]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_main.c
more q3bsp work (and no it still doesn't work right)
[xonotic/darkplaces.git] / cl_main.c
index 13037820abf37b450eead51f5ffddeeaaac3853d..88b134c839f363fd6e8380127db88f3f5a9fc2fc 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -20,15 +20,13 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 // cl_main.c  -- client main loop
 
 #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"};
 
@@ -46,38 +44,46 @@ cvar_t m_side = {CVAR_SAVE, "m_side","0.8"};
 
 cvar_t freelook = {CVAR_SAVE, "freelook", "1"};
 
-cvar_t cl_draweffects = {0, "cl_draweffects", "1"};
+cvar_t r_draweffects = {0, "r_draweffects", "1"};
 
-mempool_t *cl_scores_mempool;
-mempool_t *cl_refdef_mempool;
+cvar_t cl_explosions = {CVAR_SAVE, "cl_explosions", "1"};
+cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
 
-client_static_t        cls;
-client_state_t cl;
-// FIXME: put these on hunk?
-entity_t               cl_entities[MAX_EDICTS];
-entity_t               cl_static_entities[MAX_STATIC_ENTITIES];
-lightstyle_t   cl_lightstyle[MAX_LIGHTSTYLES];
+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"};
 
-typedef struct effect_s
-{
-       int active;
-       vec3_t origin;
-       float starttime;
-       float framerate;
-       int modelindex;
-       int startframe;
-       int endframe;
-       // these are for interpolation
-       int frame;
-       double frame1time;
-       double frame2time;
-}
-cl_effect_t;
+cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"};
 
-#define MAX_EFFECTS 256
+mempool_t *cl_refdef_mempool;
+mempool_t *cl_entities_mempool;
 
-static cl_effect_t cl_effect[MAX_EFFECTS];
+client_static_t        cls;
+client_state_t cl;
 
+int cl_max_entities;
+int cl_max_static_entities;
+int cl_max_temp_entities;
+int cl_max_effects;
+int cl_max_beams;
+int cl_max_dlights;
+int cl_max_lightstyle;
+int cl_max_brushmodel_entities;
+
+entity_t *cl_entities;
+qbyte *cl_entities_active;
+entity_t *cl_static_entities;
+entity_t *cl_temp_entities;
+cl_effect_t *cl_effects;
+beam_t *cl_beams;
+dlight_t *cl_dlights;
+lightstyle_t *cl_lightstyle;
+entity_render_t **cl_brushmodel_entities;
+
+int cl_num_entities;
+int cl_num_static_entities;
+int cl_num_temp_entities;
+int cl_num_brushmodel_entities;
 
 /*
 =====================
@@ -85,31 +91,52 @@ CL_ClearState
 
 =====================
 */
-void CL_ClearState (void)
+void CL_ClearState(void)
 {
-       int                     i;
+       int i;
 
        if (!sv.active)
                Host_ClearMemory ();
 
-       Mem_EmptyPool(cl_scores_mempool);
+       // note: this also gets rid of the entity database
+       Mem_EmptyPool(cl_entities_mempool);
 
 // wipe the entire cl structure
        memset (&cl, 0, sizeof(cl));
 
        SZ_Clear (&cls.message);
 
-// clear other arrays
-       memset(cl_entities, 0, sizeof(cl_entities));
-       memset(cl_lightstyle, 0, sizeof(cl_lightstyle));
-       memset(cl_temp_entities, 0, sizeof(cl_temp_entities));
-       memset(cl_beams, 0, sizeof(cl_beams));
-       memset(cl_dlights, 0, sizeof(cl_dlights));
-       memset(cl_effect, 0, sizeof(cl_effect));
+       cl_num_entities = 0;
+       cl_num_static_entities = 0;
+       cl_num_temp_entities = 0;
+       cl_num_brushmodel_entities = 0;
+
+       // tweak these if the game runs out
+       cl_max_entities = MAX_EDICTS;
+       cl_max_static_entities = 256;
+       cl_max_temp_entities = 512;
+       cl_max_effects = 256;
+       cl_max_beams = 24;
+       cl_max_dlights = MAX_DLIGHTS;
+       cl_max_lightstyle = MAX_LIGHTSTYLES;
+       cl_max_brushmodel_entities = MAX_EDICTS;
+
+       cl_entities = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(entity_t));
+       cl_entities_active = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(qbyte));
+       cl_static_entities = Mem_Alloc(cl_entities_mempool, cl_max_static_entities * sizeof(entity_t));
+       cl_temp_entities = Mem_Alloc(cl_entities_mempool, cl_max_temp_entities * sizeof(entity_t));
+       cl_effects = Mem_Alloc(cl_entities_mempool, cl_max_effects * sizeof(cl_effect_t));
+       cl_beams = Mem_Alloc(cl_entities_mempool, cl_max_beams * sizeof(beam_t));
+       cl_dlights = Mem_Alloc(cl_entities_mempool, cl_max_dlights * sizeof(dlight_t));
+       cl_lightstyle = Mem_Alloc(cl_entities_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
+       cl_brushmodel_entities = Mem_Alloc(cl_entities_mempool, cl_max_brushmodel_entities * sizeof(entity_render_t *));
+
        CL_Screen_NewMap();
+
        CL_Particles_Clear();
+
        // LordHavoc: have to set up the baseline info for alpha and other stuff
-       for (i = 0;i < MAX_EDICTS;i++)
+       for (i = 0;i < cl_max_entities;i++)
        {
                ClearStateToDefault(&cl_entities[i].state_baseline);
                ClearStateToDefault(&cl_entities[i].state_previous);
@@ -119,47 +146,6 @@ void CL_ClearState (void)
        CL_CGVM_Clear();
 }
 
-void CL_LerpUpdate(entity_t *e)
-{
-       entity_persistent_t *p;
-       entity_render_t *r;
-       p = &e->persistent;
-       r = &e->render;
-
-       if (p->modelindex != e->state_current.modelindex)
-       {
-               // reset all interpolation information
-               p->modelindex = e->state_current.modelindex;
-               p->frame1 = p->frame2 = e->state_current.frame;
-               p->frame1time = p->frame2time = cl.time;
-               p->framelerp = 1;
-       }
-       else if (p->frame2 != e->state_current.frame)
-       {
-               // transition to new frame
-               p->frame1 = p->frame2;
-               p->frame1time = p->frame2time;
-               p->frame2 = e->state_current.frame;
-               p->frame2time = cl.time;
-               p->framelerp = 0;
-       }
-       else
-       {
-               // update transition
-               p->framelerp = (cl.time - p->frame2time) * 10;
-               p->framelerp = bound(0, p->framelerp, 1);
-       }
-
-       r->model = cl.model_precache[e->state_current.modelindex];
-       Mod_CheckLoaded(r->model);
-       r->frame = e->state_current.frame;
-       r->frame1 = p->frame1;
-       r->frame2 = p->frame2;
-       r->framelerp = p->framelerp;
-       r->frame1time = p->frame1time;
-       r->frame2time = p->frame2time;
-}
-
 /*
 =====================
 CL_Disconnect
@@ -168,7 +154,7 @@ 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;
@@ -185,22 +171,26 @@ 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;
 
@@ -208,7 +198,7 @@ void CL_Disconnect (void)
        cls.signon = 0;
 }
 
-void CL_Disconnect_f (void)
+void CL_Disconnect_f(void)
 {
        CL_Disconnect ();
        if (sv.active)
@@ -222,36 +212,38 @@ 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)
 {
-       sizebuf_t       buf;
-       qbyte   data[128];
-
-       buf.maxsize = 128;
-       buf.cursize = 0;
-       buf.data = data;
-
        if (cls.state == ca_dedicated)
                return;
 
-       if (cls.demoplayback)
-               return;
+       // clear menu's connect error message
+       m_return_reason[0] = 0;
 
-       CL_Disconnect ();
+       // stop demo loop in case this fails
+       cls.demonum = -1;
+       CL_Disconnect();
 
-       cls.netcon = NET_Connect (host);
-       if (!cls.netcon)
-               Host_Error ("CL_Connect: connect failed\n");
-       Con_DPrintf ("CL_EstablishConnection: connected to %s\n", host);
-
-       cls.demonum = -1;                       // not in the demo loop now
-       cls.state = ca_connected;
-       cls.signon = 0;                         // need all the signon messages before playing
-
-       CL_ClearState ();
+       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();
+               }
+       }
 }
 
 /*
@@ -259,33 +251,84 @@ void CL_EstablishConnection (char *host)
 CL_PrintEntities_f
 ==============
 */
-static void CL_PrintEntities_f (void)
+static void CL_PrintEntities_f(void)
 {
-       entity_t        *ent;
-       int                     i, j;
-       char            name[32];
+       entity_t *ent;
+       int i, j;
+       char name[32];
 
-       for (i = 0, ent = cl_entities;i < MAX_EDICTS /*cl.num_entities*/;i++, ent++)
+       for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
        {
                if (!ent->state_current.active)
                        continue;
-               if (!ent->render.model)
-                       continue;
 
-               Con_Printf ("%3i:", i);
-               if (!ent->render.model)
-               {
-                       Con_Printf ("EMPTY\n");
-                       continue;
-               }
-               strncpy(name, ent->render.model->name, 25);
+               if (ent->render.model)
+                       strncpy(name, ent->render.model->name, 25);
+               else
+                       strcpy(name, "--no model--");
                name[25] = 0;
                for (j = strlen(name);j < 25;j++)
                        name[j] = ' ';
-               Con_Printf ("%s:%04i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", name, ent->render.frame, (int) ent->render.origin[0], (int) ent->render.origin[1], (int) ent->render.origin[2], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
+               Con_Printf ("%3i: %s:%04i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.origin[0], (int) ent->render.origin[1], (int) ent->render.origin[2], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
        }
 }
 
+//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);
+       }
+}
 
 /*
 ===============
@@ -295,9 +338,9 @@ Determines the fraction between the last two messages that the objects
 should be put at.
 ===============
 */
-static float CL_LerpPoint (void)
+static float CL_LerpPoint(void)
 {
-       float   f;
+       float f;
 
        // dropped packet, or start of demo
        if (cl.mtime[1] < cl.mtime[0] - 0.1)
@@ -307,7 +350,7 @@ static float CL_LerpPoint (void)
 
        // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
        f = cl.mtime[0] - cl.mtime[1];
-       if (!f || cl_nolerp.integer || cls.timedemo || (sv.active && svs.maxclients == 1))
+       if (!f || cl_nolerp.integer || cls.timedemo || cl.islocalgame)
        {
                cl.time = cl.mtime[0];
                return 1;
@@ -317,392 +360,513 @@ static float CL_LerpPoint (void)
        return bound(0, f, 1);
 }
 
-static void CL_RelinkStaticEntities(void)
+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_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
 {
        int i;
-       for (i = 0;i < cl.num_statics && r_refdef.numentities < MAX_VISEDICTS;i++)
+       cl_effect_t *e;
+       if (!modelindex) // sanity check
+               return;
+       for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
        {
-               Mod_CheckLoaded(cl_static_entities[i].render.model);
-               r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render;
+               if (e->active)
+                       continue;
+               e->active = true;
+               VectorCopy(org, e->origin);
+               e->modelindex = modelindex;
+               e->starttime = cl.time;
+               e->startframe = startframe;
+               e->endframe = startframe + framecount;
+               e->framerate = framerate;
+
+               e->frame = 0;
+               e->frame1time = cl.time;
+               e->frame2time = cl.time;
+               break;
        }
 }
 
-/*
-===============
-CL_RelinkEntities
-===============
-*/
-static void CL_RelinkNetworkEntities()
+void CL_AllocDlight(entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime)
 {
-       entity_t        *ent;
-       int                     i, glowcolor, effects;
-       float           f, d, bobjrotate, bobjoffset, dlightradius, glowsize, lerp;
-       vec3_t          oldorg, neworg, delta, dlightcolor;
-
-       bobjrotate = ANGLEMOD(100*cl.time);
-       if (cl_itembobheight.value)
-               bobjoffset = (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
-       else
-               bobjoffset = 0;
+       int i;
+       dlight_t *dl;
 
-// start on the entity after the world
-       for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS /*cl.num_entities*/;i++, ent++)
+       /*
+// first look for an exact key match
+       if (ent)
        {
-               // if the object wasn't included in the latest packet, remove it
-               if (!ent->state_current.active)
-                       continue;
+               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_FindNonSolidLocation(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;
+       for (i = 0, dl = cl_dlights;i < MAX_DLIGHTS;i++, dl++)
+               if (dl->radius)
+                       dl->radius = (cl.time < dl->die) ? max(0, dl->radius - time * dl->decay) : 0;
+}
+
+extern qboolean Nehahrademcompatibility;
+#define MAXVIEWMODELS 32
+entity_t *viewmodels[MAXVIEWMODELS];
+int numviewmodels;
+
+matrix4x4_t viewmodelmatrix;
+
+static int entitylinkframenumber;
 
-               VectorCopy(ent->persistent.trail_origin, oldorg);
+static const vec3_t muzzleflashorigin = {18, 0, 0};
 
-               if (!ent->state_previous.active)
+extern void V_DriftPitch(void);
+extern void V_FadeViewFlashs(void);
+extern void V_CalcViewBlend(void);
+
+extern void V_CalcRefdef(void);
+// note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
+void CL_LinkNetworkEntity(entity_t *e)
+{
+       matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
+       int j, k, l, trailtype, temp;
+       float origin[3], angles[3], delta[3], lerp, dlightcolor[3], mins[3], maxs[3], v[3], v2[3], d;
+       entity_t *t;
+       model_t *model;
+       //entity_persistent_t *p = &e->persistent;
+       //entity_render_t *r = &e->render;
+       if (e->persistent.linkframe != entitylinkframenumber)
+       {
+               e->persistent.linkframe = entitylinkframenumber;
+               // skip inactive entities and world
+               if (!e->state_current.active || e == cl_entities)
+                       return;
+               if (e->render.flags & RENDER_VIEWMODEL)
                {
-                       // only one state available
-                       lerp = 1;
-                       VectorCopy (ent->state_current.origin, oldorg); // skip trails
-                       VectorCopy (ent->state_current.origin, neworg);
-                       VectorCopy (ent->state_current.angles, ent->render.angles);
-
-                       /*
-                       // monster interpolation
-                       ent->persistent.steplerptime = 0;
-                       VectorCopy(ent->state_current.origin, ent->persistent.stepoldorigin);
-                       VectorCopy(ent->state_current.angles, ent->persistent.stepoldangles);
-                       VectorCopy(ent->state_current.origin, ent->persistent.steporigin);
-                       VectorCopy(ent->state_current.angles, ent->persistent.stepangles);
-                       */
+                       if (cl.stats[STAT_HEALTH] <= 0 || !r_drawviewmodel.integer || chase_active.integer || envmap || (cl.items & IT_INVISIBILITY))
+                               return;
+                       if (cl.viewentity)
+                               CL_LinkNetworkEntity(cl_entities + cl.viewentity);
+                       matrix = &viewmodelmatrix;
+                       if (e == &cl.viewent && cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
+                       {
+                               e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
+                               e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT));
+                       }
                }
-               /*
-               else if ((ent->state_current.flags & ent->state_previous.flags) & ENTFLAG_STEP)
+               else
                {
-                       if (ent->state_current.origin[0] != ent->persistent.steporigin[0]
-                        || ent->state_current.origin[1] != ent->persistent.steporigin[1]
-                        || ent->state_current.origin[2] != ent->persistent.steporigin[2]
-                        || ent->state_current.angles[0] != ent->persistent.stepangles[0]
-                        || ent->state_current.angles[1] != ent->persistent.stepangles[1]
-                        || ent->state_current.angles[2] != ent->persistent.stepangles[2])
+                       t = cl_entities + e->state_current.tagentity;
+                       if (!t->state_current.active)
+                               return;
+                       // note: this can link to world
+                       CL_LinkNetworkEntity(t);
+                       // make relative to the entity
+                       matrix = &t->render.matrix;
+                       // if a valid tagindex is used, make it relative to that tag instead
+                       if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model) && e->state_current.tagindex <= t->render.model->alias.aliasnum_tags)
                        {
-                               // update lerp positions
-                               ent->clientpersistent.steplerptime = sv.time;
-                               VectorCopy(ent->steporigin, ent->stepoldorigin);
-                               VectorCopy(ent->stepangles, ent->stepoldangles);
-                               VectorCopy(ent->v.origin, ent->steporigin);
-                               VectorCopy(ent->v.angles, ent->stepangles);
+                               // blend the matrices
+                               memset(&blendmatrix, 0, sizeof(blendmatrix));
+                               for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
+                               {
+                                       matrix = &t->render.model->alias.aliasdata_tags[t->render.frameblend[j].frame * t->render.model->alias.aliasnum_tags + (e->state_current.tagindex - 1)].matrix;
+                                       d = t->render.frameblend[j].lerp;
+                                       for (l = 0;l < 4;l++)
+                                               for (k = 0;k < 4;k++)
+                                                       blendmatrix.m[l][k] += d * matrix->m[l][k];
+                               }
+                               // concat the tag matrices onto the entity matrix
+                               Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
+                               // use the constructed tag matrix
+                               matrix = &tempmatrix;
                        }
-                       lerp = (cl.time - ent->persistent.steplerptime) * 10.0;
-                       if (lerp < 1)
+               }
+               e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
+               e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
+               e->render.flags = e->state_current.flags;
+               if (e - cl_entities == cl.viewentity)
+                       e->render.flags |= RENDER_EXTERIORMODEL;
+               e->render.effects = e->state_current.effects;
+               if (e->state_current.flags & RENDER_COLORMAPPED)
+                       e->render.colormap = e->state_current.colormap;
+               else if (cl.scores != NULL && e->state_current.colormap)
+                       e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
+               else
+                       e->render.colormap = -1; // no special coloring
+               e->render.skinnum = e->state_current.skin;
+               // set up the render matrix
+               if (e->state_previous.active && e->state_current.modelindex == e->state_previous.modelindex)
+               {
+                       // movement lerp
+                       if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
                        {
-                               // origin
-                               VectorSubtract(ent->persistent.steporigin, ent->persistent.stepoldorigin, delta);
-                               VectorMA(ent->persistent.stepoldorigin, lerp, delta, neworg);
-
-                               // angles
-                               VectorSubtract(ent->persistent.stepangles, ent->persistent.stepoldangles, delta);
-                               // choose shortest rotate (to avoid 'spin around' situations)
+                               // interpolate the origin and angles
+                               VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
+                               VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
                                if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
                                if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
                                if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
-                               VectorMA(ent->stepoldangles, lerp, delta, ent->render.angles);
-                       }
-                       else
-                       {
-                               VectorCopy(ent->persistent.steporigin, neworg);
-                               VectorCopy(ent->persistent.stepangles, ent->render.angles);
+                               VectorMA(e->persistent.oldangles, lerp, delta, angles);
                        }
-               }
-               */
-               else
-               {
-                       /*
-                       // monster interpolation
-                       ent->persistent.steplerptime = 0;
-                       VectorCopy(ent->state_current.origin, ent->persistent.stepoldorigin);
-                       VectorCopy(ent->state_current.angles, ent->persistent.stepoldangles);
-                       VectorCopy(ent->state_current.origin, ent->persistent.steporigin);
-                       VectorCopy(ent->state_current.angles, ent->persistent.stepangles);
-                       */
-
-                       // 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
                        {
-                               f = ent->state_current.time - ent->state_previous.time;
-                               if (f > 0)
-                                       lerp = (cl.time - ent->state_previous.time) / f;
-                               else
-                                       lerp = 1;
+                               // no interpolation
+                               VectorCopy(e->persistent.neworigin, origin);
+                               VectorCopy(e->persistent.newangles, angles);
                        }
-                       if (lerp >= 1)
+                       // animation lerp
+                       if (e->render.frame2 == e->state_current.frame)
                        {
-                               // no interpolation
-                               VectorCopy (ent->state_current.origin, neworg);
-                               VectorCopy (ent->state_current.angles, ent->render.angles);
+                               // update frame lerp fraction
+                               e->render.framelerp = 1;
+                               if (e->render.frame2time > e->render.frame1time)
+                               {
+                                       e->render.framelerp = (cl.time - e->render.frame2time) / (e->render.frame2time - e->render.frame1time);
+                                       e->render.framelerp = bound(0, e->render.framelerp, 1);
+                               }
                        }
                        else
                        {
-                               // 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);
+                               // begin a new frame lerp
+                               e->render.frame1 = e->render.frame2;
+                               e->render.frame1time = e->render.frame2time;
+                               e->render.frame = e->render.frame2 = e->state_current.frame;
+                               e->render.frame2time = cl.time;
+                               e->render.framelerp = 0;
                        }
                }
-
-               VectorCopy (neworg, ent->persistent.trail_origin);
-               // persistent.modelindex will be updated by CL_LerpUpdate
-               if (ent->state_current.modelindex != ent->persistent.modelindex)
-                       VectorCopy(neworg, oldorg);
-
-               VectorCopy (neworg, ent->render.origin);
-               ent->render.flags = ent->state_current.flags;
-               ent->render.effects = effects = ent->state_current.effects;
-               if (cl.scores == NULL || !ent->state_current.colormap)
-                       ent->render.colormap = -1; // no special coloring
                else
-                       ent->render.colormap = cl.scores[ent->state_current.colormap - 1].colors; // color it
-               ent->render.skinnum = ent->state_current.skin;
-               ent->render.alpha = ent->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
-               ent->render.scale = ent->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
+               {
+                       // no interpolation
+                       VectorCopy(e->persistent.neworigin, origin);
+                       VectorCopy(e->persistent.newangles, angles);
+                       e->render.frame = e->render.frame1 = e->render.frame2 = e->state_current.frame;
+                       e->render.frame1time = e->render.frame2time = cl.time;
+                       e->render.framelerp = 1;
+               }
 
-               // update interpolation info
-               CL_LerpUpdate(ent);
+               e->render.model = cl.model_precache[e->state_current.modelindex];
+               if (e->render.model)
+               {
+                       Mod_CheckLoaded(e->render.model);
+                       if (e->render.model->type == mod_alias || e->render.model->type == mod_sprite)
+                               angles[0] = -angles[0];
+                       if (e->render.model->flags & EF_ROTATE)
+                       {
+                               angles[1] = ANGLEMOD(100*cl.time);
+                               if (cl_itembobheight.value)
+                                       origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
+                       }
+               }
 
-               // handle effects now...
-               dlightradius = 0;
+               R_LerpAnimation(&e->render);
+
+               // FIXME: e->render.scale should go away
+               Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
+               // concat the matrices to make the entity relative to its tag
+               Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
+               // make the other useful stuff
+               Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
+               CL_BoundingBoxForEntity(&e->render);
+
+               // handle effects now that we know where this entity is in the world...
+               origin[0] = e->render.matrix.m[0][3];
+               origin[1] = e->render.matrix.m[1][3];
+               origin[2] = e->render.matrix.m[2][3];
+               trailtype = -1;
                dlightcolor[0] = 0;
                dlightcolor[1] = 0;
                dlightcolor[2] = 0;
-
                // LordHavoc: if the entity has no effects, don't check each
-               if (effects)
+               if (e->render.effects)
                {
-                       if (effects & EF_BRIGHTFIELD)
-                               CL_EntityParticles (ent);
-                       if (effects & EF_MUZZLEFLASH)
+                       if (e->render.effects & EF_BRIGHTFIELD)
                        {
-                               vec3_t v, v2;
-
-                               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;
-                               TraceLine(neworg, v2, v, NULL, 0, true);
-
-                               CL_AllocDlight (NULL, v, 100, 1, 1, 1, 0, 0);
+                               if (gamemode == GAME_NEXUIZ)
+                               {
+                                       dlightcolor[0] += 100.0f;
+                                       dlightcolor[1] += 200.0f;
+                                       dlightcolor[2] += 400.0f;
+                                       trailtype = 8;
+                               }
+                               else
+                                       CL_EntityParticles(e);
                        }
-                       if (effects & EF_DIMLIGHT)
+                       if (e->render.effects & EF_MUZZLEFLASH)
+                               e->persistent.muzzleflash = 100.0f;
+                       if (e->render.effects & EF_DIMLIGHT)
                        {
                                dlightcolor[0] += 200.0f;
                                dlightcolor[1] += 200.0f;
                                dlightcolor[2] += 200.0f;
                        }
-                       if (effects & EF_BRIGHTLIGHT)
+                       if (e->render.effects & EF_BRIGHTLIGHT)
                        {
                                dlightcolor[0] += 400.0f;
                                dlightcolor[1] += 400.0f;
                                dlightcolor[2] += 400.0f;
                        }
-                       // LordHavoc: added EF_RED and EF_BLUE
-                       if (effects & EF_RED) // red
+                       // LordHavoc: more effects
+                       if (e->render.effects & EF_RED) // red
                        {
                                dlightcolor[0] += 200.0f;
                                dlightcolor[1] +=  20.0f;
                                dlightcolor[2] +=  20.0f;
                        }
-                       if (effects & EF_BLUE) // blue
+                       if (e->render.effects & EF_BLUE) // blue
                        {
                                dlightcolor[0] +=  20.0f;
                                dlightcolor[1] +=  20.0f;
                                dlightcolor[2] += 200.0f;
                        }
-                       if (effects & EF_FLAME)
+                       if (e->render.effects & EF_FLAME)
                        {
-                               if (ent->render.model)
-                               {
-                                       vec3_t mins, maxs;
-                                       int temp;
-                                       if (ent->render.angles[0] || ent->render.angles[2])
-                                       {
-                                               VectorAdd(neworg, ent->render.model->rotatedmins, mins);
-                                               VectorAdd(neworg, ent->render.model->rotatedmaxs, maxs);
-                                       }
-                                       else if (ent->render.angles[1])
-                                       {
-                                               VectorAdd(neworg, ent->render.model->yawmins, mins);
-                                               VectorAdd(neworg, ent->render.model->yawmaxs, maxs);
-                                       }
-                                       else
-                                       {
-                                               VectorAdd(neworg, ent->render.model->normalmins, mins);
-                                               VectorAdd(neworg, ent->render.model->normalmaxs, maxs);
-                                       }
-                                       // how many flames to make
-                                       temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
-                                       CL_FlameCube(mins, maxs, temp);
-                               }
+                               mins[0] = origin[0] - 16.0f;
+                               mins[1] = origin[1] - 16.0f;
+                               mins[2] = origin[2] - 16.0f;
+                               maxs[0] = origin[0] + 16.0f;
+                               maxs[1] = origin[1] + 16.0f;
+                               maxs[2] = origin[2] + 16.0f;
+                               // how many flames to make
+                               temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
+                               CL_FlameCube(mins, maxs, temp);
                                d = lhrandom(200, 250);
                                dlightcolor[0] += d * 1.0f;
                                dlightcolor[1] += d * 0.7f;
                                dlightcolor[2] += d * 0.3f;
                        }
+                       if (e->render.effects & EF_STARDUST)
+                       {
+                               mins[0] = origin[0] - 16.0f;
+                               mins[1] = origin[1] - 16.0f;
+                               mins[2] = origin[2] - 16.0f;
+                               maxs[0] = origin[0] + 16.0f;
+                               maxs[1] = origin[1] + 16.0f;
+                               maxs[2] = origin[2] + 16.0f;
+                               // how many particles to make
+                               temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
+                               CL_Stardust(mins, maxs, temp);
+                               d = 100;
+                               dlightcolor[0] += d * 1.0f;
+                               dlightcolor[1] += d * 0.7f;
+                               dlightcolor[2] += d * 0.3f;
+                       }
+               }
+               // muzzleflash fades over time, and is offset a bit
+               if (e->persistent.muzzleflash > 0)
+               {
+                       Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
+                       CL_TraceLine(origin, v2, v, NULL, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY);
+                       CL_AllocDlight(NULL, v, e->persistent.muzzleflash, 1, 1, 1, 0, 0);
+                       e->persistent.muzzleflash -= cl.frametime * 1000;
                }
-
                // LordHavoc: if the model has no flags, don't check each
-               if (ent->render.model && ent->render.model->flags)
+               if (e->render.model && e->render.model->flags)
                {
-                       if (ent->render.model->flags & EF_ROTATE)
+                       if (e->render.model->flags & EF_GIB)
+                               trailtype = 2;
+                       else if (e->render.model->flags & EF_ZOMGIB)
+                               trailtype = 4;
+                       else if (e->render.model->flags & EF_TRACER)
                        {
-                               ent->render.angles[1] = bobjrotate;
-                               ent->render.origin[2] += bobjoffset;
+                               trailtype = 3;
+                               dlightcolor[0] += 0x10;
+                               dlightcolor[1] += 0x40;
+                               dlightcolor[2] += 0x10;
                        }
-                       // only do trails if present in the previous frame as well
-                       if (ent->state_previous.active)
+                       else if (e->render.model->flags & EF_TRACER2)
                        {
-                               if (ent->render.model->flags & EF_GIB)
-                                       CL_RocketTrail (oldorg, neworg, 2, ent);
-                               else if (ent->render.model->flags & EF_ZOMGIB)
-                                       CL_RocketTrail (oldorg, neworg, 4, ent);
-                               else if (ent->render.model->flags & EF_TRACER)
-                                       CL_RocketTrail (oldorg, neworg, 3, ent);
-                               else if (ent->render.model->flags & EF_TRACER2)
-                                       CL_RocketTrail (oldorg, neworg, 5, ent);
-                               else if (ent->render.model->flags & EF_ROCKET)
-                               {
-                                       CL_RocketTrail (oldorg, ent->render.origin, 0, ent);
-                                       // LordHavoc: changed from 200, 160, 80 to 250, 200, 100
-                                       dlightcolor[0] += 250.0f;
-                                       dlightcolor[1] += 200.0f;
-                                       dlightcolor[2] += 100.0f;
-                               }
-                               else if (ent->render.model->flags & EF_GRENADE)
-                               {
-                                       if (ent->render.alpha == -1) // LordHavoc: Nehahra dem compatibility
-                                               CL_RocketTrail (oldorg, neworg, 7, ent);
-                                       else
-                                               CL_RocketTrail (oldorg, neworg, 1, ent);
-                               }
-                               else if (ent->render.model->flags & EF_TRACER3)
-                                       CL_RocketTrail (oldorg, neworg, 6, ent);
+                               trailtype = 5;
+                               dlightcolor[0] += 0x50;
+                               dlightcolor[1] += 0x30;
+                               dlightcolor[2] += 0x10;
+                       }
+                       else if (e->render.model->flags & EF_ROCKET)
+                       {
+                               trailtype = 0;
+                               dlightcolor[0] += 200.0f;
+                               dlightcolor[1] += 160.0f;
+                               dlightcolor[2] +=  80.0f;
+                       }
+                       else if (e->render.model->flags & EF_GRENADE)
+                       {
+                               // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
+                               trailtype = e->render.alpha == -1 ? 7 : 1;
+                       }
+                       else if (e->render.model->flags & EF_TRACER3)
+                       {
+                               trailtype = 6;
+                               dlightcolor[0] += 0x50;
+                               dlightcolor[1] += 0x20;
+                               dlightcolor[2] += 0x40;
                        }
                }
                // LordHavoc: customizable glow
-               glowsize = ent->state_current.glowsize * 4.0f; // FIXME: interpolate?
-               glowcolor = ent->state_current.glowcolor;
-               if (glowsize)
+               if (e->state_current.glowsize)
                {
-                       qbyte *tempcolor = (qbyte *)&d_8to24table[glowcolor];
-                       dlightcolor[0] += glowsize * tempcolor[0] * (1.0f / 255.0f);
-                       dlightcolor[1] += glowsize * tempcolor[1] * (1.0f / 255.0f);
-                       dlightcolor[2] += glowsize * tempcolor[2] * (1.0f / 255.0f);
+                       // * 4 for the expansion from 0-255 to 0-1023 range,
+                       // / 255 to scale down byte colors
+                       VectorMA(dlightcolor, e->state_current.glowsize * (4.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
                }
-               // LordHavoc: customizable trail
-               if (ent->render.flags & RENDER_GLOWTRAIL)
-                       CL_RocketTrail2 (oldorg, neworg, glowcolor, ent);
-
-               if (dlightcolor[0] || dlightcolor[1] || dlightcolor[2])
+               // make the dlight
+               if ((dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && !e->state_current.tagentity)
                {
-                       vec3_t vec;
-                       dlightradius = VectorLength(dlightcolor);
-                       d = 1.0f / dlightradius;
-                       VectorCopy(neworg, vec);
+                       VectorCopy(origin, v);
                        // hack to make glowing player light shine on their gun
-                       if (i == cl.viewentity && !chase_active.integer)
-                               vec[2] += 30;
-                       CL_AllocDlight (/*&ent->render*/ NULL, vec, dlightradius, dlightcolor[0] * d, dlightcolor[1] * d, dlightcolor[2] * d, 0, 0);
+                       if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
+                               v[2] += 30;
+                       CL_AllocDlight(&e->render, v, 1, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0);
                }
-
-               if (chase_active.integer)
+               // trails need the previous frame
+               if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex)
                {
-                       if (ent->render.flags & RENDER_VIEWMODEL)
-                               continue;
-               }
-               else
-               {
-                       if (i == cl.viewentity || (ent->render.flags & RENDER_EXTERIORMODEL))
-                               continue;
+                       if (e->render.flags & RENDER_GLOWTRAIL)
+                               CL_RocketTrail2(e->persistent.trail_origin, origin, e->state_current.glowcolor, e);
+                       else if (trailtype >= 0)
+                               CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e);
                }
-
-               if (ent->render.model == NULL)
-                       continue;
-               if (effects & EF_NODRAW)
-                       continue;
-               if (r_refdef.numentities < MAX_VISEDICTS)
-                       r_refdef.entities[r_refdef.numentities++] = &ent->render;
+               VectorCopy(origin, e->persistent.trail_origin);
+               // note: the cl.viewentity and intermission check is to hide player
+               // shadow during intermission and during the Nehahra movie and
+               // Nehahra cinematics
+               if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE))
+                && (e->render.alpha == 1)
+                && !(e->render.flags & RENDER_VIEWMODEL)
+                && ((e - cl_entities) != cl.viewentity || (!cl.intermission && !Nehahrademcompatibility && !cl_noplayershadow.integer)))
+                       e->render.flags |= RENDER_SHADOW;
+               // as soon as player is known we can call V_CalcRefDef
+               if ((e - cl_entities) == cl.viewentity)
+                       V_CalcRefdef();
+               if (e->render.model && e->render.model->name[0] == '*' && e->render.model->brush.TraceBox)
+                       cl_brushmodel_entities[cl_num_brushmodel_entities++] = &e->render;
+               // don't show entities with no modelindex (note: this still shows
+               // entities which have a modelindex that resolved to a NULL model)
+               if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
+                       r_refdef.entities[r_refdef.numentities++] = &e->render;
+               if (cl_num_entities < e->state_current.number + 1)
+                       cl_num_entities = e->state_current.number + 1;
        }
 }
 
-void CL_LerpPlayer(float frac)
+void CL_RelinkWorld(void)
 {
-       int i;
-       float d;
-
-       if (cl.entitydatabase.numframes)
-       {
-               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]);
+       entity_t *ent = &cl_entities[0];
+       if (cl_num_entities < 1)
+               cl_num_entities = 1;
+       cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
+       // FIXME: this should be done at load
+       Matrix4x4_CreateIdentity(&ent->render.matrix);
+       Matrix4x4_CreateIdentity(&ent->render.inversematrix);
+       CL_BoundingBoxForEntity(&ent->render);
+}
 
-       if (cls.demoplayback)
+static void CL_RelinkStaticEntities(void)
+{
+       int i;
+       for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++)
        {
-               // 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;
-               }
+               Mod_CheckLoaded(cl_static_entities[i].render.model);
+               r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render;
        }
 }
 
-void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
+/*
+===============
+CL_RelinkEntities
+===============
+*/
+static void CL_RelinkNetworkEntities(void)
 {
+       entity_t *ent;
        int i;
-       cl_effect_t *e;
-       if (!modelindex) // sanity check
-               return;
-       for (i = 0, e = cl_effect;i < MAX_EFFECTS;i++, e++)
-       {
-               if (e->active)
-                       continue;
-               e->active = true;
-               VectorCopy(org, e->origin);
-               e->modelindex = modelindex;
-               e->starttime = cl.time;
-               e->startframe = startframe;
-               e->endframe = startframe + framecount;
-               e->framerate = framerate;
 
-               e->frame = 0;
-               e->frame1time = cl.time;
-               e->frame2time = cl.time;
-               break;
+       ent = &cl.viewent;
+       ent->state_previous = ent->state_current;
+       ClearStateToDefault(&ent->state_current);
+       ent->state_current.time = cl.time;
+       ent->state_current.number = -1;
+       ent->state_current.active = true;
+       ent->state_current.modelindex = cl.stats[STAT_WEAPON];
+       ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
+       ent->state_current.flags = RENDER_VIEWMODEL;
+
+       // start on the entity after the world
+       entitylinkframenumber++;
+       for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++)
+       {
+               if (cl_entities_active[i])
+               {
+                       if (ent->state_current.active)
+                               CL_LinkNetworkEntity(ent);
+                       else
+                               cl_entities_active[i] = false;
+               }
        }
+       CL_LinkNetworkEntity(&cl.viewent);
 }
 
-static void CL_RelinkEffects()
+static void CL_RelinkEffects(void)
 {
        int i, intframe;
        cl_effect_t *e;
-       entity_t *vis;
+       entity_t *ent;
        float frame;
 
-       for (i = 0, e = cl_effect;i < MAX_EFFECTS;i++, e++)
+       for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
        {
                if (e->active)
                {
@@ -710,7 +874,6 @@ static void CL_RelinkEffects()
                        intframe = frame;
                        if (intframe < 0 || intframe >= e->endframe)
                        {
-                               e->active = false;
                                memset(e, 0, sizeof(*e));
                                continue;
                        }
@@ -722,47 +885,164 @@ static void CL_RelinkEffects()
                                e->frame2time = cl.time;
                        }
 
-                       if ((vis = CL_NewTempEntity()))
+                       // if we're drawing effects, get a new temp entity
+                       // (NewTempEntity adds it to the render entities list for us)
+                       if (r_draweffects.integer && (ent = CL_NewTempEntity()))
                        {
                                // interpolation stuff
-                               vis->render.frame1 = intframe;
-                               vis->render.frame2 = intframe + 1;
-                               if (vis->render.frame2 >= e->endframe)
-                                       vis->render.frame2 = -1; // disappear
-                               vis->render.framelerp = frame - intframe;
-                               vis->render.frame1time = e->frame1time;
-                               vis->render.frame2time = e->frame2time;
+                               ent->render.frame1 = intframe;
+                               ent->render.frame2 = intframe + 1;
+                               if (ent->render.frame2 >= e->endframe)
+                                       ent->render.frame2 = -1; // disappear
+                               ent->render.framelerp = frame - intframe;
+                               ent->render.frame1time = e->frame1time;
+                               ent->render.frame2time = e->frame2time;
 
                                // normal stuff
-                               VectorCopy(e->origin, vis->render.origin);
-                               vis->render.model = cl.model_precache[e->modelindex];
-                               vis->render.frame = vis->render.frame2;
-                               vis->render.colormap = -1; // no special coloring
-                               vis->render.scale = 1;
-                               vis->render.alpha = 1;
+                               ent->render.model = cl.model_precache[e->modelindex];
+                               ent->render.frame = ent->render.frame2;
+                               ent->render.colormap = -1; // no special coloring
+                               ent->render.alpha = 1;
+
+                               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_RelinkEntities (void)
+void CL_RelinkBeams(void)
 {
-       float frac;
+       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
+                                       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);
+                       }
+               }
 
-       // fraction from previous network update to current
-       frac = CL_LerpPoint ();
+               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;
+               }
 
-       CL_DecayLights ();
-       CL_RelinkStaticEntities();
-       CL_RelinkNetworkEntities();
-       TraceLine_ScanForBModels();
-       CL_RelinkEffects();
-       CL_MoveParticles();
-       CL_UpdateTEnts();
+               // calculate pitch and yaw
+               VectorSubtract (b->end, b->start, dist);
 
-       CL_LerpPlayer(frac);
+               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_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;
+               }
+       }
+}
 
 /*
 ===============
@@ -771,46 +1051,42 @@ CL_ReadFromServer
 Read all incoming data from the server
 ===============
 */
-int CL_ReadFromServer (void)
+int CL_ReadFromServer(void)
 {
-       int ret, netshown;
+       CL_ReadDemoMessage();
 
-       cl.oldtime = cl.time;
-       cl.time += cl.frametime;
+       r_refdef.numentities = 0;
+       cl_num_entities = 0;
+       cl_num_brushmodel_entities = 0;
 
-       netshown = false;
-       do
+       if (cls.state == ca_connected && cls.signon == SIGNONS)
        {
-               ret = CL_GetMessage ();
-               if (ret == -1)
-                       Host_Error ("CL_ReadFromServer: lost server connection");
-               if (!ret)
-                       break;
+               // prepare for a new frame
+               CL_LerpPlayer(CL_LerpPoint());
+               CL_DecayLights();
+               CL_ClearTempEntities();
+               V_DriftPitch();
+               V_FadeViewFlashs();
 
-               cl.last_received_message = realtime;
+               // relink network entities (note: this sets up the view!)
+               CL_RelinkNetworkEntities();
 
-               if (cl_shownet.integer)
-                       netshown = true;
+               // move particles
+               CL_MoveParticles();
 
-               CL_ParseServerMessage ();
-       }
-       while (ret && cls.state == ca_connected);
-
-       if (netshown)
-               Con_Printf ("\n");
-
-       r_refdef.numentities = 0;
-       if (cls.state == ca_connected && cl.worldmodel)
-       {
-               CL_RelinkEntities ();
+               // link stuff
+               CL_RelinkWorld();
+               CL_RelinkStaticEntities();
+               CL_RelinkBeams();
+               CL_RelinkEffects();
 
                // run cgame code (which can add more entities)
                CL_CGVM_Frame();
+
+               // update view blend
+               V_CalcViewBlend();
        }
 
-//
-// bring the links up to date
-//
        return 0;
 }
 
@@ -819,58 +1095,46 @@ 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);
 
-       // allow mice or other external controllers to add to the move
-               IN_Move (&cmd);
+               // OS independent code
+               IN_PreMove();
 
-       // send the unreliable message
-               CL_SendMove (&cmd);
-       }
-       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);
-               }
+               // allow mice or other external controllers to add to the move
+               IN_Move(&cmd);
+
+               // OS independent code
+               IN_PostMove();
+
+               // send the unreliable message
+               CL_SendMove(&cmd);
        }
 
        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
@@ -883,39 +1147,6 @@ 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
@@ -941,11 +1172,16 @@ 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");
+
        memset(&r_refdef, 0, sizeof(r_refdef));
-       r_refdef.entities = Mem_Alloc(cl_refdef_mempool, sizeof(entity_render_t *) * MAX_VISEDICTS);
+       // max entities sent to renderer per frame
+       r_refdef.maxentities = MAX_EDICTS + 256 + 512;
+       r_refdef.entities = Mem_Alloc(cl_refdef_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
+       // 256k drawqueue buffer
+       r_refdef.maxdrawqueuesize = 256 * 1024;
+       r_refdef.drawqueue = Mem_Alloc(cl_refdef_mempool, r_refdef.maxdrawqueuesize);
 
        SZ_Alloc (&cls.message, 1024, "cls.message");
 
@@ -955,10 +1191,6 @@ 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);
@@ -983,7 +1215,6 @@ 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);
@@ -994,13 +1225,20 @@ 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(&cl_draweffects);
+       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);
 
        CL_Parse_Init();
        CL_Particles_Init();
        CL_Screen_Init();
        CL_CGVM_Init();
+
+       CL_Video_Init();
 }
+