Exemple #1
0
/*
=================
CL_ParseTEnt
=================
*/
void CL_ParseTEnt (void)
{
	int		type;
	vec3_t	pos;
#ifdef QUAKE2
	vec3_t	endpos;
#endif
	dlight_t	*dl;
	int		rnd;
	int		colorStart, colorLength;

	type = MSG_ReadByte ();
	switch (type)
	{
	case TE_WIZSPIKE:			// spike hitting wall
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
        if (r_part_spikes.value == 2 && !cl_q3gunshot_mod)
			cl_q3gunshot_mod = Mod_ForName ("progs/bullet.md3", true);
		R_RunParticleEffect (pos, vec3_origin, 20, 30);
		S_StartSound (-1, 0, cl_sfx_wizhit, pos, 1, 1);
		break;
		
	case TE_KNIGHTSPIKE:			// spike hitting wall
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
        if (r_part_spikes.value == 2 && !cl_q3gunshot_mod)
			cl_q3gunshot_mod = Mod_ForName ("progs/bullet.md3", true);
		R_RunParticleEffect (pos, vec3_origin, 226, 20);
		S_StartSound (-1, 0, cl_sfx_knighthit, pos, 1, 1);
		break;
		
	case TE_SPIKE:			// spike hitting wall
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
        if (r_part_spikes.value == 2 && !cl_q3gunshot_mod)
			cl_q3gunshot_mod = Mod_ForName ("progs/bullet.md3", true);
		//R00k--start
		if (r_decal_bullets.value)
		{
			R_SpawnDecalStatic(pos, decal_mark, 8);
		}
		//R00k--end

#ifdef GLTEST
		Test_Spawn (pos);
#else
		R_RunParticleEffect (pos, vec3_origin, 0, 10);
#endif
		if ( rand() % 5 )
			S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
		else
		{
			rnd = rand() & 3;
			if (rnd == 1)
				S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
			else if (rnd == 2)
				S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
			else
				S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
		}
		break;
	case TE_SUPERSPIKE:			// super spike hitting wall
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
        if (r_part_spikes.value == 2 && !cl_q3gunshot_mod)
			cl_q3gunshot_mod = Mod_ForName ("progs/bullet.md3", true);
		R_RunParticleEffect (pos, vec3_origin, 0, 20);

		//R00k--start
		if (r_decal_bullets.value)
		{
			R_SpawnDecalStatic(pos, decal_mark, 10);
		}
		//R00k--end

		if ( rand() % 5 )
			S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
		else
		{
			rnd = rand() & 3;
			if (rnd == 1)
				S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
			else if (rnd == 2)
				S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
			else
				S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
		}
		break;
		
	case TE_GUNSHOT:			// bullet hitting wall
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		R_SurfacePoint();
        if (r_part_gunshots.value == 2 && !cl_q3gunshot_mod)
			cl_q3gunshot_mod = Mod_ForName ("progs/bullet.md3", true);
                if(!Q_strncmp(texturehit,"sky",3) )                             //Don't draw decals or sparks on the skybox
        break;
		//R00k--start
		if (r_decal_bullets.value)
		{
			R_SpawnDecalStatic(pos, decal_mark, 8);
	}
		//R00k--end
                if(!Q_strncmp(texturehit,"metal",5) )
                {
                        rnd = rand() & 3;
                        if (rnd == 1)
                                S_StartSound (-1, 0, cl_sfx_mric1, pos, 1, 1);
                        else if (rnd == 2)
                                S_StartSound (-1, 0, cl_sfx_mric2, pos, 1, 1);
                        else
                                S_StartSound (-1, 0, cl_sfx_mric3, pos, 1, 1);
                } 
            else if(!Q_strncmp(texturehit,"wood",4) )
                {
                        rnd = rand() & 3;  
                        if (rnd == 1)
                                S_StartSound (-1, 0, cl_sfx_wric1, pos, 1, 1);
                        else if (rnd == 2)
                                S_StartSound (-1, 0, cl_sfx_wric2, pos, 1, 1);
                        else
                                S_StartSound (-1, 0, cl_sfx_wric3, pos, 1, 1);
                }
                else
                {
                        rnd = rand() & 3;
                        if (rnd == 1)
                                S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
                        else if (rnd == 2)
                                S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
                        else
                                S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
                }
		R_RunParticleEffect (pos, vec3_origin, 0, 20);	
	break;	
	case TE_EXPLOSION:			// rocket explosion
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		R_ParticleExplosion (pos);
        if (r_decal_explosions.value)
		{
			R_SpawnDecalStatic(pos, decal_burn, 100);
		}
		dl = CL_AllocDlight (0);
		VectorCopy (pos, dl->origin);
		dl->radius = 350;
		dl->die = cl.time + 0.5;
		dl->decay = 300;
		S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
		break;
		
	case TE_TAREXPLOSION:			// tarbaby explosion
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		R_BlobExplosion (pos);
		S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
		break;

	case TE_LIGHTNING1:				// lightning bolts
		CL_ParseBeam (Mod_ForName("progs/bolt.mdl", true));
		break;
	
	case TE_LIGHTNING2:				// lightning bolts
		CL_ParseBeam (Mod_ForName("progs/bolt2.mdl", true));
		break;
	
	case TE_LIGHTNING3:				// lightning bolts
		CL_ParseBeam (Mod_ForName("progs/bolt3.mdl", true));
		break;
	
// PGM 01/21/97 
	case TE_BEAM:				// grappling hook beam
		CL_ParseBeam (Mod_ForName("progs/beam.mdl", true));
		break;
// PGM 01/21/97

	case TE_LAVASPLASH:	
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		R_LavaSplash (pos);
        dl = CL_AllocDlight (0);
		VectorCopy (pos, dl->origin);
		dl->radius = 150;
		dl->die = cl.time + 0.75;
		dl->decay = 200;
		break;
	
	case TE_TELEPORT:
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
        if (r_part_telesplash.value == 2 && !cl_q3teleport_mod)
			cl_q3teleport_mod = Mod_ForName ("progs/telep.md3", true);
		R_TeleportSplash (pos);
		break;
		
	case TE_EXPLOSION2:				// color mapped explosion
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		colorStart = MSG_ReadByte ();
		colorLength = MSG_ReadByte ();
		R_ParticleExplosion2 (pos, colorStart, colorLength);

		if (r_decal_explosions.value)
		{
			R_SpawnDecalStatic(pos, decal_burn, 100);
		}

		dl = CL_AllocDlight (0);
		VectorCopy (pos, dl->origin);
		dl->radius = 350;
		dl->die = cl.time + 0.5;
		dl->decay = 300;
		S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
		break;
		
#ifdef QUAKE2
	case TE_IMPLOSION:
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		S_StartSound (-1, 0, cl_sfx_imp, pos, 1, 1);
		break;

	case TE_RAILTRAIL:
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		endpos[0] = MSG_ReadCoord ();
		endpos[1] = MSG_ReadCoord ();
		endpos[2] = MSG_ReadCoord ();
		S_StartSound (-1, 0, cl_sfx_rail, pos, 1, 1);
		S_StartSound (-1, 1, cl_sfx_r_exp3, endpos, 1, 1);
		R_RocketTrail (pos, endpos, 0+128);
		R_ParticleExplosion (endpos);
		dl = CL_AllocDlight (-1);
		VectorCopy (endpos, dl->origin);
		dl->radius = 350;
		dl->die = cl.time + 0.5;
		dl->decay = 300;
		break;
#endif

	default:
		Sys_Error ("CL_ParseTEnt: bad type");
	}
}
/*
=================
CL_ParseTEnt
=================
*/
void CL_ParseTEnt (void)
{
	int		type;
	vec3_t	pos;
#ifdef QUAKE2
	vec3_t	endpos;
#endif
	dlight_t	*dl;
	int		rnd;
	int		colorStart, colorLength;

	type = MSG_ReadByte ();
	switch (type)
	{
	case TE_WIZSPIKE:			// spike hitting wall
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		R_RunParticleEffect (pos, vec3_origin, 20, 30);
		S_StartSound (-1, 0, cl_sfx_wizhit, pos, 1, 1);
		break;
		
	case TE_KNIGHTSPIKE:			// spike hitting wall
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		R_RunParticleEffect (pos, vec3_origin, 226, 20);
		S_StartSound (-1, 0, cl_sfx_knighthit, pos, 1, 1);
		break;
		
	case TE_SPIKE:			// spike hitting wall
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
#ifdef GLTEST
		Test_Spawn (pos);
#else
		R_RunParticleEffect (pos, vec3_origin, 0, 10);
#endif
		if ( rand() % 5 )
			S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
		else
		{
			rnd = rand() & 3;
			if (rnd == 1)
				S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
			else if (rnd == 2)
				S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
			else
				S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
		}
		break;
	case TE_SUPERSPIKE:			// super spike hitting wall
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		R_RunParticleEffect (pos, vec3_origin, 0, 20);

		if ( rand() % 5 )
			S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
		else
		{
			rnd = rand() & 3;
			if (rnd == 1)
				S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
			else if (rnd == 2)
				S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
			else
				S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
		}
		break;
		
	case TE_GUNSHOT:			// bullet hitting wall
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		R_RunParticleEffect (pos, vec3_origin, 0, 20);
		break;
		
	case TE_EXPLOSION:			// rocket explosion
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		R_ParticleExplosion (pos);
		dl = CL_AllocDlight (0);
		VectorCopy (pos, dl->origin);
		dl->radius = 350;
		dl->die = cl.time + 0.5f;
		dl->decay = 300;
		S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
		break;
		
	case TE_TAREXPLOSION:			// tarbaby explosion
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		R_BlobExplosion (pos);

		S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
		break;

	case TE_LIGHTNING1:				// lightning bolts
		CL_ParseBeam (Mod_ForName("progs/bolt.mdl", TRUE));
		break;
	
	case TE_LIGHTNING2:				// lightning bolts
		CL_ParseBeam (Mod_ForName("progs/bolt2.mdl", TRUE));
		break;
	
	case TE_LIGHTNING3:				// lightning bolts
		CL_ParseBeam (Mod_ForName("progs/bolt3.mdl", TRUE));
		break;
	
// PGM 01/21/97 
	case TE_BEAM:				// grappling hook beam
		CL_ParseBeam (Mod_ForName("progs/beam.mdl", TRUE));
		break;
// PGM 01/21/97

	case TE_LAVASPLASH:	
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		R_LavaSplash (pos);
		break;
	
	case TE_TELEPORT:
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		R_TeleportSplash (pos);
		break;
		
	case TE_EXPLOSION2:				// color mapped explosion
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		colorStart = MSG_ReadByte ();
		colorLength = MSG_ReadByte ();
		R_ParticleExplosion2 (pos, colorStart, colorLength);
		dl = CL_AllocDlight (0);
		VectorCopy (pos, dl->origin);
		dl->radius = 350;
		dl->die = cl.time + 0.5f;
		dl->decay = 300;
		S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
		break;
		
#ifdef QUAKE2
	case TE_IMPLOSION:
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		S_StartSound (-1, 0, cl_sfx_imp, pos, 1, 1);
		break;

	case TE_RAILTRAIL:
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		endpos[0] = MSG_ReadCoord ();
		endpos[1] = MSG_ReadCoord ();
		endpos[2] = MSG_ReadCoord ();
		S_StartSound (-1, 0, cl_sfx_rail, pos, 1, 1);
		S_StartSound (-1, 1, cl_sfx_r_exp3, endpos, 1, 1);
		R_RocketTrail (pos, endpos, 0+128);
		R_ParticleExplosion (endpos);
		dl = CL_AllocDlight (-1);
		VectorCopy (endpos, dl->origin);
		dl->radius = 350;
		dl->die = cl.time + 0.5f;
		dl->decay = 300;
		break;
#endif

	default:
		Sys_Error ("CL_ParseTEnt: bad type");
	}
}
Exemple #3
0
/*
===============
CL_RelinkEntities
===============
*/
void
CL_RelinkEntities(void)
{
    entity_t *ent;
    int i, j;
    float frac, f, d;
    vec3_t delta;
    float bobjrotate;
    vec3_t oldorg;
    dlight_t *dl;

// determine partial update time
    frac = CL_LerpPoint();

    cl_numvisedicts = 0;

//
// interpolate player info
//
    for (i = 0; i < 3; i++)
	cl.velocity[i] = cl.mvelocity[1][i] +
	    frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);

    if (cls.demoplayback) {
	// interpolate the angles
	for (j = 0; j < 3; j++) {
	    d = cl.mviewangles[0][j] - cl.mviewangles[1][j];
	    if (d > 180)
		d -= 360;
	    else if (d < -180)
		d += 360;
	    cl.viewangles[j] = cl.mviewangles[1][j] + frac * d;
	}
    }

    bobjrotate = anglemod(100 * cl.time);

// start on the entity after the world
    for (i = 1, ent = cl_entities + 1; i < cl.num_entities; i++, ent++) {
	if (!ent->model) {	// empty slot
	    if (ent->forcelink)
		R_RemoveEfrags(ent);	// just became empty
	    continue;
	}
// if the object wasn't included in the last packet, remove it
	if (ent->msgtime != cl.mtime[0]) {
	    ent->model = NULL;
	    continue;
	}

	VectorCopy(ent->origin, oldorg);

	if (ent->forcelink) {	// the entity was not updated in the last message
	    // so move to the final spot
	    VectorCopy(ent->msg_origins[0], ent->origin);
	    VectorCopy(ent->msg_angles[0], ent->angles);
	} else {		// if the delta is large, assume a teleport and don't lerp
	    f = frac;
	    for (j = 0; j < 3; j++) {
		delta[j] = ent->msg_origins[0][j] - ent->msg_origins[1][j];
		if (delta[j] > 100 || delta[j] < -100)
		    f = 1;	// assume a teleportation, not a motion
	    }

	    // interpolate the origin and angles
	    for (j = 0; j < 3; j++) {
		ent->origin[j] = ent->msg_origins[1][j] + f * delta[j];

		d = ent->msg_angles[0][j] - ent->msg_angles[1][j];
		if (d > 180)
		    d -= 360;
		else if (d < -180)
		    d += 360;
		ent->angles[j] = ent->msg_angles[1][j] + f * d;
	    }

	}

// rotate binary objects locally
	if (ent->model->flags & EF_ROTATE)
	    ent->angles[1] = bobjrotate;

	/*
	 * FIXME - Some of these entity effects may be mutually exclusive?
	 * work out which bits can be done better (e.g. I've already done the
	 * RED|BLUE bit a little better...)
	 */
	if (ent->effects & EF_BRIGHTFIELD)
	    R_EntityParticles(ent);
	if (ent->effects & EF_MUZZLEFLASH) {
	    vec3_t fv, rv, uv;

	    dl = CL_AllocDlight(i);
	    VectorCopy(ent->origin, dl->origin);
	    dl->origin[2] += 16;
	    AngleVectors(ent->angles, fv, rv, uv);

	    VectorMA(dl->origin, 18, fv, dl->origin);
	    dl->radius = 200 + (rand() & 31);
	    dl->minlight = 32;
	    dl->die = cl.time + 0.1;
	    dl->color = dl_colors[DLIGHT_FLASH];
	}
	if (ent->effects & EF_BRIGHTLIGHT) {
	    dl = CL_AllocDlight(i);
	    VectorCopy(ent->origin, dl->origin);
	    dl->origin[2] += 16;
	    dl->radius = 400 + (rand() & 31);
	    dl->die = cl.time + 0.001;
	    dl->color = dl_colors[DLIGHT_FLASH];
	}
	if (ent->effects & EF_DIMLIGHT) {
	    dl = CL_AllocDlight(i);
	    VectorCopy(ent->origin, dl->origin);
	    dl->radius = 200 + (rand() & 31);
	    dl->die = cl.time + 0.001;
	    dl->color = dl_colors[DLIGHT_FLASH];
	}
	if ((ent->effects & (EF_RED | EF_BLUE)) == (EF_RED | EF_BLUE)) {
	    dl = CL_AllocDlight(i);
	    VectorCopy(ent->origin, dl->origin);
	    dl->radius = 200 + (rand() & 31);
	    dl->die = cl.time + 0.001;
	    dl->color = dl_colors[DLIGHT_PURPLE];
	} else if (ent->effects & EF_BLUE) {
	    dl = CL_AllocDlight(i);
	    VectorCopy(ent->origin, dl->origin);
	    dl->radius = 200 + (rand() & 31);
	    dl->die = cl.time + 0.001;
	    dl->color = dl_colors[DLIGHT_BLUE];
	} else if (ent->effects & EF_RED) {
	    dl = CL_AllocDlight(i);
	    VectorCopy(ent->origin, dl->origin);
	    dl->radius = 200 + (rand() & 31);
	    dl->die = cl.time + 0.001;
	    dl->color = dl_colors[DLIGHT_RED];
	}

	if (ent->model->flags & EF_GIB)
	    R_RocketTrail(oldorg, ent->origin, 2);
	else if (ent->model->flags & EF_ZOMGIB)
	    R_RocketTrail(oldorg, ent->origin, 4);
	else if (ent->model->flags & EF_TRACER)
	    R_RocketTrail(oldorg, ent->origin, 3);
	else if (ent->model->flags & EF_TRACER2)
	    R_RocketTrail(oldorg, ent->origin, 5);
	else if (ent->model->flags & EF_ROCKET) {
	    R_RocketTrail(oldorg, ent->origin, 0);
	    dl = CL_AllocDlight(i);
	    VectorCopy(ent->origin, dl->origin);
	    dl->radius = 200;
	    dl->die = cl.time + 0.01;
	} else if (ent->model->flags & EF_GRENADE)
	    R_RocketTrail(oldorg, ent->origin, 1);
	else if (ent->model->flags & EF_TRACER3)
	    R_RocketTrail(oldorg, ent->origin, 6);

	ent->forcelink = false;

	if (i == cl.viewentity && !chase_active.value)
	    continue;

	if (cl_numvisedicts < MAX_VISEDICTS) {
	    cl_visedicts[cl_numvisedicts] = ent;
	    cl_numvisedicts++;
	}
    }

}
Exemple #4
0
void CL_RelinkEntities(void) {
	entity_t *ent;
	int i, j;
	float frac, f, d;
	vec3_t delta;
	float bobjrotate;
	vec3_t oldorg;
	dlight_t *dl;

	// determine partial update time
	frac = CL_LerpPoint();

	cl_numvisedicts = 0;

	// interpolate player info
	for (i = 0; i < 3; i++)
		cl.velocity[i] = cl.mvelocity[1][i] +
			frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);

	if (cls.demoplayback) {
		// interpolate the angles
		for (j = 0; j < 3; j++) {
			d = cl.mviewangles[0][j] - cl.mviewangles[1][j];
			if (d > 180)
				d -= 360;
			else if (d < -180)
				d += 360;
			cl.viewangles[j] = cl.mviewangles[1][j] + frac*d;
		}
	}

	bobjrotate = anglemod(100 * cl.time);

	// start on the entity after the world
	for (i = 1, ent = cl_entities + 1; i < cl.num_entities; i++, ent++) {
		if (!ent->model) { // empty slot
			if (ent->forcelink)
				R_RemoveEfrags(ent); // just became empty
			continue;
		}

		// if the object wasn't included in the last packet, remove it
		if (ent->msgtime != cl.mtime[0]) {
			ent->model = NULL;
			//qmb :interpolation
			// [email protected]: model transform interpolation
			ent->frame_start_time = 0;
			ent->translate_start_time = 0;
			ent->rotate_start_time = 0;
			//qmb :end
			continue;
		}

		VectorCopy(ent->origin, oldorg);

		if (ent->forcelink) { // the entity was not updated in the last message
			// so move to the final spot
			VectorCopy(ent->msg_origins[0], ent->origin);
			VectorCopy(ent->msg_angles[0], ent->angles);
		} else { // if the delta is large, assume a teleport and don't lerp
			f = frac;
			for (j = 0; j < 3; j++) {
				delta[j] = ent->msg_origins[0][j] - ent->msg_origins[1][j];
				if (delta[j] > 100 || delta[j] < -100)
					f = 1; // assume a teleportation, not a motion
				if (f >= 1) {
					ent->frame_start_time = 0;
					ent->translate_start_time = 0;
					ent->rotate_start_time = 0;
				}
			}

			// interpolate the origin and angles
			for (j = 0; j < 3; j++) {
				ent->origin[j] = ent->msg_origins[1][j] + f * delta[j];

				d = ent->msg_angles[0][j] - ent->msg_angles[1][j];
				if (d > 180)
					d -= 360;
				else if (d < -180)
					d += 360;
				ent->angles[j] = ent->msg_angles[1][j] + f*d;
			}
		}

		// rotate binary objects locally
		if (ent->model->flags & EF_ROTATE) {
			ent->angles[1] = bobjrotate;
			// MUFF - makes them bob as well as rotate ;)
			ent->origin[2] += ((sin(bobjrotate / 90 * M_PI) * 5) + 5);
		}

		if (ent->effects & EF_BRIGHTFIELD)
			R_EntityParticles(ent);

		if (ent->effects & EF_MUZZLEFLASH) {
			vec3_t fv, rv, uv;

			dl = CL_AllocDlight(i);
			VectorCopy(ent->origin, dl->origin);
			dl->origin[2] += 16;
			AngleVectors(ent->angles, fv, rv, uv);

			VectorMA(dl->origin, 18, fv, dl->origin);
			dl->radius = 200 + (rand()&31);
			dl->minlight = 32;
			dl->die = cl.time + 0.1;
			dl->colour[0] = 0.6f;
			dl->colour[1] = 0.4f;
			dl->colour[2] = 0.2f; //qmb :coloured lighting
		}
		if (ent->effects & EF_BRIGHTLIGHT) {
			dl = CL_AllocDlight(i);
			VectorCopy(ent->origin, dl->origin);
			dl->origin[2] += 16;
			dl->radius = 400 + (rand()&31);
			dl->die = cl.time + 0.001;
		}
		if (ent->effects & EF_DIMLIGHT) {
			dl = CL_AllocDlight(i);
			VectorCopy(ent->origin, dl->origin);
			dl->radius = 200 + (rand()&31);
			dl->die = cl.time + 0.001;
		}

		if (ent->model->flags & EF_GIB)
			R_RocketTrail(oldorg, ent->origin, 2);
		else if (ent->model->flags & EF_ZOMGIB)
			R_RocketTrail(oldorg, ent->origin, 4);
		else if (ent->model->flags & EF_TRACER)
			R_RocketTrail(oldorg, ent->origin, 3);
		else if (ent->model->flags & EF_TRACER2)
			R_RocketTrail(oldorg, ent->origin, 5);
		else if (ent->model->flags & EF_ROCKET) {
			R_RocketTrail(oldorg, ent->origin, 0);
			dl = CL_AllocDlight(i);
			VectorCopy(ent->origin, dl->origin);
			dl->radius = 200;
			dl->die = cl.time + 0.01;
			dl->colour[0] = 0.6f;
			dl->colour[1] = 0.4f;
			dl->colour[2] = 0.4f; //qmb :coloured lighting
		} else if (ent->model->flags & EF_GRENADE)
			R_RocketTrail(oldorg, ent->origin, 1);
		else if (ent->model->flags & EF_TRACER3)
			R_RocketTrail(oldorg, ent->origin, 6);

		ent->forcelink = false;

		if (i == cl.viewentity)
			continue;

		if (cl_numvisedicts < MAX_VISEDICTS) {
			cl_visedicts[cl_numvisedicts] = ent;
			cl_numvisedicts++;
		}
	}

}
/*
===============
CL_LinkPacketEntities

===============
*/
void CL_LinkPacketEntities (void)
{
	entity_t			*ent;
	packet_entities_t	*pack;
	entity_state_t		*s1, *s2;
	float				f;
	model_t				*model;
	vec3_t				old_origin;
	float				autorotate;
	int					i;
	int					pnum;
	dlight_t			*dl;

	pack = &cl.frames[cls.netchan.incoming_sequence&UPDATE_MASK].packet_entities;

	autorotate = anglemod(100*cl.time);

	f = 0;		// FIXME: no interpolation right now

	for (pnum=0 ; pnum<pack->num_entities ; pnum++)
	{
		s1 = &pack->entities[pnum];
		s2 = s1;	// FIXME: no interpolation right now

		// spawn light flashes, even ones coming from invisible objects
		if ((s1->effects & (EF_BLUE | EF_RED)) == (EF_BLUE | EF_RED))
			CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + (rand()&31), 0.1, 3);
		else if (s1->effects & EF_BLUE)
			CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + (rand()&31), 0.1, 1);
		else if (s1->effects & EF_RED)
			CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + (rand()&31), 0.1, 2);
		else if (s1->effects & EF_BRIGHTLIGHT)
			CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2] + 16, 400 + (rand()&31), 0.1, 0);
		else if (s1->effects & EF_DIMLIGHT)
			CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + (rand()&31), 0.1, 0);

		// if set to invisible, skip
		if (!s1->modelindex)
			continue;

		// create a new entity
		if (cl_numvisedicts == MAX_VISEDICTS)
			break;		// object list is full

		ent = &cl_visedicts[cl_numvisedicts];
		cl_numvisedicts++;

		ent->keynum = s1->number;
		ent->model = model = cl.model_precache[s1->modelindex];
	
		// set colormap
		if (s1->colormap && (s1->colormap < MAX_CLIENTS) 
			&& !strcmp(ent->model->name,"progs/player.mdl") )
		{
			ent->colormap = cl.players[s1->colormap-1].translations;
			ent->scoreboard = &cl.players[s1->colormap-1];
		}
		else
		{
			ent->colormap = vid.colormap;
			ent->scoreboard = NULL;
		}

		// set skin
		ent->skinnum = s1->skinnum;
		
		// set frame
		ent->frame = s1->frame;

		// rotate binary objects locally
		if (model->flags & EF_ROTATE)
		{
			ent->angles[0] = 0;
			ent->angles[1] = autorotate;
			ent->angles[2] = 0;
		}
		else
		{
			float	a1, a2;

			for (i=0 ; i<3 ; i++)
			{
				a1 = s1->angles[i];
				a2 = s2->angles[i];
				if (a1 - a2 > 180)
					a1 -= 360;
				if (a1 - a2 < -180)
					a1 += 360;
				ent->angles[i] = a2 + f * (a1 - a2);
			}
		}

		// calculate origin
		for (i=0 ; i<3 ; i++)
			ent->origin[i] = s2->origin[i] + 
			f * (s1->origin[i] - s2->origin[i]);

		// add automatic particle trails
		if (!model->flags)
			continue;

		// scan the old entity display list for a matching
		for (i=0 ; i<cl_oldnumvisedicts ; i++)
		{
			if (cl_oldvisedicts[i].keynum == ent->keynum)
			{
				VectorCopy (cl_oldvisedicts[i].origin, old_origin);
				break;
			}
		}
		if (i == cl_oldnumvisedicts)
			continue;		// not in last message

		for (i=0 ; i<3 ; i++)
			if ( abs(old_origin[i] - ent->origin[i]) > 128)
			{	// no trail if too far
				VectorCopy (ent->origin, old_origin);
				break;
			}
		if (model->flags & EF_ROCKET)
		{
			R_RocketTrail (old_origin, ent->origin, 0);
			dl = CL_AllocDlight (s1->number);
			VectorCopy (ent->origin, dl->origin);
			dl->radius = 200;
			dl->die = cl.time + 0.1;
		}
		else if (model->flags & EF_GRENADE)
			R_RocketTrail (old_origin, ent->origin, 1);
		else if (model->flags & EF_GIB)
			R_RocketTrail (old_origin, ent->origin, 2);
		else if (model->flags & EF_ZOMGIB)
			R_RocketTrail (old_origin, ent->origin, 4);
		else if (model->flags & EF_TRACER)
			R_RocketTrail (old_origin, ent->origin, 3);
		else if (model->flags & EF_TRACER2)
			R_RocketTrail (old_origin, ent->origin, 5);
		else if (model->flags & EF_TRACER3)
			R_RocketTrail (old_origin, ent->origin, 6);
	}
}