]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_main.c
view.c, cl_parse.c, cl_main.c, gl_rmain.c - trying to remove all uses of origin,...
[xonotic/darkplaces.git] / cl_main.c
index acba578a25b0a5336607f7001808c64dac45b92b..9488601a2e24e571b08c1665ec804ac871974069 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -20,6 +20,8 @@ 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"
 
 // we need to declare some mouse variables here, because the menu system
 // references them even when on a unix system.
@@ -46,38 +48,46 @@ 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"};
+
+cvar_t cl_explosions = {CVAR_SAVE, "cl_explosions", "1"};
+cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
+
+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_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"};
 
 mempool_t *cl_scores_mempool;
 mempool_t *cl_refdef_mempool;
+mempool_t *cl_entities_mempool;
 
 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];
-
-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;
-
-#define MAX_EFFECTS 256
-
-static cl_effect_t cl_effect[MAX_EFFECTS];
 
+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;
 
 /*
 =====================
@@ -87,29 +97,50 @@ CL_ClearState
 */
 void CL_ClearState (void)
 {
-       int                     i;
+       int i;
 
        if (!sv.active)
                Host_ClearMemory ();
 
        Mem_EmptyPool(cl_scores_mempool);
+       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 +150,6 @@ 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
@@ -254,31 +244,123 @@ CL_PrintEntities_f
 */
 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);
        }
 }
 
+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;
+}
 
 /*
 ===============
@@ -290,7 +372,7 @@ should be put at.
 */
 static float CL_LerpPoint (void)
 {
-       float   f;
+       float f;
 
        // dropped packet, or start of demo
        if (cl.mtime[1] < cl.mtime[0] - 0.1)
@@ -310,10 +392,110 @@ 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;
+       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_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);
+       Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
+       CL_BoundingBoxForEntity(&ent->render);
+}
+
 static void CL_RelinkStaticEntities(void)
 {
        int i;
-       for (i = 0;i < cl.num_statics && r_refdef.numentities < MAX_VISEDICTS;i++)
+       for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++)
        {
                Mod_CheckLoaded(cl_static_entities[i].render.model);
                r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render;
@@ -325,12 +507,18 @@ 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, glowcolor, effects;
-       float           f, d, bobjrotate, bobjoffset, dlightradius, glowsize, lerp;
-       vec3_t          oldorg, neworg, delta, dlightcolor;
+       entity_t *ent;
+       int i, effects, temp;
+       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)
@@ -338,122 +526,75 @@ static void CL_RelinkNetworkEntities()
        else
                bobjoffset = 0;
 
-// start on the entity after the world
-       for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS /*cl.num_entities*/;i++, ent++)
+       // start on the entity after the world
+       for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++)
        {
-               // if the object wasn't included in the latest packet, remove it
+               // if the object isn't active in the current network frame, skip it
+               if (!cl_entities_active[i])
+                       continue;
                if (!ent->state_current.active)
+               {
+                       cl_entities_active[i] = false;
                        continue;
+               }
 
                VectorCopy(ent->persistent.trail_origin, oldorg);
 
                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);
-
-                       /*
-                       // 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);
-                       */
+                       VectorCopy (ent->persistent.neworigin, neworg);
+                       VectorCopy (ent->persistent.newangles, ent->render.angles);
+                       VectorCopy (neworg, oldorg);
                }
-               /*
-               else if ((ent->state_current.flags & ent->state_previous.flags) & ENTFLAG_STEP)
-               {
-                       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])
-                       {
-                               // 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);
-                       }
-                       lerp = (cl.time - ent->persistent.steplerptime) * 10.0;
-                       if (lerp < 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)
-                               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);
-                       }
-               }
-               */
                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
+                       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 (cl.scores == NULL || !ent->state_current.colormap)
+               if (ent->state_current.flags & RENDER_COLORMAPPED)
+                       ent->render.colormap = ent->state_current.colormap;
+               else 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
@@ -461,11 +602,18 @@ 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;
@@ -474,20 +622,21 @@ static void CL_RelinkNetworkEntities()
                if (effects)
                {
                        if (effects & EF_BRIGHTFIELD)
-                               CL_EntityParticles (ent);
-                       if (effects & EF_MUZZLEFLASH)
                        {
-                               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_NEXIUZ)
+                               {
+                                       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)
                        {
                                dlightcolor[0] += 200.0f;
@@ -517,25 +666,6 @@ static void CL_RelinkNetworkEntities()
                        {
                                if (ent->render.model)
                                {
-                                       vec3_t mins, maxs;
-                                       int temp;
-                                       /*
-                                       if (ent->render.angles[0] || ent->render.angles[2])
-                                       {
-                                               VectorMA(neworg, 0.25f, ent->render.model->rotatedmins, mins);
-                                               VectorMA(neworg, 0.25f, ent->render.model->rotatedmaxs, maxs);
-                                       }
-                                       else if (ent->render.angles[1])
-                                       {
-                                               VectorMA(neworg, 0.25f, ent->render.model->yawmins, mins);
-                                               VectorMA(neworg, 0.25f, ent->render.model->yawmaxs, maxs);
-                                       }
-                                       else
-                                       {
-                                               VectorMA(neworg, 0.25f, ent->render.model->normalmins, mins);
-                                               VectorMA(neworg, 0.25f, ent->render.model->normalmaxs, maxs);
-                                       }
-                                       */
                                        mins[0] = neworg[0] - 16.0f;
                                        mins[1] = neworg[1] - 16.0f;
                                        mins[2] = neworg[2] - 16.0f;
@@ -555,25 +685,6 @@ static void CL_RelinkNetworkEntities()
                        {
                                if (ent->render.model)
                                {
-                                       vec3_t mins, maxs;
-                                       int temp;
-                                       /*
-                                       if (ent->render.angles[0] || ent->render.angles[2])
-                                       {
-                                               VectorMA(neworg, 0.25f, ent->render.model->rotatedmins, mins);
-                                               VectorMA(neworg, 0.25f, ent->render.model->rotatedmaxs, maxs);
-                                       }
-                                       else if (ent->render.angles[1])
-                                       {
-                                               VectorMA(neworg, 0.25f, ent->render.model->yawmins, mins);
-                                               VectorMA(neworg, 0.25f, ent->render.model->yawmaxs, maxs);
-                                       }
-                                       else
-                                       {
-                                               VectorMA(neworg, 0.25f, ent->render.model->normalmins, mins);
-                                               VectorMA(neworg, 0.25f, ent->render.model->normalmaxs, maxs);
-                                       }
-                                       */
                                        mins[0] = neworg[0] - 16.0f;
                                        mins[1] = neworg[1] - 16.0f;
                                        mins[2] = neworg[2] - 16.0f;
@@ -591,14 +702,21 @@ static void CL_RelinkNetworkEntities()
                        }
                }
 
+               if (ent->persistent.muzzleflash > 0)
+               {
+                       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;
+               }
+
                // 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)
                        {
@@ -607,9 +725,19 @@ static void CL_RelinkNetworkEntities()
                                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);
+                                       dlightcolor[0] += 0x10;
+                                       dlightcolor[1] += 0x40;
+                                       dlightcolor[2] += 0x10;
+                               }
                                else if (ent->render.model->flags & EF_TRACER2)
+                               {
                                        CL_RocketTrail (oldorg, neworg, 5, ent);
+                                       dlightcolor[0] += 0x50;
+                                       dlightcolor[1] += 0x30;
+                                       dlightcolor[2] += 0x10;
+                               }
                                else if (ent->render.model->flags & EF_ROCKET)
                                {
                                        CL_RocketTrail (oldorg, ent->render.origin, 0, ent);
@@ -619,91 +747,79 @@ static void CL_RelinkNetworkEntities()
                                }
                                else if (ent->render.model->flags & EF_GRENADE)
                                {
-                                       if (ent->render.alpha == -1) // LordHavoc: Nehahra dem compatibility
+                                       if (ent->render.alpha == -1) // LordHavoc: Nehahra dem compatibility (cigar smoke)
                                                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);
+                                       dlightcolor[0] += 0x50;
+                                       dlightcolor[1] += 0x20;
+                                       dlightcolor[2] += 0x40;
+                               }
                        }
                }
                // LordHavoc: customizable glow
-               glowsize = ent->state_current.glowsize; // FIXME: interpolate?
-               glowcolor = ent->state_current.glowcolor;
-               if (glowsize)
+               if (ent->state_current.glowsize)
                {
-                       qbyte *tempcolor = (qbyte *)&d_8to24table[glowcolor];
                        // * 4 for the expansion from 0-255 to 0-1023 range,
                        // / 255 to scale down byte colors
-                       glowsize *= (4.0f / 255.0f);
-                       VectorMA(dlightcolor, glowsize, tempcolor, 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)
-                       CL_RocketTrail2 (oldorg, neworg, glowcolor, ent);
+                       CL_RocketTrail2 (oldorg, neworg, ent->state_current.glowcolor, ent);
 
                if (dlightcolor[0] || dlightcolor[1] || dlightcolor[2])
                {
-                       vec3_t vec;
-                       VectorCopy(neworg, vec);
+                       VectorCopy(neworg, 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, 1, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0);
+                       if (i == cl.viewentity/* && !chase_active.integer*/)
+                               v[2] += 30;
+                       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 (r_refdef.numentities < MAX_VISEDICTS)
-                       r_refdef.entities[r_refdef.numentities++] = &ent->render;
-       }
-}
 
-void CL_LerpPlayer(float frac)
-{
-       int i;
-       float d;
+               // store a list of view-relative entities for later adjustment in view code
+               if (ent->render.flags & RENDER_VIEWMODEL)
+               {
+                       if (numviewmodels < MAXVIEWMODELS)
+                               viewmodels[numviewmodels++] = ent;
+                       continue;
+               }
 
-       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);
+               Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
 
-       cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold);
+               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;
 
-       for (i = 0;i < 3;i++)
-               cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
+               // 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;
 
-       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 (r_refdef.numentities < r_refdef.maxentities)
+                       r_refdef.entities[r_refdef.numentities++] = &ent->render;
+
+               if (cl_num_entities < i + 1)
+                       cl_num_entities = i + 1;
        }
 }
 
@@ -713,7 +829,7 @@ void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float
        cl_effect_t *e;
        if (!modelindex) // sanity check
                return;
-       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)
                        continue;
@@ -732,14 +848,14 @@ 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;
-       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)
                {
@@ -759,26 +875,376 @@ 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;
+                               //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.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_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, cl.viewentoriginold[0], cl.viewentoriginold[1], cl.viewentoriginold[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, cl.viewentorigin[0], cl.viewentorigin[1], cl.viewentorigin[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 && 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;
+               }
+       }
+}
+
+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"};
+
+rtexture_t *r_lightningbeamtexture;
+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)
+{
+       float r, g, b, intensity, fx, width, center;
+       int x, y;
+       qbyte *data, *noise1, *noise2;
+       data = Mem_Alloc(tempmempool, 32 * 512 * 4);
+       noise1 = Mem_Alloc(tempmempool, 512 * 512);
+       noise2 = Mem_Alloc(tempmempool, 512 * 512);
+       fractalnoise(noise1, 512, 8);
+       fractalnoise(noise2, 512, 16);
+
+       for (y = 0;y < 512;y++)
+       {
+               width = noise1[y * 512] * (1.0f / 256.0f) * 3.0f + 3.0f;
+               center = (noise1[y * 512 + 64] / 256.0f) * (32.0f - (width + 1.0f) * 2.0f) + (width + 1.0f);
+               for (x = 0;x < 32;x++, fx++)
+               {
+                       fx = (x - center) / width;
+                       intensity = (1.0f - fx * fx) * (noise2[y*512+x] * (1.0f / 256.0f) * 0.33f + 0.66f);
+                       intensity = bound(0, intensity, 1);
+                       r = intensity * 2.0f - 1.0f;
+                       g = intensity * 3.0f - 1.0f;
+                       b = intensity * 3.0f;
+                       data[(y * 32 + x) * 4 + 0] = (qbyte)(bound(0, r, 1) * 255.0f);
+                       data[(y * 32 + x) * 4 + 1] = (qbyte)(bound(0, g, 1) * 255.0f);
+                       data[(y * 32 + x) * 4 + 2] = (qbyte)(bound(0, b, 1) * 255.0f);
+                       data[(y * 32 + x) * 4 + 3] = (qbyte)255;
+               }
+       }
+
+       r_lightningbeamtexturepool = R_AllocTexturePool();
+       r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", 32, 512, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+       Mem_Free(noise1);
+       Mem_Free(noise2);
+       Mem_Free(data);
+}
+
+void r_lightningbeams_shutdown(void)
+{
+       r_lightningbeamtexture = 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);
+       R_RegisterModule("R_LightningBeams", r_lightningbeams_start, r_lightningbeams_shutdown, r_lightningbeams_newmap);
+}
+
+void R_CalcLightningBeamPolygonVertices(float *v, float *tc, const float *start, const float *end, const float *offset, float t1, float t2)
+{
+       // near right corner
+       VectorAdd     (start, offset, (v +  0));tc[ 0] = 0;tc[ 1] = t1;
+       // near left corner
+       VectorSubtract(start, offset, (v +  4));tc[ 4] = 1;tc[ 5] = t1;
+       // far left corner
+       VectorSubtract(end  , offset, (v +  8));tc[ 8] = 1;tc[ 9] = t2;
+       // far right corner
+       VectorAdd     (end  , offset, (v + 12));tc[12] = 0;tc[13] = t2;
+}
+
+void R_FogLightningBeamColors(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 += 4, 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;
+       memset(&m, 0, sizeof(m));
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ONE;
+       m.tex[0] = R_GetTexture(r_lightningbeamtexture);
+       R_Mesh_State(&m);
+       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)
+
+       // polygon 1, verts 0-3
+       VectorScale(right, r_lightningbeam_thickness.value, offset);
+       R_CalcLightningBeamPolygonVertices(varray_vertex, varray_texcoord[0], b->start, b->end, offset, t1, t2);
+
+       // polygon 2, verts 4-7
+       VectorAdd(right, up, offset);
+       VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
+       R_CalcLightningBeamPolygonVertices(varray_vertex + 16, varray_texcoord[0] + 16, b->start, b->end, offset, t1 + 0.33, t2 + 0.33);
+
+       // polygon 3, verts 8-11
+       VectorSubtract(right, up, offset);
+       VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
+       R_CalcLightningBeamPolygonVertices(varray_vertex + 32, varray_texcoord[0] + 32, b->start, b->end, offset, t1 + 0.66, t2 + 0.66);
+
+       if (fogenabled)
+       {
+               // per vertex colors if fog is used
+               GL_UseColorArray();
+               R_FogLightningBeamColors(varray_vertex, varray_color, 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;
+
+       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].state_previous.origin, cl.viewentoriginold);
+               VectorCopy (cl_entities[cl.viewentity].state_current.origin, cl.viewentoriginnew);
+               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 (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;
+               }
        }
 }
 
@@ -787,17 +1253,19 @@ void CL_RelinkEntities (void)
        float frac;
 
        // fraction from previous network update to current
-       frac = CL_LerpPoint ();
+       frac = CL_LerpPoint();
 
-       CL_DecayLights ();
+       CL_ClearTempEntities();
+       CL_DecayLights();
+       CL_RelinkWorld();
        CL_RelinkStaticEntities();
        CL_RelinkNetworkEntities();
-       TraceLine_ScanForBModels();
        CL_RelinkEffects();
        CL_MoveParticles();
-       CL_UpdateTEnts();
 
        CL_LerpPlayer(frac);
+
+       CL_RelinkBeams();
 }
 
 
@@ -837,7 +1305,10 @@ int CL_ReadFromServer (void)
                Con_Printf ("\n");
 
        r_refdef.numentities = 0;
-       if (cls.state == ca_connected && cl.worldmodel)
+       cl_num_entities = 0;
+       cl_num_brushmodel_entities = 0;
+
+       if (cls.state == ca_connected && cls.signon == SIGNONS)
        {
                CL_RelinkEntities ();
 
@@ -878,6 +1349,33 @@ void CL_SendCmd (void)
        // send the unreliable message
                CL_SendMove (&cmd);
        }
+#ifndef NOROUTINGFIX
+       else if (cls.signon == 0 && !cls.demoplayback)
+       {
+               // 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)
+               {
+                       cl.sendnoptime = realtime + 3;
+                       Con_DPrintf("sending clc_nop to get server's attention\n");
+                       {
+                               sizebuf_t buf;
+                               qbyte data[128];
+                               buf.maxsize = 128;
+                               buf.cursize = 0;
+                               buf.data = data;
+                               MSG_WriteByte(&buf, clc_nop);
+                               if (NET_SendUnreliableMessage (cls.netcon, &buf) == -1)
+                               {
+                                       Con_Printf ("CL_SendCmd: lost server connection\n");
+                                       CL_Disconnect ();
+                               }
+                       }
+               }
+       }
+#endif
 
        if (cls.demoplayback)
        {
@@ -892,6 +1390,8 @@ void CL_SendCmd (void)
        if (!NET_CanSendMessage (cls.netcon))
        {
                Con_DPrintf ("CL_WriteToServer: can't send\n");
+               if (developer.integer)
+                       SZ_HexDumpToConsole(&cls.message);
                return;
        }
 
@@ -970,10 +1470,16 @@ 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");
 
@@ -1011,7 +1517,6 @@ 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);
@@ -1025,10 +1530,20 @@ void CL_Init (void)
        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_noplayershadow);
+
+       R_LightningBeams_Init();
 
        CL_Parse_Init();
        CL_Particles_Init();
        CL_Screen_Init();
        CL_CGVM_Init();
+
+       CL_Video_Init();
 }
+