]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_tent.c
Lots of speedups and cleanups in client code, dynamically allocated cl_entities ...
[xonotic/darkplaces.git] / cl_tent.c
index 22b258bcdc0dce5c148029d765d3cc5d22138330..f81fa76ad0209383b1ec38b11a69362cb7f85250 100644 (file)
--- a/cl_tent.c
+++ b/cl_tent.c
@@ -8,7 +8,7 @@ of the License, or (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 
 See the GNU General Public License for more details.
 
@@ -21,19 +21,18 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "quakedef.h"
 
-cvar_t r_glowinglightning = {"r_glowinglightning", "1", true};
+model_t *cl_model_bolt = NULL;
+model_t *cl_model_bolt2 = NULL;
+model_t *cl_model_bolt3 = NULL;
+model_t *cl_model_beam = NULL;
 
-int                    num_temp_entities;
-entity_t       cl_temp_entities[MAX_TEMP_ENTITIES];
-beam_t         cl_beams[MAX_BEAMS];
-
-sfx_t                  *cl_sfx_wizhit;
-sfx_t                  *cl_sfx_knighthit;
-sfx_t                  *cl_sfx_tink1;
-sfx_t                  *cl_sfx_ric1;
-sfx_t                  *cl_sfx_ric2;
-sfx_t                  *cl_sfx_ric3;
-sfx_t                  *cl_sfx_r_exp3;
+sfx_t *cl_sfx_wizhit;
+sfx_t *cl_sfx_knighthit;
+sfx_t *cl_sfx_tink1;
+sfx_t *cl_sfx_ric1;
+sfx_t *cl_sfx_ric2;
+sfx_t *cl_sfx_ric3;
+sfx_t *cl_sfx_r_exp3;
 
 /*
 =================
@@ -42,14 +41,13 @@ CL_ParseTEnt
 */
 void CL_InitTEnts (void)
 {
-       Cvar_RegisterVariable(&r_glowinglightning);
-       cl_sfx_wizhit = S_PrecacheSound ("wizard/hit.wav");
-       cl_sfx_knighthit = S_PrecacheSound ("hknight/hit.wav");
-       cl_sfx_tink1 = S_PrecacheSound ("weapons/tink1.wav");
-       cl_sfx_ric1 = S_PrecacheSound ("weapons/ric1.wav");
-       cl_sfx_ric2 = S_PrecacheSound ("weapons/ric2.wav");
-       cl_sfx_ric3 = S_PrecacheSound ("weapons/ric3.wav");
-       cl_sfx_r_exp3 = S_PrecacheSound ("weapons/r_exp3.wav");
+       cl_sfx_wizhit = S_PrecacheSound ("wizard/hit.wav", false);
+       cl_sfx_knighthit = S_PrecacheSound ("hknight/hit.wav", false);
+       cl_sfx_tink1 = S_PrecacheSound ("weapons/tink1.wav", false);
+       cl_sfx_ric1 = S_PrecacheSound ("weapons/ric1.wav", false);
+       cl_sfx_ric2 = S_PrecacheSound ("weapons/ric2.wav", false);
+       cl_sfx_ric3 = S_PrecacheSound ("weapons/ric3.wav", false);
+       cl_sfx_r_exp3 = S_PrecacheSound ("weapons/r_exp3.wav", false);
 }
 
 /*
@@ -59,29 +57,30 @@ CL_ParseBeam
 */
 void CL_ParseBeam (model_t *m)
 {
-       int             ent;
-       vec3_t  start, end;
-       beam_t  *b;
-       int             i;
-       
+       int i, ent;
+       vec3_t start, end;
+       beam_t *b;
+
        ent = MSG_ReadShort ();
        MSG_ReadVector(start);
        MSG_ReadVector(end);
 
-// override any beam with the same entity
-       for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++)
+       // override any beam with the same entity
+       for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
+       {
                if (b->entity == ent)
                {
-                       b->entity = ent;
+                       //b->entity = ent;
                        b->model = m;
                        b->endtime = cl.time + 0.2;
                        VectorCopy (start, b->start);
                        VectorCopy (end, b->end);
                        return;
                }
+       }
 
-// find a free beam
-       for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++)
+       // find a free beam
+       for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
        {
                if (!b->model || b->endtime < cl.time)
                {
@@ -93,28 +92,9 @@ void CL_ParseBeam (model_t *m)
                        return;
                }
        }
-       Con_Printf ("beam list overflow!\n");   
+       Con_Printf ("beam list overflow!\n");
 }
 
-//void R_BlastParticles(vec3_t org, vec_t radius, vec_t power);
-void R_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count);
-void R_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel);
-void R_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type);
-
-// attempts to find the nearest non-solid location, used for explosions mainly
-void FindNonSolidLocation(vec3_t pos)
-{
-       if (SV_HullPointContents (cl.worldmodel->hulls, 0, pos) != CONTENTS_SOLID) return;
-       pos[0]-=1;if (SV_HullPointContents (cl.worldmodel->hulls, 0, pos) != CONTENTS_SOLID) return;
-       pos[0]+=2;if (SV_HullPointContents (cl.worldmodel->hulls, 0, pos) != CONTENTS_SOLID) return;
-       pos[0]-=1;
-       pos[1]-=1;if (SV_HullPointContents (cl.worldmodel->hulls, 0, pos) != CONTENTS_SOLID) return;
-       pos[1]+=2;if (SV_HullPointContents (cl.worldmodel->hulls, 0, pos) != CONTENTS_SOLID) return;
-       pos[1]-=1;
-       pos[2]-=1;if (SV_HullPointContents (cl.worldmodel->hulls, 0, pos) != CONTENTS_SOLID) return;
-       pos[2]+=2;if (SV_HullPointContents (cl.worldmodel->hulls, 0, pos) != CONTENTS_SOLID) return;
-       pos[2]-=1;
-}
 
 /*
 =================
@@ -123,35 +103,41 @@ CL_ParseTEnt
 */
 void CL_ParseTEnt (void)
 {
-       int             type;
-       vec3_t  pos;
-       vec3_t  dir;
-       vec3_t  pos2;
-       int             rnd;
-       int             colorStart, colorLength, count;
-       float   velspeed, radius;
-       byte *tempcolor;
+       int type;
+       vec3_t pos;
+       vec3_t dir;
+       vec3_t pos2;
+       vec3_t color;
+       int rnd;
+       int colorStart, colorLength, count;
+       float velspeed, radius;
+       qbyte *tempcolor;
 
        type = MSG_ReadByte ();
        switch (type)
        {
-       case TE_WIZSPIKE:                       // spike hitting wall
+       case TE_WIZSPIKE:
+               // spike hitting wall
                MSG_ReadVector(pos);
-               R_RunParticleEffect (pos, vec3_origin, 20, 30);
+               Mod_FindNonSolidLocation(pos, cl.worldmodel);
+               CL_RunParticleEffect (pos, vec3_origin, 20, 30);
                S_StartSound (-1, 0, cl_sfx_wizhit, pos, 1, 1);
                break;
-               
-       case TE_KNIGHTSPIKE:                    // spike hitting wall
+
+       case TE_KNIGHTSPIKE:
+               // spike hitting wall
                MSG_ReadVector(pos);
-               R_RunParticleEffect (pos, vec3_origin, 226, 20);
+               Mod_FindNonSolidLocation(pos, cl.worldmodel);
+               CL_RunParticleEffect (pos, vec3_origin, 226, 20);
                S_StartSound (-1, 0, cl_sfx_knighthit, pos, 1, 1);
                break;
-               
-       case TE_SPIKE:                  // spike hitting wall
+
+       case TE_SPIKE:
+               // spike hitting wall
                MSG_ReadVector(pos);
+               Mod_FindNonSolidLocation(pos, cl.worldmodel);
                // LordHavoc: changed to spark shower
-               R_SparkShower(pos, vec3_origin, 15);
-               //R_RunParticleEffect (pos, vec3_origin, 0, 10);
+               CL_SparkShower(pos, vec3_origin, 15);
                if ( rand() % 5 )
                        S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
                else
@@ -165,11 +151,12 @@ void CL_ParseTEnt (void)
                                S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
                }
                break;
-       case TE_SPIKEQUAD:                      // quad spike hitting wall
+       case TE_SPIKEQUAD:
+               // quad spike hitting wall
                MSG_ReadVector(pos);
+               Mod_FindNonSolidLocation(pos, cl.worldmodel);
                // LordHavoc: changed to spark shower
-               R_SparkShower(pos, vec3_origin, 15);
-               //R_RunParticleEffect (pos, vec3_origin, 0, 10);
+               CL_SparkShower(pos, vec3_origin, 15);
                CL_AllocDlight (NULL, pos, 200, 0.1f, 0.1f, 1.0f, 1000, 0.2);
                S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
                if ( rand() % 5 )
@@ -185,11 +172,12 @@ void CL_ParseTEnt (void)
                                S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
                }
                break;
-       case TE_SUPERSPIKE:                     // super spike hitting wall
+       case TE_SUPERSPIKE:
+               // super spike hitting wall
                MSG_ReadVector(pos);
+               Mod_FindNonSolidLocation(pos, cl.worldmodel);
                // LordHavoc: changed to dust shower
-               R_SparkShower(pos, vec3_origin, 30);
-               //R_RunParticleEffect (pos, vec3_origin, 0, 20);
+               CL_SparkShower(pos, vec3_origin, 30);
                if ( rand() % 5 )
                        S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
                else
@@ -203,11 +191,12 @@ void CL_ParseTEnt (void)
                                S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
                }
                break;
-       case TE_SUPERSPIKEQUAD:                 // quad super spike hitting wall
+       case TE_SUPERSPIKEQUAD:
+               // quad super spike hitting wall
                MSG_ReadVector(pos);
+               Mod_FindNonSolidLocation(pos, cl.worldmodel);
                // LordHavoc: changed to dust shower
-               R_SparkShower(pos, vec3_origin, 30);
-               //R_RunParticleEffect (pos, vec3_origin, 0, 20);
+               CL_SparkShower(pos, vec3_origin, 30);
                CL_AllocDlight (NULL, pos, 200, 0.1f, 0.1f, 1.0f, 1000, 0.2);
                if ( rand() % 5 )
                        S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
@@ -223,35 +212,47 @@ void CL_ParseTEnt (void)
                }
                break;
                // LordHavoc: added for improved blood splatters
-       case TE_BLOOD:  // blood puff
+       case TE_BLOOD:
+               // blood puff
                MSG_ReadVector(pos);
                dir[0] = MSG_ReadChar ();
                dir[1] = MSG_ReadChar ();
                dir[2] = MSG_ReadChar ();
-               count = MSG_ReadByte (); // amount of particles
-               R_BloodPuff(pos, dir, count);
+               count = MSG_ReadByte ();
+               CL_BloodPuff(pos, dir, count);
                break;
-       case TE_BLOOD2: // blood puff
+       case TE_BLOOD2:
+               // blood puff
                MSG_ReadVector(pos);
-               R_BloodPuff(pos, vec3_origin, 10);
+               CL_BloodPuff(pos, vec3_origin, 10);
                break;
-       case TE_SPARK:  // spark shower
+       case TE_SPARK:
+               // spark shower
                MSG_ReadVector(pos);
                dir[0] = MSG_ReadChar ();
                dir[1] = MSG_ReadChar ();
                dir[2] = MSG_ReadChar ();
-               count = MSG_ReadByte (); // amount of particles
-               R_SparkShower(pos, dir, count);
+               count = MSG_ReadByte ();
+               Mod_FindNonSolidLocation(pos, cl.worldmodel);
+               CL_SparkShower(pos, dir, count);
+               break;
+       case TE_PLASMABURN:
+               MSG_ReadVector(pos);
+               Mod_FindNonSolidLocation(pos, cl.worldmodel);
+               CL_AllocDlight (NULL, pos, 200, 1, 1, 1, 1000, 0.2);
+               CL_PlasmaBurn(pos);
                break;
                // LordHavoc: added for improved gore
-       case TE_BLOODSHOWER:    // vaporized body
+       case TE_BLOODSHOWER:
+               // vaporized body
                MSG_ReadVector(pos); // mins
                MSG_ReadVector(pos2); // maxs
                velspeed = MSG_ReadCoord (); // speed
                count = MSG_ReadShort (); // number of particles
-               R_BloodShower(pos, pos2, velspeed, count);
+               CL_BloodShower(pos, pos2, velspeed, count);
                break;
-       case TE_PARTICLECUBE:   // general purpose particle effect
+       case TE_PARTICLECUBE:
+               // general purpose particle effect
                MSG_ReadVector(pos); // mins
                MSG_ReadVector(pos2); // maxs
                MSG_ReadVector(dir); // dir
@@ -259,91 +260,90 @@ void CL_ParseTEnt (void)
                colorStart = MSG_ReadByte (); // color
                colorLength = MSG_ReadByte (); // gravity (1 or 0)
                velspeed = MSG_ReadCoord (); // randomvel
-               R_ParticleCube(pos, pos2, dir, count, colorStart, colorLength, velspeed);
+               CL_ParticleCube(pos, pos2, dir, count, colorStart, colorLength, velspeed);
                break;
 
-       case TE_PARTICLERAIN:   // general purpose particle effect
+       case TE_PARTICLERAIN:
+               // general purpose particle effect
                MSG_ReadVector(pos); // mins
                MSG_ReadVector(pos2); // maxs
                MSG_ReadVector(dir); // dir
                count = MSG_ReadShort (); // number of particles
                colorStart = MSG_ReadByte (); // color
-               R_ParticleRain(pos, pos2, dir, count, colorStart, 0);
+               CL_ParticleRain(pos, pos2, dir, count, colorStart, 0);
                break;
 
-       case TE_PARTICLESNOW:   // general purpose particle effect
+       case TE_PARTICLESNOW:
+               // general purpose particle effect
                MSG_ReadVector(pos); // mins
                MSG_ReadVector(pos2); // maxs
                MSG_ReadVector(dir); // dir
                count = MSG_ReadShort (); // number of particles
                colorStart = MSG_ReadByte (); // color
-               R_ParticleRain(pos, pos2, dir, count, colorStart, 1);
+               CL_ParticleRain(pos, pos2, dir, count, colorStart, 1);
                break;
 
-       case TE_GUNSHOT:                        // bullet hitting wall
+       case TE_GUNSHOT:
+               // bullet hitting wall
                MSG_ReadVector(pos);
+               Mod_FindNonSolidLocation(pos, cl.worldmodel);
                // LordHavoc: changed to dust shower
-               R_SparkShower(pos, vec3_origin, 15);
-               //R_RunParticleEffect (pos, vec3_origin, 0, 20);
+               CL_SparkShower(pos, vec3_origin, 15);
                break;
 
-       case TE_GUNSHOTQUAD:                    // quad bullet hitting wall
+       case TE_GUNSHOTQUAD:
+               // quad bullet hitting wall
                MSG_ReadVector(pos);
-               R_SparkShower(pos, vec3_origin, 15);
+               Mod_FindNonSolidLocation(pos, cl.worldmodel);
+               CL_SparkShower(pos, vec3_origin, 15);
                CL_AllocDlight (NULL, pos, 200, 0.1f, 0.1f, 1.0f, 1000, 0.2);
                break;
 
-       case TE_EXPLOSION:                      // rocket explosion
+       case TE_EXPLOSION:
+               // rocket explosion
                MSG_ReadVector(pos);
-               FindNonSolidLocation(pos);
-               R_ParticleExplosion (pos, false);
-//             R_BlastParticles (pos, 120, 120);
-               CL_AllocDlight (NULL, pos, 350, 1.0f, 0.8f, 0.4f, 700, 0.5);
+               Mod_FindNonSolidLocation(pos, cl.worldmodel);
+               CL_ParticleExplosion (pos, false);
+               // LordHavoc: boosted color from 1.0, 0.8, 0.4 to 1.25, 1.0, 0.5
+               CL_AllocDlight (NULL, pos, 350, 1.25f, 1.0f, 0.5f, 700, 0.5);
                S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
                break;
 
-       case TE_EXPLOSIONQUAD:                  // quad rocket explosion
+       case TE_EXPLOSIONQUAD:
+               // quad rocket explosion
                MSG_ReadVector(pos);
-               FindNonSolidLocation(pos);
-               R_ParticleExplosion (pos, false);
-//             R_BlastParticles (pos, 120, 480);
+               Mod_FindNonSolidLocation(pos, cl.worldmodel);
+               CL_ParticleExplosion (pos, false);
                CL_AllocDlight (NULL, pos, 600, 0.5f, 0.4f, 1.0f, 1200, 0.5);
                S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
                break;
 
-               /*
-       case TE_SMOKEEXPLOSION:                 // rocket explosion with a cloud of smoke
+       case TE_EXPLOSION3:
+               // Nehahra movie colored lighting explosion
                MSG_ReadVector(pos);
-               FindNonSolidLocation(pos);
-               R_ParticleExplosion (pos, true);
-               CL_AllocDlight (NULL, pos, 350, 1.0f, 0.8f, 0.4f, 700, 0.5);
-               S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
-               break;
-               */
-
-       case TE_EXPLOSION3:                             // Nehahra movie colored lighting explosion
-               MSG_ReadVector(pos);
-               FindNonSolidLocation(pos);
-               R_ParticleExplosion (pos, false);
-//             R_BlastParticles (pos, 120, 120);
+               Mod_FindNonSolidLocation(pos, cl.worldmodel);
+               CL_ParticleExplosion (pos, false);
                CL_AllocDlight (NULL, pos, 350, MSG_ReadCoord(), MSG_ReadCoord(), MSG_ReadCoord(), 700, 0.5);
                S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
                break;
 
-       case TE_EXPLOSIONRGB:                   // colored lighting explosion
+       case TE_EXPLOSIONRGB:
+               // colored lighting explosion
                MSG_ReadVector(pos);
-               FindNonSolidLocation(pos);
-               R_ParticleExplosion (pos, false);
-//             R_BlastParticles (pos, 120, 120);
-               CL_AllocDlight (NULL, pos, 350, MSG_ReadByte() * (1.0 / 255.0), MSG_ReadByte() * (1.0 / 255.0), MSG_ReadByte() * (1.0 / 255.0), 700, 0.5);
+               Mod_FindNonSolidLocation(pos, cl.worldmodel);
+               CL_ParticleExplosion (pos, false);
+               color[0] = MSG_ReadByte() * (1.0 / 255.0);
+               color[1] = MSG_ReadByte() * (1.0 / 255.0);
+               color[2] = MSG_ReadByte() * (1.0 / 255.0);
+               CL_AllocDlight (NULL, pos, 350, color[0], color[1], color[2], 700, 0.5);
                S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
                break;
 
-       case TE_TAREXPLOSION:                   // tarbaby explosion
+       case TE_TAREXPLOSION:
+               // tarbaby explosion
                MSG_ReadVector(pos);
-               FindNonSolidLocation(pos);
-               R_BlobExplosion (pos);
-//             R_BlastParticles (pos, 120, 120);
+               Mod_FindNonSolidLocation(pos, cl.worldmodel);
+               CL_BlobExplosion (pos);
 
                S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
                CL_AllocDlight (NULL, pos, 600, 0.8f, 0.4f, 1.0f, 1200, 0.5);
@@ -352,80 +352,101 @@ void CL_ParseTEnt (void)
 
        case TE_SMALLFLASH:
                MSG_ReadVector(pos);
-               FindNonSolidLocation(pos);
+               Mod_FindNonSolidLocation(pos, cl.worldmodel);
                CL_AllocDlight (NULL, pos, 200, 1, 1, 1, 1000, 0.2);
                break;
 
        case TE_CUSTOMFLASH:
                MSG_ReadVector(pos);
-               FindNonSolidLocation(pos);
+               Mod_FindNonSolidLocation(pos, cl.worldmodel);
                radius = MSG_ReadByte() * 8;
                velspeed = (MSG_ReadByte() + 1) * (1.0 / 256.0);
-               CL_AllocDlight (NULL, pos, radius, MSG_ReadByte() * (1.0 / 255.0), MSG_ReadByte() * (1.0 / 255.0), MSG_ReadByte() * (1.0 / 255.0), radius / velspeed, velspeed);
+               color[0] = MSG_ReadByte() * (1.0 / 255.0);
+               color[1] = MSG_ReadByte() * (1.0 / 255.0);
+               color[2] = MSG_ReadByte() * (1.0 / 255.0);
+               CL_AllocDlight (NULL, pos, radius, color[0], color[1], color[2], radius / velspeed, velspeed);
                break;
 
        case TE_FLAMEJET:
                MSG_ReadVector(pos);
                MSG_ReadVector(dir);
                count = MSG_ReadByte();
-               R_Flames(pos, dir, count);
+               CL_Flames(pos, dir, count);
                break;
 
-       case TE_LIGHTNING1:                             // lightning bolts
-               CL_ParseBeam (Mod_ForName("progs/bolt.mdl", true));
+       case TE_LIGHTNING1:
+               // lightning bolts
+               if (!cl_model_bolt)
+                       cl_model_bolt = Mod_ForName("progs/bolt.mdl", true, false, false);
+               CL_ParseBeam (cl_model_bolt);
                break;
-       
-       case TE_LIGHTNING2:                             // lightning bolts
-               CL_ParseBeam (Mod_ForName("progs/bolt2.mdl", true));
+
+       case TE_LIGHTNING2:
+               // lightning bolts
+               if (!cl_model_bolt2)
+                       cl_model_bolt2 = Mod_ForName("progs/bolt2.mdl", true, false, false);
+               CL_ParseBeam (cl_model_bolt2);
                break;
-       
-       case TE_LIGHTNING3:                             // lightning bolts
-               CL_ParseBeam (Mod_ForName("progs/bolt3.mdl", true));
+
+       case TE_LIGHTNING3:
+               // lightning bolts
+               if (!cl_model_bolt3)
+                       cl_model_bolt3 = Mod_ForName("progs/bolt3.mdl", true, false, false);
+               CL_ParseBeam (cl_model_bolt3);
                break;
 
-// PGM 01/21/97 
-       case TE_BEAM:                           // grappling hook beam
-               CL_ParseBeam (Mod_ForName("progs/beam.mdl", true));
+// PGM 01/21/97
+       case TE_BEAM:
+               // grappling hook beam
+               if (!cl_model_beam)
+                       cl_model_beam = Mod_ForName("progs/beam.mdl", true, false, false);
+               CL_ParseBeam (cl_model_beam);
                break;
 // PGM 01/21/97
 
 // LordHavoc: for compatibility with the Nehahra movie...
        case TE_LIGHTNING4NEH:
-               CL_ParseBeam (Mod_ForName(MSG_ReadString(), true));
+               CL_ParseBeam (Mod_ForName(MSG_ReadString(), true, false, false));
                break;
 
-       case TE_LAVASPLASH:     
+       case TE_LAVASPLASH:
                pos[0] = MSG_ReadCoord ();
                pos[1] = MSG_ReadCoord ();
                pos[2] = MSG_ReadCoord ();
-               R_LavaSplash (pos);
+               CL_LavaSplash (pos);
                break;
-       
+
        case TE_TELEPORT:
                pos[0] = MSG_ReadCoord ();
                pos[1] = MSG_ReadCoord ();
                pos[2] = MSG_ReadCoord ();
-               R_TeleportSplash (pos);
+               CL_AllocDlight (NULL, pos, 1000, 1.25f, 1.25f, 1.25f, 3000, 99.0f);
+//             CL_TeleportSplash (pos);
                break;
-               
-       case TE_EXPLOSION2:                             // color mapped explosion
+
+       case TE_EXPLOSION2:
+               // color mapped explosion
                MSG_ReadVector(pos);
-               FindNonSolidLocation(pos);
+               Mod_FindNonSolidLocation(pos, cl.worldmodel);
                colorStart = MSG_ReadByte ();
                colorLength = MSG_ReadByte ();
-               R_ParticleExplosion2 (pos, colorStart, colorLength);
-//             R_BlastParticles (pos, 80, 80);
-               tempcolor = (byte *)&d_8to24table[(rand()%colorLength) + colorStart];
+               CL_ParticleExplosion2 (pos, colorStart, colorLength);
+               tempcolor = (qbyte *)&d_8to24table[(rand()%colorLength) + colorStart];
                CL_AllocDlight (NULL, pos, 350, tempcolor[0] * (1.0f / 255.0f), tempcolor[1] * (1.0f / 255.0f), tempcolor[2] * (1.0f / 255.0f), 700, 0.5);
                S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
                break;
-               
+
        default:
                Host_Error ("CL_ParseTEnt: bad type %d", type);
        }
 }
 
 
+void CL_ClearTempEntities (void)
+{
+       cl_num_temp_entities = 0;
+}
+
 /*
 =================
 CL_NewTempEntity
@@ -433,43 +454,33 @@ CL_NewTempEntity
 */
 entity_t *CL_NewTempEntity (void)
 {
-       entity_t        *ent;
+       entity_t *ent;
 
-       if (cl_numvisedicts >= MAX_VISEDICTS)
+       if (r_refdef.numentities >= r_refdef.maxentities)
                return NULL;
-       if (num_temp_entities >= MAX_TEMP_ENTITIES)
+       if (cl_num_temp_entities >= cl_max_temp_entities)
                return NULL;
-       ent = &cl_temp_entities[num_temp_entities++];
+       ent = &cl_temp_entities[cl_num_temp_entities++];
        memset (ent, 0, sizeof(*ent));
-       cl_visedicts[cl_numvisedicts++] = ent;
+       r_refdef.entities[r_refdef.numentities++] = &ent->render;
 
        ent->render.colormap = -1; // no special coloring
        ent->render.scale = 1;
        ent->render.alpha = 1;
-       ent->render.colormod[0] = ent->render.colormod[1] = ent->render.colormod[2] = 1;
        return ent;
 }
 
-
-/*
-=================
-CL_UpdateTEnts
-=================
-*/
-void CL_UpdateTEnts (void)
+void CL_RelinkBeams (void)
 {
-       int                     i;
-       beam_t          *b;
-       vec3_t          dist, org;
-       float           d;
-       entity_t        *ent;
-       float           yaw, pitch;
-       float           forward;
-
-       num_temp_entities = 0;
-
-// update lightning
-       for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++)
+       int i;
+       beam_t *b;
+       vec3_t dist, org;
+       float d;
+       entity_t *ent;
+       float yaw, pitch;
+       float forward;
+
+       for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
        {
                if (!b->model || b->endtime < cl.time)
                        continue;
@@ -494,7 +505,7 @@ void CL_UpdateTEnts (void)
                        yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
                        if (yaw < 0)
                                yaw += 360;
-       
+
                        forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
                        pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
                        if (pitch < 0)
@@ -515,15 +526,8 @@ void CL_UpdateTEnts (void)
                        ent->render.angles[0] = pitch;
                        ent->render.angles[1] = yaw;
                        ent->render.angles[2] = rand()%360;
-
-                       if (r_glowinglightning.value > 0)
-                               CL_AllocDlight(ent, ent->render.origin, lhrandom(100, 120), r_glowinglightning.value * 0.25f, r_glowinglightning.value * 0.25f, r_glowinglightning.value * 0.25f, 0, 0);
-
                        VectorMA(org, 30, dist, org);
                        d -= 30;
                }
        }
-
 }
-
-