]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_main.c
Lots of str[n]cat, str[n]cpy, and [v]sprintf have been replaced by strlcat, strlcpy...
[xonotic/darkplaces.git] / cl_main.c
index 7a6623a102212c0725c05a2058d0ec3aa341b52d..b57f4507ea86457b4d4be696451a8d9cb0e6f78b 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -8,7 +8,7 @@ of the License, or (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 
 See the GNU General Public License for more details.
 
@@ -20,39 +20,70 @@ 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 = {"_cl_name", "player", true};
-cvar_t cl_color = {"_cl_color", "0", true};
-cvar_t cl_pmodel = {"_cl_pmodel", "0", true};
+cvar_t cl_shownet = {0, "cl_shownet","0"};
+cvar_t cl_nolerp = {0, "cl_nolerp", "0"};
 
-cvar_t cl_shownet = {"cl_shownet","0"};        // can be 0, 1, or 2
-cvar_t cl_nolerp = {"cl_nolerp","0"};
+cvar_t cl_itembobheight = {0, "cl_itembobheight", "8"};
+cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5"};
 
-cvar_t lookspring = {"lookspring","0", true};
-cvar_t lookstrafe = {"lookstrafe","0", true};
-cvar_t sensitivity = {"sensitivity","3", true};
+cvar_t lookspring = {CVAR_SAVE, "lookspring","0"};
+cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0"};
+cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3", 1, 30};
 
-cvar_t m_pitch = {"m_pitch","0.022", true};
-cvar_t m_yaw = {"m_yaw","0.022", true};
-cvar_t m_forward = {"m_forward","1", true};
-cvar_t m_side = {"m_side","0.8", true};
+cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022"};
+cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022"};
+cvar_t m_forward = {CVAR_SAVE, "m_forward","1"};
+cvar_t m_side = {CVAR_SAVE, "m_side","0.8"};
 
+cvar_t freelook = {CVAR_SAVE, "freelook", "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_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0"};
+
+cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"};
+
+mempool_t *cl_refdef_mempool;
+mempool_t *cl_entities_mempool;
 
 client_static_t        cls;
 client_state_t cl;
-// FIXME: put these on hunk?
-efrag_t                        cl_efrags[MAX_EFRAGS];
-entity_t               cl_entities[MAX_EDICTS];
-entity_t               cl_static_entities[MAX_STATIC_ENTITIES];
-lightstyle_t   cl_lightstyle[MAX_LIGHTSTYLES];
-dlight_t               cl_dlights[MAX_DLIGHTS];
 
-int                            cl_numvisedicts;
-entity_t               *cl_visedicts[MAX_VISEDICTS];
+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;
 
 /*
 =====================
@@ -60,42 +91,59 @@ CL_ClearState
 
 =====================
 */
-void CL_ClearState (void)
+void CL_ClearState(void)
 {
-       int                     i;
+       int i;
 
        if (!sv.active)
                Host_ClearMemory ();
 
+       // 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_efrags, 0, sizeof(cl_efrags));
-       memset (cl_entities, 0, sizeof(cl_entities));
-       memset (cl_dlights, 0, sizeof(cl_dlights));
-       memset (cl_lightstyle, 0, sizeof(cl_lightstyle));
-       memset (cl_temp_entities, 0, sizeof(cl_temp_entities));
-       memset (cl_beams, 0, sizeof(cl_beams));
+       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++)
        {
-               cl_entities[i].baseline.alpha = 255;
-               cl_entities[i].baseline.scale = 16;
-               cl_entities[i].baseline.glowsize = 0;
-               cl_entities[i].baseline.glowcolor = 254;
-               cl_entities[i].baseline.colormod = 255;
+               ClearStateToDefault(&cl_entities[i].state_baseline);
+               ClearStateToDefault(&cl_entities[i].state_previous);
+               ClearStateToDefault(&cl_entities[i].state_current);
        }
 
-//
-// allocate the efrags and chain together into a free list
-//
-       cl.free_efrags = cl_efrags;
-       for (i=0 ; i<MAX_EFRAGS-1 ; i++)
-               cl.free_efrags[i].entnext = &cl.free_efrags[i+1];
-       cl.free_efrags[i].entnext = NULL;
+       CL_CGVM_Clear();
 }
 
 /*
@@ -106,39 +154,51 @@ 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;
+
 // stop sounds (especially looping!)
        S_StopAllSounds (true);
-       
-// bring the console down and fade the colors back to normal
-//     SCR_BringDownConsole ();
 
-// if running a local server, shut it down
+       // clear contents blends
+       cl.cshifts[0].percent = 0;
+       cl.cshifts[1].percent = 0;
+       cl.cshifts[2].percent = 0;
+       cl.cshifts[3].percent = 0;
+
+       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;
+                       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;
 
        cls.demoplayback = cls.timedemo = false;
        cls.signon = 0;
 }
 
-void CL_Disconnect_f (void)
+void CL_Disconnect_f(void)
 {
        CL_Disconnect ();
        if (sv.active)
@@ -152,498 +212,841 @@ void CL_Disconnect_f (void)
 =====================
 CL_EstablishConnection
 
-Host should be either "local" or a net address to be passed on
+Host should be either "local" or a net address
 =====================
 */
-void CL_EstablishConnection (char *host)
+void CL_EstablishConnection(const char *host)
 {
        if (cls.state == ca_dedicated)
                return;
 
-       if (cls.demoplayback)
-               return;
+       // clear menu's connect error message
+       m_return_reason[0] = 0;
+       cls.demonum = -1;
 
-       CL_Disconnect ();
+       if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
+       {
+               // stop demo loop in case this fails
+               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
+               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();
+               }
+       }
+       else
+       {
+               Con_Printf("Unable to find a suitable network socket to connect to server.\n");
+               strcpy(m_return_reason, "No network");
+       }
 }
 
 /*
-=====================
-CL_SignonReply
-
-An svc_signonnum has been received, perform a client side setup
-=====================
+==============
+CL_PrintEntities_f
+==============
 */
-void CL_SignonReply (void)
+static void CL_PrintEntities_f(void)
 {
-       char    str[8192];
+       entity_t *ent;
+       int i, j;
+       char name[32];
 
-Con_DPrintf ("CL_SignonReply: %i\n", cls.signon);
+       for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
+       {
+               if (!ent->state_current.active)
+                       continue;
 
-       switch (cls.signon)
+               if (ent->render.model)
+                       strlcpy (name, ent->render.model->name, 25);
+               else
+                       strcpy(name, "--no model--");
+               for (j = strlen(name);j < 25;j++)
+                       name[j] = ' ';
+               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)
        {
-       case 1:
-               MSG_WriteByte (&cls.message, clc_stringcmd);
-               MSG_WriteString (&cls.message, "prespawn");
-               break;
-               
-       case 2:
-               MSG_WriteByte (&cls.message, clc_stringcmd);
-               MSG_WriteString (&cls.message, va("name \"%s\"\n", cl_name.string));
-
-               MSG_WriteByte (&cls.message, clc_stringcmd);
-               MSG_WriteString (&cls.message, va("color %i %i\n", ((int)cl_color.value)>>4, ((int)cl_color.value)&15));
-       
-               if (cl_pmodel.value)
+               //if (ent->angles[0] || ent->angles[2])
+               if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
                {
-                       MSG_WriteByte (&cls.message, clc_stringcmd);
-                       MSG_WriteString (&cls.message, va("pmodel %f\n", cl_pmodel.value));
+                       // 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);
                }
-
-               MSG_WriteByte (&cls.message, clc_stringcmd);
-               sprintf (str, "spawn %s", cls.spawnparms);
-               MSG_WriteString (&cls.message, str);
-               break;
-               
-       case 3: 
-               MSG_WriteByte (&cls.message, clc_stringcmd);
-               MSG_WriteString (&cls.message, "begin");
-               Cache_Report ();                // print remaining memory
-               break;
-               
-       case 4:
-               SCR_EndLoadingPlaque ();                // allow normal screen updates
-               break;
+               //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);
        }
 }
 
 /*
-=====================
-CL_NextDemo
+===============
+CL_LerpPoint
 
-Called to play the next demo in the demo loop
-=====================
+Determines the fraction between the last two messages that the objects
+should be put at.
+===============
 */
-void CL_NextDemo (void)
+static float CL_LerpPoint(void)
 {
-       char    str[1024];
+       float f;
 
-       if (cls.demonum == -1)
-               return;         // don't play demos
+       // dropped packet, or start of demo
+       if (cl.mtime[1] < cl.mtime[0] - 0.1)
+               cl.mtime[1] = cl.mtime[0] - 0.1;
 
-       SCR_BeginLoadingPlaque ();
+       cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
 
-       if (!cls.demos[cls.demonum][0] || cls.demonum == MAX_DEMOS)
+       // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
+       f = cl.mtime[0] - cl.mtime[1];
+       if (!f || cl_nolerp.integer || cls.timedemo || cl.islocalgame)
        {
-               cls.demonum = 0;
-               if (!cls.demos[cls.demonum][0])
-               {
-                       Con_Printf ("No demos listed with startdemos\n");
-                       cls.demonum = -1;
-                       return;
-               }
+               cl.time = cl.mtime[0];
+               return 1;
        }
 
-       sprintf (str,"playdemo %s\n", cls.demos[cls.demonum]);
-       Cbuf_InsertText (str);
-       cls.demonum++;
+       f = (cl.time - cl.mtime[1]) / f;
+       return bound(0, f, 1);
 }
 
-/*
-==============
-CL_PrintEntities_f
-==============
-*/
-void CL_PrintEntities_f (void)
+void CL_ClearTempEntities (void)
 {
-       entity_t        *ent;
-       int                     i;
-       
-       for (i=0,ent=cl_entities ; i<cl.num_entities ; i++,ent++)
+       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;
+       cl_effect_t *e;
+       if (!modelindex) // sanity check
+               return;
+       for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
        {
-               Con_Printf ("%3i:",i);
-               if (!ent->model)
-               {
-                       Con_Printf ("EMPTY\n");
+               if (e->active)
                        continue;
-               }
-               Con_Printf ("%s:%2i  (%5.1f,%5.1f,%5.1f) [%5.1f %5.1f %5.1f]\n", ent->model->name, ent->frame, ent->origin[0], ent->origin[1], ent->origin[2], ent->angles[0], ent->angles[1], ent->angles[2]);
+               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_AllocDlight
-
-===============
-*/
-dlight_t *CL_AllocDlight (int key)
+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;
+       int i;
+       dlight_t *dl;
 
+       /*
 // first look for an exact key match
-       if (key)
+       if (ent)
        {
                dl = cl_dlights;
-               for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
-               {
-                       if (dl->key == key)
-                       {
-                               memset (dl, 0, sizeof(*dl));
-                               dl->key = key;
-                               return dl;
-                       }
-               }
+               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->die < cl.time)
-               {
-                       memset (dl, 0, sizeof(*dl));
-                       dl->key = key;
-                       return dl;
-               }
-       }
+       for (i = 0;i < MAX_DLIGHTS;i++, dl++)
+               if (!dl->radius)
+                       goto dlightsetup;
+
+       // unable to find one
+       return;
 
-       dl = &cl_dlights[0];
+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->key = key;
-       return 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;
 }
 
-
-/*
-===============
-CL_DecayLights
-
-===============
-*/
-void CL_DecayLights (void)
+void CL_DecayLights(void)
 {
-       int                     i;
-       dlight_t        *dl;
-       float           time;
-       
+       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;
+}
 
-       c_dlights = 0;
-       dl = cl_dlights;
-       for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
-       {
-               if (dl->die < cl.time || !dl->radius)
-                       continue;
+#define MAXVIEWMODELS 32
+entity_t *viewmodels[MAXVIEWMODELS];
+int numviewmodels;
 
-               c_dlights++; // count every dlight in use
+matrix4x4_t viewmodelmatrix;
 
-               dl->radius -= time*dl->decay;
-               if (dl->radius < 0)
-                       dl->radius = 0;
-       }
-}
+static int entitylinkframenumber;
 
+static const vec3_t muzzleflashorigin = {18, 0, 0};
 
-/*
-===============
-CL_LerpPoint
+extern void V_DriftPitch(void);
+extern void V_FadeViewFlashs(void);
+extern void V_CalcViewBlend(void);
 
-Determines the fraction between the last two messages that the objects
-should be put at.
-===============
-*/
-float  CL_LerpPoint (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)
 {
-       float   f, frac;
+       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)
+               {
+                       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
+               {
+                       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)
+                       {
+                               // 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;
+                       }
+               }
+               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)
+                       {
+                               // 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(e->persistent.oldangles, lerp, delta, angles);
+                       }
+                       else
+                       {
+                               // no interpolation
+                               VectorCopy(e->persistent.neworigin, origin);
+                               VectorCopy(e->persistent.newangles, angles);
+                       }
+                       // animation lerp
+                       if (e->render.frame2 == e->state_current.frame)
+                       {
+                               // 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
+                       {
+                               // 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;
+                       }
+               }
+               else
+               {
+                       // 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;
+               }
 
-       f = cl.mtime[0] - cl.mtime[1];
+               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;
+                       }
+               }
 
-       // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
-       if (!f || cl_nolerp.value || cls.timedemo || (sv.active && svs.maxclients == 1))
-       {
-               cl.time = cl.mtime[0];
-               return 1;
-       }
-               
-       if (f > 0.1)
-       {       // dropped packet, or start of demo
-               cl.mtime[1] = cl.mtime[0] - 0.1;
-               f = 0.1;
-       }
-       frac = (cl.time - cl.mtime[1]) / f;
-//Con_Printf ("frac: %f\n",frac);
-       if (frac < 0)
-       {
-               if (frac < -0.01)
+               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 (e->render.effects)
                {
-                       cl.time = cl.mtime[1];
-//                             Con_Printf ("low frac\n");
+                       if (e->render.effects & EF_BRIGHTFIELD)
+                       {
+                               if (gamemode == GAME_NEXUIZ)
+                               {
+                                       dlightcolor[0] += 100.0f;
+                                       dlightcolor[1] += 200.0f;
+                                       dlightcolor[2] += 400.0f;
+                                       trailtype = 8;
+                               }
+                               else
+                                       CL_EntityParticles(e);
+                       }
+                       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 (e->render.effects & EF_BRIGHTLIGHT)
+                       {
+                               dlightcolor[0] += 400.0f;
+                               dlightcolor[1] += 400.0f;
+                               dlightcolor[2] += 400.0f;
+                       }
+                       // LordHavoc: more effects
+                       if (e->render.effects & EF_RED) // red
+                       {
+                               dlightcolor[0] += 200.0f;
+                               dlightcolor[1] +=  20.0f;
+                               dlightcolor[2] +=  20.0f;
+                       }
+                       if (e->render.effects & EF_BLUE) // blue
+                       {
+                               dlightcolor[0] +=  20.0f;
+                               dlightcolor[1] +=  20.0f;
+                               dlightcolor[2] += 200.0f;
+                       }
+                       if (e->render.effects & EF_FLAME)
+                       {
+                               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;
+                       }
                }
-               frac = 0;
-       }
-       else if (frac > 1)
-       {
-               if (frac > 1.01)
+               // muzzleflash fades over time, and is offset a bit
+               if (e->persistent.muzzleflash > 0)
                {
-                       cl.time = cl.mtime[0];
-//                             Con_Printf ("high frac\n");
+                       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;
                }
-               frac = 1;
+               // LordHavoc: if the model has no flags, don't check each
+               if (e->render.model && e->render.model->flags)
+               {
+                       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)
+                       {
+                               trailtype = 3;
+                               dlightcolor[0] += 0x10;
+                               dlightcolor[1] += 0x40;
+                               dlightcolor[2] += 0x10;
+                       }
+                       else if (e->render.model->flags & EF_TRACER2)
+                       {
+                               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
+               if (e->state_current.glowsize)
+               {
+                       // * 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);
+               }
+               // make the dlight
+               if ((dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && !e->state_current.tagentity)
+               {
+                       VectorCopy(origin, v);
+                       // hack to make glowing player light shine on their gun
+                       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);
+               }
+               // trails need the previous frame
+               if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex)
+               {
+                       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);
+               }
+               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 && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !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;
        }
-               
-       return frac;
 }
 
+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;
+       // FIXME: this should be done at load
+       Matrix4x4_CreateIdentity(&ent->render.matrix);
+       Matrix4x4_CreateIdentity(&ent->render.inversematrix);
+       CL_BoundingBoxForEntity(&ent->render);
+}
+
+static void CL_RelinkStaticEntities(void)
+{
+       int 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;
+       }
+}
 
 /*
 ===============
 CL_RelinkEntities
 ===============
 */
-void R_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent);
-void CL_RelinkEntities (void)
+static void CL_RelinkNetworkEntities(void)
 {
-       entity_t        *ent;
-       int                     i, j;
-       float           frac, f, d;
-       vec3_t          delta;
-       float           bobjrotate;
-       vec3_t          oldorg;
-       dlight_t        *dl;
-       byte            *tempcolor;
-
-// determine partial update time       
-       frac = CL_LerpPoint ();
-
-       cl_numvisedicts = 0;
-
-//
-// interpolate player info
-//
-       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;
+       int i;
 
-       if (cls.demoplayback)
+       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++)
        {
-       // interpolate the angles       
-               for (j=0 ; j<3 ; j++)
+               if (cl_entities_active[i])
                {
-                       d = cl.mviewangles[0][j] - cl.mviewangles[1][j];
-                       if (d > 180)
-                               d -= 360;
-                       else if (d < -180)
-                               d += 360;
-                       cl.viewangles[j] = cl.mviewangles[1][j] + frac*d;
+                       if (ent->state_current.active)
+                               CL_LinkNetworkEntity(ent);
+                       else
+                               cl_entities_active[i] = false;
                }
        }
-       
-       bobjrotate = anglemod(100*cl.time);
-       
-// start on the entity after the world
-       for (i=1,ent=cl_entities+1 ; i<cl.num_entities ; i++,ent++)
-       {
-               if (!ent->model)
-               {       // empty slot
-//                     if (ent->forcelink)
-//                             R_RemoveEfrags (ent);   // just became empty
-                       continue;
-               }
+       CL_LinkNetworkEntity(&cl.viewent);
+}
 
-// if the object wasn't included in the last packet, remove it
-               if (ent->msgtime != cl.mtime[0])
-               {
-                       ent->model = NULL;
-                       // LordHavoc: free on the same frame, not the next
-//                     if (ent->forcelink)
-//                             R_RemoveEfrags (ent);   // just became empty
-                       continue;
-               }
+static void CL_RelinkEffects(void)
+{
+       int i, intframe;
+       cl_effect_t *e;
+       entity_t *ent;
+       float frame;
 
-               VectorCopy (ent->origin, oldorg);
+       for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
+       {
+               if (e->active)
+               {
+                       frame = (cl.time - e->starttime) * e->framerate + e->startframe;
+                       intframe = frame;
+                       if (intframe < 0 || intframe >= e->endframe)
+                       {
+                               memset(e, 0, sizeof(*e));
+                               continue;
+                       }
 
-               if (ent->forcelink)
-               {       // the entity was not updated in the last message
-                       // so move to the final spot
-                       VectorCopy (ent->msg_origins[0], ent->origin);
-                       VectorCopy (ent->msg_angles[0], ent->angles);
-               }
-               else
-               {       // if the delta is large, assume a teleport and don't lerp
-                       f = frac;
-                       for (j=0 ; j<3 ; j++)
+                       if (intframe != e->frame)
                        {
-                               delta[j] = ent->msg_origins[0][j] - ent->msg_origins[1][j];
-                               // LordHavoc: increased lerp tolerance from 100 to 200
-                               if (delta[j] > 200 || delta[j] < -200)
-                                       f = 1;          // assume a teleportation, not a motion
+                               e->frame = intframe;
+                               e->frame1time = e->frame2time;
+                               e->frame2time = cl.time;
                        }
 
-               // interpolate the origin and angles
-                       for (j=0 ; j<3 ; j++)
+                       // 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()))
                        {
-                               ent->origin[j] = ent->msg_origins[1][j] + f*delta[j];
-
-                               d = ent->msg_angles[0][j] - ent->msg_angles[1][j];
-                               if (d > 180)
-                                       d -= 360;
-                               else if (d < -180)
-                                       d += 360;
-                               ent->angles[j] = ent->msg_angles[1][j] + f*d;
+                               // interpolation stuff
+                               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
+                               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_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 (ent->effects & EF_BRIGHTFIELD)
-                       R_EntityParticles (ent);
-               if (ent->effects & EF_MUZZLEFLASH)
+               // 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)
                {
-                       vec3_t          fv;
-
-                       dl = CL_AllocDlight (i);
-                       VectorCopy (ent->origin,  dl->origin);
-                       dl->origin[2] += 16;
-                       AngleVectors (ent->angles, fv, NULL, NULL);
-                        
-                       VectorMA (dl->origin, 18, fv, dl->origin);
-                       dl->radius = 100 + (rand()&31);
-                       dl->die = cl.time + 0.1;
-                       dl->color[0] = 1.0;dl->color[1] = 1.0;dl->color[2] = 1.0;
-               }
-               if (ent->effects & EF_BRIGHTLIGHT)
-               {                       
-                       dl = CL_AllocDlight (i);
-                       VectorCopy (ent->origin,  dl->origin);
-                       dl->origin[2] += 16;
-                       dl->radius = 400 + (rand()&31);
-                       dl->die = cl.time + 0.001;
-                       dl->color[0] = 1.0;dl->color[1] = 1.0;dl->color[2] = 1.0;
-               }
-               if (ent->effects & EF_DIMLIGHT)
-               {                       
-                       dl = CL_AllocDlight (i);
-                       VectorCopy (ent->origin,  dl->origin);
-                       dl->radius = 200 + (rand()&31);
-                       dl->die = cl.time + 0.001;
-                       dl->color[0] = 1.0;dl->color[1] = 1.0;dl->color[2] = 1.0;
-               }
-               // LordHavoc: added EF_RED and EF_BLUE
-               if (ent->effects & EF_RED) // red
-               {                       
-                       if (ent->effects & EF_BLUE) // magenta
+                       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)
                        {
-                               dl = CL_AllocDlight (i);
-                               VectorCopy (ent->origin,  dl->origin);
-                               dl->radius = 200 + (rand()&31);
-                               dl->die = cl.time + 0.001;
-                               dl->color[0] = 0.7;dl->color[1] = 0.07;dl->color[2] = 0.7;
+                               // 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 // red
+                       else
                        {
-                               dl = CL_AllocDlight (i);
-                               VectorCopy (ent->origin,  dl->origin);
-                               dl->radius = 200 + (rand()&31);
-                               dl->die = cl.time + 0.001;
-                               dl->color[0] = 0.8;dl->color[1] = 0.05;dl->color[2] = 0.05;
+                               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);
                        }
                }
-               else if (ent->effects & EF_BLUE) // blue
+
+               if (b->lightning)
                {
-                       dl = CL_AllocDlight (i);
-                       VectorCopy (ent->origin,  dl->origin);
-                       dl->radius = 200 + (rand()&31);
-                       dl->die = cl.time + 0.001;
-                       dl->color[0] = 0.05;dl->color[1] = 0.05;dl->color[2] = 0.8;
+                       if (cl_beams_lightatend.integer)
+                               CL_AllocDlight (NULL, b->end, 200, 0.3, 0.7, 1, 0, 0);
+                       if (cl_beams_polygons.integer)
+                               continue;
                }
-               else if (ent->effects & EF_FLAME)
+
+               // calculate pitch and yaw
+               VectorSubtract (b->end, b->start, dist);
+
+               if (dist[1] == 0 && dist[0] == 0)
                {
-                       if (ent->model)
-                       {
-                               vec3_t mins, maxs;
-                               int temp;
-                               VectorAdd(ent->origin, ent->model->mins, mins);
-                               VectorAdd(ent->origin, ent->model->maxs, maxs);
-                               // how many flames to make
-                               temp = (int) (cl.time * 30) - (int) (cl.oldtime * 30);
-                               R_FlameCube(mins, maxs, temp);
-                       }
-                       dl = CL_AllocDlight (i);
-                       VectorCopy (ent->origin, dl->origin);
-                       dl->radius = 200 + (rand()&31);
-                       dl->die = cl.time + 0.25;
-                       dl->decay = dl->radius * 4;
-                       dl->color[0] = 1.0;dl->color[1] = 0.7;dl->color[2] = 0.3;
+                       yaw = 0;
+                       if (dist[2] > 0)
+                               pitch = 90;
+                       else
+                               pitch = 270;
                }
-
-               if (ent->model->flags) // LordHavoc: if the model has no flags, don't check each
+               else
                {
-               // rotate binary objects locally
-                       if (ent->model->flags & EF_ROTATE)
-                               ent->angles[1] = bobjrotate;
-                       if (ent->model->flags & EF_GIB)
-                               R_RocketTrail (oldorg, ent->origin, 2, ent);
-                       else if (ent->model->flags & EF_ZOMGIB)
-                               R_RocketTrail (oldorg, ent->origin, 4, ent);
-                       else if (ent->model->flags & EF_TRACER)
-                               R_RocketTrail (oldorg, ent->origin, 3, ent);
-                       else if (ent->model->flags & EF_TRACER2)
-                               R_RocketTrail (oldorg, ent->origin, 5, ent);
-                       else if (ent->model->flags & EF_ROCKET)
-                       {
-                               R_RocketTrail (oldorg, ent->origin, 0, ent);
-                               dl = CL_AllocDlight (i);
-                               VectorCopy (ent->origin, dl->origin);
-                               dl->radius = 200;
-                               dl->die = cl.time + 0.001;
-                               dl->color[0] = 1.0;dl->color[1] = 0.8;dl->color[2] = 0.4;
-                       }
-                       else if (ent->model->flags & EF_GRENADE)
-                       {
-                               if (ent->alpha == -1) // LordHavoc: Nehahra dem compatibility
-                                       R_RocketTrail (oldorg, ent->origin, 7, ent);
-                               else
-                                       R_RocketTrail (oldorg, ent->origin, 1, ent);
-                       }
-                       else if (ent->model->flags & EF_TRACER3)
-                               R_RocketTrail (oldorg, ent->origin, 6, ent);
+                       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;
                }
-               if (ent->glowsize) // LordHavoc: customizable glow
+
+               // add new entities for the lightning
+               VectorCopy (b->start, org);
+               d = VectorNormalizeLength(dist);
+               while (d > 0)
                {
-                       dl = CL_AllocDlight (i);
-                       VectorCopy (ent->origin, dl->origin);
-                       dl->radius = ent->glowsize;
-                       dl->die = cl.time + 0.001;
-                       tempcolor = (byte *)&d_8to24table[ent->glowcolor];
-                       dl->color[0] = tempcolor[0]*(1.0/255.0);dl->color[1] = tempcolor[1]*(1.0/255.0);dl->color[2] = tempcolor[2]*(1.0/255.0);
+                       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;
                }
-               if (ent->glowtrail) // LordHavoc: customizable glow and trail
-                       R_RocketTrail2 (oldorg, ent->origin, ent->glowcolor, ent);
+       }
+}
+
+void CL_LerpPlayer(float frac)
+{
+       int i;
+       float d;
 
-               ent->forcelink = false;
+       cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold);
 
-               if (i == cl.viewentity && !chase_active.value)
-                       continue;
+       for (i = 0;i < 3;i++)
+               cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
 
-// LordHavoc: enabled EF_NODRAW
-               if (!ent->model || ent->effects & EF_NODRAW)
-                       continue;
-               if (cl_numvisedicts < MAX_VISEDICTS)
-                       cl_visedicts[cl_numvisedicts++] = ent;
+       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;
+               }
        }
-
 }
 
-
 /*
 ===============
 CL_ReadFromServer
@@ -651,35 +1054,42 @@ CL_ReadFromServer
 Read all incoming data from the server
 ===============
 */
-int CL_ReadFromServer (void)
+int CL_ReadFromServer(void)
 {
-       int             ret;
+       CL_ReadDemoMessage();
 
-       cl.oldtime = cl.time;
-       cl.time += cl.frametime;
-       
-       do
+       r_refdef.numentities = 0;
+       cl_num_entities = 0;
+       cl_num_brushmodel_entities = 0;
+
+       if (cls.state == ca_connected && cls.signon == SIGNONS)
        {
-               ret = CL_GetMessage ();
-               if (ret == -1)
-                       Host_Error ("CL_ReadFromServer: lost server connection");
-               if (!ret)
-                       break;
-               
-               cl.last_received_message = realtime;
-               CL_ParseServerMessage ();
-       } while (ret && cls.state == ca_connected);
-       
-       if (cl_shownet.value)
-               Con_Printf ("\n");
-
-       CL_RelinkEntities ();
-       CL_UpdateTEnts ();
-       CL_DoEffects ();
+               // prepare for a new frame
+               CL_LerpPlayer(CL_LerpPoint());
+               CL_DecayLights();
+               CL_ClearTempEntities();
+               V_DriftPitch();
+               V_FadeViewFlashs();
+
+               // relink network entities (note: this sets up the view!)
+               CL_RelinkNetworkEntities();
+
+               // move particles
+               CL_MoveParticles();
+
+               // 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;
 }
 
@@ -688,49 +1098,50 @@ 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);
-       
-       // allow mice or other external controllers to add to the move
-               IN_Move (&cmd);
-       
-       // send the unreliable message
-               CL_SendMove (&cmd);
+               // get basic movement from keyboard
+               CL_BaseMove(&cmd);
+
+               // OS independent code
+               IN_PreMove();
+
+               // 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
-void CL_PauseDemo_f (void)
+static void CL_PauseDemo_f (void)
 {
        cls.demopaused = !cls.demopaused;
        if (cls.demopaused)
@@ -739,45 +1150,12 @@ 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.
-======================
-*/
-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.value == 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
 ======================
 */
-void CL_Fog_f (void)
+static void CL_Fog_f (void)
 {
        if (Cmd_Argc () == 1)
        {
@@ -790,26 +1168,32 @@ void CL_Fog_f (void)
        fog_blue = atof(Cmd_Argv(4));
 }
 
-cvar_t demo_nehahra = {"demo_nehahra", "0"};
-
 /*
 =================
 CL_Init
 =================
 */
 void CL_Init (void)
-{      
-       SZ_Alloc (&cls.message, 1024);
+{
+       cl_entities_mempool = Mem_AllocPool("client entities");
+       cl_refdef_mempool = Mem_AllocPool("refdef");
+
+       memset(&r_refdef, 0, sizeof(r_refdef));
+       // 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");
 
        CL_InitInput ();
        CL_InitTEnts ();
-       
+
 //
 // register our commands
 //
-       Cvar_RegisterVariable (&cl_name);
-       Cvar_RegisterVariable (&cl_color);
-       Cvar_RegisterVariable (&cl_pmodel);
        Cvar_RegisterVariable (&cl_upspeed);
        Cvar_RegisterVariable (&cl_forwardspeed);
        Cvar_RegisterVariable (&cl_backspeed);
@@ -823,14 +1207,16 @@ void CL_Init (void)
        Cvar_RegisterVariable (&lookspring);
        Cvar_RegisterVariable (&lookstrafe);
        Cvar_RegisterVariable (&sensitivity);
+       Cvar_RegisterVariable (&freelook);
 
        Cvar_RegisterVariable (&m_pitch);
        Cvar_RegisterVariable (&m_yaw);
        Cvar_RegisterVariable (&m_forward);
        Cvar_RegisterVariable (&m_side);
 
-//     Cvar_RegisterVariable (&cl_autofire);
-       
+       Cvar_RegisterVariable (&cl_itembobspeed);
+       Cvar_RegisterVariable (&cl_itembobheight);
+
        Cmd_AddCommand ("entities", CL_PrintEntities_f);
        Cmd_AddCommand ("disconnect", CL_Disconnect_f);
        Cmd_AddCommand ("record", CL_Record_f);
@@ -842,11 +1228,20 @@ void CL_Init (void)
 
        // LordHavoc: added pausedemo
        Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
-       // LordHavoc: added pmodel command (like name, etc, only intended for Nehahra)
-       Cmd_AddCommand ("pmodel", CL_PModel_f);
-       // LordHavoc: added demo_nehahra cvar
-       Cvar_RegisterVariable (&demo_nehahra);
-       if (nehahra)
-               Cvar_SetValue("demo_nehahra", 1);
+
+       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();
 }