]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_main.c
fixed stair smoothing code so it no longer jitters when riding lifts
[xonotic/darkplaces.git] / cl_main.c
index d3d41fe3846bd85b4ffa437cd3eddc4f45824ccf..693caeb7353b0bf468b0c48cd293eaf688521396 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -412,8 +412,7 @@ CL_PrintEntities_f
 static void CL_PrintEntities_f(void)
 {
        entity_t *ent;
-       int i, j;
-       char name[32];
+       int i;
 
        for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
        {
@@ -426,10 +425,7 @@ static void CL_PrintEntities_f(void)
                        modelname = ent->render.model->name;
                else
                        modelname = "--no model--";
-               strlcpy(name, modelname, 25);
-               for (j = (int)strlen(name);j < 25;j++)
-                       name[j] = ' ';
-               Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
+               Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
        }
 }
 
@@ -500,21 +496,17 @@ static float CL_LerpPoint(void)
 {
        float f;
 
-       // dropped packet, or start of demo
-       if (cl.mtime[1] < cl.mtime[0] - 0.1)
-               cl.mtime[1] = cl.mtime[0] - 0.1;
-
-       cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
+       if (cl_nettimesyncmode.integer == 3)
+               cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
 
        // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
-       f = cl.mtime[0] - cl.mtime[1];
-       if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
+       if (cl.mtime[0] <= cl.mtime[1])
        {
                cl.time = cl.mtime[0];
                return 1;
        }
 
-       f = (cl.time - cl.mtime[1]) / f;
+       f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
        return bound(0, f, 1);
 }
 
@@ -577,7 +569,7 @@ void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float
        }
 }
 
-void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
+void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
 {
        int i;
        dlight_t *dl;
@@ -616,6 +608,7 @@ dlightsetup:
        Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
        CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
        Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
+       Matrix4x4_Scale(&dl->matrix, radius, 1);
        dl->radius = radius;
        dl->color[0] = red;
        dl->color[1] = green;
@@ -630,7 +623,10 @@ dlightsetup:
                dl->die = cl.time + lifetime;
        else
                dl->die = 0;
-       dl->cubemapnum = cubemapnum;
+       if (cubemapnum > 0)
+               dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
+       else
+               dl->cubemapname[0] = 0;
        dl->style = style;
        dl->shadow = shadowenable;
        dl->corona = corona;
@@ -641,8 +637,7 @@ dlightsetup:
        dl->specularscale = specularscale;
 }
 
-// called before entity relinking
-void CL_DecayLights(void)
+void CL_DecayLightFlashes(void)
 {
        int i, oldmax;
        dlight_t *dl;
@@ -668,25 +663,17 @@ void CL_DecayLights(void)
        }
 }
 
-// called after entity relinking
-void CL_UpdateLights(void)
+// called before entity relinking
+void CL_RelinkLightFlashes(void)
 {
        int i, j, k, l;
        dlight_t *dl;
        float frac, f;
 
-       r_refdef.numlights = 0;
        if (r_dynamic.integer)
-       {
-               for (i = 0, dl = cl.dlights;i < cl.num_dlights;i++, dl++)
-               {
+               for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.numlights < MAX_DLIGHTS;i++, dl++)
                        if (dl->radius)
-                       {
-                               R_RTLight_Update(dl, false);
-                               r_refdef.lights[r_refdef.numlights++] = dl;
-                       }
-               }
-       }
+                               R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dl->matrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
 
 // light animations
 // 'm' is normal light, 'a' is no light, 'z' is double bright
@@ -761,10 +748,6 @@ void CL_AddQWCTFFlagModel(entity_t *player, int skin)
        CL_UpdateRenderEntity(&flag->render);
 }
 
-#define MAXVIEWMODELS 32
-entity_t *viewmodels[MAXVIEWMODELS];
-int numviewmodels;
-
 matrix4x4_t viewmodelmatrix;
 
 static const vec3_t muzzleflashorigin = {18, 0, 0};
@@ -772,24 +755,24 @@ 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_UpdateNetworkEntity(entity_t *e)
+
+// note this is a recursive function, recursionlimit should be 32 or so on the initial call
+void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit)
 {
-       matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
-       //matrix4x4_t dlightmatrix;
+       const matrix4x4_t *matrix;
+       matrix4x4_t blendmatrix, tempmatrix, matrix2;
        int j, k, l;
-       effectnameindex_t trailtype;
-       float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, v2[3], d;
+       float origin[3], angles[3], delta[3], lerp, d;
        entity_t *t;
        model_t *model;
-       trace_t trace;
        //entity_persistent_t *p = &e->persistent;
        //entity_render_t *r = &e->render;
        // skip inactive entities and world
        if (!e->state_current.active || e == cl.entities)
                return;
+       if (recursionlimit < 1)
+               return;
        e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
        e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
        e->render.flags = e->state_current.flags;
@@ -834,17 +817,9 @@ void CL_UpdateNetworkEntity(entity_t *e)
                VectorClear(e->render.colormap_shirtcolor);
        }
        e->render.skinnum = e->state_current.skin;
-       if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
-       {
-               if (e == &cl.viewent && cl.entities[cl.viewentity].state_current.active)
-               {
-                       e->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
-                       e->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
-               }
-               matrix = &viewmodelmatrix;
-       }
-       else
+       if (e->state_current.tagentity)
        {
+               // attached entity (gun held in player model's hand, etc)
                // if the tag entity is currently impossible, skip it
                if (e->state_current.tagentity >= cl.num_entities)
                        return;
@@ -852,8 +827,8 @@ void CL_UpdateNetworkEntity(entity_t *e)
                // if the tag entity is inactive, skip it
                if (!t->state_current.active)
                        return;
-               // note: this can link to world
-               CL_UpdateNetworkEntity(t);
+               // update the parent first
+               CL_UpdateNetworkEntity(t, recursionlimit - 1);
                // make relative to the entity
                matrix = &t->render.matrix;
                // some properties of the tag entity carry over
@@ -879,12 +854,22 @@ void CL_UpdateNetworkEntity(entity_t *e)
                        matrix = &tempmatrix;
                }
        }
+       else if (e->render.flags & RENDER_VIEWMODEL)
+       {
+               // view-relative entity (guns and such)
+               matrix = &viewmodelmatrix;
+       }
+       else
+       {
+               // world-relative entity (the normal kind)
+               matrix = &identitymatrix;
+       }
 
        // movement lerp
-       // if it's the player entity, update according to client movement
+       // if it's the predicted player entity, update according to client movement
        if (e == cl.entities + cl.playerentity && cl.movement_predicted)
        {
-               lerp = (cl.timenonlerp - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
+               lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
                lerp = bound(0, lerp, 1);
                if (cl_nolerp.integer)
                        lerp = 1;
@@ -957,30 +942,70 @@ void CL_UpdateNetworkEntity(entity_t *e)
        }
 
        // set up the render matrix
-       // FIXME: e->render.scale should go away
-       Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
-       // concat the matrices to make the entity relative to its tag
-       Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
+       if (matrix)
+       {
+               // attached entity, this requires a matrix multiply (concat)
+               // 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);
+               // get the origin from the new matrix
+               Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
+       }
+       else
+       {
+               // unattached entities are faster to process
+               Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
+       }
+
        // make the other useful stuff
        CL_UpdateRenderEntity(&e->render);
 
-       // handle effects now that we know where this entity is in the world...
+       // tenebrae's sprites are all additive mode (weird)
+       if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
+               e->render.effects |= EF_ADDITIVE;
+       // player model is only shown with chase_active on
+       if (e->state_current.number == cl.viewentity)
+               e->render.flags |= RENDER_EXTERIORMODEL;
+       // transparent stuff can't be lit during the opaque stage
+       if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
+               e->render.flags |= RENDER_TRANSPARENT;
+       // double sided rendering mode causes backfaces to be visible
+       // (mostly useful on transparent stuff)
+       if (e->render.effects & EF_DOUBLESIDED)
+               e->render.flags |= RENDER_NOCULLFACE;
+       // either fullbright or lit
+       if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
+               e->render.flags |= RENDER_LIGHT;
+       // hide player shadow during intermission or nehahra movie
+       if (!(e->render.effects & EF_NOSHADOW)
+        && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
+        && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
+               e->render.flags |= RENDER_SHADOW;
+}
+
+// creates light and trails from an entity
+void CL_UpdateNetworkEntityTrail(entity_t *e)
+{
+       effectnameindex_t trailtype;
+       vec3_t origin;
+
+       // bmodels are treated specially since their origin is usually '0 0 0' and
+       // their actual geometry is far from '0 0 0'
        if (e->render.model && e->render.model->soundfromcenter)
        {
-               // bmodels are treated specially since their origin is usually '0 0 0'
                vec3_t o;
                VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
                Matrix4x4_Transform(&e->render.matrix, o, origin);
        }
        else
                Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
+
+       // handle particle trails and such effects now that we know where this
+       // entity is in the world...
        trailtype = EFFECT_NONE;
-       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)
+       if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST | EF_FLAG1QW | EF_FLAG2QW))
        {
                if (e->render.effects & EF_BRIGHTFIELD)
                {
@@ -989,55 +1014,19 @@ void CL_UpdateNetworkEntity(entity_t *e)
                        else
                                CL_EntityParticles(e);
                }
-               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)
-                       CL_ParticleEffect(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0);
+                       CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
                if (e->render.effects & EF_STARDUST)
-                       CL_ParticleEffect(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0);
+                       CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
                if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
                {
                        // these are only set on player entities
                        CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
                }
        }
-       // muzzleflash fades over time, and is offset a bit
+       // muzzleflash fades over time
        if (e->persistent.muzzleflash > 0)
-       {
-               Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
-               trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
-               tempmatrix = e->render.matrix;
-               Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
-               CL_AllocDlight(NULL, &tempmatrix, 150, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, 0, 0, 0, -1, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
                e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
-       }
        // 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)))
        {
@@ -1059,36 +1048,6 @@ void CL_UpdateNetworkEntity(entity_t *e)
                else if (e->render.model->flags & EF_TRACER3)
                        trailtype = EFFECT_TR_VORESPIKE;
        }
-       // 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
-               dlightradius = max(dlightradius, e->state_current.glowsize * 4);
-               VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
-       }
-       // make the glow dlight
-       if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
-       {
-               //dlightmatrix = e->render.matrix;
-               // hack to make glowing player light shine on their gun
-               //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
-               //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
-               CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
-       }
-       // custom rtlight
-       if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
-       {
-               float light[4];
-               VectorScale(e->state_current.light, (1.0f / 256.0f), light);
-               light[3] = e->state_current.light[3];
-               if (light[0] == 0 && light[1] == 0 && light[2] == 0)
-                       VectorSet(light, 1, 1, 1);
-               if (light[3] == 0)
-                       light[3] = 350;
-               // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
-               CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
-       }
        // do trails
        if (e->render.flags & RENDER_GLOWTRAIL)
                trailtype = EFFECT_TR_GLOWTRAIL;
@@ -1101,32 +1060,9 @@ void CL_UpdateNetworkEntity(entity_t *e)
                if (len > 0)
                        len = 1.0f / len;
                VectorScale(vel, len, vel);
-               CL_ParticleEffect(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor);
+               CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
        }
        VectorCopy(origin, e->persistent.trail_origin);
-       // tenebrae's sprites are all additive mode (weird)
-       if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
-               e->render.effects |= EF_ADDITIVE;
-       // player model is only shown with chase_active on
-       if (e->state_current.number == cl.viewentity)
-               e->render.flags |= RENDER_EXTERIORMODEL;
-       // transparent stuff can't be lit during the opaque stage
-       if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
-               e->render.flags |= RENDER_TRANSPARENT;
-       // double sided rendering mode causes backfaces to be visible
-       // (mostly useful on transparent stuff)
-       if (e->render.effects & EF_DOUBLESIDED)
-               e->render.flags |= RENDER_NOCULLFACE;
-       // either fullbright or lit
-       if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
-               e->render.flags |= RENDER_LIGHT;
-       // hide player shadow during intermission or nehahra movie
-       if (!(e->render.effects & EF_NOSHADOW)
-        && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
-        && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
-               e->render.flags |= RENDER_SHADOW;
-       if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
-               cl.brushmodel_entities[cl.num_brushmodel_entities++] = e->state_current.number;
 }
 
 
@@ -1140,14 +1076,29 @@ void CL_UpdateEntities(void)
        entity_t *ent;
        int i;
 
-// start on the entity after the world
+       // process network entities
+       // first link the player
+       CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32);
+
+       // set up the view
+       V_CalcRefdef();
+
+       // start on the entity after the world
+       // skip the player entity because it was already processed
        for (i = 1;i < cl.num_entities;i++)
        {
                if (cl.entities_active[i])
                {
                        ent = cl.entities + i;
                        if (ent->state_current.active)
-                               CL_UpdateNetworkEntity(ent);
+                       {
+                               CL_UpdateNetworkEntity(ent, 32);
+                               // view models should never create light/trails
+                               if (!(ent->render.flags & RENDER_VIEWMODEL))
+                                       CL_UpdateNetworkEntityTrail(ent);
+                               if (ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
+                                       cl.brushmodel_entities[cl.num_brushmodel_entities++] = ent->state_current.number;
+                       }
                        else
                                cl.entities_active[i] = false;
                }
@@ -1171,6 +1122,8 @@ void CL_UpdateEntities(void)
                else
                        ent->state_current.modelindex = 0;
        }
+       ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
+       ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
 
        // reset animation interpolation on weaponmodel if model changed
        if (ent->state_previous.modelindex != ent->state_current.modelindex)
@@ -1179,12 +1132,17 @@ void CL_UpdateEntities(void)
                ent->render.frame1time = ent->render.frame2time = cl.time;
                ent->render.framelerp = 1;
        }
-       CL_UpdateNetworkEntity(ent);
+       CL_UpdateNetworkEntity(ent, 32);
 }
 
 // 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)
 {
+       effectnameindex_t trailtype;
+       vec3_t origin;
+       vec3_t dlightcolor;
+       vec_t dlightradius;
+
        // skip inactive entities and world
        if (!e->state_current.active || e == cl.entities)
                return;
@@ -1203,6 +1161,140 @@ void CL_LinkNetworkEntity(entity_t *e)
                        return;
        }
 
+       // create entity dlights associated with this entity
+       if (e->render.model && e->render.model->soundfromcenter)
+       {
+               // bmodels are treated specially since their origin is usually '0 0 0'
+               vec3_t o;
+               VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
+               Matrix4x4_Transform(&e->render.matrix, o, origin);
+       }
+       else
+               Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
+       trailtype = EFFECT_NONE;
+       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 & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
+       {
+               if (e->render.effects & EF_BRIGHTFIELD)
+               {
+                       if (gamemode == GAME_NEXUIZ)
+                               trailtype = EFFECT_TR_NEXUIZPLASMA;
+               }
+               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)
+                       CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
+               if (e->render.effects & EF_STARDUST)
+                       CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
+       }
+       // muzzleflash fades over time, and is offset a bit
+       if (e->persistent.muzzleflash > 0 && r_refdef.numlights < MAX_DLIGHTS)
+       {
+               vec3_t v2;
+               vec3_t color;
+               trace_t trace;
+               matrix4x4_t tempmatrix;
+               Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
+               trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
+               Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
+               Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
+               Matrix4x4_Scale(&tempmatrix, 150, 1);
+               VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
+               R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+       }
+       // LordHavoc: if the model has no flags, don't check each
+       if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
+       {
+               if (e->render.model->flags & EF_GIB)
+                       trailtype = EFFECT_TR_BLOOD;
+               else if (e->render.model->flags & EF_ZOMGIB)
+                       trailtype = EFFECT_TR_SLIGHTBLOOD;
+               else if (e->render.model->flags & EF_TRACER)
+                       trailtype = EFFECT_TR_WIZSPIKE;
+               else if (e->render.model->flags & EF_TRACER2)
+                       trailtype = EFFECT_TR_KNIGHTSPIKE;
+               else if (e->render.model->flags & EF_ROCKET)
+                       trailtype = EFFECT_TR_ROCKET;
+               else if (e->render.model->flags & EF_GRENADE)
+               {
+                       // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
+                       trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
+               }
+               else if (e->render.model->flags & EF_TRACER3)
+                       trailtype = EFFECT_TR_VORESPIKE;
+       }
+       // 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
+               dlightradius = max(dlightradius, e->state_current.glowsize * 4);
+               VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
+       }
+       // make the glow dlight
+       if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.numlights < MAX_DLIGHTS)
+       {
+               matrix4x4_t dlightmatrix;
+               Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
+               // hack to make glowing player light shine on their gun
+               //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
+               //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
+               Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
+               R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+       }
+       // custom rtlight
+       if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.numlights < MAX_DLIGHTS)
+       {
+               matrix4x4_t dlightmatrix;
+               float light[4];
+               VectorScale(e->state_current.light, (1.0f / 256.0f), light);
+               light[3] = e->state_current.light[3];
+               if (light[0] == 0 && light[1] == 0 && light[2] == 0)
+                       VectorSet(light, 1, 1, 1);
+               if (light[3] == 0)
+                       light[3] = 350;
+               // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
+               Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
+               Matrix4x4_Scale(&dlightmatrix, light[3], 1);
+               R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+       }
+       // do trail light
+       if (e->render.flags & RENDER_GLOWTRAIL)
+               trailtype = EFFECT_TR_GLOWTRAIL;
+       if (trailtype)
+               CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
+
        // 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)
@@ -1392,11 +1484,13 @@ void CL_RelinkBeams(void)
 
                if (b->lightning)
                {
-                       if (cl_beams_lightatend.integer)
+                       if (cl_beams_lightatend.integer && r_refdef.numlights < MAX_DLIGHTS)
                        {
                                // FIXME: create a matrix from the beam start/end orientation
-                               Matrix4x4_CreateTranslate(&tempmatrix, end[0], end[1], end[2]);
-                               CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                               vec3_t dlightcolor;
+                               VectorSet(dlightcolor, 0.3, 0.7, 1);
+                               Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
+                               R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
                        }
                        if (cl_beams_polygons.integer)
                                continue;
@@ -1531,8 +1625,6 @@ CL_ReadFromServer
 Read all incoming data from the server
 ===============
 */
-extern void CL_StairSmoothing(void);//view.c
-
 int CL_ReadFromServer(void)
 {
        CL_ReadDemoMessage();
@@ -1541,40 +1633,32 @@ int CL_ReadFromServer(void)
        r_refdef.time = cl.time;
        r_refdef.extraupdate = !r_speeds.integer;
        r_refdef.numentities = 0;
+       r_refdef.numlights = 0;
        r_view.matrix = identitymatrix;
 
+       cl.num_brushmodel_entities = 0;
+
        if (cls.state == ca_connected && cls.signon == SIGNONS)
        {
                // prepare for a new frame
                CL_LerpPlayer(CL_LerpPoint());
-               CL_DecayLights();
+               CL_DecayLightFlashes();
                CL_ClearTempEntities();
                V_DriftPitch();
                V_FadeViewFlashs();
 
-               // move particles
-               CL_MoveParticles();
-               R_MoveExplosions();
-
-               cl.num_brushmodel_entities = 0;
-               // process network entities
-               // first link the player
-               CL_UpdateNetworkEntity(cl.entities + cl.viewentity);
-               // set up the view
-               V_CalcRefdef();
-               if (!csqc_loaded)
-               {
-                       // now link the rest of the network entities
-                       // (this is instead done in VM_R_RenderScene if csqc is loaded)
-                       CL_UpdateEntities();
-               }
+               // now update all the network entities and the view matrix
+               CL_UpdateEntities();
 
+               CL_RelinkLightFlashes();
                CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
 
-               CL_UpdateLights();
-               CL_StairSmoothing();
+               // move particles
+               CL_MoveParticles();
+               R_MoveExplosions();
 
-               // update the r_refdef time again because cl.time may have changed
+               // update the r_refdef time again because cl.time may have changed in
+               // CL_LerpPoint()
                r_refdef.time = cl.time;
        }
 
@@ -1637,6 +1721,11 @@ static void CL_TimeRefresh_f (void)
        Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
 }
 
+void CL_AreaStats_f(void)
+{
+       World_PrintAreaStats(&cl.world, "client");
+}
+
 /*
 ===========
 CL_Shutdown
@@ -1711,6 +1800,8 @@ void CL_Init (void)
        // LordHavoc: added pausedemo
        Cmd_AddCommand ("pausedemo", CL_PauseDemo_f, "pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies)");
 
+       Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
+
        Cvar_RegisterVariable(&r_draweffects);
        Cvar_RegisterVariable(&cl_explosions_alpha_start);
        Cvar_RegisterVariable(&cl_explosions_alpha_end);