]> de.git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
added r_lightning.c to move the lightning beam rendering code out of cl_main.c
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 14 Jul 2003 15:46:58 +0000 (15:46 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 14 Jul 2003 15:46:58 +0000 (15:46 +0000)
shrunk entity_t struct a bit (by removing some stuff from persistent which had similar/identical values in render)
restructured/refactored some of entity relinking (now all relinking happens in cl_main.c where it belongs, moved viewmodel stuff out of view code)
restructured how viewmodels are handled
streamlined/cleanedup/refactored V_CalcRefdef (and merged in V_UpdateBlends and V_AddIdle and V_CalcBob)

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@3275 d7cf8633-e32d-0410-b094-e92efae38249

cl_main.c
cl_screen.c
client.h
gl_rmain.c
makefile
r_lightning.c [new file with mode: 0644]
view.c

index 820d6253dca8c0299c18a387b302d3b4afd15a08..c9a2b18be54cb1be5fa285f066657de653546195 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -91,7 +91,7 @@ CL_ClearState
 
 =====================
 */
-void CL_ClearState (void)
+void CL_ClearState(void)
 {
        int i;
 
@@ -197,7 +197,7 @@ void CL_Disconnect(void)
        cls.signon = 0;
 }
 
-void CL_Disconnect_f (void)
+void CL_Disconnect_f(void)
 {
        CL_Disconnect ();
        if (sv.active)
@@ -250,7 +250,7 @@ void CL_EstablishConnection(const char *host)
 CL_PrintEntities_f
 ==============
 */
-static void CL_PrintEntities_f (void)
+static void CL_PrintEntities_f(void)
 {
        entity_t *ent;
        int i, j;
@@ -329,47 +329,6 @@ void CL_BoundingBoxForEntity(entity_render_t *ent)
        }
 }
 
-void CL_LerpUpdate(entity_t *e)
-{
-       entity_persistent_t *p;
-       entity_render_t *r;
-       p = &e->persistent;
-       r = &e->render;
-
-       if (p->modelindex != e->state_current.modelindex)
-       {
-               // reset all interpolation information
-               p->modelindex = e->state_current.modelindex;
-               p->frame1 = p->frame2 = e->state_current.frame;
-               p->frame1time = p->frame2time = cl.time;
-               p->framelerp = 1;
-       }
-       else if (p->frame2 != e->state_current.frame)
-       {
-               // transition to new frame
-               p->frame1 = p->frame2;
-               p->frame1time = p->frame2time;
-               p->frame2 = e->state_current.frame;
-               p->frame2time = cl.time;
-               p->framelerp = 0;
-       }
-       else
-       {
-               // update transition
-               p->framelerp = (cl.time - p->frame2time) * 10;
-               p->framelerp = bound(0, p->framelerp, 1);
-       }
-
-       r->model = cl.model_precache[e->state_current.modelindex];
-       Mod_CheckLoaded(r->model);
-       r->frame = e->state_current.frame;
-       r->frame1 = p->frame1;
-       r->frame2 = p->frame2;
-       r->framelerp = p->framelerp;
-       r->frame1time = p->frame1time;
-       r->frame2time = p->frame2time;
-}
-
 /*
 ===============
 CL_LerpPoint
@@ -378,7 +337,7 @@ Determines the fraction between the last two messages that the objects
 should be put at.
 ===============
 */
-static float CL_LerpPoint (void)
+static float CL_LerpPoint(void)
 {
        float f;
 
@@ -405,7 +364,7 @@ void CL_ClearTempEntities (void)
        cl_num_temp_entities = 0;
 }
 
-entity_t *CL_NewTempEntity (void)
+entity_t *CL_NewTempEntity(void)
 {
        entity_t *ent;
 
@@ -423,7 +382,32 @@ entity_t *CL_NewTempEntity (void)
        return ent;
 }
 
-void CL_AllocDlight (entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime)
+void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
+{
+       int i;
+       cl_effect_t *e;
+       if (!modelindex) // sanity check
+               return;
+       for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
+       {
+               if (e->active)
+                       continue;
+               e->active = true;
+               VectorCopy(org, e->origin);
+               e->modelindex = modelindex;
+               e->starttime = cl.time;
+               e->startframe = startframe;
+               e->endframe = startframe + framecount;
+               e->framerate = framerate;
+
+               e->frame = 0;
+               e->frame1time = cl.time;
+               e->frame2time = cl.time;
+               break;
+       }
+}
+
+void CL_AllocDlight(entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime)
 {
        int i;
        dlight_t *dl;
@@ -466,7 +450,7 @@ dlightsetup:
                dl->die = 0;
 }
 
-void CL_DecayLights (void)
+void CL_DecayLights(void)
 {
        int i;
        dlight_t *dl;
@@ -491,370 +475,338 @@ void CL_DecayLights (void)
        }
 }
 
-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;
-       Matrix4x4_CreateIdentity(&ent->render.matrix);
-       Matrix4x4_CreateIdentity(&ent->render.inversematrix);
-       CL_BoundingBoxForEntity(&ent->render);
-}
-
-static void CL_RelinkStaticEntities(void)
-{
-       int i;
-       for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++)
-       {
-               Mod_CheckLoaded(cl_static_entities[i].render.model);
-               r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render;
-       }
-}
-
-/*
-===============
-CL_RelinkEntities
-===============
-*/
 extern qboolean Nehahrademcompatibility;
 #define MAXVIEWMODELS 32
 entity_t *viewmodels[MAXVIEWMODELS];
 int numviewmodels;
-static void CL_RelinkNetworkEntities(void)
+void CL_RelinkNetworkEntity(entity_t *e)
 {
-       entity_t *ent;
-       int i, effects, temp;
-       float d, bobjrotate, bobjoffset, lerp;
-       vec3_t oldorg, neworg, delta, dlightcolor, v, v2, mins, maxs;
-
-       numviewmodels = 0;
-
-       bobjrotate = ANGLEMOD(100*cl.time);
-       if (cl_itembobheight.value)
-               bobjoffset = (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
-       else
-               bobjoffset = 0;
+       int trailtype, temp;
+       float oldorg[3], delta[3], lerp, dlightcolor[3], mins[3], maxs[3], v[3], v2[3], d;
+       entity_persistent_t *p;
+       entity_render_t *r;
+       p = &e->persistent;
+       r = &e->render;
 
-       // start on the entity after the world
-       for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++)
+       if (e->state_previous.active && e->state_current.modelindex == e->state_previous.modelindex)
        {
-               // if the object isn't active in the current network frame, skip it
-               if (!cl_entities_active[i])
-                       continue;
-               if (!ent->state_current.active)
+               // movement lerp
+               if (p->lerpdeltatime > 0 && (lerp = (cl.time - p->lerpstarttime) / p->lerpdeltatime) < 1)
                {
-                       cl_entities_active[i] = false;
-                       continue;
+                       // read the old origin
+                       VectorCopy(r->origin, oldorg);
+                       // interpolate the origin and angles
+                       r->origin[0] = p->oldorigin[0] + lerp * (p->neworigin[0] - p->oldorigin[0]);
+                       r->origin[1] = p->oldorigin[1] + lerp * (p->neworigin[1] - p->oldorigin[1]);
+                       r->origin[2] = p->oldorigin[2] + lerp * (p->neworigin[2] - p->oldorigin[2]);
+                       VectorSubtract(p->newangles, p->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(p->oldangles, lerp, delta, r->angles);
                }
-
-               VectorCopy(ent->persistent.trail_origin, oldorg);
-
-               if (!ent->state_previous.active)
+               else
                {
-                       // only one state available
-                       VectorCopy (ent->persistent.neworigin, neworg);
-                       VectorCopy (ent->persistent.newangles, ent->render.angles);
-                       VectorCopy (neworg, oldorg);
+                       // no interpolation
+                       VectorCopy(p->neworigin, r->origin);
+                       VectorCopy(p->neworigin, oldorg);
+                       VectorCopy(p->newangles, r->angles);
                }
-               else
+               // animation lerp
+               if (r->frame2 != e->state_current.frame)
                {
-                       // if the delta is large, assume a teleport and don't lerp
-                       VectorSubtract(ent->persistent.neworigin, ent->persistent.oldorigin, delta);
-                       if (ent->persistent.lerpdeltatime > 0)
-                       {
-                               lerp = (cl.time - ent->persistent.lerpstarttime) / ent->persistent.lerpdeltatime;
-                               if (lerp < 1)
-                               {
-                                       // interpolate the origin and angles
-                                       VectorMA(ent->persistent.oldorigin, lerp, delta, neworg);
-                                       VectorSubtract(ent->persistent.newangles, ent->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(ent->persistent.oldangles, lerp, delta, ent->render.angles);
-                               }
-                               else
-                               {
-                                       // no interpolation
-                                       VectorCopy (ent->persistent.neworigin, neworg);
-                                       VectorCopy (ent->persistent.newangles, ent->render.angles);
-                               }
-                       }
-                       else
-                       {
-                               // no interpolation
-                               VectorCopy (ent->persistent.neworigin, neworg);
-                               VectorCopy (ent->persistent.newangles, ent->render.angles);
-                       }
+                       // begin a new frame lerp
+                       r->frame1 = r->frame2;
+                       r->frame1time = r->frame2time;
+                       r->frame = r->frame2 = e->state_current.frame;
+                       r->frame2time = cl.time;
+                       r->framelerp = 0;
                }
-
-               if (!ent->render.model || ent->render.model->type != mod_brush)
-                       ent->render.angles[0] = -ent->render.angles[0];
-
-               VectorCopy (neworg, ent->persistent.trail_origin);
-               // persistent.modelindex will be updated by CL_LerpUpdate
-               if (ent->state_current.modelindex != ent->persistent.modelindex || !ent->state_previous.active)
-                       VectorCopy(neworg, oldorg);
-
-               VectorCopy (neworg, ent->render.origin);
-               ent->render.flags = ent->state_current.flags;
-               if (i == cl.viewentity)
-                       ent->render.flags |= RENDER_EXTERIORMODEL;
-               ent->render.effects = effects = ent->state_current.effects;
-               if (ent->state_current.flags & RENDER_COLORMAPPED)
-                       ent->render.colormap = ent->state_current.colormap;
-               else if (cl.scores == NULL || !ent->state_current.colormap)
-                       ent->render.colormap = -1; // no special coloring
                else
-                       ent->render.colormap = cl.scores[ent->state_current.colormap - 1].colors; // color it
-               ent->render.skinnum = ent->state_current.skin;
-               ent->render.alpha = ent->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
-               ent->render.scale = ent->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
-
-               if (ent->render.model && ent->render.model->flags & EF_ROTATE)
                {
-                       ent->render.angles[1] = bobjrotate;
-                       ent->render.origin[2] += bobjoffset;
+                       // update frame lerp fraction
+                       r->framelerp = r->frame2time > r->frame1time ? ((cl.time - r->frame2time) / (r->frame2time - r->frame1time)) : 1;
+                       r->framelerp = bound(0, r->framelerp, 1);
                }
+       }
+       else
+       {
+               // no interpolation
+               VectorCopy(p->neworigin, r->origin);
+               VectorCopy(p->neworigin, oldorg);
+               VectorCopy(p->newangles, r->angles);
+               r->frame = r->frame1 = r->frame2 = e->state_current.frame;
+               r->frame1time = r->frame2time = cl.time;
+               r->framelerp = 1;
+       }
 
-               Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, ent->render.origin[0], ent->render.origin[1], ent->render.origin[2], ent->render.angles[0], ent->render.angles[1], ent->render.angles[2], ent->render.scale);
-
-               // update interpolation info
-               CL_LerpUpdate(ent);
+       r->alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
+       r->scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
+       r->flags = e->state_current.flags;
+       if (e - cl_entities == cl.viewentity)
+               r->flags |= RENDER_EXTERIORMODEL;
+       r->effects = e->state_current.effects;
+       if (e->state_current.flags & RENDER_COLORMAPPED)
+               r->colormap = e->state_current.colormap;
+       else if (cl.scores != NULL && e->state_current.colormap)
+               r->colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
+       else
+               r->colormap = -1; // no special coloring
+       r->skinnum = e->state_current.skin;
 
-               // handle effects now...
-               dlightcolor[0] = 0;
-               dlightcolor[1] = 0;
-               dlightcolor[2] = 0;
+       // handle effects now...
+       trailtype = -1;
+       dlightcolor[0] = 0;
+       dlightcolor[1] = 0;
+       dlightcolor[2] = 0;
 
-               // LordHavoc: if the entity has no effects, don't check each
-               if (effects)
+       // LordHavoc: if the entity has no effects, don't check each
+       if (r->effects)
+       {
+               if (r->effects & EF_BRIGHTFIELD)
                {
-                       if (effects & EF_BRIGHTFIELD)
-                       {
-                               if (gamemode == GAME_NEXUIZ)
-                               {
-                                       dlightcolor[0] += 100.0f;
-                                       dlightcolor[1] += 200.0f;
-                                       dlightcolor[2] += 400.0f;
-                                       // don't do trail if we have no previous location
-                                       if (ent->state_previous.active)
-                                               CL_RocketTrail (oldorg, neworg, 8, ent);
-                               }
-                               else
-                                       CL_EntityParticles (ent);
-                       }
-                       if (effects & EF_MUZZLEFLASH)
-                               ent->persistent.muzzleflash = 100.0f;
-                       if (effects & EF_DIMLIGHT)
+                       if (gamemode == GAME_NEXUIZ)
                        {
-                               dlightcolor[0] += 200.0f;
+                               dlightcolor[0] += 100.0f;
                                dlightcolor[1] += 200.0f;
-                               dlightcolor[2] += 200.0f;
-                       }
-                       if (effects & EF_BRIGHTLIGHT)
-                       {
-                               dlightcolor[0] += 400.0f;
-                               dlightcolor[1] += 400.0f;
                                dlightcolor[2] += 400.0f;
+                               trailtype = 8;
                        }
-                       // LordHavoc: added EF_RED and EF_BLUE
-                       if (effects & EF_RED) // red
-                       {
-                               dlightcolor[0] += 200.0f;
-                               dlightcolor[1] +=  20.0f;
-                               dlightcolor[2] +=  20.0f;
-                       }
-                       if (effects & EF_BLUE) // blue
-                       {
-                               dlightcolor[0] +=  20.0f;
-                               dlightcolor[1] +=  20.0f;
-                               dlightcolor[2] += 200.0f;
-                       }
-                       if (effects & EF_FLAME)
-                       {
-                               if (ent->render.model)
-                               {
-                                       mins[0] = neworg[0] - 16.0f;
-                                       mins[1] = neworg[1] - 16.0f;
-                                       mins[2] = neworg[2] - 16.0f;
-                                       maxs[0] = neworg[0] + 16.0f;
-                                       maxs[1] = neworg[1] + 16.0f;
-                                       maxs[2] = neworg[2] + 16.0f;
-                                       // how many flames to make
-                                       temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
-                                       CL_FlameCube(mins, maxs, temp);
-                               }
-                               d = lhrandom(200, 250);
-                               dlightcolor[0] += d * 1.0f;
-                               dlightcolor[1] += d * 0.7f;
-                               dlightcolor[2] += d * 0.3f;
-                       }
-                       if (effects & EF_STARDUST)
-                       {
-                               if (ent->render.model)
-                               {
-                                       mins[0] = neworg[0] - 16.0f;
-                                       mins[1] = neworg[1] - 16.0f;
-                                       mins[2] = neworg[2] - 16.0f;
-                                       maxs[0] = neworg[0] + 16.0f;
-                                       maxs[1] = neworg[1] + 16.0f;
-                                       maxs[2] = neworg[2] + 16.0f;
-                                       // how many particles to make
-                                       temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
-                                       CL_Stardust(mins, maxs, temp);
-                               }
-                               d = 100;
-                               dlightcolor[0] += d * 1.0f;
-                               dlightcolor[1] += d * 0.7f;
-                               dlightcolor[2] += d * 0.3f;
-                       }
+                       else
+                               CL_EntityParticles(e);
                }
-
-               if (ent->persistent.muzzleflash > 0)
+               if (r->effects & EF_MUZZLEFLASH)
+                       p->muzzleflash = 100.0f;
+               if (r->effects & EF_DIMLIGHT)
                {
-                       v2[0] = ent->render.matrix.m[0][0] * 18 + neworg[0];
-                       v2[1] = ent->render.matrix.m[0][1] * 18 + neworg[1];
-                       v2[2] = ent->render.matrix.m[0][2] * 18 + neworg[2] + 16;
-                       CL_TraceLine(neworg, v2, v, NULL, 0, true, NULL);
-
-                       CL_AllocDlight (NULL, v, ent->persistent.muzzleflash, 1, 1, 1, 0, 0);
-                       ent->persistent.muzzleflash -= cl.frametime * 1000;
+                       dlightcolor[0] += 200.0f;
+                       dlightcolor[1] += 200.0f;
+                       dlightcolor[2] += 200.0f;
                }
-
-               // LordHavoc: if the model has no flags, don't check each
-               if (ent->render.model && ent->render.model->flags)
+               if (r->effects & EF_BRIGHTLIGHT)
                {
-                       // note: EF_ROTATE handled above, above matrix calculation
-                       // only do trails if present in the previous frame as well
-                       if (ent->state_previous.active)
-                       {
-                               if (ent->render.model->flags & EF_GIB)
-                                       CL_RocketTrail (oldorg, neworg, 2, ent);
-                               else if (ent->render.model->flags & EF_ZOMGIB)
-                                       CL_RocketTrail (oldorg, neworg, 4, ent);
-                               else if (ent->render.model->flags & EF_TRACER)
-                               {
-                                       CL_RocketTrail (oldorg, neworg, 3, ent);
-                                       dlightcolor[0] += 0x10;
-                                       dlightcolor[1] += 0x40;
-                                       dlightcolor[2] += 0x10;
-                               }
-                               else if (ent->render.model->flags & EF_TRACER2)
-                               {
-                                       CL_RocketTrail (oldorg, neworg, 5, ent);
-                                       dlightcolor[0] += 0x50;
-                                       dlightcolor[1] += 0x30;
-                                       dlightcolor[2] += 0x10;
-                               }
-                               else if (ent->render.model->flags & EF_ROCKET)
-                               {
-                                       CL_RocketTrail (oldorg, ent->render.origin, 0, ent);
-                                       dlightcolor[0] += 200.0f;
-                                       dlightcolor[1] += 160.0f;
-                                       dlightcolor[2] +=  80.0f;
-                               }
-                               else if (ent->render.model->flags & EF_GRENADE)
-                               {
-                                       if (ent->render.alpha == -1) // LordHavoc: Nehahra dem compatibility (cigar smoke)
-                                               CL_RocketTrail (oldorg, neworg, 7, ent);
-                                       else
-                                               CL_RocketTrail (oldorg, neworg, 1, ent);
-                               }
-                               else if (ent->render.model->flags & EF_TRACER3)
-                               {
-                                       CL_RocketTrail (oldorg, neworg, 6, ent);
-                                       dlightcolor[0] += 0x50;
-                                       dlightcolor[1] += 0x20;
-                                       dlightcolor[2] += 0x40;
-                               }
-                       }
+                       dlightcolor[0] += 400.0f;
+                       dlightcolor[1] += 400.0f;
+                       dlightcolor[2] += 400.0f;
                }
-               // LordHavoc: customizable glow
-               if (ent->state_current.glowsize)
+               // LordHavoc: added EF_RED and EF_BLUE
+               if (r->effects & EF_RED) // red
                {
-                       // * 4 for the expansion from 0-255 to 0-1023 range,
-                       // / 255 to scale down byte colors
-                       VectorMA(dlightcolor, ent->state_current.glowsize * (4.0f / 255.0f), (qbyte *)&palette_complete[ent->state_current.glowcolor], dlightcolor);
+                       dlightcolor[0] += 200.0f;
+                       dlightcolor[1] +=  20.0f;
+                       dlightcolor[2] +=  20.0f;
                }
-               // LordHavoc: customizable trail
-               if (ent->render.flags & RENDER_GLOWTRAIL)
-                       CL_RocketTrail2 (oldorg, neworg, ent->state_current.glowcolor, ent);
-
-               if (dlightcolor[0] || dlightcolor[1] || dlightcolor[2])
+               if (r->effects & EF_BLUE) // blue
                {
-                       VectorCopy(neworg, v);
-                       // hack to make glowing player light shine on their gun
-                       if (i == cl.viewentity/* && !chase_active.integer*/)
-                               v[2] += 30;
-                       CL_AllocDlight (&ent->render, v, 1, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0);
+                       dlightcolor[0] +=  20.0f;
+                       dlightcolor[1] +=  20.0f;
+                       dlightcolor[2] += 200.0f;
                }
+               if (r->effects & EF_FLAME)
+               {
+                       mins[0] = r->origin[0] - 16.0f;
+                       mins[1] = r->origin[1] - 16.0f;
+                       mins[2] = r->origin[2] - 16.0f;
+                       maxs[0] = r->origin[0] + 16.0f;
+                       maxs[1] = r->origin[1] + 16.0f;
+                       maxs[2] = r->origin[2] + 16.0f;
+                       // how many flames to make
+                       temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
+                       CL_FlameCube(mins, maxs, temp);
+                       d = lhrandom(200, 250);
+                       dlightcolor[0] += d * 1.0f;
+                       dlightcolor[1] += d * 0.7f;
+                       dlightcolor[2] += d * 0.3f;
+               }
+               if (r->effects & EF_STARDUST)
+               {
+                       mins[0] = r->origin[0] - 16.0f;
+                       mins[1] = r->origin[1] - 16.0f;
+                       mins[2] = r->origin[2] - 16.0f;
+                       maxs[0] = r->origin[0] + 16.0f;
+                       maxs[1] = r->origin[1] + 16.0f;
+                       maxs[2] = r->origin[2] + 16.0f;
+                       // how many particles to make
+                       temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
+                       CL_Stardust(mins, maxs, temp);
+                       d = 100;
+                       dlightcolor[0] += d * 1.0f;
+                       dlightcolor[1] += d * 0.7f;
+                       dlightcolor[2] += d * 0.3f;
+               }
+       }
 
-               if (chase_active.integer && (ent->render.flags & RENDER_VIEWMODEL))
-                       continue;
+       r->model = cl.model_precache[e->state_current.modelindex];
+       if (r->model)
+       {
+               Mod_CheckLoaded(r->model);
+               if (r->model->type != mod_brush)
+                       r->angles[0] = -r->angles[0];
+               // LordHavoc: if the model has no flags, don't check each
+               if (r->model->flags & EF_ROTATE)
+               {
+                       r->angles[1] = ANGLEMOD(100*cl.time);
+                       if (cl_itembobheight.value)
+                               r->origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
+               }
+       }
 
-               // don't show entities with no modelindex (note: this still shows
-               // entities which have a modelindex that resolved to a NULL model)
-               if (!ent->state_current.modelindex)
-                       continue;
-               if (effects & EF_NODRAW)
-                       continue;
+       Matrix4x4_CreateFromQuakeEntity(&r->matrix, r->origin[0], r->origin[1], r->origin[2], r->angles[0], r->angles[1], r->angles[2], r->scale);
+       Matrix4x4_Invert_Simple(&r->inversematrix, &r->matrix);
+       CL_BoundingBoxForEntity(&e->render);
 
-               // store a list of view-relative entities for later adjustment in view code
-               if (ent->render.flags & RENDER_VIEWMODEL)
+       // LordHavoc: if the model has no flags, don't check each
+       if (r->model && r->model->flags)
+       {
+               if (r->model->flags & EF_GIB)
+                       trailtype = 2;
+               else if (r->model->flags & EF_ZOMGIB)
+                       trailtype = 4;
+               else if (r->model->flags & EF_TRACER)
                {
-                       if (numviewmodels < MAXVIEWMODELS)
-                               viewmodels[numviewmodels++] = ent;
-                       continue;
+                       trailtype = 3;
+                       dlightcolor[0] += 0x10;
+                       dlightcolor[1] += 0x40;
+                       dlightcolor[2] += 0x10;
+               }
+               else if (r->model->flags & EF_TRACER2)
+               {
+                       trailtype = 5;
+                       dlightcolor[0] += 0x50;
+                       dlightcolor[1] += 0x30;
+                       dlightcolor[2] += 0x10;
+               }
+               else if (r->model->flags & EF_ROCKET)
+               {
+                       trailtype = 0;
+                       dlightcolor[0] += 200.0f;
+                       dlightcolor[1] += 160.0f;
+                       dlightcolor[2] +=  80.0f;
+               }
+               else if (r->model->flags & EF_GRENADE)
+               {
+                       // LordHavoc: r->alpha == -1 is for Nehahra dem compatibility (cigar smoke)
+                       trailtype = r->alpha == -1 ? 7 : 1;
+               }
+               else if (r->model->flags & EF_TRACER3)
+               {
+                       trailtype = 6;
+                       dlightcolor[0] += 0x50;
+                       dlightcolor[1] += 0x20;
+                       dlightcolor[2] += 0x40;
                }
+       }
 
-               Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
+       // 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
+               VectorMA(dlightcolor, e->state_current.glowsize * (4.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
+       }
 
-               CL_BoundingBoxForEntity(&ent->render);
-               if (ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->type == mod_brush)
-                       cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
+       // trails need a previous frame...
+       if (e->state_previous.active)
+       {
+               // LordHavoc: customizable trail
+               if (r->flags & RENDER_GLOWTRAIL)
+                       CL_RocketTrail2(oldorg, r->origin, e->state_current.glowcolor, e);
+               else if (trailtype >= 0)
+                       CL_RocketTrail(oldorg, r->origin, trailtype, e);
+       }
 
-               // note: the cl.viewentity and intermission check is to hide player
-               // shadow during intermission and during the Nehahra movie and
-               // Nehahra cinematics
-               if (!(ent->state_current.effects & EF_NOSHADOW)
-                && !(ent->state_current.effects & EF_ADDITIVE)
-                && (ent->state_current.alpha == 255)
-                && !(ent->render.flags & RENDER_VIEWMODEL)
-                && (i != cl.viewentity || (!cl.intermission && !Nehahrademcompatibility && !cl_noplayershadow.integer)))
-                       ent->render.flags |= RENDER_SHADOW;
+       if (dlightcolor[0] || dlightcolor[1] || dlightcolor[2])
+       {
+               VectorCopy(r->origin, v);
+               // hack to make glowing player light shine on their gun
+               if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
+                       v[2] += 30;
+               CL_AllocDlight(r, v, 1, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0);
+       }
 
-               if (r_refdef.numentities < r_refdef.maxentities)
-                       r_refdef.entities[r_refdef.numentities++] = &ent->render;
+       if (p->muzzleflash > 0)
+       {
+               v2[0] = r->matrix.m[0][0] * 18 + r->matrix.m[0][3];
+               v2[1] = r->matrix.m[0][1] * 18 + r->matrix.m[1][3];
+               v2[2] = r->matrix.m[0][2] * 18 + r->matrix.m[2][3];
+               CL_TraceLine(r->origin, v2, v, NULL, 0, true, NULL);
 
-               if (cl_num_entities < i + 1)
-                       cl_num_entities = i + 1;
+               CL_AllocDlight(NULL, v, p->muzzleflash, 1, 1, 1, 0, 0);
+               p->muzzleflash -= cl.frametime * 1000;
+       }
+
+       // note: the cl.viewentity and intermission check is to hide player
+       // shadow during intermission and during the Nehahra movie and
+       // Nehahra cinematics
+       if (!(r->effects & (EF_NOSHADOW | EF_ADDITIVE))
+        && (r->alpha == 1)
+        && !(r->flags & RENDER_VIEWMODEL)
+        && ((e - cl_entities) != cl.viewentity || (!cl.intermission && !Nehahrademcompatibility && !cl_noplayershadow.integer)))
+               r->flags |= RENDER_SHADOW;
+
+       // don't show entities with no modelindex (note: this still shows
+       // entities which have a modelindex that resolved to a NULL model)
+       if (r->model && !(r->effects & EF_NODRAW))
+       {
+               if (r->flags & RENDER_VIEWMODEL)
+               {
+                       // store a list of view-relative entities for later adjustment in view code
+                       if (numviewmodels < MAXVIEWMODELS)
+                               viewmodels[numviewmodels++] = e;
+               }
+               else
+               {
+                       if (r->model->name[0] == '*' && r->model->type == mod_brush)
+                               cl_brushmodel_entities[cl_num_brushmodel_entities++] = &e->render;
+                       if (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;
+               }
        }
 }
 
-void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
+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;
+       Matrix4x4_CreateIdentity(&ent->render.matrix);
+       Matrix4x4_CreateIdentity(&ent->render.inversematrix);
+       CL_BoundingBoxForEntity(&ent->render);
+}
+
+static void CL_RelinkStaticEntities(void)
 {
        int i;
-       cl_effect_t *e;
-       if (!modelindex) // sanity check
-               return;
-       for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
+       for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++)
        {
-               if (e->active)
-                       continue;
-               e->active = true;
-               VectorCopy(org, e->origin);
-               e->modelindex = modelindex;
-               e->starttime = cl.time;
-               e->startframe = startframe;
-               e->endframe = startframe + framecount;
-               e->framerate = framerate;
+               Mod_CheckLoaded(cl_static_entities[i].render.model);
+               r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render;
+       }
+}
 
-               e->frame = 0;
-               e->frame1time = cl.time;
-               e->frame2time = cl.time;
-               break;
+/*
+===============
+CL_RelinkEntities
+===============
+*/
+static void CL_RelinkNetworkEntities(void)
+{
+       entity_t *ent;
+       int i;
+
+       // start on the entity after the world
+       for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++)
+       {
+               if (cl_entities_active[i])
+               {
+                       if (ent->state_current.active)
+                               CL_RelinkNetworkEntity(ent);
+                       else
+                               cl_entities_active[i] = false;
+               }
        }
 }
 
@@ -873,7 +825,6 @@ static void CL_RelinkEffects(void)
                        intframe = frame;
                        if (intframe < 0 || intframe >= e->endframe)
                        {
-                               e->active = false;
                                memset(e, 0, sizeof(*e));
                                continue;
                        }
@@ -899,11 +850,9 @@ static void CL_RelinkEffects(void)
                                ent->render.frame2time = e->frame2time;
 
                                // normal stuff
-                               //VectorCopy(e->origin, ent->render.origin);
                                ent->render.model = cl.model_precache[e->modelindex];
                                ent->render.frame = ent->render.frame2;
                                ent->render.colormap = -1; // no special coloring
-                               //ent->render.scale = 1;
                                ent->render.alpha = 1;
 
                                Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
@@ -914,7 +863,7 @@ static void CL_RelinkEffects(void)
        }
 }
 
-void CL_RelinkBeams (void)
+void CL_RelinkBeams(void)
 {
        int i;
        beam_t *b;
@@ -1021,353 +970,11 @@ void CL_RelinkBeams (void)
        }
 }
 
-cvar_t r_lightningbeam_thickness = {CVAR_SAVE, "r_lightningbeam_thickness", "4"};
-cvar_t r_lightningbeam_scroll = {CVAR_SAVE, "r_lightningbeam_scroll", "5"};
-cvar_t r_lightningbeam_repeatdistance = {CVAR_SAVE, "r_lightningbeam_repeatdistance", "1024"};
-cvar_t r_lightningbeam_color_red = {CVAR_SAVE, "r_lightningbeam_color_red", "1"};
-cvar_t r_lightningbeam_color_green = {CVAR_SAVE, "r_lightningbeam_color_green", "1"};
-cvar_t r_lightningbeam_color_blue = {CVAR_SAVE, "r_lightningbeam_color_blue", "1"};
-cvar_t r_lightningbeam_qmbtexture = {CVAR_SAVE, "r_lightningbeam_qmbtexture", "0"};
-
-rtexture_t *r_lightningbeamtexture;
-rtexture_t *r_lightningbeamqmbtexture;
-rtexturepool_t *r_lightningbeamtexturepool;
-
-int r_lightningbeamelements[18] = {0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11};
-
-void r_lightningbeams_start(void)
-{
-       r_lightningbeamtexturepool = R_AllocTexturePool();
-       r_lightningbeamtexture = NULL;
-       r_lightningbeamqmbtexture = NULL;
-}
-
-void r_lightningbeams_setupqmbtexture(void)
-{
-       r_lightningbeamqmbtexture = loadtextureimage(r_lightningbeamtexturepool, "textures/particles/lightning.pcx", 0, 0, false, TEXF_ALPHA | TEXF_PRECACHE);
-       if (r_lightningbeamqmbtexture == NULL)
-               Cvar_SetValueQuick(&r_lightningbeam_qmbtexture, false);
-}
-
-void r_lightningbeams_setuptexture(void)
-{
-#if 0
-#define BEAMWIDTH 128
-#define BEAMHEIGHT 64
-#define PATHPOINTS 8
-       int i, j, px, py, nearestpathindex, imagenumber;
-       float particlex, particley, particlexv, particleyv, dx, dy, s, maxpathstrength;
-       qbyte *pixels;
-       int *image;
-       struct {float x, y, strength;} path[PATHPOINTS], temppath;
-
-       image = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * sizeof(int));
-       pixels = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * sizeof(qbyte[4]));
-
-       for (imagenumber = 0, maxpathstrength = 0.0339476;maxpathstrength < 0.5;imagenumber++, maxpathstrength += 0.01)
-       {
-       for (i = 0;i < PATHPOINTS;i++)
-       {
-               path[i].x = lhrandom(0, 1);
-               path[i].y = lhrandom(0.2, 0.8);
-               path[i].strength = lhrandom(0, 1);
-       }
-       for (i = 0;i < PATHPOINTS;i++)
-       {
-               for (j = i + 1;j < PATHPOINTS;j++)
-               {
-                       if (path[j].x < path[i].x)
-                       {
-                               temppath = path[j];
-                               path[j] = path[i];
-                               path[i] = temppath;
-                       }
-               }
-       }
-       particlex = path[0].x;
-       particley = path[0].y;
-       particlexv = lhrandom(0, 0.02);
-       particlexv = lhrandom(-0.02, 0.02);
-       memset(image, 0, BEAMWIDTH * BEAMHEIGHT * sizeof(int));
-       for (i = 0;i < 65536;i++)
-       {
-               for (nearestpathindex = 0;nearestpathindex < PATHPOINTS;nearestpathindex++)
-                       if (path[nearestpathindex].x > particlex)
-                               break;
-               nearestpathindex %= PATHPOINTS;
-               dx = path[nearestpathindex].x + lhrandom(-0.01, 0.01);dx = bound(0, dx, 1) - particlex;if (dx < 0) dx += 1;
-               dy = path[nearestpathindex].y + lhrandom(-0.01, 0.01);dy = bound(0, dy, 1) - particley;
-               s = path[nearestpathindex].strength / sqrt(dx*dx+dy*dy);
-               particlexv = particlexv /* (1 - lhrandom(0.08, 0.12))*/ + dx * s;
-               particleyv = particleyv /* (1 - lhrandom(0.08, 0.12))*/ + dy * s;
-               particlex += particlexv * maxpathstrength;particlex -= (int) particlex;
-               particley += particleyv * maxpathstrength;particley = bound(0, particley, 1);
-               px = particlex * BEAMWIDTH;
-               py = particley * BEAMHEIGHT;
-               if (px >= 0 && py >= 0 && px < BEAMWIDTH && py < BEAMHEIGHT)
-                       image[py*BEAMWIDTH+px] += 16;
-       }
-
-       for (py = 0;py < BEAMHEIGHT;py++)
-       {
-               for (px = 0;px < BEAMWIDTH;px++)
-               {
-                       pixels[(py*BEAMWIDTH+px)*4+0] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f);
-                       pixels[(py*BEAMWIDTH+px)*4+1] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f);
-                       pixels[(py*BEAMWIDTH+px)*4+2] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f);
-                       pixels[(py*BEAMWIDTH+px)*4+3] = 255;
-               }
-       }
-
-       Image_WriteTGARGBA(va("lightningbeam%i.tga", imagenumber), BEAMWIDTH, BEAMHEIGHT, pixels);
-       }
-
-       r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, pixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
-
-       Mem_Free(pixels);
-       Mem_Free(image);
-#else
-#define BEAMWIDTH 64
-#define BEAMHEIGHT 128
-       float r, g, b, intensity, fx, width, center;
-       int x, y;
-       qbyte *data, *noise1, *noise2;
-
-       data = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * 4);
-       noise1 = Mem_Alloc(tempmempool, BEAMHEIGHT * BEAMHEIGHT);
-       noise2 = Mem_Alloc(tempmempool, BEAMHEIGHT * BEAMHEIGHT);
-       fractalnoise(noise1, BEAMHEIGHT, BEAMHEIGHT / 8);
-       fractalnoise(noise2, BEAMHEIGHT, BEAMHEIGHT / 16);
-
-       for (y = 0;y < BEAMHEIGHT;y++)
-       {
-               width = 0.15;//((noise1[y * BEAMHEIGHT] * (1.0f / 256.0f)) * 0.1f + 0.1f);
-               center = (noise1[y * BEAMHEIGHT + (BEAMHEIGHT / 2)] / 256.0f) * (1.0f - width * 2.0f) + width;
-               for (x = 0;x < BEAMWIDTH;x++, fx++)
-               {
-                       fx = (((float) x / BEAMWIDTH) - center) / width;
-                       intensity = 1.0f - sqrt(fx * fx);
-                       if (intensity > 0)
-                               intensity = pow(intensity, 2) * ((noise2[y * BEAMHEIGHT + x] * (1.0f / 256.0f)) * 0.33f + 0.66f);
-                       intensity = bound(0, intensity, 1);
-                       r = intensity * 1.0f;
-                       g = intensity * 1.0f;
-                       b = intensity * 1.0f;
-                       data[(y * BEAMWIDTH + x) * 4 + 0] = (qbyte)(bound(0, r, 1) * 255.0f);
-                       data[(y * BEAMWIDTH + x) * 4 + 1] = (qbyte)(bound(0, g, 1) * 255.0f);
-                       data[(y * BEAMWIDTH + x) * 4 + 2] = (qbyte)(bound(0, b, 1) * 255.0f);
-                       data[(y * BEAMWIDTH + x) * 4 + 3] = (qbyte)255;
-               }
-       }
-
-       r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
-       Mem_Free(noise1);
-       Mem_Free(noise2);
-       Mem_Free(data);
-#endif
-}
-
-void r_lightningbeams_shutdown(void)
-{
-       r_lightningbeamtexture = NULL;
-       r_lightningbeamqmbtexture = NULL;
-       R_FreeTexturePool(&r_lightningbeamtexturepool);
-}
-
-void r_lightningbeams_newmap(void)
-{
-}
-
-void R_LightningBeams_Init(void)
-{
-       Cvar_RegisterVariable(&r_lightningbeam_thickness);
-       Cvar_RegisterVariable(&r_lightningbeam_scroll);
-       Cvar_RegisterVariable(&r_lightningbeam_repeatdistance);
-       Cvar_RegisterVariable(&r_lightningbeam_color_red);
-       Cvar_RegisterVariable(&r_lightningbeam_color_green);
-       Cvar_RegisterVariable(&r_lightningbeam_color_blue);
-       Cvar_RegisterVariable(&r_lightningbeam_qmbtexture);
-       R_RegisterModule("R_LightningBeams", r_lightningbeams_start, r_lightningbeams_shutdown, r_lightningbeams_newmap);
-}
-
-void R_CalcLightningBeamPolygonVertex3f(float *v, const float *start, const float *end, const float *offset)
-{
-       // near right corner
-       VectorAdd     (start, offset, (v + 0));
-       // near left corner
-       VectorSubtract(start, offset, (v + 3));
-       // far left corner
-       VectorSubtract(end  , offset, (v + 6));
-       // far right corner
-       VectorAdd     (end  , offset, (v + 9));
-}
-
-void R_CalcLightningBeamPolygonTexCoord2f(float *tc, float t1, float t2)
-{
-       if (r_lightningbeam_qmbtexture.integer)
-       {
-               // near right corner
-               tc[0] = t1;tc[1] = 0;
-               // near left corner
-               tc[2] = t1;tc[3] = 1;
-               // far left corner
-               tc[4] = t2;tc[5] = 1;
-               // far right corner
-               tc[6] = t2;tc[7] = 0;
-       }
-       else
-       {
-               // near right corner
-               tc[0] = 0;tc[1] = t1;
-               // near left corner
-               tc[2] = 1;tc[3] = t1;
-               // far left corner
-               tc[4] = 1;tc[5] = t2;
-               // far right corner
-               tc[6] = 0;tc[7] = t2;
-       }
-}
-
-void R_FogLightningBeam_Vertex3f_Color4f(const float *v, float *c, int numverts, float r, float g, float b, float a)
-{
-       int i;
-       vec3_t fogvec;
-       float ifog;
-       for (i = 0;i < numverts;i++, v += 3, c += 4)
-       {
-               VectorSubtract(v, r_origin, fogvec);
-               ifog = 1 - exp(fogdensity/DotProduct(fogvec,fogvec));
-               c[0] = r * ifog;
-               c[1] = g * ifog;
-               c[2] = b * ifog;
-               c[3] = a;
-       }
-}
-
-float beamrepeatscale;
-
-void R_DrawLightningBeamCallback(const void *calldata1, int calldata2)
-{
-       const beam_t *b = calldata1;
-       rmeshstate_t m;
-       vec3_t beamdir, right, up, offset;
-       float length, t1, t2;
-
-       R_Mesh_Matrix(&r_identitymatrix);
-
-       // calculate beam direction (beamdir) vector and beam length
-       // get difference vector
-       VectorSubtract(b->end, b->start, beamdir);
-       // find length of difference vector
-       length = sqrt(DotProduct(beamdir, beamdir));
-       // calculate scale to make beamdir a unit vector (normalized)
-       t1 = 1.0f / length;
-       // scale beamdir so it is now normalized
-       VectorScale(beamdir, t1, beamdir);
-
-       // calculate up vector such that it points toward viewer, and rotates around the beamdir
-       // get direction from start of beam to viewer
-       VectorSubtract(r_origin, b->start, up);
-       // remove the portion of the vector that moves along the beam
-       // (this leaves only a vector pointing directly away from the beam)
-       t1 = -DotProduct(up, beamdir);
-       VectorMA(up, t1, beamdir, up);
-       // now we have a vector pointing away from the beam, now we need to normalize it
-       VectorNormalizeFast(up);
-       // generate right vector from forward and up, the result is already normalized
-       // (CrossProduct returns a vector of multiplied length of the two inputs)
-       CrossProduct(beamdir, up, right);
-
-       // calculate T coordinate scrolling (start and end texcoord along the beam)
-       t1 = cl.time * -r_lightningbeam_scroll.value;// + beamrepeatscale * DotProduct(b->start, beamdir);
-       t1 = t1 - (int) t1;
-       t2 = t1 + beamrepeatscale * length;
-
-       // the beam is 3 polygons in this configuration:
-       //  *   2
-       //   * *
-       // 1******
-       //   * *
-       //  *   3
-       // they are showing different portions of the beam texture, creating an
-       // illusion of a beam that appears to curl around in 3D space
-       // (and realize that the whole polygon assembly orients itself to face
-       //  the viewer)
-
-       memset(&m, 0, sizeof(m));
-       if (r_lightningbeam_qmbtexture.integer)
-               m.tex[0] = R_GetTexture(r_lightningbeamqmbtexture);
-       else
-               m.tex[0] = R_GetTexture(r_lightningbeamtexture);
-       m.pointer_texcoord[0] = varray_texcoord2f[0];
-       R_Mesh_State_Texture(&m);
-
-       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-       GL_DepthMask(false);
-       GL_DepthTest(true);
-       if (r_lightningbeam_qmbtexture.integer && r_lightningbeamqmbtexture == NULL)
-               r_lightningbeams_setupqmbtexture();
-       if (!r_lightningbeam_qmbtexture.integer && r_lightningbeamtexture == NULL)
-               r_lightningbeams_setuptexture();
-
-       // polygon 1, verts 0-3
-       VectorScale(right, r_lightningbeam_thickness.value, offset);
-       R_CalcLightningBeamPolygonVertex3f(varray_vertex3f + 0, b->start, b->end, offset);
-       // polygon 2, verts 4-7
-       VectorAdd(right, up, offset);
-       VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
-       R_CalcLightningBeamPolygonVertex3f(varray_vertex3f + 12, b->start, b->end, offset);
-       // polygon 3, verts 8-11
-       VectorSubtract(right, up, offset);
-       VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
-       R_CalcLightningBeamPolygonVertex3f(varray_vertex3f + 24, b->start, b->end, offset);
-       R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 0, t1, t2);
-       R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 8, t1 + 0.33, t2 + 0.33);
-       R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 16, t1 + 0.66, t2 + 0.66);
-       GL_VertexPointer(varray_vertex3f);
-
-       if (fogenabled)
-       {
-               // per vertex colors if fog is used
-               GL_ColorPointer(varray_color4f);
-               R_FogLightningBeam_Vertex3f_Color4f(varray_vertex3f, varray_color4f, 12, r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1);
-       }
-       else
-       {
-               // solid color if fog is not used
-               GL_Color(r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1);
-       }
-
-       // draw the 3 polygons as one batch of 6 triangles using the 12 vertices
-       R_Mesh_Draw(12, 6, r_lightningbeamelements);
-}
-
-void R_DrawLightningBeams (void)
-{
-       int i;
-       beam_t *b;
-       vec3_t org;
-
-       if (!cl_beams_polygons.integer)
-               return;
-
-       beamrepeatscale = 1.0f / r_lightningbeam_repeatdistance.value;
-       for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
-       {
-               if (b->model && b->endtime >= cl.time && b->lightning)
-               {
-                       VectorAdd(b->start, b->end, org);
-                       VectorScale(org, 0.5f, org);
-                       R_MeshQueue_AddTransparent(org, R_DrawLightningBeamCallback, b, 0);
-               }
-       }
-}
-
-
 void CL_LerpPlayer(float frac)
 {
        int i;
        float d;
+       entity_t *ent;
 
        cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold);
 
@@ -1387,12 +994,31 @@ void CL_LerpPlayer(float frac)
                        cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
                }
        }
+
+       // set up gun
+       ent = &cl.viewent;
+       ent->state_previous = ent->state_current;
+       ClearStateToDefault(&ent->state_current);
+       ent->state_current.time = cl.time;
+       ent->state_current.number = -1;
+       ent->state_current.active = true;
+       ent->state_current.modelindex = cl.stats[STAT_WEAPON];
+       ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
+       if (cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
+       {
+               ent->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
+               ent->state_current.effects = cl_entities[cl.viewentity].state_current.effects;
+       }
+       ent->state_current.flags = RENDER_VIEWMODEL;
+       CL_RelinkNetworkEntity(ent);
 }
 
-void CL_RelinkEntities (void)
+void CL_RelinkEntities(void)
 {
        float frac;
 
+       numviewmodels = 0;
+
        // fraction from previous network update to current
        frac = CL_LerpPoint();
 
@@ -1580,8 +1206,6 @@ void CL_Init (void)
        Cvar_RegisterVariable(&cl_beams_lightatend);
        Cvar_RegisterVariable(&cl_noplayershadow);
 
-       R_LightningBeams_Init();
-
        CL_Parse_Init();
        CL_Particles_Init();
        CL_Screen_Init();
index 39d257d56623eb8bf2b9f7d5b44842c6df1d3523..c1255701451f3a041a25242966ff56469b37dca3 100644 (file)
@@ -965,8 +965,8 @@ void CL_UpdateScreen(void)
 
        DrawQ_Clear();
 
-       V_UpdateBlends();
-       V_CalcRefdef ();
+       if (!intimerefresh)
+               V_CalcRefdef();
 
        if (cls.signon == SIGNONS)
                R_TimeReport("setup");
index 681b3e6f620aa8d3d735a0bbaaefdec082c668ac..92516fbea38d363d6062b4e5dfdaa4a5b4e90b63 100644 (file)
--- a/client.h
+++ b/client.h
@@ -94,8 +94,8 @@ typedef struct frameblend_s
 }
 frameblend_t;
 
-// LordHavoc: disregard the following warning, entlights stuff is semi-persistent...
-// LordHavoc: nothing in this structure is persistent, it may be overwritten by the client every frame, for persistent data use entity_lerp_t.
+// LordHavoc: this struct is intended for the renderer but some fields are
+// used by the client.
 typedef struct entity_render_s
 {
        // location
@@ -124,14 +124,14 @@ typedef struct entity_render_s
        // render flags
        int flags;
 
-       // these are copied from the persistent data
+       // interpolated animation
 
        // frame that the model is interpolating from
        int frame1;
        // frame that the model is interpolating to
        int frame2;
        // interpolation factor, usually computed from frame2time
-       double framelerp;
+       float framelerp;
        // time frame1 began playing (for framegroup animations)
        double frame1time;
        // time frame2 began playing (for framegroup animations)
@@ -157,14 +157,9 @@ entity_render_t;
 
 typedef struct entity_persistent_s
 {
-       // particles
-
-       // trail rendering
-       vec3_t trail_origin;
+       // particle trail
        float trail_time;
 
-       // effects
-
        // muzzleflash fading
        float muzzleflash;
 
@@ -179,21 +174,6 @@ typedef struct entity_persistent_s
        float oldangles[3];
        float neworigin[3];
        float newangles[3];
-
-       // interpolated animation
-
-       // lerp resets when model changes
-       int modelindex;
-       // frame that the model is interpolating from
-       int frame1;
-       // frame that the model is interpolating to
-       int frame2;
-       // interpolation factor, usually computed from frame2time
-       double framelerp;
-       // time frame1 began playing (for framegroup animations)
-       double frame1time;
-       // time frame2 began playing (for framegroup animations)
-       double frame2time;
 }
 entity_persistent_t;
 
@@ -523,6 +503,10 @@ void CL_Disconnect_f (void);
 
 void CL_BoundingBoxForEntity(entity_render_t *ent);
 
+extern cvar_t cl_beams_polygons;
+extern cvar_t cl_beams_relative;
+extern cvar_t cl_beams_lightatend;
+
 //
 // cl_input
 //
index 9190a9fb17e5a4a7d8e8b3668290629ceaa6e363..2b57c0f737b782e49739141bda8ecc66a870401c 100644 (file)
@@ -313,6 +313,7 @@ extern void R_Explosion_Init(void);
 extern void ui_init(void);
 extern void gl_backend_init(void);
 extern void Sbar_Init(void);
+extern void R_LightningBeams_Init(void);
 
 void Render_Init(void)
 {
@@ -332,6 +333,7 @@ void Render_Init(void)
        R_Explosion_Init();
        ui_init();
        Sbar_Init();
+       R_LightningBeams_Init();
 }
 
 /*
index ff45aed2b768e2c35a37f736721bcd272d5ce829..7b553fc02d0451b3b310d0c203c9bb096ebb4d82 100644 (file)
--- a/makefile
+++ b/makefile
@@ -47,7 +47,7 @@ CLIENTOBJECTS=        cgame.o cgamevm.o chase.o cl_collision.o cl_demo.o cl_input.o \
                console.o dpvsimpledecode.o fractalnoise.o gl_backend.o \
                gl_draw.o gl_models.o gl_rmain.o gl_rsurf.o gl_textures.o \
                jpeg.o keys.o menu.o meshqueue.o r_crosshairs.o r_explosion.o \
-               r_lerpanim.o r_light.o r_modules.o r_sky.o \
+               r_lerpanim.o r_light.o r_lightning.o r_modules.o r_sky.o \
                r_sprites.o sbar.o ui.o vid_shared.o view.o wavefile.o \
                r_shadow.o
 SERVEROBJECTS= pr_cmds.o pr_edict.o pr_exec.o sv_light.o sv_main.o sv_move.o \
diff --git a/r_lightning.c b/r_lightning.c
new file mode 100644 (file)
index 0000000..be535c8
--- /dev/null
@@ -0,0 +1,346 @@
+
+#include "quakedef.h"
+#include "image.h"
+
+cvar_t r_lightningbeam_thickness = {CVAR_SAVE, "r_lightningbeam_thickness", "4"};
+cvar_t r_lightningbeam_scroll = {CVAR_SAVE, "r_lightningbeam_scroll", "5"};
+cvar_t r_lightningbeam_repeatdistance = {CVAR_SAVE, "r_lightningbeam_repeatdistance", "1024"};
+cvar_t r_lightningbeam_color_red = {CVAR_SAVE, "r_lightningbeam_color_red", "1"};
+cvar_t r_lightningbeam_color_green = {CVAR_SAVE, "r_lightningbeam_color_green", "1"};
+cvar_t r_lightningbeam_color_blue = {CVAR_SAVE, "r_lightningbeam_color_blue", "1"};
+cvar_t r_lightningbeam_qmbtexture = {CVAR_SAVE, "r_lightningbeam_qmbtexture", "0"};
+
+rtexture_t *r_lightningbeamtexture;
+rtexture_t *r_lightningbeamqmbtexture;
+rtexturepool_t *r_lightningbeamtexturepool;
+
+int r_lightningbeamelements[18] = {0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11};
+
+void r_lightningbeams_start(void)
+{
+       r_lightningbeamtexturepool = R_AllocTexturePool();
+       r_lightningbeamtexture = NULL;
+       r_lightningbeamqmbtexture = NULL;
+}
+
+void r_lightningbeams_setupqmbtexture(void)
+{
+       r_lightningbeamqmbtexture = loadtextureimage(r_lightningbeamtexturepool, "textures/particles/lightning.pcx", 0, 0, false, TEXF_ALPHA | TEXF_PRECACHE);
+       if (r_lightningbeamqmbtexture == NULL)
+               Cvar_SetValueQuick(&r_lightningbeam_qmbtexture, false);
+}
+
+void r_lightningbeams_setuptexture(void)
+{
+#if 0
+#define BEAMWIDTH 128
+#define BEAMHEIGHT 64
+#define PATHPOINTS 8
+       int i, j, px, py, nearestpathindex, imagenumber;
+       float particlex, particley, particlexv, particleyv, dx, dy, s, maxpathstrength;
+       qbyte *pixels;
+       int *image;
+       struct {float x, y, strength;} path[PATHPOINTS], temppath;
+
+       image = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * sizeof(int));
+       pixels = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * sizeof(qbyte[4]));
+
+       for (imagenumber = 0, maxpathstrength = 0.0339476;maxpathstrength < 0.5;imagenumber++, maxpathstrength += 0.01)
+       {
+       for (i = 0;i < PATHPOINTS;i++)
+       {
+               path[i].x = lhrandom(0, 1);
+               path[i].y = lhrandom(0.2, 0.8);
+               path[i].strength = lhrandom(0, 1);
+       }
+       for (i = 0;i < PATHPOINTS;i++)
+       {
+               for (j = i + 1;j < PATHPOINTS;j++)
+               {
+                       if (path[j].x < path[i].x)
+                       {
+                               temppath = path[j];
+                               path[j] = path[i];
+                               path[i] = temppath;
+                       }
+               }
+       }
+       particlex = path[0].x;
+       particley = path[0].y;
+       particlexv = lhrandom(0, 0.02);
+       particlexv = lhrandom(-0.02, 0.02);
+       memset(image, 0, BEAMWIDTH * BEAMHEIGHT * sizeof(int));
+       for (i = 0;i < 65536;i++)
+       {
+               for (nearestpathindex = 0;nearestpathindex < PATHPOINTS;nearestpathindex++)
+                       if (path[nearestpathindex].x > particlex)
+                               break;
+               nearestpathindex %= PATHPOINTS;
+               dx = path[nearestpathindex].x + lhrandom(-0.01, 0.01);dx = bound(0, dx, 1) - particlex;if (dx < 0) dx += 1;
+               dy = path[nearestpathindex].y + lhrandom(-0.01, 0.01);dy = bound(0, dy, 1) - particley;
+               s = path[nearestpathindex].strength / sqrt(dx*dx+dy*dy);
+               particlexv = particlexv /* (1 - lhrandom(0.08, 0.12))*/ + dx * s;
+               particleyv = particleyv /* (1 - lhrandom(0.08, 0.12))*/ + dy * s;
+               particlex += particlexv * maxpathstrength;particlex -= (int) particlex;
+               particley += particleyv * maxpathstrength;particley = bound(0, particley, 1);
+               px = particlex * BEAMWIDTH;
+               py = particley * BEAMHEIGHT;
+               if (px >= 0 && py >= 0 && px < BEAMWIDTH && py < BEAMHEIGHT)
+                       image[py*BEAMWIDTH+px] += 16;
+       }
+
+       for (py = 0;py < BEAMHEIGHT;py++)
+       {
+               for (px = 0;px < BEAMWIDTH;px++)
+               {
+                       pixels[(py*BEAMWIDTH+px)*4+0] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f);
+                       pixels[(py*BEAMWIDTH+px)*4+1] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f);
+                       pixels[(py*BEAMWIDTH+px)*4+2] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f);
+                       pixels[(py*BEAMWIDTH+px)*4+3] = 255;
+               }
+       }
+
+       Image_WriteTGARGBA(va("lightningbeam%i.tga", imagenumber), BEAMWIDTH, BEAMHEIGHT, pixels);
+       }
+
+       r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, pixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+
+       Mem_Free(pixels);
+       Mem_Free(image);
+#else
+#define BEAMWIDTH 64
+#define BEAMHEIGHT 128
+       float r, g, b, intensity, fx, width, center;
+       int x, y;
+       qbyte *data, *noise1, *noise2;
+
+       data = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * 4);
+       noise1 = Mem_Alloc(tempmempool, BEAMHEIGHT * BEAMHEIGHT);
+       noise2 = Mem_Alloc(tempmempool, BEAMHEIGHT * BEAMHEIGHT);
+       fractalnoise(noise1, BEAMHEIGHT, BEAMHEIGHT / 8);
+       fractalnoise(noise2, BEAMHEIGHT, BEAMHEIGHT / 16);
+
+       for (y = 0;y < BEAMHEIGHT;y++)
+       {
+               width = 0.15;//((noise1[y * BEAMHEIGHT] * (1.0f / 256.0f)) * 0.1f + 0.1f);
+               center = (noise1[y * BEAMHEIGHT + (BEAMHEIGHT / 2)] / 256.0f) * (1.0f - width * 2.0f) + width;
+               for (x = 0;x < BEAMWIDTH;x++, fx++)
+               {
+                       fx = (((float) x / BEAMWIDTH) - center) / width;
+                       intensity = 1.0f - sqrt(fx * fx);
+                       if (intensity > 0)
+                               intensity = pow(intensity, 2) * ((noise2[y * BEAMHEIGHT + x] * (1.0f / 256.0f)) * 0.33f + 0.66f);
+                       intensity = bound(0, intensity, 1);
+                       r = intensity * 1.0f;
+                       g = intensity * 1.0f;
+                       b = intensity * 1.0f;
+                       data[(y * BEAMWIDTH + x) * 4 + 0] = (qbyte)(bound(0, r, 1) * 255.0f);
+                       data[(y * BEAMWIDTH + x) * 4 + 1] = (qbyte)(bound(0, g, 1) * 255.0f);
+                       data[(y * BEAMWIDTH + x) * 4 + 2] = (qbyte)(bound(0, b, 1) * 255.0f);
+                       data[(y * BEAMWIDTH + x) * 4 + 3] = (qbyte)255;
+               }
+       }
+
+       r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+       Mem_Free(noise1);
+       Mem_Free(noise2);
+       Mem_Free(data);
+#endif
+}
+
+void r_lightningbeams_shutdown(void)
+{
+       r_lightningbeamtexture = NULL;
+       r_lightningbeamqmbtexture = NULL;
+       R_FreeTexturePool(&r_lightningbeamtexturepool);
+}
+
+void r_lightningbeams_newmap(void)
+{
+}
+
+void R_LightningBeams_Init(void)
+{
+       Cvar_RegisterVariable(&r_lightningbeam_thickness);
+       Cvar_RegisterVariable(&r_lightningbeam_scroll);
+       Cvar_RegisterVariable(&r_lightningbeam_repeatdistance);
+       Cvar_RegisterVariable(&r_lightningbeam_color_red);
+       Cvar_RegisterVariable(&r_lightningbeam_color_green);
+       Cvar_RegisterVariable(&r_lightningbeam_color_blue);
+       Cvar_RegisterVariable(&r_lightningbeam_qmbtexture);
+       R_RegisterModule("R_LightningBeams", r_lightningbeams_start, r_lightningbeams_shutdown, r_lightningbeams_newmap);
+}
+
+void R_CalcLightningBeamPolygonVertex3f(float *v, const float *start, const float *end, const float *offset)
+{
+       // near right corner
+       VectorAdd     (start, offset, (v + 0));
+       // near left corner
+       VectorSubtract(start, offset, (v + 3));
+       // far left corner
+       VectorSubtract(end  , offset, (v + 6));
+       // far right corner
+       VectorAdd     (end  , offset, (v + 9));
+}
+
+void R_CalcLightningBeamPolygonTexCoord2f(float *tc, float t1, float t2)
+{
+       if (r_lightningbeam_qmbtexture.integer)
+       {
+               // near right corner
+               tc[0] = t1;tc[1] = 0;
+               // near left corner
+               tc[2] = t1;tc[3] = 1;
+               // far left corner
+               tc[4] = t2;tc[5] = 1;
+               // far right corner
+               tc[6] = t2;tc[7] = 0;
+       }
+       else
+       {
+               // near right corner
+               tc[0] = 0;tc[1] = t1;
+               // near left corner
+               tc[2] = 1;tc[3] = t1;
+               // far left corner
+               tc[4] = 1;tc[5] = t2;
+               // far right corner
+               tc[6] = 0;tc[7] = t2;
+       }
+}
+
+void R_FogLightningBeam_Vertex3f_Color4f(const float *v, float *c, int numverts, float r, float g, float b, float a)
+{
+       int i;
+       vec3_t fogvec;
+       float ifog;
+       for (i = 0;i < numverts;i++, v += 3, c += 4)
+       {
+               VectorSubtract(v, r_origin, fogvec);
+               ifog = 1 - exp(fogdensity/DotProduct(fogvec,fogvec));
+               c[0] = r * ifog;
+               c[1] = g * ifog;
+               c[2] = b * ifog;
+               c[3] = a;
+       }
+}
+
+float beamrepeatscale;
+
+void R_DrawLightningBeamCallback(const void *calldata1, int calldata2)
+{
+       const beam_t *b = calldata1;
+       rmeshstate_t m;
+       vec3_t beamdir, right, up, offset;
+       float length, t1, t2;
+
+       R_Mesh_Matrix(&r_identitymatrix);
+
+       // calculate beam direction (beamdir) vector and beam length
+       // get difference vector
+       VectorSubtract(b->end, b->start, beamdir);
+       // find length of difference vector
+       length = sqrt(DotProduct(beamdir, beamdir));
+       // calculate scale to make beamdir a unit vector (normalized)
+       t1 = 1.0f / length;
+       // scale beamdir so it is now normalized
+       VectorScale(beamdir, t1, beamdir);
+
+       // calculate up vector such that it points toward viewer, and rotates around the beamdir
+       // get direction from start of beam to viewer
+       VectorSubtract(r_origin, b->start, up);
+       // remove the portion of the vector that moves along the beam
+       // (this leaves only a vector pointing directly away from the beam)
+       t1 = -DotProduct(up, beamdir);
+       VectorMA(up, t1, beamdir, up);
+       // now we have a vector pointing away from the beam, now we need to normalize it
+       VectorNormalizeFast(up);
+       // generate right vector from forward and up, the result is already normalized
+       // (CrossProduct returns a vector of multiplied length of the two inputs)
+       CrossProduct(beamdir, up, right);
+
+       // calculate T coordinate scrolling (start and end texcoord along the beam)
+       t1 = cl.time * -r_lightningbeam_scroll.value;// + beamrepeatscale * DotProduct(b->start, beamdir);
+       t1 = t1 - (int) t1;
+       t2 = t1 + beamrepeatscale * length;
+
+       // the beam is 3 polygons in this configuration:
+       //  *   2
+       //   * *
+       // 1******
+       //   * *
+       //  *   3
+       // they are showing different portions of the beam texture, creating an
+       // illusion of a beam that appears to curl around in 3D space
+       // (and realize that the whole polygon assembly orients itself to face
+       //  the viewer)
+
+       memset(&m, 0, sizeof(m));
+       if (r_lightningbeam_qmbtexture.integer)
+               m.tex[0] = R_GetTexture(r_lightningbeamqmbtexture);
+       else
+               m.tex[0] = R_GetTexture(r_lightningbeamtexture);
+       m.pointer_texcoord[0] = varray_texcoord2f[0];
+       R_Mesh_State_Texture(&m);
+
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       if (r_lightningbeam_qmbtexture.integer && r_lightningbeamqmbtexture == NULL)
+               r_lightningbeams_setupqmbtexture();
+       if (!r_lightningbeam_qmbtexture.integer && r_lightningbeamtexture == NULL)
+               r_lightningbeams_setuptexture();
+
+       // polygon 1, verts 0-3
+       VectorScale(right, r_lightningbeam_thickness.value, offset);
+       R_CalcLightningBeamPolygonVertex3f(varray_vertex3f + 0, b->start, b->end, offset);
+       // polygon 2, verts 4-7
+       VectorAdd(right, up, offset);
+       VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
+       R_CalcLightningBeamPolygonVertex3f(varray_vertex3f + 12, b->start, b->end, offset);
+       // polygon 3, verts 8-11
+       VectorSubtract(right, up, offset);
+       VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
+       R_CalcLightningBeamPolygonVertex3f(varray_vertex3f + 24, b->start, b->end, offset);
+       R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 0, t1, t2);
+       R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 8, t1 + 0.33, t2 + 0.33);
+       R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 16, t1 + 0.66, t2 + 0.66);
+       GL_VertexPointer(varray_vertex3f);
+
+       if (fogenabled)
+       {
+               // per vertex colors if fog is used
+               GL_ColorPointer(varray_color4f);
+               R_FogLightningBeam_Vertex3f_Color4f(varray_vertex3f, varray_color4f, 12, r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1);
+       }
+       else
+       {
+               // solid color if fog is not used
+               GL_Color(r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1);
+       }
+
+       // draw the 3 polygons as one batch of 6 triangles using the 12 vertices
+       R_Mesh_Draw(12, 6, r_lightningbeamelements);
+}
+
+void R_DrawLightningBeams(void)
+{
+       int i;
+       beam_t *b;
+       vec3_t org;
+
+       if (!cl_beams_polygons.integer)
+               return;
+
+       beamrepeatscale = 1.0f / r_lightningbeam_repeatdistance.value;
+       for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
+       {
+               if (b->model && b->endtime >= cl.time && b->lightning)
+               {
+                       VectorAdd(b->start, b->end, org);
+                       VectorScale(org, 0.5f, org);
+                       R_MeshQueue_AddTransparent(org, R_DrawLightningBeamCallback, b, 0);
+               }
+       }
+}
+
diff --git a/view.c b/view.c
index 7f5e00a54d8182d65e093b9764e0e4fa0ef4ddb5..ec1b206b8bbe70c37fc5bedfc9932fd0b0821798 100644 (file)
--- a/view.c
+++ b/view.c
@@ -88,34 +88,6 @@ float V_CalcRoll (vec3_t angles, vec3_t velocity)
 
 }
 
-static float V_CalcBob (void)
-{
-       double bob, cycle;
-
-       // LordHavoc: easy case
-       if (cl_bob.value == 0)
-               return 0;
-       if (cl_bobcycle.value == 0)
-               return 0;
-
-       // LordHavoc: FIXME: this code is *weird*, redesign it sometime
-       cycle = cl.time  / cl_bobcycle.value;
-       cycle -= (int) cycle;
-       if (cycle < cl_bobup.value)
-               cycle = M_PI * cycle / cl_bobup.value;
-       else
-               cycle = M_PI + M_PI*(cycle-cl_bobup.value)/(1.0 - cl_bobup.value);
-
-       // bob is proportional to velocity in the xy plane
-       // (don't count Z, or jumping messes it up)
-
-       bob = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]) * cl_bob.value;
-       bob = bob*0.3 + bob*0.7*sin(cycle);
-       bob = bound(-7, bob, 4);
-       return bob;
-
-}
-
 void V_StartPitchDrift (void)
 {
        if (cl.laststop == cl.time)
@@ -267,28 +239,16 @@ void V_ParseDamage (void)
                cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
        }
 
-//
-// calculate view angle kicks
-//
-       ent = &cl_entities[cl.viewentity];
-       Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
-       VectorNormalize(localfrom);
-       v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
-       v_dmg_roll = count * localfrom[1] * v_kickroll.value;
-       v_dmg_time = v_kicktime.value;
-
-       //VectorSubtract (from, ent->render.origin, from);
-       //VectorNormalize (from);
-
-       //AngleVectors (ent->render.angles, forward, right, NULL);
-
-       //side = DotProduct (from, right);
-       //v_dmg_roll = count*side*v_kickroll.value;
-
-       //side = DotProduct (from, forward);
-       //v_dmg_pitch = count*side*v_kickpitch.value;
-
-       //v_dmg_time = v_kicktime.value;
+       // calculate view angle kicks
+       if (cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
+       {
+               ent = &cl_entities[cl.viewentity];
+               Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
+               VectorNormalize(localfrom);
+               v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
+               v_dmg_roll = count * localfrom[1] * v_kickroll.value;
+               v_dmg_time = v_kicktime.value;
+       }
 }
 
 static cshift_t v_cshift;
@@ -322,133 +282,6 @@ static void V_BonusFlash_f (void)
        cl.cshifts[CSHIFT_BONUS].percent = 50;
 }
 
-/*
-=============
-V_UpdateBlends
-=============
-*/
-void V_UpdateBlends (void)
-{
-       float   r, g, b, a, a2;
-       int             j;
-
-       if (cls.signon != SIGNONS)
-       {
-               cl.cshifts[CSHIFT_DAMAGE].percent = 0;
-               cl.cshifts[CSHIFT_BONUS].percent = 0;
-               cl.cshifts[CSHIFT_CONTENTS].percent = 0;
-               cl.cshifts[CSHIFT_POWERUP].percent = 0;
-               r_refdef.viewblend[0] = 0;
-               r_refdef.viewblend[1] = 0;
-               r_refdef.viewblend[2] = 0;
-               r_refdef.viewblend[3] = 0;
-               return;
-       }
-
-       // drop the damage value
-       cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
-       if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
-               cl.cshifts[CSHIFT_DAMAGE].percent = 0;
-
-       // drop the bonus value
-       cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
-       if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
-               cl.cshifts[CSHIFT_BONUS].percent = 0;
-
-       // set contents color
-       switch (cl.worldmodel ? cl.worldmodel->PointContents(cl.worldmodel, r_refdef.vieworg) : CONTENTS_EMPTY)
-       {
-       case CONTENTS_EMPTY:
-       case CONTENTS_SOLID:
-               cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = v_cshift.destcolor[0];
-               cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = v_cshift.destcolor[1];
-               cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = v_cshift.destcolor[2];
-               cl.cshifts[CSHIFT_CONTENTS].percent = v_cshift.percent;
-               break;
-       case CONTENTS_LAVA:
-               cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
-               cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
-               cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
-               cl.cshifts[CSHIFT_CONTENTS].percent = 150 >> 1;
-               break;
-       case CONTENTS_SLIME:
-               cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
-               cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
-               cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
-               cl.cshifts[CSHIFT_CONTENTS].percent = 150 >> 1;
-               break;
-       default:
-               cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
-               cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
-               cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
-               cl.cshifts[CSHIFT_CONTENTS].percent = 128 >> 1;
-       }
-
-       if (cl.items & IT_QUAD)
-       {
-               cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
-               cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
-               cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
-               cl.cshifts[CSHIFT_POWERUP].percent = 30;
-       }
-       else if (cl.items & IT_SUIT)
-       {
-               cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
-               cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
-               cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
-               cl.cshifts[CSHIFT_POWERUP].percent = 20;
-       }
-       else if (cl.items & IT_INVISIBILITY)
-       {
-               cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
-               cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
-               cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
-               cl.cshifts[CSHIFT_POWERUP].percent = 100;
-       }
-       else if (cl.items & IT_INVULNERABILITY)
-       {
-               cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
-               cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
-               cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
-               cl.cshifts[CSHIFT_POWERUP].percent = 30;
-       }
-       else
-               cl.cshifts[CSHIFT_POWERUP].percent = 0;
-
-       // LordHavoc: fixed V_CalcBlend
-       r = 0;
-       g = 0;
-       b = 0;
-       a = 0;
-
-       for (j=0 ; j<NUM_CSHIFTS ; j++)
-       {
-               a2 = cl.cshifts[j].percent * (1.0f / 255.0f);
-
-               if (a2 < 0)
-                       continue;
-               if (a2 > 1)
-                       a2 = 1;
-               r += (cl.cshifts[j].destcolor[0]-r) * a2;
-               g += (cl.cshifts[j].destcolor[1]-g) * a2;
-               b += (cl.cshifts[j].destcolor[2]-b) * a2;
-               a = 1 - (1 - a) * (1 - a2); // correct alpha multiply...  took a while to find it on the web
-       }
-       // saturate color (to avoid blending in black)
-       if (a)
-       {
-               a2 = 1 / a;
-               r *= a2;
-               g *= a2;
-               b *= a2;
-       }
-
-       r_refdef.viewblend[0] = bound(0, r * (1.0/255.0), 1);
-       r_refdef.viewblend[1] = bound(0, g * (1.0/255.0), 1);
-       r_refdef.viewblend[2] = bound(0, b * (1.0/255.0), 1);
-       r_refdef.viewblend[3] = bound(0, a              , 1);
-}
-
 /*
 ==============================================================================
 
@@ -457,58 +290,9 @@ void V_UpdateBlends (void)
 ==============================================================================
 */
 
-/*
-==============
-V_AddIdle
-
-Idle swaying
-==============
-*/
-static void V_AddIdle (float idle)
-{
-       r_refdef.viewangles[ROLL] += idle * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
-       r_refdef.viewangles[PITCH] += idle * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
-       r_refdef.viewangles[YAW] += idle * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
-}
-
 #define MAXVIEWMODELS 32
 extern int numviewmodels;
 extern entity_t *viewmodels[MAXVIEWMODELS];
-void V_LinkViewEntities(void)
-{
-       int i;
-       //float v[3];
-       entity_t *ent;
-       matrix4x4_t matrix, matrix2;
-
-       if (numviewmodels <= 0)
-               return;
-
-       //Matrix4x4_CreateRotate(&matrix, 1, 0, 0, r_refdef.viewangles[0]);
-       //Matrix4x4_CreateRotate(&matrix, 0, 1, 0, r_refdef.viewangles[0]);
-       //Matrix4x4_CreateRotate(&matrix, 0, 0, 1, r_refdef.viewangles[0]);
-       Matrix4x4_CreateFromQuakeEntity(&matrix, r_refdef.vieworg[0], r_refdef.vieworg[1], r_refdef.vieworg[2], r_refdef.viewangles[0], r_refdef.viewangles[1], r_refdef.viewangles[2], 0.3);
-       for (i = 0;i < numviewmodels && r_refdef.numentities < r_refdef.maxentities;i++)
-       {
-               ent = viewmodels[i];
-               r_refdef.entities[r_refdef.numentities++] = &ent->render;
-
-               //VectorCopy(ent->render.origin, v);
-               //ent->render.origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_refdef.vieworg[0];
-               //ent->render.origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_refdef.vieworg[1];
-               //ent->render.origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_refdef.vieworg[2];
-               //ent->render.angles[0] = ent->render.angles[0] + r_refdef.viewangles[0];
-               //ent->render.angles[1] = ent->render.angles[1] + r_refdef.viewangles[1];
-               //ent->render.angles[2] = ent->render.angles[2] + r_refdef.viewangles[2];
-               //ent->render.scale *= 0.3;
-
-               //Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, ent->render.origin[0], ent->render.origin[1], ent->render.origin[2], ent->render.angles[0], ent->render.angles[1], ent->render.angles[2], ent->render.scale);
-               matrix2 = ent->render.matrix;
-               Matrix4x4_Concat(&ent->render.matrix, &matrix, &matrix2);
-               Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
-               CL_BoundingBoxForEntity(&ent->render);
-       }
-}
 
 /*
 ==================
@@ -518,86 +302,203 @@ V_CalcRefdef
 */
 void V_CalcRefdef (void)
 {
-       entity_t *ent, *view;
-
-       if (cls.state != ca_connected || cls.signon != SIGNONS)
-               return;
-
-       // ent is the player model (visible when out of body)
-       ent = &cl_entities[cl.viewentity];
-       // view is the weapon model (only visible from inside body)
-       view = &cl.viewent;
-
-       V_DriftPitch ();
-
-       VectorCopy (ent->render.origin, r_refdef.vieworg);
-       if (!intimerefresh)
-               VectorCopy (cl.viewangles, r_refdef.viewangles);
-
-       if (cl.intermission)
-       {
-               view->render.model = NULL;
-               VectorCopy (ent->render.angles, r_refdef.viewangles);
-               V_AddIdle (1);
-       }
-       else if (chase_active.value)
-       {
-               view->render.model = NULL;
-               r_refdef.vieworg[2] += cl.viewheight;
-               Chase_Update ();
-               V_AddIdle (v_idlescale.value);
-       }
-       else
+       float r, g, b, a, a2;
+       int j;
+       entity_t *ent;
+       if (cls.state == ca_connected && cls.signon == SIGNONS)
        {
-               r_refdef.viewangles[ROLL] += V_CalcRoll (cl.viewangles, cl.velocity);
-
-               if (v_dmg_time > 0)
+               // ent is the player model (visible when out of body)
+               ent = &cl_entities[cl.viewentity];
+               V_DriftPitch();
+               if (cl.intermission)
                {
-                       r_refdef.viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
-                       r_refdef.viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
-                       v_dmg_time -= cl.frametime;
+                       // entity is a fixed camera
+                       VectorCopy(ent->render.origin, r_refdef.vieworg);
+                       VectorCopy(ent->render.angles, r_refdef.viewangles);
+               }
+               else if (chase_active.value)
+               {
+                       // observing entity from third person
+                       VectorCopy(ent->render.origin, r_refdef.vieworg);
+                       VectorCopy(cl.viewangles, r_refdef.viewangles);
+                       Chase_Update();
+               }
+               else
+               {
+                       // first person view from entity
+                       VectorCopy(ent->render.origin, r_refdef.vieworg);
+                       VectorCopy(cl.viewangles, r_refdef.viewangles);
+                       // angles
+                       if (cl.stats[STAT_HEALTH] <= 0)
+                               r_refdef.viewangles[ROLL] = 80; // dead view angle
+                       VectorAdd(r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);
+                       r_refdef.viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
+                       if (v_dmg_time > 0)
+                       {
+                               r_refdef.viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
+                               r_refdef.viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
+                               v_dmg_time -= cl.frametime;
+                       }
+                       if (v_idlescale.value)
+                       {
+                               r_refdef.viewangles[ROLL] += v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
+                               r_refdef.viewangles[PITCH] += v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
+                               r_refdef.viewangles[YAW] += v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
+                       }
+                       // origin
+                       VectorAdd(r_refdef.vieworg, cl.punchvector, r_refdef.vieworg);
+                       r_refdef.vieworg[2] += cl.viewheight;
+                       if (cl_bob.value && cl_bobcycle.value)
+                       {
+                               double bob, cycle;
+                               // LordHavoc: this code is *weird*, but not replacable (I think it
+                               // should be done in QC on the server, but oh well, quake is quake)
+                               // LordHavoc: figured out bobup: the time at which the sin is at 180
+                               // degrees (which allows lengthening or squishing the peak or valley)
+                               cycle = cl.time / cl_bobcycle.value;
+                               cycle -= (int) cycle;
+                               if (cycle < cl_bobup.value)
+                                       cycle = sin(M_PI * cycle / cl_bobup.value);
+                               else
+                                       cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
+                               // bob is proportional to velocity in the xy plane
+                               // (don't count Z, or jumping messes it up)
+                               bob = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]) * cl_bob.value;
+                               bob = bob*0.3 + bob*0.7*cycle;
+                               r_refdef.vieworg[2] += bound(-7, bob, 4);
+                       }
+                       // link the delayed viewmodel entities
+                       if (numviewmodels > 0 && r_drawviewmodel.integer && !chase_active.integer && !envmap && r_drawentities.integer && !(cl.items & IT_INVISIBILITY) && cl.stats[STAT_HEALTH] > 0)
+                       {
+                               int i;
+                               entity_t *ent;
+                               matrix4x4_t matrix, matrix2;
+                               Matrix4x4_CreateFromQuakeEntity(&matrix, r_refdef.vieworg[0], r_refdef.vieworg[1], r_refdef.vieworg[2], r_refdef.viewangles[0] + v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value, r_refdef.viewangles[1] - v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value, r_refdef.viewangles[2] - v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 0.3);
+                               for (i = 0;i < numviewmodels && r_refdef.numentities < r_refdef.maxentities;i++)
+                               {
+                                       ent = viewmodels[i];
+                                       r_refdef.entities[r_refdef.numentities++] = &ent->render;
+                                       matrix2 = ent->render.matrix;
+                                       Matrix4x4_Concat(&ent->render.matrix, &matrix, &matrix2);
+                                       Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
+                                       CL_BoundingBoxForEntity(&ent->render);
+                               }
+                       }
                }
 
-               if (cl.stats[STAT_HEALTH] <= 0)
-                       r_refdef.viewangles[ROLL] = 80; // dead view angle
+               // drop the damage value
+               cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
+               if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
+                       cl.cshifts[CSHIFT_DAMAGE].percent = 0;
 
-               V_AddIdle (v_idlescale.value);
+               // drop the bonus value
+               cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
+               if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
+                       cl.cshifts[CSHIFT_BONUS].percent = 0;
 
-               r_refdef.vieworg[2] += cl.viewheight + V_CalcBob ();
+               // set contents color
+               switch (cl.worldmodel ? cl.worldmodel->PointContents(cl.worldmodel, r_refdef.vieworg) : CONTENTS_EMPTY)
+               {
+               case CONTENTS_EMPTY:
+               case CONTENTS_SOLID:
+                       cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = v_cshift.destcolor[0];
+                       cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = v_cshift.destcolor[1];
+                       cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = v_cshift.destcolor[2];
+                       cl.cshifts[CSHIFT_CONTENTS].percent = v_cshift.percent;
+                       break;
+               case CONTENTS_LAVA:
+                       cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
+                       cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
+                       cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
+                       cl.cshifts[CSHIFT_CONTENTS].percent = 150 >> 1;
+                       break;
+               case CONTENTS_SLIME:
+                       cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
+                       cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
+                       cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
+                       cl.cshifts[CSHIFT_CONTENTS].percent = 150 >> 1;
+                       break;
+               default:
+                       cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
+                       cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
+                       cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
+                       cl.cshifts[CSHIFT_CONTENTS].percent = 128 >> 1;
+               }
 
-               // LordHavoc: origin view kick added
-               if (!intimerefresh)
+               if (cl.items & IT_QUAD)
                {
-                       VectorAdd(r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);
-                       VectorAdd(r_refdef.vieworg, cl.punchvector, r_refdef.vieworg);
+                       cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
+                       cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
+                       cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
+                       cl.cshifts[CSHIFT_POWERUP].percent = 30;
                }
+               else if (cl.items & IT_SUIT)
+               {
+                       cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
+                       cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
+                       cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
+                       cl.cshifts[CSHIFT_POWERUP].percent = 20;
+               }
+               else if (cl.items & IT_INVISIBILITY)
+               {
+                       cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
+                       cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
+                       cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
+                       cl.cshifts[CSHIFT_POWERUP].percent = 100;
+               }
+               else if (cl.items & IT_INVULNERABILITY)
+               {
+                       cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
+                       cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
+                       cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
+                       cl.cshifts[CSHIFT_POWERUP].percent = 30;
+               }
+               else
+                       cl.cshifts[CSHIFT_POWERUP].percent = 0;
+
+               // LordHavoc: fixed V_CalcBlend
+               r = 0;
+               g = 0;
+               b = 0;
+               a = 0;
 
-               // set up gun
-               // (FIXME! this should be in cl_main.c with the other linking code, not view.c!)
-               view->state_current.modelindex = cl.stats[STAT_WEAPON];
-               view->state_current.frame = cl.stats[STAT_WEAPONFRAME];
-               //VectorCopy(r_refdef.vieworg, view->render.origin);
-               //view->render.angles[PITCH] = r_refdef.viewangles[PITCH] + v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
-               //view->render.angles[YAW] = r_refdef.viewangles[YAW] - v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
-               //view->render.angles[ROLL] = r_refdef.viewangles[ROLL] - v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
-               //view->render.scale = 1.0 / 3.0;
-               Matrix4x4_CreateFromQuakeEntity(&view->render.matrix, r_refdef.vieworg[0], r_refdef.vieworg[1], r_refdef.vieworg[2], r_refdef.viewangles[PITCH] + v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value, r_refdef.viewangles[YAW] - v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value, r_refdef.viewangles[ROLL] - v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 0.3);
-               Matrix4x4_Invert_Simple(&view->render.inversematrix, &view->render.matrix);
-               CL_BoundingBoxForEntity(&view->render);
-               // FIXME: this setup code is somewhat evil (CL_LerpUpdate should be private?)
-               CL_LerpUpdate(view);
-               view->render.colormap = -1; // no special coloring
-               view->render.alpha = ent->render.alpha; // LordHavoc: if the player is transparent, so is the gun
-               view->render.effects = ent->render.effects;
-               AngleVectors(r_refdef.viewangles, vpn, vright, vup);
-
-               // link into render entities list
-               if (r_drawviewmodel.integer && !chase_active.integer && !envmap && r_drawentities.integer && !(cl.items & IT_INVISIBILITY) && cl.stats[STAT_HEALTH] > 0)
+               for (j=0 ; j<NUM_CSHIFTS ; j++)
                {
-                       if (r_refdef.numentities < r_refdef.maxentities && view->render.model != NULL)
-                               r_refdef.entities[r_refdef.numentities++] = &view->render;
-                       V_LinkViewEntities();
+                       a2 = cl.cshifts[j].percent * (1.0f / 255.0f);
+
+                       if (a2 < 0)
+                               continue;
+                       if (a2 > 1)
+                               a2 = 1;
+                       r += (cl.cshifts[j].destcolor[0]-r) * a2;
+                       g += (cl.cshifts[j].destcolor[1]-g) * a2;
+                       b += (cl.cshifts[j].destcolor[2]-b) * a2;
+                       a = 1 - (1 - a) * (1 - a2); // correct alpha multiply...  took a while to find it on the web
                }
+               // saturate color (to avoid blending in black)
+               if (a)
+               {
+                       a2 = 1 / a;
+                       r *= a2;
+                       g *= a2;
+                       b *= a2;
+               }
+
+               r_refdef.viewblend[0] = bound(0, r * (1.0/255.0), 1);
+               r_refdef.viewblend[1] = bound(0, g * (1.0/255.0), 1);
+               r_refdef.viewblend[2] = bound(0, b * (1.0/255.0), 1);
+               r_refdef.viewblend[3] = bound(0, a              , 1);
+       }
+       else
+       {
+               cl.cshifts[CSHIFT_DAMAGE].percent = 0;
+               cl.cshifts[CSHIFT_BONUS].percent = 0;
+               cl.cshifts[CSHIFT_CONTENTS].percent = 0;
+               cl.cshifts[CSHIFT_POWERUP].percent = 0;
+               r_refdef.viewblend[0] = 0;
+               r_refdef.viewblend[1] = 0;
+               r_refdef.viewblend[2] = 0;
+               r_refdef.viewblend[3] = 0;
        }
 }