]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_main.c
this patch may break things and needs testing
[xonotic/darkplaces.git] / cl_main.c
index 215cea560ee31831d5acec27c85e4c219850e8f3..f36205328df60526603af849368fb62d130e17c5 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -31,7 +31,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 // 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_progcrc = {CVAR_READONLY, "csqc_progcrc","0","CRC 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"};
 
 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
@@ -50,8 +51,10 @@ 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 r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
 
@@ -104,14 +107,12 @@ void CL_ClearState(void)
        cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
 
        cl.num_entities = 0;
-       cl.num_csqcentities = 0;        //[515]: csqc
        cl.num_static_entities = 0;
        cl.num_temp_entities = 0;
        cl.num_brushmodel_entities = 0;
 
        // tweak these if the game runs out
        cl.max_entities = 256;
-       cl.max_csqcentities = 256;      //[515]: csqc
        cl.max_static_entities = 256;
        cl.max_temp_entities = 512;
        cl.max_effects = 256;
@@ -135,9 +136,7 @@ void CL_ClearState(void)
        cl.num_beams = 0;
 
        cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
-       cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t));      //[515]: csqc
        cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
-       cl.csqcentities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));      //[515]: csqc
        cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
        cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
        cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
@@ -155,15 +154,6 @@ void CL_ClearState(void)
                cl.entities[i].state_current = defaultstate;
        }
 
-       for (i = 0;i < cl.max_csqcentities;i++)
-       {
-               cl.csqcentities[i].state_baseline = defaultstate;       //[515]: csqc
-               cl.csqcentities[i].state_previous = defaultstate;       //[515]: csqc
-               cl.csqcentities[i].state_current = defaultstate;        //[515]: csqc
-               cl.csqcentities[i].csqc = true;
-               cl.csqcentities[i].state_current.number = -i;
-       }
-
        if (gamemode == GAME_NEXUIZ)
        {
                VectorSet(cl.playerstandmins, -16, -16, -24);
@@ -186,13 +176,11 @@ void CL_ClearState(void)
        // entire entity array was cleared, so just fill in a few fields
        ent->state_current.active = true;
        ent->render.model = cl.worldmodel = NULL; // no world model yet
-       ent->render.scale = 1; // some of the renderer still relies on scale
        ent->render.alpha = 1;
        ent->render.colormap = -1; // no special coloring
        ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
        Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
-       Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
-       CL_BoundingBoxForEntity(&ent->render);
+       CL_UpdateRenderEntity(&ent->render);
 
        // noclip is turned off at start
        noclip_anglehack = false;
@@ -205,10 +193,22 @@ void CL_ClearState(void)
 
 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
 {
-       if (strchr(key, '\"') || strchr(value, '\"') || (!allowstarkey && key[0] == '*') || (!allowmodel && (!strcasecmp(Cmd_Argv(1), "pmodel") || !strcasecmp(Cmd_Argv(1), "emodel"))))
+       int i;
+       qboolean fail = false;
+       if (!allowstarkey && key[0] == '*')
+               fail = true;
+       if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
+               fail = true;
+       for (i = 0;key[i];i++)
+               if (key[i] <= ' ' || key[i] == '\"')
+                       fail = true;
+       for (i = 0;value[i];i++)
+               if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
+                       fail = true;
+       if (fail)
        {
                if (!quiet)
-                       Con_Printf("Can't setinfo \"%s\" \"%s\"\n");
+                       Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
                return;
        }
        InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
@@ -275,33 +275,6 @@ void CL_ExpandEntities(int num)
        }
 }
 
-void CL_ExpandCSQCEntities(int num)
-{
-       int i, oldmaxentities;
-       entity_t *oldentities;
-       if (num >= cl.max_csqcentities)
-       {
-               if (!cl.csqcentities)
-                       Sys_Error("CL_ExpandCSQCEntities: cl.csqcentities not initialized\n");
-               if (num >= MAX_EDICTS)
-                       Host_Error("CL_ExpandCSQCEntities: num %i >= %i\n", num, MAX_EDICTS);
-               oldmaxentities = cl.max_csqcentities;
-               oldentities = cl.csqcentities;
-               cl.max_csqcentities = (num & ~255) + 256;
-               cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t));
-               memcpy(cl.csqcentities, oldentities, oldmaxentities * sizeof(entity_t));
-               Mem_Free(oldentities);
-               for (i = oldmaxentities;i < cl.max_csqcentities;i++)
-               {
-                       cl.csqcentities[i].state_baseline = defaultstate;
-                       cl.csqcentities[i].state_previous = defaultstate;
-                       cl.csqcentities[i].state_current = defaultstate;
-                       cl.csqcentities[i].csqc = true;
-                       cl.csqcentities[i].state_current.number = -i;
-               }
-       }
-}
-
 void CL_VM_ShutDown (void);
 /*
 =====================
@@ -322,6 +295,8 @@ void CL_Disconnect(void)
 // stop sounds (especially looping!)
        S_StopAllSounds ();
 
+       cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
+
        // clear contents blends
        cl.cshifts[0].percent = 0;
        cl.cshifts[1].percent = 0;
@@ -330,6 +305,8 @@ void CL_Disconnect(void)
 
        cl.worldmodel = NULL;
 
+       CL_Parse_ErrorCleanUp();
+
        if (cls.demoplayback)
                CL_StopPlayback();
        else if (cls.netcon)
@@ -440,74 +417,74 @@ static void CL_PrintEntities_f(void)
 
        for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
        {
+               const char* modelname;
+
                if (!ent->state_current.active)
                        continue;
 
                if (ent->render.model)
-                       strlcpy (name, ent->render.model->name, 25);
+                       modelname = ent->render.model->name;
                else
-                       strcpy(name, "--no model--");
+                       modelname = "--no model--";
+               strlcpy(name, modelname, 25);
                for (j = (int)strlen(name);j < 25;j++)
                        name[j] = ' ';
-               Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.matrix.m[0][3], (int) ent->render.matrix.m[1][3], (int) ent->render.matrix.m[2][3], (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->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);
        }
 }
 
 //static const vec3_t nomodelmins = {-16, -16, -16};
 //static const vec3_t nomodelmaxs = {16, 16, 16};
-void CL_BoundingBoxForEntity(entity_render_t *ent)
+void CL_UpdateRenderEntity(entity_render_t *ent)
 {
+       vec3_t org;
+       vec_t scale;
        model_t *model = ent->model;
+       // update the inverse matrix for the renderer
+       Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
+       // update the animation blend state
+       R_LerpAnimation(ent);
+       // we need the matrix origin to center the box
+       Matrix4x4_OriginFromMatrix(&ent->matrix, org);
+       // update entity->render.scale because the renderer needs it
+       ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
        if (model)
        {
-               //if (ent->angles[0] || ent->angles[2])
+               // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
+#ifdef MATRIX4x4_OPENGLORIENTATION
+               if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
+#else
                if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
+#endif
                {
                        // pitch or roll
-                       ent->mins[0] = ent->matrix.m[0][3] + model->rotatedmins[0];
-                       ent->mins[1] = ent->matrix.m[1][3] + model->rotatedmins[1];
-                       ent->mins[2] = ent->matrix.m[2][3] + model->rotatedmins[2];
-                       ent->maxs[0] = ent->matrix.m[0][3] + model->rotatedmaxs[0];
-                       ent->maxs[1] = ent->matrix.m[1][3] + model->rotatedmaxs[1];
-                       ent->maxs[2] = ent->matrix.m[2][3] + model->rotatedmaxs[2];
-                       //VectorAdd(ent->origin, model->rotatedmins, ent->mins);
-                       //VectorAdd(ent->origin, model->rotatedmaxs, ent->maxs);
+                       VectorMA(org, scale, model->rotatedmins, ent->mins);
+                       VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
                }
-               //else if (ent->angles[1])
+#ifdef MATRIX4x4_OPENGLORIENTATION
+               else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
+#else
                else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
+#endif
                {
                        // yaw
-                       ent->mins[0] = ent->matrix.m[0][3] + model->yawmins[0];
-                       ent->mins[1] = ent->matrix.m[1][3] + model->yawmins[1];
-                       ent->mins[2] = ent->matrix.m[2][3] + model->yawmins[2];
-                       ent->maxs[0] = ent->matrix.m[0][3] + model->yawmaxs[0];
-                       ent->maxs[1] = ent->matrix.m[1][3] + model->yawmaxs[1];
-                       ent->maxs[2] = ent->matrix.m[2][3] + model->yawmaxs[2];
-                       //VectorAdd(ent->origin, model->yawmins, ent->mins);
-                       //VectorAdd(ent->origin, model->yawmaxs, ent->maxs);
+                       VectorMA(org, scale, model->yawmins, ent->mins);
+                       VectorMA(org, scale, model->yawmaxs, ent->maxs);
                }
                else
                {
-                       ent->mins[0] = ent->matrix.m[0][3] + model->normalmins[0];
-                       ent->mins[1] = ent->matrix.m[1][3] + model->normalmins[1];
-                       ent->mins[2] = ent->matrix.m[2][3] + model->normalmins[2];
-                       ent->maxs[0] = ent->matrix.m[0][3] + model->normalmaxs[0];
-                       ent->maxs[1] = ent->matrix.m[1][3] + model->normalmaxs[1];
-                       ent->maxs[2] = ent->matrix.m[2][3] + model->normalmaxs[2];
-                       //VectorAdd(ent->origin, model->normalmins, ent->mins);
-                       //VectorAdd(ent->origin, model->normalmaxs, ent->maxs);
+                       VectorMA(org, scale, model->normalmins, ent->mins);
+                       VectorMA(org, scale, model->normalmaxs, ent->maxs);
                }
        }
        else
        {
-               ent->mins[0] = ent->matrix.m[0][3] - 16;
-               ent->mins[1] = ent->matrix.m[1][3] - 16;
-               ent->mins[2] = ent->matrix.m[2][3] - 16;
-               ent->maxs[0] = ent->matrix.m[0][3] + 16;
-               ent->maxs[1] = ent->matrix.m[1][3] + 16;
-               ent->maxs[2] = ent->matrix.m[2][3] + 16;
-               //VectorAdd(ent->origin, nomodelmins, ent->mins);
-               //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
+               ent->mins[0] = org[0] - 16;
+               ent->mins[1] = org[1] - 16;
+               ent->mins[2] = org[2] - 16;
+               ent->maxs[0] = org[0] + 16;
+               ent->maxs[1] = org[1] + 16;
+               ent->maxs[2] = org[2] + 16;
        }
 }
 
@@ -523,21 +500,17 @@ static float CL_LerpPoint(void)
 {
        float f;
 
-       // dropped packet, or start of demo
-       if (cl.mtime[1] < cl.mtime[0] - 0.1)
-               cl.mtime[1] = cl.mtime[0] - 0.1;
-
-       cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
+       if (cl_nettimesyncmode.integer == 3)
+               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)
-       f = cl.mtime[0] - cl.mtime[1];
-       if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
+       if (cl.mtime[0] <= cl.mtime[1])
        {
                cl.time = cl.mtime[0];
                return 1;
        }
 
-       f = (cl.time - cl.mtime[1]) / f;
+       f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
        return bound(0, f, 1);
 }
 
@@ -559,7 +532,6 @@ entity_t *CL_NewTempEntity(void)
        r_refdef.entities[r_refdef.numentities++] = &ent->render;
 
        ent->render.colormap = -1; // no special coloring
-       ent->render.scale = 1;
        ent->render.alpha = 1;
        VectorSet(ent->render.colormod, 1, 1, 1);
        return ent;
@@ -571,6 +543,16 @@ void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float
        cl_effect_t *e;
        if (!modelindex) // sanity check
                return;
+       if (framerate < 1)
+       {
+               Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
+               return;
+       }
+       if (framecount < 1)
+       {
+               Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
+               return;
+       }
        for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
        {
                if (e->active)
@@ -591,7 +573,7 @@ void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float
        }
 }
 
-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)
+void CL_AllocLightFlash(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;
@@ -627,23 +609,28 @@ dlightsetup:
        memset (dl, 0, sizeof(*dl));
        Matrix4x4_Normalize(&dl->matrix, matrix);
        dl->ent = ent;
-       dl->origin[0] = dl->matrix.m[0][3];
-       dl->origin[1] = dl->matrix.m[1][3];
-       dl->origin[2] = dl->matrix.m[2][3];
+       Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
        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];
+       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;
        dl->color[2] = blue;
-       dl->decay = decay;
+       dl->initialradius = radius;
+       dl->initialcolor[0] = red;
+       dl->initialcolor[1] = green;
+       dl->initialcolor[2] = blue;
+       dl->decay = decay / radius; // changed decay to be a percentage decrease
+       dl->intensity = 1; // this is what gets decayed
        if (lifetime)
                dl->die = cl.time + lifetime;
        else
                dl->die = 0;
-       dl->cubemapnum = cubemapnum;
+       if (cubemapnum > 0)
+               dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
+       else
+               dl->cubemapname[0] = 0;
        dl->style = style;
        dl->shadow = shadowenable;
        dl->corona = corona;
@@ -654,24 +641,24 @@ dlightsetup:
        dl->specularscale = specularscale;
 }
 
-// called before entity relinking
-void CL_DecayLights(void)
+void CL_DecayLightFlashes(void)
 {
        int i, oldmax;
        dlight_t *dl;
-       float time, f;
+       float time;
 
-       time = cl.time - cl.oldtime;
+       time = bound(0, cl.time - cl.oldtime, 0.1);
        oldmax = cl.num_dlights;
        cl.num_dlights = 0;
        for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
        {
                if (dl->radius)
                {
-                       f = dl->radius - time * dl->decay;
-                       if (cl.time < dl->die && f > 0)
+                       dl->intensity -= time * dl->decay;
+                       if (cl.time < dl->die && dl->intensity > 0)
                        {
-                               dl->radius = dl->radius - time * dl->decay;
+                               //dl->radius = dl->initialradius * dl->intensity;
+                               VectorScale(dl->initialcolor, dl->intensity, dl->color);
                                cl.num_dlights = i + 1;
                        }
                        else
@@ -680,25 +667,17 @@ void CL_DecayLights(void)
        }
 }
 
-// called after entity relinking
-void CL_UpdateLights(void)
+// called before entity relinking
+void CL_RelinkLightFlashes(void)
 {
        int i, j, k, l;
        dlight_t *dl;
        float frac, f;
 
-       r_refdef.numlights = 0;
        if (r_dynamic.integer)
-       {
-               for (i = 0, dl = cl.dlights;i < cl.num_dlights;i++, dl++)
-               {
+               for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.numlights < MAX_DLIGHTS;i++, dl++)
                        if (dl->radius)
-                       {
-                               R_RTLight_Update(dl, false);
-                               r_refdef.lights[r_refdef.numlights++] = dl;
-                       }
-               }
-       }
+                               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);
 
 // light animations
 // 'm' is normal light, 'a' is no light, 'z' is double bright
@@ -770,419 +749,562 @@ void CL_AddQWCTFFlagModel(entity_t *player, int skin)
        // attach the flag to the player matrix
        Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
        Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
-       Matrix4x4_Invert_Simple(&flag->render.inversematrix, &flag->render.matrix);
-       R_LerpAnimation(&flag->render);
-       CL_BoundingBoxForEntity(&flag->render);
+       CL_UpdateRenderEntity(&flag->render);
 }
 
-#define MAXVIEWMODELS 32
-entity_t *viewmodels[MAXVIEWMODELS];
-int numviewmodels;
-
 matrix4x4_t viewmodelmatrix;
 
-static int entitylinkframenumber;
-
 static const vec3_t muzzleflashorigin = {18, 0, 0};
 
 extern void V_DriftPitch(void);
 extern void V_FadeViewFlashs(void);
 extern void V_CalcViewBlend(void);
-
 extern void V_CalcRefdef(void);
-// note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
-void CL_LinkNetworkEntity(entity_t *e)
+
+// note this is a recursive function, recursionlimit should be 32 or so on the initial call
+void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit)
 {
-       matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
-       //matrix4x4_t dlightmatrix;
+       const matrix4x4_t *matrix;
+       matrix4x4_t blendmatrix, tempmatrix, matrix2;
        int j, k, l;
-       effectnameindex_t trailtype;
-       float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, v2[3], d;
+       float origin[3], angles[3], delta[3], lerp, 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)
+       // skip inactive entities and world
+       if (!e->state_current.active || e == cl.entities)
+               return;
+       if (recursionlimit < 1)
+               return;
+       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;
+       VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
+       if (e->state_current.flags & RENDER_COLORMAPPED)
        {
-               e->persistent.linkframe = entitylinkframenumber;
-               // skip inactive entities and world
-               if (!e->state_current.active || e == cl.entities || e == cl.csqcentities)
+               int cb;
+               unsigned char *cbcolor;
+               e->render.colormap = e->state_current.colormap;
+               cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
+               cbcolor = (unsigned char *) (&palette_complete[cb]);
+               e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
+               e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
+               e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
+               cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
+               cbcolor = (unsigned char *) (&palette_complete[cb]);
+               e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
+               e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
+               e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
+       }
+       else if (e->state_current.colormap && cl.scores != NULL)
+       {
+               int cb;
+               unsigned char *cbcolor;
+               e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
+               cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
+               cbcolor = (unsigned char *) (&palette_complete[cb]);
+               e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
+               e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
+               e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
+               cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
+               cbcolor = (unsigned char *) (&palette_complete[cb]);
+               e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
+               e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
+               e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
+       }
+       else
+       {
+               e->render.colormap = -1; // no special coloring
+               VectorClear(e->render.colormap_pantscolor);
+               VectorClear(e->render.colormap_shirtcolor);
+       }
+       e->render.skinnum = e->state_current.skin;
+       if (e->state_current.tagentity)
+       {
+               // attached entity (gun held in player model's hand, etc)
+               // if the tag entity is currently impossible, skip it
+               if (e->state_current.tagentity >= cl.num_entities)
                        return;
-               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;
-               VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
-               if (e->state_current.flags & RENDER_COLORMAPPED)
-               {
-                       int cb;
-                       unsigned char *cbcolor;
-                       e->render.colormap = e->state_current.colormap;
-                       cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
-                       cbcolor = (unsigned char *) (&palette_complete[cb]);
-                       e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
-                       e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
-                       e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
-                       cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
-                       cbcolor = (unsigned char *) (&palette_complete[cb]);
-                       e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
-                       e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
-                       e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
-               }
-               else if (e->state_current.colormap && cl.scores != NULL)
-               {
-                       int cb;
-                       unsigned char *cbcolor;
-                       e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
-                       cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
-                       cbcolor = (unsigned char *) (&palette_complete[cb]);
-                       e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
-                       e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
-                       e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
-                       cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
-                       cbcolor = (unsigned char *) (&palette_complete[cb]);
-                       e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
-                       e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
-                       e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
-               }
-               else
-               {
-                       e->render.colormap = -1; // no special coloring
-                       VectorClear(e->render.colormap_pantscolor);
-                       VectorClear(e->render.colormap_shirtcolor);
-               }
-               e->render.skinnum = e->state_current.skin;
-               if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
+               t = cl.entities + e->state_current.tagentity;
+               // if the tag entity is inactive, skip it
+               if (!t->state_current.active)
+                       return;
+               // update the parent first
+               CL_UpdateNetworkEntity(t, recursionlimit - 1);
+               // 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
+               // 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))
                {
-                       if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)// || csqc_loaded)
-                               return;
-                       if (!e->csqc)
+                       // blend the matrices
+                       memset(&blendmatrix, 0, sizeof(blendmatrix));
+                       for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
                        {
-                               if (cl.viewentity)
-                                       CL_LinkNetworkEntity(cl.entities + cl.viewentity);
-                               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 | EF_NODEPTHTEST));
-                               }
-                       }
-                       matrix = &viewmodelmatrix;
-               }
-               else
-               {
-                       // if the tag entity is currently impossible, skip it
-                       if (!e->csqc)
-                       {
-                               if (e->state_current.tagentity >= cl.num_entities)
-                                       return;
-                               t = cl.entities + e->state_current.tagentity;
-                       }
-                       else
-                       {
-                               if (e->state_current.tagentity >= cl.num_csqcentities)
-                                       return;
-                               t = cl.csqcentities + 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
-                       // 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++)
-                               {
-                                       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 * tagmatrix.m[l][k];
-                               }
-                               // concat the tag matrices onto the entity matrix
-                               Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
-                               // use the constructed tag matrix
-                               matrix = &tempmatrix;
+                               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 * tagmatrix.m[l][k];
                        }
+                       // concat the tag matrices onto the entity matrix
+                       Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
+                       // use the constructed tag matrix
+                       matrix = &tempmatrix;
                }
+       }
+       else if (e->render.flags & RENDER_VIEWMODEL)
+       {
+               // view-relative entity (guns and such)
+               matrix = &viewmodelmatrix;
+       }
+       else
+       {
+               // world-relative entity (the normal kind)
+               matrix = &identitymatrix;
+       }
 
-               // movement lerp
-               // if it's the player entity, update according to client movement
-               if (e == cl.entities + cl.playerentity && cl.movement_predicted)// && !e->csqc)
-               {
-                       lerp = (cl.time - cl.movement_time[1]) / (cl.movement_time[0] - cl.movement_time[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);
-               }
+       // movement lerp
+       // if it's the player entity, update according to client movement
+       if (e == cl.entities + cl.playerentity && cl.movement_predicted)
+       {
+               lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
+               lerp = bound(0, lerp, 1);
+               if (cl_nolerp.integer)
+                       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
+               lerp = max(0, lerp);
+               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);
+       }
 
-               // model setup and some modelflags
-               if(e->state_current.modelindex < MAX_MODELS)
-                       e->render.model = cl.model_precache[e->state_current.modelindex];
-               else
-                       e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
-               if (e->render.model)
-               {
-                       // 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);
-               }
+       // model setup and some modelflags
+       if(e->state_current.modelindex < MAX_MODELS)
+               e->render.model = cl.model_precache[e->state_current.modelindex];
+       if (e->render.model)
+       {
                // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
-               else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
+               if (e->render.model->type == mod_alias)
                        angles[0] = -angles[0];
-
-               // animation lerp
-               if (e->render.frame2 == e->state_current.frame)
+               if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
                {
-                       // 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);
-                       }
+                       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;
                }
-               else
+               // 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);
+       }
+       // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
+       else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
+               angles[0] = -angles[0];
+
+       // 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)
                {
-                       // 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;
+                       // 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);
                }
-               R_LerpAnimation(&e->render);
+       }
+       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;
+       }
 
-               // set up the render matrix
+       // set up the render matrix
+       if (matrix)
+       {
+               // attached entity, this requires a matrix multiply (concat)
                // FIXME: e->render.scale should go away
                Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
                // concat the matrices to make the entity relative to its tag
                Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
-               // make the other useful stuff
-               Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
-               CL_BoundingBoxForEntity(&e->render);
+               // get the origin from the new matrix
+               Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
+       }
+       else
+       {
+               // unattached entities are faster to process
+               Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
+       }
+
+       // make the other useful stuff
+       CL_UpdateRenderEntity(&e->render);
+
+       // 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;
+       // 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))
+        && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
+               e->render.flags |= RENDER_SHADOW;
+}
+
+// creates light and trails from an entity
+void CL_UpdateNetworkEntityTrail(entity_t *e)
+{
+       effectnameindex_t trailtype;
+       vec3_t origin;
+
+       // bmodels are treated specially since their origin is usually '0 0 0' and
+       // their actual geometry is far from '0 0 0'
+       if (e->render.model && e->render.model->soundfromcenter)
+       {
+               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
+               Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
 
-               // handle effects now that we know where this entity is in the world...
-               if (e->render.model && e->render.model->soundfromcenter)
+       // handle particle trails and such effects now that we know where this
+       // 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)
                {
-                       // 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);
+                       if (gamemode == GAME_NEXUIZ)
+                               trailtype = EFFECT_TR_NEXUIZPLASMA;
+                       else
+                               CL_EntityParticles(e);
                }
-               else
+               if (e->render.effects & EF_FLAME)
+                       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))
                {
-                       origin[0] = e->render.matrix.m[0][3];
-                       origin[1] = e->render.matrix.m[1][3];
-                       origin[2] = e->render.matrix.m[2][3];
+                       // these are only set on player entities
+                       CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
                }
-               trailtype = EFFECT_NONE;
-               dlightradius = 0;
-               dlightcolor[0] = 0;
-               dlightcolor[1] = 0;
-               dlightcolor[2] = 0;
-               // LordHavoc: if the entity has no effects, don't check each
-               if (e->render.effects)
+       }
+       // 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)))
+       {
+               if (e->render.model->flags & EF_GIB)
+                       trailtype = EFFECT_TR_BLOOD;
+               else if (e->render.model->flags & EF_ZOMGIB)
+                       trailtype = EFFECT_TR_SLIGHTBLOOD;
+               else if (e->render.model->flags & EF_TRACER)
+                       trailtype = EFFECT_TR_WIZSPIKE;
+               else if (e->render.model->flags & EF_TRACER2)
+                       trailtype = EFFECT_TR_KNIGHTSPIKE;
+               else if (e->render.model->flags & EF_ROCKET)
+                       trailtype = EFFECT_TR_ROCKET;
+               else if (e->render.model->flags & EF_GRENADE)
                {
-                       if (e->render.effects & EF_BRIGHTFIELD)
-                       {
-                               if (gamemode == GAME_NEXUIZ)
-                                       trailtype = EFFECT_TR_NEXUIZPLASMA;
-                               else
-                                       CL_EntityParticles(e);
-                       }
-                       if (e->render.effects & EF_MUZZLEFLASH)
-                               e->persistent.muzzleflash = 1.0f;
-                       if (e->render.effects & EF_DIMLIGHT)
-                       {
-                               dlightradius = max(dlightradius, 200);
-                               dlightcolor[0] += 1.50f;
-                               dlightcolor[1] += 1.50f;
-                               dlightcolor[2] += 1.50f;
-                       }
-                       if (e->render.effects & EF_BRIGHTLIGHT)
-                       {
-                               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
-                       {
-                               dlightradius = max(dlightradius, 200);
-                               dlightcolor[0] += 1.50f;
-                               dlightcolor[1] += 0.15f;
-                               dlightcolor[2] += 0.15f;
-                       }
-                       if (e->render.effects & EF_BLUE) // blue
-                       {
-                               dlightradius = max(dlightradius, 200);
-                               dlightcolor[0] += 0.15f;
-                               dlightcolor[1] += 0.15f;
-                               dlightcolor[2] += 1.50f;
-                       }
-                       if (e->render.effects & EF_FLAME)
-                               CL_ParticleEffect(EFFECT_EF_FLAME, cl.time - cl.oldtime, origin, origin, vec3_origin, vec3_origin, NULL, 0);
-                       if (e->render.effects & EF_STARDUST)
-                               CL_ParticleEffect(EFFECT_EF_STARDUST, cl.time - cl.oldtime, origin, origin, vec3_origin, vec3_origin, NULL, 0);
-                       if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
+                       // 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)
+                       trailtype = EFFECT_TR_VORESPIKE;
+       }
+       // do trails
+       if (e->render.flags & RENDER_GLOWTRAIL)
+               trailtype = EFFECT_TR_GLOWTRAIL;
+       if (trailtype)
+       {
+               float len;
+               vec3_t vel;
+               VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
+               len = e->state_current.time - e->state_previous.time;
+               if (len > 0)
+                       len = 1.0f / len;
+               VectorScale(vel, len, vel);
+               CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
+       }
+       VectorCopy(origin, e->persistent.trail_origin);
+}
+
+
+/*
+===============
+CL_UpdateEntities
+===============
+*/
+void CL_UpdateEntities(void)
+{
+       entity_t *ent;
+       int i;
+
+       // process network entities
+       // first link the player
+       CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32);
+
+       // set up the view
+       V_CalcRefdef();
+
+       // 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])
+               {
+                       ent = cl.entities + i;
+                       if (ent->state_current.active)
                        {
-                               // these are only set on player entities
-                               CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
+                               CL_UpdateNetworkEntity(ent, 32);
+                               // 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;
                }
-               // muzzleflash fades over time, and is offset a bit
-               if (e->persistent.muzzleflash > 0)
+       }
+
+       ent = &cl.viewent;
+       ent->state_previous = 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_deathnoviewmodel.integer) || 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;
+       }
+       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));
+
+       // 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;
+       }
+       CL_UpdateNetworkEntity(ent, 32);
+}
+
+// note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
+void CL_LinkNetworkEntity(entity_t *e)
+{
+       effectnameindex_t trailtype;
+       vec3_t origin;
+       vec3_t dlightcolor;
+       vec_t dlightradius;
+
+       // 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 the tag entity is currently impossible, skip it
+               if (e->state_current.tagentity >= cl.num_entities)
+                       return;
+               // if the tag entity is inactive, skip it
+               if (!cl.entities[e->state_current.tagentity].state_current.active)
+                       return;
+       }
+
+       // create entity dlights associated with this entity
+       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
+               Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
+       trailtype = EFFECT_NONE;
+       dlightradius = 0;
+       dlightcolor[0] = 0;
+       dlightcolor[1] = 0;
+       dlightcolor[2] = 0;
+       // LordHavoc: if the entity has no effects, don't check each
+       if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
+       {
+               if (e->render.effects & EF_BRIGHTFIELD)
                {
-                       Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
-                       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.time - cl.oldtime) * 10;
+                       if (gamemode == GAME_NEXUIZ)
+                               trailtype = EFFECT_TR_NEXUIZPLASMA;
                }
-               // 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.effects & EF_DIMLIGHT)
                {
-                       if (e->render.model->flags & EF_GIB)
-                               trailtype = EFFECT_TR_BLOOD;
-                       else if (e->render.model->flags & EF_ZOMGIB)
-                               trailtype = EFFECT_TR_SLIGHTBLOOD;
-                       else if (e->render.model->flags & EF_TRACER)
-                               trailtype = EFFECT_TR_WIZSPIKE;
-                       else if (e->render.model->flags & EF_TRACER2)
-                               trailtype = EFFECT_TR_KNIGHTSPIKE;
-                       else if (e->render.model->flags & EF_ROCKET)
-                               trailtype = EFFECT_TR_ROCKET;
-                       else if (e->render.model->flags & EF_GRENADE)
-                       {
-                               // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
-                               trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
-                       }
-                       else if (e->render.model->flags & EF_TRACER3)
-                               trailtype = EFFECT_TR_VORESPIKE;
+                       dlightradius = max(dlightradius, 200);
+                       dlightcolor[0] += 1.50f;
+                       dlightcolor[1] += 1.50f;
+                       dlightcolor[2] += 1.50f;
                }
-               // LordHavoc: customizable glow
-               if (e->state_current.glowsize)
+               if (e->render.effects & EF_BRIGHTLIGHT)
                {
-                       // * 4 for the expansion from 0-255 to 0-1023 range,
-                       // / 255 to scale down byte colors
-                       dlightradius = max(dlightradius, e->state_current.glowsize * 4);
-                       VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
+                       dlightradius = max(dlightradius, 400);
+                       dlightcolor[0] += 3.00f;
+                       dlightcolor[1] += 3.00f;
+                       dlightcolor[2] += 3.00f;
                }
-               // make the glow dlight
-               if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
+               // LordHavoc: more effects
+               if (e->render.effects & EF_RED) // red
                {
-                       //dlightmatrix = e->render.matrix;
-                       // hack to make glowing player light shine on their gun
-                       //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);
+                       dlightradius = max(dlightradius, 200);
+                       dlightcolor[0] += 1.50f;
+                       dlightcolor[1] += 0.15f;
+                       dlightcolor[2] += 0.15f;
                }
-               // custom rtlight
-               if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
+               if (e->render.effects & EF_BLUE) // blue
                {
-                       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);
+                       dlightradius = max(dlightradius, 200);
+                       dlightcolor[0] += 0.15f;
+                       dlightcolor[1] += 0.15f;
+                       dlightcolor[2] += 1.50f;
                }
-               // do trails
-               if (e->render.flags & RENDER_GLOWTRAIL)
-                       trailtype = EFFECT_TR_GLOWTRAIL;
-               if (trailtype)
+               if (e->render.effects & EF_FLAME)
+                       CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
+               if (e->render.effects & EF_STARDUST)
+                       CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
+       }
+       // muzzleflash fades over time, and is offset a bit
+       if (e->persistent.muzzleflash > 0 && r_refdef.numlights < MAX_DLIGHTS)
+       {
+               vec3_t v2;
+               vec3_t color;
+               trace_t trace;
+               matrix4x4_t tempmatrix;
+               Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
+               trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
+               Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
+               Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
+               Matrix4x4_Scale(&tempmatrix, 150, 1);
+               VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
+               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->flags & EF_GIB)
+                       trailtype = EFFECT_TR_BLOOD;
+               else if (e->render.model->flags & EF_ZOMGIB)
+                       trailtype = EFFECT_TR_SLIGHTBLOOD;
+               else if (e->render.model->flags & EF_TRACER)
+                       trailtype = EFFECT_TR_WIZSPIKE;
+               else if (e->render.model->flags & EF_TRACER2)
+                       trailtype = EFFECT_TR_KNIGHTSPIKE;
+               else if (e->render.model->flags & EF_ROCKET)
+                       trailtype = EFFECT_TR_ROCKET;
+               else if (e->render.model->flags & EF_GRENADE)
                {
-                       float len;
-                       vec3_t vel;
-                       VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
-                       len = e->state_current.time - e->state_previous.time;
-                       if (len > 0)
-                               len = 1.0f / len;
-                       VectorScale(vel, len, vel);
-                       CL_ParticleEffect(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor);
+                       // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
+                       trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
                }
-               VectorCopy(origin, e->persistent.trail_origin);
-               // 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->csqc)
-               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))
-                && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
-                       e->render.flags |= RENDER_SHADOW;
-               // as soon as player is known we can call V_CalcRefDef
-               if (!csqc_loaded)
-               if (e->state_current.number == cl.viewentity)
-                       V_CalcRefdef();
-               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.viewentity && e->state_current.number == cl.viewentity)
-               //      Matrix4x4_Print(&e->render.matrix);
+               else if (e->render.model->flags & EF_TRACER3)
+                       trailtype = EFFECT_TR_VORESPIKE;
        }
+       // LordHavoc: customizable glow
+       if (e->state_current.glowsize)
+       {
+               // * 4 for the expansion from 0-255 to 0-1023 range,
+               // / 255 to scale down byte colors
+               dlightradius = max(dlightradius, e->state_current.glowsize * 4);
+               VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
+       }
+       // make the glow dlight
+       if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.numlights < MAX_DLIGHTS)
+       {
+               matrix4x4_t dlightmatrix;
+               Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
+               // hack to make glowing player light shine on their gun
+               //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
+               //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
+               Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
+               R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+       }
+       // custom rtlight
+       if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.numlights < MAX_DLIGHTS)
+       {
+               matrix4x4_t dlightmatrix;
+               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?
+               Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
+               Matrix4x4_Scale(&dlightmatrix, light[3], 1);
+               R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+       }
+       // do trail light
+       if (e->render.flags & RENDER_GLOWTRAIL)
+               trailtype = EFFECT_TR_GLOWTRAIL;
+       if (trailtype)
+               CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
+
+       // 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.viewentity && e->state_current.number == cl.viewentity)
+       //      Matrix4x4_Print(&e->render.matrix);
 }
 
 void CL_RelinkWorld(void)
@@ -1191,9 +1313,7 @@ void CL_RelinkWorld(void)
        cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
        // FIXME: this should be done at load
        ent->render.matrix = identitymatrix;
-       ent->render.inversematrix = identitymatrix;
-       R_LerpAnimation(&ent->render);
-       CL_BoundingBoxForEntity(&ent->render);
+       CL_UpdateRenderEntity(&ent->render);
        ent->render.flags = RENDER_SHADOW;
        if (!r_fullbright.integer)
                ent->render.flags |= RENDER_LIGHT;
@@ -1202,25 +1322,6 @@ void CL_RelinkWorld(void)
        r_refdef.worldmodel = cl.worldmodel;
 }
 
-void CL_RelinkCSQCWorld(void)  //[515]: csqc
-{
-       entity_t *ent = &cl.csqcentities[0];
-       if(!csqc_loaded)
-               return;
-//     cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
-       // FIXME: this should be done at load
-       ent->render.matrix = identitymatrix;
-       ent->render.inversematrix = identitymatrix;
-       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;
@@ -1228,6 +1329,10 @@ static void CL_RelinkStaticEntities(void)
        for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
        {
                e->render.flags = 0;
+               // if the model was not loaded when the static entity was created we
+               // 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;
@@ -1248,82 +1353,23 @@ static void CL_RelinkStaticEntities(void)
 CL_RelinkEntities
 ===============
 */
-static void CL_RelinkNetworkEntities(int drawmask)
+static void CL_RelinkNetworkEntities(void)
 {
        entity_t *ent;
-       int i, k;
-
-       if(!csqc_loaded)
-       {
-               ent = &cl.viewent;
-               ent->state_previous = 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_deathnoviewmodel.integer) || 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;
-               }
-       }
+       int i;
 
        // start on the entity after the world
-       entitylinkframenumber++;
-       if(drawmask & ENTMASK_ENGINE || !csqc_loaded)
+       for (i = 1;i < cl.num_entities;i++)
        {
-               for (i = 1;i < cl.num_entities;i++)
+               if (cl.entities_active[i])
                {
-                       if (cl.entities_active[i])
-                       {
-                               ent = cl.entities + i;
-                               if (!(drawmask & ENTMASK_ENGINEVIEWMODELS))
-                               if (ent->state_current.flags & RENDER_VIEWMODEL)        //[515]: csqc drawmask
-                               {
-                                       cl.entities_active[i] = false;
-                                       continue;
-                               }
-                               if (ent->state_current.active)
-                                       CL_LinkNetworkEntity(ent);
-                               else
-                                       cl.entities_active[i] = false;
-                       }
-               }
-       }
-
-       //[515]: csqc
-       if(csqc_loaded)
-       {
-               for (i=1,k=cl.num_csqcentities;k;i++)
-               {
-                       if (cl.csqcentities_active[i])
-                       {
-                               --k;
-                               ent = cl.csqcentities + i;
-                               if (ent->state_current.active)
-                                       CL_LinkNetworkEntity(ent);
-                               else
-                                       cl.csqcentities_active[i] = false;
-                       }
+                       ent = cl.entities + i;
+                       if (ent->state_current.active)
+                               CL_LinkNetworkEntity(ent);
+                       else
+                               cl.entities_active[i] = false;
                }
        }
-       else
-               CL_LinkNetworkEntity(&cl.viewent);
 }
 
 static void CL_RelinkEffects(void)
@@ -1371,16 +1417,14 @@ static void CL_RelinkEffects(void)
                                if(e->modelindex < MAX_MODELS)
                                        ent->render.model = cl.model_precache[e->modelindex];
                                else
-                                       ent->render.model = cl.csqc_model_precache[65536-e->modelindex];
+                                       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);
 
                                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);
+                               CL_UpdateRenderEntity(&ent->render);
                        }
                }
        }
@@ -1444,11 +1488,13 @@ void CL_RelinkBeams(void)
 
                if (b->lightning)
                {
-                       if (cl_beams_lightatend.integer)
+                       if (cl_beams_lightatend.integer && r_refdef.numlights < MAX_DLIGHTS)
                        {
                                // FIXME: create a matrix from the beam start/end orientation
-                               Matrix4x4_CreateTranslate(&tempmatrix, end[0], end[1], 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);
+                               vec3_t dlightcolor;
+                               VectorSet(dlightcolor, 0.3, 0.7, 1);
+                               Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
+                               R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
                        }
                        if (cl_beams_polygons.integer)
                                continue;
@@ -1492,9 +1538,7 @@ void CL_RelinkBeams(void)
                        //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);
+                       CL_UpdateRenderEntity(&ent->render);
                        VectorMA(org, 30, dist, org);
                        d -= 30;
                }
@@ -1526,9 +1570,7 @@ static void CL_RelinkQWNails(void)
                VectorSet(ent->render.colormod, 1, 1, 1);
 
                Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
-               Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
-               R_LerpAnimation(&ent->render);
-               CL_BoundingBoxForEntity(&ent->render);
+               CL_UpdateRenderEntity(&ent->render);
        }
 }
 
@@ -1543,29 +1585,41 @@ void CL_LerpPlayer(float frac)
                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]);
        }
-}
 
-void CSQC_RelinkAllEntities (int drawmask)
-{
-       cl.num_brushmodel_entities = 0;
-       CL_RelinkNetworkEntities(drawmask);
-       if(drawmask & ENTMASK_ENGINE)
+       // interpolate the angles if playing a demo or spectating someone
+       if (cls.demoplayback || cl.fixangle[0])
        {
-               // move particles
-               CL_MoveParticles();
-               R_MoveExplosions();
+               for (i = 0;i < 3;i++)
+               {
+                       float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
+                       if (d > 180)
+                               d -= 360;
+                       else if (d < -180)
+                               d += 360;
+                       cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
+               }
        }
+}
 
+void CSQC_RelinkAllEntities (int drawmask)
+{
        // link stuff
        CL_RelinkWorld();
-       CL_RelinkCSQCWorld();   //[515]: csqc
-       if(drawmask & ENTMASK_ENGINE)
+       CL_RelinkStaticEntities();
+       CL_RelinkBeams();
+       CL_RelinkEffects();
+
+       // link stuff
+       if (drawmask & ENTMASK_ENGINE)
        {
-               CL_RelinkStaticEntities();
-               CL_RelinkBeams();
-               CL_RelinkEffects();
+               CL_RelinkNetworkEntities();
+               if (drawmask & ENTMASK_ENGINEVIEWMODELS)
+                       CL_LinkNetworkEntity(&cl.viewent); // link gun model
                CL_RelinkQWNails();
        }
+
+       // update view blend
+       V_CalcViewBlend();
 }
 
 /*
@@ -1575,7 +1629,7 @@ CL_ReadFromServer
 Read all incoming data from the server
 ===============
 */
-extern void CL_ClientMovement_Replay();
+extern void CL_StairSmoothing(void);//view.c
 
 int CL_ReadFromServer(void)
 {
@@ -1585,45 +1639,34 @@ int CL_ReadFromServer(void)
        r_refdef.time = cl.time;
        r_refdef.extraupdate = !r_speeds.integer;
        r_refdef.numentities = 0;
+       r_refdef.numlights = 0;
        r_view.matrix = identitymatrix;
 
+       cl.num_brushmodel_entities = 0;
+
        if (cls.state == ca_connected && cls.signon == SIGNONS)
        {
                // prepare for a new frame
                CL_LerpPlayer(CL_LerpPoint());
-               CL_DecayLights();
+               CL_DecayLightFlashes();
                CL_ClearTempEntities();
                V_DriftPitch();
                V_FadeViewFlashs();
 
-               // relink network entities (note: this sets up the view!)
-               CL_ClientMovement_Replay();
-               if(!csqc_loaded)        //[515]: csqc
-               {
-                       cl.num_brushmodel_entities = 0;
-                       CL_RelinkNetworkEntities(65535);
-
-                       // move particles
-                       CL_MoveParticles();
-                       R_MoveExplosions();
-
-                       // link stuff
-                       CL_RelinkWorld();
-                       CL_RelinkCSQCWorld();   //[515]: csqc
-                       CL_RelinkStaticEntities();
-                       CL_RelinkBeams();
-                       CL_RelinkEffects();
-                       CL_RelinkQWNails();
-               }
-               else
-                       csqc_frame = true;
+               // now update all the network entities and the view matrix
+               CL_UpdateEntities();
 
-               CL_UpdateLights();
+               CL_RelinkLightFlashes();
+               CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
 
-               // update view blend
-               V_CalcViewBlend();
+               CL_StairSmoothing();
 
-               // update the r_refdef time again because cl.time may have changed
+               // 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;
        }
 
@@ -1686,6 +1729,11 @@ static void CL_TimeRefresh_f (void)
        Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
 }
 
+void CL_AreaStats_f(void)
+{
+       World_PrintAreaStats(&cl.world, "client");
+}
+
 /*
 ===========
 CL_Shutdown
@@ -1720,9 +1768,6 @@ void CL_Init (void)
 //
 // register our commands
 //
-       Cvar_RegisterVariable (&csqc_progname);
-       Cvar_RegisterVariable (&csqc_progcrc);
-
        Cvar_RegisterVariable (&cl_upspeed);
        Cvar_RegisterVariable (&cl_forwardspeed);
        Cvar_RegisterVariable (&cl_backspeed);
@@ -1753,14 +1798,18 @@ 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
        Cvar_RegisterVariable (&cl_autodemo);
        Cvar_RegisterVariable (&cl_autodemo_nameformat);
+#endif
 
        Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
 
        // LordHavoc: added pausedemo
        Cmd_AddCommand ("pausedemo", CL_PauseDemo_f, "pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies)");
 
+       Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
+
        Cvar_RegisterVariable(&r_draweffects);
        Cvar_RegisterVariable(&cl_explosions_alpha_start);
        Cvar_RegisterVariable(&cl_explosions_alpha_end);