]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_main.c
changed all references to entity_render_t->frame to frame2 to eliminate
[xonotic/darkplaces.git] / cl_main.c
index 693caeb7353b0bf468b0c48cd293eaf688521396..edbcd5bb482a0f66a1bce28c5618016736dd7093 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.
 // we need to declare some mouse variables here, because the menu system
 // references them even when on a unix system.
 
-cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};  //[515]: csqc crc check and right csprogs name according to progs.dat
+cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
 cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
 
@@ -51,10 +51,8 @@ cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
 
 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
 
-#ifdef AUTODEMO_BROKEN
-cvar_t cl_autodemo = {0, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
-cvar_t cl_autodemo_nameformat = {0, "cl_autodemo_nameformat", "%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
-#endif
+cvar_t cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
+cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
 
 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
 
@@ -69,17 +67,23 @@ cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","c
 
 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
 cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
-cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "1", "makes your lightning gun aiming update instantly"};
+cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
 
 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
 
+cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
+cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
+
 cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
 
 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
 
 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
 
+cvar_t cl_locs_enable = {CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
+cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
+
 client_static_t        cls;
 client_state_t cl;
 
@@ -106,6 +110,14 @@ void CL_ClearState(void)
        // reset the view zoom interpolation
        cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
 
+       // enable rendering of the world and such
+       cl.csqc_vidvars.drawworld = true;
+       cl.csqc_vidvars.drawenginesbar = true;
+       cl.csqc_vidvars.drawcrosshair = true;
+
+       // set up the float version of the stats array for easier access to float stats
+       cl.statsf = (float *)cl.stats;
+
        cl.num_entities = 0;
        cl.num_static_entities = 0;
        cl.num_temp_entities = 0;
@@ -289,6 +301,8 @@ void CL_Disconnect(void)
        if (cls.state == ca_dedicated)
                return;
 
+       Curl_Clear_forthismap();
+
        Con_DPrintf("CL_Disconnect\n");
 
        CL_VM_ShutDown();
@@ -332,9 +346,9 @@ void CL_Disconnect(void)
                        Con_DPrint("Sending clc_disconnect\n");
                        MSG_WriteByte(&buf, clc_disconnect);
                }
-               NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
-               NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
-               NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
+               NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
+               NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
+               NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
                NetConn_Close(cls.netcon);
                cls.netcon = NULL;
        }
@@ -371,7 +385,8 @@ void CL_EstablishConnection(const char *host)
        cls.demonum = -1;
 
        // stop demo loop in case this fails
-       CL_Disconnect();
+       if (cls.demoplayback)
+               CL_StopPlayback();
 
        // if downloads are running, cancel their finishing action
        Curl_Clear_forthismap();
@@ -425,7 +440,25 @@ static void CL_PrintEntities_f(void)
                        modelname = ent->render.model->name;
                else
                        modelname = "--no model--";
-               Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
+               Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.frame2, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
+       }
+}
+
+/*
+===============
+CL_ModelIndexList_f
+
+List all models in the client modelindex
+===============
+*/
+static void CL_ModelIndexList_f(void)
+{
+       int nModelIndexCnt = 1;
+
+       while(cl.model_precache[nModelIndexCnt] && nModelIndexCnt != MAX_MODELS)
+       { // Valid Model
+               Con_Printf("%i : %s\n", nModelIndexCnt, cl.model_precache[nModelIndexCnt]->name);
+               nModelIndexCnt++;
        }
 }
 
@@ -496,7 +529,7 @@ static float CL_LerpPoint(void)
 {
        float f;
 
-       if (cl_nettimesyncmode.integer == 3)
+       if (cl_nettimesyncboundmode.integer == 1)
                cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
 
        // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
@@ -608,7 +641,6 @@ dlightsetup:
        Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
        CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
        Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
-       Matrix4x4_Scale(&dl->matrix, radius, 1);
        dl->radius = radius;
        dl->color[0] = red;
        dl->color[1] = green;
@@ -653,8 +685,14 @@ void CL_DecayLightFlashes(void)
                        dl->intensity -= time * dl->decay;
                        if (cl.time < dl->die && dl->intensity > 0)
                        {
-                               //dl->radius = dl->initialradius * dl->intensity;
-                               VectorScale(dl->initialcolor, dl->intensity, dl->color);
+                               if (cl_dlights_decayradius.integer)
+                                       dl->radius = dl->initialradius * dl->intensity;
+                               else
+                                       dl->radius = dl->initialradius;
+                               if (cl_dlights_decaybrightness.integer)
+                                       VectorScale(dl->initialcolor, dl->intensity, dl->color);
+                               else
+                                       VectorCopy(dl->initialcolor, dl->color);
                                cl.num_dlights = i + 1;
                        }
                        else
@@ -669,11 +707,20 @@ void CL_RelinkLightFlashes(void)
        int i, j, k, l;
        dlight_t *dl;
        float frac, f;
+       matrix4x4_t tempmatrix;
 
        if (r_dynamic.integer)
+       {
                for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.numlights < MAX_DLIGHTS;i++, dl++)
+               {
                        if (dl->radius)
-                               R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dl->matrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
+                       {
+                               tempmatrix = dl->matrix;
+                               Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
+                               R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
+                       }
+               }
+       }
 
 // light animations
 // 'm' is normal light, 'a' is no light, 'z' is double bright
@@ -758,7 +805,7 @@ extern void V_CalcViewBlend(void);
 extern void V_CalcRefdef(void);
 
 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
-void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit)
+void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
 {
        const matrix4x4_t *matrix;
        matrix4x4_t blendmatrix, tempmatrix, matrix2;
@@ -778,6 +825,7 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit)
        e->render.flags = e->state_current.flags;
        e->render.effects = e->state_current.effects;
        VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
+       e->render.entitynumber = e - cl.entities;
        if (e->state_current.flags & RENDER_COLORMAPPED)
        {
                int cb;
@@ -828,7 +876,7 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit)
                if (!t->state_current.active)
                        return;
                // update the parent first
-               CL_UpdateNetworkEntity(t, recursionlimit - 1);
+               CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
                // make relative to the entity
                matrix = &t->render.matrix;
                // some properties of the tag entity carry over
@@ -857,7 +905,10 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit)
        else if (e->render.flags & RENDER_VIEWMODEL)
        {
                // view-relative entity (guns and such)
-               matrix = &viewmodelmatrix;
+               if (e->render.effects & EF_NOGUNBOB)
+                       matrix = &r_view.matrix; // really attached to view
+               else
+                       matrix = &viewmodelmatrix; // attached to gun bob matrix
        }
        else
        {
@@ -867,16 +918,22 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit)
 
        // movement lerp
        // if it's the predicted player entity, update according to client movement
-       if (e == cl.entities + cl.playerentity && cl.movement_predicted)
+       // but don't lerp if going through a teleporter as it causes a bad lerp
+       // also don't use the predicted location if fixangle was set on both of
+       // the most recent server messages, as that cause means you are spectating
+       // someone or watching a cutscene of some sort
+       if (cl_nolerp.integer || cls.timedemo)
+               interpolate = false;
+       if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
        {
                lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
                lerp = bound(0, lerp, 1);
-               if (cl_nolerp.integer)
+               if (!interpolate)
                        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)
+       else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
        {
                // interpolate the origin and angles
                lerp = max(0, lerp);
@@ -899,17 +956,13 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit)
                e->render.model = cl.model_precache[e->state_current.modelindex];
        if (e->render.model)
        {
+               // models can set flags such as EF_ROCKET
+               // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
+               if (!(e->render.effects & 0xFF800000))
+                       e->render.effects |= e->render.model->effects;
                // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
                if (e->render.model->type == mod_alias)
                        angles[0] = -angles[0];
-               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 ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
                        VectorScale(e->render.colormod, 2, e->render.colormod);
        }
@@ -917,6 +970,13 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit)
        else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
                angles[0] = -angles[0];
 
+       if ((e->render.effects & EF_ROTATE) && !(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;
+       }
+
        // animation lerp
        if (e->render.frame2 == e->state_current.frame)
        {
@@ -936,7 +996,7 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit)
                // 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.frame2 = e->state_current.frame;
                e->render.frame2time = cl.time;
                e->render.framelerp = 0;
        }
@@ -967,21 +1027,17 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit)
        // 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;
-       // double sided rendering mode causes backfaces to be visible
-       // (mostly useful on transparent stuff)
-       if (e->render.effects & EF_DOUBLESIDED)
-               e->render.flags |= RENDER_NOCULLFACE;
        // 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))
+       if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
+        && (e->render.alpha >= 1)
+        && !(e->render.flags & RENDER_VIEWMODEL)
         && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
                e->render.flags |= RENDER_SHADOW;
+       if (e->render.flags & RENDER_VIEWMODEL)
+               e->render.flags |= RENDER_NOSELFSHADOW;
 }
 
 // creates light and trails from an entity
@@ -1005,7 +1061,7 @@ void CL_UpdateNetworkEntityTrail(entity_t *e)
        // entity is in the world...
        trailtype = EFFECT_NONE;
        // LordHavoc: if the entity has no effects, don't check each
-       if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST | EF_FLAG1QW | EF_FLAG2QW))
+       if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
        {
                if (e->render.effects & EF_BRIGHTFIELD)
                {
@@ -1018,40 +1074,41 @@ void CL_UpdateNetworkEntityTrail(entity_t *e)
                        CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
                if (e->render.effects & EF_STARDUST)
                        CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
-               if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
-               {
-                       // these are only set on player entities
-                       CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
-               }
+       }
+       if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
+       {
+               // these are only set on player entities
+               CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
        }
        // muzzleflash fades over time
        if (e->persistent.muzzleflash > 0)
                e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
-       // LordHavoc: if the model has no flags, don't check each
-       if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
+       // LordHavoc: if the entity has no effects, don't check each
+       if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
        {
-               if (e->render.model->flags & EF_GIB)
+               if (e->render.effects & EF_GIB)
                        trailtype = EFFECT_TR_BLOOD;
-               else if (e->render.model->flags & EF_ZOMGIB)
+               else if (e->render.effects & EF_ZOMGIB)
                        trailtype = EFFECT_TR_SLIGHTBLOOD;
-               else if (e->render.model->flags & EF_TRACER)
+               else if (e->render.effects & EF_TRACER)
                        trailtype = EFFECT_TR_WIZSPIKE;
-               else if (e->render.model->flags & EF_TRACER2)
+               else if (e->render.effects & EF_TRACER2)
                        trailtype = EFFECT_TR_KNIGHTSPIKE;
-               else if (e->render.model->flags & EF_ROCKET)
+               else if (e->render.effects & EF_ROCKET)
                        trailtype = EFFECT_TR_ROCKET;
-               else if (e->render.model->flags & EF_GRENADE)
+               else if (e->render.effects & EF_GRENADE)
                {
                        // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
                        trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
                }
-               else if (e->render.model->flags & EF_TRACER3)
+               else if (e->render.effects & EF_TRACER3)
                        trailtype = EFFECT_TR_VORESPIKE;
        }
        // do trails
        if (e->render.flags & RENDER_GLOWTRAIL)
                trailtype = EFFECT_TR_GLOWTRAIL;
-       if (trailtype)
+       // check if a trail is allowed (it is not after a teleport for example)
+       if (trailtype && e->persistent.trail_allowed)
        {
                float len;
                vec3_t vel;
@@ -1062,29 +1119,73 @@ void CL_UpdateNetworkEntityTrail(entity_t *e)
                VectorScale(vel, len, vel);
                CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
        }
+       // now that the entity has survived one trail update it is allowed to
+       // leave a real trail on later frames
+       e->persistent.trail_allowed = true;
        VectorCopy(origin, e->persistent.trail_origin);
 }
 
 
 /*
 ===============
-CL_UpdateEntities
+CL_UpdateViewEntities
+===============
+*/
+void CL_UpdateViewEntities(void)
+{
+       int i;
+       // update any RENDER_VIEWMODEL entities to use the new view matrix
+       for (i = 1;i < cl.num_entities;i++)
+       {
+               if (cl.entities_active[i])
+               {
+                       entity_t *ent = cl.entities + i;
+                       if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
+                               CL_UpdateNetworkEntity(ent, 32, true);
+               }
+       }
+       // and of course the engine viewmodel needs updating as well
+       CL_UpdateNetworkEntity(&cl.viewent, 32, true);
+}
+
+/*
+===============
+CL_UpdateNetworkCollisionEntities
 ===============
 */
-void CL_UpdateEntities(void)
+void CL_UpdateNetworkCollisionEntities(void)
 {
        entity_t *ent;
        int i;
 
-       // process network entities
-       // first link the player
-       CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32);
+       // start on the entity after the world
+       cl.num_brushmodel_entities = 0;
+       for (i = cl.maxclients + 1;i < cl.num_entities;i++)
+       {
+               if (cl.entities_active[i])
+               {
+                       ent = cl.entities + i;
+                       if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
+                       {
+                               // do not interpolate the bmodels for this
+                               CL_UpdateNetworkEntity(ent, 32, false);
+                               cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
+                       }
+               }
+       }
+}
 
-       // set up the view
-       V_CalcRefdef();
+/*
+===============
+CL_UpdateNetworkEntities
+===============
+*/
+void CL_UpdateNetworkEntities(void)
+{
+       entity_t *ent;
+       int i;
 
        // start on the entity after the world
-       // skip the player entity because it was already processed
        for (i = 1;i < cl.num_entities;i++)
        {
                if (cl.entities_active[i])
@@ -1092,18 +1193,20 @@ void CL_UpdateEntities(void)
                        ent = cl.entities + i;
                        if (ent->state_current.active)
                        {
-                               CL_UpdateNetworkEntity(ent, 32);
+                               CL_UpdateNetworkEntity(ent, 32, true);
                                // view models should never create light/trails
                                if (!(ent->render.flags & RENDER_VIEWMODEL))
                                        CL_UpdateNetworkEntityTrail(ent);
-                               if (ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
-                                       cl.brushmodel_entities[cl.num_brushmodel_entities++] = ent->state_current.number;
                        }
                        else
                                cl.entities_active[i] = false;
                }
        }
+}
 
+void CL_UpdateViewModel(void)
+{
+       entity_t *ent;
        ent = &cl.viewent;
        ent->state_previous = ent->state_current;
        ent->state_current = defaultstate;
@@ -1123,16 +1226,16 @@ void CL_UpdateEntities(void)
                        ent->state_current.modelindex = 0;
        }
        ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
-       ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
+       ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
 
        // 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.frame1 = ent->render.frame2 = ent->state_current.frame;
                ent->render.frame1time = ent->render.frame2time = cl.time;
                ent->render.framelerp = 1;
        }
-       CL_UpdateNetworkEntity(ent, 32);
+       CL_UpdateNetworkEntity(ent, 32, true);
 }
 
 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
@@ -1146,12 +1249,7 @@ 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->state_current.tagentity)
-       {
-               if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
-                       return;
-       }
-       else
+       if (e->state_current.tagentity)
        {
                // if the tag entity is currently impossible, skip it
                if (e->state_current.tagentity >= cl.num_entities)
@@ -1234,24 +1332,24 @@ void CL_LinkNetworkEntity(entity_t *e)
                R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
        }
        // LordHavoc: if the model has no flags, don't check each
-       if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
+       if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
        {
-               if (e->render.model->flags & EF_GIB)
+               if (e->render.effects & EF_GIB)
                        trailtype = EFFECT_TR_BLOOD;
-               else if (e->render.model->flags & EF_ZOMGIB)
+               else if (e->render.effects & EF_ZOMGIB)
                        trailtype = EFFECT_TR_SLIGHTBLOOD;
-               else if (e->render.model->flags & EF_TRACER)
+               else if (e->render.effects & EF_TRACER)
                        trailtype = EFFECT_TR_WIZSPIKE;
-               else if (e->render.model->flags & EF_TRACER2)
+               else if (e->render.effects & EF_TRACER2)
                        trailtype = EFFECT_TR_KNIGHTSPIKE;
-               else if (e->render.model->flags & EF_ROCKET)
+               else if (e->render.effects & EF_ROCKET)
                        trailtype = EFFECT_TR_ROCKET;
-               else if (e->render.model->flags & EF_GRENADE)
+               else if (e->render.effects & EF_GRENADE)
                {
                        // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
                        trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
                }
-               else if (e->render.model->flags & EF_TRACER3)
+               else if (e->render.effects & EF_TRACER3)
                        trailtype = EFFECT_TR_VORESPIKE;
        }
        // LordHavoc: customizable glow
@@ -1295,6 +1393,10 @@ void CL_LinkNetworkEntity(entity_t *e)
        if (trailtype)
                CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
 
+       // don't show viewmodels in certain situations
+       if (e->render.flags & RENDER_VIEWMODEL)
+               if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
+                       return;
        // 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)
@@ -1306,7 +1408,6 @@ void CL_LinkNetworkEntity(entity_t *e)
 void CL_RelinkWorld(void)
 {
        entity_t *ent = &cl.entities[0];
-       cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
        // FIXME: this should be done at load
        ent->render.matrix = identitymatrix;
        CL_UpdateRenderEntity(&ent->render);
@@ -1329,14 +1430,11 @@ static void CL_RelinkStaticEntities(void)
                // need to re-fetch the model pointer
                e->render.model = cl.model_precache[e->state_baseline.modelindex];
                CL_UpdateRenderEntity(&e->render);
-               // 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))
+               if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
                        e->render.flags |= RENDER_SHADOW;
                VectorSet(e->render.colormod, 1, 1, 1);
                R_LerpAnimation(&e->render);
@@ -1414,7 +1512,6 @@ static void CL_RelinkEffects(void)
                                        ent->render.model = cl.model_precache[e->modelindex];
                                else
                                        ent->render.model = cl.csqc_model_precache[-(e->modelindex+1)];
-                               ent->render.frame = ent->render.frame2;
                                ent->render.colormap = -1; // no special coloring
                                ent->render.alpha = 1;
                                VectorSet(ent->render.colormod, 1, 1, 1);
@@ -1466,7 +1563,7 @@ void CL_RelinkBeams(void)
        vec3_t dist, org, start, end;
        float d;
        entity_t *ent;
-       float yaw, pitch;
+       double yaw, pitch;
        float forward;
        matrix4x4_t tempmatrix;
 
@@ -1509,12 +1606,12 @@ void CL_RelinkBeams(void)
                }
                else
                {
-                       yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
+                       yaw = 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);
+                       pitch = atan2(dist[2], forward) * 180 / M_PI;
                        if (pitch < 0)
                                pitch += 360;
                }
@@ -1620,17 +1717,13 @@ void CSQC_RelinkAllEntities (int drawmask)
 
 /*
 ===============
-CL_ReadFromServer
+CL_UpdateWorld
 
-Read all incoming data from the server
+Update client game world for a new frame
 ===============
 */
-int CL_ReadFromServer(void)
+void CL_UpdateWorld(void)
 {
-       CL_ReadDemoMessage();
-       CL_SendMove();
-
-       r_refdef.time = cl.time;
        r_refdef.extraupdate = !r_speeds.integer;
        r_refdef.numentities = 0;
        r_refdef.numlights = 0;
@@ -1647,8 +1740,25 @@ int CL_ReadFromServer(void)
                V_DriftPitch();
                V_FadeViewFlashs();
 
-               // now update all the network entities and the view matrix
-               CL_UpdateEntities();
+               // if prediction is enabled we have to update all the collidable
+               // network entities before the prediction code can be run
+               CL_UpdateNetworkCollisionEntities();
+
+               // now update the player prediction
+               CL_ClientMovement_Replay();
+
+               // update the player entity (which may be predicted)
+               CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
+
+               // now update the view (which depends on that player entity)
+               V_CalcRefdef();
+
+               // now update all the network entities and create particle trails
+               // (some entities may depend on the view)
+               CL_UpdateNetworkEntities();
+
+               // update the engine-based viewmodel
+               CL_UpdateViewModel();
 
                CL_RelinkLightFlashes();
                CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
@@ -1656,13 +1766,9 @@ int CL_ReadFromServer(void)
                // move particles
                CL_MoveParticles();
                R_MoveExplosions();
-
-               // update the r_refdef time again because cl.time may have changed in
-               // CL_LerpPoint()
-               r_refdef.time = cl.time;
        }
 
-       return 0;
+       r_refdef.time = cl.time;
 }
 
 // LordHavoc: pausedemo command
@@ -1703,11 +1809,9 @@ For program optimization
 static void CL_TimeRefresh_f (void)
 {
        int i;
-       float timestart, timedelta, oldangles[3];
+       float timestart, timedelta;
 
        r_refdef.extraupdate = false;
-       VectorCopy(cl.viewangles, oldangles);
-       VectorClear(cl.viewangles);
 
        timestart = Sys_DoubleTime();
        for (i = 0;i < 128;i++)
@@ -1717,7 +1821,6 @@ static void CL_TimeRefresh_f (void)
        }
        timedelta = Sys_DoubleTime() - timestart;
 
-       VectorCopy(oldangles, cl.viewangles);
        Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
 }
 
@@ -1726,6 +1829,325 @@ void CL_AreaStats_f(void)
        World_PrintAreaStats(&cl.world, "client");
 }
 
+cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
+{
+       int i;
+       cl_locnode_t *loc;
+       cl_locnode_t *best;
+       vec3_t nearestpoint;
+       vec_t dist, bestdist;
+       best = NULL;
+       bestdist = 0;
+       for (loc = cl.locnodes;loc;loc = loc->next)
+       {
+               for (i = 0;i < 3;i++)
+                       nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
+               dist = VectorDistance2(nearestpoint, point);
+               if (bestdist > dist || !best)
+               {
+                       bestdist = dist;
+                       best = loc;
+                       if (bestdist < 1)
+                               break;
+               }
+       }
+       return best;
+}
+
+void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
+{
+       cl_locnode_t *loc;
+       loc = CL_Locs_FindNearest(point);
+       if (loc)
+               strlcpy(buffer, loc->name, buffersize);
+       else
+               dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
+}
+
+void CL_Locs_FreeNode(cl_locnode_t *node)
+{
+       cl_locnode_t **pointer, **next;
+       for (pointer = &cl.locnodes;*pointer;pointer = next)
+       {
+               next = &(*pointer)->next;
+               if (*pointer == node)
+               {
+                       *pointer = node->next;
+                       Mem_Free(node);
+               }
+       }
+       Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", node);
+}
+
+void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
+{
+       cl_locnode_t *node, **pointer;
+       int namelen;
+       if (!name)
+               name = "";
+       namelen = strlen(name);
+       node = Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
+       VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
+       VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
+       node->name = (char *)(node + 1);
+       memcpy(node->name, name, namelen);
+       node->name[namelen] = 0;
+       // link it into the tail of the list to preserve the order
+       for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
+               ;
+       *pointer = node;
+}
+
+void CL_Locs_Add_f(void)
+{
+       vec3_t mins, maxs;
+       if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
+       {
+               Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
+               return;
+       }
+       mins[0] = atof(Cmd_Argv(1));
+       mins[1] = atof(Cmd_Argv(2));
+       mins[2] = atof(Cmd_Argv(3));
+       if (Cmd_Argc() == 8)
+       {
+               maxs[0] = atof(Cmd_Argv(4));
+               maxs[1] = atof(Cmd_Argv(5));
+               maxs[2] = atof(Cmd_Argv(6));
+               CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
+       }
+       else
+               CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
+}
+
+void CL_Locs_RemoveNearest_f(void)
+{
+       cl_locnode_t *loc;
+       loc = CL_Locs_FindNearest(r_view.origin);
+       if (loc)
+               CL_Locs_FreeNode(loc);
+       else
+               Con_Printf("no loc point or box found for your location\n");
+}
+
+void CL_Locs_Clear_f(void)
+{
+       while (cl.locnodes)
+               CL_Locs_FreeNode(cl.locnodes);
+}
+
+void CL_Locs_Save_f(void)
+{
+       cl_locnode_t *loc;
+       qfile_t *outfile;
+       char locfilename[MAX_QPATH];
+       if (!cl.locnodes)
+       {
+               Con_Printf("No loc points/boxes exist!\n");
+               return;
+       }
+       if (cls.state != ca_connected || !cl.worldmodel)
+       {
+               Con_Printf("No level loaded!\n");
+               return;
+       }
+       FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
+       strlcat(locfilename, ".loc", sizeof(locfilename));
+
+       outfile = FS_Open(locfilename, "w", false, false);
+       if (!outfile)
+               return;
+       // if any boxes are used then this is a proquake-format loc file, which
+       // allows comments, so add some relevant information at the start
+       for (loc = cl.locnodes;loc;loc = loc->next)
+               if (!VectorCompare(loc->mins, loc->maxs))
+                       break;
+       if (loc)
+       {
+               FS_Printf(outfile, "// %s %s saved by %s\n// x,y,z,x,y,z,\"name\"\n\n", locfilename, Sys_TimeString("%Y-%m-%d"), engineversion);
+               for (loc = cl.locnodes;loc;loc = loc->next)
+                       if (VectorCompare(loc->mins, loc->maxs))
+                               break;
+               if (loc)
+                       Con_Printf("Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n");
+       }
+       for (loc = cl.locnodes;loc;loc = loc->next)
+       {
+               if (VectorCompare(loc->mins, loc->maxs))
+               {
+                       int len;
+                       const char *s;
+                       const char *in = loc->name;
+                       char name[MAX_INPUTLINE];
+                       for (len = 0;len < (int)sizeof(name) - 1 && *in;)
+                       {
+                               if (*in == ' ') {s = "$loc_name_separator";in++;}
+                               else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
+                               else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
+                               else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
+                               else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
+                               else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
+                               else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
+                               else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
+                               else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
+                               else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
+                               else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
+                               else s = NULL;
+                               if (s)
+                               {
+                                       while (len < (int)sizeof(name) - 1 && *s)
+                                               name[len++] = *s++;
+                                       continue;
+                               }
+                               name[len++] = *in++;
+                       }
+                       name[len] = 0;
+                       FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
+               }
+               else
+                       FS_Printf(outfile, "%.1f,%.1f,%.1f,%.1f,%.1f,%.1f,\"%s\"\n", loc->mins[0], loc->mins[1], loc->mins[2], loc->maxs[0], loc->maxs[1], loc->maxs[2], loc->name);
+       }
+       FS_Close(outfile);
+}
+
+void CL_Locs_Reload_f(void)
+{
+       int i, linenumber, limit, len;
+       const char *s;
+       char *filedata, *text, *textend, *linestart, *linetext, *lineend;
+       fs_offset_t filesize;
+       vec3_t mins, maxs;
+       char locfilename[MAX_QPATH];
+       char name[MAX_INPUTLINE];
+
+       if (cls.state != ca_connected || !cl.worldmodel)
+       {
+               Con_Printf("No level loaded!\n");
+               return;
+       }
+
+       CL_Locs_Clear_f();
+
+       // try maps/something.loc first (LordHavoc: where I think they should be)
+       FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
+       strlcat(locfilename, ".loc", sizeof(locfilename));
+       filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
+       if (!filedata)
+       {
+               // try proquake name as well (LordHavoc: I hate path mangling)
+               FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
+               strlcat(locfilename, ".loc", sizeof(locfilename));
+               filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
+               if (!filedata)
+                       return;
+       }
+       text = filedata;
+       textend = filedata + filesize;
+       for (linenumber = 1;text < textend;linenumber++)
+       {
+               linestart = text;
+               for (;text < textend && *text != '\r' && *text != '\n';text++)
+                       ;
+               lineend = text;
+               if (text + 1 < textend && *text == '\r' && text[1] == '\n')
+                       text++;
+               if (text < textend)
+                       text++;
+               // trim trailing whitespace
+               while (lineend > linestart && lineend[-1] <= ' ')
+                       lineend--;
+               // trim leading whitespace
+               while (linestart < lineend && *linestart <= ' ')
+                       linestart++;
+               // check if this is a comment
+               if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
+                       continue;
+               linetext = linestart;
+               limit = 3;
+               for (i = 0;i < limit;i++)
+               {
+                       if (linetext >= lineend)
+                               break;
+                       // note: a missing number is interpreted as 0
+                       if (i < 3)
+                               mins[i] = atof(linetext);
+                       else
+                               maxs[i - 3] = atof(linetext);
+                       // now advance past the number
+                       while (linetext < lineend && *linetext > ' ' && *linetext != ',')
+                               linetext++;
+                       // advance through whitespace
+                       if (linetext < lineend)
+                       {
+                               if (*linetext == ',')
+                               {
+                                       linetext++;
+                                       limit = 6;
+                                       // note: comma can be followed by whitespace
+                               }
+                               if (*linetext <= ' ')
+                               {
+                                       // skip whitespace
+                                       while (linetext < lineend && *linetext <= ' ')
+                                               linetext++;
+                               }
+                       }
+               }
+               // if this is a quoted name, remove the quotes
+               if (i == 6)
+               {
+                       if (linetext >= lineend || *linetext != '"')
+                               continue; // proquake location names are always quoted
+                       lineend--;
+                       linetext++;
+                       len = min(lineend - linetext, (int)sizeof(name) - 1);
+                       memcpy(name, linetext, len);
+                       name[len] = 0;
+                       // add the box to the list
+                       CL_Locs_AddNode(mins, maxs, name);
+               }
+               // if a point was parsed, it needs to be scaled down by 8 (since
+               // point-based loc files were invented by a proxy which dealt
+               // directly with quake protocol coordinates, which are *8), turn
+               // it into a box
+               else if (i == 3)
+               {
+                       // interpret silly fuhquake macros
+                       for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
+                       {
+                               if (*linetext == '$')
+                               {
+                                       if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
+                                       else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
+                                       else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
+                                       else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
+                                       else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
+                                       else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
+                                       else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
+                                       else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
+                                       else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
+                                       else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
+                                       else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
+                                       else s = NULL;
+                                       if (s)
+                                       {
+                                               while (len < (int)sizeof(name) - 1 && *s)
+                                                       name[len++] = *s++;
+                                               continue;
+                                       }
+                               }
+                               name[len++] = *linetext++;
+                       }
+                       name[len] = 0;
+                       // add the point to the list
+                       VectorScale(mins, (1.0 / 8.0), mins);
+                       CL_Locs_AddNode(mins, mins, name);
+               }
+               else
+                       continue;
+       }
+}
+
 /*
 ===========
 CL_Shutdown
@@ -1733,6 +2155,7 @@ CL_Shutdown
 */
 void CL_Shutdown (void)
 {
+       CL_Screen_Shutdown();
        CL_Particles_Shutdown();
        CL_Parse_Shutdown();
 
@@ -1790,10 +2213,11 @@ void CL_Init (void)
        Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
        Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
 
-#ifdef AUTODEMO_BROKEN
+       // Support Client-side Model Index List
+       Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list all models in the client modelindex");
+
        Cvar_RegisterVariable (&cl_autodemo);
        Cvar_RegisterVariable (&cl_autodemo_nameformat);
-#endif
 
        Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
 
@@ -1815,6 +2239,8 @@ void CL_Init (void)
        Cvar_RegisterVariable(&cl_beams_instantaimhack);
        Cvar_RegisterVariable(&cl_beams_lightatend);
        Cvar_RegisterVariable(&cl_noplayershadow);
+       Cvar_RegisterVariable(&cl_dlights_decayradius);
+       Cvar_RegisterVariable(&cl_dlights_decaybrightness);
 
        Cvar_RegisterVariable(&cl_prydoncursor);
 
@@ -1826,6 +2252,14 @@ void CL_Init (void)
 
        Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
 
+       Cvar_RegisterVariable(&cl_locs_enable);
+       Cvar_RegisterVariable(&cl_locs_show);
+       Cmd_AddCommand("locs_add", CL_Locs_Add_f, "add a point or box location (usage: x y z[ x y z] \"name\", if two sets of xyz are supplied it is a box, otherwise point)");
+       Cmd_AddCommand("locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)");
+       Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
+       Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
+       Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
+
        CL_Parse_Init();
        CL_Particles_Init();
        CL_Screen_Init();