]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_main.c
changed a lot of Host_Error calls to Con_Printf or Sys_Error according to severity
[xonotic/darkplaces.git] / cl_main.c
index 368a78fc0aaa6a16ae0d67880bd711306f83a791..d638d18598e827bcfd0478a5df1321eeb41e87d5 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -30,7 +30,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 cvar_t cl_shownet = {0, "cl_shownet","0"};
 cvar_t cl_nolerp = {0, "cl_nolerp", "0"};
 
-cvar_t cl_itembobheight = {0, "cl_itembobheight", "8"};
+cvar_t cl_itembobheight = {0, "cl_itembobheight", "0"}; // try 8
 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5"};
 
 cvar_t lookspring = {CVAR_SAVE, "lookspring","0"};
@@ -46,8 +46,14 @@ 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_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5"};
+cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0"};
+cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16"};
+cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128"};
+cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5"};
+
 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
+cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1"};
 
 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"};
 cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"};
@@ -55,8 +61,14 @@ 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;
+cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0"};
+
+vec3_t cl_playerstandmins;
+vec3_t cl_playerstandmaxs;
+vec3_t cl_playercrouchmins;
+vec3_t cl_playercrouchmaxs;
+
+mempool_t *cl_mempool;
 
 client_static_t        cls;
 client_state_t cl;
@@ -78,7 +90,7 @@ 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_brushmodel_entities;
 
 int cl_num_entities;
 int cl_num_static_entities;
@@ -95,14 +107,26 @@ void CL_ClearState(void)
 {
        int i;
 
+       if (cl_entities) Mem_Free(cl_entities);cl_entities = NULL;
+       if (cl_entities_active) Mem_Free(cl_entities_active);cl_entities_active = NULL;
+       if (cl_static_entities) Mem_Free(cl_static_entities);cl_static_entities = NULL;
+       if (cl_temp_entities) Mem_Free(cl_temp_entities);cl_temp_entities = NULL;
+       if (cl_effects) Mem_Free(cl_effects);cl_effects = NULL;
+       if (cl_beams) Mem_Free(cl_beams);cl_beams = NULL;
+       if (cl_dlights) Mem_Free(cl_dlights);cl_dlights = NULL;
+       if (cl_lightstyle) Mem_Free(cl_lightstyle);cl_lightstyle = NULL;
+       if (cl_brushmodel_entities) Mem_Free(cl_brushmodel_entities);cl_brushmodel_entities = NULL;
+       if (cl.entitydatabase) EntityFrame_FreeDatabase(cl.entitydatabase);cl.entitydatabase = NULL;
+       if (cl.entitydatabase4) EntityFrame4_FreeDatabase(cl.entitydatabase4);cl.entitydatabase4 = NULL;
+       if (cl.scores) Mem_Free(cl.scores);cl.scores = NULL;
+
        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));
+       // reset the view zoom interpolation
+       cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
 
        SZ_Clear (&cls.message);
 
@@ -112,40 +136,78 @@ void CL_ClearState(void)
        cl_num_brushmodel_entities = 0;
 
        // tweak these if the game runs out
-       cl_max_entities = MAX_EDICTS;
+       cl_max_entities = 256;
        cl_max_static_entities = 256;
        cl_max_temp_entities = 512;
        cl_max_effects = 256;
-       cl_max_beams = 24;
+       cl_max_beams = 256;
        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();
+       cl_entities = Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
+       cl_entities_active = Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(qbyte));
+       cl_static_entities = Mem_Alloc(cl_mempool, cl_max_static_entities * sizeof(entity_t));
+       cl_temp_entities = Mem_Alloc(cl_mempool, cl_max_temp_entities * sizeof(entity_t));
+       cl_effects = Mem_Alloc(cl_mempool, cl_max_effects * sizeof(cl_effect_t));
+       cl_beams = Mem_Alloc(cl_mempool, cl_max_beams * sizeof(beam_t));
+       cl_dlights = Mem_Alloc(cl_mempool, cl_max_dlights * sizeof(dlight_t));
+       cl_lightstyle = Mem_Alloc(cl_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
+       cl_brushmodel_entities = Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(int));
 
        // LordHavoc: have to set up the baseline info for alpha and other stuff
        for (i = 0;i < cl_max_entities;i++)
        {
-               ClearStateToDefault(&cl_entities[i].state_baseline);
-               ClearStateToDefault(&cl_entities[i].state_previous);
-               ClearStateToDefault(&cl_entities[i].state_current);
+               cl_entities[i].state_baseline = defaultstate;
+               cl_entities[i].state_previous = defaultstate;
+               cl_entities[i].state_current = defaultstate;
        }
 
+       if (gamemode == GAME_NEXUIZ)
+       {
+               VectorSet(cl_playerstandmins, -16, -16, -24);
+               VectorSet(cl_playerstandmaxs, 16, 16, 45);
+               VectorSet(cl_playercrouchmins, -16, -16, -24);
+               VectorSet(cl_playercrouchmaxs, 16, 16, 25);
+       }
+       else
+       {
+               VectorSet(cl_playerstandmins, -16, -16, -24);
+               VectorSet(cl_playerstandmaxs, 16, 16, 24);
+               VectorSet(cl_playercrouchmins, -16, -16, -24);
+               VectorSet(cl_playercrouchmaxs, 16, 16, 24);
+       }
+
+       CL_Screen_NewMap();
+       CL_Particles_Clear();
        CL_CGVM_Clear();
 }
 
+void CL_ExpandEntities(int num)
+{
+       int i, oldmaxentities;
+       entity_t *oldentities;
+       if (num >= cl_max_entities)
+       {
+               if (!cl_entities)
+                       Sys_Error("CL_ExpandEntities: cl_entities not initialized\n");
+               if (num >= MAX_EDICTS)
+                       Host_Error("CL_ExpandEntities: num %i >= %i\n", num, MAX_EDICTS);
+               oldmaxentities = cl_max_entities;
+               oldentities = cl_entities;
+               cl_max_entities = (num & ~255) + 256;
+               cl_entities = Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
+               memcpy(cl_entities, oldentities, oldmaxentities * sizeof(entity_t));
+               Mem_Free(oldentities);
+               for (i = oldmaxentities;i < cl_max_entities;i++)
+               {
+                       cl_entities[i].state_baseline = defaultstate;
+                       cl_entities[i].state_previous = defaultstate;
+                       cl_entities[i].state_current = defaultstate;
+               }
+       }
+}
+
 /*
 =====================
 CL_Disconnect
@@ -159,8 +221,10 @@ void CL_Disconnect(void)
        if (cls.state == ca_dedicated)
                return;
 
+       Con_DPrintf("CL_Disconnect\n");
+
 // stop sounds (especially looping!)
-       S_StopAllSounds (true);
+       S_StopAllSounds ();
 
        // clear contents blends
        cl.cshifts[0].percent = 0;
@@ -177,20 +241,13 @@ void CL_Disconnect(void)
                if (cls.demorecording)
                        CL_Stop_f();
 
-               Con_DPrintf("Sending clc_disconnect\n");
+               Con_DPrint("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;
 
@@ -221,17 +278,20 @@ void CL_EstablishConnection(const char *host)
                return;
 
        // clear menu's connect error message
-       m_return_reason[0] = 0;
+       M_Update_Return_Reason("");
+       cls.demonum = -1;
 
        // stop demo loop in case this fails
-       cls.demonum = -1;
        CL_Disconnect();
+       NetConn_ClientFrame();
+       NetConn_ServerFrame();
 
        if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
        {
                cls.connect_trying = true;
                cls.connect_remainingtries = 3;
                cls.connect_nextsendtime = 0;
+               M_Update_Return_Reason("Trying to connect...");
                if (sv.active)
                {
                        NetConn_ClientFrame();
@@ -244,6 +304,11 @@ void CL_EstablishConnection(const char *host)
                        NetConn_ServerFrame();
                }
        }
+       else
+       {
+               Con_Print("Unable to find a suitable network socket to connect to server.\n");
+               M_Update_Return_Reason("No network");
+       }
 }
 
 /*
@@ -263,13 +328,12 @@ static void CL_PrintEntities_f(void)
                        continue;
 
                if (ent->render.model)
-                       strncpy(name, ent->render.model->name, 25);
+                       strlcpy (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 ("%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);
+               Con_Printf("%3i: %s:%4i (%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);
        }
 }
 
@@ -380,6 +444,7 @@ entity_t *CL_NewTempEntity(void)
        ent->render.colormap = -1; // no special coloring
        ent->render.scale = 1;
        ent->render.alpha = 1;
+       VectorSet(ent->render.colormod, 1, 1, 1);
        return ent;
 }
 
@@ -408,7 +473,7 @@ void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float
        }
 }
 
-void CL_AllocDlight(entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime)
+void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
 {
        int i;
        dlight_t *dl;
@@ -436,9 +501,15 @@ void CL_AllocDlight(entity_render_t *ent, vec3_t org, float radius, float red, f
 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->matrix = *matrix;
        dl->ent = ent;
-       CL_FindNonSolidLocation(org, dl->origin, 6);
-       //VectorCopy(org, dl->origin);
+       dl->origin[0] = dl->matrix.m[0][3];
+       dl->origin[1] = dl->matrix.m[1][3];
+       dl->origin[2] = dl->matrix.m[2][3];
+       CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
+       dl->matrix.m[0][3] = dl->origin[0];
+       dl->matrix.m[1][3] = dl->origin[1];
+       dl->matrix.m[2][3] = dl->origin[2];
        dl->radius = radius;
        dl->color[0] = red;
        dl->color[1] = green;
@@ -448,6 +519,15 @@ dlightsetup:
                dl->die = cl.time + lifetime;
        else
                dl->die = 0;
+       dl->cubemapnum = cubemapnum;
+       dl->style = style;
+       dl->shadow = shadowenable;
+       dl->corona = corona;
+       dl->flags = flags;
+       dl->coronasizescale = coronasizescale;
+       dl->ambientscale = ambientscale;
+       dl->diffusescale = diffusescale;
+       dl->specularscale = specularscale;
 }
 
 void CL_DecayLights(void)
@@ -462,7 +542,6 @@ void CL_DecayLights(void)
                        dl->radius = (cl.time < dl->die) ? max(0, dl->radius - time * dl->decay) : 0;
 }
 
-extern qboolean Nehahrademcompatibility;
 #define MAXVIEWMODELS 32
 entity_t *viewmodels[MAXVIEWMODELS];
 int numviewmodels;
@@ -482,10 +561,12 @@ extern void V_CalcRefdef(void);
 void CL_LinkNetworkEntity(entity_t *e)
 {
        matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
+       //matrix4x4_t dlightmatrix;
        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;
+       float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v2[3], d;
        entity_t *t;
        model_t *model;
+       trace_t trace;
        //entity_persistent_t *p = &e->persistent;
        //entity_render_t *r = &e->render;
        if (e->persistent.linkframe != entitylinkframenumber)
@@ -494,40 +575,60 @@ void CL_LinkNetworkEntity(entity_t *e)
                // skip inactive entities and world
                if (!e->state_current.active || e == cl_entities)
                        return;
-               if (e->render.flags & RENDER_VIEWMODEL)
+               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;
+               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;
+               VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
+               if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
                {
-                       if (cl.stats[STAT_HEALTH] <= 0 || !r_drawviewmodel.integer || chase_active.integer || envmap || (cl.items & IT_INVISIBILITY))
+                       if (!r_drawviewmodel.integer || chase_active.integer || envmap)
                                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)
+                       if (e == &cl.viewent && cl_entities[cl.viewentity].state_current.active)
                        {
                                e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
-                               e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT));
+                               e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
                        }
                }
                else
                {
+                       // if the tag entity is currently impossible, skip it
+                       if (e->state_current.tagentity >= cl_num_entities)
+                               return;
                        t = cl_entities + e->state_current.tagentity;
+                       // if the tag entity is inactive, skip it
                        if (!t->state_current.active)
                                return;
                        // note: this can link to world
                        CL_LinkNetworkEntity(t);
                        // make relative to the entity
                        matrix = &t->render.matrix;
+                       // some properties of the tag entity carry over
+                       e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
                        // 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)
+                       // FIXME: use a model function to get tag info (need to handle skeletal)
+                       if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
                        {
                                // 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;
+                                       matrix4x4_t tagmatrix;
+                                       Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
                                        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];
+                                                       blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
                                }
                                // concat the tag matrices onto the entity matrix
                                Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
@@ -535,86 +636,79 @@ void CL_LinkNetworkEntity(entity_t *e)
                                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 it's the player entity, update according to client movement
+               if (e == cl_entities + cl.playerentity && cl.movement)
                {
-                       // 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;
-                       }
+                       lerp = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
+                       lerp = bound(0, lerp, 1);
+                       VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
+                       VectorSet(angles, 0, cl.viewangles[1], 0);
+               }
+               else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
+               {
+                       // 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);
-                       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;
                }
 
+               // model setup and some modelflags
                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_brush)
+                       // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
+                       if (e->render.model->type == mod_alias || (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC))
                                angles[0] = -angles[0];
-                       if (e->render.model->flags & EF_ROTATE)
+                       if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
                        {
                                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;
                        }
+                       // transfer certain model flags to effects
+                       e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
+                       if (cl_prydoncursor.integer && (e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
+                               VectorScale(e->render.colormod, 2, e->render.colormod);
                }
 
+               // 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)
+                       {
+                               // make sure frame lerp won't last longer than 100ms
+                               // (this mainly helps with models that use framegroups and
+                               // switch between them infrequently)
+                               e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
+                               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;
+               }
                R_LerpAnimation(&e->render);
 
+               // set up the render matrix
                // FIXME: e->render.scale should go away
                Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
                // concat the matrices to make the entity relative to its tag
@@ -624,10 +718,21 @@ void CL_LinkNetworkEntity(entity_t *e)
                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];
+               if (e->render.model && e->render.model->soundfromcenter)
+               {
+                       // bmodels are treated specially since their origin is usually '0 0 0'
+                       vec3_t o;
+                       VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
+                       Matrix4x4_Transform(&e->render.matrix, o, origin);
+               }
+               else
+               {
+                       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;
+               dlightradius = 0;
                dlightcolor[0] = 0;
                dlightcolor[1] = 0;
                dlightcolor[2] = 0;
@@ -638,40 +743,45 @@ void CL_LinkNetworkEntity(entity_t *e)
                        {
                                if (gamemode == GAME_NEXUIZ)
                                {
-                                       dlightcolor[0] += 100.0f;
-                                       dlightcolor[1] += 200.0f;
-                                       dlightcolor[2] += 400.0f;
+                                       dlightradius = max(dlightradius, 200);
+                                       dlightcolor[0] += 0.75f;
+                                       dlightcolor[1] += 1.50f;
+                                       dlightcolor[2] += 3.00f;
                                        trailtype = 8;
                                }
                                else
                                        CL_EntityParticles(e);
                        }
                        if (e->render.effects & EF_MUZZLEFLASH)
-                               e->persistent.muzzleflash = 100.0f;
+                               e->persistent.muzzleflash = 1.0f;
                        if (e->render.effects & EF_DIMLIGHT)
                        {
-                               dlightcolor[0] += 200.0f;
-                               dlightcolor[1] += 200.0f;
-                               dlightcolor[2] += 200.0f;
+                               dlightradius = max(dlightradius, 200);
+                               dlightcolor[0] += 1.50f;
+                               dlightcolor[1] += 1.50f;
+                               dlightcolor[2] += 1.50f;
                        }
                        if (e->render.effects & EF_BRIGHTLIGHT)
                        {
-                               dlightcolor[0] += 400.0f;
-                               dlightcolor[1] += 400.0f;
-                               dlightcolor[2] += 400.0f;
+                               dlightradius = max(dlightradius, 400);
+                               dlightcolor[0] += 3.00f;
+                               dlightcolor[1] += 3.00f;
+                               dlightcolor[2] += 3.00f;
                        }
                        // LordHavoc: more effects
                        if (e->render.effects & EF_RED) // red
                        {
-                               dlightcolor[0] += 200.0f;
-                               dlightcolor[1] +=  20.0f;
-                               dlightcolor[2] +=  20.0f;
+                               dlightradius = max(dlightradius, 200);
+                               dlightcolor[0] += 1.50f;
+                               dlightcolor[1] += 0.15f;
+                               dlightcolor[2] += 0.15f;
                        }
                        if (e->render.effects & EF_BLUE) // blue
                        {
-                               dlightcolor[0] +=  20.0f;
-                               dlightcolor[1] +=  20.0f;
-                               dlightcolor[2] += 200.0f;
+                               dlightradius = max(dlightradius, 200);
+                               dlightcolor[0] += 0.15f;
+                               dlightcolor[1] += 0.15f;
+                               dlightcolor[2] += 1.50f;
                        }
                        if (e->render.effects & EF_FLAME)
                        {
@@ -684,10 +794,11 @@ void CL_LinkNetworkEntity(entity_t *e)
                                // 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;
+                               d = lhrandom(0.75f, 1);
+                               dlightradius = max(dlightradius, 200);
+                               dlightcolor[0] += d * 2.0f;
+                               dlightcolor[1] += d * 1.5f;
+                               dlightcolor[2] += d * 0.5f;
                        }
                        if (e->render.effects & EF_STARDUST)
                        {
@@ -700,22 +811,26 @@ void CL_LinkNetworkEntity(entity_t *e)
                                // 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;
+                               dlightradius = max(dlightradius, 200);
+                               dlightcolor[0] += 1.0f;
+                               dlightcolor[1] += 0.7f;
+                               dlightcolor[2] += 0.3f;
                        }
                }
                // muzzleflash fades over time, and is offset a bit
                if (e->persistent.muzzleflash > 0)
                {
                        Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
-                       CL_TraceLine(origin, v2, v, NULL, 0, true, NULL);
-                       CL_AllocDlight(NULL, v, e->persistent.muzzleflash, 1, 1, 1, 0, 0);
-                       e->persistent.muzzleflash -= cl.frametime * 1000;
+                       trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
+                       tempmatrix = e->render.matrix;
+                       tempmatrix.m[0][3] = trace.endpos[0];
+                       tempmatrix.m[1][3] = trace.endpos[1];
+                       tempmatrix.m[2][3] = trace.endpos[2];
+                       CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, -1, true, 0, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                       e->persistent.muzzleflash -= cl.frametime * 10;
                }
                // LordHavoc: if the model has no flags, don't check each
-               if (e->render.model && e->render.model->flags)
+               if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
                {
                        if (e->render.model->flags & EF_GIB)
                                trailtype = 2;
@@ -724,23 +839,26 @@ void CL_LinkNetworkEntity(entity_t *e)
                        else if (e->render.model->flags & EF_TRACER)
                        {
                                trailtype = 3;
-                               dlightcolor[0] += 0x10;
-                               dlightcolor[1] += 0x40;
-                               dlightcolor[2] += 0x10;
+                               dlightradius = max(dlightradius, 100);
+                               dlightcolor[0] += 0.25f;
+                               dlightcolor[1] += 1.00f;
+                               dlightcolor[2] += 0.25f;
                        }
                        else if (e->render.model->flags & EF_TRACER2)
                        {
                                trailtype = 5;
-                               dlightcolor[0] += 0x50;
-                               dlightcolor[1] += 0x30;
-                               dlightcolor[2] += 0x10;
+                               dlightradius = max(dlightradius, 100);
+                               dlightcolor[0] += 1.00f;
+                               dlightcolor[1] += 0.60f;
+                               dlightcolor[2] += 0.20f;
                        }
                        else if (e->render.model->flags & EF_ROCKET)
                        {
                                trailtype = 0;
-                               dlightcolor[0] += 200.0f;
-                               dlightcolor[1] += 160.0f;
-                               dlightcolor[2] +=  80.0f;
+                               dlightradius = max(dlightradius, 200);
+                               dlightcolor[0] += 3.00f;
+                               dlightcolor[1] += 1.50f;
+                               dlightcolor[2] += 0.50f;
                        }
                        else if (e->render.model->flags & EF_GRENADE)
                        {
@@ -750,9 +868,20 @@ void CL_LinkNetworkEntity(entity_t *e)
                        else if (e->render.model->flags & EF_TRACER3)
                        {
                                trailtype = 6;
-                               dlightcolor[0] += 0x50;
-                               dlightcolor[1] += 0x20;
-                               dlightcolor[2] += 0x40;
+                               if (gamemode == GAME_PRYDON)
+                               {
+                                       dlightradius = max(dlightradius, 100);
+                                       dlightcolor[0] += 0.30f;
+                                       dlightcolor[1] += 0.60f;
+                                       dlightcolor[2] += 1.20f;
+                               }
+                               else
+                               {
+                                       dlightradius = max(dlightradius, 200);
+                                       dlightcolor[0] += 1.20f;
+                                       dlightcolor[1] += 0.50f;
+                                       dlightcolor[2] += 1.00f;
+                               }
                        }
                }
                // LordHavoc: customizable glow
@@ -760,67 +889,105 @@ void CL_LinkNetworkEntity(entity_t *e)
                {
                        // * 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);
+                       dlightradius = max(dlightradius, e->state_current.glowsize * 4);
+                       VectorMA(dlightcolor, (1.0f / 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)
+               // make the glow dlight
+               if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
                {
-                       VectorCopy(origin, v);
+                       //dlightmatrix = e->render.matrix;
                        // 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);
+                       //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
+                       //      dlightmatrix.m[2][3] += 30;
+                       CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
                }
-               // trails need the previous frame
-               if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex)
+               // custom rtlight
+               if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
                {
-                       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);
+                       float light[4];
+                       VectorScale(e->state_current.light, (1.0f / 256.0f), light);
+                       light[3] = e->state_current.light[3];
+                       if (light[0] == 0 && light[1] == 0 && light[2] == 0)
+                               VectorSet(light, 1, 1, 1);
+                       if (light[3] == 0)
+                               light[3] = 350;
+                       // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
+                       CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
                }
+               // do trails
+               if (e->render.flags & RENDER_GLOWTRAIL)
+                       trailtype = 9;
+               if (trailtype >= 0)
+                       CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, 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 && !Nehahrademcompatibility && !cl_noplayershadow.integer)))
+               // tenebrae's sprites are all additive mode (weird)
+               if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
+                       e->render.effects |= EF_ADDITIVE;
+               // player model is only shown with chase_active on
+               if (e->state_current.number == cl.viewentity)
+                       e->render.flags |= RENDER_EXTERIORMODEL;
+               // transparent stuff can't be lit during the opaque stage
+               if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
+                       e->render.flags |= RENDER_TRANSPARENT;
+               // either fullbright or lit
+               if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
+                       e->render.flags |= RENDER_LIGHT;
+               // hide player shadow during intermission or nehahra movie
+               if (!(e->render.effects & EF_NOSHADOW)
+                && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
+                && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && 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)
+               if (e->state_current.number == cl.viewentity)
                        V_CalcRefdef();
-               if (e->render.model && e->render.model->name[0] == '*' && e->render.model->type == mod_brush)
-                       cl_brushmodel_entities[cl_num_brushmodel_entities++] = &e->render;
+               if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
+                       cl_brushmodel_entities[cl_num_brushmodel_entities++] = e->state_current.number;
                // 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;
+               //if (cl.viewentity && e->state_current.number == cl.viewentity)
+               //      Matrix4x4_Print(&e->render.matrix);
        }
 }
 
 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;
+       cl_brushmodel_entities[cl_num_brushmodel_entities++] = 0;
        // FIXME: this should be done at load
        Matrix4x4_CreateIdentity(&ent->render.matrix);
        Matrix4x4_CreateIdentity(&ent->render.inversematrix);
+       R_LerpAnimation(&ent->render);
        CL_BoundingBoxForEntity(&ent->render);
+       ent->render.flags = RENDER_SHADOW;
+       if (!r_fullbright.integer)
+               ent->render.flags |= RENDER_LIGHT;
+       VectorSet(ent->render.colormod, 1, 1, 1);
+       r_refdef.worldentity = &ent->render;
+       r_refdef.worldmodel = cl.worldmodel;
 }
 
 static void CL_RelinkStaticEntities(void)
 {
        int i;
-       for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++)
+       entity_t *e;
+       for (i = 0, e = cl_static_entities;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
        {
-               Mod_CheckLoaded(cl_static_entities[i].render.model);
-               r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render;
+               Mod_CheckLoaded(e->render.model);
+               e->render.flags = 0;
+               // transparent stuff can't be lit during the opaque stage
+               if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
+                       e->render.flags |= RENDER_TRANSPARENT;
+               // either fullbright or lit
+               if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
+                       e->render.flags |= RENDER_LIGHT;
+               // hide player shadow during intermission or nehahra movie
+               if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
+                       e->render.flags |= RENDER_SHADOW;
+               VectorSet(e->render.colormod, 1, 1, 1);
+               R_LerpAnimation(&e->render);
+               r_refdef.entities[r_refdef.numentities++] = &e->render;
        }
 }
 
@@ -836,20 +1003,38 @@ static void CL_RelinkNetworkEntities(void)
 
        ent = &cl.viewent;
        ent->state_previous = ent->state_current;
-       ClearStateToDefault(&ent->state_current);
+       ent->state_current = defaultstate;
        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;
+       if (cl.stats[STAT_HEALTH] <= 0 || cl.intermission)
+               ent->state_current.modelindex = 0;
+       else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
+       {
+               if (gamemode == GAME_TRANSFUSION)
+                       ent->state_current.alpha = 128;
+               else
+                       ent->state_current.modelindex = 0;
+       }
+
+       // reset animation interpolation on weaponmodel if model changed
+       if (ent->state_previous.modelindex != ent->state_current.modelindex)
+       {
+               ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
+               ent->render.frame1time = ent->render.frame2time = cl.time;
+               ent->render.framelerp = 1;
+       }
 
        // start on the entity after the world
        entitylinkframenumber++;
-       for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++)
+       for (i = 1;i < cl_num_entities;i++)
        {
                if (cl_entities_active[i])
                {
+                       ent = cl_entities + i;
                        if (ent->state_current.active)
                                CL_LinkNetworkEntity(ent);
                        else
@@ -903,9 +1088,11 @@ static void CL_RelinkEffects(void)
                                ent->render.frame = ent->render.frame2;
                                ent->render.colormap = -1; // no special coloring
                                ent->render.alpha = 1;
+                               VectorSet(ent->render.colormod, 1, 1, 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);
+                               R_LerpAnimation(&ent->render);
                                CL_BoundingBoxForEntity(&ent->render);
                        }
                }
@@ -921,6 +1108,7 @@ void CL_RelinkBeams(void)
        entity_t *ent;
        float yaw, pitch;
        float forward;
+       matrix4x4_t tempmatrix;
 
        for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
        {
@@ -930,7 +1118,7 @@ void CL_RelinkBeams(void)
                // 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)
+               if (cl_beams_relative.integer && b->entity == cl.viewentity && 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;
@@ -968,7 +1156,11 @@ void CL_RelinkBeams(void)
                if (b->lightning)
                {
                        if (cl_beams_lightatend.integer)
-                               CL_AllocDlight (NULL, b->end, 200, 0.3, 0.7, 1, 0, 0);
+                       {
+                               // FIXME: create a matrix from the beam start/end orientation
+                               Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
+                               CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                       }
                        if (cl_beams_polygons.integer)
                                continue;
                }
@@ -1006,12 +1198,13 @@ void CL_RelinkBeams(void)
                                return;
                        //VectorCopy (org, ent->render.origin);
                        ent->render.model = b->model;
-                       ent->render.effects = EF_FULLBRIGHT;
+                       //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);
+                       R_LerpAnimation(&ent->render);
                        CL_BoundingBoxForEntity(&ent->render);
                        VectorMA(org, 30, dist, org);
                        d -= 30;
@@ -1024,10 +1217,13 @@ void CL_LerpPlayer(float frac)
        int i;
        float d;
 
-       cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold);
-
+       cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
        for (i = 0;i < 3;i++)
+       {
+               cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
+               cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
                cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
+       }
 
        if (cls.demoplayback)
        {
@@ -1051,12 +1247,15 @@ CL_ReadFromServer
 Read all incoming data from the server
 ===============
 */
+extern void CL_ClientMovement_Replay();
 int CL_ReadFromServer(void)
 {
        CL_ReadDemoMessage();
 
+       r_refdef.time = cl.time;
+       r_refdef.extraupdate = !r_speeds.integer;
        r_refdef.numentities = 0;
-       cl_num_entities = 0;
+       Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix);
        cl_num_brushmodel_entities = 0;
 
        if (cls.state == ca_connected && cls.signon == SIGNONS)
@@ -1069,10 +1268,12 @@ int CL_ReadFromServer(void)
                V_FadeViewFlashs();
 
                // relink network entities (note: this sets up the view!)
+               CL_ClientMovement_Replay();
                CL_RelinkNetworkEntities();
 
                // move particles
                CL_MoveParticles();
+               R_MoveExplosions();
 
                // link stuff
                CL_RelinkWorld();
@@ -1095,28 +1296,9 @@ int CL_ReadFromServer(void)
 CL_SendCmd
 =================
 */
+void CL_UpdatePrydonCursor(void);
 void CL_SendCmd(void)
 {
-       usercmd_t cmd;
-
-       if (cls.signon == SIGNONS)
-       {
-               // 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);
@@ -1128,7 +1310,7 @@ void CL_SendCmd(void)
        {
                if (developer.integer)
                {
-                       Con_Printf("CL_SendCmd: sending reliable message:\n");
+                       Con_Print("CL_SendCmd: sending reliable message:\n");
                        SZ_HexDumpToConsole(&cls.message);
                }
                if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1)
@@ -1142,9 +1324,9 @@ static void CL_PauseDemo_f (void)
 {
        cls.demopaused = !cls.demopaused;
        if (cls.demopaused)
-               Con_Printf("Demo paused\n");
+               Con_Print("Demo paused\n");
        else
-               Con_Printf("Demo unpaused\n");
+               Con_Print("Demo unpaused\n");
 }
 
 /*
@@ -1156,7 +1338,7 @@ static void CL_Fog_f (void)
 {
        if (Cmd_Argc () == 1)
        {
-               Con_Printf ("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
+               Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
                return;
        }
        fog_density = atof(Cmd_Argv(1));
@@ -1165,6 +1347,48 @@ static void CL_Fog_f (void)
        fog_blue = atof(Cmd_Argv(4));
 }
 
+/*
+====================
+CL_TimeRefresh_f
+
+For program optimization
+====================
+*/
+static void CL_TimeRefresh_f (void)
+{
+       int i;
+       float timestart, timedelta, oldangles[3];
+
+       r_refdef.extraupdate = false;
+       VectorCopy(cl.viewangles, oldangles);
+       VectorClear(cl.viewangles);
+
+       timestart = Sys_DoubleTime();
+       for (i = 0;i < 128;i++)
+       {
+               Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
+               CL_UpdateScreen();
+       }
+       timedelta = Sys_DoubleTime() - timestart;
+
+       VectorCopy(oldangles, cl.viewangles);
+       Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
+}
+
+/*
+===========
+CL_Shutdown
+===========
+*/
+void CL_Shutdown (void)
+{
+       CL_CGVM_Shutdown();
+       CL_Particles_Shutdown();
+       CL_Parse_Shutdown();
+
+       Mem_FreePool (&cl_mempool);
+}
+
 /*
 =================
 CL_Init
@@ -1172,21 +1396,21 @@ CL_Init
 */
 void CL_Init (void)
 {
-       cl_entities_mempool = Mem_AllocPool("client entities");
-       cl_refdef_mempool = Mem_AllocPool("refdef");
+       cl_mempool = Mem_AllocPool("client", 0, NULL);
 
        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);
+       r_refdef.entities = Mem_Alloc(cl_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);
+       r_refdef.drawqueue = Mem_Alloc(cl_mempool, r_refdef.maxdrawqueuesize);
 
-       SZ_Alloc (&cls.message, 1024, "cls.message");
+       cls.message.data = cls.message_buf;
+       cls.message.maxsize = sizeof(cls.message_buf);
+       cls.message.cursize = 0;
 
        CL_InitInput ();
-       CL_InitTEnts ();
 
 //
 // register our commands
@@ -1227,13 +1451,22 @@ void CL_Init (void)
        Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
 
        Cvar_RegisterVariable(&r_draweffects);
-       Cvar_RegisterVariable(&cl_explosions);
+       Cvar_RegisterVariable(&cl_explosions_alpha_start);
+       Cvar_RegisterVariable(&cl_explosions_alpha_end);
+       Cvar_RegisterVariable(&cl_explosions_size_start);
+       Cvar_RegisterVariable(&cl_explosions_size_end);
+       Cvar_RegisterVariable(&cl_explosions_lifetime);
        Cvar_RegisterVariable(&cl_stainmaps);
+       Cvar_RegisterVariable(&cl_stainmaps_clearonload);
        Cvar_RegisterVariable(&cl_beams_polygons);
        Cvar_RegisterVariable(&cl_beams_relative);
        Cvar_RegisterVariable(&cl_beams_lightatend);
        Cvar_RegisterVariable(&cl_noplayershadow);
 
+       Cvar_RegisterVariable(&cl_prydoncursor);
+
+       Cmd_AddCommand("timerefresh", CL_TimeRefresh_f);
+
        CL_Parse_Init();
        CL_Particles_Init();
        CL_Screen_Init();
@@ -1242,3 +1475,5 @@ void CL_Init (void)
        CL_Video_Init();
 }
 
+
+