]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_main.c
changed brush model API - now uses function pointers for some of the brush model...
[xonotic/darkplaces.git] / cl_main.c
index 21a4df5c6196e49c2f01f9352260dd21c6309bb0..7dfb971fbfaebf42926da0362323bc7313b2366b 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -22,15 +22,11 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "quakedef.h"
 #include "cl_collision.h"
 #include "cl_video.h"
+#include "image.h"
 
 // we need to declare some mouse variables here, because the menu system
 // references them even when on a unix system.
 
-// these two are not intended to be set directly
-cvar_t cl_name = {CVAR_SAVE, "_cl_name", "player"};
-cvar_t cl_color = {CVAR_SAVE, "_cl_color", "0"};
-cvar_t cl_pmodel = {CVAR_SAVE, "_cl_pmodel", "0"};
-
 cvar_t cl_shownet = {0, "cl_shownet","0"};
 cvar_t cl_nolerp = {0, "cl_nolerp", "0"};
 
@@ -53,7 +49,12 @@ cvar_t r_draweffects = {0, "r_draweffects", "1"};
 cvar_t cl_explosions = {CVAR_SAVE, "cl_explosions", "1"};
 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
 
-mempool_t *cl_scores_mempool;
+cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"};
+cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"};
+cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0"};
+
+cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"};
+
 mempool_t *cl_refdef_mempool;
 mempool_t *cl_entities_mempool;
 
@@ -97,7 +98,6 @@ void CL_ClearState (void)
        if (!sv.active)
                Host_ClearMemory ();
 
-       Mem_EmptyPool(cl_scores_mempool);
        Mem_EmptyPool(cl_entities_mempool);
 
 // wipe the entire cl structure
@@ -153,7 +153,7 @@ Sends a disconnect message to the server
 This is also called on Host_Error, so it shouldn't cause any errors
 =====================
 */
-void CL_Disconnect (void)
+void CL_Disconnect(void)
 {
        if (cls.state == ca_dedicated)
                return;
@@ -170,22 +170,26 @@ void CL_Disconnect (void)
        cl.worldmodel = NULL;
 
        if (cls.demoplayback)
-               CL_StopPlayback ();
-       else if (cls.state == ca_connected)
+               CL_StopPlayback();
+       else if (cls.netcon)
        {
                if (cls.demorecording)
-                       CL_Stop_f ();
-
-               Con_DPrintf ("Sending clc_disconnect\n");
-               SZ_Clear (&cls.message);
-               MSG_WriteByte (&cls.message, clc_disconnect);
-               NET_SendUnreliableMessage (cls.netcon, &cls.message);
-               SZ_Clear (&cls.message);
-               NET_Close (cls.netcon);
-               cls.state = ca_disconnected; // prevent this code from executing again during Host_ShutdownServer
+                       CL_Stop_f();
+
+               Con_DPrintf("Sending clc_disconnect\n");
+               SZ_Clear(&cls.message);
+               MSG_WriteByte(&cls.message, clc_disconnect);
+               NetConn_SendUnreliableMessage(cls.netcon, &cls.message);
+               SZ_Clear(&cls.message);
+               NetConn_Close(cls.netcon);
+               cls.netcon = NULL;
                // if running a local server, shut it down
                if (sv.active)
+               {
+                       // prevent this code from executing again during Host_ShutdownServer
+                       cls.state = ca_disconnected;
                        Host_ShutdownServer(false);
+               }
        }
        cls.state = ca_disconnected;
 
@@ -207,29 +211,38 @@ void CL_Disconnect_f (void)
 =====================
 CL_EstablishConnection
 
-Host should be either "local" or a net address to be passed on
+Host should be either "local" or a net address
 =====================
 */
-void CL_EstablishConnection (char *host)
+void CL_EstablishConnection(const char *host)
 {
        if (cls.state == ca_dedicated)
                return;
 
-       if (cls.demoplayback)
-               return;
-
-       CL_Disconnect ();
+       // clear menu's connect error message
+       m_return_reason[0] = 0;
 
-       cls.netcon = NET_Connect (host);
-       if (!cls.netcon)
-               Host_Error ("CL_Connect: connect failed\n");
-       Con_DPrintf ("CL_EstablishConnection: connected to %s\n", host);
+       // stop demo loop in case this fails
+       cls.demonum = -1;
+       CL_Disconnect();
 
-       cls.demonum = -1;                       // not in the demo loop now
-       cls.state = ca_connected;
-       cls.signon = 0;                         // need all the signon messages before playing
-
-       CL_ClearState ();
+       if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
+       {
+               cls.connect_trying = true;
+               cls.connect_remainingtries = 3;
+               cls.connect_nextsendtime = 0;
+               if (sv.active)
+               {
+                       NetConn_ClientFrame();
+                       NetConn_ServerFrame();
+                       NetConn_ClientFrame();
+                       NetConn_ServerFrame();
+                       NetConn_ClientFrame();
+                       NetConn_ServerFrame();
+                       NetConn_ClientFrame();
+                       NetConn_ServerFrame();
+               }
+       }
 }
 
 /*
@@ -259,6 +272,63 @@ static void CL_PrintEntities_f (void)
        }
 }
 
+//static const vec3_t nomodelmins = {-16, -16, -16};
+//static const vec3_t nomodelmaxs = {16, 16, 16};
+void CL_BoundingBoxForEntity(entity_render_t *ent)
+{
+       if (ent->model)
+       {
+               //if (ent->angles[0] || ent->angles[2])
+               if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
+               {
+                       // pitch or roll
+                       ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0];
+                       ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1];
+                       ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2];
+                       ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0];
+                       ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1];
+                       ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2];
+                       //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
+                       //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
+               }
+               //else if (ent->angles[1])
+               else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
+               {
+                       // yaw
+                       ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0];
+                       ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1];
+                       ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2];
+                       ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0];
+                       ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1];
+                       ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2];
+                       //VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
+                       //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
+               }
+               else
+               {
+                       ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0];
+                       ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1];
+                       ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2];
+                       ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0];
+                       ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1];
+                       ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2];
+                       //VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
+                       //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
+               }
+       }
+       else
+       {
+               ent->mins[0] = ent->matrix.m[0][3] - 16;
+               ent->mins[1] = ent->matrix.m[1][3] - 16;
+               ent->mins[2] = ent->matrix.m[2][3] - 16;
+               ent->maxs[0] = ent->matrix.m[0][3] + 16;
+               ent->maxs[1] = ent->matrix.m[1][3] + 16;
+               ent->maxs[2] = ent->matrix.m[2][3] + 16;
+               //VectorAdd(ent->origin, nomodelmins, ent->mins);
+               //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
+       }
+}
+
 void CL_LerpUpdate(entity_t *e)
 {
        entity_persistent_t *p;
@@ -330,6 +400,107 @@ static float CL_LerpPoint (void)
        return bound(0, f, 1);
 }
 
+void CL_ClearTempEntities (void)
+{
+       cl_num_temp_entities = 0;
+}
+
+entity_t *CL_NewTempEntity (void)
+{
+       entity_t *ent;
+
+       if (r_refdef.numentities >= r_refdef.maxentities)
+               return NULL;
+       if (cl_num_temp_entities >= cl_max_temp_entities)
+               return NULL;
+       ent = &cl_temp_entities[cl_num_temp_entities++];
+       memset (ent, 0, sizeof(*ent));
+       r_refdef.entities[r_refdef.numentities++] = &ent->render;
+
+       ent->render.colormap = -1; // no special coloring
+       ent->render.scale = 1;
+       ent->render.alpha = 1;
+       return ent;
+}
+
+void CL_AllocDlight (entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime)
+{
+       int i;
+       dlight_t *dl;
+
+       /*
+// first look for an exact key match
+       if (ent)
+       {
+               dl = cl_dlights;
+               for (i = 0;i < MAX_DLIGHTS;i++, dl++)
+                       if (dl->ent == ent)
+                               goto dlightsetup;
+       }
+       */
+
+// then look for anything else
+       dl = cl_dlights;
+       for (i = 0;i < MAX_DLIGHTS;i++, dl++)
+               if (!dl->radius)
+                       goto dlightsetup;
+
+       // unable to find one
+       return;
+
+dlightsetup:
+       //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
+       memset (dl, 0, sizeof(*dl));
+       dl->ent = ent;
+       cl.worldmodel->FindNonSolidLocation(cl.worldmodel, org, dl->origin, 6);
+       //VectorCopy(org, dl->origin);
+       dl->radius = radius;
+       dl->color[0] = red;
+       dl->color[1] = green;
+       dl->color[2] = blue;
+       dl->decay = decay;
+       if (lifetime)
+               dl->die = cl.time + lifetime;
+       else
+               dl->die = 0;
+}
+
+void CL_DecayLights (void)
+{
+       int i;
+       dlight_t *dl;
+       float time;
+
+       time = cl.time - cl.oldtime;
+
+       dl = cl_dlights;
+       for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
+       {
+               if (!dl->radius)
+                       continue;
+               if (dl->die < cl.time)
+               {
+                       dl->radius = 0;
+                       continue;
+               }
+
+               dl->radius -= time*dl->decay;
+               if (dl->radius < 0)
+                       dl->radius = 0;
+       }
+}
+
+void CL_RelinkWorld (void)
+{
+       entity_t *ent = &cl_entities[0];
+       if (cl_num_entities < 1)
+               cl_num_entities = 1;
+       cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
+       Matrix4x4_CreateIdentity(&ent->render.matrix);
+       Matrix4x4_CreateIdentity(&ent->render.inversematrix);
+       CL_BoundingBoxForEntity(&ent->render);
+}
+
 static void CL_RelinkStaticEntities(void)
 {
        int i;
@@ -345,13 +516,19 @@ static void CL_RelinkStaticEntities(void)
 CL_RelinkEntities
 ===============
 */
-static void CL_RelinkNetworkEntities()
+extern qboolean Nehahrademcompatibility;
+#define MAXVIEWMODELS 32
+entity_t *viewmodels[MAXVIEWMODELS];
+int numviewmodels;
+static void CL_RelinkNetworkEntities(void)
 {
        entity_t *ent;
        int i, effects, temp;
-       float f, d, bobjrotate, bobjoffset, dlightradius, lerp;
+       float d, bobjrotate, bobjoffset, lerp;
        vec3_t oldorg, neworg, delta, dlightcolor, v, v2, mins, maxs;
 
+       numviewmodels = 0;
+
        bobjrotate = ANGLEMOD(100*cl.time);
        if (cl_itembobheight.value)
                bobjoffset = (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
@@ -375,51 +552,54 @@ static void CL_RelinkNetworkEntities()
                if (!ent->state_previous.active)
                {
                        // only one state available
-                       lerp = 1;
-                       VectorCopy (ent->state_current.origin, oldorg); // skip trails
-                       VectorCopy (ent->state_current.origin, neworg);
-                       VectorCopy (ent->state_current.angles, ent->render.angles);
+                       VectorCopy (ent->persistent.neworigin, neworg);
+                       VectorCopy (ent->persistent.newangles, ent->render.angles);
+                       VectorCopy (neworg, oldorg);
                }
                else
                {
                        // if the delta is large, assume a teleport and don't lerp
-                       VectorSubtract(ent->state_current.origin, ent->state_previous.origin, delta);
-                       // LordHavoc: increased tolerance from 100 to 200, and now to 1000
-                       if ((sv.active && svs.maxclients == 1 && !(ent->state_current.flags & RENDER_STEP)) || cls.timedemo || DotProduct(delta, delta) > 1000*1000 || cl_nolerp.integer)
-                               lerp = 1;
-                       else
+                       VectorSubtract(ent->persistent.neworigin, ent->persistent.oldorigin, delta);
+                       if (ent->persistent.lerpdeltatime > 0)
                        {
-                               f = ent->state_current.time - ent->state_previous.time;
-                               if (f > 0)
-                                       lerp = (cl.time - ent->state_previous.time) / f;
+                               lerp = (cl.time - ent->persistent.lerpstarttime) / ent->persistent.lerpdeltatime;
+                               if (lerp < 1)
+                               {
+                                       // interpolate the origin and angles
+                                       VectorMA(ent->persistent.oldorigin, lerp, delta, neworg);
+                                       VectorSubtract(ent->persistent.newangles, ent->persistent.oldangles, delta);
+                                       if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
+                                       if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
+                                       if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
+                                       VectorMA(ent->persistent.oldangles, lerp, delta, ent->render.angles);
+                               }
                                else
-                                       lerp = 1;
-                       }
-                       if (lerp >= 1)
-                       {
-                               // no interpolation
-                               VectorCopy (ent->state_current.origin, neworg);
-                               VectorCopy (ent->state_current.angles, ent->render.angles);
+                               {
+                                       // no interpolation
+                                       VectorCopy (ent->persistent.neworigin, neworg);
+                                       VectorCopy (ent->persistent.newangles, ent->render.angles);
+                               }
                        }
                        else
                        {
-                               // interpolate the origin and angles
-                               VectorMA(ent->state_previous.origin, lerp, delta, neworg);
-                               VectorSubtract(ent->state_current.angles, ent->state_previous.angles, delta);
-                               if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
-                               if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
-                               if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
-                               VectorMA(ent->state_previous.angles, lerp, delta, ent->render.angles);
+                               // no interpolation
+                               VectorCopy (ent->persistent.neworigin, neworg);
+                               VectorCopy (ent->persistent.newangles, ent->render.angles);
                        }
                }
 
+               if (!ent->render.model || ent->render.model->type != mod_brush)
+                       ent->render.angles[0] = -ent->render.angles[0];
+
                VectorCopy (neworg, ent->persistent.trail_origin);
                // persistent.modelindex will be updated by CL_LerpUpdate
-               if (ent->state_current.modelindex != ent->persistent.modelindex)
+               if (ent->state_current.modelindex != ent->persistent.modelindex || !ent->state_previous.active)
                        VectorCopy(neworg, oldorg);
 
                VectorCopy (neworg, ent->render.origin);
                ent->render.flags = ent->state_current.flags;
+               if (i == cl.viewentity)
+                       ent->render.flags |= RENDER_EXTERIORMODEL;
                ent->render.effects = effects = ent->state_current.effects;
                if (ent->state_current.flags & RENDER_COLORMAPPED)
                        ent->render.colormap = ent->state_current.colormap;
@@ -431,11 +611,18 @@ static void CL_RelinkNetworkEntities()
                ent->render.alpha = ent->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
                ent->render.scale = ent->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
 
+               if (ent->render.model && ent->render.model->flags & EF_ROTATE)
+               {
+                       ent->render.angles[1] = bobjrotate;
+                       ent->render.origin[2] += bobjoffset;
+               }
+
+               Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, ent->render.origin[0], ent->render.origin[1], ent->render.origin[2], ent->render.angles[0], ent->render.angles[1], ent->render.angles[2], ent->render.scale);
+
                // update interpolation info
                CL_LerpUpdate(ent);
 
                // handle effects now...
-               dlightradius = 0;
                dlightcolor[0] = 0;
                dlightcolor[1] = 0;
                dlightcolor[2] = 0;
@@ -444,7 +631,19 @@ static void CL_RelinkNetworkEntities()
                if (effects)
                {
                        if (effects & EF_BRIGHTFIELD)
-                               CL_EntityParticles (ent);
+                       {
+                               if (gamemode == GAME_NEXUIZ)
+                               {
+                                       dlightcolor[0] += 100.0f;
+                                       dlightcolor[1] += 200.0f;
+                                       dlightcolor[2] += 400.0f;
+                                       // don't do trail if we have no previous location
+                                       if (ent->state_previous.active)
+                                               CL_RocketTrail (oldorg, neworg, 8, ent);
+                               }
+                               else
+                                       CL_EntityParticles (ent);
+                       }
                        if (effects & EF_MUZZLEFLASH)
                                ent->persistent.muzzleflash = 100.0f;
                        if (effects & EF_DIMLIGHT)
@@ -514,12 +713,10 @@ static void CL_RelinkNetworkEntities()
 
                if (ent->persistent.muzzleflash > 0)
                {
-                       AngleVectors (ent->render.angles, v, NULL, NULL);
-
-                       v2[0] = v[0] * 18 + neworg[0];
-                       v2[1] = v[1] * 18 + neworg[1];
-                       v2[2] = v[2] * 18 + neworg[2] + 16;
-                       CL_TraceLine(neworg, v2, v, NULL, 0, true);
+                       v2[0] = ent->render.matrix.m[0][0] * 18 + neworg[0];
+                       v2[1] = ent->render.matrix.m[0][1] * 18 + neworg[1];
+                       v2[2] = ent->render.matrix.m[0][2] * 18 + neworg[2] + 16;
+                       CL_TraceLine(neworg, v2, v, NULL, 0, true, NULL);
 
                        CL_AllocDlight (NULL, v, ent->persistent.muzzleflash, 1, 1, 1, 0, 0);
                        ent->persistent.muzzleflash -= cl.frametime * 1000;
@@ -528,11 +725,7 @@ static void CL_RelinkNetworkEntities()
                // LordHavoc: if the model has no flags, don't check each
                if (ent->render.model && ent->render.model->flags)
                {
-                       if (ent->render.model->flags & EF_ROTATE)
-                       {
-                               ent->render.angles[1] = bobjrotate;
-                               ent->render.origin[2] += bobjoffset;
-                       }
+                       // note: EF_ROTATE handled above, above matrix calculation
                        // only do trails if present in the previous frame as well
                        if (ent->state_previous.active)
                        {
@@ -582,7 +775,7 @@ static void CL_RelinkNetworkEntities()
                {
                        // * 4 for the expansion from 0-255 to 0-1023 range,
                        // / 255 to scale down byte colors
-                       VectorMA(dlightcolor, ent->state_current.glowsize * (4.0f / 255.0f), (qbyte *)&d_8to24table[ent->state_current.glowcolor], dlightcolor);
+                       VectorMA(dlightcolor, ent->state_current.glowsize * (4.0f / 255.0f), (qbyte *)&palette_complete[ent->state_current.glowcolor], dlightcolor);
                }
                // LordHavoc: customizable trail
                if (ent->render.flags & RENDER_GLOWTRAIL)
@@ -592,87 +785,50 @@ static void CL_RelinkNetworkEntities()
                {
                        VectorCopy(neworg, v);
                        // hack to make glowing player light shine on their gun
-                       if (i == cl.viewentity && !chase_active.integer)
+                       if (i == cl.viewentity/* && !chase_active.integer*/)
                                v[2] += 30;
-                       CL_AllocDlight (NULL, v, 1, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0);
+                       CL_AllocDlight (&ent->render, v, 1, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0);
                }
 
-               if (chase_active.integer)
-               {
-                       if (ent->render.flags & RENDER_VIEWMODEL)
-                               continue;
-               }
-               else
-               {
-                       if (i == cl.viewentity || (ent->render.flags & RENDER_EXTERIORMODEL))
-                               continue;
-               }
+               if (chase_active.integer && (ent->render.flags & RENDER_VIEWMODEL))
+                       continue;
 
-               if (ent->render.model == NULL)
+               // don't show entities with no modelindex (note: this still shows
+               // entities which have a modelindex that resolved to a NULL model)
+               if (!ent->state_current.modelindex)
                        continue;
                if (effects & EF_NODRAW)
                        continue;
 
-               if (ent->render.angles[0] || ent->render.angles[2])
-               {
-                       // pitch or roll
-                       VectorAdd(ent->render.origin, ent->render.model->rotatedmins, ent->render.mins);
-                       VectorAdd(ent->render.origin, ent->render.model->rotatedmaxs, ent->render.maxs);
-               }
-               else if (ent->render.angles[1])
+               // store a list of view-relative entities for later adjustment in view code
+               if (ent->render.flags & RENDER_VIEWMODEL)
                {
-                       // yaw
-                       VectorAdd(ent->render.origin, ent->render.model->yawmins, ent->render.mins);
-                       VectorAdd(ent->render.origin, ent->render.model->yawmaxs, ent->render.maxs);
-               }
-               else
-               {
-                       VectorAdd(ent->render.origin, ent->render.model->normalmins, ent->render.mins);
-                       VectorAdd(ent->render.origin, ent->render.model->normalmaxs, ent->render.maxs);
+                       if (numviewmodels < MAXVIEWMODELS)
+                               viewmodels[numviewmodels++] = ent;
+                       continue;
                }
 
-               if (r_refdef.numentities < r_refdef.maxentities)
-                       r_refdef.entities[r_refdef.numentities++] = &ent->render;
+               Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
 
-               if (ent->render.model->name[0] == '*' && ent->render.model->type == mod_brush)
+               CL_BoundingBoxForEntity(&ent->render);
+               if (ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->type == mod_brush)
                        cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
 
-               if (cl_num_entities < i + 1)
-                       cl_num_entities = i + 1;
-       }
-}
+               // note: the cl.viewentity and intermission check is to hide player
+               // shadow during intermission and during the Nehahra movie and
+               // Nehahra cinematics
+               if (!(ent->state_current.effects & EF_NOSHADOW)
+                && !(ent->state_current.effects & EF_ADDITIVE)
+                && (ent->state_current.alpha == 255)
+                && !(ent->render.flags & RENDER_VIEWMODEL)
+                && (i != cl.viewentity || (!cl.intermission && !Nehahrademcompatibility && !cl_noplayershadow.integer)))
+                       ent->render.flags |= RENDER_SHADOW;
 
-void CL_LerpPlayer(float frac)
-{
-       int i;
-       float d;
-
-       if (cl.entitydatabase.numframes && cl.viewentity == cl.playerentity)
-       {
-               cl.viewentorigin[0] = cl.viewentoriginold[0] + frac * (cl.viewentoriginnew[0] - cl.viewentoriginold[0]);
-               cl.viewentorigin[1] = cl.viewentoriginold[1] + frac * (cl.viewentoriginnew[1] - cl.viewentoriginold[1]);
-               cl.viewentorigin[2] = cl.viewentoriginold[2] + frac * (cl.viewentoriginnew[2] - cl.viewentoriginold[2]);
-       }
-       else
-               VectorCopy (cl_entities[cl.viewentity].render.origin, cl.viewentorigin);
-
-       cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold);
-
-       for (i = 0;i < 3;i++)
-               cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
+               if (r_refdef.numentities < r_refdef.maxentities)
+                       r_refdef.entities[r_refdef.numentities++] = &ent->render;
 
-       if (cls.demoplayback)
-       {
-               // interpolate the angles
-               for (i = 0;i < 3;i++)
-               {
-                       d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
-                       if (d > 180)
-                               d -= 360;
-                       else if (d < -180)
-                               d += 360;
-                       cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
-               }
+               if (cl_num_entities < i + 1)
+                       cl_num_entities = i + 1;
        }
 }
 
@@ -701,7 +857,7 @@ void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float
        }
 }
 
-static void CL_RelinkEffects()
+static void CL_RelinkEffects(void)
 {
        int i, intframe;
        cl_effect_t *e;
@@ -742,40 +898,494 @@ static void CL_RelinkEffects()
                                ent->render.frame2time = e->frame2time;
 
                                // normal stuff
-                               VectorCopy(e->origin, ent->render.origin);
+                               //VectorCopy(e->origin, ent->render.origin);
                                ent->render.model = cl.model_precache[e->modelindex];
                                ent->render.frame = ent->render.frame2;
                                ent->render.colormap = -1; // no special coloring
-                               ent->render.scale = 1;
+                               //ent->render.scale = 1;
                                ent->render.alpha = 1;
 
-                               if (ent->render.angles[0] || ent->render.angles[2])
-                               {
-                                       // pitch or roll
-                                       VectorAdd(ent->render.origin, ent->render.model->rotatedmins, ent->render.mins);
-                                       VectorAdd(ent->render.origin, ent->render.model->rotatedmaxs, ent->render.maxs);
-                               }
-                               else if (ent->render.angles[1])
-                               {
-                                       // yaw
-                                       VectorAdd(ent->render.origin, ent->render.model->yawmins, ent->render.mins);
-                                       VectorAdd(ent->render.origin, ent->render.model->yawmaxs, ent->render.maxs);
-                               }
+                               Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
+                               Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
+                               CL_BoundingBoxForEntity(&ent->render);
+                       }
+               }
+       }
+}
+
+void CL_RelinkBeams (void)
+{
+       int i;
+       beam_t *b;
+       vec3_t dist, org;
+       float d;
+       entity_t *ent;
+       float yaw, pitch;
+       float forward;
+
+       for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
+       {
+               if (!b->model || b->endtime < cl.time)
+                       continue;
+
+               // if coming from the player, update the start position
+               //if (b->entity == cl.viewentity)
+               //      VectorCopy (cl_entities[cl.viewentity].render.origin, b->start);
+               if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
+               {
+                       entity_state_t *p = &cl_entities[b->entity].state_previous;
+                       //entity_state_t *c = &cl_entities[b->entity].state_current;
+                       entity_render_t *r = &cl_entities[b->entity].render;
+                       matrix4x4_t matrix, imatrix;
+                       if (b->relativestartvalid == 2)
+                       {
+                               // not really valid yet, we need to get the orientation now
+                               // (ParseBeam flagged this because it is received before
+                               //  entities are received, by now they have been received)
+                               // note: because players create lightning in their think
+                               // function (which occurs before movement), they actually
+                               // have some lag in it's location, so compare to the
+                               // previous player state, not the latest
+                               if (b->entity == cl.viewentity)
+                                       Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
                                else
-                               {
-                                       VectorAdd(ent->render.origin, ent->render.model->normalmins, ent->render.mins);
-                                       VectorAdd(ent->render.origin, ent->render.model->normalmaxs, ent->render.maxs);
-                               }
+                                       Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, p->angles[0], p->angles[1], p->angles[2], 1);
+                               Matrix4x4_Invert_Simple(&imatrix, &matrix);
+                               Matrix4x4_Transform(&imatrix, b->start, b->relativestart);
+                               Matrix4x4_Transform(&imatrix, b->end, b->relativeend);
+                               b->relativestartvalid = 1;
+                       }
+                       else
+                       {
+                               if (b->entity == cl.viewentity)
+                                       Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
+                               else
+                                       Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
+                               Matrix4x4_Transform(&matrix, b->relativestart, b->start);
+                               Matrix4x4_Transform(&matrix, b->relativeend, b->end);
                        }
                }
+
+               if (b->lightning)
+               {
+                       if (cl_beams_lightatend.integer)
+                               CL_AllocDlight (NULL, b->end, 200, 0.3, 0.7, 1, 0, 0);
+                       if (cl_beams_polygons.integer)
+                               continue;
+               }
+
+               // calculate pitch and yaw
+               VectorSubtract (b->end, b->start, dist);
+
+               if (dist[1] == 0 && dist[0] == 0)
+               {
+                       yaw = 0;
+                       if (dist[2] > 0)
+                               pitch = 90;
+                       else
+                               pitch = 270;
+               }
+               else
+               {
+                       yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
+                       if (yaw < 0)
+                               yaw += 360;
+
+                       forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
+                       pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
+                       if (pitch < 0)
+                               pitch += 360;
+               }
+
+               // add new entities for the lightning
+               VectorCopy (b->start, org);
+               d = VectorNormalizeLength(dist);
+               while (d > 0)
+               {
+                       ent = CL_NewTempEntity ();
+                       if (!ent)
+                               return;
+                       //VectorCopy (org, ent->render.origin);
+                       ent->render.model = b->model;
+                       ent->render.effects = EF_FULLBRIGHT;
+                       //ent->render.angles[0] = pitch;
+                       //ent->render.angles[1] = yaw;
+                       //ent->render.angles[2] = rand()%360;
+                       Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
+                       Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
+                       CL_BoundingBoxForEntity(&ent->render);
+                       VectorMA(org, 30, dist, org);
+                       d -= 30;
+               }
        }
 }
 
-void CL_RelinkWorld (void)
+cvar_t r_lightningbeam_thickness = {CVAR_SAVE, "r_lightningbeam_thickness", "4"};
+cvar_t r_lightningbeam_scroll = {CVAR_SAVE, "r_lightningbeam_scroll", "5"};
+cvar_t r_lightningbeam_repeatdistance = {CVAR_SAVE, "r_lightningbeam_repeatdistance", "1024"};
+cvar_t r_lightningbeam_color_red = {CVAR_SAVE, "r_lightningbeam_color_red", "1"};
+cvar_t r_lightningbeam_color_green = {CVAR_SAVE, "r_lightningbeam_color_green", "1"};
+cvar_t r_lightningbeam_color_blue = {CVAR_SAVE, "r_lightningbeam_color_blue", "1"};
+cvar_t r_lightningbeam_qmbtexture = {CVAR_SAVE, "r_lightningbeam_qmbtexture", "0"};
+
+rtexture_t *r_lightningbeamtexture;
+rtexture_t *r_lightningbeamqmbtexture;
+rtexturepool_t *r_lightningbeamtexturepool;
+
+int r_lightningbeamelements[18] = {0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11};
+
+void r_lightningbeams_start(void)
 {
-       if (cl_num_entities < 1)
-               cl_num_entities = 1;
-       cl_brushmodel_entities[cl_num_brushmodel_entities++] = &cl_entities[0].render;
+       r_lightningbeamtexturepool = R_AllocTexturePool();
+       r_lightningbeamtexture = NULL;
+       r_lightningbeamqmbtexture = NULL;
+}
+
+void r_lightningbeams_setupqmbtexture(void)
+{
+       r_lightningbeamqmbtexture = loadtextureimage(r_lightningbeamtexturepool, "textures/particles/lightning.pcx", 0, 0, false, TEXF_ALPHA | TEXF_PRECACHE);
+       if (r_lightningbeamqmbtexture == NULL)
+               Cvar_SetValueQuick(&r_lightningbeam_qmbtexture, false);
+}
+
+void r_lightningbeams_setuptexture(void)
+{
+#if 0
+#define BEAMWIDTH 128
+#define BEAMHEIGHT 64
+#define PATHPOINTS 8
+       int i, j, px, py, nearestpathindex, imagenumber;
+       float particlex, particley, particlexv, particleyv, dx, dy, s, maxpathstrength;
+       qbyte *pixels;
+       int *image;
+       struct {float x, y, strength;} path[PATHPOINTS], temppath;
+
+       image = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * sizeof(int));
+       pixels = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * sizeof(qbyte[4]));
+
+       for (imagenumber = 0, maxpathstrength = 0.0339476;maxpathstrength < 0.5;imagenumber++, maxpathstrength += 0.01)
+       {
+       for (i = 0;i < PATHPOINTS;i++)
+       {
+               path[i].x = lhrandom(0, 1);
+               path[i].y = lhrandom(0.2, 0.8);
+               path[i].strength = lhrandom(0, 1);
+       }
+       for (i = 0;i < PATHPOINTS;i++)
+       {
+               for (j = i + 1;j < PATHPOINTS;j++)
+               {
+                       if (path[j].x < path[i].x)
+                       {
+                               temppath = path[j];
+                               path[j] = path[i];
+                               path[i] = temppath;
+                       }
+               }
+       }
+       particlex = path[0].x;
+       particley = path[0].y;
+       particlexv = lhrandom(0, 0.02);
+       particlexv = lhrandom(-0.02, 0.02);
+       memset(image, 0, BEAMWIDTH * BEAMHEIGHT * sizeof(int));
+       for (i = 0;i < 65536;i++)
+       {
+               for (nearestpathindex = 0;nearestpathindex < PATHPOINTS;nearestpathindex++)
+                       if (path[nearestpathindex].x > particlex)
+                               break;
+               nearestpathindex %= PATHPOINTS;
+               dx = path[nearestpathindex].x + lhrandom(-0.01, 0.01);dx = bound(0, dx, 1) - particlex;if (dx < 0) dx += 1;
+               dy = path[nearestpathindex].y + lhrandom(-0.01, 0.01);dy = bound(0, dy, 1) - particley;
+               s = path[nearestpathindex].strength / sqrt(dx*dx+dy*dy);
+               particlexv = particlexv /* (1 - lhrandom(0.08, 0.12))*/ + dx * s;
+               particleyv = particleyv /* (1 - lhrandom(0.08, 0.12))*/ + dy * s;
+               particlex += particlexv * maxpathstrength;particlex -= (int) particlex;
+               particley += particleyv * maxpathstrength;particley = bound(0, particley, 1);
+               px = particlex * BEAMWIDTH;
+               py = particley * BEAMHEIGHT;
+               if (px >= 0 && py >= 0 && px < BEAMWIDTH && py < BEAMHEIGHT)
+                       image[py*BEAMWIDTH+px] += 16;
+       }
+
+       for (py = 0;py < BEAMHEIGHT;py++)
+       {
+               for (px = 0;px < BEAMWIDTH;px++)
+               {
+                       pixels[(py*BEAMWIDTH+px)*4+0] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f);
+                       pixels[(py*BEAMWIDTH+px)*4+1] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f);
+                       pixels[(py*BEAMWIDTH+px)*4+2] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f);
+                       pixels[(py*BEAMWIDTH+px)*4+3] = 255;
+               }
+       }
+
+       Image_WriteTGARGBA(va("lightningbeam%i.tga", imagenumber), BEAMWIDTH, BEAMHEIGHT, pixels);
+       }
+
+       r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, pixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+
+       Mem_Free(pixels);
+       Mem_Free(image);
+#else
+#define BEAMWIDTH 64
+#define BEAMHEIGHT 128
+       float r, g, b, intensity, fx, width, center;
+       int x, y;
+       qbyte *data, *noise1, *noise2;
+
+       data = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * 4);
+       noise1 = Mem_Alloc(tempmempool, BEAMHEIGHT * BEAMHEIGHT);
+       noise2 = Mem_Alloc(tempmempool, BEAMHEIGHT * BEAMHEIGHT);
+       fractalnoise(noise1, BEAMHEIGHT, BEAMHEIGHT / 8);
+       fractalnoise(noise2, BEAMHEIGHT, BEAMHEIGHT / 16);
+
+       for (y = 0;y < BEAMHEIGHT;y++)
+       {
+               width = 0.15;//((noise1[y * BEAMHEIGHT] * (1.0f / 256.0f)) * 0.1f + 0.1f);
+               center = (noise1[y * BEAMHEIGHT + (BEAMHEIGHT / 2)] / 256.0f) * (1.0f - width * 2.0f) + width;
+               for (x = 0;x < BEAMWIDTH;x++, fx++)
+               {
+                       fx = (((float) x / BEAMWIDTH) - center) / width;
+                       intensity = 1.0f - sqrt(fx * fx);
+                       if (intensity > 0)
+                               intensity = pow(intensity, 2) * ((noise2[y * BEAMHEIGHT + x] * (1.0f / 256.0f)) * 0.33f + 0.66f);
+                       intensity = bound(0, intensity, 1);
+                       r = intensity * 1.0f;
+                       g = intensity * 1.0f;
+                       b = intensity * 1.0f;
+                       data[(y * BEAMWIDTH + x) * 4 + 0] = (qbyte)(bound(0, r, 1) * 255.0f);
+                       data[(y * BEAMWIDTH + x) * 4 + 1] = (qbyte)(bound(0, g, 1) * 255.0f);
+                       data[(y * BEAMWIDTH + x) * 4 + 2] = (qbyte)(bound(0, b, 1) * 255.0f);
+                       data[(y * BEAMWIDTH + x) * 4 + 3] = (qbyte)255;
+               }
+       }
+
+       r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+       Mem_Free(noise1);
+       Mem_Free(noise2);
+       Mem_Free(data);
+#endif
+}
+
+void r_lightningbeams_shutdown(void)
+{
+       r_lightningbeamtexture = NULL;
+       r_lightningbeamqmbtexture = NULL;
+       R_FreeTexturePool(&r_lightningbeamtexturepool);
+}
+
+void r_lightningbeams_newmap(void)
+{
+}
+
+void R_LightningBeams_Init(void)
+{
+       Cvar_RegisterVariable(&r_lightningbeam_thickness);
+       Cvar_RegisterVariable(&r_lightningbeam_scroll);
+       Cvar_RegisterVariable(&r_lightningbeam_repeatdistance);
+       Cvar_RegisterVariable(&r_lightningbeam_color_red);
+       Cvar_RegisterVariable(&r_lightningbeam_color_green);
+       Cvar_RegisterVariable(&r_lightningbeam_color_blue);
+       Cvar_RegisterVariable(&r_lightningbeam_qmbtexture);
+       R_RegisterModule("R_LightningBeams", r_lightningbeams_start, r_lightningbeams_shutdown, r_lightningbeams_newmap);
+}
+
+void R_CalcLightningBeamPolygonVertex3f(float *v, const float *start, const float *end, const float *offset)
+{
+       // near right corner
+       VectorAdd     (start, offset, (v + 0));
+       // near left corner
+       VectorSubtract(start, offset, (v + 3));
+       // far left corner
+       VectorSubtract(end  , offset, (v + 6));
+       // far right corner
+       VectorAdd     (end  , offset, (v + 9));
+}
+
+void R_CalcLightningBeamPolygonTexCoord2f(float *tc, float t1, float t2)
+{
+       if (r_lightningbeam_qmbtexture.integer)
+       {
+               // near right corner
+               tc[0] = t1;tc[1] = 0;
+               // near left corner
+               tc[2] = t1;tc[3] = 1;
+               // far left corner
+               tc[4] = t2;tc[5] = 1;
+               // far right corner
+               tc[6] = t2;tc[7] = 0;
+       }
+       else
+       {
+               // near right corner
+               tc[0] = 0;tc[1] = t1;
+               // near left corner
+               tc[2] = 1;tc[3] = t1;
+               // far left corner
+               tc[4] = 1;tc[5] = t2;
+               // far right corner
+               tc[6] = 0;tc[7] = t2;
+       }
+}
+
+void R_FogLightningBeam_Vertex3f_Color4f(const float *v, float *c, int numverts, float r, float g, float b, float a)
+{
+       int i;
+       vec3_t fogvec;
+       float ifog;
+       for (i = 0;i < numverts;i++, v += 3, c += 4)
+       {
+               VectorSubtract(v, r_origin, fogvec);
+               ifog = 1 - exp(fogdensity/DotProduct(fogvec,fogvec));
+               c[0] = r * ifog;
+               c[1] = g * ifog;
+               c[2] = b * ifog;
+               c[3] = a;
+       }
+}
+
+float beamrepeatscale;
+
+void R_DrawLightningBeamCallback(const void *calldata1, int calldata2)
+{
+       const beam_t *b = calldata1;
+       rmeshstate_t m;
+       vec3_t beamdir, right, up, offset;
+       float length, t1, t2;
+
+       R_Mesh_Matrix(&r_identitymatrix);
+
+       // calculate beam direction (beamdir) vector and beam length
+       // get difference vector
+       VectorSubtract(b->end, b->start, beamdir);
+       // find length of difference vector
+       length = sqrt(DotProduct(beamdir, beamdir));
+       // calculate scale to make beamdir a unit vector (normalized)
+       t1 = 1.0f / length;
+       // scale beamdir so it is now normalized
+       VectorScale(beamdir, t1, beamdir);
+
+       // calculate up vector such that it points toward viewer, and rotates around the beamdir
+       // get direction from start of beam to viewer
+       VectorSubtract(r_origin, b->start, up);
+       // remove the portion of the vector that moves along the beam
+       // (this leaves only a vector pointing directly away from the beam)
+       t1 = -DotProduct(up, beamdir);
+       VectorMA(up, t1, beamdir, up);
+       // now we have a vector pointing away from the beam, now we need to normalize it
+       VectorNormalizeFast(up);
+       // generate right vector from forward and up, the result is already normalized
+       // (CrossProduct returns a vector of multiplied length of the two inputs)
+       CrossProduct(beamdir, up, right);
+
+       // calculate T coordinate scrolling (start and end texcoord along the beam)
+       t1 = cl.time * -r_lightningbeam_scroll.value;// + beamrepeatscale * DotProduct(b->start, beamdir);
+       t1 = t1 - (int) t1;
+       t2 = t1 + beamrepeatscale * length;
+
+       // the beam is 3 polygons in this configuration:
+       //  *   2
+       //   * *
+       // 1******
+       //   * *
+       //  *   3
+       // they are showing different portions of the beam texture, creating an
+       // illusion of a beam that appears to curl around in 3D space
+       // (and realize that the whole polygon assembly orients itself to face
+       //  the viewer)
+
+       memset(&m, 0, sizeof(m));
+       if (r_lightningbeam_qmbtexture.integer)
+               m.tex[0] = R_GetTexture(r_lightningbeamqmbtexture);
+       else
+               m.tex[0] = R_GetTexture(r_lightningbeamtexture);
+       m.pointer_texcoord[0] = varray_texcoord2f[0];
+       R_Mesh_State_Texture(&m);
+
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       if (r_lightningbeam_qmbtexture.integer && r_lightningbeamqmbtexture == NULL)
+               r_lightningbeams_setupqmbtexture();
+       if (!r_lightningbeam_qmbtexture.integer && r_lightningbeamtexture == NULL)
+               r_lightningbeams_setuptexture();
+
+       // polygon 1, verts 0-3
+       VectorScale(right, r_lightningbeam_thickness.value, offset);
+       R_CalcLightningBeamPolygonVertex3f(varray_vertex3f + 0, b->start, b->end, offset);
+       // polygon 2, verts 4-7
+       VectorAdd(right, up, offset);
+       VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
+       R_CalcLightningBeamPolygonVertex3f(varray_vertex3f + 12, b->start, b->end, offset);
+       // polygon 3, verts 8-11
+       VectorSubtract(right, up, offset);
+       VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
+       R_CalcLightningBeamPolygonVertex3f(varray_vertex3f + 24, b->start, b->end, offset);
+       R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 0, t1, t2);
+       R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 8, t1 + 0.33, t2 + 0.33);
+       R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 16, t1 + 0.66, t2 + 0.66);
+       GL_VertexPointer(varray_vertex3f);
+
+       if (fogenabled)
+       {
+               // per vertex colors if fog is used
+               GL_ColorPointer(varray_color4f);
+               R_FogLightningBeam_Vertex3f_Color4f(varray_vertex3f, varray_color4f, 12, r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1);
+       }
+       else
+       {
+               // solid color if fog is not used
+               GL_Color(r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1);
+       }
+
+       // draw the 3 polygons as one batch of 6 triangles using the 12 vertices
+       R_Mesh_Draw(12, 6, r_lightningbeamelements);
+}
+
+void R_DrawLightningBeams (void)
+{
+       int i;
+       beam_t *b;
+       vec3_t org;
+
+       if (!cl_beams_polygons.integer)
+               return;
+
+       beamrepeatscale = 1.0f / r_lightningbeam_repeatdistance.value;
+       for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
+       {
+               if (b->model && b->endtime >= cl.time && b->lightning)
+               {
+                       VectorAdd(b->start, b->end, org);
+                       VectorScale(org, 0.5f, org);
+                       R_MeshQueue_AddTransparent(org, R_DrawLightningBeamCallback, b, 0);
+               }
+       }
+}
+
+
+void CL_LerpPlayer(float frac)
+{
+       int i;
+       float d;
+
+       cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold);
+
+       for (i = 0;i < 3;i++)
+               cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
+
+       if (cls.demoplayback)
+       {
+               // interpolate the angles
+               for (i = 0;i < 3;i++)
+               {
+                       d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
+                       if (d > 180)
+                               d -= 360;
+                       else if (d < -180)
+                               d += 360;
+                       cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
+               }
+       }
 }
 
 void CL_RelinkEntities (void)
@@ -788,13 +1398,14 @@ void CL_RelinkEntities (void)
        CL_ClearTempEntities();
        CL_DecayLights();
        CL_RelinkWorld();
-       CL_RelinkBeams();
        CL_RelinkStaticEntities();
        CL_RelinkNetworkEntities();
        CL_RelinkEffects();
        CL_MoveParticles();
 
        CL_LerpPlayer(frac);
+
+       CL_RelinkBeams();
 }
 
 
@@ -805,49 +1416,22 @@ CL_ReadFromServer
 Read all incoming data from the server
 ===============
 */
-int CL_ReadFromServer (void)
+int CL_ReadFromServer(void)
 {
-       int ret, netshown;
-
-       cl.oldtime = cl.time;
-       cl.time += cl.frametime;
-
-       netshown = false;
-       do
-       {
-               ret = CL_GetMessage ();
-               if (ret == -1)
-                       Host_Error ("CL_ReadFromServer: lost server connection");
-               if (!ret)
-                       break;
-
-               cl.last_received_message = realtime;
-
-               if (cl_shownet.integer)
-                       netshown = true;
-
-               CL_ParseServerMessage ();
-       }
-       while (ret && cls.state == ca_connected);
-
-       if (netshown)
-               Con_Printf ("\n");
+       CL_ReadDemoMessage();
 
        r_refdef.numentities = 0;
        cl_num_entities = 0;
        cl_num_brushmodel_entities = 0;
 
-       if (cls.state == ca_connected && cl.worldmodel)
+       if (cls.state == ca_connected && cls.signon == SIGNONS)
        {
-               CL_RelinkEntities ();
+               CL_RelinkEntities();
 
                // run cgame code (which can add more entities)
                CL_CGVM_Frame();
        }
 
-//
-// bring the links up to date
-//
        return 0;
 }
 
@@ -856,64 +1440,46 @@ int CL_ReadFromServer (void)
 CL_SendCmd
 =================
 */
-void CL_SendCmd (void)
+void CL_SendCmd(void)
 {
-       usercmd_t               cmd;
-
-       if (cls.state != ca_connected)
-               return;
+       usercmd_t cmd;
 
        if (cls.signon == SIGNONS)
        {
-       // get basic movement from keyboard
-               CL_BaseMove (&cmd);
+               // get basic movement from keyboard
+               CL_BaseMove(&cmd);
 
-               IN_PreMove(); // OS independent code
+               // OS independent code
+               IN_PreMove();
 
-       // allow mice or other external controllers to add to the move
-               IN_Move (&cmd);
+               // allow mice or other external controllers to add to the move
+               IN_Move(&cmd);
 
-               IN_PostMove(); // OS independent code
+               // OS independent code
+               IN_PostMove();
 
-       // send the unreliable message
-               CL_SendMove (&cmd);
+               // send the unreliable message
+               CL_SendMove(&cmd);
        }
-#ifndef NOROUTINGFIX
-       else
-       {
-               // LordHavoc: fix for NAT routing of netquake:
-               // bounce back a clc_nop message to the newly allocated server port,
-               // to establish a routing connection for incoming frames,
-               // the server waits for this before sending anything
-               if (realtime > cl.sendnoptime)
-               {
-                       Con_DPrintf("sending clc_nop to get server's attention\n");
-                       cl.sendnoptime = realtime + 3;
-                       MSG_WriteByte(&cls.message, clc_nop);
-               }
-       }
-#endif
 
        if (cls.demoplayback)
        {
-               SZ_Clear (&cls.message);
+               SZ_Clear(&cls.message);
                return;
        }
 
-// send the reliable message
-       if (!cls.message.cursize)
-               return;         // no message at all
-
-       if (!NET_CanSendMessage (cls.netcon))
+       // send the reliable message (forwarded commands) if there is one
+       if (cls.message.cursize && NetConn_CanSendMessage(cls.netcon))
        {
-               Con_DPrintf ("CL_WriteToServer: can't send\n");
-               return;
+               if (developer.integer)
+               {
+                       Con_Printf("CL_SendCmd: sending reliable message:\n");
+                       SZ_HexDumpToConsole(&cls.message);
+               }
+               if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1)
+                       Host_Error("CL_WriteToServer: lost server connection");
+               SZ_Clear(&cls.message);
        }
-
-       if (NET_SendMessage (cls.netcon, &cls.message) == -1)
-               Host_Error ("CL_WriteToServer: lost server connection");
-
-       SZ_Clear (&cls.message);
 }
 
 // LordHavoc: pausedemo command
@@ -926,39 +1492,6 @@ static void CL_PauseDemo_f (void)
                Con_Printf("Demo unpaused\n");
 }
 
-/*
-======================
-CL_PModel_f
-LordHavoc: Intended for Nehahra, I personally think this is dumb, but Mindcrime won't listen.
-======================
-*/
-static void CL_PModel_f (void)
-{
-       int i;
-       eval_t *val;
-
-       if (Cmd_Argc () == 1)
-       {
-               Con_Printf ("\"pmodel\" is \"%s\"\n", cl_pmodel.string);
-               return;
-       }
-       i = atoi(Cmd_Argv(1));
-
-       if (cmd_source == src_command)
-       {
-               if (cl_pmodel.integer == i)
-                       return;
-               Cvar_SetValue ("_cl_pmodel", i);
-               if (cls.state == ca_connected)
-                       Cmd_ForwardToServer ();
-               return;
-       }
-
-       host_client->pmodel = i;
-       if ((val = GETEDICTFIELDVALUE(host_client->edict, eval_pmodel)))
-               val->_float = i;
-}
-
 /*
 ======================
 CL_Fog_f
@@ -984,7 +1517,6 @@ CL_Init
 */
 void CL_Init (void)
 {
-       cl_scores_mempool = Mem_AllocPool("client player info");
        cl_entities_mempool = Mem_AllocPool("client entities");
        cl_refdef_mempool = Mem_AllocPool("refdef");
 
@@ -1004,10 +1536,6 @@ void CL_Init (void)
 //
 // register our commands
 //
-       Cvar_RegisterVariable (&cl_name);
-       Cvar_RegisterVariable (&cl_color);
-       if (gamemode == GAME_NEHAHRA)
-               Cvar_RegisterVariable (&cl_pmodel);
        Cvar_RegisterVariable (&cl_upspeed);
        Cvar_RegisterVariable (&cl_forwardspeed);
        Cvar_RegisterVariable (&cl_backspeed);
@@ -1032,7 +1560,6 @@ void CL_Init (void)
        Cvar_RegisterVariable (&cl_itembobheight);
 
        Cmd_AddCommand ("entities", CL_PrintEntities_f);
-       Cmd_AddCommand ("bitprofile", CL_BitProfile_f);
        Cmd_AddCommand ("disconnect", CL_Disconnect_f);
        Cmd_AddCommand ("record", CL_Record_f);
        Cmd_AddCommand ("stop", CL_Stop_f);
@@ -1043,12 +1570,16 @@ void CL_Init (void)
 
        // LordHavoc: added pausedemo
        Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
-       if (gamemode == GAME_NEHAHRA)
-               Cmd_AddCommand ("pmodel", CL_PModel_f);
 
        Cvar_RegisterVariable(&r_draweffects);
        Cvar_RegisterVariable(&cl_explosions);
        Cvar_RegisterVariable(&cl_stainmaps);
+       Cvar_RegisterVariable(&cl_beams_polygons);
+       Cvar_RegisterVariable(&cl_beams_relative);
+       Cvar_RegisterVariable(&cl_beams_lightatend);
+       Cvar_RegisterVariable(&cl_noplayershadow);
+
+       R_LightningBeams_Init();
 
        CL_Parse_Init();
        CL_Particles_Init();