]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_main.c
removed \n from all Host_Error, Sys_Error, PRVM_ERROR, PF_ERROR calls, since Host_Err...
[xonotic/darkplaces.git] / cl_main.c
index 1006559dc7d24c6ca513e3a05454e0a11969eaad..fa5356618b2e699b0c5aa9a01633ac2033109a6e 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -23,6 +23,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "cl_collision.h"
 #include "cl_video.h"
 #include "image.h"
+#include "r_shadow.h"
 
 // we need to declare some mouse variables here, because the menu system
 // references them even when on a unix system.
@@ -30,7 +31,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 cvar_t cl_shownet = {0, "cl_shownet","0"};
 cvar_t cl_nolerp = {0, "cl_nolerp", "0"};
 
-cvar_t cl_itembobheight = {0, "cl_itembobheight", "8"};
+cvar_t cl_itembobheight = {0, "cl_itembobheight", "0"}; // try 8
 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5"};
 
 cvar_t lookspring = {CVAR_SAVE, "lookspring","0"};
@@ -53,6 +54,7 @@ cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128"};
 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5"};
 
 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
+cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1"};
 
 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"};
 cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"};
@@ -60,8 +62,16 @@ cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0"};
 
 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"};
 
-mempool_t *cl_refdef_mempool;
-mempool_t *cl_entities_mempool;
+cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0"};
+
+cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1"};
+
+vec3_t cl_playerstandmins;
+vec3_t cl_playerstandmaxs;
+vec3_t cl_playercrouchmins;
+vec3_t cl_playercrouchmaxs;
+
+mempool_t *cl_mempool;
 
 client_static_t        cls;
 client_state_t cl;
@@ -74,22 +84,27 @@ int cl_max_beams;
 int cl_max_dlights;
 int cl_max_lightstyle;
 int cl_max_brushmodel_entities;
+int cl_activedlights;
 
 entity_t *cl_entities;
-qbyte *cl_entities_active;
+unsigned char *cl_entities_active;
 entity_t *cl_static_entities;
 entity_t *cl_temp_entities;
 cl_effect_t *cl_effects;
 beam_t *cl_beams;
 dlight_t *cl_dlights;
 lightstyle_t *cl_lightstyle;
-entity_render_t **cl_brushmodel_entities;
+int *cl_brushmodel_entities;
 
 int cl_num_entities;
 int cl_num_static_entities;
 int cl_num_temp_entities;
 int cl_num_brushmodel_entities;
 
+// keep track of quake entities because they need to be killed if they get stale
+extern int cl_lastquakeentity;
+extern unsigned char cl_isquakeentity[MAX_EDICTS];
+
 /*
 =====================
 CL_ClearState
@@ -100,16 +115,26 @@ void CL_ClearState(void)
 {
        int i;
 
+       if (cl_entities) Mem_Free(cl_entities);cl_entities = NULL;
+       if (cl_entities_active) Mem_Free(cl_entities_active);cl_entities_active = NULL;
+       if (cl_static_entities) Mem_Free(cl_static_entities);cl_static_entities = NULL;
+       if (cl_temp_entities) Mem_Free(cl_temp_entities);cl_temp_entities = NULL;
+       if (cl_effects) Mem_Free(cl_effects);cl_effects = NULL;
+       if (cl_beams) Mem_Free(cl_beams);cl_beams = NULL;
+       if (cl_dlights) Mem_Free(cl_dlights);cl_dlights = NULL;
+       if (cl_lightstyle) Mem_Free(cl_lightstyle);cl_lightstyle = NULL;
+       if (cl_brushmodel_entities) Mem_Free(cl_brushmodel_entities);cl_brushmodel_entities = NULL;
+       if (cl.entitydatabase) EntityFrame_FreeDatabase(cl.entitydatabase);cl.entitydatabase = NULL;
+       if (cl.entitydatabase4) EntityFrame4_FreeDatabase(cl.entitydatabase4);cl.entitydatabase4 = NULL;
+       if (cl.scores) Mem_Free(cl.scores);cl.scores = NULL;
+
        if (!sv.active)
                Host_ClearMemory ();
 
-       // note: this also gets rid of the entity database
-       Mem_EmptyPool(cl_entities_mempool);
-
 // wipe the entire cl structure
        memset (&cl, 0, sizeof(cl));
        // reset the view zoom interpolation
-       cl.viewzoomold = cl.viewzoomnew = 1;
+       cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
 
        SZ_Clear (&cls.message);
 
@@ -119,7 +144,7 @@ void CL_ClearState(void)
        cl_num_brushmodel_entities = 0;
 
        // tweak these if the game runs out
-       cl_max_entities = MAX_EDICTS;
+       cl_max_entities = 256;
        cl_max_static_entities = 256;
        cl_max_temp_entities = 512;
        cl_max_effects = 256;
@@ -127,20 +152,20 @@ void CL_ClearState(void)
        cl_max_dlights = MAX_DLIGHTS;
        cl_max_lightstyle = MAX_LIGHTSTYLES;
        cl_max_brushmodel_entities = MAX_EDICTS;
+       cl_activedlights = 0;
 
-       cl_entities = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(entity_t));
-       cl_entities_active = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(qbyte));
-       cl_static_entities = Mem_Alloc(cl_entities_mempool, cl_max_static_entities * sizeof(entity_t));
-       cl_temp_entities = Mem_Alloc(cl_entities_mempool, cl_max_temp_entities * sizeof(entity_t));
-       cl_effects = Mem_Alloc(cl_entities_mempool, cl_max_effects * sizeof(cl_effect_t));
-       cl_beams = Mem_Alloc(cl_entities_mempool, cl_max_beams * sizeof(beam_t));
-       cl_dlights = Mem_Alloc(cl_entities_mempool, cl_max_dlights * sizeof(dlight_t));
-       cl_lightstyle = Mem_Alloc(cl_entities_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
-       cl_brushmodel_entities = Mem_Alloc(cl_entities_mempool, cl_max_brushmodel_entities * sizeof(entity_render_t *));
+       cl_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
+       cl_entities_active = (unsigned char *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(unsigned char));
+       cl_static_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_static_entities * sizeof(entity_t));
+       cl_temp_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_temp_entities * sizeof(entity_t));
+       cl_effects = (cl_effect_t *)Mem_Alloc(cl_mempool, cl_max_effects * sizeof(cl_effect_t));
+       cl_beams = (beam_t *)Mem_Alloc(cl_mempool, cl_max_beams * sizeof(beam_t));
+       cl_dlights = (dlight_t *)Mem_Alloc(cl_mempool, cl_max_dlights * sizeof(dlight_t));
+       cl_lightstyle = (lightstyle_t *)Mem_Alloc(cl_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
+       cl_brushmodel_entities = (int *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(int));
 
-       CL_Screen_NewMap();
-
-       CL_Particles_Clear();
+       cl_lastquakeentity = 0;
+       memset(cl_isquakeentity, 0, sizeof(cl_isquakeentity));
 
        // LordHavoc: have to set up the baseline info for alpha and other stuff
        for (i = 0;i < cl_max_entities;i++)
@@ -150,9 +175,51 @@ void CL_ClearState(void)
                cl_entities[i].state_current = defaultstate;
        }
 
+       if (gamemode == GAME_NEXUIZ)
+       {
+               VectorSet(cl_playerstandmins, -16, -16, -24);
+               VectorSet(cl_playerstandmaxs, 16, 16, 45);
+               VectorSet(cl_playercrouchmins, -16, -16, -24);
+               VectorSet(cl_playercrouchmaxs, 16, 16, 25);
+       }
+       else
+       {
+               VectorSet(cl_playerstandmins, -16, -16, -24);
+               VectorSet(cl_playerstandmaxs, 16, 16, 24);
+               VectorSet(cl_playercrouchmins, -16, -16, -24);
+               VectorSet(cl_playercrouchmaxs, 16, 16, 24);
+       }
+
+       CL_Screen_NewMap();
+       CL_Particles_Clear();
        CL_CGVM_Clear();
 }
 
+void CL_ExpandEntities(int num)
+{
+       int i, oldmaxentities;
+       entity_t *oldentities;
+       if (num >= cl_max_entities)
+       {
+               if (!cl_entities)
+                       Sys_Error("CL_ExpandEntities: cl_entities not initialized");
+               if (num >= MAX_EDICTS)
+                       Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
+               oldmaxentities = cl_max_entities;
+               oldentities = cl_entities;
+               cl_max_entities = (num & ~255) + 256;
+               cl_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
+               memcpy(cl_entities, oldentities, oldmaxentities * sizeof(entity_t));
+               Mem_Free(oldentities);
+               for (i = oldmaxentities;i < cl_max_entities;i++)
+               {
+                       cl_entities[i].state_baseline = defaultstate;
+                       cl_entities[i].state_previous = defaultstate;
+                       cl_entities[i].state_current = defaultstate;
+               }
+       }
+}
+
 /*
 =====================
 CL_Disconnect
@@ -169,7 +236,7 @@ void CL_Disconnect(void)
        Con_DPrintf("CL_Disconnect\n");
 
 // stop sounds (especially looping!)
-       S_StopAllSounds (true);
+       S_StopAllSounds ();
 
        // clear contents blends
        cl.cshifts[0].percent = 0;
@@ -223,19 +290,20 @@ void CL_EstablishConnection(const char *host)
                return;
 
        // clear menu's connect error message
-       m_return_reason[0] = 0;
+       M_Update_Return_Reason("");
        cls.demonum = -1;
 
        // stop demo loop in case this fails
        CL_Disconnect();
        NetConn_ClientFrame();
        NetConn_ServerFrame();
-       
+
        if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
        {
                cls.connect_trying = true;
                cls.connect_remainingtries = 3;
                cls.connect_nextsendtime = 0;
+               M_Update_Return_Reason("Trying to connect...");
                if (sv.active)
                {
                        NetConn_ClientFrame();
@@ -251,7 +319,7 @@ void CL_EstablishConnection(const char *host)
        else
        {
                Con_Print("Unable to find a suitable network socket to connect to server.\n");
-               strcpy(m_return_reason, "No network");
+               M_Update_Return_Reason("No network");
        }
 }
 
@@ -275,9 +343,9 @@ static void CL_PrintEntities_f(void)
                        strlcpy (name, ent->render.model->name, 25);
                else
                        strcpy(name, "--no model--");
-               for (j = strlen(name);j < 25;j++)
+               for (j = (int)strlen(name);j < 25;j++)
                        name[j] = ' ';
-               Con_Printf("%3i: %s:%04i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.origin[0], (int) ent->render.origin[1], (int) ent->render.origin[2], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
+               Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.origin[0], (int) ent->render.origin[1], (int) ent->render.origin[2], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
        }
 }
 
@@ -358,7 +426,7 @@ static float CL_LerpPoint(void)
 
        // 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)
+       if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
        {
                cl.time = cl.mtime[0];
                return 1;
@@ -388,6 +456,7 @@ entity_t *CL_NewTempEntity(void)
        ent->render.colormap = -1; // no special coloring
        ent->render.scale = 1;
        ent->render.alpha = 1;
+       VectorSet(ent->render.colormod, 1, 1, 1);
        return ent;
 }
 
@@ -416,7 +485,7 @@ 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)
+void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
 {
        int i;
        dlight_t *dl;
@@ -426,7 +495,7 @@ void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, flo
        if (ent)
        {
                dl = cl_dlights;
-               for (i = 0;i < MAX_DLIGHTS;i++, dl++)
+               for (i = 0;i < cl_activedlights;i++, dl++)
                        if (dl->ent == ent)
                                goto dlightsetup;
        }
@@ -434,9 +503,15 @@ void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, flo
 
 // then look for anything else
        dl = cl_dlights;
-       for (i = 0;i < MAX_DLIGHTS;i++, dl++)
+       for (i = 0;i < cl_activedlights;i++, dl++)
                if (!dl->radius)
                        goto dlightsetup;
+       // if we hit the end of the active dlights and found no gaps, add a new one
+       if (i < MAX_DLIGHTS)
+       {
+               cl_activedlights = i + 1;
+               goto dlightsetup;
+       }
 
        // unable to find one
        return;
@@ -466,18 +541,77 @@ dlightsetup:
        dl->style = style;
        dl->shadow = shadowenable;
        dl->corona = corona;
+       dl->flags = flags;
+       dl->coronasizescale = coronasizescale;
+       dl->ambientscale = ambientscale;
+       dl->diffusescale = diffusescale;
+       dl->specularscale = specularscale;
 }
 
+// called before entity relinking
 void CL_DecayLights(void)
 {
-       int i;
+       int i, oldmax;
        dlight_t *dl;
-       float time;
+       float time, f;
 
        time = cl.time - cl.oldtime;
-       for (i = 0, dl = cl_dlights;i < MAX_DLIGHTS;i++, dl++)
+       oldmax = cl_activedlights;
+       cl_activedlights = 0;
+       for (i = 0, dl = cl_dlights;i < oldmax;i++, dl++)
+       {
                if (dl->radius)
-                       dl->radius = (cl.time < dl->die) ? max(0, dl->radius - time * dl->decay) : 0;
+               {
+                       f = dl->radius - time * dl->decay;
+                       if (cl.time < dl->die && f > 0)
+                       {
+                               dl->radius = dl->radius - time * dl->decay;
+                               cl_activedlights = i + 1;
+                       }
+                       else
+                               dl->radius = 0;
+               }
+       }
+}
+
+// called after entity relinking
+void CL_UpdateLights(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_activedlights;i++, dl++)
+               {
+                       if (dl->radius)
+                       {
+                               R_RTLight_Update(dl, false);
+                               r_refdef.lights[r_refdef.numlights++] = dl;
+                       }
+               }
+       }
+
+// light animations
+// 'm' is normal light, 'a' is no light, 'z' is double bright
+       f = cl.time * 10;
+       i = (int)floor(f);
+       frac = f - i;
+       for (j = 0;j < MAX_LIGHTSTYLES;j++)
+       {
+               if (!cl_lightstyle || !cl_lightstyle[j].length)
+               {
+                       r_refdef.lightstylevalue[j] = 256;
+                       continue;
+               }
+               k = i % cl_lightstyle[j].length;
+               l = (i-1) % cl_lightstyle[j].length;
+               k = cl_lightstyle[j].map[k] - 'a';
+               l = cl_lightstyle[j].map[l] - 'a';
+               r_refdef.lightstylevalue[j] = ((k*frac)+(l*(1-frac)))*22;
+       }
 }
 
 #define MAXVIEWMODELS 32
@@ -501,9 +635,10 @@ void CL_LinkNetworkEntity(entity_t *e)
        matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
        //matrix4x4_t dlightmatrix;
        int j, k, l, trailtype, temp;
-       float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v[3], v2[3], d;
+       float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v2[3], d;
        entity_t *t;
        model_t *model;
+       trace_t trace;
        //entity_persistent_t *p = &e->persistent;
        //entity_render_t *r = &e->render;
        if (e->persistent.linkframe != entitylinkframenumber)
@@ -512,41 +647,92 @@ void CL_LinkNetworkEntity(entity_t *e)
                // skip inactive entities and world
                if (!e->state_current.active || e == cl_entities)
                        return;
-               if (e->render.flags & RENDER_VIEWMODEL)
+               e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
+               e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
+               e->render.flags = e->state_current.flags;
+               e->render.effects = e->state_current.effects;
+               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.colormod[0];
+                       e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
+                       e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
+                       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.colormod[0];
+                       e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
+                       e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
+               }
+               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.colormod[0];
+                       e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
+                       e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
+                       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.colormod[0];
+                       e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
+                       e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
+               }
+               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)
                {
                        if (!r_drawviewmodel.integer || chase_active.integer || envmap)
                                return;
                        if (cl.viewentity)
                                CL_LinkNetworkEntity(cl_entities + cl.viewentity);
                        matrix = &viewmodelmatrix;
-                       if (e == &cl.viewent && cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
+                       if (e == &cl.viewent && cl_entities[cl.viewentity].state_current.active)
                        {
                                e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
-                               e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT));
+                               e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
                        }
                }
                else
                {
+                       // if the tag entity is currently impossible, skip it
+                       if (e->state_current.tagentity >= cl_num_entities)
+                               return;
                        t = cl_entities + e->state_current.tagentity;
+                       // if the tag entity is inactive, skip it
                        if (!t->state_current.active)
                                return;
                        // note: this can link to world
                        CL_LinkNetworkEntity(t);
                        // make relative to the entity
                        matrix = &t->render.matrix;
+                       // some properties of the tag entity carry over
+                       e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
                        // if a valid tagindex is used, make it relative to that tag instead
                        // 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) && e->state_current.tagindex <= t->render.model->alias.aliasnum_tags)
+                       if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
                        {
                                // blend the matrices
                                memset(&blendmatrix, 0, sizeof(blendmatrix));
                                for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
                                {
-                                       matrix = &t->render.model->alias.aliasdata_tags[t->render.frameblend[j].frame * t->render.model->alias.aliasnum_tags + (e->state_current.tagindex - 1)].matrix;
+                                       matrix4x4_t tagmatrix;
+                                       Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
                                        d = t->render.frameblend[j].lerp;
                                        for (l = 0;l < 4;l++)
                                                for (k = 0;k < 4;k++)
-                                                       blendmatrix.m[l][k] += d * matrix->m[l][k];
+                                                       blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
                                }
                                // concat the tag matrices onto the entity matrix
                                Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
@@ -554,78 +740,37 @@ void CL_LinkNetworkEntity(entity_t *e)
                                matrix = &tempmatrix;
                        }
                }
-               e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
-               e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
-               e->render.flags = e->state_current.flags;
-               if (e - cl_entities == cl.viewentity)
-                       e->render.flags |= RENDER_EXTERIORMODEL;
-               e->render.effects = e->state_current.effects;
-               if (e->state_current.flags & RENDER_COLORMAPPED)
-                       e->render.colormap = e->state_current.colormap;
-               else if (cl.scores != NULL && e->state_current.colormap)
-                       e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
-               else
-                       e->render.colormap = -1; // no special coloring
-               e->render.skinnum = e->state_current.skin;
-               // set up the render matrix
-               if (e->state_previous.active && e->state_current.modelindex == e->state_previous.modelindex)
+
+               // movement lerp
+               // if it's the player entity, update according to client movement
+               if (e == cl_entities + cl.playerentity && cl.movement)
                {
-                       // movement lerp
-                       if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
-                       {
-                               // interpolate the origin and angles
-                               VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
-                               VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
-                               if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
-                               if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
-                               if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
-                               VectorMA(e->persistent.oldangles, lerp, delta, angles);
-                       }
-                       else
-                       {
-                               // no interpolation
-                               VectorCopy(e->persistent.neworigin, origin);
-                               VectorCopy(e->persistent.newangles, angles);
-                       }
-                       // animation lerp
-                       if (e->render.frame2 == e->state_current.frame)
-                       {
-                               // update frame lerp fraction
-                               e->render.framelerp = 1;
-                               if (e->render.frame2time > e->render.frame1time)
-                               {
-                                       e->render.framelerp = (cl.time - e->render.frame2time) / (e->render.frame2time - e->render.frame1time);
-                                       e->render.framelerp = bound(0, e->render.framelerp, 1);
-                               }
-                       }
-                       else
-                       {
-                               // begin a new frame lerp
-                               e->render.frame1 = e->render.frame2;
-                               e->render.frame1time = e->render.frame2time;
-                               e->render.frame = e->render.frame2 = e->state_current.frame;
-                               e->render.frame2time = cl.time;
-                               e->render.framelerp = 0;
-                               // 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.frame1time = max(e->render.frame1time, e->render.frame2time - 0.1f);
-                       }
+                       lerp = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
+                       lerp = bound(0, lerp, 1);
+                       VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
+                       VectorSet(angles, 0, cl.viewangles[1], 0);
+               }
+               else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
+               {
+                       // interpolate the origin and angles
+                       VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
+                       VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
+                       if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
+                       if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
+                       if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
+                       VectorMA(e->persistent.oldangles, lerp, delta, angles);
                }
                else
                {
                        // no interpolation
                        VectorCopy(e->persistent.neworigin, origin);
                        VectorCopy(e->persistent.newangles, angles);
-                       e->render.frame = e->render.frame1 = e->render.frame2 = e->state_current.frame;
-                       e->render.frame1time = e->render.frame2time = cl.time;
-                       e->render.framelerp = 1;
                }
 
+               // model setup and some modelflags
                e->render.model = cl.model_precache[e->state_current.modelindex];
                if (e->render.model)
                {
-                       Mod_CheckLoaded(e->render.model);
                        // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
                        if (e->render.model->type == mod_alias || (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC))
                                angles[0] = -angles[0];
@@ -635,10 +780,38 @@ void CL_LinkNetworkEntity(entity_t *e)
                                if (cl_itembobheight.value)
                                        origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
                        }
+                       // transfer certain model flags to effects
+                       e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
+                       if (cl_prydoncursor.integer && (e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
+                               VectorScale(e->render.colormod, 2, e->render.colormod);
                }
 
+               // animation lerp
+               if (e->render.frame2 == e->state_current.frame)
+               {
+                       // update frame lerp fraction
+                       e->render.framelerp = 1;
+                       if (e->render.frame2time > e->render.frame1time)
+                       {
+                               // make sure frame lerp won't last longer than 100ms
+                               // (this mainly helps with models that use framegroups and
+                               // switch between them infrequently)
+                               e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
+                               e->render.framelerp = bound(0, e->render.framelerp, 1);
+                       }
+               }
+               else
+               {
+                       // begin a new frame lerp
+                       e->render.frame1 = e->render.frame2;
+                       e->render.frame1time = e->render.frame2time;
+                       e->render.frame = e->render.frame2 = e->state_current.frame;
+                       e->render.frame2time = cl.time;
+                       e->render.framelerp = 0;
+               }
                R_LerpAnimation(&e->render);
 
+               // set up the render matrix
                // FIXME: e->render.scale should go away
                Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
                // concat the matrices to make the entity relative to its tag
@@ -648,9 +821,19 @@ void CL_LinkNetworkEntity(entity_t *e)
                CL_BoundingBoxForEntity(&e->render);
 
                // handle effects now that we know where this entity is in the world...
-               origin[0] = e->render.matrix.m[0][3];
-               origin[1] = e->render.matrix.m[1][3];
-               origin[2] = e->render.matrix.m[2][3];
+               if (e->render.model && e->render.model->soundfromcenter)
+               {
+                       // bmodels are treated specially since their origin is usually '0 0 0'
+                       vec3_t o;
+                       VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
+                       Matrix4x4_Transform(&e->render.matrix, o, origin);
+               }
+               else
+               {
+                       origin[0] = e->render.matrix.m[0][3];
+                       origin[1] = e->render.matrix.m[1][3];
+                       origin[2] = e->render.matrix.m[2][3];
+               }
                trailtype = -1;
                dlightradius = 0;
                dlightcolor[0] = 0;
@@ -741,12 +924,12 @@ void CL_LinkNetworkEntity(entity_t *e)
                if (e->persistent.muzzleflash > 0)
                {
                        Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
-                       CL_TraceLine(origin, v2, v, NULL, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY);
+                       trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
                        tempmatrix = e->render.matrix;
-                       tempmatrix.m[0][3] = v[0];
-                       tempmatrix.m[1][3] = v[1];
-                       tempmatrix.m[2][3] = v[2];
-                       CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, 0, true, 0);
+                       tempmatrix.m[0][3] = trace.endpos[0];
+                       tempmatrix.m[1][3] = trace.endpos[1];
+                       tempmatrix.m[2][3] = trace.endpos[2];
+                       CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, -1, true, 0, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
                        e->persistent.muzzleflash -= cl.frametime * 10;
                }
                // LordHavoc: if the model has no flags, don't check each
@@ -810,16 +993,16 @@ void CL_LinkNetworkEntity(entity_t *e)
                        // * 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), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
+                       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))
                {
                        //dlightmatrix = e->render.matrix;
                        // hack to make glowing player light shine on their gun
-                       //if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
+                       //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, 0, true, 1);
+                       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);
                }
                // custom rtlight
                if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
@@ -831,41 +1014,42 @@ void CL_LinkNetworkEntity(entity_t *e)
                                VectorSet(light, 1, 1, 1);
                        if (light[3] == 0)
                                light[3] = 350;
-                       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);
-               }
-               // trails need the previous frame
-               if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex)
-               {
-                       if (e->render.flags & RENDER_GLOWTRAIL)
-                               trailtype = 9;
-                       if (trailtype >= 0)
-                               CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e);
+                       // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
+                       CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
                }
+               // do trails
+               if (e->render.flags & RENDER_GLOWTRAIL)
+                       trailtype = 9;
+               if (trailtype >= 0)
+                       CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e);
                VectorCopy(origin, e->persistent.trail_origin);
-               // note: the cl.viewentity and intermission check is to hide player
-               // shadow during intermission and during the Nehahra movie and
-               // Nehahra cinematics
-               if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE))
-                && (e->render.alpha == 1)
-                && !(e->render.flags & RENDER_VIEWMODEL)
-                && ((e - cl_entities) != cl.viewentity || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
-                       e->render.flags |= RENDER_SHADOW;
-               if (!(e->render.effects & EF_FULLBRIGHT))
+               // tenebrae's sprites are all additive mode (weird)
+               if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
+                       e->render.effects |= EF_ADDITIVE;
+               // player model is only shown with chase_active on
+               if (e->state_current.number == cl.viewentity)
+                       e->render.flags |= RENDER_EXTERIORMODEL;
+               // transparent stuff can't be lit during the opaque stage
+               if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
+                       e->render.flags |= RENDER_TRANSPARENT;
+               // either fullbright or lit
+               if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
                        e->render.flags |= RENDER_LIGHT;
+               // hide player shadow during intermission or nehahra movie
+               if (!(e->render.effects & EF_NOSHADOW)
+                && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
+                && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
+                       e->render.flags |= RENDER_SHADOW;
                // as soon as player is known we can call V_CalcRefDef
-               if ((e - cl_entities) == cl.viewentity)
+               if (e->state_current.number == cl.viewentity)
                        V_CalcRefdef();
                if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
-                       cl_brushmodel_entities[cl_num_brushmodel_entities++] = &e->render;
-               if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
-                       e->render.effects |= EF_ADDITIVE;
+                       cl_brushmodel_entities[cl_num_brushmodel_entities++] = e->state_current.number;
                // don't show entities with no modelindex (note: this still shows
                // entities which have a modelindex that resolved to a NULL model)
                if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
                        r_refdef.entities[r_refdef.numentities++] = &e->render;
-               if (cl_num_entities < e->state_current.number + 1)
-                       cl_num_entities = e->state_current.number + 1;
-               //if (cl.viewentity && e - cl_entities == cl.viewentity)
+               //if (cl.viewentity && e->state_current.number == cl.viewentity)
                //      Matrix4x4_Print(&e->render.matrix);
        }
 }
@@ -873,22 +1057,39 @@ void CL_LinkNetworkEntity(entity_t *e)
 void CL_RelinkWorld(void)
 {
        entity_t *ent = &cl_entities[0];
-       if (cl_num_entities < 1)
-               cl_num_entities = 1;
-       cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
+       cl_brushmodel_entities[cl_num_brushmodel_entities++] = 0;
        // FIXME: this should be done at load
        Matrix4x4_CreateIdentity(&ent->render.matrix);
        Matrix4x4_CreateIdentity(&ent->render.inversematrix);
+       R_LerpAnimation(&ent->render);
        CL_BoundingBoxForEntity(&ent->render);
+       ent->render.flags = RENDER_SHADOW;
+       if (!r_fullbright.integer)
+               ent->render.flags |= RENDER_LIGHT;
+       VectorSet(ent->render.colormod, 1, 1, 1);
+       r_refdef.worldentity = &ent->render;
+       r_refdef.worldmodel = cl.worldmodel;
 }
 
 static void CL_RelinkStaticEntities(void)
 {
        int i;
-       for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++)
+       entity_t *e;
+       for (i = 0, e = cl_static_entities;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
        {
-               Mod_CheckLoaded(cl_static_entities[i].render.model);
-               r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render;
+               e->render.flags = 0;
+               // transparent stuff can't be lit during the opaque stage
+               if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
+                       e->render.flags |= RENDER_TRANSPARENT;
+               // either fullbright or lit
+               if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
+                       e->render.flags |= RENDER_LIGHT;
+               // hide player shadow during intermission or nehahra movie
+               if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
+                       e->render.flags |= RENDER_SHADOW;
+               VectorSet(e->render.colormod, 1, 1, 1);
+               R_LerpAnimation(&e->render);
+               r_refdef.entities[r_refdef.numentities++] = &e->render;
        }
 }
 
@@ -911,9 +1112,9 @@ static void CL_RelinkNetworkEntities(void)
        ent->state_current.modelindex = cl.stats[STAT_WEAPON];
        ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
        ent->state_current.flags = RENDER_VIEWMODEL;
-       if (cl.stats[STAT_HEALTH] <= 0 || cl.intermission)
+       if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
                ent->state_current.modelindex = 0;
-       else if (cl.items & IT_INVISIBILITY)
+       else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
        {
                if (gamemode == GAME_TRANSFUSION)
                        ent->state_current.alpha = 128;
@@ -921,12 +1122,21 @@ static void CL_RelinkNetworkEntities(void)
                        ent->state_current.modelindex = 0;
        }
 
+       // reset animation interpolation on weaponmodel if model changed
+       if (ent->state_previous.modelindex != ent->state_current.modelindex)
+       {
+               ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
+               ent->render.frame1time = ent->render.frame2time = cl.time;
+               ent->render.framelerp = 1;
+       }
+
        // start on the entity after the world
        entitylinkframenumber++;
-       for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++)
+       for (i = 1;i < cl_num_entities;i++)
        {
                if (cl_entities_active[i])
                {
+                       ent = cl_entities + i;
                        if (ent->state_current.active)
                                CL_LinkNetworkEntity(ent);
                        else
@@ -980,9 +1190,11 @@ static void CL_RelinkEffects(void)
                                ent->render.frame = ent->render.frame2;
                                ent->render.colormap = -1; // no special coloring
                                ent->render.alpha = 1;
+                               VectorSet(ent->render.colormod, 1, 1, 1);
 
                                Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
                                Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
+                               R_LerpAnimation(&ent->render);
                                CL_BoundingBoxForEntity(&ent->render);
                        }
                }
@@ -1049,7 +1261,7 @@ void CL_RelinkBeams(void)
                        {
                                // FIXME: create a matrix from the beam start/end orientation
                                Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
-                               CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, 0, true, 1);
+                               CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
                        }
                        if (cl_beams_polygons.integer)
                                continue;
@@ -1088,12 +1300,13 @@ void CL_RelinkBeams(void)
                                return;
                        //VectorCopy (org, ent->render.origin);
                        ent->render.model = b->model;
-                       ent->render.effects = EF_FULLBRIGHT;
+                       //ent->render.effects = EF_FULLBRIGHT;
                        //ent->render.angles[0] = pitch;
                        //ent->render.angles[1] = yaw;
                        //ent->render.angles[2] = rand()%360;
                        Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
                        Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
+                       R_LerpAnimation(&ent->render);
                        CL_BoundingBoxForEntity(&ent->render);
                        VectorMA(org, 30, dist, org);
                        d -= 30;
@@ -1106,10 +1319,13 @@ void CL_LerpPlayer(float frac)
        int i;
        float d;
 
-       cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold);
-
+       cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
        for (i = 0;i < 3;i++)
+       {
+               cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
+               cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
                cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
+       }
 
        if (cls.demoplayback)
        {
@@ -1133,12 +1349,15 @@ CL_ReadFromServer
 Read all incoming data from the server
 ===============
 */
+extern void CL_ClientMovement_Replay();
 int CL_ReadFromServer(void)
 {
        CL_ReadDemoMessage();
 
+       r_refdef.time = cl.time;
+       r_refdef.extraupdate = !r_speeds.integer;
        r_refdef.numentities = 0;
-       cl_num_entities = 0;
+       Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix);
        cl_num_brushmodel_entities = 0;
 
        if (cls.state == ca_connected && cls.signon == SIGNONS)
@@ -1151,6 +1370,7 @@ int CL_ReadFromServer(void)
                V_FadeViewFlashs();
 
                // relink network entities (note: this sets up the view!)
+               CL_ClientMovement_Replay();
                CL_RelinkNetworkEntities();
 
                // move particles
@@ -1166,6 +1386,8 @@ int CL_ReadFromServer(void)
                // run cgame code (which can add more entities)
                CL_CGVM_Frame();
 
+               CL_UpdateLights();
+
                // update view blend
                V_CalcViewBlend();
        }
@@ -1178,11 +1400,9 @@ int CL_ReadFromServer(void)
 CL_SendCmd
 =================
 */
-void CL_SendCmd(usercmd_t *cmd)
+void CL_UpdatePrydonCursor(void);
+void CL_SendCmd(void)
 {
-       if (cls.signon == SIGNONS)
-               CL_SendMove(cmd);
-
        if (cls.demoplayback)
        {
                SZ_Clear(&cls.message);
@@ -1231,54 +1451,70 @@ static void CL_Fog_f (void)
        fog_blue = atof(Cmd_Argv(4));
 }
 
+/*
+====================
+CL_TimeRefresh_f
+
+For program optimization
+====================
+*/
+static void CL_TimeRefresh_f (void)
+{
+       int i;
+       float timestart, timedelta, oldangles[3];
+
+       r_refdef.extraupdate = false;
+       VectorCopy(cl.viewangles, oldangles);
+       VectorClear(cl.viewangles);
+
+       timestart = Sys_DoubleTime();
+       for (i = 0;i < 128;i++)
+       {
+               Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
+               CL_UpdateScreen();
+       }
+       timedelta = Sys_DoubleTime() - timestart;
+
+       VectorCopy(oldangles, cl.viewangles);
+       Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
+}
+
+/*
+===========
+CL_Shutdown
+===========
+*/
+void CL_Shutdown (void)
+{
+       CL_CGVM_Shutdown();
+       CL_Particles_Shutdown();
+       CL_Parse_Shutdown();
+
+       Mem_FreePool (&cl_mempool);
+}
+
 /*
 =================
 CL_Init
 =================
 */
-//VorteX: cvars for GAME_NETHERWORLD
-cvar_t cl_playermodel = {CVAR_SAVE, "cl_playermodel", "ranger"}; 
-cvar_t cl_footsteps = {CVAR_SAVE, "cl_footsteps", "1"}; 
-cvar_t cl_weapon_ofs = {CVAR_SAVE, "cl_weapon_ofs", "0 0 0"}; 
-cvar_t cl_weapon_bstep = {CVAR_SAVE, "cl_weapon_bstep", "100 0 0"}; 
-cvar_t cl_weapon_bborder = {CVAR_SAVE, "cl_weapon_bborder", "2 0 0"};
-cvar_t cl_weapon_bphase = {CVAR_SAVE, "cl_weapon_bphase", "0 0 0"};
-cvar_t cl_weapon_bphasescale = {CVAR_SAVE, "cl_weapon_bphasescale", "1 1 1"};
-cvar_t cl_weapon_bphasescissor = {CVAR_SAVE, "cl_weapon_bphasescissor", "-1 -1 -1 1 1 1"};
-cvar_t cl_deathcam = {CVAR_SAVE, "cl_deathcam", "0"};
-cvar_t cl_askonresave = {CVAR_SAVE, "cl_askonresave", "1"};  //Asking on saving to full saveslot in savegame menu
-cvar_t sv_corpses_solid = {CVAR_SAVE, "sv_corpses_solid", "1"}; 
-cvar_t sv_corpses_removetime = {CVAR_SAVE, "sv_corpses_removetime", "0"}; 
-cvar_t sv_monsters_healthscale = {CVAR_SAVE, "sv_monsters_healthscale", "1"}; 
-cvar_t sv_monsters_damagescale = {CVAR_SAVE, "sv_monsters_damagescale", "1"}; 
-cvar_t sv_monsters_multiply = {CVAR_SAVE, "sv_monsters_multiply", "1"};
-cvar_t sv_monsters_randomize = {CVAR_SAVE, "sv_monsters_randomize", "0"};  
-cvar_t sv_monsters_multiply_radius = {CVAR_SAVE, "sv_monsters_multiply_radius", "5"}; 
-cvar_t sv_monsters_ai_skillmod = {CVAR_SAVE, "sv_monsters_ai_skillmod", "1"};
-cvar_t sv_monsters_ai_agrmod = {CVAR_SAVE, "sv_monsters_ai_agrmod", "1"};
-cvar_t sv_monsters_ai_dexmod = {CVAR_SAVE, "sv_monsters_ai_dexmod", "1"};
-cvar_t sv_monsters_deathmatch = {CVAR_SAVE, "sv_monsters_deathmatch", "0"}; 
-cvar_t sv_monsters_deathmatch_maxnum = {CVAR_SAVE, "sv_monsters_deathmatch_maxnum", "20"}; 
-cvar_t sv_monsters_deathmatch_spawntime = {CVAR_SAVE, "sv_monsters_deathmatch_spawntime", "5"}; 
-cvar_t sv_monsters_deathmatch_fragpermonster = {CVAR_SAVE, "sv_monsters_deathmatch_fragpermonster", "0"}; 
-
 void CL_Init (void)
 {
-       cl_entities_mempool = Mem_AllocPool("client entities", 0, NULL);
-       cl_refdef_mempool = Mem_AllocPool("refdef", 0, NULL);
+       cl_mempool = Mem_AllocPool("client", 0, NULL);
 
        memset(&r_refdef, 0, sizeof(r_refdef));
        // max entities sent to renderer per frame
        r_refdef.maxentities = MAX_EDICTS + 256 + 512;
-       r_refdef.entities = Mem_Alloc(cl_refdef_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
+       r_refdef.entities = (entity_render_t **)Mem_Alloc(cl_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
        // 256k drawqueue buffer
        r_refdef.maxdrawqueuesize = 256 * 1024;
-       r_refdef.drawqueue = Mem_Alloc(cl_refdef_mempool, r_refdef.maxdrawqueuesize);
+       r_refdef.drawqueue = (unsigned char *)Mem_Alloc(cl_mempool, r_refdef.maxdrawqueuesize);
 
-       SZ_Alloc (&cls.message, 1024, "cls.message");
+       cls.message.data = cls.message_buf;
+       cls.message.maxsize = sizeof(cls.message_buf);
+       cls.message.cursize = 0;
 
        CL_InitInput ();
-       CL_InitTEnts ();
 
 //
 // register our commands
@@ -1325,38 +1561,17 @@ void CL_Init (void)
        Cvar_RegisterVariable(&cl_explosions_size_end);
        Cvar_RegisterVariable(&cl_explosions_lifetime);
        Cvar_RegisterVariable(&cl_stainmaps);
+       Cvar_RegisterVariable(&cl_stainmaps_clearonload);
        Cvar_RegisterVariable(&cl_beams_polygons);
        Cvar_RegisterVariable(&cl_beams_relative);
        Cvar_RegisterVariable(&cl_beams_lightatend);
        Cvar_RegisterVariable(&cl_noplayershadow);
 
-       if (gamemode == GAME_NETHERWORLD)
-       {
-               Cvar_RegisterVariable (&cl_playermodel); 
-               Cvar_RegisterVariable (&cl_footsteps); 
-               Cvar_RegisterVariable (&cl_weapon_ofs); 
-               Cvar_RegisterVariable (&cl_weapon_bstep); 
-               Cvar_RegisterVariable (&cl_weapon_bborder);
-               Cvar_RegisterVariable (&cl_weapon_bphase);
-               Cvar_RegisterVariable (&cl_weapon_bphasescale);
-               Cvar_RegisterVariable (&cl_weapon_bphasescissor);
-               Cvar_RegisterVariable (&cl_deathcam);    //Hack for q3-style death
-               Cvar_RegisterVariable (&cl_askonresave); //Every time ask if saving to "full" saveslot
-               //This must be server-side cvars, after complete finishing of subsystems whitch uses this, they must be moved to server-side
-               Cvar_RegisterVariable (&sv_monsters_healthscale); 
-               Cvar_RegisterVariable (&sv_monsters_damagescale); 
-               Cvar_RegisterVariable (&sv_monsters_randomize);
-               Cvar_RegisterVariable (&sv_monsters_multiply); 
-               Cvar_RegisterVariable (&sv_monsters_multiply_radius); 
-               Cvar_RegisterVariable (&sv_monsters_ai_skillmod); 
-               Cvar_RegisterVariable (&sv_monsters_ai_agrmod); 
-               Cvar_RegisterVariable (&sv_monsters_ai_dexmod); 
-               Cvar_RegisterVariable (&sv_monsters_deathmatch); //Keeping RPG mod
-               Cvar_RegisterVariable (&sv_monsters_deathmatch_maxnum); 
-               Cvar_RegisterVariable (&sv_monsters_deathmatch_spawntime); 
-               Cvar_RegisterVariable (&sv_monsters_deathmatch_fragpermonster); 
-               Cvar_RegisterVariable (&sv_corpses_solid); 
-       }
+       Cvar_RegisterVariable(&cl_prydoncursor);
+
+       Cvar_RegisterVariable(&cl_deathnoviewmodel);
+
+       Cmd_AddCommand("timerefresh", CL_TimeRefresh_f);
 
        CL_Parse_Init();
        CL_Particles_Init();