]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_parse.c
reorganized a lot of renderer variables into r_refdef, and split some things out...
[xonotic/darkplaces.git] / cl_parse.c
index 4bde1fc3b7079ab5da62e52f1abab77039b7a171..11688accf81d35dbab2065dbaee0c46f7f02a4b1 100644 (file)
@@ -341,15 +341,15 @@ void CL_ParseEntityLump(char *entdata)
                else if (!strcmp("qlsky", key)) // non-standard, introduced by QuakeLives (EEK)
                        R_SetSkyBox(value);
                else if (!strcmp("fog", key))
-                       sscanf(value, "%f %f %f %f", &fog_density, &fog_red, &fog_green, &fog_blue);
+                       sscanf(value, "%f %f %f %f", &r_refdef.fog_density, &r_refdef.fog_red, &r_refdef.fog_green, &r_refdef.fog_blue);
                else if (!strcmp("fog_density", key))
-                       fog_density = atof(value);
+                       r_refdef.fog_density = atof(value);
                else if (!strcmp("fog_red", key))
-                       fog_red = atof(value);
+                       r_refdef.fog_red = atof(value);
                else if (!strcmp("fog_green", key))
-                       fog_green = atof(value);
+                       r_refdef.fog_green = atof(value);
                else if (!strcmp("fog_blue", key))
-                       fog_blue = atof(value);
+                       r_refdef.fog_blue = atof(value);
        }
 }
 
@@ -391,6 +391,7 @@ static qboolean QW_CL_CheckOrDownloadFile(const char *filename)
 
        cls.qw_downloadnumber++;
        cls.qw_downloadpercent = 0;
+       cls.qw_downloadmemorycursize = 0;
 
        return false;
 }
@@ -495,6 +496,8 @@ static void QW_CL_RequestNextDownload(void)
 
                R_Modules_NewMap();
 
+               // TODO: add pmodel/emodel player.mdl/eyes.mdl CRCs to userinfo
+
                // done checking sounds and models, send a prespawn command now
                MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
                MSG_WriteString(&cls.netcon->message, va("prespawn %i 0 %i", cl.qw_servercount, cl.model_precache[1]->brush.qw_md4sum2));
@@ -586,7 +589,7 @@ static void QW_CL_ParseDownload(void)
                while (cls.qw_downloadmemorymaxsize < cls.qw_downloadmemorycursize + size)
                        cls.qw_downloadmemorymaxsize *= 2;
                old = cls.qw_downloadmemory;
-               cls.qw_downloadmemory = Mem_Alloc(cls.permanentmempool, cls.qw_downloadmemorymaxsize);
+               cls.qw_downloadmemory = (unsigned char *)Mem_Alloc(cls.permanentmempool, cls.qw_downloadmemorymaxsize);
                if (old)
                {
                        memcpy(cls.qw_downloadmemory, old, cls.qw_downloadmemorycursize);
@@ -748,7 +751,7 @@ void QW_CL_StartUpload(unsigned char *data, int size)
 
        Con_DPrintf("Starting upload of %d bytes...\n", size);
 
-       cls.qw_uploaddata = Mem_Alloc(cls.permanentmempool, size);
+       cls.qw_uploaddata = (unsigned char *)Mem_Alloc(cls.permanentmempool, size);
        memcpy(cls.qw_uploaddata, data, size);
        cls.qw_uploadsize = size;
        cls.qw_uploadpos = 0;
@@ -1212,9 +1215,11 @@ void CL_MoveLerpEntityStates(entity_t *ent)
                ent->persistent.muzzleflash = 0;
                VectorCopy(ent->state_current.origin, ent->persistent.trail_origin);
        }
-       else if (cls.timedemo || cl_nolerp.integer || DotProduct(odelta, odelta) > 1000*1000)
+       else if (cls.timedemo || cl_nolerp.integer || DotProduct(odelta, odelta) > 1000*1000 || (cl.fixangle[0] && !cl.fixangle[1]))
        {
                // don't interpolate the move
+               // (the fixangle[] check detects teleports, but not constant fixangles
+               //  such as when spectating)
                ent->persistent.lerpdeltatime = 0;
                ent->persistent.lerpstarttime = cl.mtime[1];
                VectorCopy(ent->state_current.origin, ent->persistent.oldorigin);
@@ -1562,9 +1567,9 @@ void CL_ParseBeam (model_t *m, int lightning)
 void CL_ParseTempEntity(void)
 {
        int type;
-       vec3_t pos;
+       vec3_t pos, pos2;
+       vec3_t vel1, vel2;
        vec3_t dir;
-       vec3_t pos2;
        vec3_t color;
        int rnd;
        int colorStart, colorLength, count;
@@ -1581,9 +1586,7 @@ void CL_ParseTempEntity(void)
                        // spike hitting wall
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 4);
-                       Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
-                       //CL_AllocDlight(NULL, &tempmatrix, 100, 0.12f, 0.50f, 0.12f, 500, 0.2, 0, -1, false, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
-                       CL_RunParticleEffect(pos, vec3_origin, 20, 30);
+                       CL_ParticleEffect(EFFECT_TE_WIZSPIKE, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        S_StartSound(-1, 0, cl.sfx_wizhit, pos, 1, 1);
                        break;
 
@@ -1591,9 +1594,7 @@ void CL_ParseTempEntity(void)
                        // spike hitting wall
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 4);
-                       Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
-                       //CL_AllocDlight(NULL, &tempmatrix, 100, 0.50f, 0.30f, 0.10f, 500, 0.2, 0, -1, false, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
-                       CL_RunParticleEffect(pos, vec3_origin, 226, 20);
+                       CL_ParticleEffect(EFFECT_TE_KNIGHTSPIKE, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        S_StartSound(-1, 0, cl.sfx_knighthit, pos, 1, 1);
                        break;
 
@@ -1601,14 +1602,7 @@ void CL_ParseTempEntity(void)
                        // spike hitting wall
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 4);
-                       if (cl_particles_quake.integer)
-                               CL_RunParticleEffect(pos, vec3_origin, 0, 10);
-                       else if (cl_particles_bulletimpacts.integer)
-                       {
-                               CL_SparkShower(pos, vec3_origin, 15, 1, 0);
-                               CL_Smoke(pos, vec3_origin, 15, 0);
-                       }
-                       CL_BulletMark(pos);
+                       CL_ParticleEffect(EFFECT_TE_SPIKE, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        if (rand() % 5)
                                S_StartSound(-1, 0, cl.sfx_tink1, pos, 1, 1);
                        else
@@ -1626,14 +1620,7 @@ void CL_ParseTempEntity(void)
                        // super spike hitting wall
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 4);
-                       if (cl_particles_quake.integer)
-                               CL_RunParticleEffect(pos, vec3_origin, 0, 20);
-                       else if (cl_particles_bulletimpacts.integer)
-                       {
-                               CL_SparkShower(pos, vec3_origin, 30, 1, 0);
-                               CL_Smoke(pos, vec3_origin, 30, 0);
-                       }
-                       CL_BulletMark(pos);
+                       CL_ParticleEffect(EFFECT_TE_SUPERSPIKE, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        if (rand() % 5)
                                S_StartSound(-1, 0, cl.sfx_tink1, pos, 1, 1);
                        else
@@ -1652,10 +1639,7 @@ void CL_ParseTempEntity(void)
                        // rocket explosion
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 10);
-                       CL_ParticleExplosion(pos);
-                       // LordHavoc: boosted color from 1.0, 0.8, 0.4 to 1.25, 1.0, 0.5
-                       Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
-                       CL_AllocDlight(NULL, &tempmatrix, 350, 4.0f, 2.0f, 0.50f, 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                       CL_ParticleEffect(EFFECT_TE_EXPLOSION, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        S_StartSound(-1, 0, cl.sfx_r_exp3, pos, 1, 1);
                        CL_Effect(pos, cl.qw_modelindex_s_explod, 0, 6, 10);
                        break;
@@ -1664,11 +1648,8 @@ void CL_ParseTempEntity(void)
                        // tarbaby explosion
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 10);
-                       CL_BlobExplosion(pos);
-
+                       CL_ParticleEffect(EFFECT_TE_TAREXPLOSION, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        S_StartSound(-1, 0, cl.sfx_r_exp3, pos, 1, 1);
-                       Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
-                       CL_AllocDlight(NULL, &tempmatrix, 600, 1.6f, 0.8f, 2.0f, 1200, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
                        break;
 
                case QW_TE_LIGHTNING1:
@@ -1688,14 +1669,12 @@ void CL_ParseTempEntity(void)
 
                case QW_TE_LAVASPLASH:
                        MSG_ReadVector(pos, cls.protocol);
-                       CL_LavaSplash(pos);
+                       CL_ParticleEffect(EFFECT_TE_LAVASPLASH, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        break;
 
                case QW_TE_TELEPORT:
                        MSG_ReadVector(pos, cls.protocol);
-                       Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
-                       CL_AllocDlight(NULL, &tempmatrix, 200, 1.0f, 1.0f, 1.0f, 600, 99.0f, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
-                       CL_TeleportSplash(pos);
+                       CL_ParticleEffect(EFFECT_TE_TELEPORT, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        break;
 
                case QW_TE_GUNSHOT:
@@ -1703,28 +1682,22 @@ void CL_ParseTempEntity(void)
                        radius = MSG_ReadByte();
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 4);
-                       if (cl_particles_quake.integer)
-                               CL_RunParticleEffect(pos, vec3_origin, 0, 20*radius);
-                       else
-                       {
-                               CL_SparkShower(pos, vec3_origin, 15*radius, 1, radius);
-                               CL_Smoke(pos, vec3_origin, 15*radius, radius);
-                       }
-                       // TODO: scatter bullet marks throughout the sphere?
-                       CL_BulletMark(pos);
+                       VectorSet(pos2, pos[0] + radius, pos[1] + radius, pos[2] + radius);
+                       VectorSet(pos, pos[0] - radius, pos[1] - radius, pos[2] - radius);
+                       CL_ParticleEffect(EFFECT_TE_GUNSHOT, radius, pos, pos2, vec3_origin, vec3_origin, NULL, 0);
                        break;
 
                case QW_TE_BLOOD:
                        count = MSG_ReadByte();
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 4);
-                       CL_BloodPuff(pos, vec3_origin, 20*count);
+                       CL_ParticleEffect(EFFECT_TE_BLOOD, count, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        break;
 
                case QW_TE_LIGHTNINGBLOOD:
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 4);
-                       CL_BloodPuff(pos, vec3_origin, 50);
+                       CL_ParticleEffect(EFFECT_TE_BLOOD, 2.5, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        break;
 
                default:
@@ -1740,9 +1713,7 @@ void CL_ParseTempEntity(void)
                        // spike hitting wall
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 4);
-                       Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
-                       //CL_AllocDlight(NULL, &tempmatrix, 100, 0.12f, 0.50f, 0.12f, 500, 0.2, 0, -1, false, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
-                       CL_RunParticleEffect(pos, vec3_origin, 20, 30);
+                       CL_ParticleEffect(EFFECT_TE_WIZSPIKE, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        S_StartSound(-1, 0, cl.sfx_wizhit, pos, 1, 1);
                        break;
 
@@ -1750,9 +1721,7 @@ void CL_ParseTempEntity(void)
                        // spike hitting wall
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 4);
-                       Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
-                       //CL_AllocDlight(NULL, &tempmatrix, 100, 0.50f, 0.30f, 0.10f, 500, 0.2, 0, -1, false, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
-                       CL_RunParticleEffect(pos, vec3_origin, 226, 20);
+                       CL_ParticleEffect(EFFECT_TE_KNIGHTSPIKE, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        S_StartSound(-1, 0, cl.sfx_knighthit, pos, 1, 1);
                        break;
 
@@ -1760,14 +1729,7 @@ void CL_ParseTempEntity(void)
                        // spike hitting wall
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 4);
-                       if (cl_particles_quake.integer)
-                               CL_RunParticleEffect(pos, vec3_origin, 0, 10);
-                       else if (cl_particles_bulletimpacts.integer)
-                       {
-                               CL_SparkShower(pos, vec3_origin, 15, 1, 0);
-                               CL_Smoke(pos, vec3_origin, 15, 0);
-                       }
-                       CL_BulletMark(pos);
+                       CL_ParticleEffect(EFFECT_TE_SPIKE, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        if (rand() % 5)
                                S_StartSound(-1, 0, cl.sfx_tink1, pos, 1, 1);
                        else
@@ -1785,16 +1747,7 @@ void CL_ParseTempEntity(void)
                        // quad spike hitting wall
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 4);
-                       if (cl_particles_quake.integer)
-                               CL_RunParticleEffect(pos, vec3_origin, 0, 10);
-                       else if (cl_particles_bulletimpacts.integer)
-                       {
-                               CL_SparkShower(pos, vec3_origin, 15, 1, 0);
-                               CL_Smoke(pos, vec3_origin, 15, 0);
-                       }
-                       CL_BulletMark(pos);
-                       Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
-                       CL_AllocDlight(NULL, &tempmatrix, 100, 0.15f, 0.15f, 1.5f, 500, 0.2, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                       CL_ParticleEffect(EFFECT_TE_SPIKEQUAD, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        if (rand() % 5)
                                S_StartSound(-1, 0, cl.sfx_tink1, pos, 1, 1);
                        else
@@ -1812,14 +1765,7 @@ void CL_ParseTempEntity(void)
                        // super spike hitting wall
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 4);
-                       if (cl_particles_quake.integer)
-                               CL_RunParticleEffect(pos, vec3_origin, 0, 20);
-                       else if (cl_particles_bulletimpacts.integer)
-                       {
-                               CL_SparkShower(pos, vec3_origin, 30, 1, 0);
-                               CL_Smoke(pos, vec3_origin, 30, 0);
-                       }
-                       CL_BulletMark(pos);
+                       CL_ParticleEffect(EFFECT_TE_SUPERSPIKE, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        if (rand() % 5)
                                S_StartSound(-1, 0, cl.sfx_tink1, pos, 1, 1);
                        else
@@ -1837,16 +1783,7 @@ void CL_ParseTempEntity(void)
                        // quad super spike hitting wall
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 4);
-                       if (cl_particles_quake.integer)
-                               CL_RunParticleEffect(pos, vec3_origin, 0, 20);
-                       else if (cl_particles_bulletimpacts.integer)
-                       {
-                               CL_SparkShower(pos, vec3_origin, 30, 1, 0);
-                               CL_Smoke(pos, vec3_origin, 30, 0);
-                       }
-                       CL_BulletMark(pos);
-                       Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
-                       CL_AllocDlight(NULL, &tempmatrix, 100, 0.15f, 0.15f, 1.5f, 500, 0.2, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                       CL_ParticleEffect(EFFECT_TE_SUPERSPIKEQUAD, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        if (rand() % 5)
                                S_StartSound(-1, 0, cl.sfx_tink1, pos, 1, 1);
                        else
@@ -1869,7 +1806,7 @@ void CL_ParseTempEntity(void)
                        dir[1] = MSG_ReadChar();
                        dir[2] = MSG_ReadChar();
                        count = MSG_ReadByte();
-                       CL_BloodPuff(pos, dir, count);
+                       CL_ParticleEffect(EFFECT_TE_BLOOD, count, pos, pos, dir, dir, NULL, 0);
                        break;
                case TE_SPARK:
                        // spark shower
@@ -1879,14 +1816,12 @@ void CL_ParseTempEntity(void)
                        dir[1] = MSG_ReadChar();
                        dir[2] = MSG_ReadChar();
                        count = MSG_ReadByte();
-                       CL_SparkShower(pos, dir, count, 1, 0);
+                       CL_ParticleEffect(EFFECT_TE_SPARK, count, pos, pos, dir, dir, NULL, 0);
                        break;
                case TE_PLASMABURN:
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 4);
-                       Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
-                       CL_AllocDlight(NULL, &tempmatrix, 200, 1, 1, 1, 1000, 0.2, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
-                       CL_PlasmaBurn(pos);
+                       CL_ParticleEffect(EFFECT_TE_PLASMABURN, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        break;
                        // LordHavoc: added for improved gore
                case TE_BLOODSHOWER:
@@ -1895,8 +1830,15 @@ void CL_ParseTempEntity(void)
                        MSG_ReadVector(pos2, cls.protocol); // maxs
                        velspeed = MSG_ReadCoord(cls.protocol); // speed
                        count = (unsigned short) MSG_ReadShort(); // number of particles
-                       CL_BloodShower(pos, pos2, velspeed, count);
+                       vel1[0] = -velspeed;
+                       vel1[1] = -velspeed;
+                       vel1[2] = -velspeed;
+                       vel2[0] = velspeed;
+                       vel2[1] = velspeed;
+                       vel2[2] = velspeed;
+                       CL_ParticleEffect(EFFECT_TE_BLOOD, count, pos, pos2, vel1, vel2, NULL, 0);
                        break;
+
                case TE_PARTICLECUBE:
                        // general purpose particle effect
                        MSG_ReadVector(pos, cls.protocol); // mins
@@ -1906,7 +1848,7 @@ void CL_ParseTempEntity(void)
                        colorStart = MSG_ReadByte(); // color
                        colorLength = MSG_ReadByte(); // gravity (1 or 0)
                        velspeed = MSG_ReadCoord(cls.protocol); // randomvel
-                       CL_ParticleCube(pos, pos2, dir, count, colorStart, colorLength, velspeed);
+                       CL_ParticleCube(pos, pos2, dir, count, colorStart, colorLength != 0, velspeed);
                        break;
 
                case TE_PARTICLERAIN:
@@ -1933,40 +1875,21 @@ void CL_ParseTempEntity(void)
                        // bullet hitting wall
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 4);
-                       if (cl_particles_quake.integer)
-                               CL_RunParticleEffect(pos, vec3_origin, 0, 20);
-                       else
-                       {
-                               CL_SparkShower(pos, vec3_origin, 15, 1, 0);
-                               CL_Smoke(pos, vec3_origin, 15, 0);
-                       }
-                       CL_BulletMark(pos);
+                       CL_ParticleEffect(EFFECT_TE_GUNSHOT, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        break;
 
                case TE_GUNSHOTQUAD:
                        // quad bullet hitting wall
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 4);
-                       if (cl_particles_quake.integer)
-                               CL_RunParticleEffect(pos, vec3_origin, 0, 20);
-                       else
-                       {
-                               CL_SparkShower(pos, vec3_origin, 15, 1, 0);
-                               CL_Smoke(pos, vec3_origin, 15, 0);
-                       }
-                       CL_BulletMark(pos);
-                       Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
-                       CL_AllocDlight(NULL, &tempmatrix, 100, 0.15f, 0.15f, 1.5f, 500, 0.2, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                       CL_ParticleEffect(EFFECT_TE_GUNSHOTQUAD, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        break;
 
                case TE_EXPLOSION:
                        // rocket explosion
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 10);
-                       CL_ParticleExplosion(pos);
-                       // LordHavoc: boosted color from 1.0, 0.8, 0.4 to 1.25, 1.0, 0.5
-                       Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
-                       CL_AllocDlight(NULL, &tempmatrix, 350, 4.0f, 2.0f, 0.50f, 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                       CL_ParticleEffect(EFFECT_TE_EXPLOSION, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        S_StartSound(-1, 0, cl.sfx_r_exp3, pos, 1, 1);
                        break;
 
@@ -1974,9 +1897,7 @@ void CL_ParseTempEntity(void)
                        // quad rocket explosion
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 10);
-                       CL_ParticleExplosion(pos);
-                       Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
-                       CL_AllocDlight(NULL, &tempmatrix, 350, 2.5f, 2.0f, 4.0f, 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                       CL_ParticleEffect(EFFECT_TE_EXPLOSIONQUAD, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        S_StartSound(-1, 0, cl.sfx_r_exp3, pos, 1, 1);
                        break;
 
@@ -1984,11 +1905,11 @@ void CL_ParseTempEntity(void)
                        // Nehahra movie colored lighting explosion
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 10);
-                       CL_ParticleExplosion(pos);
-                       Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
                        color[0] = MSG_ReadCoord(cls.protocol) * (2.0f / 1.0f);
                        color[1] = MSG_ReadCoord(cls.protocol) * (2.0f / 1.0f);
                        color[2] = MSG_ReadCoord(cls.protocol) * (2.0f / 1.0f);
+                       CL_ParticleExplosion(pos);
+                       Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
                        CL_AllocDlight(NULL, &tempmatrix, 350, color[0], color[1], color[2], 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
                        S_StartSound(-1, 0, cl.sfx_r_exp3, pos, 1, 1);
                        break;
@@ -2010,18 +1931,14 @@ void CL_ParseTempEntity(void)
                        // tarbaby explosion
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 10);
-                       CL_BlobExplosion(pos);
-
+                       CL_ParticleEffect(EFFECT_TE_TAREXPLOSION, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        S_StartSound(-1, 0, cl.sfx_r_exp3, pos, 1, 1);
-                       Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
-                       CL_AllocDlight(NULL, &tempmatrix, 600, 1.6f, 0.8f, 2.0f, 1200, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
                        break;
 
                case TE_SMALLFLASH:
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 10);
-                       Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
-                       CL_AllocDlight(NULL, &tempmatrix, 200, 2, 2, 2, 1000, 0.2, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                       CL_ParticleEffect(EFFECT_TE_SMALLFLASH, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        break;
 
                case TE_CUSTOMFLASH:
@@ -2040,7 +1957,7 @@ void CL_ParseTempEntity(void)
                        MSG_ReadVector(pos, cls.protocol);
                        MSG_ReadVector(dir, cls.protocol);
                        count = MSG_ReadByte();
-                       CL_Flames(pos, dir, count);
+                       CL_ParticleEffect(EFFECT_TE_FLAMEJET, count, pos, pos, dir, dir, NULL, 0);
                        break;
 
                case TE_LIGHTNING1:
@@ -2072,14 +1989,12 @@ void CL_ParseTempEntity(void)
 
                case TE_LAVASPLASH:
                        MSG_ReadVector(pos, cls.protocol);
-                       CL_LavaSplash(pos);
+                       CL_ParticleEffect(EFFECT_TE_LAVASPLASH, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        break;
 
                case TE_TELEPORT:
                        MSG_ReadVector(pos, cls.protocol);
-                       Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
-                       CL_AllocDlight(NULL, &tempmatrix, 200, 1.0f, 1.0f, 1.0f, 600, 99.0f, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
-                       CL_TeleportSplash(pos);
+                       CL_ParticleEffect(EFFECT_TE_TELEPORT, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        break;
 
                case TE_EXPLOSION2:
@@ -2102,7 +2017,7 @@ void CL_ParseTempEntity(void)
                        MSG_ReadVector(pos, cls.protocol);
                        MSG_ReadVector(pos2, cls.protocol);
                        MSG_ReadVector(dir, cls.protocol);
-                       CL_BeamParticle(pos, pos2, 8, 1, 1, 1, 1, 1);
+                       CL_ParticleEffect(EFFECT_TE_TEI_G3, 1, pos, pos2, dir, dir, NULL, 0);
                        break;
 
                case TE_TEI_SMOKE:
@@ -2110,15 +2025,13 @@ void CL_ParseTempEntity(void)
                        MSG_ReadVector(dir, cls.protocol);
                        count = MSG_ReadByte();
                        CL_FindNonSolidLocation(pos, pos, 4);
-                       CL_Tei_Smoke(pos, dir, count);
+                       CL_ParticleEffect(EFFECT_TE_TEI_SMOKE, count, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        break;
 
                case TE_TEI_BIGEXPLOSION:
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 10);
-                       CL_ParticleExplosion(pos);
-                       Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
-                       CL_AllocDlight(NULL, &tempmatrix, 500, 2.5f, 2.0f, 1.0f, 500, 9999, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                       CL_ParticleEffect(EFFECT_TE_TEI_BIGEXPLOSION, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        S_StartSound(-1, 0, cl.sfx_r_exp3, pos, 1, 1);
                        break;
 
@@ -2127,9 +2040,7 @@ void CL_ParseTempEntity(void)
                        MSG_ReadVector(dir, cls.protocol);
                        count = MSG_ReadByte();
                        CL_FindNonSolidLocation(pos, pos, 5);
-                       CL_Tei_PlasmaHit(pos, dir, count);
-                       Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
-                       CL_AllocDlight(NULL, &tempmatrix, 500, 0.6, 1.2, 2.0f, 2000, 9999, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                       CL_ParticleEffect(EFFECT_TE_TEI_PLASMAHIT, count, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        break;
 
                default:
@@ -2176,7 +2087,6 @@ void CL_ParseServerMessage(void)
        else if (cl_shownet.integer == 2)
                Con_Print("------------------\n");
 
-       cl.onground = false;    // unless the server says otherwise
 //
 // parse the message
 //
@@ -2189,6 +2099,13 @@ void CL_ParseServerMessage(void)
                cl.mtime[1] = cl.mtime[0];
                cl.mtime[0] = realtime; // qw has no clock
                cl.movement_needupdate = true;
+               // if true the cl.viewangles are interpolated from cl.mviewangles[]
+               // during this frame
+               // (makes spectating players much smoother and prevents mouse movement from turning)
+               cl.fixangle[1] = cl.fixangle[0];
+               cl.fixangle[0] = false;
+               if (!cls.demoplayback)
+                       VectorCopy(cl.mviewangles[0], cl.mviewangles[1]);
 
                // slightly kill qw player entities each frame
                for (i = 1;i < cl.maxclients;i++)
@@ -2198,7 +2115,7 @@ void CL_ParseServerMessage(void)
                cl.qw_num_nails = 0;
 
                // fade weapon view kick
-               cl.qw_weaponkick = min(cl.qw_weaponkick + 10 * cl.frametime, 0);
+               cl.qw_weaponkick = min(cl.qw_weaponkick + 10 * (cl.time - cl.oldtime), 0);
 
                while (1)
                {
@@ -2295,6 +2212,14 @@ void CL_ParseServerMessage(void)
                        case qw_svc_setangle:
                                for (i=0 ; i<3 ; i++)
                                        cl.viewangles[i] = MSG_ReadAngle (cls.protocol);
+                               if (!cls.demoplayback)
+                               {
+                                       cl.fixangle[0] = true;
+                                       VectorCopy(cl.viewangles, cl.mviewangles[0]);
+                                       // disable interpolation if this is new
+                                       if (!cl.fixangle[1])
+                                               VectorCopy(cl.viewangles, cl.mviewangles[1]);
+                               }
                                break;
 
                        case qw_svc_lightstyle:
@@ -2590,6 +2515,13 @@ void CL_ParseServerMessage(void)
                                cl.mtime[1] = cl.mtime[0];
                                cl.mtime[0] = MSG_ReadFloat ();
                                cl.movement_needupdate = true;
+                               // if true the cl.viewangles are interpolated from cl.mviewangles[]
+                               // during this frame
+                               // (makes spectating players much smoother and prevents mouse movement from turning)
+                               cl.fixangle[1] = cl.fixangle[0];
+                               cl.fixangle[0] = false;
+                               if (!cls.demoplayback)
+                                       VectorCopy(cl.mviewangles[0], cl.mviewangles[1]);
                                break;
 
                        case svc_clientdata:
@@ -2639,6 +2571,14 @@ void CL_ParseServerMessage(void)
                        case svc_setangle:
                                for (i=0 ; i<3 ; i++)
                                        cl.viewangles[i] = MSG_ReadAngle (cls.protocol);
+                               if (!cls.demoplayback)
+                               {
+                                       cl.fixangle[0] = true;
+                                       VectorCopy(cl.viewangles, cl.mviewangles[0]);
+                                       // disable interpolation if this is new
+                                       if (!cl.fixangle[1])
+                                               VectorCopy(cl.viewangles, cl.mviewangles[1]);
+                               }
                                break;
 
                        case svc_setview: