]> 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 d47902f83721e474bf024d65c85a4599797f13a1..511aa1be86b1e65d0b70bfdcd88a2519739e26a4 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -98,6 +98,7 @@ void CL_ClearState(void)
        if (!sv.active)
                Host_ClearMemory ();
 
+       // note: this also gets rid of the entity database
        Mem_EmptyPool(cl_entities_mempool);
 
 // wipe the entire cl structure
@@ -115,7 +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;
@@ -158,6 +159,8 @@ void CL_Disconnect(void)
        if (cls.state == ca_dedicated)
                return;
 
+       Con_DPrintf("CL_Disconnect\n");
+
 // stop sounds (especially looping!)
        S_StopAllSounds (true);
 
@@ -176,20 +179,13 @@ void CL_Disconnect(void)
                if (cls.demorecording)
                        CL_Stop_f();
 
-               Con_DPrintf("Sending clc_disconnect\n");
+               Con_DPrint("Sending clc_disconnect\n");
                SZ_Clear(&cls.message);
                MSG_WriteByte(&cls.message, clc_disconnect);
                NetConn_SendUnreliableMessage(cls.netcon, &cls.message);
                SZ_Clear(&cls.message);
                NetConn_Close(cls.netcon);
                cls.netcon = NULL;
-               // if running a local server, shut it down
-               if (sv.active)
-               {
-                       // prevent this code from executing again during Host_ShutdownServer
-                       cls.state = ca_disconnected;
-                       Host_ShutdownServer(false);
-               }
        }
        cls.state = ca_disconnected;
 
@@ -221,11 +217,13 @@ void CL_EstablishConnection(const char *host)
 
        // clear menu's connect error message
        m_return_reason[0] = 0;
+       cls.demonum = -1;
 
        // stop demo loop in case this fails
-       cls.demonum = -1;
        CL_Disconnect();
-
+       NetConn_ClientFrame();
+       NetConn_ServerFrame();
+       
        if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
        {
                cls.connect_trying = true;
@@ -243,6 +241,11 @@ void CL_EstablishConnection(const char *host)
                        NetConn_ServerFrame();
                }
        }
+       else
+       {
+               Con_Print("Unable to find a suitable network socket to connect to server.\n");
+               strcpy(m_return_reason, "No network");
+       }
 }
 
 /*
@@ -262,13 +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);
        }
 }
 
@@ -349,7 +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;
@@ -407,7 +409,7 @@ void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float
        }
 }
 
-void CL_AllocDlight(entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime)
+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;
@@ -435,9 +437,15 @@ void CL_AllocDlight(entity_render_t *ent, vec3_t org, float radius, float red, f
 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;
-       CL_FindNonSolidLocation(org, dl->origin, 6);
-       //VectorCopy(org, dl->origin);
+       dl->origin[0] = dl->matrix.m[0][3];
+       dl->origin[1] = dl->matrix.m[1][3];
+       dl->origin[2] = dl->matrix.m[2][3];
+       CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
+       dl->matrix.m[0][3] = dl->origin[0];
+       dl->matrix.m[1][3] = dl->origin[1];
+       dl->matrix.m[2][3] = dl->origin[2];
        dl->radius = radius;
        dl->color[0] = red;
        dl->color[1] = green;
@@ -447,6 +455,10 @@ 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)
@@ -456,321 +468,394 @@ void CL_DecayLights(void)
        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;
-       }
+       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;
 }
 
-extern qboolean Nehahrademcompatibility;
 #define MAXVIEWMODELS 32
 entity_t *viewmodels[MAXVIEWMODELS];
 int numviewmodels;
-void CL_RelinkNetworkEntity(entity_t *e)
+
+matrix4x4_t viewmodelmatrix;
+
+static int entitylinkframenumber;
+
+static const vec3_t muzzleflashorigin = {18, 0, 0};
+
+extern void V_DriftPitch(void);
+extern void V_FadeViewFlashs(void);
+extern void V_CalcViewBlend(void);
+
+extern void V_CalcRefdef(void);
+// note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
+void CL_LinkNetworkEntity(entity_t *e)
 {
-       int trailtype, temp;
-       float oldorg[3], delta[3], lerp, dlightcolor[3], mins[3], maxs[3], v[3], v2[3], d;
-       entity_persistent_t *p;
-       entity_render_t *r;
-       p = &e->persistent;
-       r = &e->render;
-
-       if (e->state_previous.active && e->state_current.modelindex == e->state_previous.modelindex)
+       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)
        {
-               // movement lerp
-               if (p->lerpdeltatime > 0 && (lerp = (cl.time - p->lerpstarttime) / p->lerpdeltatime) < 1)
+               e->persistent.linkframe = entitylinkframenumber;
+               // skip inactive entities and world
+               if (!e->state_current.active || e == cl_entities)
+                       return;
+               if (e->render.flags & RENDER_VIEWMODEL)
                {
-                       // read the old origin
-                       VectorCopy(r->origin, oldorg);
-                       // interpolate the origin and angles
-                       r->origin[0] = p->oldorigin[0] + lerp * (p->neworigin[0] - p->oldorigin[0]);
-                       r->origin[1] = p->oldorigin[1] + lerp * (p->neworigin[1] - p->oldorigin[1]);
-                       r->origin[2] = p->oldorigin[2] + lerp * (p->neworigin[2] - p->oldorigin[2]);
-                       VectorSubtract(p->newangles, p->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(p->oldangles, lerp, delta, r->angles);
+                       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
                {
-                       // no interpolation
-                       VectorCopy(p->neworigin, r->origin);
-                       VectorCopy(p->neworigin, oldorg);
-                       VectorCopy(p->newangles, r->angles);
-               }
-               // animation lerp
-               if (r->frame2 != e->state_current.frame)
-               {
-                       // begin a new frame lerp
-                       r->frame1 = r->frame2;
-                       r->frame1time = r->frame2time;
-                       r->frame = r->frame2 = e->state_current.frame;
-                       r->frame2time = cl.time;
-                       r->framelerp = 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)
+                       {
+                               // blend the matrices
+                               memset(&blendmatrix, 0, sizeof(blendmatrix));
+                               for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
+                               {
+                                       matrix = &t->render.model->alias.aliasdata_tags[t->render.frameblend[j].frame * t->render.model->alias.aliasnum_tags + (e->state_current.tagindex - 1)].matrix;
+                                       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];
+                               }
+                               // 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)
                {
-                       // update frame lerp fraction
-                       r->framelerp = r->frame2time > r->frame1time ? ((cl.time - r->frame2time) / (r->frame2time - r->frame1time)) : 1;
-                       r->framelerp = bound(0, r->framelerp, 1);
-               }
-       }
-       else
-       {
-               // no interpolation
-               VectorCopy(p->neworigin, r->origin);
-               VectorCopy(p->neworigin, oldorg);
-               VectorCopy(p->newangles, r->angles);
-               r->frame = r->frame1 = r->frame2 = e->state_current.frame;
-               r->frame1time = r->frame2time = cl.time;
-               r->framelerp = 1;
-       }
-
-       r->alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
-       r->scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
-       r->flags = e->state_current.flags;
-       if (e - cl_entities == cl.viewentity)
-               r->flags |= RENDER_EXTERIORMODEL;
-       r->effects = e->state_current.effects;
-       if (e->state_current.flags & RENDER_COLORMAPPED)
-               r->colormap = e->state_current.colormap;
-       else if (cl.scores != NULL && e->state_current.colormap)
-               r->colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
-       else
-               r->colormap = -1; // no special coloring
-       r->skinnum = e->state_current.skin;
-
-       // handle effects now...
-       trailtype = -1;
-       dlightcolor[0] = 0;
-       dlightcolor[1] = 0;
-       dlightcolor[2] = 0;
-
-       // LordHavoc: if the entity has no effects, don't check each
-       if (r->effects)
-       {
-               if (r->effects & EF_BRIGHTFIELD)
-               {
-                       if (gamemode == GAME_NEXUIZ)
+                       // movement lerp
+                       if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
                        {
-                               dlightcolor[0] += 100.0f;
-                               dlightcolor[1] += 200.0f;
-                               dlightcolor[2] += 400.0f;
-                               trailtype = 8;
+                               // 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
-                               CL_EntityParticles(e);
-               }
-               if (r->effects & EF_MUZZLEFLASH)
-                       p->muzzleflash = 100.0f;
-               if (r->effects & EF_DIMLIGHT)
-               {
-                       dlightcolor[0] += 200.0f;
-                       dlightcolor[1] += 200.0f;
-                       dlightcolor[2] += 200.0f;
-               }
-               if (r->effects & EF_BRIGHTLIGHT)
-               {
-                       dlightcolor[0] += 400.0f;
-                       dlightcolor[1] += 400.0f;
-                       dlightcolor[2] += 400.0f;
-               }
-               // LordHavoc: added EF_RED and EF_BLUE
-               if (r->effects & EF_RED) // red
-               {
-                       dlightcolor[0] += 200.0f;
-                       dlightcolor[1] +=  20.0f;
-                       dlightcolor[2] +=  20.0f;
-               }
-               if (r->effects & EF_BLUE) // blue
-               {
-                       dlightcolor[0] +=  20.0f;
-                       dlightcolor[1] +=  20.0f;
-                       dlightcolor[2] += 200.0f;
-               }
-               if (r->effects & EF_FLAME)
-               {
-                       mins[0] = r->origin[0] - 16.0f;
-                       mins[1] = r->origin[1] - 16.0f;
-                       mins[2] = r->origin[2] - 16.0f;
-                       maxs[0] = r->origin[0] + 16.0f;
-                       maxs[1] = r->origin[1] + 16.0f;
-                       maxs[2] = r->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(200, 250);
-                       dlightcolor[0] += d * 1.0f;
-                       dlightcolor[1] += d * 0.7f;
-                       dlightcolor[2] += d * 0.3f;
+                       {
+                               // 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)
+                               {
+                                       e->render.framelerp = (cl.time - e->render.frame2time) / (e->render.frame2time - e->render.frame1time);
+                                       e->render.framelerp = bound(0, e->render.framelerp, 1);
+                               }
+                       }
+                       else
+                       {
+                               // begin a new frame lerp
+                               e->render.frame1 = e->render.frame2;
+                               e->render.frame1time = e->render.frame2time;
+                               e->render.frame = e->render.frame2 = e->state_current.frame;
+                               e->render.frame2time = cl.time;
+                               e->render.framelerp = 0;
+                               // 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 (r->effects & EF_STARDUST)
+               else
                {
-                       mins[0] = r->origin[0] - 16.0f;
-                       mins[1] = r->origin[1] - 16.0f;
-                       mins[2] = r->origin[2] - 16.0f;
-                       maxs[0] = r->origin[0] + 16.0f;
-                       maxs[1] = r->origin[1] + 16.0f;
-                       maxs[2] = r->origin[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;
+                       // 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;
                }
-       }
 
-       r->model = cl.model_precache[e->state_current.modelindex];
-       if (r->model)
-       {
-               Mod_CheckLoaded(r->model);
-               if (r->model->type != mod_brush)
-                       r->angles[0] = -r->angles[0];
-               // LordHavoc: if the model has no flags, don't check each
-               if (r->model->flags & EF_ROTATE)
+               e->render.model = cl.model_precache[e->state_current.modelindex];
+               if (e->render.model)
                {
-                       r->angles[1] = ANGLEMOD(100*cl.time);
-                       if (cl_itembobheight.value)
-                               r->origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
+                       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;
+                       }
                }
-       }
-
-       Matrix4x4_CreateFromQuakeEntity(&r->matrix, r->origin[0], r->origin[1], r->origin[2], r->angles[0], r->angles[1], r->angles[2], r->scale);
-       Matrix4x4_Invert_Simple(&r->inversematrix, &r->matrix);
-       CL_BoundingBoxForEntity(&e->render);
 
-       // LordHavoc: if the model has no flags, don't check each
-       if (r->model && r->model->flags)
-       {
-               if (r->model->flags & EF_GIB)
-                       trailtype = 2;
-               else if (r->model->flags & EF_ZOMGIB)
-                       trailtype = 4;
-               else if (r->model->flags & EF_TRACER)
+               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 (e->render.effects)
                {
-                       trailtype = 3;
-                       dlightcolor[0] += 0x10;
-                       dlightcolor[1] += 0x40;
-                       dlightcolor[2] += 0x10;
+                       if (e->render.effects & EF_BRIGHTFIELD)
+                       {
+                               if (gamemode == GAME_NEXUIZ)
+                               {
+                                       dlightradius = max(dlightradius, 200);
+                                       dlightcolor[0] += 0.75f;
+                                       dlightcolor[1] += 1.50f;
+                                       dlightcolor[2] += 3.00f;
+                                       trailtype = 8;
+                               }
+                               else
+                                       CL_EntityParticles(e);
+                       }
+                       if (e->render.effects & EF_MUZZLEFLASH)
+                               e->persistent.muzzleflash = 1.0f;
+                       if (e->render.effects & EF_DIMLIGHT)
+                       {
+                               dlightradius = max(dlightradius, 200);
+                               dlightcolor[0] += 1.50f;
+                               dlightcolor[1] += 1.50f;
+                               dlightcolor[2] += 1.50f;
+                       }
+                       if (e->render.effects & EF_BRIGHTLIGHT)
+                       {
+                               dlightradius = max(dlightradius, 400);
+                               dlightcolor[0] += 3.00f;
+                               dlightcolor[1] += 3.00f;
+                               dlightcolor[2] += 3.00f;
+                       }
+                       // LordHavoc: more effects
+                       if (e->render.effects & EF_RED) // red
+                       {
+                               dlightradius = max(dlightradius, 200);
+                               dlightcolor[0] += 1.50f;
+                               dlightcolor[1] += 0.15f;
+                               dlightcolor[2] += 0.15f;
+                       }
+                       if (e->render.effects & EF_BLUE) // blue
+                       {
+                               dlightradius = max(dlightradius, 200);
+                               dlightcolor[0] += 0.15f;
+                               dlightcolor[1] += 0.15f;
+                               dlightcolor[2] += 1.50f;
+                       }
+                       if (e->render.effects & EF_FLAME)
+                       {
+                               mins[0] = origin[0] - 16.0f;
+                               mins[1] = origin[1] - 16.0f;
+                               mins[2] = origin[2] - 16.0f;
+                               maxs[0] = origin[0] + 16.0f;
+                               maxs[1] = origin[1] + 16.0f;
+                               maxs[2] = origin[2] + 16.0f;
+                               // how many flames to make
+                               temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
+                               CL_FlameCube(mins, maxs, temp);
+                               d = lhrandom(0.75f, 1);
+                               dlightradius = max(dlightradius, 200);
+                               dlightcolor[0] += d * 2.0f;
+                               dlightcolor[1] += d * 1.5f;
+                               dlightcolor[2] += d * 0.5f;
+                       }
+                       if (e->render.effects & EF_STARDUST)
+                       {
+                               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;
+                       }
                }
-               else if (r->model->flags & EF_TRACER2)
+               // muzzleflash fades over time, and is offset a bit
+               if (e->persistent.muzzleflash > 0)
                {
-                       trailtype = 5;
-                       dlightcolor[0] += 0x50;
-                       dlightcolor[1] += 0x30;
-                       dlightcolor[2] += 0x10;
+                       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;
                }
-               else if (r->model->flags & EF_ROCKET)
+               // LordHavoc: if the model has no flags, don't check each
+               if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
                {
-                       trailtype = 0;
-                       dlightcolor[0] += 200.0f;
-                       dlightcolor[1] += 160.0f;
-                       dlightcolor[2] +=  80.0f;
+                       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)
+                       {
+                               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;
+                       }
                }
-               else if (r->model->flags & EF_GRENADE)
+               // LordHavoc: customizable glow
+               if (e->state_current.glowsize)
                {
-                       // LordHavoc: r->alpha == -1 is for Nehahra dem compatibility (cigar smoke)
-                       trailtype = r->alpha == -1 ? 7 : 1;
+                       // * 4 for the expansion from 0-255 to 0-1023 range,
+                       // / 255 to scale down byte colors
+                       dlightradius = max(dlightradius, e->state_current.glowsize * 4);
+                       VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
                }
-               else if (r->model->flags & EF_TRACER3)
+               if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
                {
-                       trailtype = 6;
-                       dlightcolor[0] += 0x50;
-                       dlightcolor[1] += 0x20;
-                       dlightcolor[2] += 0x40;
+                       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);
                }
-       }
-
-       // LordHavoc: customizable glow
-       if (e->state_current.glowsize)
-       {
-               // * 4 for the expansion from 0-255 to 0-1023 range,
-               // / 255 to scale down byte colors
-               VectorMA(dlightcolor, e->state_current.glowsize * (4.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
-       }
-
-       // trails need a previous frame...
-       if (e->state_previous.active)
-       {
-               // LordHavoc: customizable trail
-               if (r->flags & RENDER_GLOWTRAIL)
-                       CL_RocketTrail2(oldorg, r->origin, e->state_current.glowcolor, e);
-               else if (trailtype >= 0)
-                       CL_RocketTrail(oldorg, r->origin, trailtype, e);
-       }
-
-       if ((dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(r->flags & RENDER_VIEWMODEL))
-       {
-               VectorCopy(r->origin, v);
-               // hack to make glowing player light shine on their gun
-               if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
-                       v[2] += 30;
-               CL_AllocDlight(r, v, 1, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0);
-       }
-
-       if (p->muzzleflash > 0)
-       {
-               v2[0] = r->matrix.m[0][0] * 18 + r->matrix.m[0][3];
-               v2[1] = r->matrix.m[0][1] * 18 + r->matrix.m[1][3];
-               v2[2] = r->matrix.m[0][2] * 18 + r->matrix.m[2][3];
-               CL_TraceLine(r->origin, v2, v, NULL, 0, true, NULL);
-
-               CL_AllocDlight(NULL, v, p->muzzleflash, 1, 1, 1, 0, 0);
-               p->muzzleflash -= cl.frametime * 1000;
-       }
-
-       // note: the cl.viewentity and intermission check is to hide player
-       // shadow during intermission and during the Nehahra movie and
-       // Nehahra cinematics
-       if (!(r->effects & (EF_NOSHADOW | EF_ADDITIVE))
-        && (r->alpha == 1)
-        && !(r->flags & RENDER_VIEWMODEL)
-        && ((e - cl_entities) != cl.viewentity || (!cl.intermission && !Nehahrademcompatibility && !cl_noplayershadow.integer)))
-               r->flags |= RENDER_SHADOW;
-
-       // don't show entities with no modelindex (note: this still shows
-       // entities which have a modelindex that resolved to a NULL model)
-       if (r->model && !(r->effects & EF_NODRAW))
-       {
-               if (r->flags & RENDER_VIEWMODEL)
+               // make the dlight
+               if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
                {
-                       // store a list of view-relative entities for later adjustment in view code
-                       if (numviewmodels < MAXVIEWMODELS)
-                               viewmodels[numviewmodels++] = e;
+                       dlightmatrix = e->render.matrix;
+                       // hack to make glowing player light shine on their gun
+                       //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);
                }
-               else
+               // trails need the previous frame
+               if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex)
                {
-                       if (r->model->name[0] == '*' && r->model->type == mod_brush)
-                               cl_brushmodel_entities[cl_num_brushmodel_entities++] = &e->render;
-                       if (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 (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);
                }
+               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 (!(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_RelinkWorld (void)
+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);
@@ -796,17 +881,38 @@ 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_RelinkNetworkEntity(ent);
+                               CL_LinkNetworkEntity(ent);
                        else
                                cl_entities_active[i] = false;
                }
        }
+       CL_LinkNetworkEntity(&cl.viewent);
 }
 
 static void CL_RelinkEffects(void)
@@ -871,6 +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++)
        {
@@ -918,7 +1025,11 @@ void CL_RelinkBeams(void)
                if (b->lightning)
                {
                        if (cl_beams_lightatend.integer)
-                               CL_AllocDlight (NULL, b->end, 200, 0.3, 0.7, 1, 0, 0);
+                       {
+                               // FIXME: create a matrix from the beam start/end orientation
+                               Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
+                               CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, 0, true, 1);
+                       }
                        if (cl_beams_polygons.integer)
                                continue;
                }
@@ -973,7 +1084,6 @@ void CL_LerpPlayer(float frac)
 {
        int i;
        float d;
-       entity_t *ent;
 
        cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold);
 
@@ -993,48 +1103,8 @@ void CL_LerpPlayer(float frac)
                        cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
                }
        }
-
-       // set up gun
-       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];
-       if (cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
-       {
-               ent->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
-               ent->state_current.effects = cl_entities[cl.viewentity].state_current.effects;
-       }
-       ent->state_current.flags = RENDER_VIEWMODEL;
-       CL_RelinkNetworkEntity(ent);
-}
-
-void CL_RelinkEntities(void)
-{
-       float frac;
-
-       numviewmodels = 0;
-
-       // 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
@@ -1052,10 +1122,31 @@ 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();
        }
 
        return 0;
@@ -1066,27 +1157,10 @@ int CL_ReadFromServer(void)
 CL_SendCmd
 =================
 */
-void CL_SendCmd(void)
+void CL_SendCmd(usercmd_t *cmd)
 {
-       usercmd_t cmd;
-
        if (cls.signon == SIGNONS)
-       {
-               // get basic movement from keyboard
-               CL_BaseMove(&cmd);
-
-               // OS independent code
-               IN_PreMove();
-
-               // allow mice or other external controllers to add to the move
-               IN_Move(&cmd);
-
-               // OS independent code
-               IN_PostMove();
-
-               // send the unreliable message
-               CL_SendMove(&cmd);
-       }
+               CL_SendMove(cmd);
 
        if (cls.demoplayback)
        {
@@ -1099,7 +1173,7 @@ void CL_SendCmd(void)
        {
                if (developer.integer)
                {
-                       Con_Printf("CL_SendCmd: sending reliable message:\n");
+                       Con_Print("CL_SendCmd: sending reliable message:\n");
                        SZ_HexDumpToConsole(&cls.message);
                }
                if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1)
@@ -1113,9 +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");
+               Con_Print("Demo unpaused\n");
 }
 
 /*
@@ -1127,7 +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));