAMWIDTH+px)*4+2] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f);
-                       pixels[(py*BEAMWIDTH+px)*4+3] = 255;
-               }
-       }
-
-       Image_WriteTGARGBA(va("lightningbeam%i.tga", imagenumber), BEAMWIDTH, BEAMHEIGHT, pixels);
-       }
-
-       r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, pixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
-
-       Mem_Free(pixels);
-       Mem_Free(image);
-#else
-#define BEAMWIDTH 64
-#define BEAMHEIGHT 128
-       float r, g, b, intensity, fx, width, center;
-       int x, y;
-       qbyte *data, *noise1, *noise2;
-
-       data = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * 4);
-       noise1 = Mem_Alloc(tempmempool, BEAMHEIGHT * BEAMHEIGHT);
-       noise2 = Mem_Alloc(tempmempool, BEAMHEIGHT * BEAMHEIGHT);
-       fractalnoise(noise1, BEAMHEIGHT, BEAMHEIGHT / 8);
-       fractalnoise(noise2, BEAMHEIGHT, BEAMHEIGHT / 16);
-
-       for (y = 0;y < BEAMHEIGHT;y++)
-       {
-               width = 0.15;//((noise1[y * BEAMHEIGHT] * (1.0f / 256.0f)) * 0.1f + 0.1f);
-               center = (noise1[y * BEAMHEIGHT + (BEAMHEIGHT / 2)] / 256.0f) * (1.0f - width * 2.0f) + width;
-               for (x = 0;x < BEAMWIDTH;x++, fx++)
-               {
-                       fx = (((float) x / BEAMWIDTH) - center) / width;
-                       intensity = 1.0f - sqrt(fx * fx);
-                       if (intensity > 0)
-                               intensity = pow(intensity, 2) * ((noise2[y * BEAMHEIGHT + x] * (1.0f / 256.0f)) * 0.33f + 0.66f);
-                       intensity = bound(0, intensity, 1);
-                       r = intensity * 1.0f;
-                       g = intensity * 1.0f;
-                       b = intensity * 1.0f;
-                       data[(y * BEAMWIDTH + x) * 4 + 0] = (qbyte)(bound(0, r, 1) * 255.0f);
-                       data[(y * BEAMWIDTH + x) * 4 + 1] = (qbyte)(bound(0, g, 1) * 255.0f);
-                       data[(y * BEAMWIDTH + x) * 4 + 2] = (qbyte)(bound(0, b, 1) * 255.0f);
-                       data[(y * BEAMWIDTH + x) * 4 + 3] = (qbyte)255;
-               }
-       }
-
-       r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
-       Mem_Free(noise1);
-       Mem_Free(noise2);
-       Mem_Free(data);
-#endif
-}
-
-void r_lightningbeams_shutdown(void)
-{
-       r_lightningbeamtexture = NULL;
-       r_lightningbeamqmbtexture = NULL;
-       R_FreeTexturePool(&r_lightningbeamtexturepool);
-}
-
-void r_lightningbeams_newmap(void)
-{
-}
-
-void R_LightningBeams_Init(void)
-{
-       Cvar_RegisterVariable(&r_lightningbeam_thickness);
-       Cvar_RegisterVariable(&r_lightningbeam_scroll);
-       Cvar_RegisterVariable(&r_lightningbeam_repeatdistance);
-       Cvar_RegisterVariable(&r_lightningbeam_color_red);
-       Cvar_RegisterVariable(&r_lightningbeam_color_green);
-       Cvar_RegisterVariable(&r_lightningbeam_color_blue);
-       Cvar_RegisterVariable(&r_lightningbeam_qmbtexture);
-       R_RegisterModule("R_LightningBeams", r_lightningbeams_start, r_lightningbeams_shutdown, r_lightningbeams_newmap);
-}
-
-void R_CalcLightningBeamPolygonVertex3f(float *v, const float *start, const float *end, const float *offset)
-{
-       // near right corner
-       VectorAdd     (start, offset, (v + 0));
-       // near left corner
-       VectorSubtract(start, offset, (v + 3));
-       // far left corner
-       VectorSubtract(end  , offset, (v + 6));
-       // far right corner
-       VectorAdd     (end  , offset, (v + 9));
-}
-
-void R_CalcLightningBeamPolygonTexCoord2f(float *tc, float t1, float t2)
-{
-       if (r_lightningbeam_qmbtexture.integer)
-       {
-               // near right corner
-               tc[0] = t1;tc[1] = 0;
-               // near left corner
-               tc[2] = t1;tc[3] = 1;
-               // far left corner
-               tc[4] = t2;tc[5] = 1;
-               // far right corner
-               tc[6] = t2;tc[7] = 0;
-       }
-       else
-       {
-               // near right corner
-               tc[0] = 0;tc[1] = t1;
-               // near left corner
-               tc[2] = 1;tc[3] = t1;
-               // far left corner
-               tc[4] = 1;tc[5] = t2;
-               // far right corner
-               tc[6] = 0;tc[7] = t2;
-       }
-}
-
-void R_FogLightningBeam_Vertex3f_Color4f(const float *v, float *c, int numverts, float r, float g, float b, float a)
-{
-       int i;
-       vec3_t fogvec;
-       float ifog;
-       for (i = 0;i < numverts;i++, v += 3, c += 4)
-       {
-               VectorSubtract(v, r_origin, fogvec);
-               ifog = 1 - exp(fogdensity/DotProduct(fogvec,fogvec));
-               c[0] = r * ifog;
-               c[1] = g * ifog;
-               c[2] = b * ifog;
-               c[3] = a;
-       }
-}
-
-float beamrepeatscale;
-
-void R_DrawLightningBeamCallback(const void *calldata1, int calldata2)
-{
-       const beam_t *b = calldata1;
-       rmeshstate_t m;
-       vec3_t beamdir, right, up, offset;
-       float length, t1, t2;
-
-       R_Mesh_Matrix(&r_identitymatrix);
-
-       // calculate beam direction (beamdir) vector and beam length
-       // get difference vector
-       VectorSubtract(b->end, b->start, beamdir);
-       // find length of difference vector
-       length = sqrt(DotProduct(beamdir, beamdir));
-       // calculate scale to make beamdir a unit vector (normalized)
-       t1 = 1.0f / length;
-       // scale beamdir so it is now normalized
-       VectorScale(beamdir, t1, beamdir);
-
-       // calculate up vector such that it points toward viewer, and rotates around the beamdir
-       // get direction from start of beam to viewer
-       VectorSubtract(r_origin, b->start, up);
-       // remove the portion of the vector that moves along the beam
-       // (this leaves only a vector pointing directly away from the beam)
-       t1 = -DotProduct(up, beamdir);
-       VectorMA(up, t1, beamdir, up);
-       // now we have a vector pointing away from the beam, now we need to normalize it
-       VectorNormalizeFast(up);
-       // generate right vector from forward and up, the result is already normalized
-       // (CrossProduct returns a vector of multiplied length of the two inputs)
-       CrossProduct(beamdir, up, right);
-
-       // calculate T coordinate scrolling (start and end texcoord along the beam)
-       t1 = cl.time * -r_lightningbeam_scroll.value;// + beamrepeatscale * DotProduct(b->start, beamdir);
-       t1 = t1 - (int) t1;
-       t2 = t1 + beamrepeatscale * length;
-
-       // the beam is 3 polygons in this configuration:
-       //  *   2
-       //   * *
-       // 1******
-       //   * *
-       //  *   3
-       // they are showing different portions of the beam texture, creating an
-       // illusion of a beam that appears to curl around in 3D space
-       // (and realize that the whole polygon assembly orients itself to face
-       //  the viewer)
-
-       memset(&m, 0, sizeof(m));
-       if (r_lightningbeam_qmbtexture.integer)
-               m.tex[0] = R_GetTexture(r_lightningbeamqmbtexture);
-       else
-               m.tex[0] = R_GetTexture(r_lightningbeamtexture);
-       m.pointer_texcoord[0] = varray_texcoord2f[0];
-       R_Mesh_State_Texture(&m);
-
-       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-       GL_DepthMask(false);
-       GL_DepthTest(true);
-       if (r_lightningbeam_qmbtexture.integer && r_lightningbeamqmbtexture == NULL)
-               r_lightningbeams_setupqmbtexture();
-       if (!r_lightningbeam_qmbtexture.integer && r_lightningbeamtexture == NULL)
-               r_lightningbeams_setuptexture();
-
-       // polygon 1, verts 0-3
-       VectorScale(right, r_lightningbeam_thickness.value, offset);
-       R_CalcLightningBeamPolygonVertex3f(varray_vertex3f + 0, b->start, b->end, offset);
-       // polygon 2, verts 4-7
-       VectorAdd(right, up, offset);
-       VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
-       R_CalcLightningBeamPolygonVertex3f(varray_vertex3f + 12, b->start, b->end, offset);
-       // polygon 3, verts 8-11
-       VectorSubtract(right, up, offset);
-       VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
-       R_CalcLightningBeamPolygonVertex3f(varray_vertex3f + 24, b->start, b->end, offset);
-       R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 0, t1, t2);
-       R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 8, t1 + 0.33, t2 + 0.33);
-       R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 16, t1 + 0.66, t2 + 0.66);
-       GL_VertexPointer(varray_vertex3f);
-
-       if (fogenabled)
-       {
-               // per vertex colors if fog is used
-               GL_ColorPointer(varray_color4f);
-               R_FogLightningBeam_Vertex3f_Color4f(varray_vertex3f, varray_color4f, 12, r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1);
-       }
-       else
-       {
-               // solid color if fog is not used
-               GL_Color(r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1);
-       }
-
-       // draw the 3 polygons as one batch of 6 triangles using the 12 vertices
-       R_Mesh_Draw(12, 6, r_lightningbeamelements);
-}
-
-void R_DrawLightningBeams (void)
-{
-       int i;
-       beam_t *b;
-       vec3_t org;
-
-       if (!cl_beams_polygons.integer)
-               return;
-
-       beamrepeatscale = 1.0f / r_lightningbeam_repeatdistance.value;
-       for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
-       {
-               if (b->model && b->endtime >= cl.time && b->lightning)
-               {
-                       VectorAdd(b->start, b->end, org);
-                       VectorScale(org, 0.5f, org);
-                       R_MeshQueue_AddTransparent(org, R_DrawLightningBeamCallback, b, 0);
-               }
-       }
-}
-
-
 void CL_LerpPlayer(float frac)
 {
        int i;
        float d;
 
-       cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold);
-
+       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]);
+       }
 
        if (cls.demoplayback)
        {
@@ -1389,27 +1342,6 @@ void CL_LerpPlayer(float frac)
        }
 }
 
-void CL_RelinkEntities (void)
-{
-       float frac;
-
-       // fraction from previous network update to current
-       frac = CL_LerpPoint();
-
-       CL_ClearTempEntities();
-       CL_DecayLights();
-       CL_RelinkWorld();
-       CL_RelinkStaticEntities();
-       CL_RelinkNetworkEntities();
-       CL_RelinkEffects();
-       CL_MoveParticles();
-
-       CL_LerpPlayer(frac);
-
-       CL_RelinkBeams();
-}
-
-
 /*
 ===============
 CL_ReadFromServer
@@ -1417,20 +1349,47 @@ CL_ReadFromServer
 Read all incoming data from the server
 ===============
 */
+extern void CL_ClientMovement_Replay();
 int CL_ReadFromServer(void)
 {
        CL_ReadDemoMessage();
 
+       r_refdef.time = cl.time;
+       r_refdef.extraupdate = !r_speeds.integer;
        r_refdef.numentities = 0;
-       cl_num_entities = 0;
+       Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix);
        cl_num_brushmodel_entities = 0;
 
        if (cls.state == ca_connected && cls.signon == SIGNONS)
        {
-               CL_RelinkEntities();
+               // prepare for a new frame
+               CL_LerpPlayer(CL_LerpPoint());
+               CL_DecayLights();
+               CL_ClearTempEntities();
+               V_DriftPitch();
+               V_FadeViewFlashs();
+
+               // relink network entities (note: this sets up the view!)
+               CL_ClientMovement_Replay();
+               CL_RelinkNetworkEntities();
+
+               // move particles
+               CL_MoveParticles();
+               R_MoveExplosions();
+
+               // link stuff
+               CL_RelinkWorld();
+               CL_RelinkStaticEntities();
+               CL_RelinkBeams();
+               CL_RelinkEffects();
 
                // run cgame code (which can add more entities)
                CL_CGVM_Frame();
+
+               CL_UpdateLights();
+
+               // update view blend
+               V_CalcViewBlend();
        }
 
        return 0;
@@ -1441,28 +1400,9 @@ int CL_ReadFromServer(void)
 CL_SendCmd
 =================
 */
+void CL_UpdatePrydonCursor(void);
 void CL_SendCmd(void)
 {
-       usercmd_t cmd;
-
-       if (cls.signon == SIGNONS)
-       {
-               // get basic movement from keyboard
-               CL_BaseMove(&cmd);
-
-               // OS independent code
-               IN_PreMove();
-
-               // allow mice or other external controllers to add to the move
-               IN_Move(&cmd);
-
-               // OS independent code
-               IN_PostMove();
-
-               // send the unreliable message
-               CL_SendMove(&cmd);
-       }
-
        if (cls.demoplayback)
        {
                SZ_Clear(&cls.message);
@@ -1474,7 +1414,7 @@ void CL_SendCmd(void)
        {
                if (developer.integer)
                {
-                       Con_Printf("CL_SendCmd: sending reliable message:\n");
+                       Con_Print("CL_SendCmd: sending reliable message:\n");
                        SZ_HexDumpToConsole(&cls.message);
                }
                if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1)
@@ -1488,9 +1428,9 @@ static void CL_PauseDemo_f (void)
 {
        cls.demopaused = !cls.demopaused;
        if (cls.demopaused)
-               Con_Printf("Demo paused\n");
+               Con_Print("Demo paused\n");
        else
-               Con_Printf("Demo unpaused\n");
+               Con_Print("Demo unpaused\n");
 }
 
 /*
@@ -1502,7 +1442,7 @@ static void CL_Fog_f (void)
 {
        if (Cmd_Argc () == 1)
        {
-               Con_Printf ("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
+               Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
                return;
        }
        fog_density = atof(Cmd_Argv(1));
@@ -1511,6 +1451,48 @@ static void CL_Fog_f (void)
        fog_blue = atof(Cmd_Argv(4));
 }
 
+/*
+====================
+CL_TimeRefresh_f
+
+For program optimization
+====================
+*/
+static void CL_TimeRefresh_f (void)
+{
+       int i;
+       float timestart, timedelta, oldangles[3];
+
+       r_refdef.extraupdate = false;
+       VectorCopy(cl.viewangles, oldangles);
+       VectorClear(cl.viewangles);
+
+       timestart = Sys_DoubleTime();
+       for (i = 0;i < 128;i++)
+       {
+               Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
+               CL_UpdateScreen();
+       }
+       timedelta = Sys_DoubleTime() - timestart;
+
+       VectorCopy(oldangles, cl.viewangles);
+       Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
+}
+
+/*
+===========
+CL_Shutdown
+===========
+*/
+void CL_Shutdown (void)
+{
+       CL_CGVM_Shutdown();
+       CL_Particles_Shutdown();
+       CL_Parse_Shutdown();
+
+       Mem_FreePool (&cl_mempool);
+}
+
 /*
 =================
 CL_Init
@@ -1518,21 +1500,21 @@ CL_Init
 */
 void CL_Init (void)
 {
-       cl_entities_mempool = Mem_AllocPool("client entities");
-       cl_refdef_mempool = Mem_AllocPool("refdef");
+       cl_mempool = Mem_AllocPool("client", 0, NULL);
 
        memset(&r_refdef, 0, sizeof(r_refdef));
        // max entities sent to renderer per frame
        r_refdef.maxentities = MAX_EDICTS + 256 + 512;
-       r_refdef.entities = Mem_Alloc(cl_refdef_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
+       r_refdef.entities = (entity_render_t **)Mem_Alloc(cl_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
        // 256k drawqueue buffer
        r_refdef.maxdrawqueuesize = 256 * 1024;
-       r_refdef.drawqueue = Mem_Alloc(cl_refdef_mempool, r_refdef.maxdrawqueuesize);
+       r_refdef.drawqueue = (unsigned char *)Mem_Alloc(cl_mempool, r_refdef.maxdrawqueuesize);
 
-       SZ_Alloc (&cls.message, 1024, "cls.message");
+       cls.message.data = cls.message_buf;
+       cls.message.maxsize = sizeof(cls.message_buf);
+       cls.message.cursize = 0;
 
        CL_InitInput ();
-       CL_InitTEnts ();
 
 //
 // register our commands
@@ -1573,14 +1555,23 @@ void CL_Init (void)
        Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
 
        Cvar_RegisterVariable(&r_draweffects);
-       Cvar_RegisterVariable(&cl_explosions);
+       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_relative);
        Cvar_RegisterVariable(&cl_beams_lightatend);
        Cvar_RegisterVariable(&cl_noplayershadow);
 
-       R_LightningBeams_Init();
+       Cvar_RegisterVariable(&cl_prydoncursor);
+
+       Cvar_RegisterVariable(&cl_deathnoviewmodel);
+
+       Cmd_AddCommand("timerefresh", CL_TimeRefresh_f);
 
        CL_Parse_Init();
        CL_Particles_Init();
@@ -1590,3 +1581,5 @@ void CL_Init (void)
        CL_Video_Init();
 }
 
+
+