reorganized a lot of renderer variables into r_refdef, and split some things out...
[xonotic/darkplaces.git] / cl_main.c
index 387dd63..2c0c4ff 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -23,75 +23,63 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "cl_collision.h"
 #include "cl_video.h"
 #include "image.h"
+#include "csprogs.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.
 
-cvar_t cl_shownet = {0, "cl_shownet","0"};
-cvar_t cl_nolerp = {0, "cl_nolerp", "0"};
+cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};  //[515]: csqc crc check and right csprogs name according to progs.dat
+cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","0","CRC of csprogs.dat file to load"};
 
-cvar_t cl_itembobheight = {0, "cl_itembobheight", "8"};
-cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5"};
+cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
+cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
 
-cvar_t lookspring = {CVAR_SAVE, "lookspring","0"};
-cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0"};
-cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3", 1, 30};
+cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
+cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
 
-cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022"};
-cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022"};
-cvar_t m_forward = {CVAR_SAVE, "m_forward","1"};
-cvar_t m_side = {CVAR_SAVE, "m_side","0.8"};
+cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
+cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
+cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
 
-cvar_t freelook = {CVAR_SAVE, "freelook", "1"};
+cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
+cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
+cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
+cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
 
-cvar_t r_draweffects = {0, "r_draweffects", "1"};
+cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
 
-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_autodemo = {0, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
+cvar_t cl_autodemo_nameformat = {0, "cl_autodemo_nameformat", "%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
 
-cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
-cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1"};
+cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
 
-cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"};
-cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"};
-cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0"};
+cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
+cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
+cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
+cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
+cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
 
-cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"};
+cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
+cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
 
-cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0"};
+cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
+cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1","beams are relative to owner (smooth sweeps)"};
+cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0","make a light at the end of the beam"};
 
-mempool_t *cl_refdef_mempool;
-mempool_t *cl_entities_mempool;
+cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
+
+cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
+
+cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
+
+cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
 
 client_static_t        cls;
 client_state_t cl;
 
-int cl_max_entities;
-int cl_max_static_entities;
-int cl_max_temp_entities;
-int cl_max_effects;
-int cl_max_beams;
-int cl_max_dlights;
-int cl_max_lightstyle;
-int cl_max_brushmodel_entities;
-
-entity_t *cl_entities;
-qbyte *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_num_entities;
-int cl_num_static_entities;
-int cl_num_temp_entities;
-int cl_num_brushmodel_entities;
+#define MAX_PARTICLES                  32768   // default max # of particles at one time
+#define ABSOLUTE_MIN_PARTICLES 512             // no fewer than this no matter what's on the command line
 
 /*
 =====================
@@ -102,60 +90,217 @@ CL_ClearState
 void CL_ClearState(void)
 {
        int i;
-
-       if (!sv.active)
-               Host_ClearMemory ();
-
-       // note: this also gets rid of the entity database
-       Mem_EmptyPool(cl_entities_mempool);
+       entity_t *ent;
 
 // wipe the entire cl structure
+       Mem_EmptyPool(cls.levelmempool);
        memset (&cl, 0, sizeof(cl));
+
+       S_StopAllSounds();
+
        // reset the view zoom interpolation
        cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
 
-       SZ_Clear (&cls.message);
-
-       cl_num_entities = 0;
-       cl_num_static_entities = 0;
-       cl_num_temp_entities = 0;
-       cl_num_brushmodel_entities = 0;
+       cl.num_entities = 0;
+       cl.num_csqcentities = 0;        //[515]: csqc
+       cl.num_static_entities = 0;
+       cl.num_temp_entities = 0;
+       cl.num_brushmodel_entities = 0;
 
        // tweak these if the game runs out
-       cl_max_entities = MAX_EDICTS;
-       cl_max_static_entities = 256;
-       cl_max_temp_entities = 512;
-       cl_max_effects = 256;
-       cl_max_beams = 256;
-       cl_max_dlights = MAX_DLIGHTS;
-       cl_max_lightstyle = MAX_LIGHTSTYLES;
-       cl_max_brushmodel_entities = MAX_EDICTS;
-
-       cl_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.max_entities = 256;
+       cl.max_csqcentities = 256;      //[515]: csqc
+       cl.max_static_entities = 256;
+       cl.max_temp_entities = 512;
+       cl.max_effects = 256;
+       cl.max_beams = 256;
+       cl.max_dlights = MAX_DLIGHTS;
+       cl.max_lightstyle = MAX_LIGHTSTYLES;
+       cl.max_brushmodel_entities = MAX_EDICTS;
+       cl.max_particles = MAX_PARTICLES;
+
+// COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
+       i = COM_CheckParm ("-particles");
+       if (i && i < com_argc - 1)
+       {
+               cl.max_particles = (int)(atoi(com_argv[i+1]));
+               if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
+                       cl.max_particles = ABSOLUTE_MIN_PARTICLES;
+       }
+
+       cl.num_dlights = 0;
+       cl.num_effects = 0;
+       cl.num_beams = 0;
+
+       cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
+       cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t));      //[515]: csqc
+       cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
+       cl.csqcentities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));      //[515]: csqc
+       cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
+       cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
+       cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
+       cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
+       cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
+       cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
+       cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
+       cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
+
+       // LordHavoc: have to set up the baseline info for alpha and other stuff
+       for (i = 0;i < cl.max_entities;i++)
+       {
+               cl.entities[i].state_baseline = defaultstate;
+               cl.entities[i].state_previous = defaultstate;
+               cl.entities[i].state_current = defaultstate;
+       }
+
+       for (i = 0;i < cl.max_csqcentities;i++)
+       {
+               cl.csqcentities[i].state_baseline = defaultstate;       //[515]: csqc
+               cl.csqcentities[i].state_previous = defaultstate;       //[515]: csqc
+               cl.csqcentities[i].state_current = defaultstate;        //[515]: csqc
+               cl.csqcentities[i].csqc = true;
+               cl.csqcentities[i].state_current.number = -i;
+       }
+
+       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);
+       }
+
+       // disable until we get textures for it
+       R_ResetSkyBox();
+
+       ent = &cl.entities[0];
+       // entire entity array was cleared, so just fill in a few fields
+       ent->state_current.active = true;
+       ent->render.model = cl.worldmodel = NULL; // no world model yet
+       ent->render.scale = 1; // some of the renderer still relies on scale
+       ent->render.alpha = 1;
+       ent->render.colormap = -1; // no special coloring
+       ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
+       Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
+       Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
+       CL_BoundingBoxForEntity(&ent->render);
+
+       // noclip is turned off at start
+       noclip_anglehack = false;
+
+       // mark all frames invalid for delta
+       memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
 
        CL_Screen_NewMap();
+}
 
-       CL_Particles_Clear();
+void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
+{
+       if (strchr(key, '\"') || strchr(value, '\"') || (!allowstarkey && key[0] == '*') || (!allowmodel && (!strcasecmp(Cmd_Argv(1), "pmodel") || !strcasecmp(Cmd_Argv(1), "emodel"))))
+       {
+               if (!quiet)
+                       Con_Printf("Can't setinfo \"%s\" \"%s\"\n");
+               return;
+       }
+       InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
+       if (cls.state == ca_connected)
+       {
+               if (cls.protocol == PROTOCOL_QUAKEWORLD)
+               {
+                       MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
+                       MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
+               }
+               else if (!strcasecmp(key, "name"))
+               {
+                       MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
+                       MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
+               }
+               else if (!strcasecmp(key, "playermodel"))
+               {
+                       MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
+                       MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
+               }
+               else if (!strcasecmp(key, "playerskin"))
+               {
+                       MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
+                       MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
+               }
+               else if (!strcasecmp(key, "topcolor"))
+               {
+                       // don't send anything, the combined color code will be updated manually
+               }
+               else if (!strcasecmp(key, "bottomcolor"))
+               {
+                       // don't send anything, the combined color code will be updated manually
+               }
+               else if (!strcasecmp(key, "rate"))
+               {
+                       MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
+                       MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
+               }
+       }
+}
 
-       // LordHavoc: have to set up the baseline info for alpha and other stuff
-       for (i = 0;i < cl_max_entities;i++)
+void CL_ExpandEntities(int num)
+{
+       int i, oldmaxentities;
+       entity_t *oldentities;
+       if (num >= cl.max_entities)
        {
-               cl_entities[i].state_baseline = defaultstate;
-               cl_entities[i].state_previous = defaultstate;
-               cl_entities[i].state_current = defaultstate;
+               if (!cl.entities)
+                       Sys_Error("CL_ExpandEntities: cl.entities not initialized");
+               if (num >= MAX_EDICTS)
+                       Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
+               oldmaxentities = cl.max_entities;
+               oldentities = cl.entities;
+               cl.max_entities = (num & ~255) + 256;
+               cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
+               memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
+               Mem_Free(oldentities);
+               for (i = oldmaxentities;i < cl.max_entities;i++)
+               {
+                       cl.entities[i].state_baseline = defaultstate;
+                       cl.entities[i].state_previous = defaultstate;
+                       cl.entities[i].state_current = defaultstate;
+               }
        }
+}
 
-       CL_CGVM_Clear();
+void CL_ExpandCSQCEntities(int num)
+{
+       int i, oldmaxentities;
+       entity_t *oldentities;
+       if (num >= cl.max_csqcentities)
+       {
+               if (!cl.csqcentities)
+                       Sys_Error("CL_ExpandCSQCEntities: cl.csqcentities not initialized\n");
+               if (num >= MAX_EDICTS)
+                       Host_Error("CL_ExpandCSQCEntities: num %i >= %i\n", num, MAX_EDICTS);
+               oldmaxentities = cl.max_csqcentities;
+               oldentities = cl.csqcentities;
+               cl.max_csqcentities = (num & ~255) + 256;
+               cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t));
+               memcpy(cl.csqcentities, oldentities, oldmaxentities * sizeof(entity_t));
+               Mem_Free(oldentities);
+               for (i = oldmaxentities;i < cl.max_csqcentities;i++)
+               {
+                       cl.csqcentities[i].state_baseline = defaultstate;
+                       cl.csqcentities[i].state_previous = defaultstate;
+                       cl.csqcentities[i].state_current = defaultstate;
+                       cl.csqcentities[i].csqc = true;
+                       cl.csqcentities[i].state_current.number = -i;
+               }
+       }
 }
 
+void CL_VM_ShutDown (void);
 /*
 =====================
 CL_Disconnect
@@ -171,6 +316,7 @@ void CL_Disconnect(void)
 
        Con_DPrintf("CL_Disconnect\n");
 
+       CL_VM_ShutDown();
 // stop sounds (especially looping!)
        S_StopAllSounds ();
 
@@ -186,14 +332,30 @@ void CL_Disconnect(void)
                CL_StopPlayback();
        else if (cls.netcon)
        {
+               sizebuf_t buf;
+               unsigned char bufdata[8];
                if (cls.demorecording)
                        CL_Stop_f();
 
-               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);
+               // send disconnect message 3 times to improve chances of server
+               // receiving it (but it still fails sometimes)
+               memset(&buf, 0, sizeof(buf));
+               buf.data = bufdata;
+               buf.maxsize = sizeof(bufdata);
+               if (cls.protocol == PROTOCOL_QUAKEWORLD)
+               {
+                       Con_DPrint("Sending drop command\n");
+                       MSG_WriteByte(&buf, qw_clc_stringcmd);
+                       MSG_WriteString(&buf, "drop");
+               }
+               else
+               {
+                       Con_DPrint("Sending clc_disconnect\n");
+                       MSG_WriteByte(&buf, clc_disconnect);
+               }
+               NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
+               NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
+               NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
                NetConn_Close(cls.netcon);
                cls.netcon = NULL;
        }
@@ -207,7 +369,7 @@ void CL_Disconnect_f(void)
 {
        CL_Disconnect ();
        if (sv.active)
-               Host_ShutdownServer (false);
+               Host_ShutdownServer ();
 }
 
 
@@ -231,8 +393,12 @@ void CL_EstablishConnection(const char *host)
 
        // stop demo loop in case this fails
        CL_Disconnect();
-       NetConn_ClientFrame();
-       NetConn_ServerFrame();
+
+       // make sure the client ports are open before attempting to connect
+       NetConn_UpdateSockets();
+
+       // run a network frame
+       //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
 
        if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
        {
@@ -240,17 +406,14 @@ void CL_EstablishConnection(const char *host)
                cls.connect_remainingtries = 3;
                cls.connect_nextsendtime = 0;
                M_Update_Return_Reason("Trying to connect...");
-               if (sv.active)
-               {
-                       NetConn_ClientFrame();
-                       NetConn_ServerFrame();
-                       NetConn_ClientFrame();
-                       NetConn_ServerFrame();
-                       NetConn_ClientFrame();
-                       NetConn_ServerFrame();
-                       NetConn_ClientFrame();
-                       NetConn_ServerFrame();
-               }
+               // run several network frames to jump into the game quickly
+               //if (sv.active)
+               //{
+               //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
+               //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
+               //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
+               //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
+               //}
        }
        else
        {
@@ -270,7 +433,7 @@ static void CL_PrintEntities_f(void)
        int i, j;
        char name[32];
 
-       for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
+       for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
        {
                if (!ent->state_current.active)
                        continue;
@@ -279,9 +442,9 @@ static void CL_PrintEntities_f(void)
                        strlcpy (name, ent->render.model->name, 25);
                else
                        strcpy(name, "--no model--");
-               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.matrix.m[0][3], (int) ent->render.matrix.m[1][3], (int) ent->render.matrix.m[2][3], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
        }
 }
 
@@ -289,44 +452,45 @@ static void CL_PrintEntities_f(void)
 //static const vec3_t nomodelmaxs = {16, 16, 16};
 void CL_BoundingBoxForEntity(entity_render_t *ent)
 {
-       if (ent->model)
+       model_t *model = ent->model;
+       if (model)
        {
                //if (ent->angles[0] || ent->angles[2])
                if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
                {
                        // pitch or roll
-                       ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0];
-                       ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1];
-                       ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2];
-                       ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0];
-                       ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1];
-                       ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2];
-                       //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
-                       //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
+                       ent->mins[0] = ent->matrix.m[0][3] + model->rotatedmins[0];
+                       ent->mins[1] = ent->matrix.m[1][3] + model->rotatedmins[1];
+                       ent->mins[2] = ent->matrix.m[2][3] + model->rotatedmins[2];
+                       ent->maxs[0] = ent->matrix.m[0][3] + model->rotatedmaxs[0];
+                       ent->maxs[1] = ent->matrix.m[1][3] + model->rotatedmaxs[1];
+                       ent->maxs[2] = ent->matrix.m[2][3] + model->rotatedmaxs[2];
+                       //VectorAdd(ent->origin, model->rotatedmins, ent->mins);
+                       //VectorAdd(ent->origin, model->rotatedmaxs, ent->maxs);
                }
                //else if (ent->angles[1])
                else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
                {
                        // yaw
-                       ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0];
-                       ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1];
-                       ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2];
-                       ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0];
-                       ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1];
-                       ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2];
-                       //VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
-                       //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
+                       ent->mins[0] = ent->matrix.m[0][3] + model->yawmins[0];
+                       ent->mins[1] = ent->matrix.m[1][3] + model->yawmins[1];
+                       ent->mins[2] = ent->matrix.m[2][3] + model->yawmins[2];
+                       ent->maxs[0] = ent->matrix.m[0][3] + model->yawmaxs[0];
+                       ent->maxs[1] = ent->matrix.m[1][3] + model->yawmaxs[1];
+                       ent->maxs[2] = ent->matrix.m[2][3] + model->yawmaxs[2];
+                       //VectorAdd(ent->origin, model->yawmins, ent->mins);
+                       //VectorAdd(ent->origin, model->yawmaxs, ent->maxs);
                }
                else
                {
-                       ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0];
-                       ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1];
-                       ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2];
-                       ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0];
-                       ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1];
-                       ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2];
-                       //VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
-                       //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
+                       ent->mins[0] = ent->matrix.m[0][3] + model->normalmins[0];
+                       ent->mins[1] = ent->matrix.m[1][3] + model->normalmins[1];
+                       ent->mins[2] = ent->matrix.m[2][3] + model->normalmins[2];
+                       ent->maxs[0] = ent->matrix.m[0][3] + model->normalmaxs[0];
+                       ent->maxs[1] = ent->matrix.m[1][3] + model->normalmaxs[1];
+                       ent->maxs[2] = ent->matrix.m[2][3] + model->normalmaxs[2];
+                       //VectorAdd(ent->origin, model->normalmins, ent->mins);
+                       //VectorAdd(ent->origin, model->normalmaxs, ent->maxs);
                }
        }
        else
@@ -362,7 +526,7 @@ 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 || cl.islocalgame)
+       if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
        {
                cl.time = cl.mtime[0];
                return 1;
@@ -374,7 +538,7 @@ static float CL_LerpPoint(void)
 
 void CL_ClearTempEntities (void)
 {
-       cl_num_temp_entities = 0;
+       cl.num_temp_entities = 0;
 }
 
 entity_t *CL_NewTempEntity(void)
@@ -383,9 +547,9 @@ entity_t *CL_NewTempEntity(void)
 
        if (r_refdef.numentities >= r_refdef.maxentities)
                return NULL;
-       if (cl_num_temp_entities >= cl_max_temp_entities)
+       if (cl.num_temp_entities >= cl.max_temp_entities)
                return NULL;
-       ent = &cl_temp_entities[cl_num_temp_entities++];
+       ent = &cl.temp_entities[cl.num_temp_entities++];
        memset (ent, 0, sizeof(*ent));
        r_refdef.entities[r_refdef.numentities++] = &ent->render;
 
@@ -402,7 +566,7 @@ void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float
        cl_effect_t *e;
        if (!modelindex) // sanity check
                return;
-       for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
+       for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
        {
                if (e->active)
                        continue;
@@ -417,6 +581,7 @@ void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float
                e->frame = 0;
                e->frame1time = cl.time;
                e->frame2time = cl.time;
+               cl.num_effects = max(cl.num_effects, i + 1);
                break;
        }
 }
@@ -430,18 +595,24 @@ void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, flo
 // first look for an exact key match
        if (ent)
        {
-               dl = cl_dlights;
-               for (i = 0;i < MAX_DLIGHTS;i++, dl++)
+               dl = cl.dlights;
+               for (i = 0;i < cl.num_dlights;i++, dl++)
                        if (dl->ent == ent)
                                goto dlightsetup;
        }
        */
 
 // then look for anything else
-       dl = cl_dlights;
-       for (i = 0;i < MAX_DLIGHTS;i++, dl++)
+       dl = cl.dlights;
+       for (i = 0;i < cl.num_dlights;i++, dl++)
                if (!dl->radius)
                        goto dlightsetup;
+       // if we hit the end of the active dlights and found no gaps, add a new one
+       if (i < MAX_DLIGHTS)
+       {
+               cl.num_dlights = i + 1;
+               goto dlightsetup;
+       }
 
        // unable to find one
        return;
@@ -449,7 +620,7 @@ void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, flo
 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;
+       Matrix4x4_Normalize(&dl->matrix, matrix);
        dl->ent = ent;
        dl->origin[0] = dl->matrix.m[0][3];
        dl->origin[1] = dl->matrix.m[1][3];
@@ -478,16 +649,125 @@ dlightsetup:
        dl->specularscale = specularscale;
 }
 
+// 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;
-       for (i = 0, dl = cl_dlights;i < MAX_DLIGHTS;i++, dl++)
+       oldmax = cl.num_dlights;
+       cl.num_dlights = 0;
+       for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
+       {
                if (dl->radius)
-                       dl->radius = (cl.time < dl->die) ? max(0, dl->radius - time * dl->decay) : 0;
+               {
+                       f = dl->radius - time * dl->decay;
+                       if (cl.time < dl->die && f > 0)
+                       {
+                               dl->radius = dl->radius - time * dl->decay;
+                               cl.num_dlights = i + 1;
+                       }
+                       else
+                               dl->radius = 0;
+               }
+       }
+}
+
+// called after entity relinking
+void CL_UpdateLights(void)
+{
+       int i, j, k, l;
+       dlight_t *dl;
+       float frac, f;
+
+       r_refdef.numlights = 0;
+       if (r_dynamic.integer)
+       {
+               for (i = 0, dl = cl.dlights;i < cl.num_dlights;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 < cl.max_lightstyle;j++)
+       {
+               if (!cl.lightstyle || !cl.lightstyle[j].length)
+               {
+                       r_refdef.lightstylevalue[j] = 256;
+                       continue;
+               }
+               k = i % cl.lightstyle[j].length;
+               l = (i-1) % cl.lightstyle[j].length;
+               k = cl.lightstyle[j].map[k] - 'a';
+               l = cl.lightstyle[j].map[l] - 'a';
+               r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
+       }
+}
+
+void CL_AddQWCTFFlagModel(entity_t *player, int skin)
+{
+       float f;
+       entity_t *flag;
+       matrix4x4_t flagmatrix;
+
+       // this code taken from QuakeWorld
+       f = 14;
+       if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
+       {
+               if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
+               { //axpain
+                       if      (player->render.frame2 == 29) f = f + 2;
+                       else if (player->render.frame2 == 30) f = f + 8;
+                       else if (player->render.frame2 == 31) f = f + 12;
+                       else if (player->render.frame2 == 32) f = f + 11;
+                       else if (player->render.frame2 == 33) f = f + 10;
+                       else if (player->render.frame2 == 34) f = f + 4;
+               }
+               else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
+               { // pain
+                       if      (player->render.frame2 == 35) f = f + 2;
+                       else if (player->render.frame2 == 36) f = f + 10;
+                       else if (player->render.frame2 == 37) f = f + 10;
+                       else if (player->render.frame2 == 38) f = f + 8;
+                       else if (player->render.frame2 == 39) f = f + 4;
+                       else if (player->render.frame2 == 40) f = f + 2;
+               }
+       }
+       else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
+       {
+               if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
+               else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
+               else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
+               else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
+       }
+       // end of code taken from QuakeWorld
+
+       flag = CL_NewTempEntity();
+       if (!flag)
+               return;
+
+       flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
+       flag->render.skinnum = skin;
+       flag->render.colormap = -1; // no special coloring
+       flag->render.alpha = 1;
+       VectorSet(flag->render.colormod, 1, 1, 1);
+       // attach the flag to the player matrix
+       Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
+       Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
+       Matrix4x4_Invert_Simple(&flag->render.inversematrix, &flag->render.matrix);
+       R_LerpAnimation(&flag->render);
+       CL_BoundingBoxForEntity(&flag->render);
 }
 
 #define MAXVIEWMODELS 32
@@ -510,46 +790,96 @@ 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], v[3], v2[3], d;
+       int j, k, l;
+       effectnameindex_t trailtype;
+       float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, v2[3], d;
        entity_t *t;
        model_t *model;
+       trace_t trace;
        //entity_persistent_t *p = &e->persistent;
        //entity_render_t *r = &e->render;
        if (e->persistent.linkframe != entitylinkframenumber)
        {
                e->persistent.linkframe = entitylinkframenumber;
                // skip inactive entities and world
-               if (!e->state_current.active || e == cl_entities)
+               if (!e->state_current.active || e == cl.entities || e == cl.csqcentities)
                        return;
                e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
                e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
                e->render.flags = e->state_current.flags;
                e->render.effects = e->state_current.effects;
+               VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
                if (e->state_current.flags & RENDER_COLORMAPPED)
+               {
+                       int cb;
+                       unsigned char *cbcolor;
                        e->render.colormap = e->state_current.colormap;
-               else if (cl.scores != NULL && 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.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
+                       e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
+                       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.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
+                       e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
+               }
+               else if (e->state_current.colormap && cl.scores != NULL)
+               {
+                       int cb;
+                       unsigned char *cbcolor;
                        e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
+                       cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
+                       cbcolor = (unsigned char *) (&palette_complete[cb]);
+                       e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
+                       e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
+                       e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
+                       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.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
+                       e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
+               }
                else
+               {
                        e->render.colormap = -1; // no special coloring
+                       VectorClear(e->render.colormap_pantscolor);
+                       VectorClear(e->render.colormap_shirtcolor);
+               }
                e->render.skinnum = e->state_current.skin;
-               VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
-               if (e->render.flags & RENDER_VIEWMODEL)
+               if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
                {
-                       if (!r_drawviewmodel.integer || chase_active.integer || envmap)
+                       if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)// || csqc_loaded)
                                return;
-                       if (cl.viewentity)
-                               CL_LinkNetworkEntity(cl_entities + cl.viewentity);
-                       matrix = &viewmodelmatrix;
-                       if (e == &cl.viewent && cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
+                       if (!e->csqc)
                        {
-                               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));
+                               if (cl.viewentity)
+                                       CL_LinkNetworkEntity(cl.entities + cl.viewentity);
+                               if (e == &cl.viewent && cl.entities[cl.viewentity].state_current.active)
+                               {
+                                       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));
+                               }
                        }
+                       matrix = &viewmodelmatrix;
                }
                else
                {
-                       t = cl_entities + e->state_current.tagentity;
+                       // if the tag entity is currently impossible, skip it
+                       if (!e->csqc)
+                       {
+                               if (e->state_current.tagentity >= cl.num_entities)
+                                       return;
+                               t = cl.entities + e->state_current.tagentity;
+                       }
+                       else
+                       {
+                               if (e->state_current.tagentity >= cl.num_csqcentities)
+                                       return;
+                               t = cl.csqcentities + e->state_current.tagentity;
+                       }
+                       // if the tag entity is inactive, skip it
                        if (!t->state_current.active)
                                return;
                        // note: this can link to world
@@ -557,20 +887,21 @@ void CL_LinkNetworkEntity(entity_t *e)
                        // 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;
+                       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) && e->state_current.tagindex <= t->render.model->alias.aliasnum_tags)
+                       if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
                        {
                                // blend the matrices
                                memset(&blendmatrix, 0, sizeof(blendmatrix));
                                for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
                                {
-                                       matrix = &t->render.model->alias.aliasdata_tags[t->render.frameblend[j].frame * t->render.model->alias.aliasnum_tags + (e->state_current.tagindex - 1)].matrix;
+                                       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 * matrix->m[l][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);
@@ -580,7 +911,15 @@ void CL_LinkNetworkEntity(entity_t *e)
                }
 
                // movement lerp
-               if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
+               // if it's the player entity, update according to client movement
+               if (e == cl.entities + cl.playerentity && cl.movement)// && !e->csqc)
+               {
+                       lerp = (cl.time - cl.movement_time[1]) / (cl.movement_time[0] - cl.movement_time[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);
@@ -598,12 +937,14 @@ void CL_LinkNetworkEntity(entity_t *e)
                }
 
                // model setup and some modelflags
-               e->render.model = cl.model_precache[e->state_current.modelindex];
+               if(e->state_current.modelindex < MAX_MODELS)
+                       e->render.model = cl.model_precache[e->state_current.modelindex];
+               else
+                       e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
                if (e->render.model)
                {
-                       Mod_CheckLoaded(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))
+                       if (e->render.model->type == mod_alias)
                                angles[0] = -angles[0];
                        if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
                        {
@@ -612,11 +953,13 @@ void CL_LinkNetworkEntity(entity_t *e)
                                        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
-                       if (e->render.model->flags2 & EF_FULLBRIGHT)
-                               e->render.effects |= EF_FULLBRIGHT;
-                       if (cl_prydoncursor.integer && (e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e - cl_entities)
+                       e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
+                       if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
                                VectorScale(e->render.colormod, 2, e->render.colormod);
                }
+               // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
+               else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
+                       angles[0] = -angles[0];
 
                // animation lerp
                if (e->render.frame2 == e->state_current.frame)
@@ -653,10 +996,20 @@ void CL_LinkNetworkEntity(entity_t *e)
                CL_BoundingBoxForEntity(&e->render);
 
                // handle effects now that we know where this entity is in the world...
-               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;
+               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 = EFFECT_NONE;
                dlightradius = 0;
                dlightcolor[0] = 0;
                dlightcolor[1] = 0;
@@ -667,13 +1020,7 @@ void CL_LinkNetworkEntity(entity_t *e)
                        if (e->render.effects & EF_BRIGHTFIELD)
                        {
                                if (gamemode == GAME_NEXUIZ)
-                               {
-                                       dlightradius = max(dlightradius, 200);
-                                       dlightcolor[0] += 0.75f;
-                                       dlightcolor[1] += 1.50f;
-                                       dlightcolor[2] += 3.00f;
-                                       trailtype = 8;
-                               }
+                                       trailtype = EFFECT_TR_NEXUIZPLASMA;
                                else
                                        CL_EntityParticles(e);
                        }
@@ -709,105 +1056,47 @@ void CL_LinkNetworkEntity(entity_t *e)
                                dlightcolor[2] += 1.50f;
                        }
                        if (e->render.effects & EF_FLAME)
-                       {
-                               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;
-                       }
+                               CL_ParticleEffect(EFFECT_EF_FLAME, cl.time - cl.oldtime, origin, origin, vec3_origin, vec3_origin, NULL, 0);
                        if (e->render.effects & EF_STARDUST)
+                               CL_ParticleEffect(EFFECT_EF_STARDUST, cl.time - cl.oldtime, origin, origin, vec3_origin, vec3_origin, NULL, 0);
+                       if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
                        {
-                               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;
+                               // these are only set on player entities
+                               CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
                        }
                }
                // muzzleflash fades over time, and is offset a bit
                if (e->persistent.muzzleflash > 0)
                {
                        Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
-                       CL_TraceLine(origin, v2, v, NULL, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY);
+                       trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
                        tempmatrix = e->render.matrix;
-                       tempmatrix.m[0][3] = v[0];
-                       tempmatrix.m[1][3] = v[1];
-                       tempmatrix.m[2][3] = v[2];
+                       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;
+                       e->persistent.muzzleflash -= (cl.time - cl.oldtime) * 10;
                }
                // LordHavoc: if the model has no flags, don't check each
                if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
                {
                        if (e->render.model->flags & EF_GIB)
-                               trailtype = 2;
+                               trailtype = EFFECT_TR_BLOOD;
                        else if (e->render.model->flags & EF_ZOMGIB)
-                               trailtype = 4;
+                               trailtype = EFFECT_TR_SLIGHTBLOOD;
                        else if (e->render.model->flags & EF_TRACER)
-                       {
-                               trailtype = 3;
-                               dlightradius = max(dlightradius, 100);
-                               dlightcolor[0] += 0.25f;
-                               dlightcolor[1] += 1.00f;
-                               dlightcolor[2] += 0.25f;
-                       }
+                               trailtype = EFFECT_TR_WIZSPIKE;
                        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;
-                       }
+                               trailtype = EFFECT_TR_KNIGHTSPIKE;
                        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;
-                       }
+                               trailtype = EFFECT_TR_ROCKET;
                        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;
+                               trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
                        }
                        else if (e->render.model->flags & EF_TRACER3)
-                       {
-                               trailtype = 6;
-                               if (gamemode == GAME_PRYDON)
-                               {
-                                       dlightradius = max(dlightradius, 100);
-                                       dlightcolor[0] += 0.30f;
-                                       dlightcolor[1] += 0.60f;
-                                       dlightcolor[2] += 1.20f;
-                               }
-                               else
-                               {
-                                       dlightradius = max(dlightradius, 200);
-                                       dlightcolor[0] += 1.20f;
-                                       dlightcolor[1] += 0.50f;
-                                       dlightcolor[2] += 1.00f;
-                               }
-                       }
+                               trailtype = EFFECT_TR_VORESPIKE;
                }
                // LordHavoc: customizable glow
                if (e->state_current.glowsize)
@@ -815,14 +1104,14 @@ void CL_LinkNetworkEntity(entity_t *e)
                        // * 4 for the expansion from 0-255 to 0-1023 range,
                        // / 255 to scale down byte colors
                        dlightradius = max(dlightradius, e->state_current.glowsize * 4);
-                       VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
+                       VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
                }
                // make the glow dlight
                if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
                {
                        //dlightmatrix = e->render.matrix;
                        // hack to make glowing player light shine on their gun
-                       //if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
+                       //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);
                }
@@ -841,52 +1130,63 @@ void CL_LinkNetworkEntity(entity_t *e)
                }
                // 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);
+                       trailtype = EFFECT_TR_GLOWTRAIL;
+               if (trailtype)
+               {
+                       float len;
+                       vec3_t vel;
+                       VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
+                       len = e->state_current.time - e->state_previous.time;
+                       if (len > 0)
+                               len = 1.0f / len;
+                       VectorScale(vel, len, vel);
+                       CL_ParticleEffect(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor);
+               }
                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 - cl_entities == cl.viewentity)
+               if (!e->csqc)
+               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;
+               // double sided rendering mode causes backfaces to be visible
+               // (mostly useful on transparent stuff)
+               if (e->render.effects & EF_DOUBLESIDED)
+                       e->render.flags |= RENDER_NOCULLFACE;
                // 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_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
                        e->render.flags |= RENDER_SHADOW;
                // as soon as player is known we can call V_CalcRefDef
-               if ((e - cl_entities) == cl.viewentity)
+               if (!csqc_loaded)
+               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->render;
+                       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_num_entities < e->state_current.number + 1)
-                       cl_num_entities = e->state_current.number + 1;
-               //if (cl.viewentity && e - cl_entities == cl.viewentity)
+               //if (cl.viewentity && e->state_current.number == cl.viewentity)
                //      Matrix4x4_Print(&e->render.matrix);
        }
 }
 
 void CL_RelinkWorld(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;
+       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);
+       ent->render.matrix = identitymatrix;
+       ent->render.inversematrix = identitymatrix;
        R_LerpAnimation(&ent->render);
        CL_BoundingBoxForEntity(&ent->render);
        ent->render.flags = RENDER_SHADOW;
@@ -897,13 +1197,31 @@ void CL_RelinkWorld(void)
        r_refdef.worldmodel = cl.worldmodel;
 }
 
+void CL_RelinkCSQCWorld(void)  //[515]: csqc
+{
+       entity_t *ent = &cl.csqcentities[0];
+       if(!csqc_loaded)
+               return;
+//     cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
+       // FIXME: this should be done at load
+       ent->render.matrix = identitymatrix;
+       ent->render.inversematrix = identitymatrix;
+       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;
+}
+
 static void CL_RelinkStaticEntities(void)
 {
        int i;
        entity_t *e;
-       for (i = 0, e = cl_static_entities;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
+       for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
        {
-               Mod_CheckLoaded(e->render.model);
                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)
@@ -925,52 +1243,82 @@ static void CL_RelinkStaticEntities(void)
 CL_RelinkEntities
 ===============
 */
-static void CL_RelinkNetworkEntities(void)
+static void CL_RelinkNetworkEntities(int drawmask)
 {
        entity_t *ent;
-       int i;
+       int i, k;
 
-       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.intermission)
-               ent->state_current.modelindex = 0;
-       else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
+       if(!csqc_loaded)
        {
-               if (gamemode == GAME_TRANSFUSION)
-                       ent->state_current.alpha = 128;
-               else
+               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 (gamemode == GAME_TRANSFUSION)
+                               ent->state_current.alpha = 128;
+                       else
+                               ent->state_current.modelindex = 0;
+               }
 
-       // 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;
+               // 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 < MAX_EDICTS;i++)
+       if(drawmask & ENTMASK_ENGINE || !csqc_loaded)
        {
-               if (cl_entities_active[i])
+               for (i = 1;i < cl.num_entities;i++)
                {
-                       ent = cl_entities + i;
-                       if (ent->state_current.active)
-                               CL_LinkNetworkEntity(ent);
-                       else
-                               cl_entities_active[i] = false;
+                       if (cl.entities_active[i])
+                       {
+                               ent = cl.entities + i;
+                               if (!(drawmask & ENTMASK_ENGINEVIEWMODELS))
+                               if (ent->state_current.flags & RENDER_VIEWMODEL)        //[515]: csqc drawmask
+                               {
+                                       cl.entities_active[i] = false;
+                                       continue;
+                               }
+                               if (ent->state_current.active)
+                                       CL_LinkNetworkEntity(ent);
+                               else
+                                       cl.entities_active[i] = false;
+                       }
+               }
+       }
+
+       //[515]: csqc
+       if(csqc_loaded)
+       {
+               for (i=1,k=cl.num_csqcentities;k;i++)
+               {
+                       if (cl.csqcentities_active[i])
+                       {
+                               --k;
+                               ent = cl.csqcentities + i;
+                               if (ent->state_current.active)
+                                       CL_LinkNetworkEntity(ent);
+                               else
+                                       cl.csqcentities_active[i] = false;
+                       }
                }
        }
-       CL_LinkNetworkEntity(&cl.viewent);
+       else
+               CL_LinkNetworkEntity(&cl.viewent);
 }
 
 static void CL_RelinkEffects(void)
@@ -980,15 +1328,17 @@ static void CL_RelinkEffects(void)
        entity_t *ent;
        float frame;
 
-       for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
+       for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
        {
                if (e->active)
                {
                        frame = (cl.time - e->starttime) * e->framerate + e->startframe;
-                       intframe = frame;
+                       intframe = (int)frame;
                        if (intframe < 0 || intframe >= e->endframe)
                        {
                                memset(e, 0, sizeof(*e));
+                               while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
+                                       cl.num_effects--;
                                continue;
                        }
 
@@ -1013,7 +1363,10 @@ static void CL_RelinkEffects(void)
                                ent->render.frame2time = e->frame2time;
 
                                // normal stuff
-                               ent->render.model = cl.model_precache[e->modelindex];
+                               if(e->modelindex < MAX_MODELS)
+                                       ent->render.model = cl.model_precache[e->modelindex];
+                               else
+                                       ent->render.model = cl.csqc_model_precache[65536-e->modelindex];
                                ent->render.frame = ent->render.frame2;
                                ent->render.colormap = -1; // no special coloring
                                ent->render.alpha = 1;
@@ -1039,47 +1392,26 @@ void CL_RelinkBeams(void)
        float forward;
        matrix4x4_t tempmatrix;
 
-       for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
+       for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
        {
-               if (!b->model || b->endtime < cl.time)
+               if (!b->model)
+                       continue;
+               if (b->endtime < cl.time)
+               {
+                       b->model = NULL;
                        continue;
+               }
 
                // 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.viewentity && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
+               //      Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, b->start);
+               if (cl_beams_relative.integer >= 1 && b->entity && (b->entity == cl.viewentity || cl_beams_relative.integer >= 2) && 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;
-                       entity_render_t *r = &cl_entities[b->entity].render;
-                       matrix4x4_t matrix, imatrix;
-                       if (b->relativestartvalid == 2)
-                       {
-                               // not really valid yet, we need to get the orientation now
-                               // (ParseBeam flagged this because it is received before
-                               //  entities are received, by now they have been received)
-                               // note: because players create lightning in their think
-                               // function (which occurs before movement), they actually
-                               // have some lag in it's location, so compare to the
-                               // previous player state, not the latest
-                               if (b->entity == cl.viewentity)
-                                       Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
-                               else
-                                       Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, p->angles[0], p->angles[1], p->angles[2], 1);
-                               Matrix4x4_Invert_Simple(&imatrix, &matrix);
-                               Matrix4x4_Transform(&imatrix, b->start, b->relativestart);
-                               Matrix4x4_Transform(&imatrix, b->end, b->relativeend);
-                               b->relativestartvalid = 1;
-                       }
-                       else
-                       {
-                               if (b->entity == cl.viewentity)
-                                       Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
-                               else
-                                       Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
-                               Matrix4x4_Transform(&matrix, b->relativestart, b->start);
-                               Matrix4x4_Transform(&matrix, b->relativeend, b->end);
-                       }
+                       entity_render_t *r = &cl.entities[b->entity].render;
+                       //Matrix4x4_OriginFromMatrix(&r->matrix, origin);
+                       //Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
+                       Matrix4x4_Transform(&r->matrix, b->relativestart, b->start);
+                       Matrix4x4_Transform(&r->matrix, b->relativeend, b->end);
                }
 
                if (b->lightning)
@@ -1139,12 +1471,42 @@ void CL_RelinkBeams(void)
                        d -= 30;
                }
        }
+
+       while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
+               cl.num_beams--;
+}
+
+static void CL_RelinkQWNails(void)
+{
+       int i;
+       vec_t *v;
+       entity_t *ent;
+
+       for (i = 0;i < cl.qw_num_nails;i++)
+       {
+               v = cl.qw_nails[i];
+
+               // if we're drawing effects, get a new temp entity
+               // (NewTempEntity adds it to the render entities list for us)
+               if (!(ent = CL_NewTempEntity()))
+                       continue;
+
+               // normal stuff
+               ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
+               ent->render.colormap = -1; // no special coloring
+               ent->render.alpha = 1;
+               VectorSet(ent->render.colormod, 1, 1, 1);
+
+               Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
+               Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
+               R_LerpAnimation(&ent->render);
+               CL_BoundingBoxForEntity(&ent->render);
+       }
 }
 
 void CL_LerpPlayer(float frac)
 {
        int i;
-       float d;
 
        cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
        for (i = 0;i < 3;i++)
@@ -1153,19 +1515,28 @@ void CL_LerpPlayer(float frac)
                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)
+void CSQC_RelinkAllEntities (int drawmask)
+{
+       cl.num_brushmodel_entities = 0;
+       CL_RelinkNetworkEntities(drawmask);
+       if(drawmask & ENTMASK_ENGINE)
        {
-               // interpolate the angles
-               for (i = 0;i < 3;i++)
-               {
-                       d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
-                       if (d > 180)
-                               d -= 360;
-                       else if (d < -180)
-                               d += 360;
-                       cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
-               }
+               // move particles
+               CL_MoveParticles();
+               R_MoveExplosions();
+       }
+
+       // link stuff
+       CL_RelinkWorld();
+       CL_RelinkCSQCWorld();   //[515]: csqc
+       if(drawmask & ENTMASK_ENGINE)
+       {
+               CL_RelinkStaticEntities();
+               CL_RelinkBeams();
+               CL_RelinkEffects();
+               CL_RelinkQWNails();
        }
 }
 
@@ -1176,15 +1547,17 @@ CL_ReadFromServer
 Read all incoming data from the server
 ===============
 */
+extern void CL_ClientMovement_Replay();
+
 int CL_ReadFromServer(void)
 {
        CL_ReadDemoMessage();
+       CL_SendMove();
 
        r_refdef.time = cl.time;
        r_refdef.extraupdate = !r_speeds.integer;
        r_refdef.numentities = 0;
-       cl_num_entities = 0;
-       cl_num_brushmodel_entities = 0;
+       r_view.matrix = identitymatrix;
 
        if (cls.state == ca_connected && cls.signon == SIGNONS)
        {
@@ -1196,56 +1569,37 @@ int CL_ReadFromServer(void)
                V_FadeViewFlashs();
 
                // relink network entities (note: this sets up the view!)
-               CL_RelinkNetworkEntities();
-
-               // move particles
-               CL_MoveParticles();
-               R_MoveExplosions();
-
-               // link stuff
-               CL_RelinkWorld();
-               CL_RelinkStaticEntities();
-               CL_RelinkBeams();
-               CL_RelinkEffects();
+               CL_ClientMovement_Replay();
+               if(!csqc_loaded)        //[515]: csqc
+               {
+                       cl.num_brushmodel_entities = 0;
+                       CL_RelinkNetworkEntities(65535);
+
+                       // move particles
+                       CL_MoveParticles();
+                       R_MoveExplosions();
+
+                       // link stuff
+                       CL_RelinkWorld();
+                       CL_RelinkCSQCWorld();   //[515]: csqc
+                       CL_RelinkStaticEntities();
+                       CL_RelinkBeams();
+                       CL_RelinkEffects();
+                       CL_RelinkQWNails();
+               }
+               else
+                       csqc_frame = true;
 
-               // run cgame code (which can add more entities)
-               CL_CGVM_Frame();
+               CL_UpdateLights();
 
                // update view blend
                V_CalcViewBlend();
-       }
-
-       return 0;
-}
-
-/*
-=================
-CL_SendCmd
-=================
-*/
-void CL_SendCmd(void)
-{
-       if (cls.signon == SIGNONS)
-               CL_SendMove();
 
-       if (cls.demoplayback)
-       {
-               SZ_Clear(&cls.message);
-               return;
+               // update the r_refdef time again because cl.time may have changed
+               r_refdef.time = cl.time;
        }
 
-       // send the reliable message (forwarded commands) if there is one
-       if (cls.message.cursize && NetConn_CanSendMessage(cls.netcon))
-       {
-               if (developer.integer)
-               {
-                       Con_Print("CL_SendCmd: sending reliable message:\n");
-                       SZ_HexDumpToConsole(&cls.message);
-               }
-               if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1)
-                       Host_Error("CL_WriteToServer: lost server connection");
-               SZ_Clear(&cls.message);
-       }
+       return 0;
 }
 
 // LordHavoc: pausedemo command
@@ -1267,13 +1621,13 @@ 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", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue);
                return;
        }
-       fog_density = atof(Cmd_Argv(1));
-       fog_red = atof(Cmd_Argv(2));
-       fog_green = atof(Cmd_Argv(3));
-       fog_blue = atof(Cmd_Argv(4));
+       r_refdef.fog_density = atof(Cmd_Argv(1));
+       r_refdef.fog_red = atof(Cmd_Argv(2));
+       r_refdef.fog_green = atof(Cmd_Argv(3));
+       r_refdef.fog_blue = atof(Cmd_Argv(4));
 }
 
 /*
@@ -1295,7 +1649,7 @@ static void CL_TimeRefresh_f (void)
        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);
+               Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, r_view.origin[0], r_view.origin[1], r_view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
                CL_UpdateScreen();
        }
        timedelta = Sys_DoubleTime() - timestart;
@@ -1311,14 +1665,11 @@ CL_Shutdown
 */
 void CL_Shutdown (void)
 {
-       CL_CGVM_Shutdown();
        CL_Particles_Shutdown();
        CL_Parse_Shutdown();
 
-       SZ_Free (&cls.message);
-
-       Mem_FreePool (&cl_entities_mempool);
-       Mem_FreePool (&cl_refdef_mempool);
+       Mem_FreePool (&cls.permanentmempool);
+       Mem_FreePool (&cls.levelmempool);
 }
 
 /*
@@ -1328,24 +1679,22 @@ CL_Init
 */
 void CL_Init (void)
 {
-       cl_entities_mempool = Mem_AllocPool("client entities", 0, NULL);
-       cl_refdef_mempool = Mem_AllocPool("refdef", 0, NULL);
+       cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
+       cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
 
        memset(&r_refdef, 0, sizeof(r_refdef));
        // max entities sent to renderer per frame
        r_refdef.maxentities = MAX_EDICTS + 256 + 512;
-       r_refdef.entities = Mem_Alloc(cl_refdef_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);
-
-       SZ_Alloc (&cls.message, 1024, "cls.message");
+       r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
 
        CL_InitInput ();
 
 //
 // register our commands
 //
+       Cvar_RegisterVariable (&csqc_progname);
+       Cvar_RegisterVariable (&csqc_progcrc);
+
        Cvar_RegisterVariable (&cl_upspeed);
        Cvar_RegisterVariable (&cl_forwardspeed);
        Cvar_RegisterVariable (&cl_backspeed);
@@ -1369,17 +1718,20 @@ void CL_Init (void)
        Cvar_RegisterVariable (&cl_itembobspeed);
        Cvar_RegisterVariable (&cl_itembobheight);
 
-       Cmd_AddCommand ("entities", CL_PrintEntities_f);
-       Cmd_AddCommand ("disconnect", CL_Disconnect_f);
-       Cmd_AddCommand ("record", CL_Record_f);
-       Cmd_AddCommand ("stop", CL_Stop_f);
-       Cmd_AddCommand ("playdemo", CL_PlayDemo_f);
-       Cmd_AddCommand ("timedemo", CL_TimeDemo_f);
+       Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
+       Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
+       Cmd_AddCommand ("record", CL_Record_f, "record a demo");
+       Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
+       Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
+       Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
+
+       Cvar_RegisterVariable (&cl_autodemo);
+       Cvar_RegisterVariable (&cl_autodemo_nameformat);
 
-       Cmd_AddCommand ("fog", CL_Fog_f);
+       Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
 
        // LordHavoc: added pausedemo
-       Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
+       Cmd_AddCommand ("pausedemo", CL_PauseDemo_f, "pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies)");
 
        Cvar_RegisterVariable(&r_draweffects);
        Cvar_RegisterVariable(&cl_explosions_alpha_start);
@@ -1396,12 +1748,17 @@ void CL_Init (void)
 
        Cvar_RegisterVariable(&cl_prydoncursor);
 
-       Cmd_AddCommand("timerefresh", CL_TimeRefresh_f);
+       Cvar_RegisterVariable(&cl_deathnoviewmodel);
+
+       // for QW connections
+       Cvar_RegisterVariable(&qport);
+       Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
+
+       Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
 
        CL_Parse_Init();
        CL_Particles_Init();
        CL_Screen_Init();
-       CL_CGVM_Init();
 
        CL_Video_Init();
 }