significant cleanup of CL_UpdateEntities, GL_UpdateNetworkEntity, CL_LinkNetworkEntit...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 23 Jan 2007 00:27:49 +0000 (00:27 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 23 Jan 2007 00:27:49 +0000 (00:27 +0000)
eliminated linkframe from entity_t (this means CL_UpdateNetworkEntity may sometimes process an entity twice, and CL_LinkNetworkEntity is no longer recursive as it does not need to be)

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@6736 d7cf8633-e32d-0410-b094-e92efae38249

cl_input.c
cl_main.c
client.h
clvm_cmds.c
csprogs.c
csprogs.h
view.c

index 53701d4..358cb33 100644 (file)
@@ -517,7 +517,6 @@ void CL_Move (void)
 
 #include "cl_collision.h"
 
-extern void V_CalcRefdef(void);
 void CL_UpdatePrydonCursor(void)
 {
        vec3_t temp;
@@ -552,7 +551,6 @@ void CL_UpdatePrydonCursor(void)
        cl.cmd.cursor_screen[2] = 1;
 
        // calculate current view matrix
-       //V_CalcRefdef();
        Matrix4x4_OriginFromMatrix(&r_view.matrix, cl.cmd.cursor_start);
        // calculate direction vector of cursor in viewspace by using frustum slopes
        VectorSet(temp, cl.cmd.cursor_screen[2] * 1000000, cl.cmd.cursor_screen[0] * -r_view.frustum_x * 1000000, cl.cmd.cursor_screen[1] * -r_view.frustum_y * 1000000);
index e1eae11..b2c4e51 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -163,7 +163,6 @@ void CL_ClearState(void)
                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;
        }
 
@@ -297,7 +296,6 @@ void CL_ExpandCSQCEntities(int num)
                        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;
                }
        }
@@ -795,8 +793,6 @@ int numviewmodels;
 
 matrix4x4_t viewmodelmatrix;
 
-static int entitylinkframenumber;
-
 static const vec3_t muzzleflashorigin = {18, 0, 0};
 
 extern void V_DriftPitch(void);
@@ -817,369 +813,346 @@ void CL_UpdateNetworkEntity(entity_t *e)
        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;
+       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)
-                       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)
+               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)
+       {
+               if (e == &cl.viewent && cl.entities[cl.viewentity].state_current.active)
                {
-                       if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)// || csqc_loaded)
-                               return;
-                       if (!e->csqc)
-                       {
-                               if (cl.viewentity)
-                                       CL_UpdateNetworkEntity(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;
+                       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));
                }
-               else
+               matrix = &viewmodelmatrix;
+       }
+       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_UpdateNetworkEntity(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))
                {
-                       // 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_UpdateNetworkEntity(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++)
                        {
-                               // 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;
                }
+       }
 
-               // 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[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
+               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];
+       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
-               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);
                }
+       }
+       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
-               // 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
-               CL_UpdateRenderEntity(&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
+       Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
+       // make the other useful stuff
+       CL_UpdateRenderEntity(&e->render);
 
-               // handle effects now that we know where this entity is in the world...
-               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)
+       // handle effects now that we know where this entity is in the world...
+       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)
+       {
+               if (e->render.effects & EF_BRIGHTFIELD)
                {
-                       if (e->render.effects & EF_BRIGHTFIELD)
-                       {
-                               if (gamemode == GAME_NEXUIZ)
-                                       trailtype = EFFECT_TR_NEXUIZPLASMA;
-                               else
-                                       CL_EntityParticles(e);
-                       }
-                       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, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0);
-                       if (e->render.effects & EF_STARDUST)
-                               CL_ParticleEffect(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0);
-                       if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
-                       {
-                               // these are only set on player entities
-                               CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
-                       }
+                       if (gamemode == GAME_NEXUIZ)
+                               trailtype = EFFECT_TR_NEXUIZPLASMA;
+                       else
+                               CL_EntityParticles(e);
                }
-               // muzzleflash fades over time, and is offset a bit
-               if (e->persistent.muzzleflash > 0)
+               if (e->render.effects & EF_DIMLIGHT)
                {
-                       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;
-                       Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
-                       CL_AllocDlight(NULL, &tempmatrix, 150, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, 0, 0, 0, -1, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
-                       e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
+                       dlightradius = max(dlightradius, 200);
+                       dlightcolor[0] += 1.50f;
+                       dlightcolor[1] += 1.50f;
+                       dlightcolor[2] += 1.50f;
                }
-               // 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_BRIGHTLIGHT)
                {
-                       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, 400);
+                       dlightcolor[0] += 3.00f;
+                       dlightcolor[1] += 3.00f;
+                       dlightcolor[2] += 3.00f;
                }
-               // LordHavoc: customizable glow
-               if (e->state_current.glowsize)
+               // LordHavoc: more effects
+               if (e->render.effects & EF_RED) // red
                {
-                       // * 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, 200);
+                       dlightcolor[0] += 1.50f;
+                       dlightcolor[1] += 0.15f;
+                       dlightcolor[2] += 0.15f;
                }
-               // make the glow dlight
-               if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
+               if (e->render.effects & EF_BLUE) // blue
                {
-                       //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);
-                       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] += 0.15f;
+                       dlightcolor[1] += 0.15f;
+                       dlightcolor[2] += 1.50f;
                }
-               // custom rtlight
-               if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
+               if (e->render.effects & EF_FLAME)
+                       CL_ParticleEffect(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0);
+               if (e->render.effects & EF_STARDUST)
+                       CL_ParticleEffect(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0);
+               if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
                {
-                       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);
+                       // these are only set on player entities
+                       CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
                }
-               // do trails
-               if (e->render.flags & RENDER_GLOWTRAIL)
-                       trailtype = EFFECT_TR_GLOWTRAIL;
-               if (trailtype)
+       }
+       // muzzleflash fades over time, and is offset a bit
+       if (e->persistent.muzzleflash > 0)
+       {
+               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;
+               Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
+               CL_AllocDlight(NULL, &tempmatrix, 150, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, 0, 0, 0, -1, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+               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)
                {
-                       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;
-               if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
-                       cl.brushmodel_entities[cl.num_brushmodel_entities++] = e->state_current.number;
-               // because the player may be attached to another entity, V_CalcRefdef must be deferred until here...
-               if (e->state_current.number == cl.viewentity)
-                       V_CalcRefdef();
+               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))
+       {
+               //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);
+               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)
+       {
+               float light[4];
+               VectorScale(e->state_current.light, (1.0f / 256.0f), light);
+               light[3] = e->state_current.light[3];
+               if (light[0] == 0 && light[1] == 0 && light[2] == 0)
+                       VectorSet(light, 1, 1, 1);
+               if (light[3] == 0)
+                       light[3] = 350;
+               // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
+               CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+       }
+       // do trails
+       if (e->render.flags & RENDER_GLOWTRAIL)
+               trailtype = 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_ParticleEffect(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor);
+       }
+       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->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;
+       if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
+               cl.brushmodel_entities[cl.num_brushmodel_entities++] = e->state_current.number;
 }
 
 
@@ -1188,11 +1161,24 @@ void CL_UpdateNetworkEntity(entity_t *e)
 CL_UpdateEntities
 ===============
 */
-static void CL_UpdateEntities(void)
+void CL_UpdateEntities(void)
 {
        entity_t *ent;
        int i;
 
+// start on the entity after the world
+       for (i = 1;i < cl.num_entities;i++)
+       {
+               if (cl.entities_active[i])
+               {
+                       ent = cl.entities + i;
+                       if (ent->state_current.active)
+                               CL_UpdateNetworkEntity(ent);
+                       else
+                               cl.entities_active[i] = false;
+               }
+       }
+
        ent = &cl.viewent;
        ent->state_previous = ent->state_current;
        ent->state_current = defaultstate;
@@ -1219,70 +1205,36 @@ static void CL_UpdateEntities(void)
                ent->render.frame1time = ent->render.frame2time = cl.time;
                ent->render.framelerp = 1;
        }
-
-       // start on the entity after the world
-       entitylinkframenumber++;
-       for (i = 1;i < cl.num_entities;i++)
-       {
-               if (cl.entities_active[i])
-               {
-                       ent = cl.entities + i;
-                       if (ent->state_current.active)
-                               CL_UpdateNetworkEntity(ent);
-                       else
-                               cl.entities_active[i] = false;
-               }
-       }
-       CL_UpdateNetworkEntity(&cl.viewent);
+       CL_UpdateNetworkEntity(ent);
 }
 
 // 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)
 {
-       entity_t *t;
-       if (e->persistent.linkframe != entitylinkframenumber)
+       // skip inactive entities and world
+       if (!e->state_current.active || e == cl.entities)
+               return;
+       if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
        {
-               e->persistent.linkframe = entitylinkframenumber;
-               // skip inactive entities and world
-               if (!e->state_current.active || e == cl.entities || e == cl.csqcentities)
+               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;
-               if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
-               {
-                       if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
-                               return;
-                       if (!e->csqc)
-                       if (cl.viewentity)
-                               CL_LinkNetworkEntity(cl.entities + cl.viewentity);
-               }
-               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);
-               }
-
-               // 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);
        }
+
+       // 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)
@@ -1564,11 +1516,6 @@ void CL_LerpPlayer(float frac)
 
 void CSQC_RelinkAllEntities (int drawmask)
 {
-       // process network entities (note: this sets up the view!)
-       cl.num_brushmodel_entities = 0;
-       CL_UpdateEntities();
-
-       entitylinkframenumber++;
        // link stuff
        CL_RelinkWorld();
        CL_RelinkStaticEntities();
@@ -1579,12 +1526,11 @@ void CSQC_RelinkAllEntities (int drawmask)
        if (drawmask & ENTMASK_ENGINE)
        {
                CL_RelinkNetworkEntities();
+               if (drawmask & ENTMASK_ENGINEVIEWMODELS)
+                       CL_LinkNetworkEntity(&cl.viewent); // link gun model
                CL_RelinkQWNails();
        }
 
-       if (drawmask & ENTMASK_ENGINEVIEWMODELS)
-               CL_LinkNetworkEntity(&cl.viewent); // link gun model
-
        // update view blend
        V_CalcViewBlend();
 }
@@ -1625,31 +1571,20 @@ int CL_ReadFromServer(void)
                // predict current player location
                CL_ClientMovement_Replay();
 
-               // now that the player entity has been updated we can call V_CalcRefdef
+               cl.num_brushmodel_entities = 0;
+               // process network entities
+               // first link the player
+               CL_UpdateNetworkEntity(cl.entities + cl.viewentity);
+               // set up the view
                V_CalcRefdef();
-
-               if(!csqc_loaded)        //[515]: csqc
+               if (!csqc_loaded)
                {
-                       // process network entities (note: this sets up the view!)
-                       cl.num_brushmodel_entities = 0;
+                       // now link the rest of the network entities
+                       // (this is instead done in VM_R_RenderScene if csqc is loaded)
                        CL_UpdateEntities();
-
-                       entitylinkframenumber++;
-                       // link stuff
-                       CL_RelinkWorld();
-                       CL_RelinkStaticEntities();
-                       CL_RelinkBeams();
-                       CL_RelinkEffects();
-
-                       CL_RelinkNetworkEntities();
-                       CL_LinkNetworkEntity(&cl.viewent); // link gun model
-                       CL_RelinkQWNails();
-
-                       // update view blend
-                       V_CalcViewBlend();
                }
-               else
-                       csqc_frame = true;
+
+               CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
 
                CL_UpdateLights();
                CL_StairSmoothing();
index df05ea4..b83c5e9 100644 (file)
--- a/client.h
+++ b/client.h
@@ -274,8 +274,6 @@ entity_render_t;
 
 typedef struct entity_persistent_s
 {
-       int linkframe;
-
        vec3_t trail_origin;
 
        // particle trail
@@ -300,7 +298,6 @@ entity_persistent_t;
 
 typedef struct entity_s
 {
-       qboolean csqc;
        // baseline state (default values)
        entity_state_t state_baseline;
        // previous state (interpolating from this)
@@ -1026,6 +1023,7 @@ void CL_Disconnect (void);
 void CL_Disconnect_f (void);
 
 void CL_UpdateRenderEntity(entity_render_t *ent);
+void CL_UpdateEntities(void);
 
 //
 // cl_input
index cc7130b..b90a0b0 100644 (file)
@@ -762,12 +762,11 @@ void VM_CL_getlight (void)
 
 //============================================================================
 //[515]: SCENE MANAGER builtins
-extern void V_CalcRefdef (void);//view.c
 extern qboolean CSQC_AddRenderEdict (prvm_edict_t *ed);//csprogs.c
 extern void CSQC_ClearCSQCEntities (void);//csprogs.c
 
 matrix4x4_t csqc_listenermatrix;
-qboolean csqc_usecsqclistener = false, csqc_frame = false;//[515]: per-frame
+qboolean csqc_usecsqclistener = false;//[515]: per-frame
 
 static void CSQC_R_RecalcView (void)
 {
@@ -782,6 +781,7 @@ static void CSQC_R_RecalcView (void)
 void VM_R_ClearScene (void)
 {
        VM_SAFEPARMCOUNT(0, VM_R_ClearScene);
+       r_refdef.numentities = 0;
 //     CSQC_R_RecalcView();
        CSQC_ClearCSQCEntities();
 }
@@ -922,6 +922,8 @@ void VM_R_SetView (void)
 void VM_R_RenderScene (void) //#134
 {
        VM_SAFEPARMCOUNT(0, VM_R_RenderScene);
+       // update all renderable network entities
+       CL_UpdateEntities();
        R_RenderView();
 }
 
@@ -1129,7 +1131,7 @@ void VM_CL_trailparticles (void)
        if (entnum >= cl.max_csqcentities)
                CL_ExpandCSQCEntities(entnum);
 
-       CL_ParticleEffect(i, VectorDistance(start, end), start, end, t->fields.client->velocity, t->fields.client->velocity, &cl.csqcentities[entnum], (int)PRVM_G_FLOAT(OFS_PARM4));
+       CL_ParticleEffect(i, VectorDistance(start, end), start, end, t->fields.client->velocity, t->fields.client->velocity, NULL, (int)PRVM_G_FLOAT(OFS_PARM4));
 }
 
 //#337 void(float effectnum, vector origin, vector dir, float count) pointparticles (EXT_CSQC)
index 17c1a4a..cb1c2dc 100644 (file)
--- a/csprogs.c
+++ b/csprogs.c
@@ -311,7 +311,6 @@ qboolean CL_VM_UpdateView (void)
                PRVM_ExecuteProgram (prog->globals.client->CSQC_UpdateView, CL_F_UPDATEVIEW);
                //VectorCopy(oldangles, cl.viewangles);
        CSQC_END
-       csqc_frame = false;
        return true;
 }
 
index 996782f..ffcb5cb 100644 (file)
--- a/csprogs.h
+++ b/csprogs.h
@@ -48,7 +48,6 @@
                                                                // Note that to use this properly, you'll NEED to use the predraw function to set the globals.
 //#define RF_DOUBLESIDED               32
 
-extern qboolean csqc_frame;
 extern int csqc_buttons;
 extern qboolean csqc_loaded;
 extern vec3_t csqc_origin, csqc_angles;
diff --git a/view.c b/view.c
index 4d0de9c..c3ccb51 100644 (file)
--- a/view.c
+++ b/view.c
@@ -351,8 +351,6 @@ void V_CalcRefdef (void)
        entity_t *ent;
        float vieworg[3], gunorg[3], viewangles[3];
        trace_t trace;
-       if(csqc_loaded)
-               return;
        VectorClear(gunorg);
        viewmodelmatrix = identitymatrix;
        r_view.matrix = identitymatrix;