Add GL_ExtensionSupported in vid_null.c because vid_shared.c relies on
[xonotic/darkplaces.git] / cl_main.c
index 675c356..4fad100 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -21,7 +21,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "quakedef.h"
 #include "cl_collision.h"
-#include "cl_gecko.h"
 #include "cl_video.h"
 #include "image.h"
 #include "csprogs.h"
@@ -35,9 +34,13 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
 cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
+cvar_t csqc_usedemoprogs = {0, "csqc_usedemoprogs","1","use csprogs stored in demos"};
 
 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 cl_lerpexcess = {0, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
+cvar_t cl_lerpanim_maxdelta_server = {0, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
+cvar_t cl_lerpanim_maxdelta_framegroups = {0, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
 
 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"};
@@ -55,6 +58,7 @@ cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of f
 
 cvar_t cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
 cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
+cvar_t cl_autodemo_delete = {0, "cl_autodemo_delete", "0", "Delete demos after recording.  This is a bitmask, bit 1 gives the default, bit 0 the value for the current demo.  Thus, the values are: 0 = disabled; 1 = delete current demo only; 2 = delete all demos except the current demo; 3 = delete all demos from now on" };
 
 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
 
@@ -72,6 +76,8 @@ cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1
 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
 
+cvar_t cl_deathfade = {CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
+
 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
 
 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
@@ -80,12 +86,15 @@ cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1
 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_prydoncursor_notrace = {0, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
 
 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
 
 cvar_t cl_locs_enable = {CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
 
+extern cvar_t r_equalize_entities_fullbright;
+
 client_static_t        cls;
 client_state_t cl;
 
@@ -95,7 +104,6 @@ CL_ClearState
 
 =====================
 */
-void CL_VM_ShutDown (void);
 void CL_ClearState(void)
 {
        int i;
@@ -114,7 +122,7 @@ void CL_ClearState(void)
        cl.sensitivityscale = 1.0f;
 
        // enable rendering of the world and such
-       cl.csqc_vidvars.drawworld = true;
+       cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
        cl.csqc_vidvars.drawenginesbar = true;
        cl.csqc_vidvars.drawcrosshair = true;
 
@@ -126,21 +134,23 @@ void CL_ClearState(void)
        cl.num_brushmodel_entities = 0;
 
        // tweak these if the game runs out
-       cl.max_entities = 256;
-       cl.max_static_entities = 256;
-       cl.max_effects = 256;
-       cl.max_beams = 256;
+       cl.max_csqcrenderentities = 0;
+       cl.max_entities = MAX_ENITIES_INITIAL;
+       cl.max_static_entities = MAX_STATICENTITIES;
+       cl.max_effects = MAX_EFFECTS;
+       cl.max_beams = MAX_BEAMS;
        cl.max_dlights = MAX_DLIGHTS;
        cl.max_lightstyle = MAX_LIGHTSTYLES;
        cl.max_brushmodel_entities = MAX_EDICTS;
-       cl.max_particles = 8192; // grows dynamically
-       cl.max_decals = 2048; // grows dynamically
+       cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
+       cl.max_decals = MAX_DECALS_INITIAL; // grows dynamically
        cl.max_showlmps = 0;
 
        cl.num_dlights = 0;
        cl.num_effects = 0;
        cl.num_beams = 0;
 
+       cl.csqcrenderentities = NULL;
        cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
        cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
        cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
@@ -161,7 +171,7 @@ void CL_ClearState(void)
                cl.entities[i].state_current = defaultstate;
        }
 
-       if (gamemode == GAME_NEXUIZ)
+       if (IS_NEXUIZ_DERIVED(gamemode))
        {
                VectorSet(cl.playerstandmins, -16, -16, -24);
                VectorSet(cl.playerstandmaxs, 16, 16, 45);
@@ -186,6 +196,7 @@ void CL_ClearState(void)
        ent->render.alpha = 1;
        ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
        Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
+       ent->render.allowdecals = true;
        CL_UpdateRenderEntity(&ent->render);
 
        // noclip is turned off at start
@@ -204,6 +215,7 @@ void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allo
 {
        int i;
        qboolean fail = false;
+       char vabuf[1024];
        if (!allowstarkey && key[0] == '*')
                fail = true;
        if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
@@ -226,22 +238,22 @@ void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allo
                if (cls.protocol == PROTOCOL_QUAKEWORLD)
                {
                        MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
-                       MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
+                       MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "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));
+                       MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "name \"%s\"", value));
                }
                else if (!strcasecmp(key, "playermodel"))
                {
                        MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
-                       MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
+                       MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playermodel \"%s\"", value));
                }
                else if (!strcasecmp(key, "playerskin"))
                {
                        MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
-                       MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
+                       MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playerskin \"%s\"", value));
                }
                else if (!strcasecmp(key, "topcolor"))
                {
@@ -254,7 +266,12 @@ void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allo
                else if (!strcasecmp(key, "rate"))
                {
                        MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
-                       MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
+                       MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate \"%s\"", value));
+               }
+               else if (!strcasecmp(key, "rate_burstsize"))
+               {
+                       MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
+                       MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate_burstsize \"%s\"", value));
                }
        }
 }
@@ -284,6 +301,30 @@ void CL_ExpandEntities(int num)
        }
 }
 
+void CL_ExpandCSQCRenderEntities(int num)
+{
+       int i;
+       int oldmaxcsqcrenderentities;
+       entity_render_t *oldcsqcrenderentities;
+       if (num >= cl.max_csqcrenderentities)
+       {
+               if (num >= MAX_EDICTS)
+                       Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
+               oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
+               oldcsqcrenderentities = cl.csqcrenderentities;
+               cl.max_csqcrenderentities = (num & ~255) + 256;
+               cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
+               if (oldcsqcrenderentities)
+               {
+                       memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
+                       for (i = 0;i < r_refdef.scene.numentities;i++)
+                               if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
+                                       r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
+                       Mem_Free(oldcsqcrenderentities);
+               }
+       }
+}
+
 /*
 =====================
 CL_Disconnect
@@ -347,13 +388,14 @@ void CL_Disconnect(void)
                        Con_DPrint("Sending clc_disconnect\n");
                        MSG_WriteByte(&buf, clc_disconnect);
                }
-               NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
-               NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
-               NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
+               NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
+               NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
+               NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
                NetConn_Close(cls.netcon);
                cls.netcon = NULL;
        }
        cls.state = ca_disconnected;
+       cl.islocalgame = false;
 
        cls.demoplayback = cls.timedemo = false;
        cls.signon = 0;
@@ -376,13 +418,19 @@ CL_EstablishConnection
 Host should be either "local" or a net address
 =====================
 */
-void CL_EstablishConnection(const char *host)
+void CL_EstablishConnection(const char *host, int firstarg)
 {
        if (cls.state == ca_dedicated)
                return;
 
+       // don't connect to a server if we're benchmarking a demo
+       if (COM_CheckParm("-benchmark"))
+               return;
+
        // clear menu's connect error message
+#ifdef CONFIG_MENU
        M_Update_Return_Reason("");
+#endif
        cls.demonum = -1;
 
        // stop demo loop in case this fails
@@ -395,28 +443,37 @@ void CL_EstablishConnection(const char *host)
        // 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)))
        {
                cls.connect_trying = true;
                cls.connect_remainingtries = 3;
                cls.connect_nextsendtime = 0;
+
+               // only NOW, set connect_userinfo
+               if(firstarg >= 0)
+               {
+                       int i;
+                       *cls.connect_userinfo = 0;
+                       for(i = firstarg; i+2 <= Cmd_Argc(); i += 2)
+                               InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(i), Cmd_Argv(i+1));
+               }
+               else if(firstarg < -1)
+               {
+                       // -1: keep as is (reconnect)
+                       // -2: clear
+                       *cls.connect_userinfo = 0;
+               }
+
+#ifdef CONFIG_MENU
                M_Update_Return_Reason("Trying to connect...");
-               // 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();
-               //}
+#endif
        }
        else
        {
                Con_Print("Unable to find a suitable network socket to connect to server.\n");
+#ifdef CONFIG_MENU
                M_Update_Return_Reason("No network");
+#endif
        }
 }
 
@@ -454,17 +511,21 @@ List information on all models in the client modelindex
 */
 static void CL_ModelIndexList_f(void)
 {
-       int i = 1;
+       int i;
+       dp_model_t *model;
 
        // Print Header
        Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
 
-       while(cl.model_precache[i] && i != MAX_MODELS)
-       { // Valid Model
-               if(cl.model_precache[i]->loaded || cl.model_precache[i]->isworldmodel)
-                       Con_Printf("%3i: %-30s %-8s %-10i\n", i, cl.model_precache[i]->name, cl.model_precache[i]->modeldatatypestring, cl.model_precache[i]->surfmesh.num_triangles);
+       for (i = -MAX_MODELS;i < MAX_MODELS;i++)
+       {
+               model = CL_GetModelByIndex(i);
+               if (!model)
+                       continue;
+               if(model->loaded || i == 1)
+                       Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
                else
-                       Con_Printf("%3i: %-30s %-30s\n", i, cl.model_precache[i]->name, "--no local model found--");
+                       Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
                i++;
        }
 }
@@ -502,7 +563,7 @@ void CL_UpdateRenderEntity(entity_render_t *ent)
        // update the inverse matrix for the renderer
        Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
        // update the animation blend state
-       R_LerpAnimation(ent);
+       VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
        // we need the matrix origin to center the box
        Matrix4x4_OriginFromMatrix(&ent->matrix, org);
        // update entity->render.scale because the renderer needs it
@@ -570,12 +631,20 @@ static float CL_LerpPoint(void)
        }
 
        f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
-       return bound(0, f, 1);
+       return bound(0, f, 1 + cl_lerpexcess.value);
 }
 
 void CL_ClearTempEntities (void)
 {
        r_refdef.scene.numtempentities = 0;
+       // grow tempentities buffer on request
+       if (r_refdef.scene.expandtempentities)
+       {
+               Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
+               r_refdef.scene.maxtempentities *= 2;
+               r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
+               r_refdef.scene.expandtempentities = false;
+       }
 }
 
 entity_render_t *CL_NewTempEntity(double shadertime)
@@ -585,7 +654,10 @@ entity_render_t *CL_NewTempEntity(double shadertime)
        if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
                return NULL;
        if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
+       {
+               r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
                return NULL;
+       }
        render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
        memset (render, 0, sizeof(*render));
        r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
@@ -593,6 +665,7 @@ entity_render_t *CL_NewTempEntity(double shadertime)
        render->shadertime = shadertime;
        render->alpha = 1;
        VectorSet(render->colormod, 1, 1, 1);
+       VectorSet(render->glowmod, 1, 1, 1);
        return render;
 }
 
@@ -683,7 +756,7 @@ void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius,
        dl->specularscale = specularscale;
 }
 
-void CL_DecayLightFlashes(void)
+static void CL_DecayLightFlashes(void)
 {
        int i, oldmax;
        dlight_t *dl;
@@ -738,6 +811,16 @@ void CL_RelinkLightFlashes(void)
                }
        }
 
+       if (!cl.lightstyle)
+       {
+               for (j = 0;j < cl.max_lightstyle;j++)
+               {
+                       r_refdef.scene.rtlightstylevalue[j] = 1;
+                       r_refdef.scene.lightstylevalue[j] = 256;
+               }
+               return;
+       }
+
 // light animations
 // 'm' is normal light, 'a' is no light, 'z' is double bright
        f = cl.time * 10;
@@ -745,12 +828,20 @@ void CL_RelinkLightFlashes(void)
        frac = f - i;
        for (j = 0;j < cl.max_lightstyle;j++)
        {
-               if (!cl.lightstyle || !cl.lightstyle[j].length)
+               if (!cl.lightstyle[j].length)
                {
                        r_refdef.scene.rtlightstylevalue[j] = 1;
                        r_refdef.scene.lightstylevalue[j] = 256;
                        continue;
                }
+               // static lightstyle "=value"
+               if (cl.lightstyle[j].map[0] == '=')
+               {
+                       r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
+                       if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
+                               r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
+                       continue;
+               }
                k = i % cl.lightstyle[j].length;
                l = (i-1) % cl.lightstyle[j].length;
                k = cl.lightstyle[j].map[k] - 'a';
@@ -765,7 +856,7 @@ void CL_RelinkLightFlashes(void)
        }
 }
 
-void CL_AddQWCTFFlagModel(entity_t *player, int skin)
+static void CL_AddQWCTFFlagModel(entity_t *player, int skin)
 {
        int frame = player->render.framegroupblend[0].frame;
        float f;
@@ -808,25 +899,22 @@ void CL_AddQWCTFFlagModel(entity_t *player, int skin)
        if (!flagrender)
                return;
 
-       flagrender->model = cl.model_precache[cl.qw_modelindex_flag];
+       flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
        flagrender->skinnum = skin;
        flagrender->alpha = 1;
        VectorSet(flagrender->colormod, 1, 1, 1);
+       VectorSet(flagrender->glowmod, 1, 1, 1);
        // attach the flag to the player matrix
        Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
        Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
        CL_UpdateRenderEntity(flagrender);
 }
 
-matrix4x4_t viewmodelmatrix;
+matrix4x4_t viewmodelmatrix_withbob;
+matrix4x4_t viewmodelmatrix_nobob;
 
 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);
-
 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
 {
        const unsigned char *cbcolor;
@@ -845,14 +933,14 @@ void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
 }
 
 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
-void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
+static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
 {
        const matrix4x4_t *matrix;
        matrix4x4_t blendmatrix, tempmatrix, matrix2;
-       int j, k, l, frame;
-       float origin[3], angles[3], delta[3], lerp, d;
+       int frame;
+       vec_t origin[3], angles[3], lerp;
        entity_t *t;
-       dp_model_t *model;
+       entity_render_t *r;
        //entity_persistent_t *p = &e->persistent;
        //entity_render_t *r = &e->render;
        // skip inactive entities and world
@@ -865,6 +953,7 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat
        e->render.flags = e->state_current.flags;
        e->render.effects = e->state_current.effects;
        VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
+       VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
        if(e >= cl.entities && e < cl.entities + cl.num_entities)
                e->render.entitynumber = e - cl.entities;
        else
@@ -884,42 +973,45 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat
                        return;
                t = cl.entities + e->state_current.tagentity;
                // if the tag entity is inactive, skip it
-               if (!t->state_current.active)
-                       return;
-               // update the parent first
-               CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
+               if (t->state_current.active)
+               {
+                       // update the parent first
+                       CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
+                       r = &t->render;
+               }
+               else
+               {
+                       // it may still be a CSQC entity... trying to use its
+                       // info from last render frame (better than nothing)
+                       if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
+                               return;
+                       r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
+                       if(!r->entitynumber)
+                               return; // neither CSQC nor legacy entity... can't attach
+               }
                // make relative to the entity
-               matrix = &t->render.matrix;
+               matrix = &r->matrix;
                // some properties of the tag entity carry over
-               e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
+               e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
                // if a valid tagindex is used, make it relative to that tag instead
-               // FIXME: use a model function to get tag info (need to handle skeletal)
-               if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
+               if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
                {
-                       // blend the matrices
-                       memset(&blendmatrix, 0, sizeof(blendmatrix));
-                       for (j = 0;j < MAX_FRAMEBLENDS && t->render.frameblend[j].lerp > 0;j++)
+                       if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
                        {
-                               matrix4x4_t tagmatrix;
-                               Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].subframe, 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, &r->matrix, &blendmatrix);
+                               // use the constructed tag matrix
+                               matrix = &tempmatrix;
                        }
-                       // concat the tag matrices onto the entity matrix
-                       Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
-                       // use the constructed tag matrix
-                       matrix = &tempmatrix;
                }
        }
        else if (e->render.flags & RENDER_VIEWMODEL)
        {
                // view-relative entity (guns and such)
                if (e->render.effects & EF_NOGUNBOB)
-                       matrix = &r_refdef.view.matrix; // really attached to view
+                       matrix = &viewmodelmatrix_nobob; // really attached to view
                else
-                       matrix = &viewmodelmatrix; // attached to gun bob matrix
+                       matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
        }
        else
        {
@@ -940,16 +1032,28 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat
                VectorCopy(cl.movement_origin, origin);
                VectorSet(angles, 0, cl.viewangles[1], 0);
        }
-       else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
+       else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
        {
                // interpolate the origin and angles
                lerp = max(0, lerp);
                VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
+#if 0
+               // this fails at the singularity of euler angles
                VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
                if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
                if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
                if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
                VectorMA(e->persistent.oldangles, lerp, delta, angles);
+#else
+               {
+                       vec3_t f0, u0, f1, u1;
+                       AngleVectors(e->persistent.oldangles, f0, NULL, u0);
+                       AngleVectors(e->persistent.newangles, f1, NULL, u1);
+                       VectorMAM(1-lerp, f0, lerp, f1, f0);
+                       VectorMAM(1-lerp, u0, lerp, u1, u0);
+                       AnglesFromVectors(angles, f0, u0, false);
+               }
+#endif
        }
        else
        {
@@ -960,10 +1064,7 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat
 
        // model setup and some modelflags
        frame = e->state_current.frame;
-       if (e->state_current.modelindex < MAX_MODELS)
-               e->render.model = cl.model_precache[e->state_current.modelindex];
-       else
-               e->render.model = NULL;
+       e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
        if (e->render.model)
        {
                if (e->render.skinnum >= e->render.model->numskins)
@@ -978,11 +1079,15 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat
                if (e->render.model->type == mod_alias)
                        angles[0] = -angles[0];
                if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
+               {
                        VectorScale(e->render.colormod, 2, e->render.colormod);
+                       VectorScale(e->render.glowmod, 2, e->render.glowmod);
+               }
        }
        // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
        else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
                angles[0] = -angles[0];
+               // NOTE: this must be synced to SV_GetPitchSign!
 
        if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
        {
@@ -992,7 +1097,17 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat
        }
 
        // animation lerp
-       if (e->render.framegroupblend[0].frame == frame)
+       e->render.skeleton = NULL;
+       if (e->render.flags & RENDER_COMPLEXANIMATION)
+       {
+               e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
+               e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
+               e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
+               e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
+               if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
+                       e->render.skeleton = &e->state_current.skeletonobject;
+       }
+       else if (e->render.framegroupblend[0].frame == frame)
        {
                // update frame lerp fraction
                e->render.framegroupblend[0].lerp = 1;
@@ -1002,7 +1117,13 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat
                        // 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.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, 0.1);
+                       float maxdelta = cl_lerpanim_maxdelta_server.value;
+                       if(e->render.model)
+                       if(e->render.model->animscenes)
+                       if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
+                               maxdelta = cl_lerpanim_maxdelta_framegroups.value;
+                       maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
+                       e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
                        e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
                        e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
                }
@@ -1036,13 +1157,18 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat
 
        // tenebrae's sprites are all additive mode (weird)
        if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
-               e->render.effects |= EF_ADDITIVE;
+               e->render.flags |= RENDER_ADDITIVE;
        // player model is only shown with chase_active on
        if (e->state_current.number == cl.viewentity)
                e->render.flags |= RENDER_EXTERIORMODEL;
        // either fullbright or lit
-       if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
-               e->render.flags |= RENDER_LIGHT;
+       if(!r_fullbright.integer)
+       {
+               if (!(e->render.effects & EF_FULLBRIGHT))
+                       e->render.flags |= RENDER_LIGHT;
+               else if(r_equalize_entities_fullbright.integer)
+                       e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
+       }
        // hide player shadow during intermission or nehahra movie
        if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
         && (e->render.alpha >= 1)
@@ -1053,13 +1179,22 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat
                e->render.flags |= RENDER_NOSELFSHADOW;
        if (e->render.effects & EF_NOSELFSHADOW)
                e->render.flags |= RENDER_NOSELFSHADOW;
+       if (e->render.effects & EF_NODEPTHTEST)
+               e->render.flags |= RENDER_NODEPTHTEST;
+       if (e->render.effects & EF_ADDITIVE)
+               e->render.flags |= RENDER_ADDITIVE;
+       if (e->render.effects & EF_DOUBLESIDED)
+               e->render.flags |= RENDER_DOUBLESIDED;
+       if (e->render.effects & EF_DYNAMICMODELLIGHT)
+               e->render.flags |= RENDER_DYNAMICMODELLIGHT;
 
        // make the other useful stuff
+       e->render.allowdecals = true;
        CL_UpdateRenderEntity(&e->render);
 }
 
 // creates light and trails from an entity
-void CL_UpdateNetworkEntityTrail(entity_t *e)
+static void CL_UpdateNetworkEntityTrail(entity_t *e)
 {
        effectnameindex_t trailtype;
        vec3_t origin;
@@ -1083,15 +1218,15 @@ void CL_UpdateNetworkEntityTrail(entity_t *e)
        {
                if (e->render.effects & EF_BRIGHTFIELD)
                {
-                       if (gamemode == GAME_NEXUIZ)
+                       if (IS_NEXUIZ_DERIVED(gamemode))
                                trailtype = EFFECT_TR_NEXUIZPLASMA;
                        else
                                CL_EntityParticles(e);
                }
                if (e->render.effects & EF_FLAME)
-                       CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
+                       CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL, 1);
                if (e->render.effects & EF_STARDUST)
-                       CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
+                       CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL, 1);
        }
        if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
        {
@@ -1125,6 +1260,8 @@ void CL_UpdateNetworkEntityTrail(entity_t *e)
        // do trails
        if (e->render.flags & RENDER_GLOWTRAIL)
                trailtype = EFFECT_TR_GLOWTRAIL;
+       if (e->state_current.traileffectnum)
+               trailtype = (effectnameindex_t)e->state_current.traileffectnum;
        // check if a trail is allowed (it is not after a teleport for example)
        if (trailtype && e->persistent.trail_allowed)
        {
@@ -1135,7 +1272,8 @@ void CL_UpdateNetworkEntityTrail(entity_t *e)
                if (len > 0)
                        len = 1.0f / len;
                VectorScale(vel, len, vel);
-               CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
+               // pass time as count so that trails that are time based (such as an emitter) will emit properly as long as they don't use trailspacing
+               CL_ParticleTrail(trailtype, bound(0, cl.time - cl.oldtime, 0.1), e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true, NULL, NULL, 1);
        }
        // now that the entity has survived one trail update it is allowed to
        // leave a real trail on later frames
@@ -1171,7 +1309,7 @@ void CL_UpdateViewEntities(void)
 CL_UpdateNetworkCollisionEntities
 ===============
 */
-void CL_UpdateNetworkCollisionEntities(void)
+static void CL_UpdateNetworkCollisionEntities(void)
 {
        entity_t *ent;
        int i;
@@ -1198,7 +1336,7 @@ void CL_UpdateNetworkCollisionEntities(void)
 CL_UpdateNetworkEntities
 ===============
 */
-void CL_UpdateNetworkEntities(void)
+static void CL_UpdateNetworkEntities(void)
 {
        entity_t *ent;
        int i;
@@ -1217,19 +1355,22 @@ void CL_UpdateNetworkEntities(void)
                                        CL_UpdateNetworkEntityTrail(ent);
                        }
                        else
+                       {
+                               R_DecalSystem_Reset(&ent->render.decalsystem);
                                cl.entities_active[i] = false;
+                       }
                }
        }
 }
 
-void CL_UpdateViewModel(void)
+static void CL_UpdateViewModel(void)
 {
        entity_t *ent;
        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.number = (unsigned short)-1;
        ent->state_current.active = true;
        ent->state_current.modelindex = cl.stats[STAT_WEAPON];
        ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
@@ -1257,12 +1398,13 @@ void CL_UpdateViewModel(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)
+static void CL_LinkNetworkEntity(entity_t *e)
 {
        effectnameindex_t trailtype;
        vec3_t origin;
        vec3_t dlightcolor;
        vec_t dlightradius;
+       char vabuf[1024];
 
        // skip inactive entities and world
        if (!e->state_current.active || e == cl.entities)
@@ -1274,7 +1416,13 @@ void CL_LinkNetworkEntity(entity_t *e)
                        return;
                // if the tag entity is inactive, skip it
                if (!cl.entities[e->state_current.tagentity].state_current.active)
-                       return;
+               {
+                       if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
+                               return;
+                       if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
+                               return;
+                       // if we get here, it's properly csqc networked and attached
+               }
        }
 
        // create entity dlights associated with this entity
@@ -1297,7 +1445,7 @@ void CL_LinkNetworkEntity(entity_t *e)
        {
                if (e->render.effects & EF_BRIGHTFIELD)
                {
-                       if (gamemode == GAME_NEXUIZ)
+                       if (IS_NEXUIZ_DERIVED(gamemode))
                                trailtype = EFFECT_TR_NEXUIZPLASMA;
                }
                if (e->render.effects & EF_DIMLIGHT)
@@ -1330,9 +1478,9 @@ void CL_LinkNetworkEntity(entity_t *e)
                        dlightcolor[2] += 1.50f;
                }
                if (e->render.effects & EF_FLAME)
-                       CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
+                       CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
                if (e->render.effects & EF_STARDUST)
-                       CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
+                       CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
        }
        // muzzleflash fades over time, and is offset a bit
        if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
@@ -1342,13 +1490,13 @@ void CL_LinkNetworkEntity(entity_t *e)
                trace_t trace;
                matrix4x4_t tempmatrix;
                Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
-               trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
+               trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false);
                Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
                Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
                Matrix4x4_Scale(&tempmatrix, 150, 1);
                VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
                R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
-               r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
+               r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
        }
        // LordHavoc: if the model has no flags, don't check each
        if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
@@ -1383,7 +1531,7 @@ void CL_LinkNetworkEntity(entity_t *e)
        if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
        {
                matrix4x4_t dlightmatrix;
-               float light[4];
+               vec4_t light;
                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)
@@ -1393,8 +1541,8 @@ void CL_LinkNetworkEntity(entity_t *e)
                // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
                Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
                Matrix4x4_Scale(&dlightmatrix, light[3], 1);
-               R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
-               r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
+               R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va(vabuf, sizeof(vabuf), "cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+               r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
        }
        // make the glow dlight
        else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
@@ -1406,18 +1554,16 @@ void CL_LinkNetworkEntity(entity_t *e)
                //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
                Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
                R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
-               r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
+               r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
        }
        // do trail light
        if (e->render.flags & RENDER_GLOWTRAIL)
                trailtype = EFFECT_TR_GLOWTRAIL;
+       if (e->state_current.traileffectnum)
+               trailtype = (effectnameindex_t)e->state_current.traileffectnum;
        if (trailtype)
-               CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
+               CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1);
 
-       // don't show viewmodels in certain situations
-       if (e->render.flags & RENDER_VIEWMODEL)
-               if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
-                       return;
        // don't show entities with no modelindex (note: this still shows
        // entities which have a modelindex that resolved to a NULL model)
        if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
@@ -1426,7 +1572,7 @@ void CL_LinkNetworkEntity(entity_t *e)
        //      Matrix4x4_Print(&e->render.matrix);
 }
 
-void CL_RelinkWorld(void)
+static void CL_RelinkWorld(void)
 {
        entity_t *ent = &cl.entities[0];
        // FIXME: this should be done at load
@@ -1435,9 +1581,15 @@ void CL_RelinkWorld(void)
        if (!r_fullbright.integer)
                ent->render.flags |= RENDER_LIGHT;
        VectorSet(ent->render.colormod, 1, 1, 1);
+       VectorSet(ent->render.glowmod, 1, 1, 1);
+       ent->render.allowdecals = true;
        CL_UpdateRenderEntity(&ent->render);
        r_refdef.scene.worldentity = &ent->render;
        r_refdef.scene.worldmodel = cl.worldmodel;
+
+       // if the world is q2bsp, animate the textures
+       if (ent->render.model && ent->render.model->brush.isq2bsp)
+               ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f);
 }
 
 static void CL_RelinkStaticEntities(void)
@@ -1449,15 +1601,22 @@ static void CL_RelinkStaticEntities(void)
                e->render.flags = 0;
                // if the model was not loaded when the static entity was created we
                // need to re-fetch the model pointer
-               e->render.model = cl.model_precache[e->state_baseline.modelindex];
+               e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
                // either fullbright or lit
-               if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
-                       e->render.flags |= RENDER_LIGHT;
+               if(!r_fullbright.integer)
+               {
+                       if (!(e->render.effects & EF_FULLBRIGHT))
+                               e->render.flags |= RENDER_LIGHT;
+                       else if(r_equalize_entities_fullbright.integer)
+                               e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
+               }
                // hide player shadow during intermission or nehahra movie
                if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
                        e->render.flags |= RENDER_SHADOW;
                VectorSet(e->render.colormod, 1, 1, 1);
-               R_LerpAnimation(&e->render);
+               VectorSet(e->render.glowmod, 1, 1, 1);
+               VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time);
+               e->render.allowdecals = true;
                CL_UpdateRenderEntity(&e->render);
                r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
        }
@@ -1537,12 +1696,10 @@ static void CL_RelinkEffects(void)
                                }
 
                                // normal stuff
-                               if(e->modelindex < MAX_MODELS)
-                                       entrender->model = cl.model_precache[e->modelindex];
-                               else
-                                       entrender->model = cl.csqc_model_precache[-(e->modelindex+1)];
+                               entrender->model = CL_GetModelByIndex(e->modelindex);
                                entrender->alpha = 1;
                                VectorSet(entrender->colormod, 1, 1, 1);
+                               VectorSet(entrender->glowmod, 1, 1, 1);
 
                                Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
                                CL_UpdateRenderEntity(entrender);
@@ -1616,10 +1773,13 @@ void CL_RelinkBeams(void)
                                VectorSet(dlightcolor, 0.3, 0.7, 1);
                                Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
                                R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
-                               r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
+                               r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
                        }
                        if (cl_beams_polygons.integer)
+                       {
+                               CL_Beam_AddPolygons(b);
                                continue;
+                       }
                }
 
                // calculate pitch and yaw
@@ -1653,12 +1813,7 @@ void CL_RelinkBeams(void)
                        entrender = CL_NewTempEntity (0);
                        if (!entrender)
                                return;
-                       //VectorCopy (org, ent->render.origin);
                        entrender->model = b->model;
-                       //ent->render.effects = EF_FULLBRIGHT;
-                       //ent->render.angles[0] = pitch;
-                       //ent->render.angles[1] = yaw;
-                       //ent->render.angles[2] = rand()%360;
                        Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
                        CL_UpdateRenderEntity(entrender);
                        VectorMA(org, 30, dist, org);
@@ -1686,16 +1841,17 @@ static void CL_RelinkQWNails(void)
                        continue;
 
                // normal stuff
-               entrender->model = cl.model_precache[cl.qw_modelindex_spike];
+               entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
                entrender->alpha = 1;
                VectorSet(entrender->colormod, 1, 1, 1);
+               VectorSet(entrender->glowmod, 1, 1, 1);
 
                Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
                CL_UpdateRenderEntity(entrender);
        }
 }
 
-void CL_LerpPlayer(float frac)
+static void CL_LerpPlayer(float frac)
 {
        int i;
 
@@ -1729,6 +1885,7 @@ void CSQC_RelinkAllEntities (int drawmask)
        CL_RelinkStaticEntities();
        CL_RelinkBeams();
        CL_RelinkEffects();
+       CL_RelinkLightFlashes();
 
        // link stuff
        if (drawmask & ENTMASK_ENGINE)
@@ -1741,6 +1898,8 @@ void CSQC_RelinkAllEntities (int drawmask)
 
        // update view blend
        V_CalcViewBlend();
+
+       CL_MeshEntities_AddToScene();
 }
 
 /*
@@ -1757,7 +1916,7 @@ void CL_UpdateWorld(void)
        r_refdef.scene.numlights = 0;
        r_refdef.view.matrix = identitymatrix;
        r_refdef.view.quality = 1;
-
+               
        cl.num_brushmodel_entities = 0;
 
        if (cls.state == ca_connected && cls.signon == SIGNONS)
@@ -1789,8 +1948,9 @@ void CL_UpdateWorld(void)
                // update the engine-based viewmodel
                CL_UpdateViewModel();
 
-               CL_RelinkLightFlashes();
-               CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
+               // when csqc is loaded, it will call this in CSQC_UpdateView
+               if (!cl.csqc_loaded)
+                       CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
 
                // decals, particles, and explosions will be updated during rneder
        }
@@ -1817,12 +1977,10 @@ static void CL_Fog_f (void)
 {
        if (Cmd_Argc () == 1)
        {
-               Con_Printf("\"fog\" is \"%f %f %f %f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end);
+               Con_Printf("\"fog\" is \"%f %f %f %f %f %f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end, r_refdef.fog_height, r_refdef.fog_fadedepth);
                return;
        }
-       r_refdef.fog_start = 0;
-       r_refdef.fog_end = 16384;
-       r_refdef.fog_alpha = 1;
+       FOG_clear(); // so missing values get good defaults
        if(Cmd_Argc() > 1)
                r_refdef.fog_density = atof(Cmd_Argv(1));
        if(Cmd_Argc() > 2)
@@ -1837,8 +1995,38 @@ static void CL_Fog_f (void)
                r_refdef.fog_start = atof(Cmd_Argv(6));
        if(Cmd_Argc() > 7)
                r_refdef.fog_end = atof(Cmd_Argv(7));
+       if(Cmd_Argc() > 8)
+               r_refdef.fog_height = atof(Cmd_Argv(8));
+       if(Cmd_Argc() > 9)
+               r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
+}
+
+/*
+======================
+CL_FogHeightTexture_f
+======================
+*/
+static void CL_Fog_HeightTexture_f (void)
+{
+       if (Cmd_Argc () < 11)
+       {
+               Con_Printf("\"fog_heighttexture\" is \"%f %f %f %f %f %f %f %f %f %s\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end, r_refdef.fog_height, r_refdef.fog_fadedepth, r_refdef.fog_height_texturename);
+               return;
+       }
+       FOG_clear(); // so missing values get good defaults
+       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));
+       r_refdef.fog_alpha = atof(Cmd_Argv(5));
+       r_refdef.fog_start = atof(Cmd_Argv(6));
+       r_refdef.fog_end = atof(Cmd_Argv(7));
+       r_refdef.fog_height = atof(Cmd_Argv(8));
+       r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
+       strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(10), sizeof(r_refdef.fog_height_texturename));
 }
 
+
 /*
 ====================
 CL_TimeRefresh_f
@@ -1849,23 +2037,23 @@ For program optimization
 static void CL_TimeRefresh_f (void)
 {
        int i;
-       float timestart, timedelta;
+       double timestart, timedelta;
 
        r_refdef.scene.extraupdate = false;
 
-       timestart = Sys_DoubleTime();
+       timestart = Sys_DirtyTime();
        for (i = 0;i < 128;i++)
        {
                Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, r_refdef.view.origin[0], r_refdef.view.origin[1], r_refdef.view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
                r_refdef.view.quality = 1;
                CL_UpdateScreen();
        }
-       timedelta = Sys_DoubleTime() - timestart;
+       timedelta = Sys_DirtyTime() - timestart;
 
        Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
 }
 
-void CL_AreaStats_f(void)
+static void CL_AreaStats_f(void)
 {
        World_PrintAreaStats(&cl.world, "client");
 }
@@ -1905,7 +2093,7 @@ void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
                dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
 }
 
-void CL_Locs_FreeNode(cl_locnode_t *node)
+static void CL_Locs_FreeNode(cl_locnode_t *node)
 {
        cl_locnode_t **pointer, **next;
        for (pointer = &cl.locnodes;*pointer;pointer = next)
@@ -1915,18 +2103,19 @@ void CL_Locs_FreeNode(cl_locnode_t *node)
                {
                        *pointer = node->next;
                        Mem_Free(node);
+                       return;
                }
        }
-       Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", node);
+       Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
 }
 
-void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
+static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
 {
        cl_locnode_t *node, **pointer;
        int namelen;
        if (!name)
                name = "";
-       namelen = strlen(name);
+       namelen = (int)strlen(name);
        node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
        VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
        VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
@@ -1939,7 +2128,7 @@ void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
        *pointer = node;
 }
 
-void CL_Locs_Add_f(void)
+static void CL_Locs_Add_f(void)
 {
        vec3_t mins, maxs;
        if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
@@ -1961,7 +2150,7 @@ void CL_Locs_Add_f(void)
                CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
 }
 
-void CL_Locs_RemoveNearest_f(void)
+static void CL_Locs_RemoveNearest_f(void)
 {
        cl_locnode_t *loc;
        loc = CL_Locs_FindNearest(r_refdef.view.origin);
@@ -1971,13 +2160,13 @@ void CL_Locs_RemoveNearest_f(void)
                Con_Printf("no loc point or box found for your location\n");
 }
 
-void CL_Locs_Clear_f(void)
+static void CL_Locs_Clear_f(void)
 {
        while (cl.locnodes)
                CL_Locs_FreeNode(cl.locnodes);
 }
 
-void CL_Locs_Save_f(void)
+static void CL_Locs_Save_f(void)
 {
        cl_locnode_t *loc;
        qfile_t *outfile;
@@ -1992,8 +2181,7 @@ void CL_Locs_Save_f(void)
                Con_Printf("No level loaded!\n");
                return;
        }
-       FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
-       strlcat(locfilename, ".loc", sizeof(locfilename));
+       dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
 
        outfile = FS_OpenRealFile(locfilename, "w", false);
        if (!outfile)
@@ -2070,14 +2258,12 @@ void CL_Locs_Reload_f(void)
        CL_Locs_Clear_f();
 
        // try maps/something.loc first (LordHavoc: where I think they should be)
-       FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
-       strlcat(locfilename, ".loc", sizeof(locfilename));
+       dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
        filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
        if (!filedata)
        {
                // try proquake name as well (LordHavoc: I hate path mangling)
-               FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
-               strlcat(locfilename, ".loc", sizeof(locfilename));
+               dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
                filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
                if (!filedata)
                        return;
@@ -2189,6 +2375,309 @@ void CL_Locs_Reload_f(void)
        }
 }
 
+entity_t cl_meshentities[NUM_MESHENTITIES];
+dp_model_t cl_meshentitymodels[NUM_MESHENTITIES];
+const char *cl_meshentitynames[NUM_MESHENTITIES] =
+{
+       "MESH_DEBUG",
+       "MESH_CSQC_POLYGONS",
+       "MESH_PARTICLES",
+       "MESH_UI",
+};
+
+static void CL_MeshEntities_Restart(void)
+{
+       int i;
+       entity_t *ent;
+       for (i = 0; i < NUM_MESHENTITIES; i++)
+       {
+               ent = cl_meshentities + i;
+               Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
+       }
+}
+
+static void CL_MeshEntities_Init(void)
+{
+       int i;
+       entity_t *ent;
+       for (i = 0; i < NUM_MESHENTITIES; i++)
+       {
+               ent = cl_meshentities + i;
+               ent->state_current.active = true;
+               ent->render.model = cl_meshentitymodels + i;
+               ent->render.alpha = 0.999999f; // not quite 1 so that MATERIALFLAG_ALPHA is always set.
+               ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
+               ent->render.framegroupblend[0].lerp = 1;
+               ent->render.frameblend[0].lerp = 1;
+               VectorSet(ent->render.colormod, 1, 1, 1);
+               VectorSet(ent->render.glowmod, 1, 1, 1);
+               VectorSet(ent->render.custommodellight_ambient, 1, 1, 1);
+               VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0);
+               VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1);
+               VectorSet(ent->render.render_fullbright, 1, 1, 1);
+               VectorSet(ent->render.render_glowmod, 0, 0, 0);
+               VectorSet(ent->render.render_modellight_ambient, 1, 1, 1);
+               VectorSet(ent->render.render_modellight_diffuse, 0, 0, 0);
+               VectorSet(ent->render.render_modellight_specular, 0, 0, 0);
+               VectorSet(ent->render.render_modellight_lightdir, 0, 0, 1);
+               VectorSet(ent->render.render_lightmap_ambient, 0, 0, 0);
+               VectorSet(ent->render.render_lightmap_diffuse, 1, 1, 1);
+               VectorSet(ent->render.render_lightmap_specular, 1, 1, 1);
+               VectorSet(ent->render.render_rtlight_diffuse, 1, 1, 1);
+               VectorSet(ent->render.render_rtlight_specular, 1, 1, 1);
+
+               Matrix4x4_CreateIdentity(&ent->render.matrix);
+               CL_UpdateRenderEntity(&ent->render);
+       }
+       R_RegisterModule("cl_meshentities", CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
+}
+
+void CL_MeshEntities_AddToScene(void)
+{
+       int i;
+       entity_t *ent;
+       for (i = 0; i < NUM_MESHENTITIES && r_refdef.scene.numentities < r_refdef.scene.maxentities; i++)
+       {
+               ent = cl_meshentities + i;
+               if (ent->render.model->num_surfaces == 0)
+                       continue;
+               Mod_Mesh_Finalize(ent->render.model);
+               VectorCopy(ent->render.model->normalmins, ent->render.mins);
+               VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
+               r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
+       }
+}
+
+void CL_MeshEntities_Reset(void)
+{
+       int i;
+       entity_t *ent;
+       for (i = 0; i < NUM_MESHENTITIES && r_refdef.scene.numentities < r_refdef.scene.maxentities; i++)
+       {
+               ent = cl_meshentities + i;
+               Mod_Mesh_Reset(ent->render.model);
+       }
+}
+
+static void CL_MeshEntities_Shutdown(void)
+{
+}
+
+extern cvar_t r_overheadsprites_pushback;
+extern cvar_t r_fullbright_directed_pitch_relative;
+extern cvar_t r_fullbright_directed_pitch;
+extern cvar_t r_fullbright_directed_ambient;
+extern cvar_t r_fullbright_directed_diffuse;
+extern cvar_t r_fullbright_directed;
+extern cvar_t r_equalize_entities_minambient;
+extern cvar_t r_equalize_entities_to;
+extern cvar_t r_equalize_entities_by;
+extern cvar_t r_hdr_glowintensity;
+
+static void CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal)
+{
+       vec3_t angles;
+
+       VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value);
+       VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value);
+
+       // Use cl.viewangles and not r_refdef.view.forward here so it is the
+       // same for all stereo views, and to better handle pitches outside
+       // [-90, 90] (in_pitch_* cvars allow that).
+       VectorCopy(cl.viewangles, angles);
+       if (r_fullbright_directed_pitch_relative.integer) {
+               angles[PITCH] += r_fullbright_directed_pitch.value;
+       }
+       else {
+               angles[PITCH] = r_fullbright_directed_pitch.value;
+       }
+       AngleVectors(angles, worldspacenormal, NULL, NULL);
+       VectorNegate(worldspacenormal, worldspacenormal);
+}
+
+static void CL_UpdateEntityShading_Entity(entity_render_t *ent)
+{
+       float shadingorigin[3], f, fa, fd, fdd, a[3], c[3], dir[3];
+       int q;
+
+       for (q = 0; q < 3; q++)
+               a[q] = c[q] = dir[q] = 0;
+
+       ent->render_modellight_forced = false;
+       ent->render_rtlight_disabled = false;
+
+       // pick an appropriate value for render_modellight_origin - if this is an
+       // attachment we want to use the parent's render_modellight_origin so that
+       // shading is the same (also important for r_shadows to cast shadows in the
+       // same direction)
+       if (VectorLength2(ent->custommodellight_origin))
+       {
+               // CSQC entities always provide this (via CL_GetTagMatrix)
+               for (q = 0; q < 3; q++)
+                       shadingorigin[q] = ent->custommodellight_origin[q];
+       }
+       else if (ent->entitynumber > 0 && ent->entitynumber < cl.num_entities)
+       {
+               // network entity - follow attachment chain back to a root entity,
+               int entnum = ent->entitynumber, recursion;
+               for (recursion = 32; recursion > 0; --recursion)
+               {
+                       int parentnum = cl.entities[entnum].state_current.tagentity;
+                       if (parentnum < 1 || parentnum >= cl.num_entities || !cl.entities_active[parentnum])
+                               break;
+                       entnum = parentnum;
+               }
+               // grab the root entity's origin
+               Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, shadingorigin);
+       }
+       else
+       {
+               // not a CSQC entity (which sets custommodellight_origin), not a network
+               // entity - so it's probably not attached to anything
+               Matrix4x4_OriginFromMatrix(&ent->matrix, shadingorigin);
+       }
+
+       if (!(ent->flags & RENDER_LIGHT) || r_fullbright.integer)
+       {
+               // intentionally EF_FULLBRIGHT entity
+               // the only type that is not scaled by r_refdef.scene.lightmapintensity
+               // CSQC can still provide its own customized modellight values
+               ent->render_rtlight_disabled = true;
+               ent->render_modellight_forced = true;
+               if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
+               {
+                       // custom colors provided by CSQC
+                       for (q = 0; q < 3; q++)
+                       {
+                               a[q] = ent->custommodellight_ambient[q];
+                               c[q] = ent->custommodellight_diffuse[q];
+                               dir[q] = ent->custommodellight_lightdir[q];
+                       }
+               }
+               else if (r_fullbright_directed.integer)
+                       CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
+               else
+                       for (q = 0; q < 3; q++)
+                               a[q] = 1;
+       }
+       else
+       {
+               // fetch the lighting from the worldmodel data
+
+               // CSQC can provide its own customized modellight values
+               if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
+               {
+                       ent->render_modellight_forced = true;
+                       for (q = 0; q < 3; q++)
+                       {
+                               a[q] = ent->custommodellight_ambient[q];
+                               c[q] = ent->custommodellight_diffuse[q];
+                               dir[q] = ent->custommodellight_lightdir[q];
+                       }
+               }
+               else if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
+               {
+                       if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
+                               shadingorigin[2] = shadingorigin[2] + r_overheadsprites_pushback.value;
+                       R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
+                       ent->render_modellight_forced = true;
+                       ent->render_rtlight_disabled = true;
+               }
+               else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
+                       R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
+               else if (r_fullbright_directed.integer)
+                       CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
+               else
+                       R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
+
+               if (ent->flags & RENDER_EQUALIZE)
+               {
+                       // first fix up ambient lighting...
+                       if (r_equalize_entities_minambient.value > 0)
+                       {
+                               fd = 0.299f * ent->render_modellight_diffuse[0] + 0.587f * ent->render_modellight_diffuse[1] + 0.114f * ent->render_modellight_diffuse[2];
+                               if (fd > 0)
+                               {
+                                       fa = (0.299f * ent->render_modellight_ambient[0] + 0.587f * ent->render_modellight_ambient[1] + 0.114f * ent->render_modellight_ambient[2]);
+                                       if (fa < r_equalize_entities_minambient.value * fd)
+                                       {
+                                               // solve:
+                                               //   fa'/fd' = minambient
+                                               //   fa'+0.25*fd' = fa+0.25*fd
+                                               //   ...
+                                               //   fa' = fd' * minambient
+                                               //   fd'*(0.25+minambient) = fa+0.25*fd
+                                               //   ...
+                                               //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
+                                               //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
+                                               //   ...
+                                               fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
+                                               f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
+                                               for (q = 0; q < 3; q++)
+                                               {
+                                                       a[q] = (1 - f)*0.25f * c[q];
+                                                       c[q] *= f;
+                                               }
+                                       }
+                               }
+                       }
+
+                       if (r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
+                       {
+                               fa = 0.299f * a[0] + 0.587f * a[1] + 0.114f * a[2];
+                               fd = 0.299f * c[0] + 0.587f * c[1] + 0.114f * c[2];
+                               f = fa + 0.25 * fd;
+                               if (f > 0)
+                               {
+                                       // adjust brightness and saturation to target
+                                       float l2 = r_equalize_entities_by.value, l1 = 1 - l2;
+                                       for (q = 0; q < 3; q++)
+                                       {
+                                               a[q] = l1 * a[q] + l2 * (fa / f);
+                                               c[q] = l1 * c[q] + l2 * (fd / f);
+                                       }
+                               }
+                       }
+               }
+       }
+
+       for (q = 0; q < 3; q++)
+       {
+               ent->render_fullbright[q] = ent->colormod[q];
+               ent->render_glowmod[q] = ent->glowmod[q] * r_hdr_glowintensity.value;
+               ent->render_modellight_ambient[q] = a[q] * ent->colormod[q];
+               ent->render_modellight_diffuse[q] = c[q] * ent->colormod[q];
+               ent->render_modellight_specular[q] = c[q];
+               ent->render_modellight_lightdir[q] = dir[q];
+               ent->render_lightmap_ambient[q] = ent->colormod[q] * r_refdef.scene.ambientintensity;
+               ent->render_lightmap_diffuse[q] = ent->colormod[q] * r_refdef.scene.lightmapintensity;
+               ent->render_lightmap_specular[q] = r_refdef.scene.lightmapintensity;
+               ent->render_rtlight_diffuse[q] = ent->colormod[q];
+               ent->render_rtlight_specular[q] = 1;
+       }
+
+       // these flags disable code paths, make sure it's obvious if they're ignored by storing 0 1 2
+       if (ent->render_modellight_forced)
+               for (q = 0; q < 3; q++)
+                       ent->render_lightmap_ambient[q] = ent->render_lightmap_diffuse[q] = ent->render_lightmap_specular[q] = q;
+       if (ent->render_rtlight_disabled)
+               for (q = 0; q < 3; q++)
+                       ent->render_rtlight_diffuse[q] = ent->render_rtlight_specular[q] = q;
+
+       if (VectorLength2(ent->render_modellight_lightdir) == 0)
+               VectorSet(ent->render_modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
+       VectorNormalize(ent->render_modellight_lightdir);
+}
+
+
+void CL_UpdateEntityShading(void)
+{
+       int i;
+       CL_UpdateEntityShading_Entity(r_refdef.scene.worldentity);
+       for (i = 0; i < r_refdef.scene.numentities; i++)
+               CL_UpdateEntityShading_Entity(r_refdef.scene.entities[i]);
+}
+
 /*
 ===========
 CL_Shutdown
@@ -2199,6 +2688,7 @@ void CL_Shutdown (void)
        CL_Screen_Shutdown();
        CL_Particles_Shutdown();
        CL_Parse_Shutdown();
+       CL_MeshEntities_Shutdown();
 
        Mem_FreePool (&cls.permanentmempool);
        Mem_FreePool (&cls.levelmempool);
@@ -2211,6 +2701,7 @@ CL_Init
 */
 void CL_Init (void)
 {
+
        cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
        cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
 
@@ -2219,7 +2710,8 @@ void CL_Init (void)
        r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
        r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
 
-       r_refdef.scene.maxtempentities = 4096; // FIXME: make this grow
+       // max temp entities
+       r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
        r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
 
        CL_InitInput ();
@@ -2237,6 +2729,10 @@ void CL_Init (void)
        Cvar_RegisterVariable (&cl_anglespeedkey);
        Cvar_RegisterVariable (&cl_shownet);
        Cvar_RegisterVariable (&cl_nolerp);
+       Cvar_RegisterVariable (&cl_lerpexcess);
+       Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
+       Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
+       Cvar_RegisterVariable (&cl_deathfade);
        Cvar_RegisterVariable (&lookspring);
        Cvar_RegisterVariable (&lookstrafe);
        Cvar_RegisterVariable (&sensitivity);
@@ -2264,8 +2760,10 @@ void CL_Init (void)
 
        Cvar_RegisterVariable (&cl_autodemo);
        Cvar_RegisterVariable (&cl_autodemo_nameformat);
+       Cvar_RegisterVariable (&cl_autodemo_delete);
 
-       Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist maxdist]])");
+       Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
+       Cmd_AddCommand ("fog_heighttexture", CL_Fog_HeightTexture_f, "set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga)");
 
        // LordHavoc: added pausedemo
        Cmd_AddCommand ("pausedemo", CL_PauseDemo_f, "pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies)");
@@ -2289,6 +2787,7 @@ void CL_Init (void)
        Cvar_RegisterVariable(&cl_dlights_decaybrightness);
 
        Cvar_RegisterVariable(&cl_prydoncursor);
+       Cvar_RegisterVariable(&cl_prydoncursor_notrace);
 
        Cvar_RegisterVariable(&cl_deathnoviewmodel);
 
@@ -2309,10 +2808,7 @@ void CL_Init (void)
        CL_Parse_Init();
        CL_Particles_Init();
        CL_Screen_Init();
+       CL_MeshEntities_Init();
 
        CL_Video_Init();
-       CL_Gecko_Init();
 }
-
-
-