]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_main.c
removed trailing comments on cvar declarations and Cmd_AddCommand calls
[xonotic/darkplaces.git] / cl_main.c
index 3086515dfb86f80d127afeca24e5c9375825d3c9..6d188baafbc2197f0ce08c07921216c3ee484ce9 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -30,7 +30,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 // we need to declare some mouse variables here, because the menu system
 // references them even when on a unix system.
 
-cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};  //[515]: csqc crc check and right csprogs name according to progs.dat
+cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
 cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
 
@@ -74,12 +74,18 @@ cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a lig
 
 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
 
+cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
+cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
+
 cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
 
 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
 
 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
 
+cvar_t cl_locs_enable = {CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
+cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
+
 client_static_t        cls;
 client_state_t cl;
 
@@ -193,7 +199,19 @@ void CL_ClearState(void)
 
 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
 {
-       if (strchr(key, '\"') || strchr(value, '\"') || (!allowstarkey && key[0] == '*') || (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel"))))
+       int i;
+       qboolean fail = false;
+       if (!allowstarkey && key[0] == '*')
+               fail = true;
+       if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
+               fail = true;
+       for (i = 0;key[i];i++)
+               if (key[i] <= ' ' || key[i] == '\"')
+                       fail = true;
+       for (i = 0;value[i];i++)
+               if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
+                       fail = true;
+       if (fail)
        {
                if (!quiet)
                        Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
@@ -277,6 +295,8 @@ void CL_Disconnect(void)
        if (cls.state == ca_dedicated)
                return;
 
+       Curl_Clear_forthismap();
+
        Con_DPrintf("CL_Disconnect\n");
 
        CL_VM_ShutDown();
@@ -400,8 +420,7 @@ 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++)
        {
@@ -414,10 +433,7 @@ 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);
        }
 }
 
@@ -488,21 +504,17 @@ 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);
 }
 
@@ -565,7 +577,7 @@ 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;
@@ -618,7 +630,10 @@ 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;
@@ -629,8 +644,7 @@ dlightsetup:
        dl->specularscale = specularscale;
 }
 
-// called before entity relinking
-void CL_DecayLights(void)
+void CL_DecayLightFlashes(void)
 {
        int i, oldmax;
        dlight_t *dl;
@@ -646,8 +660,14 @@ void CL_DecayLights(void)
                        dl->intensity -= time * dl->decay;
                        if (cl.time < dl->die && dl->intensity > 0)
                        {
-                               //dl->radius = dl->initialradius * dl->intensity;
-                               VectorScale(dl->initialcolor, dl->intensity, dl->color);
+                               if (cl_dlights_decayradius.integer)
+                                       dl->radius = dl->initialradius * dl->intensity;
+                               else
+                                       dl->radius = dl->initialradius;
+                               if (cl_dlights_decaybrightness.integer)
+                                       VectorScale(dl->initialcolor, dl->intensity, dl->color);
+                               else
+                                       VectorCopy(dl->initialcolor, dl->color);
                                cl.num_dlights = i + 1;
                        }
                        else
@@ -656,22 +676,23 @@ 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;
+       matrix4x4_t tempmatrix;
 
-       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;
+                               tempmatrix = dl->matrix;
+                               Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
+                               R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
                        }
                }
        }
@@ -749,10 +770,6 @@ 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};
@@ -760,24 +777,24 @@ 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, qboolean interpolate)
 {
-       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;
@@ -822,17 +839,9 @@ 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;
@@ -840,8 +849,8 @@ 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, interpolate);
                // make relative to the entity
                matrix = &t->render.matrix;
                // some properties of the tag entity carry over
@@ -867,17 +876,33 @@ 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 (e == cl.entities + cl.playerentity && cl.movement_predicted)
+       // if it's the predicted player entity, update according to client movement
+       // but don't lerp if going through a teleporter as it causes a bad lerp
+       // also don't use the predicted location if fixangle was set on both of
+       // the most recent server messages, as that cause means you are spectating
+       // someone or watching a cutscene of some sort
+       if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
        {
-               lerp = (cl.time - cl.movement_time[1]) / (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 (!interpolate || cl_nolerp.integer || cl.fixangle[0])
+                       lerp = 1;
                VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
                VectorSet(angles, 0, cl.viewangles[1], 0);
        }
-       else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
+       else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
        {
                // interpolate the origin and angles
                lerp = max(0, lerp);
@@ -943,30 +968,64 @@ 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;
+       // 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 | EF_ADDITIVE | EF_NODEPTHTEST))
+        && (e->render.alpha >= 1)
+        && !(e->render.flags & RENDER_VIEWMODEL)
+        && (!(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)
                {
@@ -975,55 +1034,19 @@ 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)))
        {
@@ -1045,36 +1068,6 @@ 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;
@@ -1087,58 +1080,93 @@ 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;
 }
 
 
 /*
 ===============
-CL_UpdateEntities
+CL_UpdateViewEntities
 ===============
 */
-void CL_UpdateEntities(void)
+void CL_UpdateViewEntities(void)
+{
+       int i;
+       // update any RENDER_VIEWMODEL entities to use the new view matrix
+       for (i = 1;i < cl.num_entities;i++)
+       {
+               if (cl.entities_active[i])
+               {
+                       entity_t *ent = cl.entities + i;
+                       if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
+                               CL_UpdateNetworkEntity(ent, 32, true);
+               }
+       }
+       // and of course the engine viewmodel needs updating as well
+       CL_UpdateNetworkEntity(&cl.viewent, 32, true);
+}
+
+/*
+===============
+CL_UpdateNetworkCollisionEntities
+===============
+*/
+void CL_UpdateNetworkCollisionEntities(void)
+{
+       entity_t *ent;
+       int i;
+
+       // start on the entity after the world
+       cl.num_brushmodel_entities = 0;
+       for (i = 1;i < cl.num_entities;i++)
+       {
+               if (cl.entities_active[i])
+               {
+                       ent = cl.entities + i;
+                       if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
+                       {
+                               // do not interpolate the bmodels for this
+                               CL_UpdateNetworkEntity(ent, 32, false);
+                               cl.brushmodel_entities[cl.num_brushmodel_entities++] = ent->state_current.number;
+                       }
+               }
+       }
+}
+
+/*
+===============
+CL_UpdateNetworkEntities
+===============
+*/
+void CL_UpdateNetworkEntities(void)
 {
        entity_t *ent;
        int i;
 
-// start on the entity after the world
+       // start on the entity after the world
        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, true);
+                               // view models should never create light/trails
+                               if (!(ent->render.flags & RENDER_VIEWMODEL))
+                                       CL_UpdateNetworkEntityTrail(ent);
+                       }
                        else
                                cl.entities_active[i] = false;
                }
        }
+}
 
+void CL_UpdateViewModel(void)
+{
+       entity_t *ent;
        ent = &cl.viewent;
        ent->state_previous = ent->state_current;
        ent->state_current = defaultstate;
@@ -1157,6 +1185,8 @@ 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)
@@ -1165,12 +1195,17 @@ void CL_UpdateEntities(void)
                ent->render.frame1time = ent->render.frame2time = cl.time;
                ent->render.framelerp = 1;
        }
-       CL_UpdateNetworkEntity(ent);
+       CL_UpdateNetworkEntity(ent, 32, true);
 }
 
 // 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;
@@ -1189,6 +1224,140 @@ 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)
@@ -1223,14 +1392,11 @@ static void CL_RelinkStaticEntities(void)
                // need to re-fetch the model pointer
                e->render.model = cl.model_precache[e->state_baseline.modelindex];
                CL_UpdateRenderEntity(&e->render);
-               // 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;
                // 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_TRANSPARENT))
+               if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
                        e->render.flags |= RENDER_SHADOW;
                VectorSet(e->render.colormod, 1, 1, 1);
                R_LerpAnimation(&e->render);
@@ -1378,11 +1544,13 @@ 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;
@@ -1517,9 +1685,6 @@ CL_ReadFromServer
 Read all incoming data from the server
 ===============
 */
-extern void CL_ClientMovement_Replay(void);
-extern void CL_StairSmoothing(void);//view.c
-
 int CL_ReadFromServer(void)
 {
        CL_ReadDemoMessage();
@@ -1528,43 +1693,52 @@ 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();
+               if (cl.movement_predicted)
+               {
+                       // if prediction is enabled we have to update all the collidable
+                       // network entities before the prediction code can be run
+                       CL_UpdateNetworkCollisionEntities();
+               }
 
-               // predict current player location
+               // now update the player prediction
                CL_ClientMovement_Replay();
 
-               cl.num_brushmodel_entities = 0;
-               // process network entities
-               // first link the player
-               CL_UpdateNetworkEntity(cl.entities + cl.viewentity);
-               // set up the view
+               // update the player entity (which may be predicted)
+               CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
+
+               // now update the view (which depends on that player entity)
                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 create particle trails
+               // (some entities may depend on the view)
+               CL_UpdateNetworkEntities();
+
+               // update the engine-based viewmodel
+               CL_UpdateViewModel();
+
+               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;
        }
 
@@ -1627,6 +1801,260 @@ 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_locnode_t *CL_Locs_FindNearest(const vec3_t point)
+{
+       int i;
+       cl_locnode_t *loc;
+       cl_locnode_t *best;
+       vec3_t nearestpoint;
+       vec_t dist, bestdist;
+       best = NULL;
+       bestdist = 0;
+       for (loc = cl.locnodes;loc;loc = loc->next)
+       {
+               for (i = 0;i < 3;i++)
+                       nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
+               dist = VectorDistance2(nearestpoint, point);
+               if (bestdist > dist || !best)
+               {
+                       bestdist = dist;
+                       best = loc;
+                       if (bestdist < 1)
+                               break;
+               }
+       }
+       return best;
+}
+
+void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
+{
+       cl_locnode_t *loc;
+       loc = CL_Locs_FindNearest(point);
+       if (loc)
+               strlcpy(buffer, loc->name, buffersize);
+       else
+               dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
+}
+
+void CL_Locs_FreeNode(cl_locnode_t *node)
+{
+       cl_locnode_t **pointer, **next;
+       for (pointer = &cl.locnodes;*pointer;pointer = next)
+       {
+               next = &(*pointer)->next;
+               if (*pointer == node)
+               {
+                       *pointer = node->next;
+                       Mem_Free(node);
+               }
+       }
+       Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", node);
+}
+
+void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *namestart, const char *nameend)
+{
+       cl_locnode_t *node, **pointer;
+       int namelen = (int)(nameend - namestart);
+       node = Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
+       VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
+       VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
+       node->name = (char *)(node + 1);
+       memcpy(node->name, namestart, namelen);
+       node->name[namelen] = 0;
+       // link it into the tail of the list to preserve the order
+       for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
+               ;
+       *pointer = node;
+}
+
+void CL_Locs_Add_f(void)
+{
+       vec3_t mins, maxs;
+       if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
+       {
+               Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
+               return;
+       }
+       mins[0] = atof(Cmd_Argv(1));
+       mins[1] = atof(Cmd_Argv(2));
+       mins[2] = atof(Cmd_Argv(3));
+       if (Cmd_Argc() == 8)
+       {
+               maxs[0] = atof(Cmd_Argv(4));
+               maxs[1] = atof(Cmd_Argv(5));
+               maxs[2] = atof(Cmd_Argv(6));
+               CL_Locs_AddNode(mins, maxs, Cmd_Argv(7), Cmd_Argv(7) + strlen(Cmd_Argv(7)));
+       }
+       else
+               CL_Locs_AddNode(mins, mins, Cmd_Argv(4), Cmd_Argv(4) + strlen(Cmd_Argv(4)));
+}
+
+void CL_Locs_RemoveNearest_f(void)
+{
+       cl_locnode_t *loc;
+       loc = CL_Locs_FindNearest(r_view.origin);
+       if (loc)
+               CL_Locs_FreeNode(loc);
+       else
+               Con_Printf("no loc point or box found for your location\n");
+}
+
+void CL_Locs_Clear_f(void)
+{
+       while (cl.locnodes)
+               CL_Locs_FreeNode(cl.locnodes);
+}
+
+void CL_Locs_Save_f(void)
+{
+       cl_locnode_t *loc;
+       qfile_t *outfile;
+       char locfilename[MAX_QPATH];
+       if (!cl.locnodes)
+       {
+               Con_Printf("No loc points/boxes exist!\n");
+               return;
+       }
+       if (cls.state != ca_connected || !cl.worldmodel)
+       {
+               Con_Printf("No level loaded!\n");
+               return;
+       }
+       FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
+       strlcat(locfilename, ".loc", sizeof(locfilename));
+
+       outfile = FS_Open(locfilename, "w", false, false);
+       if (!outfile)
+               return;
+       // if any boxes are used then this is a proquake-format loc file, which
+       // allows comments, so add some relevant information at the start
+       for (loc = cl.locnodes;loc;loc = loc->next)
+               if (!VectorCompare(loc->mins, loc->maxs))
+                       break;
+       if (loc)
+       {
+               FS_Printf(outfile, "// %s %s saved by %s\n// x,y,z,x,y,z,\"name\"\n\n", locfilename, Sys_TimeString("%Y-%m-%d"), engineversion);
+               for (loc = cl.locnodes;loc;loc = loc->next)
+                       if (VectorCompare(loc->mins, loc->maxs))
+                               break;
+               if (loc)
+                       Con_Printf("Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n");
+       }
+       for (loc = cl.locnodes;loc;loc = loc->next)
+       {
+               if (VectorCompare(loc->mins, loc->maxs))
+                       FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, loc->name);
+               else
+                       FS_Printf(outfile, "%.1f,%.1f,%.1f,%.1f,%.1f,%.1f,\"%s\"\n", loc->mins[0], loc->mins[1], loc->mins[2], loc->maxs[0], loc->maxs[1], loc->maxs[2], loc->name);
+       }
+       FS_Close(outfile);
+}
+
+void CL_Locs_Reload_f(void)
+{
+       int i, linenumber, limit;
+       char *filedata, *text, *textend, *linestart, *linetext, *lineend;
+       fs_offset_t filesize;
+       vec3_t mins, maxs;
+       char locfilename[MAX_QPATH];
+
+       if (cls.state != ca_connected || !cl.worldmodel)
+       {
+               Con_Printf("No level loaded!\n");
+               return;
+       }
+
+       CL_Locs_Clear_f();
+
+       // try maps/something.loc first (LordHavoc: where I think they should be)
+       FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
+       strlcat(locfilename, ".loc", sizeof(locfilename));
+       filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
+       if (!filedata)
+       {
+               // try proquake name as well (LordHavoc: I hate path mangling)
+               FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
+               strlcat(locfilename, ".loc", sizeof(locfilename));
+               filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
+               if (!filedata)
+                       return;
+       }
+       text = filedata;
+       textend = filedata + filesize;
+       for (linenumber = 1;text < textend;linenumber++)
+       {
+               linestart = text;
+               for (;text < textend && *text != '\r' && *text != '\n';text++)
+                       ;
+               lineend = text;
+               if (text + 1 < textend && *text == '\r' && text[1] == '\n')
+                       text++;
+               if (text < textend)
+                       text++;
+               // trim trailing whitespace
+               while (lineend > linestart && lineend[-1] <= ' ')
+                       lineend--;
+               // trim leading whitespace
+               while (linestart < lineend && *linestart <= ' ')
+                       linestart++;
+               // check if this is a comment
+               if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
+                       continue;
+               linetext = linestart;
+               limit = 3;
+               for (i = 0;i < limit;i++)
+               {
+                       if (linetext >= lineend)
+                               break;
+                       // note: a missing number is interpreted as 0
+                       if (i < 3)
+                               mins[i] = atof(linetext);
+                       else
+                               maxs[i - 3] = atof(linetext);
+                       // now advance past the number
+                       while (linetext < lineend && *linetext > ' ' && *linetext != ',')
+                               linetext++;
+                       // advance through whitespace
+                       if (linetext < lineend)
+                       {
+                               if (*linetext <= ' ')
+                                       linetext++;
+                               else if (*linetext == ',')
+                               {
+                                       linetext++;
+                                       limit = 6;
+                               }
+                       }
+               }
+               // if this is a quoted name, remove the quotes
+               if (linetext < lineend && *linetext == '"')
+               {
+                       lineend--;
+                       linetext++;
+               }
+               // valid line parsed
+               if (i == 3 || i == 6)
+               {
+                       // if a point was parsed, it needs to be scaled down by 8 (since
+                       // point-based loc files were invented by a proxy which dealt
+                       // directly with quake protocol coordinates, which are *8), turn
+                       // it into a box
+                       if (i == 3)
+                       {
+                               VectorScale(mins, (1.0 / 8.0), mins);
+                               VectorCopy(mins, maxs);
+                       }
+                       // add the point or box to the list
+                       CL_Locs_AddNode(mins, maxs, linetext, lineend);
+               }
+       }
+}
+
 /*
 ===========
 CL_Shutdown
@@ -1701,6 +2129,8 @@ 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);
@@ -1714,6 +2144,8 @@ void CL_Init (void)
        Cvar_RegisterVariable(&cl_beams_instantaimhack);
        Cvar_RegisterVariable(&cl_beams_lightatend);
        Cvar_RegisterVariable(&cl_noplayershadow);
+       Cvar_RegisterVariable(&cl_dlights_decayradius);
+       Cvar_RegisterVariable(&cl_dlights_decaybrightness);
 
        Cvar_RegisterVariable(&cl_prydoncursor);
 
@@ -1725,6 +2157,14 @@ void CL_Init (void)
 
        Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
 
+       Cvar_RegisterVariable(&cl_locs_enable);
+       Cvar_RegisterVariable(&cl_locs_show);
+       Cmd_AddCommand("locs_add", CL_Locs_Add_f, "add a point or box location (usage: x y z[ x y z] \"name\", if two sets of xyz are supplied it is a box, otherwise point)");
+       Cmd_AddCommand("locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)");
+       Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
+       Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
+       Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
+
        CL_Parse_Init();
        CL_Particles_Init();
        CL_Screen_Init();