]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_main.c
fixed very annoying '5 second timeout' bug in Host_ShutdownServer (the local client...
[xonotic/darkplaces.git] / cl_main.c
index 9b70f0fce4781d3706872ea82e0bc6ab20b0610f..511aa1be86b1e65d0b70bfdcd88a2519739e26a4 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -22,15 +22,11 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "quakedef.h"
 #include "cl_collision.h"
 #include "cl_video.h"
+#include "image.h"
 
 // we need to declare some mouse variables here, because the menu system
 // references them even when on a unix system.
 
-// these two are not intended to be set directly
-cvar_t cl_name = {CVAR_SAVE, "_cl_name", "player"};
-cvar_t cl_color = {CVAR_SAVE, "_cl_color", "0"};
-cvar_t cl_pmodel = {CVAR_SAVE, "_cl_pmodel", "0"};
-
 cvar_t cl_shownet = {0, "cl_shownet","0"};
 cvar_t cl_nolerp = {0, "cl_nolerp", "0"};
 
@@ -55,10 +51,10 @@ cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
 
 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_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"};
 
-mempool_t *cl_scores_mempool;
 mempool_t *cl_refdef_mempool;
 mempool_t *cl_entities_mempool;
 
@@ -95,14 +91,14 @@ CL_ClearState
 
 =====================
 */
-void CL_ClearState (void)
+void CL_ClearState(void)
 {
        int i;
 
        if (!sv.active)
                Host_ClearMemory ();
 
-       Mem_EmptyPool(cl_scores_mempool);
+       // note: this also gets rid of the entity database
        Mem_EmptyPool(cl_entities_mempool);
 
 // wipe the entire cl structure
@@ -120,7 +116,7 @@ void CL_ClearState (void)
        cl_max_static_entities = 256;
        cl_max_temp_entities = 512;
        cl_max_effects = 256;
-       cl_max_beams = 24;
+       cl_max_beams = 256;
        cl_max_dlights = MAX_DLIGHTS;
        cl_max_lightstyle = MAX_LIGHTSTYLES;
        cl_max_brushmodel_entities = MAX_EDICTS;
@@ -158,11 +154,13 @@ Sends a disconnect message to the server
 This is also called on Host_Error, so it shouldn't cause any errors
 =====================
 */
-void CL_Disconnect (void)
+void CL_Disconnect(void)
 {
        if (cls.state == ca_dedicated)
                return;
 
+       Con_DPrintf("CL_Disconnect\n");
+
 // stop sounds (especially looping!)
        S_StopAllSounds (true);
 
@@ -175,22 +173,19 @@ void CL_Disconnect (void)
        cl.worldmodel = NULL;
 
        if (cls.demoplayback)
-               CL_StopPlayback ();
-       else if (cls.state == ca_connected)
+               CL_StopPlayback();
+       else if (cls.netcon)
        {
                if (cls.demorecording)
-                       CL_Stop_f ();
-
-               Con_DPrintf ("Sending clc_disconnect\n");
-               SZ_Clear (&cls.message);
-               MSG_WriteByte (&cls.message, clc_disconnect);
-               NET_SendUnreliableMessage (cls.netcon, &cls.message);
-               SZ_Clear (&cls.message);
-               NET_Close (cls.netcon);
-               cls.state = ca_disconnected; // prevent this code from executing again during Host_ShutdownServer
-               // if running a local server, shut it down
-               if (sv.active)
-                       Host_ShutdownServer(false);
+                       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);
+               NetConn_Close(cls.netcon);
+               cls.netcon = NULL;
        }
        cls.state = ca_disconnected;
 
@@ -198,7 +193,7 @@ void CL_Disconnect (void)
        cls.signon = 0;
 }
 
-void CL_Disconnect_f (void)
+void CL_Disconnect_f(void)
 {
        CL_Disconnect ();
        if (sv.active)
@@ -212,29 +207,45 @@ void CL_Disconnect_f (void)
 =====================
 CL_EstablishConnection
 
-Host should be either "local" or a net address to be passed on
+Host should be either "local" or a net address
 =====================
 */
-void CL_EstablishConnection (char *host)
+void CL_EstablishConnection(const char *host)
 {
        if (cls.state == ca_dedicated)
                return;
 
-       if (cls.demoplayback)
-               return;
+       // clear menu's connect error message
+       m_return_reason[0] = 0;
+       cls.demonum = -1;
 
-       CL_Disconnect ();
-
-       cls.netcon = NET_Connect (host);
-       if (!cls.netcon)
-               Host_Error ("CL_Connect: connect failed\n");
-       Con_DPrintf ("CL_EstablishConnection: connected to %s\n", host);
-
-       cls.demonum = -1;                       // not in the demo loop now
-       cls.state = ca_connected;
-       cls.signon = 0;                         // need all the signon messages before playing
-
-       CL_ClearState ();
+       // stop demo loop in case this fails
+       CL_Disconnect();
+       NetConn_ClientFrame();
+       NetConn_ServerFrame();
+       
+       if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
+       {
+               cls.connect_trying = true;
+               cls.connect_remainingtries = 3;
+               cls.connect_nextsendtime = 0;
+               if (sv.active)
+               {
+                       NetConn_ClientFrame();
+                       NetConn_ServerFrame();
+                       NetConn_ClientFrame();
+                       NetConn_ServerFrame();
+                       NetConn_ClientFrame();
+                       NetConn_ServerFrame();
+                       NetConn_ClientFrame();
+                       NetConn_ServerFrame();
+               }
+       }
+       else
+       {
+               Con_Print("Unable to find a suitable network socket to connect to server.\n");
+               strcpy(m_return_reason, "No network");
+       }
 }
 
 /*
@@ -242,7 +253,7 @@ void CL_EstablishConnection (char *host)
 CL_PrintEntities_f
 ==============
 */
-static void CL_PrintEntities_f (void)
+static void CL_PrintEntities_f(void)
 {
        entity_t *ent;
        int i, j;
@@ -254,13 +265,12 @@ static void CL_PrintEntities_f (void)
                        continue;
 
                if (ent->render.model)
-                       strncpy(name, ent->render.model->name, 25);
+                       strlcpy (name, ent->render.model->name, 25);
                else
                        strcpy(name, "--no model--");
-               name[25] = 0;
                for (j = strlen(name);j < 25;j++)
                        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:%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);
        }
 }
 
@@ -321,47 +331,6 @@ void CL_BoundingBoxForEntity(entity_render_t *ent)
        }
 }
 
-void CL_LerpUpdate(entity_t *e)
-{
-       entity_persistent_t *p;
-       entity_render_t *r;
-       p = &e->persistent;
-       r = &e->render;
-
-       if (p->modelindex != e->state_current.modelindex)
-       {
-               // reset all interpolation information
-               p->modelindex = e->state_current.modelindex;
-               p->frame1 = p->frame2 = e->state_current.frame;
-               p->frame1time = p->frame2time = cl.time;
-               p->framelerp = 1;
-       }
-       else if (p->frame2 != e->state_current.frame)
-       {
-               // transition to new frame
-               p->frame1 = p->frame2;
-               p->frame1time = p->frame2time;
-               p->frame2 = e->state_current.frame;
-               p->frame2time = cl.time;
-               p->framelerp = 0;
-       }
-       else
-       {
-               // update transition
-               p->framelerp = (cl.time - p->frame2time) * 10;
-               p->framelerp = bound(0, p->framelerp, 1);
-       }
-
-       r->model = cl.model_precache[e->state_current.modelindex];
-       Mod_CheckLoaded(r->model);
-       r->frame = e->state_current.frame;
-       r->frame1 = p->frame1;
-       r->frame2 = p->frame2;
-       r->framelerp = p->framelerp;
-       r->frame1time = p->frame1time;
-       r->frame2time = p->frame2time;
-}
-
 /*
 ===============
 CL_LerpPoint
@@ -370,7 +339,7 @@ Determines the fraction between the last two messages that the objects
 should be put at.
 ===============
 */
-static float CL_LerpPoint (void)
+static float CL_LerpPoint(void)
 {
        float f;
 
@@ -382,7 +351,7 @@ static float CL_LerpPoint (void)
 
        // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
        f = cl.mtime[0] - cl.mtime[1];
-       if (!f || cl_nolerp.integer || cls.timedemo || (sv.active && svs.maxclients == 1))
+       if (!f || cl_nolerp.integer || cls.timedemo || cl.islocalgame)
        {
                cl.time = cl.mtime[0];
                return 1;
@@ -397,7 +366,7 @@ void CL_ClearTempEntities (void)
        cl_num_temp_entities = 0;
 }
 
-entity_t *CL_NewTempEntity (void)
+entity_t *CL_NewTempEntity(void)
 {
        entity_t *ent;
 
@@ -415,7 +384,32 @@ entity_t *CL_NewTempEntity (void)
        return ent;
 }
 
-void CL_AllocDlight (entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime)
+void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
+{
+       int i;
+       cl_effect_t *e;
+       if (!modelindex) // sanity check
+               return;
+       for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
+       {
+               if (e->active)
+                       continue;
+               e->active = true;
+               VectorCopy(org, e->origin);
+               e->modelindex = modelindex;
+               e->starttime = cl.time;
+               e->startframe = startframe;
+               e->endframe = startframe + framecount;
+               e->framerate = framerate;
+
+               e->frame = 0;
+               e->frame1time = cl.time;
+               e->frame2time = cl.time;
+               break;
+       }
+}
+
+void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona)
 {
        int i;
        dlight_t *dl;
@@ -443,8 +437,15 @@ void CL_AllocDlight (entity_render_t *ent, vec3_t org, float radius, float red,
 dlightsetup:
        //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
        memset (dl, 0, sizeof(*dl));
+       dl->matrix = *matrix;
        dl->ent = ent;
-       VectorCopy(org, dl->origin);
+       dl->origin[0] = dl->matrix.m[0][3];
+       dl->origin[1] = dl->matrix.m[1][3];
+       dl->origin[2] = dl->matrix.m[2][3];
+       CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
+       dl->matrix.m[0][3] = dl->origin[0];
+       dl->matrix.m[1][3] = dl->origin[1];
+       dl->matrix.m[2][3] = dl->origin[2];
        dl->radius = radius;
        dl->color[0] = red;
        dl->color[1] = green;
@@ -454,398 +455,464 @@ dlightsetup:
                dl->die = cl.time + lifetime;
        else
                dl->die = 0;
+       dl->cubemapnum = cubemapnum;
+       dl->style = style;
+       dl->shadow = shadowenable;
+       dl->corona = corona;
 }
 
-void CL_DecayLights (void)
+void CL_DecayLights(void)
 {
        int i;
        dlight_t *dl;
        float time;
 
        time = cl.time - cl.oldtime;
-
-       dl = cl_dlights;
-       for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
-       {
-               if (!dl->radius)
-                       continue;
-               if (dl->die < cl.time)
-               {
-                       dl->radius = 0;
-                       continue;
-               }
-
-               dl->radius -= time*dl->decay;
-               if (dl->radius < 0)
-                       dl->radius = 0;
-       }
-}
-
-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;
-       Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, ent->render.origin[0], ent->render.origin[1], ent->render.origin[2], ent->render.angles[0], ent->render.angles[1], ent->render.angles[2], ent->render.scale);
-       Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
-       CL_BoundingBoxForEntity(&ent->render);
-}
-
-static void CL_RelinkStaticEntities(void)
-{
-       int i;
-       for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++)
-       {
-               Mod_CheckLoaded(cl_static_entities[i].render.model);
-               r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render;
-       }
+       for (i = 0, dl = cl_dlights;i < MAX_DLIGHTS;i++, dl++)
+               if (dl->radius)
+                       dl->radius = (cl.time < dl->die) ? max(0, dl->radius - time * dl->decay) : 0;
 }
 
-/*
-===============
-CL_RelinkEntities
-===============
-*/
-extern qboolean Nehahrademcompatibility;
 #define MAXVIEWMODELS 32
 entity_t *viewmodels[MAXVIEWMODELS];
 int numviewmodels;
-static void CL_RelinkNetworkEntities(void)
-{
-       entity_t *ent;
-       int i, effects, temp;
-       float d, bobjrotate, bobjoffset, lerp;
-       vec3_t oldorg, neworg, delta, dlightcolor, v, v2, mins, maxs;
 
-       numviewmodels = 0;
+matrix4x4_t viewmodelmatrix;
 
-       bobjrotate = ANGLEMOD(100*cl.time);
-       if (cl_itembobheight.value)
-               bobjoffset = (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
-       else
-               bobjoffset = 0;
+static int entitylinkframenumber;
 
-       // start on the entity after the world
-       for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++)
-       {
-               // if the object isn't active in the current network frame, skip it
-               if (!cl_entities_active[i])
-                       continue;
-               if (!ent->state_current.active)
-               {
-                       cl_entities_active[i] = false;
-                       continue;
-               }
+static const vec3_t muzzleflashorigin = {18, 0, 0};
 
-               VectorCopy(ent->persistent.trail_origin, oldorg);
+extern void V_DriftPitch(void);
+extern void V_FadeViewFlashs(void);
+extern void V_CalcViewBlend(void);
 
-               if (!ent->state_previous.active)
+extern void V_CalcRefdef(void);
+// note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
+void CL_LinkNetworkEntity(entity_t *e)
+{
+       matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2, 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;
+       entity_t *t;
+       model_t *model;
+       //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)
+                       return;
+               if (e->render.flags & RENDER_VIEWMODEL)
                {
-                       // only one state available
-                       VectorCopy (ent->persistent.neworigin, neworg);
-                       VectorCopy (ent->persistent.newangles, ent->render.angles);
-                       VectorCopy (neworg, oldorg);
+                       if (!r_drawviewmodel.integer || chase_active.integer || envmap)
+                               return;
+                       if (cl.viewentity)
+                               CL_LinkNetworkEntity(cl_entities + cl.viewentity);
+                       matrix = &viewmodelmatrix;
+                       if (e == &cl.viewent && cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && 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));
+                       }
                }
                else
                {
-                       // if the delta is large, assume a teleport and don't lerp
-                       VectorSubtract(ent->persistent.neworigin, ent->persistent.oldorigin, delta);
-                       if (ent->persistent.lerpdeltatime > 0)
+                       t = cl_entities + e->state_current.tagentity;
+                       if (!t->state_current.active)
+                               return;
+                       // note: this can link to world
+                       CL_LinkNetworkEntity(t);
+                       // make relative to the entity
+                       matrix = &t->render.matrix;
+                       // if a valid tagindex is used, make it relative to that tag instead
+                       if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model) && e->state_current.tagindex <= t->render.model->alias.aliasnum_tags)
                        {
-                               lerp = (cl.time - ent->persistent.lerpstarttime) / ent->persistent.lerpdeltatime;
-                               if (lerp < 1)
+                               // blend the matrices
+                               memset(&blendmatrix, 0, sizeof(blendmatrix));
+                               for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
                                {
-                                       // interpolate the origin and angles
-                                       VectorMA(ent->persistent.oldorigin, lerp, delta, neworg);
-                                       VectorSubtract(ent->persistent.newangles, ent->persistent.oldangles, delta);
-                                       if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
-                                       if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
-                                       if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
-                                       VectorMA(ent->persistent.oldangles, lerp, delta, ent->render.angles);
+                                       matrix = &t->render.model->alias.aliasdata_tags[t->render.frameblend[j].frame * t->render.model->alias.aliasnum_tags + (e->state_current.tagindex - 1)].matrix;
+                                       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];
                                }
-                               else
+                               // concat the tag matrices onto the entity matrix
+                               Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
+                               // use the constructed tag matrix
+                               matrix = &tempmatrix;
+                       }
+               }
+               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;
+               if (e - cl_entities == cl.viewentity)
+                       e->render.flags |= RENDER_EXTERIORMODEL;
+               e->render.effects = e->state_current.effects;
+               if (e->state_current.flags & RENDER_COLORMAPPED)
+                       e->render.colormap = e->state_current.colormap;
+               else if (cl.scores != NULL && e->state_current.colormap)
+                       e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
+               else
+                       e->render.colormap = -1; // no special coloring
+               e->render.skinnum = e->state_current.skin;
+               // set up the render matrix
+               if (e->state_previous.active && e->state_current.modelindex == e->state_previous.modelindex)
+               {
+                       // movement lerp
+                       if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
+                       {
+                               // interpolate the origin and angles
+                               VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
+                               VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
+                               if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
+                               if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
+                               if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
+                               VectorMA(e->persistent.oldangles, lerp, delta, angles);
+                       }
+                       else
+                       {
+                               // no interpolation
+                               VectorCopy(e->persistent.neworigin, origin);
+                               VectorCopy(e->persistent.newangles, angles);
+                       }
+                       // animation lerp
+                       if (e->render.frame2 == e->state_current.frame)
+                       {
+                               // update frame lerp fraction
+                               e->render.framelerp = 1;
+                               if (e->render.frame2time > e->render.frame1time)
                                {
-                                       // no interpolation
-                                       VectorCopy (ent->persistent.neworigin, neworg);
-                                       VectorCopy (ent->persistent.newangles, ent->render.angles);
+                                       e->render.framelerp = (cl.time - e->render.frame2time) / (e->render.frame2time - e->render.frame1time);
+                                       e->render.framelerp = bound(0, e->render.framelerp, 1);
                                }
                        }
                        else
                        {
-                               // no interpolation
-                               VectorCopy (ent->persistent.neworigin, neworg);
-                               VectorCopy (ent->persistent.newangles, ent->render.angles);
+                               // begin a new frame lerp
+                               e->render.frame1 = e->render.frame2;
+                               e->render.frame1time = e->render.frame2time;
+                               e->render.frame = e->render.frame2 = e->state_current.frame;
+                               e->render.frame2time = cl.time;
+                               e->render.framelerp = 0;
+                               // 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.frame1time = max(e->render.frame1time, e->render.frame2time - 0.1f);
                        }
                }
-
-               if (!ent->render.model || ent->render.model->type != mod_brush)
-                       ent->render.angles[0] = -ent->render.angles[0];
-
-               VectorCopy (neworg, ent->persistent.trail_origin);
-               // persistent.modelindex will be updated by CL_LerpUpdate
-               if (ent->state_current.modelindex != ent->persistent.modelindex || !ent->state_previous.active)
-                       VectorCopy(neworg, oldorg);
-
-               VectorCopy (neworg, ent->render.origin);
-               ent->render.flags = ent->state_current.flags;
-               if (i == cl.viewentity)
-                       ent->render.flags |= RENDER_EXTERIORMODEL;
-               ent->render.effects = effects = ent->state_current.effects;
-               if (ent->state_current.flags & RENDER_COLORMAPPED)
-                       ent->render.colormap = ent->state_current.colormap;
-               else if (cl.scores == NULL || !ent->state_current.colormap)
-                       ent->render.colormap = -1; // no special coloring
                else
-                       ent->render.colormap = cl.scores[ent->state_current.colormap - 1].colors; // color it
-               ent->render.skinnum = ent->state_current.skin;
-               ent->render.alpha = ent->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
-               ent->render.scale = ent->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
-
-               if (ent->render.model && ent->render.model->flags & EF_ROTATE)
                {
-                       ent->render.angles[1] = bobjrotate;
-                       ent->render.origin[2] += bobjoffset;
+                       // no interpolation
+                       VectorCopy(e->persistent.neworigin, origin);
+                       VectorCopy(e->persistent.newangles, angles);
+                       e->render.frame = e->render.frame1 = e->render.frame2 = e->state_current.frame;
+                       e->render.frame1time = e->render.frame2time = cl.time;
+                       e->render.framelerp = 1;
                }
 
-               Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, ent->render.origin[0], ent->render.origin[1], ent->render.origin[2], ent->render.angles[0], ent->render.angles[1], ent->render.angles[2], ent->render.scale);
-
-               // update interpolation info
-               CL_LerpUpdate(ent);
+               e->render.model = cl.model_precache[e->state_current.modelindex];
+               if (e->render.model)
+               {
+                       Mod_CheckLoaded(e->render.model);
+                       if (e->render.model->type == mod_alias || e->render.model->type == mod_sprite)
+                               angles[0] = -angles[0];
+                       if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
+                       {
+                               angles[1] = ANGLEMOD(100*cl.time);
+                               if (cl_itembobheight.value)
+                                       origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
+                       }
+               }
 
-               // handle effects now...
+               R_LerpAnimation(&e->render);
+
+               // FIXME: e->render.scale should go away
+               Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
+               // concat the matrices to make the entity relative to its tag
+               Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
+               // make the other useful stuff
+               Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
+               CL_BoundingBoxForEntity(&e->render);
+
+               // handle effects now that we know where this entity is in the world...
+               origin[0] = e->render.matrix.m[0][3];
+               origin[1] = e->render.matrix.m[1][3];
+               origin[2] = e->render.matrix.m[2][3];
+               trailtype = -1;
+               dlightradius = 0;
                dlightcolor[0] = 0;
                dlightcolor[1] = 0;
                dlightcolor[2] = 0;
-
                // LordHavoc: if the entity has no effects, don't check each
-               if (effects)
+               if (e->render.effects)
                {
-                       if (effects & EF_BRIGHTFIELD)
+                       if (e->render.effects & EF_BRIGHTFIELD)
                        {
-                               if (gamemode == GAME_NEXIUZ)
+                               if (gamemode == GAME_NEXUIZ)
                                {
-                                       dlightcolor[0] += 100.0f;
-                                       dlightcolor[1] += 200.0f;
-                                       dlightcolor[2] += 400.0f;
-                                       // don't do trail if we have no previous location
-                                       if (ent->state_previous.active)
-                                               CL_RocketTrail (oldorg, neworg, 8, ent);
+                                       dlightradius = max(dlightradius, 200);
+                                       dlightcolor[0] += 0.75f;
+                                       dlightcolor[1] += 1.50f;
+                                       dlightcolor[2] += 3.00f;
+                                       trailtype = 8;
                                }
                                else
-                                       CL_EntityParticles (ent);
+                                       CL_EntityParticles(e);
                        }
-                       if (effects & EF_MUZZLEFLASH)
-                               ent->persistent.muzzleflash = 100.0f;
-                       if (effects & EF_DIMLIGHT)
+                       if (e->render.effects & EF_MUZZLEFLASH)
+                               e->persistent.muzzleflash = 1.0f;
+                       if (e->render.effects & EF_DIMLIGHT)
                        {
-                               dlightcolor[0] += 200.0f;
-                               dlightcolor[1] += 200.0f;
-                               dlightcolor[2] += 200.0f;
+                               dlightradius = max(dlightradius, 200);
+                               dlightcolor[0] += 1.50f;
+                               dlightcolor[1] += 1.50f;
+                               dlightcolor[2] += 1.50f;
                        }
-                       if (effects & EF_BRIGHTLIGHT)
+                       if (e->render.effects & EF_BRIGHTLIGHT)
                        {
-                               dlightcolor[0] += 400.0f;
-                               dlightcolor[1] += 400.0f;
-                               dlightcolor[2] += 400.0f;
+                               dlightradius = max(dlightradius, 400);
+                               dlightcolor[0] += 3.00f;
+                               dlightcolor[1] += 3.00f;
+                               dlightcolor[2] += 3.00f;
                        }
-                       // LordHavoc: added EF_RED and EF_BLUE
-                       if (effects & EF_RED) // red
+                       // LordHavoc: more effects
+                       if (e->render.effects & EF_RED) // red
                        {
-                               dlightcolor[0] += 200.0f;
-                               dlightcolor[1] +=  20.0f;
-                               dlightcolor[2] +=  20.0f;
+                               dlightradius = max(dlightradius, 200);
+                               dlightcolor[0] += 1.50f;
+                               dlightcolor[1] += 0.15f;
+                               dlightcolor[2] += 0.15f;
                        }
-                       if (effects & EF_BLUE) // blue
+                       if (e->render.effects & EF_BLUE) // blue
                        {
-                               dlightcolor[0] +=  20.0f;
-                               dlightcolor[1] +=  20.0f;
-                               dlightcolor[2] += 200.0f;
+                               dlightradius = max(dlightradius, 200);
+                               dlightcolor[0] += 0.15f;
+                               dlightcolor[1] += 0.15f;
+                               dlightcolor[2] += 1.50f;
                        }
-                       if (effects & EF_FLAME)
+                       if (e->render.effects & EF_FLAME)
                        {
-                               if (ent->render.model)
-                               {
-                                       mins[0] = neworg[0] - 16.0f;
-                                       mins[1] = neworg[1] - 16.0f;
-                                       mins[2] = neworg[2] - 16.0f;
-                                       maxs[0] = neworg[0] + 16.0f;
-                                       maxs[1] = neworg[1] + 16.0f;
-                                       maxs[2] = neworg[2] + 16.0f;
-                                       // how many flames to make
-                                       temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
-                                       CL_FlameCube(mins, maxs, temp);
-                               }
-                               d = lhrandom(200, 250);
-                               dlightcolor[0] += d * 1.0f;
-                               dlightcolor[1] += d * 0.7f;
-                               dlightcolor[2] += d * 0.3f;
+                               mins[0] = origin[0] - 16.0f;
+                               mins[1] = origin[1] - 16.0f;
+                               mins[2] = origin[2] - 16.0f;
+                               maxs[0] = origin[0] + 16.0f;
+                               maxs[1] = origin[1] + 16.0f;
+                               maxs[2] = origin[2] + 16.0f;
+                               // how many flames to make
+                               temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
+                               CL_FlameCube(mins, maxs, temp);
+                               d = lhrandom(0.75f, 1);
+                               dlightradius = max(dlightradius, 200);
+                               dlightcolor[0] += d * 2.0f;
+                               dlightcolor[1] += d * 1.5f;
+                               dlightcolor[2] += d * 0.5f;
                        }
-                       if (effects & EF_STARDUST)
+                       if (e->render.effects & EF_STARDUST)
                        {
-                               if (ent->render.model)
-                               {
-                                       mins[0] = neworg[0] - 16.0f;
-                                       mins[1] = neworg[1] - 16.0f;
-                                       mins[2] = neworg[2] - 16.0f;
-                                       maxs[0] = neworg[0] + 16.0f;
-                                       maxs[1] = neworg[1] + 16.0f;
-                                       maxs[2] = neworg[2] + 16.0f;
-                                       // how many particles to make
-                                       temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
-                                       CL_Stardust(mins, maxs, temp);
-                               }
-                               d = 100;
-                               dlightcolor[0] += d * 1.0f;
-                               dlightcolor[1] += d * 0.7f;
-                               dlightcolor[2] += d * 0.3f;
+                               mins[0] = origin[0] - 16.0f;
+                               mins[1] = origin[1] - 16.0f;
+                               mins[2] = origin[2] - 16.0f;
+                               maxs[0] = origin[0] + 16.0f;
+                               maxs[1] = origin[1] + 16.0f;
+                               maxs[2] = origin[2] + 16.0f;
+                               // how many particles to make
+                               temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
+                               CL_Stardust(mins, maxs, temp);
+                               dlightradius = max(dlightradius, 200);
+                               dlightcolor[0] += 1.0f;
+                               dlightcolor[1] += 0.7f;
+                               dlightcolor[2] += 0.3f;
                        }
                }
-
-               if (ent->persistent.muzzleflash > 0)
+               // muzzleflash fades over time, and is offset a bit
+               if (e->persistent.muzzleflash > 0)
                {
-                       v2[0] = ent->render.matrix.m[0][0] * 18 + neworg[0];
-                       v2[1] = ent->render.matrix.m[0][1] * 18 + neworg[1];
-                       v2[2] = ent->render.matrix.m[0][2] * 18 + neworg[2] + 16;
-                       CL_TraceLine(neworg, v2, v, NULL, 0, true, NULL);
-
-                       CL_AllocDlight (NULL, v, ent->persistent.muzzleflash, 1, 1, 1, 0, 0);
-                       ent->persistent.muzzleflash -= cl.frametime * 1000;
+                       Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
+                       CL_TraceLine(origin, v2, v, NULL, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY);
+                       tempmatrix = e->render.matrix;
+                       tempmatrix.m[0][3] = v[0];
+                       tempmatrix.m[1][3] = v[1];
+                       tempmatrix.m[2][3] = v[2];
+                       CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, 0, true, 0);
+                       e->persistent.muzzleflash -= cl.frametime * 10;
                }
-
                // LordHavoc: if the model has no flags, don't check each
-               if (ent->render.model && ent->render.model->flags)
+               if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
                {
-                       // note: EF_ROTATE handled above, above matrix calculation
-                       // only do trails if present in the previous frame as well
-                       if (ent->state_previous.active)
+                       if (e->render.model->flags & EF_GIB)
+                               trailtype = 2;
+                       else if (e->render.model->flags & EF_ZOMGIB)
+                               trailtype = 4;
+                       else if (e->render.model->flags & EF_TRACER)
                        {
-                               if (ent->render.model->flags & EF_GIB)
-                                       CL_RocketTrail (oldorg, neworg, 2, ent);
-                               else if (ent->render.model->flags & EF_ZOMGIB)
-                                       CL_RocketTrail (oldorg, neworg, 4, ent);
-                               else if (ent->render.model->flags & EF_TRACER)
-                               {
-                                       CL_RocketTrail (oldorg, neworg, 3, ent);
-                                       dlightcolor[0] += 0x10;
-                                       dlightcolor[1] += 0x40;
-                                       dlightcolor[2] += 0x10;
-                               }
-                               else if (ent->render.model->flags & EF_TRACER2)
-                               {
-                                       CL_RocketTrail (oldorg, neworg, 5, ent);
-                                       dlightcolor[0] += 0x50;
-                                       dlightcolor[1] += 0x30;
-                                       dlightcolor[2] += 0x10;
-                               }
-                               else if (ent->render.model->flags & EF_ROCKET)
-                               {
-                                       CL_RocketTrail (oldorg, ent->render.origin, 0, ent);
-                                       dlightcolor[0] += 200.0f;
-                                       dlightcolor[1] += 160.0f;
-                                       dlightcolor[2] +=  80.0f;
-                               }
-                               else if (ent->render.model->flags & EF_GRENADE)
-                               {
-                                       if (ent->render.alpha == -1) // LordHavoc: Nehahra dem compatibility (cigar smoke)
-                                               CL_RocketTrail (oldorg, neworg, 7, ent);
-                                       else
-                                               CL_RocketTrail (oldorg, neworg, 1, ent);
-                               }
-                               else if (ent->render.model->flags & EF_TRACER3)
-                               {
-                                       CL_RocketTrail (oldorg, neworg, 6, ent);
-                                       dlightcolor[0] += 0x50;
-                                       dlightcolor[1] += 0x20;
-                                       dlightcolor[2] += 0x40;
-                               }
+                               trailtype = 3;
+                               dlightradius = max(dlightradius, 100);
+                               dlightcolor[0] += 0.12f;
+                               dlightcolor[1] += 0.50f;
+                               dlightcolor[2] += 0.12f;
+                       }
+                       else if (e->render.model->flags & EF_TRACER2)
+                       {
+                               trailtype = 5;
+                               dlightradius = max(dlightradius, 100);
+                               dlightcolor[0] += 0.50f;
+                               dlightcolor[1] += 0.30f;
+                               dlightcolor[2] += 0.10f;
+                       }
+                       else if (e->render.model->flags & EF_ROCKET)
+                       {
+                               trailtype = 0;
+                               dlightradius = max(dlightradius, 200);
+                               dlightcolor[0] += 1.50f;
+                               dlightcolor[1] += 1.20f;
+                               dlightcolor[2] += 0.60f;
+                       }
+                       else if (e->render.model->flags & EF_GRENADE)
+                       {
+                               // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
+                               trailtype = e->render.alpha == -1 ? 7 : 1;
+                       }
+                       else if (e->render.model->flags & EF_TRACER3)
+                       {
+                               trailtype = 6;
+                               dlightradius = max(dlightradius, 200);
+                               dlightcolor[0] += 0.60f;
+                               dlightcolor[1] += 0.25f;
+                               dlightcolor[2] += 0.50f;
                        }
                }
                // LordHavoc: customizable glow
-               if (ent->state_current.glowsize)
+               if (e->state_current.glowsize)
                {
                        // * 4 for the expansion from 0-255 to 0-1023 range,
                        // / 255 to scale down byte colors
-                       VectorMA(dlightcolor, ent->state_current.glowsize * (4.0f / 255.0f), (qbyte *)&palette_complete[ent->state_current.glowcolor], dlightcolor);
+                       dlightradius = max(dlightradius, e->state_current.glowsize * 4);
+                       VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
                }
-               // LordHavoc: customizable trail
-               if (ent->render.flags & RENDER_GLOWTRAIL)
-                       CL_RocketTrail2 (oldorg, neworg, ent->state_current.glowcolor, ent);
-
-               if (dlightcolor[0] || dlightcolor[1] || dlightcolor[2])
+               if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
+               {
+                       if (e->state_current.light[3])
+                               dlightradius = max(dlightradius, e->state_current.light[3]);
+                       else
+                               dlightradius = max(dlightradius, 350);
+                       if (VectorLength2(dlightcolor) == 0)
+                               (dlightcolor[0] += 1, dlightcolor[1] += 1, dlightcolor[2] += 1);
+                       else
+                               VectorMA(dlightcolor, (1.0f/256.0f), e->state_current.light, dlightcolor);
+               }
+               // make the dlight
+               if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
                {
-                       VectorCopy(neworg, v);
+                       dlightmatrix = e->render.matrix;
                        // hack to make glowing player light shine on their gun
-                       if (i == cl.viewentity/* && !chase_active.integer*/)
-                               v[2] += 30;
-                       CL_AllocDlight (&ent->render, v, 1, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0);
+                       //if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
+                       //      dlightmatrix.m[2][3] += 30;
+                       CL_AllocDlight(&e->render, &dlightmatrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, e->state_current.skin >= 16 ? e->state_current.skin : 0, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) ? ((e->state_current.lightpflags & PFLAGS_CORONA) != 0) : 1);
                }
-
-               if (chase_active.integer && (ent->render.flags & RENDER_VIEWMODEL))
-                       continue;
-
-               // don't show entities with no modelindex (note: this still shows
-               // entities which have a modelindex that resolved to a NULL model)
-               if (!ent->state_current.modelindex)
-                       continue;
-               if (effects & EF_NODRAW)
-                       continue;
-
-               // store a list of view-relative entities for later adjustment in view code
-               if (ent->render.flags & RENDER_VIEWMODEL)
+               // trails need the previous frame
+               if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex)
                {
-                       if (numviewmodels < MAXVIEWMODELS)
-                               viewmodels[numviewmodels++] = ent;
-                       continue;
+                       if (e->render.flags & RENDER_GLOWTRAIL)
+                               CL_RocketTrail2(e->persistent.trail_origin, origin, e->state_current.glowcolor, e);
+                       else if (trailtype >= 0)
+                               CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e);
                }
-
-               Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
-
-               CL_BoundingBoxForEntity(&ent->render);
-               if (ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->type == mod_brush)
-                       cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
-
+               VectorCopy(origin, e->persistent.trail_origin);
                // note: the cl.viewentity and intermission check is to hide player
                // shadow during intermission and during the Nehahra movie and
                // Nehahra cinematics
-               if (!(ent->state_current.effects & EF_NOSHADOW)
-                && !(ent->state_current.effects & EF_ADDITIVE)
-                && (ent->state_current.alpha == 255)
-                && !(ent->render.flags & RENDER_VIEWMODEL)
-                && (i != cl.viewentity || (!cl.intermission && !Nehahrademcompatibility && !cl_noplayershadow.integer)))
-                       ent->render.flags |= RENDER_SHADOW;
-
-               if (r_refdef.numentities < r_refdef.maxentities)
-                       r_refdef.entities[r_refdef.numentities++] = &ent->render;
-
-               if (cl_num_entities < i + 1)
-                       cl_num_entities = i + 1;
+               if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE))
+                && (e->render.alpha == 1)
+                && !(e->render.flags & RENDER_VIEWMODEL)
+                && ((e - cl_entities) != cl.viewentity || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
+                       e->render.flags |= RENDER_SHADOW;
+               if (!(e->render.effects & EF_FULLBRIGHT))
+                       e->render.flags |= RENDER_LIGHT;
+               // as soon as player is known we can call V_CalcRefDef
+               if ((e - cl_entities) == 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;
+               if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
+                       e->render.effects |= EF_ADDITIVE;
+               // 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)
+               //      Matrix4x4_Print(&e->render.matrix);
        }
 }
 
-void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
+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;
+       // FIXME: this should be done at load
+       Matrix4x4_CreateIdentity(&ent->render.matrix);
+       Matrix4x4_CreateIdentity(&ent->render.inversematrix);
+       CL_BoundingBoxForEntity(&ent->render);
+}
+
+static void CL_RelinkStaticEntities(void)
 {
        int i;
-       cl_effect_t *e;
-       if (!modelindex) // sanity check
-               return;
-       for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
+       for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++)
        {
-               if (e->active)
-                       continue;
-               e->active = true;
-               VectorCopy(org, e->origin);
-               e->modelindex = modelindex;
-               e->starttime = cl.time;
-               e->startframe = startframe;
-               e->endframe = startframe + framecount;
-               e->framerate = framerate;
+               Mod_CheckLoaded(cl_static_entities[i].render.model);
+               r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render;
+       }
+}
 
-               e->frame = 0;
-               e->frame1time = cl.time;
-               e->frame2time = cl.time;
-               break;
+/*
+===============
+CL_RelinkEntities
+===============
+*/
+static void CL_RelinkNetworkEntities(void)
+{
+       entity_t *ent;
+       int i;
+
+       ent = &cl.viewent;
+       ent->state_previous = ent->state_current;
+       ClearStateToDefault(&ent->state_current);
+       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.items & IT_INVISIBILITY)
+       {
+               if (gamemode == GAME_TRANSFUSION)
+                       ent->state_current.alpha = 128;
+               else
+                       ent->state_current.modelindex = 0;
+       }
+
+       // start on the entity after the world
+       entitylinkframenumber++;
+       for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++)
+       {
+               if (cl_entities_active[i])
+               {
+                       if (ent->state_current.active)
+                               CL_LinkNetworkEntity(ent);
+                       else
+                               cl_entities_active[i] = false;
+               }
        }
+       CL_LinkNetworkEntity(&cl.viewent);
 }
 
 static void CL_RelinkEffects(void)
@@ -863,7 +930,6 @@ static void CL_RelinkEffects(void)
                        intframe = frame;
                        if (intframe < 0 || intframe >= e->endframe)
                        {
-                               e->active = false;
                                memset(e, 0, sizeof(*e));
                                continue;
                        }
@@ -889,11 +955,9 @@ static void CL_RelinkEffects(void)
                                ent->render.frame2time = e->frame2time;
 
                                // normal stuff
-                               //VectorCopy(e->origin, ent->render.origin);
                                ent->render.model = cl.model_precache[e->modelindex];
                                ent->render.frame = ent->render.frame2;
                                ent->render.colormap = -1; // no special coloring
-                               //ent->render.scale = 1;
                                ent->render.alpha = 1;
 
                                Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
@@ -904,7 +968,7 @@ static void CL_RelinkEffects(void)
        }
 }
 
-void CL_RelinkBeams (void)
+void CL_RelinkBeams(void)
 {
        int i;
        beam_t *b;
@@ -913,6 +977,7 @@ void CL_RelinkBeams (void)
        entity_t *ent;
        float yaw, pitch;
        float forward;
+       matrix4x4_t tempmatrix;
 
        for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
        {
@@ -938,7 +1003,7 @@ void CL_RelinkBeams (void)
                                // 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, cl.viewentoriginold[0], cl.viewentoriginold[1], cl.viewentoriginold[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
+                                       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);
@@ -949,7 +1014,7 @@ void CL_RelinkBeams (void)
                        else
                        {
                                if (b->entity == cl.viewentity)
-                                       Matrix4x4_CreateFromQuakeEntity(&matrix, cl.viewentorigin[0], cl.viewentorigin[1], cl.viewentorigin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
+                                       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);
@@ -957,8 +1022,17 @@ void CL_RelinkBeams (void)
                        }
                }
 
-               if (b->lightning && cl_beams_polygons.integer)
-                       continue;
+               if (b->lightning)
+               {
+                       if (cl_beams_lightatend.integer)
+                       {
+                               // FIXME: create a matrix from the beam start/end orientation
+                               Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
+                               CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, 0, true, 1);
+                       }
+                       if (cl_beams_polygons.integer)
+                               continue;
+               }
 
                // calculate pitch and yaw
                VectorSubtract (b->end, b->start, dist);
@@ -997,7 +1071,7 @@ void CL_RelinkBeams (void)
                        //ent->render.angles[0] = pitch;
                        //ent->render.angles[1] = yaw;
                        //ent->render.angles[2] = rand()%360;
-                       Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], pitch, yaw, lhrandom(0, 360), 1);
+                       Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
                        Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
                        CL_BoundingBoxForEntity(&ent->render);
                        VectorMA(org, 30, dist, org);
@@ -1006,230 +1080,11 @@ void CL_RelinkBeams (void)
        }
 }
 
-cvar_t r_lightningbeam_thickness = {CVAR_SAVE, "r_lightningbeam_thickness", "4"};
-cvar_t r_lightningbeam_scroll = {CVAR_SAVE, "r_lightningbeam_scroll", "5"};
-cvar_t r_lightningbeam_repeatdistance = {CVAR_SAVE, "r_lightningbeam_repeatdistance", "1024"};
-cvar_t r_lightningbeam_color_red = {CVAR_SAVE, "r_lightningbeam_color_red", "1"};
-cvar_t r_lightningbeam_color_green = {CVAR_SAVE, "r_lightningbeam_color_green", "1"};
-cvar_t r_lightningbeam_color_blue = {CVAR_SAVE, "r_lightningbeam_color_blue", "1"};
-
-rtexture_t *r_lightningbeamtexture;
-rtexturepool_t *r_lightningbeamtexturepool;
-
-int r_lightningbeamelements[18] = {0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11};
-
-void r_lightningbeams_start(void)
-{
-       float r, g, b, intensity, fx, width, center;
-       int x, y;
-       qbyte *data, *noise1, *noise2;
-       data = Mem_Alloc(tempmempool, 32 * 512 * 4);
-       noise1 = Mem_Alloc(tempmempool, 512 * 512);
-       noise2 = Mem_Alloc(tempmempool, 512 * 512);
-       fractalnoise(noise1, 512, 8);
-       fractalnoise(noise2, 512, 16);
-
-       for (y = 0;y < 512;y++)
-       {
-               width = noise1[y * 512] * (1.0f / 256.0f) * 3.0f + 3.0f;
-               center = (noise1[y * 512 + 64] / 256.0f) * (32.0f - (width + 1.0f) * 2.0f) + (width + 1.0f);
-               for (x = 0;x < 32;x++, fx++)
-               {
-                       fx = (x - center) / width;
-                       intensity = (1.0f - fx * fx) * (noise2[y*512+x] * (1.0f / 256.0f) * 0.33f + 0.66f);
-                       intensity = bound(0, intensity, 1);
-                       r = intensity * 2.0f - 1.0f;
-                       g = intensity * 3.0f - 1.0f;
-                       b = intensity * 3.0f;
-                       data[(y * 32 + x) * 4 + 0] = (qbyte)(bound(0, r, 1) * 255.0f);
-                       data[(y * 32 + x) * 4 + 1] = (qbyte)(bound(0, g, 1) * 255.0f);
-                       data[(y * 32 + x) * 4 + 2] = (qbyte)(bound(0, b, 1) * 255.0f);
-                       data[(y * 32 + x) * 4 + 3] = (qbyte)255;
-               }
-       }
-
-       r_lightningbeamtexturepool = R_AllocTexturePool();
-       r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", 32, 512, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
-       Mem_Free(noise1);
-       Mem_Free(noise2);
-       Mem_Free(data);
-}
-
-void r_lightningbeams_shutdown(void)
-{
-       r_lightningbeamtexture = NULL;
-       R_FreeTexturePool(&r_lightningbeamtexturepool);
-}
-
-void r_lightningbeams_newmap(void)
-{
-}
-
-void R_LightningBeams_Init(void)
-{
-       Cvar_RegisterVariable(&r_lightningbeam_thickness);
-       Cvar_RegisterVariable(&r_lightningbeam_scroll);
-       Cvar_RegisterVariable(&r_lightningbeam_repeatdistance);
-       Cvar_RegisterVariable(&r_lightningbeam_color_red);
-       Cvar_RegisterVariable(&r_lightningbeam_color_green);
-       Cvar_RegisterVariable(&r_lightningbeam_color_blue);
-       R_RegisterModule("R_LightningBeams", r_lightningbeams_start, r_lightningbeams_shutdown, r_lightningbeams_newmap);
-}
-
-void R_CalcLightningBeamPolygonVertices(float *v, float *tc, const float *start, const float *end, const float *offset, float t1, float t2)
-{
-       // near right corner
-       VectorAdd     (start, offset, (v +  0));tc[ 0] = 0;tc[ 1] = t1;
-       // near left corner
-       VectorSubtract(start, offset, (v +  4));tc[ 4] = 1;tc[ 5] = t1;
-       // far left corner
-       VectorSubtract(end  , offset, (v +  8));tc[ 8] = 1;tc[ 9] = t2;
-       // far right corner
-       VectorAdd     (end  , offset, (v + 12));tc[12] = 0;tc[13] = t2;
-}
-
-void R_FogLightningBeamColors(const float *v, float *c, int numverts, float r, float g, float b, float a)
-{
-       int i;
-       vec3_t fogvec;
-       float ifog;
-       for (i = 0;i < numverts;i++, v += 4, c += 4)
-       {
-               VectorSubtract(v, r_origin, fogvec);
-               ifog = 1 - exp(fogdensity/DotProduct(fogvec,fogvec));
-               c[0] = r * ifog;
-               c[1] = g * ifog;
-               c[2] = b * ifog;
-               c[3] = a;
-       }
-}
-
-float beamrepeatscale;
-
-void R_DrawLightningBeamCallback(const void *calldata1, int calldata2)
-{
-       const beam_t *b = calldata1;
-       rmeshstate_t m;
-       vec3_t beamdir, right, up, offset;
-       float length, t1, t2;
-       memset(&m, 0, sizeof(m));
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE;
-       m.tex[0] = R_GetTexture(r_lightningbeamtexture);
-       R_Mesh_State(&m);
-       R_Mesh_Matrix(&r_identitymatrix);
-
-       // calculate beam direction (beamdir) vector and beam length
-       // get difference vector
-       VectorSubtract(b->end, b->start, beamdir);
-       // find length of difference vector
-       length = sqrt(DotProduct(beamdir, beamdir));
-       // calculate scale to make beamdir a unit vector (normalized)
-       t1 = 1.0f / length;
-       // scale beamdir so it is now normalized
-       VectorScale(beamdir, t1, beamdir);
-
-       // calculate up vector such that it points toward viewer, and rotates around the beamdir
-       // get direction from start of beam to viewer
-       VectorSubtract(r_origin, b->start, up);
-       // remove the portion of the vector that moves along the beam
-       // (this leaves only a vector pointing directly away from the beam)
-       t1 = -DotProduct(up, beamdir);
-       VectorMA(up, t1, beamdir, up);
-       // now we have a vector pointing away from the beam, now we need to normalize it
-       VectorNormalizeFast(up);
-       // generate right vector from forward and up, the result is already normalized
-       // (CrossProduct returns a vector of multiplied length of the two inputs)
-       CrossProduct(beamdir, up, right);
-
-       // calculate T coordinate scrolling (start and end texcoord along the beam)
-       t1 = cl.time * -r_lightningbeam_scroll.value + beamrepeatscale * DotProduct(b->start, beamdir);
-       t1 = t1 - (int) t1;
-       t2 = t1 + beamrepeatscale * length;
-
-       // the beam is 3 polygons in this configuration:
-       //  *   2
-       //   * *
-       // 1******
-       //   * *
-       //  *   3
-       // they are showing different portions of the beam texture, creating an
-       // illusion of a beam that appears to curl around in 3D space
-       // (and realize that the whole polygon assembly orients itself to face
-       //  the viewer)
-
-       R_Mesh_GetSpace(12);
-
-       // polygon 1, verts 0-3
-       VectorScale(right, r_lightningbeam_thickness.value, offset);
-       R_CalcLightningBeamPolygonVertices(varray_vertex, varray_texcoord[0], b->start, b->end, offset, t1, t2);
-
-       // polygon 2, verts 4-7
-       VectorAdd(right, up, offset);
-       VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
-       R_CalcLightningBeamPolygonVertices(varray_vertex + 16, varray_texcoord[0] + 16, b->start, b->end, offset, t1 + 0.33, t2 + 0.33);
-
-       // polygon 3, verts 8-11
-       VectorSubtract(right, up, offset);
-       VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
-       R_CalcLightningBeamPolygonVertices(varray_vertex + 32, varray_texcoord[0] + 32, b->start, b->end, offset, t1 + 0.66, t2 + 0.66);
-
-       if (fogenabled)
-       {
-               // per vertex colors if fog is used
-               GL_UseColorArray();
-               R_FogLightningBeamColors(varray_vertex, varray_color, 12, r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1);
-       }
-       else
-       {
-               // solid color if fog is not used
-               GL_Color(r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1);
-       }
-
-       // draw the 3 polygons as one batch of 6 triangles using the 12 vertices
-       R_Mesh_Draw(12, 6, r_lightningbeamelements);
-}
-
-void R_DrawLightningBeams (void)
-{
-       int i;
-       beam_t *b;
-       vec3_t org;
-
-       if (!cl_beams_polygons.integer)
-               return;
-
-       beamrepeatscale = 1.0f / r_lightningbeam_repeatdistance.value;
-       for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
-       {
-               if (b->model && b->endtime >= cl.time && b->lightning)
-               {
-                       VectorAdd(b->start, b->end, org);
-                       VectorScale(org, 0.5f, org);
-                       R_MeshQueue_AddTransparent(org, R_DrawLightningBeamCallback, b, 0);
-               }
-       }
-}
-
-
 void CL_LerpPlayer(float frac)
 {
        int i;
        float d;
 
-       if (cl.entitydatabase.numframes && cl.viewentity == cl.playerentity)
-       {
-               cl.viewentorigin[0] = cl.viewentoriginold[0] + frac * (cl.viewentoriginnew[0] - cl.viewentoriginold[0]);
-               cl.viewentorigin[1] = cl.viewentoriginold[1] + frac * (cl.viewentoriginnew[1] - cl.viewentoriginold[1]);
-               cl.viewentorigin[2] = cl.viewentoriginold[2] + frac * (cl.viewentoriginnew[2] - cl.viewentoriginold[2]);
-       }
-       else
-       {
-               VectorCopy (cl_entities[cl.viewentity].state_previous.origin, cl.viewentoriginold);
-               VectorCopy (cl_entities[cl.viewentity].state_current.origin, cl.viewentoriginnew);
-               VectorCopy (cl_entities[cl.viewentity].render.origin, cl.viewentorigin);
-       }
-
        cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold);
 
        for (i = 0;i < 3;i++)
@@ -1250,27 +1105,6 @@ void CL_LerpPlayer(float frac)
        }
 }
 
-void CL_RelinkEntities (void)
-{
-       float frac;
-
-       // fraction from previous network update to current
-       frac = CL_LerpPoint();
-
-       CL_ClearTempEntities();
-       CL_DecayLights();
-       CL_RelinkWorld();
-       CL_RelinkStaticEntities();
-       CL_RelinkNetworkEntities();
-       CL_RelinkEffects();
-       CL_MoveParticles();
-
-       CL_LerpPlayer(frac);
-
-       CL_RelinkBeams();
-}
-
-
 /*
 ===============
 CL_ReadFromServer
@@ -1278,33 +1112,9 @@ CL_ReadFromServer
 Read all incoming data from the server
 ===============
 */
-int CL_ReadFromServer (void)
+int CL_ReadFromServer(void)
 {
-       int ret, netshown;
-
-       cl.oldtime = cl.time;
-       cl.time += cl.frametime;
-
-       netshown = false;
-       do
-       {
-               ret = CL_GetMessage ();
-               if (ret == -1)
-                       Host_Error ("CL_ReadFromServer: lost server connection");
-               if (!ret)
-                       break;
-
-               cl.last_received_message = realtime;
-
-               if (cl_shownet.integer)
-                       netshown = true;
-
-               CL_ParseServerMessage ();
-       }
-       while (ret && cls.state == ca_connected);
-
-       if (netshown)
-               Con_Printf ("\n");
+       CL_ReadDemoMessage();
 
        r_refdef.numentities = 0;
        cl_num_entities = 0;
@@ -1312,15 +1122,33 @@ int CL_ReadFromServer (void)
 
        if (cls.state == ca_connected && cls.signon == SIGNONS)
        {
-               CL_RelinkEntities ();
+               // prepare for a new frame
+               CL_LerpPlayer(CL_LerpPoint());
+               CL_DecayLights();
+               CL_ClearTempEntities();
+               V_DriftPitch();
+               V_FadeViewFlashs();
+
+               // relink network entities (note: this sets up the view!)
+               CL_RelinkNetworkEntities();
+
+               // move particles
+               CL_MoveParticles();
+               R_MoveExplosions();
+
+               // link stuff
+               CL_RelinkWorld();
+               CL_RelinkStaticEntities();
+               CL_RelinkBeams();
+               CL_RelinkEffects();
 
                // run cgame code (which can add more entities)
                CL_CGVM_Frame();
+
+               // update view blend
+               V_CalcViewBlend();
        }
 
-//
-// bring the links up to date
-//
        return 0;
 }
 
@@ -1329,78 +1157,29 @@ int CL_ReadFromServer (void)
 CL_SendCmd
 =================
 */
-void CL_SendCmd (void)
+void CL_SendCmd(usercmd_t *cmd)
 {
-       usercmd_t               cmd;
-
-       if (cls.state != ca_connected)
-               return;
-
        if (cls.signon == SIGNONS)
-       {
-       // get basic movement from keyboard
-               CL_BaseMove (&cmd);
-
-               IN_PreMove(); // OS independent code
-
-       // allow mice or other external controllers to add to the move
-               IN_Move (&cmd);
-
-               IN_PostMove(); // OS independent code
-
-       // send the unreliable message
-               CL_SendMove (&cmd);
-       }
-#ifndef NOROUTINGFIX
-       else if (cls.signon == 0 && !cls.demoplayback)
-       {
-               // LordHavoc: fix for NAT routing of netquake:
-               // bounce back a clc_nop message to the newly allocated server port,
-               // to establish a routing connection for incoming frames,
-               // the server waits for this before sending anything
-               if (realtime > cl.sendnoptime)
-               {
-                       cl.sendnoptime = realtime + 3;
-                       Con_DPrintf("sending clc_nop to get server's attention\n");
-                       {
-                               sizebuf_t buf;
-                               qbyte data[128];
-                               buf.maxsize = 128;
-                               buf.cursize = 0;
-                               buf.data = data;
-                               MSG_WriteByte(&buf, clc_nop);
-                               if (NET_SendUnreliableMessage (cls.netcon, &buf) == -1)
-                               {
-                                       Con_Printf ("CL_SendCmd: lost server connection\n");
-                                       CL_Disconnect ();
-                               }
-                       }
-               }
-       }
-#endif
+               CL_SendMove(cmd);
 
        if (cls.demoplayback)
        {
-               SZ_Clear (&cls.message);
+               SZ_Clear(&cls.message);
                return;
        }
 
-// send the reliable message
-       if (!cls.message.cursize)
-               return;         // no message at all
-
-       if (!NET_CanSendMessage (cls.netcon))
+       // send the reliable message (forwarded commands) if there is one
+       if (cls.message.cursize && NetConn_CanSendMessage(cls.netcon))
        {
-               Con_DPrintf ("CL_WriteToServer: can't send\n");
                if (developer.integer)
+               {
+                       Con_Print("CL_SendCmd: sending reliable message:\n");
                        SZ_HexDumpToConsole(&cls.message);
-               return;
+               }
+               if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1)
+                       Host_Error("CL_WriteToServer: lost server connection");
+               SZ_Clear(&cls.message);
        }
-
-       if (NET_SendMessage (cls.netcon, &cls.message) == -1)
-               Host_Error ("CL_WriteToServer: lost server connection");
-
-       SZ_Clear (&cls.message);
 }
 
 // LordHavoc: pausedemo command
@@ -1408,42 +1187,9 @@ static void CL_PauseDemo_f (void)
 {
        cls.demopaused = !cls.demopaused;
        if (cls.demopaused)
-               Con_Printf("Demo paused\n");
+               Con_Print("Demo paused\n");
        else
-               Con_Printf("Demo unpaused\n");
-}
-
-/*
-======================
-CL_PModel_f
-LordHavoc: Intended for Nehahra, I personally think this is dumb, but Mindcrime won't listen.
-======================
-*/
-static void CL_PModel_f (void)
-{
-       int i;
-       eval_t *val;
-
-       if (Cmd_Argc () == 1)
-       {
-               Con_Printf ("\"pmodel\" is \"%s\"\n", cl_pmodel.string);
-               return;
-       }
-       i = atoi(Cmd_Argv(1));
-
-       if (cmd_source == src_command)
-       {
-               if (cl_pmodel.integer == i)
-                       return;
-               Cvar_SetValue ("_cl_pmodel", i);
-               if (cls.state == ca_connected)
-                       Cmd_ForwardToServer ();
-               return;
-       }
-
-       host_client->pmodel = i;
-       if ((val = GETEDICTFIELDVALUE(host_client->edict, eval_pmodel)))
-               val->_float = i;
+               Con_Print("Demo unpaused\n");
 }
 
 /*
@@ -1455,7 +1201,7 @@ static void CL_Fog_f (void)
 {
        if (Cmd_Argc () == 1)
        {
-               Con_Printf ("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
+               Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
                return;
        }
        fog_density = atof(Cmd_Argv(1));
@@ -1471,7 +1217,6 @@ CL_Init
 */
 void CL_Init (void)
 {
-       cl_scores_mempool = Mem_AllocPool("client player info");
        cl_entities_mempool = Mem_AllocPool("client entities");
        cl_refdef_mempool = Mem_AllocPool("refdef");
 
@@ -1491,10 +1236,6 @@ void CL_Init (void)
 //
 // register our commands
 //
-       Cvar_RegisterVariable (&cl_name);
-       Cvar_RegisterVariable (&cl_color);
-       if (gamemode == GAME_NEHAHRA)
-               Cvar_RegisterVariable (&cl_pmodel);
        Cvar_RegisterVariable (&cl_upspeed);
        Cvar_RegisterVariable (&cl_forwardspeed);
        Cvar_RegisterVariable (&cl_backspeed);
@@ -1529,18 +1270,15 @@ void CL_Init (void)
 
        // LordHavoc: added pausedemo
        Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
-       if (gamemode == GAME_NEHAHRA)
-               Cmd_AddCommand ("pmodel", CL_PModel_f);
 
        Cvar_RegisterVariable(&r_draweffects);
        Cvar_RegisterVariable(&cl_explosions);
        Cvar_RegisterVariable(&cl_stainmaps);
        Cvar_RegisterVariable(&cl_beams_polygons);
        Cvar_RegisterVariable(&cl_beams_relative);
+       Cvar_RegisterVariable(&cl_beams_lightatend);
        Cvar_RegisterVariable(&cl_noplayershadow);
 
-       R_LightningBeams_Init();
-
        CL_Parse_Init();
        CL_Particles_Init();
        CL_Screen_Init();