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+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2006 Tim Angus
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+
+
+#include "../qcommon/q_shared.h"
+#include "../renderer/tr_types.h"
+#include "../game/bg_public.h"
+#include "cg_public.h"
+#include "../ui/ui_shared.h"
+
+// The entire cgame module is unloaded and reloaded on each level change,
+// so there is NO persistant data between levels on the client side.
+// If you absolutely need something stored, it can either be kept
+// by the server in the server stored userinfos, or stashed in a cvar.
+
+#define CG_FONT_THRESHOLD 0.1
+
+#define POWERUP_BLINKS 5
+
+#define POWERUP_BLINK_TIME 1000
+#define FADE_TIME 200
+#define PULSE_TIME 200
+#define DAMAGE_DEFLECT_TIME 100
+#define DAMAGE_RETURN_TIME 400
+#define DAMAGE_TIME 500
+#define LAND_DEFLECT_TIME 150
+#define LAND_RETURN_TIME 300
+#define DUCK_TIME 100
+#define PAIN_TWITCH_TIME 200
+#define WEAPON_SELECT_TIME 1400
+#define ITEM_SCALEUP_TIME 1000
+#define ZOOM_TIME 150
+#define ITEM_BLOB_TIME 200
+#define MUZZLE_FLASH_TIME 20
+#define SINK_TIME 1000 // time for fragments to sink into ground before going away
+#define ATTACKER_HEAD_TIME 10000
+#define REWARD_TIME 3000
+
+#define PULSE_SCALE 1.5 // amount to scale up the icons when activating
+
+#define MAX_STEP_CHANGE 32
+
+#define MAX_VERTS_ON_POLY 10
+#define MAX_MARK_POLYS 256
+
+#define STAT_MINUS 10 // num frame for '-' stats digit
+
+#define ICON_SIZE 48
+#define CHAR_WIDTH 32
+#define CHAR_HEIGHT 48
+#define TEXT_ICON_SPACE 4
+
+// very large characters
+#define GIANT_WIDTH 32
+#define GIANT_HEIGHT 48
+
+#define NUM_CROSSHAIRS 10
+
+#define TEAM_OVERLAY_MAXNAME_WIDTH 12
+#define TEAM_OVERLAY_MAXLOCATION_WIDTH 16
+
+#define DEFAULT_MODEL "sarge"
+#define DEFAULT_TEAM_MODEL "sarge"
+#define DEFAULT_TEAM_HEAD "sarge"
+
+typedef enum
+{
+ FOOTSTEP_NORMAL,
+ FOOTSTEP_FLESH,
+ FOOTSTEP_METAL,
+ FOOTSTEP_SPLASH,
+ FOOTSTEP_CUSTOM,
+ FOOTSTEP_NONE,
+
+ FOOTSTEP_TOTAL
+} footstep_t;
+
+typedef enum
+{
+ IMPACTSOUND_DEFAULT,
+ IMPACTSOUND_METAL,
+ IMPACTSOUND_FLESH
+} impactSound_t;
+
+typedef enum
+{
+ JPS_OFF,
+ JPS_DESCENDING,
+ JPS_HOVERING,
+ JPS_ASCENDING
+} jetPackState_t;
+
+//======================================================================
+
+// when changing animation, set animationTime to frameTime + lerping time
+// The current lerp will finish out, then it will lerp to the new animation
+typedef struct
+{
+ int oldFrame;
+ int oldFrameTime; // time when ->oldFrame was exactly on
+
+ int frame;
+ int frameTime; // time when ->frame will be exactly on
+
+ float backlerp;
+
+ float yawAngle;
+ qboolean yawing;
+ float pitchAngle;
+ qboolean pitching;
+
+ int animationNumber; // may include ANIM_TOGGLEBIT
+ animation_t *animation;
+ int animationTime; // time when the first frame of the animation will be exact
+} lerpFrame_t;
+
+//======================================================================
+
+//attachment system
+typedef enum
+{
+ AT_STATIC,
+ AT_TAG,
+ AT_CENT,
+ AT_PARTICLE
+} attachmentType_t;
+
+//forward declaration for particle_t
+struct particle_s;
+
+typedef struct attachment_s
+{
+ attachmentType_t type;
+ qboolean attached;
+
+ qboolean staticValid;
+ qboolean tagValid;
+ qboolean centValid;
+ qboolean particleValid;
+
+ qboolean hasOffset;
+ vec3_t offset;
+
+ vec3_t lastValidAttachmentPoint;
+
+ //AT_STATIC
+ vec3_t origin;
+
+ //AT_TAG
+ refEntity_t re; //FIXME: should be pointers?
+ refEntity_t parent; //
+ qhandle_t model;
+ char tagName[ MAX_STRING_CHARS ];
+
+ //AT_CENT
+ int centNum;
+
+ //AT_PARTICLE
+ struct particle_s *particle;
+} attachment_t;
+
+//======================================================================
+
+//particle system stuff
+#define MAX_PARTICLE_FILES 128
+
+#define MAX_PS_SHADER_FRAMES 32
+#define MAX_PS_MODELS 8
+#define MAX_EJECTORS_PER_SYSTEM 4
+#define MAX_PARTICLES_PER_EJECTOR 4
+
+#define MAX_BASEPARTICLE_SYSTEMS 192
+#define MAX_BASEPARTICLE_EJECTORS MAX_BASEPARTICLE_SYSTEMS*MAX_EJECTORS_PER_SYSTEM
+#define MAX_BASEPARTICLES MAX_BASEPARTICLE_EJECTORS*MAX_PARTICLES_PER_EJECTOR
+
+#define MAX_PARTICLE_SYSTEMS 48
+#define MAX_PARTICLE_EJECTORS MAX_PARTICLE_SYSTEMS*MAX_EJECTORS_PER_SYSTEM
+#define MAX_PARTICLES MAX_PARTICLE_EJECTORS*5
+
+#define PARTICLES_INFINITE -1
+#define PARTICLES_SAME_AS_INITIAL -2
+
+//COMPILE TIME STRUCTURES
+typedef enum
+{
+ PMT_STATIC,
+ PMT_STATIC_TRANSFORM,
+ PMT_TAG,
+ PMT_CENT_ANGLES,
+ PMT_NORMAL
+} pMoveType_t;
+
+typedef enum
+{
+ PMD_LINEAR,
+ PMD_POINT
+} pDirType_t;
+
+typedef struct pMoveValues_u
+{
+ pDirType_t dirType;
+
+ //PMD_LINEAR
+ vec3_t dir;
+ float dirRandAngle;
+
+ //PMD_POINT
+ vec3_t point;
+ float pointRandAngle;
+
+ float mag;
+ float magRandFrac;
+
+ float parentVelFrac;
+ float parentVelFracRandFrac;
+} pMoveValues_t;
+
+typedef struct pLerpValues_s
+{
+ int delay;
+ float delayRandFrac;
+
+ float initial;
+ float initialRandFrac;
+
+ float final;
+ float finalRandFrac;
+
+ float randFrac;
+} pLerpValues_t;
+
+//particle template
+typedef struct baseParticle_s
+{
+ vec3_t displacement;
+ float randDisplacement;
+ float normalDisplacement;
+
+ pMoveType_t velMoveType;
+ pMoveValues_t velMoveValues;
+
+ pMoveType_t accMoveType;
+ pMoveValues_t accMoveValues;
+
+ int lifeTime;
+ float lifeTimeRandFrac;
+
+ float bounceFrac;
+ float bounceFracRandFrac;
+ qboolean bounceCull;
+
+ char bounceMarkName[ MAX_QPATH ];
+ qhandle_t bounceMark;
+ float bounceMarkRadius;
+ float bounceMarkRadiusRandFrac;
+ float bounceMarkCount;
+ float bounceMarkCountRandFrac;
+
+ char bounceSoundName[ MAX_QPATH ];
+ qhandle_t bounceSound;
+ float bounceSoundCount;
+ float bounceSoundCountRandFrac;
+
+ pLerpValues_t radius;
+ pLerpValues_t alpha;
+ pLerpValues_t rotation;
+
+ qboolean dynamicLight;
+ pLerpValues_t dLightRadius;
+ byte dLightColor[ 3 ];
+
+ int colorDelay;
+ float colorDelayRandFrac;
+ byte initialColor[ 3 ];
+ byte finalColor[ 3 ];
+
+ char childSystemName[ MAX_QPATH ];
+ qhandle_t childSystemHandle;
+
+ char onDeathSystemName[ MAX_QPATH ];
+ qhandle_t onDeathSystemHandle;
+
+ char childTrailSystemName[ MAX_QPATH ];
+ qhandle_t childTrailSystemHandle;
+
+ //particle invariant stuff
+ char shaderNames[ MAX_PS_SHADER_FRAMES ][ MAX_QPATH ];
+ qhandle_t shaders[ MAX_PS_SHADER_FRAMES ];
+ int numFrames;
+ float framerate;
+
+ char modelNames[ MAX_PS_MODELS ][ MAX_QPATH ];
+ qhandle_t models[ MAX_PS_MODELS ];
+ int numModels;
+ animation_t modelAnimation;
+
+ qboolean overdrawProtection;
+ qboolean realLight;
+ qboolean cullOnStartSolid;
+} baseParticle_t;
+
+
+//ejector template
+typedef struct baseParticleEjector_s
+{
+ baseParticle_t *particles[ MAX_PARTICLES_PER_EJECTOR ];
+ int numParticles;
+
+ pLerpValues_t eject; //zero period indicates creation of all particles at once
+
+ int totalParticles; //can be infinite
+ float totalParticlesRandFrac;
+} baseParticleEjector_t;
+
+
+//particle system template
+typedef struct baseParticleSystem_s
+{
+ char name[ MAX_QPATH ];
+ baseParticleEjector_t *ejectors[ MAX_EJECTORS_PER_SYSTEM ];
+ int numEjectors;
+
+ qboolean thirdPersonOnly;
+ qboolean registered; //whether or not the assets for this particle have been loaded
+} baseParticleSystem_t;
+
+
+//RUN TIME STRUCTURES
+typedef struct particleSystem_s
+{
+ baseParticleSystem_t *class;
+
+ attachment_t attachment;
+
+ qboolean valid;
+ qboolean lazyRemove; //mark this system for later removal
+
+ //for PMT_NORMAL
+ qboolean normalValid;
+ vec3_t normal;
+} particleSystem_t;
+
+
+typedef struct particleEjector_s
+{
+ baseParticleEjector_t *class;
+ particleSystem_t *parent;
+
+ pLerpValues_t ejectPeriod;
+
+ int count;
+ int totalParticles;
+
+ int nextEjectionTime;
+
+ qboolean valid;
+} particleEjector_t;
+
+
+//used for actual particle evaluation
+typedef struct particle_s
+{
+ baseParticle_t *class;
+ particleEjector_t *parent;
+
+ int birthTime;
+ int lifeTime;
+
+ float bounceMarkRadius;
+ int bounceMarkCount;
+ int bounceSoundCount;
+ qboolean atRest;
+
+ vec3_t origin;
+ vec3_t velocity;
+
+ pMoveType_t accMoveType;
+ pMoveValues_t accMoveValues;
+
+ int lastEvalTime;
+
+ int nextChildTime;
+
+ pLerpValues_t radius;
+ pLerpValues_t alpha;
+ pLerpValues_t rotation;
+
+ pLerpValues_t dLightRadius;
+
+ int colorDelay;
+
+ qhandle_t model;
+ lerpFrame_t lf;
+ vec3_t lastAxis[ 3 ];
+
+ qboolean valid;
+ int frameWhenInvalidated;
+
+ int sortKey;
+} particle_t;
+
+//======================================================================
+
+//trail system stuff
+#define MAX_TRAIL_FILES 128
+
+#define MAX_BEAMS_PER_SYSTEM 4
+
+#define MAX_BASETRAIL_SYSTEMS 64
+#define MAX_BASETRAIL_BEAMS MAX_BASETRAIL_SYSTEMS*MAX_BEAMS_PER_SYSTEM
+
+#define MAX_TRAIL_SYSTEMS 32
+#define MAX_TRAIL_BEAMS MAX_TRAIL_SYSTEMS*MAX_BEAMS_PER_SYSTEM
+#define MAX_TRAIL_BEAM_NODES 128
+
+#define MAX_TRAIL_BEAM_JITTERS 4
+
+typedef enum
+{
+ TBTT_STRETCH,
+ TBTT_REPEAT
+} trailBeamTextureType_t;
+
+typedef struct baseTrailJitter_s
+{
+ float magnitude;
+ int period;
+} baseTrailJitter_t;
+
+//beam template
+typedef struct baseTrailBeam_s
+{
+ int numSegments;
+ float frontWidth;
+ float backWidth;
+ float frontAlpha;
+ float backAlpha;
+ byte frontColor[ 3 ];
+ byte backColor[ 3 ];
+
+ // the time it takes for a segment to vanish (single attached only)
+ int segmentTime;
+
+ // the time it takes for a beam to fade out (double attached only)
+ int fadeOutTime;
+
+ char shaderName[ MAX_QPATH ];
+ qhandle_t shader;
+
+ trailBeamTextureType_t textureType;
+
+ //TBTT_STRETCH
+ float frontTextureCoord;
+ float backTextureCoord;
+
+ //TBTT_REPEAT
+ float repeatLength;
+ qboolean clampToBack;
+
+ qboolean realLight;
+
+ int numJitters;
+ baseTrailJitter_t jitters[ MAX_TRAIL_BEAM_JITTERS ];
+ qboolean jitterAttachments;
+} baseTrailBeam_t;
+
+
+//trail system template
+typedef struct baseTrailSystem_s
+{
+ char name[ MAX_QPATH ];
+ baseTrailBeam_t *beams[ MAX_BEAMS_PER_SYSTEM ];
+ int numBeams;
+
+ qboolean thirdPersonOnly;
+ qboolean registered; //whether or not the assets for this trail have been loaded
+} baseTrailSystem_t;
+
+typedef struct trailSystem_s
+{
+ baseTrailSystem_t *class;
+
+ attachment_t frontAttachment;
+ attachment_t backAttachment;
+
+ int destroyTime;
+ qboolean valid;
+} trailSystem_t;
+
+typedef struct trailBeamNode_s
+{
+ vec3_t refPosition;
+ vec3_t position;
+
+ int timeLeft;
+
+ float textureCoord;
+ float halfWidth;
+ byte alpha;
+ byte color[ 3 ];
+
+ vec2_t jitters[ MAX_TRAIL_BEAM_JITTERS ];
+
+ struct trailBeamNode_s *prev;
+ struct trailBeamNode_s *next;
+
+ qboolean used;
+} trailBeamNode_t;
+
+typedef struct trailBeam_s
+{
+ baseTrailBeam_t *class;
+ trailSystem_t *parent;
+
+ trailBeamNode_t nodePool[ MAX_TRAIL_BEAM_NODES ];
+ trailBeamNode_t *nodes;
+
+ int lastEvalTime;
+
+ qboolean valid;
+
+ int nextJitterTimes[ MAX_TRAIL_BEAM_JITTERS ];
+} trailBeam_t;
+
+//======================================================================
+
+// player entities need to track more information
+// than any other type of entity.
+
+// note that not every player entity is a client entity,
+// because corpses after respawn are outside the normal
+// client numbering range
+
+//TA: smoothing of view and model for WW transitions
+#define MAXSMOOTHS 32
+
+typedef struct
+{
+ float time;
+ float timeMod;
+
+ vec3_t rotAxis;
+ float rotAngle;
+} smooth_t;
+
+
+typedef struct
+{
+ lerpFrame_t legs, torso, flag, nonseg;
+ int painTime;
+ int painDirection; // flip from 0 to 1
+
+ // machinegun spinning
+ float barrelAngle;
+ int barrelTime;
+ qboolean barrelSpinning;
+
+ vec3_t lastNormal;
+ vec3_t lastAxis[ 3 ];
+ smooth_t sList[ MAXSMOOTHS ];
+} playerEntity_t;
+
+typedef struct lightFlareStatus_s
+{
+ float lastRadius; //caching of likely flare radius
+ float lastRatio; //caching of likely flare ratio
+ int lastTime; //last time flare was visible/occluded
+ qboolean status; //flare is visble?
+} lightFlareStatus_t;
+
+typedef struct buildableStatus_s
+{
+ int lastTime; // Last time status was visible
+ qboolean visible; // Status is visble?
+} buildableStatus_t;
+
+//=================================================
+
+// centity_t have a direct corespondence with gentity_t in the game, but
+// only the entityState_t is directly communicated to the cgame
+typedef struct centity_s
+{
+ entityState_t currentState; // from cg.frame
+ entityState_t nextState; // from cg.nextFrame, if available
+ qboolean interpolate; // true if next is valid to interpolate to
+ qboolean currentValid; // true if cg.frame holds this entity
+
+ int muzzleFlashTime; // move to playerEntity?
+ int muzzleFlashTime2; // move to playerEntity?
+ int muzzleFlashTime3; // move to playerEntity?
+ int previousEvent;
+ int teleportFlag;
+
+ int trailTime; // so missile trails can handle dropped initial packets
+ int dustTrailTime;
+ int miscTime;
+ int snapShotTime; // last time this entity was found in a snapshot
+
+ playerEntity_t pe;
+
+ int errorTime; // decay the error from this time
+ vec3_t errorOrigin;
+ vec3_t errorAngles;
+
+ qboolean extrapolated; // false if origin / angles is an interpolation
+ vec3_t rawOrigin;
+ vec3_t rawAngles;
+
+ vec3_t beamEnd;
+
+ // exact interpolated position of entity on this frame
+ vec3_t lerpOrigin;
+ vec3_t lerpAngles;
+
+ lerpFrame_t lerpFrame;
+
+ //TA:
+ buildableAnimNumber_t buildableAnim; //persistant anim number
+ buildableAnimNumber_t oldBuildableAnim; //to detect when new anims are set
+ particleSystem_t *buildablePS;
+ buildableStatus_t buildableStatus;
+ float lastBuildableHealthScale;
+ int lastBuildableDamageSoundTime;
+
+ lightFlareStatus_t lfs;
+
+ qboolean doorState;
+
+ qboolean animInit;
+ qboolean animPlaying;
+ qboolean animLastState;
+
+ particleSystem_t *muzzlePS;
+ qboolean muzzlePsTrigger;
+
+ particleSystem_t *jetPackPS;
+ jetPackState_t jetPackState;
+
+ particleSystem_t *entityPS;
+ qboolean entityPSMissing;
+
+ trailSystem_t *level2ZapTS[ 3 ];
+
+ trailSystem_t *muzzleTS; //used for the tesla and reactor
+ int muzzleTSDeathTime;
+
+ qboolean valid;
+ qboolean oldValid;
+} centity_t;
+
+
+//======================================================================
+
+typedef struct markPoly_s
+{
+ struct markPoly_s *prevMark, *nextMark;
+ int time;
+ qhandle_t markShader;
+ qboolean alphaFade; // fade alpha instead of rgb
+ float color[ 4 ];
+ poly_t poly;
+ polyVert_t verts[ MAX_VERTS_ON_POLY ];
+} markPoly_t;
+
+//======================================================================
+
+
+typedef struct
+{
+ int client;
+ int score;
+ int ping;
+ int time;
+ int team;
+ weapon_t weapon;
+ upgrade_t upgrade;
+} score_t;
+
+// each client has an associated clientInfo_t
+// that contains media references necessary to present the
+// client model and other color coded effects
+// this is regenerated each time a client's configstring changes,
+// usually as a result of a userinfo (name, model, etc) change
+#define MAX_CUSTOM_SOUNDS 32
+typedef struct
+{
+ qboolean infoValid;
+
+ char name[ MAX_QPATH ];
+ pTeam_t team;
+
+ int botSkill; // 0 = not bot, 1-5 = bot
+
+ vec3_t color1;
+ vec3_t color2;
+
+ int score; // updated by score servercmds
+ int location; // location index for team mode
+ int health; // you only get this info about your teammates
+ int armor;
+ int curWeapon;
+
+ int handicap;
+ int wins, losses; // in tourney mode
+
+ int teamTask; // task in teamplay (offence/defence)
+ qboolean teamLeader; // true when this is a team leader
+
+ int powerups; // so can display quad/flag status
+
+ int medkitUsageTime;
+ int invulnerabilityStartTime;
+ int invulnerabilityStopTime;
+
+ int breathPuffTime;
+
+ // when clientinfo is changed, the loading of models/skins/sounds
+ // can be deferred until you are dead, to prevent hitches in
+ // gameplay
+ char modelName[ MAX_QPATH ];
+ char skinName[ MAX_QPATH ];
+ char headModelName[ MAX_QPATH ];
+ char headSkinName[ MAX_QPATH ];
+
+ qboolean newAnims; // true if using the new mission pack animations
+ qboolean fixedlegs; // true if legs yaw is always the same as torso yaw
+ qboolean fixedtorso; // true if torso never changes yaw
+ qboolean nonsegmented; // true if model is Q2 style nonsegmented
+
+ vec3_t headOffset; // move head in icon views
+ footstep_t footsteps;
+ gender_t gender; // from model
+
+ qhandle_t legsModel;
+ qhandle_t legsSkin;
+
+ qhandle_t torsoModel;
+ qhandle_t torsoSkin;
+
+ qhandle_t headModel;
+ qhandle_t headSkin;
+
+ qhandle_t nonSegModel; //non-segmented model system
+ qhandle_t nonSegSkin; //non-segmented model system
+
+ qhandle_t modelIcon;
+
+ animation_t animations[ MAX_PLAYER_TOTALANIMATIONS ];
+
+ sfxHandle_t sounds[ MAX_CUSTOM_SOUNDS ];
+
+ sfxHandle_t customFootsteps[ 4 ];
+ sfxHandle_t customMetalFootsteps[ 4 ];
+} clientInfo_t;
+
+
+typedef struct weaponInfoMode_s
+{
+ float flashDlight;
+ vec3_t flashDlightColor;
+ sfxHandle_t flashSound[ 4 ]; // fast firing weapons randomly choose
+ qboolean continuousFlash;
+
+ qhandle_t missileModel;
+ sfxHandle_t missileSound;
+ float missileDlight;
+ vec3_t missileDlightColor;
+ int missileRenderfx;
+ qboolean usesSpriteMissle;
+ qhandle_t missileSprite;
+ int missileSpriteSize;
+ qhandle_t missileParticleSystem;
+ qhandle_t missileTrailSystem;
+ qboolean missileRotates;
+ qboolean missileAnimates;
+ int missileAnimStartFrame;
+ int missileAnimNumFrames;
+ int missileAnimFrameRate;
+ int missileAnimLooping;
+
+ sfxHandle_t firingSound;
+ qboolean loopFireSound;
+
+ qhandle_t muzzleParticleSystem;
+
+ qboolean alwaysImpact;
+ qhandle_t impactParticleSystem;
+ qhandle_t impactMark;
+ qhandle_t impactMarkSize;
+ sfxHandle_t impactSound[ 4 ]; //random impact sound
+ sfxHandle_t impactFleshSound[ 4 ]; //random impact sound
+} weaponInfoMode_t;
+
+// each WP_* weapon enum has an associated weaponInfo_t
+// that contains media references necessary to present the
+// weapon and its effects
+typedef struct weaponInfo_s
+{
+ qboolean registered;
+ char *humanName;
+
+ qhandle_t handsModel; // the hands don't actually draw, they just position the weapon
+ qhandle_t weaponModel;
+ qhandle_t barrelModel;
+ qhandle_t flashModel;
+
+ vec3_t weaponMidpoint; // so it will rotate centered instead of by tag
+
+ qhandle_t weaponIcon;
+ qhandle_t ammoIcon;
+
+ qhandle_t crossHair;
+ int crossHairSize;
+
+ sfxHandle_t readySound;
+
+ qboolean disableIn3rdPerson;
+
+ weaponInfoMode_t wim[ WPM_NUM_WEAPONMODES ];
+} weaponInfo_t;
+
+typedef struct upgradeInfo_s
+{
+ qboolean registered;
+ char *humanName;
+
+ qhandle_t upgradeIcon;
+} upgradeInfo_t;
+
+typedef struct
+{
+ qboolean looped;
+ qboolean enabled;
+
+ sfxHandle_t sound;
+} sound_t;
+
+typedef struct
+{
+ qhandle_t models[ MAX_BUILDABLE_MODELS ];
+ animation_t animations[ MAX_BUILDABLE_ANIMATIONS ];
+
+ //same number of sounds as animations
+ sound_t sounds[ MAX_BUILDABLE_ANIMATIONS ];
+} buildableInfo_t;
+
+#define MAX_REWARDSTACK 10
+#define MAX_SOUNDBUFFER 20
+
+//======================================================================
+
+//TA:
+typedef struct
+{
+ vec3_t alienBuildablePos[ MAX_GENTITIES ];
+ int alienBuildableTimes[ MAX_GENTITIES ];
+ int numAlienBuildables;
+
+ vec3_t humanBuildablePos[ MAX_GENTITIES ];
+ int numHumanBuildables;
+
+ vec3_t alienClientPos[ MAX_CLIENTS ];
+ int numAlienClients;
+
+ vec3_t humanClientPos[ MAX_CLIENTS ];
+ int numHumanClients;
+
+ int lastUpdateTime;
+ vec3_t origin;
+ vec3_t vangles;
+} entityPos_t;
+
+typedef struct
+{
+ int time;
+ int length;
+} consoleLine_t;
+
+#define MAX_CONSOLE_TEXT 8192
+#define MAX_CONSOLE_LINES 32
+
+// all cg.stepTime, cg.duckTime, cg.landTime, etc are set to cg.time when the action
+// occurs, and they will have visible effects for #define STEP_TIME or whatever msec after
+
+#define MAX_PREDICTED_EVENTS 16
+
+#define NUM_SAVED_STATES ( CMD_BACKUP + 2 )
+
+typedef struct
+{
+ int clientFrame; // incremented each frame
+
+ int clientNum;
+
+ qboolean demoPlayback;
+ qboolean levelShot; // taking a level menu screenshot
+ int deferredPlayerLoading;
+ qboolean loading; // don't defer players at initial startup
+ qboolean intermissionStarted; // don't play voice rewards, because game will end shortly
+
+ // there are only one or two snapshot_t that are relevent at a time
+ int latestSnapshotNum; // the number of snapshots the client system has received
+ int latestSnapshotTime; // the time from latestSnapshotNum, so we don't need to read the snapshot yet
+
+ snapshot_t *snap; // cg.snap->serverTime <= cg.time
+ snapshot_t *nextSnap; // cg.nextSnap->serverTime > cg.time, or NULL
+ snapshot_t activeSnapshots[ 2 ];
+
+ float frameInterpolation; // (float)( cg.time - cg.frame->serverTime ) /
+ // (cg.nextFrame->serverTime - cg.frame->serverTime)
+
+ qboolean thisFrameTeleport;
+ qboolean nextFrameTeleport;
+
+ int frametime; // cg.time - cg.oldTime
+
+ int time; // this is the time value that the client
+ // is rendering at.
+ int oldTime; // time at last frame, used for missile trails and prediction checking
+
+ int physicsTime; // either cg.snap->time or cg.nextSnap->time
+
+ int timelimitWarnings; // 5 min, 1 min, overtime
+ int fraglimitWarnings;
+
+ qboolean mapRestart; // set on a map restart to set back the weapon
+
+ qboolean renderingThirdPerson; // during deaths, chasecams, etc
+
+ // prediction state
+ qboolean hyperspace; // true if prediction has hit a trigger_teleport
+ playerState_t predictedPlayerState;
+ pmoveExt_t pmext;
+ centity_t predictedPlayerEntity;
+ qboolean validPPS; // clear until the first call to CG_PredictPlayerState
+ int predictedErrorTime;
+ vec3_t predictedError;
+
+ int eventSequence;
+ int predictableEvents[MAX_PREDICTED_EVENTS];
+
+ float stepChange; // for stair up smoothing
+ int stepTime;
+
+ float duckChange; // for duck viewheight smoothing
+ int duckTime;
+
+ float landChange; // for landing hard
+ int landTime;
+
+ // input state sent to server
+ int weaponSelect;
+
+ // auto rotating items
+ vec3_t autoAngles;
+ vec3_t autoAxis[ 3 ];
+ vec3_t autoAnglesFast;
+ vec3_t autoAxisFast[ 3 ];
+
+ // view rendering
+ refdef_t refdef;
+ vec3_t refdefViewAngles; // will be converted to refdef.viewaxis
+
+ // zoom key
+ qboolean zoomed;
+ int zoomTime;
+ float zoomSensitivity;
+
+ // information screen text during loading
+ char infoScreenText[ MAX_STRING_CHARS ];
+
+ // scoreboard
+ int scoresRequestTime;
+ int numScores;
+ int selectedScore;
+ int teamScores[ 2 ];
+ score_t scores[MAX_CLIENTS];
+ qboolean showScores;
+ qboolean scoreBoardShowing;
+ int scoreFadeTime;
+ char killerName[ MAX_NAME_LENGTH ];
+ char spectatorList[ MAX_STRING_CHARS ]; // list of names
+ int spectatorLen; // length of list
+ float spectatorWidth; // width in device units
+ int spectatorTime; // next time to offset
+ int spectatorPaintX; // current paint x
+ int spectatorPaintX2; // current paint x
+ int spectatorOffset; // current offset from start
+ int spectatorPaintLen; // current offset from start
+
+ // centerprinting
+ int centerPrintTime;
+ int centerPrintCharWidth;
+ int centerPrintY;
+ char centerPrint[ 1024 ];
+ int centerPrintLines;
+
+ // low ammo warning state
+ int lowAmmoWarning; // 1 = low, 2 = empty
+
+ // kill timers for carnage reward
+ int lastKillTime;
+
+ // crosshair client ID
+ int crosshairClientNum;
+ int crosshairClientTime;
+
+ // powerup active flashing
+ int powerupActive;
+ int powerupTime;
+
+ // attacking player
+ int attackerTime;
+ int voiceTime;
+
+ // reward medals
+ int rewardStack;
+ int rewardTime;
+ int rewardCount[ MAX_REWARDSTACK ];
+ qhandle_t rewardShader[ MAX_REWARDSTACK ];
+ qhandle_t rewardSound[ MAX_REWARDSTACK ];
+
+ // sound buffer mainly for announcer sounds
+ int soundBufferIn;
+ int soundBufferOut;
+ int soundTime;
+ qhandle_t soundBuffer[ MAX_SOUNDBUFFER ];
+
+ // for voice chat buffer
+ int voiceChatTime;
+ int voiceChatBufferIn;
+ int voiceChatBufferOut;
+
+ // warmup countdown
+ int warmup;
+ int warmupCount;
+
+ //==========================
+
+ int itemPickup;
+ int itemPickupTime;
+ int itemPickupBlendTime; // the pulse around the crosshair is timed seperately
+
+ int weaponSelectTime;
+ int weaponAnimation;
+ int weaponAnimationTime;
+
+ // blend blobs
+ float damageTime;
+ float damageX, damageY, damageValue;
+
+ // status bar head
+ float headYaw;
+ float headEndPitch;
+ float headEndYaw;
+ int headEndTime;
+ float headStartPitch;
+ float headStartYaw;
+ int headStartTime;
+
+ // view movement
+ float v_dmg_time;
+ float v_dmg_pitch;
+ float v_dmg_roll;
+
+ vec3_t kick_angles; // weapon kicks
+ vec3_t kick_origin;
+
+ // temp working variables for player view
+ float bobfracsin;
+ int bobcycle;
+ float xyspeed;
+ int nextOrbitTime;
+
+ // development tool
+ refEntity_t testModelEntity;
+ refEntity_t testModelBarrelEntity;
+ char testModelName[MAX_QPATH];
+ char testModelBarrelName[MAX_QPATH];
+ qboolean testGun;
+
+ int spawnTime; //TA: fovwarp
+ int weapon1Time; //TA: time when BUTTON_ATTACK went t->f f->t
+ int weapon2Time; //TA: time when BUTTON_ATTACK2 went t->f f->t
+ int weapon3Time; //TA: time when BUTTON_USE_HOLDABLE went t->f f->t
+ qboolean weapon1Firing;
+ qboolean weapon2Firing;
+ qboolean weapon3Firing;
+
+ int poisonedTime;
+
+ vec3_t lastNormal; //TA: view smoothage
+ vec3_t lastVangles; //TA: view smoothage
+ smooth_t sList[ MAXSMOOTHS ]; //TA: WW smoothing
+
+ int forwardMoveTime; //TA: for struggling
+ int rightMoveTime;
+ int upMoveTime;
+
+ float charModelFraction; //TA: loading percentages
+ float mediaFraction;
+ float buildablesFraction;
+
+ int lastBuildAttempt;
+ int lastEvolveAttempt;
+
+ char consoleText[ MAX_CONSOLE_TEXT ];
+ consoleLine_t consoleLines[ MAX_CONSOLE_LINES ];
+ int numConsoleLines;
+
+ particleSystem_t *poisonCloudPS;
+
+ float painBlendValue;
+ float painBlendTarget;
+ int lastHealth;
+
+ int lastPredictedCommand;
+ int lastServerTime;
+ playerState_t savedPmoveStates[ NUM_SAVED_STATES ];
+ int stateHead, stateTail;
+ int ping;
+} cg_t;
+
+
+// all of the model, shader, and sound references that are
+// loaded at gamestate time are stored in cgMedia_t
+// Other media that can be tied to clients, weapons, or items are
+// stored in the clientInfo_t, itemInfo_t, weaponInfo_t, and powerupInfo_t
+typedef struct
+{
+ qhandle_t charsetShader;
+ qhandle_t whiteShader;
+ qhandle_t outlineShader;
+
+ qhandle_t level2ZapTS;
+
+ qhandle_t balloonShader;
+ qhandle_t connectionShader;
+
+ qhandle_t viewBloodShader;
+ qhandle_t tracerShader;
+ qhandle_t crosshairShader[ WP_NUM_WEAPONS ];
+ qhandle_t backTileShader;
+
+ qhandle_t creepShader;
+
+ qhandle_t scannerShader;
+ qhandle_t scannerBlipShader;
+ qhandle_t scannerLineShader;
+
+
+ qhandle_t numberShaders[ 11 ];
+
+ qhandle_t shadowMarkShader;
+ qhandle_t wakeMarkShader;
+
+ // buildable shaders
+ qhandle_t greenBuildShader;
+ qhandle_t redBuildShader;
+ qhandle_t humanSpawningShader;
+
+ // disconnect
+ qhandle_t disconnectPS;
+ qhandle_t disconnectSound;
+
+ // sounds
+ sfxHandle_t tracerSound;
+ sfxHandle_t selectSound;
+ sfxHandle_t footsteps[ FOOTSTEP_TOTAL ][ 4 ];
+ sfxHandle_t talkSound;
+ sfxHandle_t alienTalkSound;
+ sfxHandle_t humanTalkSound;
+ sfxHandle_t landSound;
+ sfxHandle_t fallSound;
+
+ sfxHandle_t hardBounceSound1;
+ sfxHandle_t hardBounceSound2;
+
+ sfxHandle_t voteNow;
+ sfxHandle_t votePassed;
+ sfxHandle_t voteFailed;
+
+ sfxHandle_t watrInSound;
+ sfxHandle_t watrOutSound;
+ sfxHandle_t watrUnSound;
+
+ sfxHandle_t jetpackDescendSound;
+ sfxHandle_t jetpackIdleSound;
+ sfxHandle_t jetpackAscendSound;
+
+ qhandle_t jetPackDescendPS;
+ qhandle_t jetPackHoverPS;
+ qhandle_t jetPackAscendPS;
+
+ sfxHandle_t medkitUseSound;
+
+ sfxHandle_t alienStageTransition;
+ sfxHandle_t humanStageTransition;
+
+ sfxHandle_t alienOvermindAttack;
+ sfxHandle_t alienOvermindDying;
+ sfxHandle_t alienOvermindSpawns;
+
+ sfxHandle_t alienBuildableExplosion;
+ sfxHandle_t alienBuildableDamage;
+ sfxHandle_t alienBuildablePrebuild;
+ sfxHandle_t humanBuildableExplosion;
+ sfxHandle_t humanBuildablePrebuild;
+ sfxHandle_t humanBuildableDamage[ 4 ];
+
+ sfxHandle_t alienL1Grab;
+ sfxHandle_t alienL4ChargePrepare;
+ sfxHandle_t alienL4ChargeStart;
+
+ qhandle_t cursor;
+ qhandle_t selectCursor;
+ qhandle_t sizeCursor;
+
+ //light armour
+ qhandle_t larmourHeadSkin;
+ qhandle_t larmourLegsSkin;
+ qhandle_t larmourTorsoSkin;
+
+ qhandle_t jetpackModel;
+ qhandle_t jetpackFlashModel;
+ qhandle_t battpackModel;
+
+ sfxHandle_t repeaterUseSound;
+
+ sfxHandle_t buildableRepairSound;
+ sfxHandle_t buildableRepairedSound;
+
+ qhandle_t poisonCloudPS;
+ qhandle_t alienEvolvePS;
+ qhandle_t alienAcidTubePS;
+
+ sfxHandle_t alienEvolveSound;
+
+ qhandle_t humanBuildableDamagedPS;
+ qhandle_t humanBuildableDestroyedPS;
+ qhandle_t alienBuildableDamagedPS;
+ qhandle_t alienBuildableDestroyedPS;
+
+ qhandle_t alienBleedPS;
+ qhandle_t humanBleedPS;
+
+ qhandle_t teslaZapTS;
+
+ sfxHandle_t lCannonWarningSound;
+
+ qhandle_t buildWeaponTimerPie[ 8 ];
+ qhandle_t upgradeClassIconShader;
+} cgMedia_t;
+
+typedef struct
+{
+ qhandle_t frameShader;
+ qhandle_t overlayShader;
+ qhandle_t noPowerShader;
+ qhandle_t markedShader;
+ vec4_t healthSevereColor;
+ vec4_t healthHighColor;
+ vec4_t healthElevatedColor;
+ vec4_t healthGuardedColor;
+ vec4_t healthLowColor;
+ int frameHeight;
+ int frameWidth;
+ int healthPadding;
+ int overlayHeight;
+ int overlayWidth;
+ float verticalMargin;
+ float horizontalMargin;
+ vec4_t foreColor;
+ vec4_t backColor;
+ qboolean loaded;
+} buildStat_t;
+
+
+// The client game static (cgs) structure hold everything
+// loaded or calculated from the gamestate. It will NOT
+// be cleared when a tournement restart is done, allowing
+// all clients to begin playing instantly
+typedef struct
+{
+ gameState_t gameState; // gamestate from server
+ glconfig_t glconfig; // rendering configuration
+ float screenXScale; // derived from glconfig
+ float screenYScale;
+ float screenXBias;
+
+ int serverCommandSequence; // reliable command stream counter
+ int processedSnapshotNum; // the number of snapshots cgame has requested
+
+ qboolean localServer; // detected on startup by checking sv_running
+
+ // parsed from serverinfo
+ int timelimit;
+ int maxclients;
+ char mapname[ MAX_QPATH ];
+ qboolean markDeconstruct; // Whether or not buildables are marked
+
+ int voteTime;
+ int voteYes;
+ int voteNo;
+ qboolean voteModified; // beep whenever changed
+ char voteString[ MAX_STRING_TOKENS ];
+
+ int teamVoteTime[ 2 ];
+ int teamVoteYes[ 2 ];
+ int teamVoteNo[ 2 ];
+ qboolean teamVoteModified[ 2 ]; // beep whenever changed
+ char teamVoteString[ 2 ][ MAX_STRING_TOKENS ];
+
+ int levelStartTime;
+
+ int scores1, scores2; // from configstrings
+
+ qboolean newHud;
+
+ int alienBuildPoints;
+ int alienBuildPointsTotal;
+ int humanBuildPoints;
+ int humanBuildPointsTotal;
+ int humanBuildPointsPowered;
+
+ int alienStage;
+ int humanStage;
+ int alienKills;
+ int humanKills;
+ int alienNextStageThreshold;
+ int humanNextStageThreshold;
+
+ int numAlienSpawns;
+ int numHumanSpawns;
+
+ //
+ // locally derived information from gamestate
+ //
+ qhandle_t gameModels[ MAX_MODELS ];
+ qhandle_t gameShaders[ MAX_GAME_SHADERS ];
+ qhandle_t gameParticleSystems[ MAX_GAME_PARTICLE_SYSTEMS ];
+ sfxHandle_t gameSounds[ MAX_SOUNDS ];
+
+ int numInlineModels;
+ qhandle_t inlineDrawModel[ MAX_MODELS ];
+ vec3_t inlineModelMidpoints[ MAX_MODELS ];
+
+ clientInfo_t clientinfo[ MAX_CLIENTS ];
+
+ //TA: corpse info
+ clientInfo_t corpseinfo[ MAX_CLIENTS ];
+
+ int cursorX;
+ int cursorY;
+ qboolean eventHandling;
+ qboolean mouseCaptured;
+ qboolean sizingHud;
+ void *capturedItem;
+ qhandle_t activeCursor;
+
+ buildStat_t alienBuildStat;
+ buildStat_t humanBuildStat;
+
+ // media
+ cgMedia_t media;
+} cgs_t;
+
+//==============================================================================
+
+extern cgs_t cgs;
+extern cg_t cg;
+extern centity_t cg_entities[ MAX_GENTITIES ];
+
+//TA: weapon limit expanded:
+//extern weaponInfo_t cg_weapons[MAX_WEAPONS];
+extern weaponInfo_t cg_weapons[ 32 ];
+//TA: upgrade infos:
+extern upgradeInfo_t cg_upgrades[ 32 ];
+
+//TA: buildable infos:
+extern buildableInfo_t cg_buildables[ BA_NUM_BUILDABLES ];
+
+extern markPoly_t cg_markPolys[ MAX_MARK_POLYS ];
+
+extern vmCvar_t cg_centertime;
+extern vmCvar_t cg_runpitch;
+extern vmCvar_t cg_runroll;
+extern vmCvar_t cg_bobup;
+extern vmCvar_t cg_bobpitch;
+extern vmCvar_t cg_bobroll;
+extern vmCvar_t cg_swingSpeed;
+extern vmCvar_t cg_shadows;
+extern vmCvar_t cg_gibs;
+extern vmCvar_t cg_drawTimer;
+extern vmCvar_t cg_drawClock;
+extern vmCvar_t cg_drawFPS;
+extern vmCvar_t cg_drawDemoState;
+extern vmCvar_t cg_drawSnapshot;
+extern vmCvar_t cg_draw3dIcons;
+extern vmCvar_t cg_drawIcons;
+extern vmCvar_t cg_drawAmmoWarning;
+extern vmCvar_t cg_drawCrosshair;
+extern vmCvar_t cg_drawCrosshairNames;
+extern vmCvar_t cg_drawRewards;
+extern vmCvar_t cg_drawTeamOverlay;
+extern vmCvar_t cg_teamOverlayUserinfo;
+extern vmCvar_t cg_crosshairX;
+extern vmCvar_t cg_crosshairY;
+extern vmCvar_t cg_drawStatus;
+extern vmCvar_t cg_draw2D;
+extern vmCvar_t cg_animSpeed;
+extern vmCvar_t cg_debugAnim;
+extern vmCvar_t cg_debugPosition;
+extern vmCvar_t cg_debugEvents;
+extern vmCvar_t cg_teslaTrailTime;
+extern vmCvar_t cg_railTrailTime;
+extern vmCvar_t cg_errorDecay;
+extern vmCvar_t cg_nopredict;
+extern vmCvar_t cg_debugMove;
+extern vmCvar_t cg_noPlayerAnims;
+extern vmCvar_t cg_showmiss;
+extern vmCvar_t cg_footsteps;
+extern vmCvar_t cg_addMarks;
+extern vmCvar_t cg_brassTime;
+extern vmCvar_t cg_gun_frame;
+extern vmCvar_t cg_gun_x;
+extern vmCvar_t cg_gun_y;
+extern vmCvar_t cg_gun_z;
+extern vmCvar_t cg_drawGun;
+extern vmCvar_t cg_viewsize;
+extern vmCvar_t cg_tracerChance;
+extern vmCvar_t cg_tracerWidth;
+extern vmCvar_t cg_tracerLength;
+extern vmCvar_t cg_autoswitch;
+extern vmCvar_t cg_ignore;
+extern vmCvar_t cg_simpleItems;
+extern vmCvar_t cg_fov;
+extern vmCvar_t cg_zoomFov;
+extern vmCvar_t cg_thirdPersonRange;
+extern vmCvar_t cg_thirdPersonAngle;
+extern vmCvar_t cg_thirdPerson;
+extern vmCvar_t cg_stereoSeparation;
+extern vmCvar_t cg_lagometer;
+extern vmCvar_t cg_drawAttacker;
+extern vmCvar_t cg_synchronousClients;
+extern vmCvar_t cg_stats;
+extern vmCvar_t cg_forceModel;
+extern vmCvar_t cg_buildScript;
+extern vmCvar_t cg_paused;
+extern vmCvar_t cg_blood;
+extern vmCvar_t cg_predictItems;
+extern vmCvar_t cg_deferPlayers;
+extern vmCvar_t cg_drawFriend;
+extern vmCvar_t cg_teamChatsOnly;
+extern vmCvar_t cg_noVoiceChats;
+extern vmCvar_t cg_noVoiceText;
+extern vmCvar_t cg_scorePlum;
+extern vmCvar_t cg_smoothClients;
+extern vmCvar_t pmove_fixed;
+extern vmCvar_t pmove_msec;
+//extern vmCvar_t cg_pmove_fixed;
+extern vmCvar_t cg_cameraOrbit;
+extern vmCvar_t cg_cameraOrbitDelay;
+extern vmCvar_t cg_timescaleFadeEnd;
+extern vmCvar_t cg_timescaleFadeSpeed;
+extern vmCvar_t cg_timescale;
+extern vmCvar_t cg_cameraMode;
+extern vmCvar_t cg_smallFont;
+extern vmCvar_t cg_bigFont;
+extern vmCvar_t cg_noTaunt;
+extern vmCvar_t cg_noProjectileTrail;
+extern vmCvar_t cg_oldRail;
+extern vmCvar_t cg_oldRocket;
+extern vmCvar_t cg_oldPlasma;
+extern vmCvar_t cg_trueLightning;
+extern vmCvar_t cg_creepRes;
+extern vmCvar_t cg_drawSurfNormal;
+extern vmCvar_t cg_drawBBOX;
+extern vmCvar_t cg_debugAlloc;
+extern vmCvar_t cg_wwSmoothTime;
+extern vmCvar_t cg_wwFollow;
+extern vmCvar_t cg_wwToggle;
+extern vmCvar_t cg_depthSortParticles;
+extern vmCvar_t cg_bounceParticles;
+extern vmCvar_t cg_consoleLatency;
+extern vmCvar_t cg_lightFlare;
+extern vmCvar_t cg_debugParticles;
+extern vmCvar_t cg_debugTrails;
+extern vmCvar_t cg_debugPVS;
+extern vmCvar_t cg_disableWarningDialogs;
+extern vmCvar_t cg_disableScannerPlane;
+extern vmCvar_t cg_tutorial;
+
+extern vmCvar_t cg_painBlendUpRate;
+extern vmCvar_t cg_painBlendDownRate;
+extern vmCvar_t cg_painBlendMax;
+extern vmCvar_t cg_painBlendScale;
+extern vmCvar_t cg_painBlendZoom;
+
+//TA: hack to get class an carriage through to UI module
+extern vmCvar_t ui_currentClass;
+extern vmCvar_t ui_carriage;
+extern vmCvar_t ui_stages;
+extern vmCvar_t ui_dialog;
+extern vmCvar_t ui_loading;
+extern vmCvar_t ui_voteActive;
+extern vmCvar_t ui_alienTeamVoteActive;
+extern vmCvar_t ui_humanTeamVoteActive;
+
+extern vmCvar_t cg_debugRandom;
+
+extern vmCvar_t cg_optimizePrediction;
+extern vmCvar_t cg_projectileNudge;
+extern vmCvar_t cg_unlagged;
+
+//
+// cg_main.c
+//
+const char *CG_ConfigString( int index );
+const char *CG_Argv( int arg );
+
+void QDECL CG_Printf( const char *msg, ... );
+void QDECL CG_Error( const char *msg, ... );
+
+void CG_StartMusic( void );
+int CG_PlayerCount( void );
+
+void CG_UpdateCvars( void );
+
+int CG_CrosshairPlayer( void );
+int CG_LastAttacker( void );
+void CG_LoadMenus( const char *menuFile );
+void CG_KeyEvent( int key, qboolean down );
+void CG_MouseEvent( int x, int y );
+void CG_EventHandling( int type );
+void CG_SetScoreSelection( void *menu );
+void CG_BuildSpectatorString( void );
+
+qboolean CG_FileExists( char *filename );
+void CG_RemoveNotifyLine( void );
+void CG_AddNotifyText( void );
+
+
+//
+// cg_view.c
+//
+void CG_addSmoothOp( vec3_t rotAxis, float rotAngle, float timeMod ); //TA
+void CG_TestModel_f( void );
+void CG_TestGun_f( void );
+void CG_TestModelNextFrame_f( void );
+void CG_TestModelPrevFrame_f( void );
+void CG_TestModelNextSkin_f( void );
+void CG_TestModelPrevSkin_f( void );
+void CG_AddBufferedSound( sfxHandle_t sfx );
+void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback );
+
+
+//
+// cg_drawtools.c
+//
+void CG_DrawPlane( vec3_t origin, vec3_t down, vec3_t right, qhandle_t shader );
+void CG_AdjustFrom640( float *x, float *y, float *w, float *h );
+void CG_FillRect( float x, float y, float width, float height, const float *color );
+void CG_DrawPic( float x, float y, float width, float height, qhandle_t hShader );
+void CG_DrawFadePic( float x, float y, float width, float height, vec4_t fcolor,
+ vec4_t tcolor, float amount, qhandle_t hShader );
+
+int CG_DrawStrlen( const char *str );
+
+float *CG_FadeColor( int startMsec, int totalMsec );
+void CG_TileClear( void );
+void CG_ColorForHealth( vec4_t hcolor );
+void CG_GetColorForHealth( int health, int armor, vec4_t hcolor );
+
+void CG_DrawRect( float x, float y, float width, float height, float size, const float *color );
+void CG_DrawSides(float x, float y, float w, float h, float size);
+void CG_DrawTopBottom(float x, float y, float w, float h, float size);
+qboolean CG_WorldToScreen( vec3_t point, float *x, float *y );
+char *CG_KeyBinding( const char *bind );
+
+
+//
+// cg_draw.c
+//
+extern int sortedTeamPlayers[ TEAM_MAXOVERLAY ];
+extern int numSortedTeamPlayers;
+
+void CG_AddLagometerFrameInfo( void );
+void CG_AddLagometerSnapshotInfo( snapshot_t *snap );
+void CG_CenterPrint( const char *str, int y, int charWidth );
+void CG_DrawActive( stereoFrame_t stereoView );
+void CG_OwnerDraw( float x, float y, float w, float h, float text_x, float text_y,
+ int ownerDraw, int ownerDrawFlags, int align, float special,
+ float scale, vec4_t color, qhandle_t shader, int textStyle);
+void CG_Text_Paint( float x, float y, float scale, vec4_t color, const char *text, float adjust, int limit, int style );
+int CG_Text_Width( const char *text, float scale, int limit );
+int CG_Text_Height( const char *text, float scale, int limit );
+float CG_GetValue(int ownerDraw);
+void CG_RunMenuScript(char **args);
+void CG_SetPrintString( int type, const char *p );
+void CG_GetTeamColor( vec4_t *color );
+const char *CG_GetKillerText( void );
+void CG_Text_PaintChar( float x, float y, float width, float height, float scale,
+ float s, float t, float s2, float t2, qhandle_t hShader );
+void CG_DrawLoadingScreen( void );
+void CG_UpdateMediaFraction( float newFract );
+void CG_ResetPainBlend( void );
+void CG_DrawField( float x, float y, int width, float cw, float ch, int value );
+
+//
+// cg_players.c
+//
+void CG_Player( centity_t *cent );
+void CG_Corpse( centity_t *cent );
+void CG_ResetPlayerEntity( centity_t *cent );
+void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, int team );
+void CG_NewClientInfo( int clientNum );
+void CG_PrecacheClientInfo( pClass_t class, char *model, char *skin );
+sfxHandle_t CG_CustomSound( int clientNum, const char *soundName );
+void CG_PlayerDisconnect( vec3_t org );
+void CG_Bleed( vec3_t origin, vec3_t normal, int entityNum );
+qboolean CG_AtHighestClass( void );
+
+//
+// cg_buildable.c
+//
+void CG_GhostBuildable( buildable_t buildable );
+void CG_Buildable( centity_t *cent );
+void CG_BuildableStatusParse( const char *filename, buildStat_t *bs );
+void CG_DrawBuildableStatus( void );
+void CG_InitBuildables( void );
+void CG_HumanBuildableExplosion( vec3_t origin, vec3_t dir );
+void CG_AlienBuildableExplosion( vec3_t origin, vec3_t dir );
+
+//
+// cg_animation.c
+//
+void CG_RunLerpFrame( lerpFrame_t *lf );
+
+//
+// cg_animmapobj.c
+//
+void CG_AnimMapObj( centity_t *cent );
+void CG_ModelDoor( centity_t *cent );
+
+//
+// cg_predict.c
+//
+
+#define MAGIC_TRACE_HACK -2
+
+void CG_BuildSolidList( void );
+int CG_PointContents( const vec3_t point, int passEntityNum );
+void CG_Trace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs,
+ const vec3_t end, int skipNumber, int mask );
+void CG_CapTrace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs,
+ const vec3_t end, int skipNumber, int mask );
+void CG_BiSphereTrace( trace_t *result, const vec3_t start, const vec3_t end,
+ const float startRadius, const float endRadius, int skipNumber, int mask );
+void CG_PredictPlayerState( void );
+
+
+//
+// cg_events.c
+//
+void CG_CheckEvents( centity_t *cent );
+void CG_EntityEvent( centity_t *cent, vec3_t position );
+void CG_PainEvent( centity_t *cent, int health );
+
+
+//
+// cg_ents.c
+//
+void CG_DrawBoundingBox( vec3_t origin, vec3_t mins, vec3_t maxs );
+void CG_SetEntitySoundPosition( centity_t *cent );
+void CG_AddPacketEntities( void );
+void CG_Beam( centity_t *cent );
+void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int fromTime, int toTime, vec3_t out );
+
+void CG_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
+ qhandle_t parentModel, char *tagName );
+void CG_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
+ qhandle_t parentModel, char *tagName );
+
+
+
+
+//
+// cg_weapons.c
+//
+void CG_NextWeapon_f( void );
+void CG_PrevWeapon_f( void );
+void CG_Weapon_f( void );
+
+void CG_InitUpgrades( void );
+void CG_RegisterUpgrade( int upgradeNum );
+void CG_InitWeapons( void );
+void CG_RegisterWeapon( int weaponNum );
+
+void CG_FireWeapon( centity_t *cent, weaponMode_t weaponMode );
+void CG_MissileHitWall( weapon_t weapon, weaponMode_t weaponMode, int clientNum,
+ vec3_t origin, vec3_t dir, impactSound_t soundType );
+void CG_MissileHitPlayer( weapon_t weapon, weaponMode_t weaponMode, vec3_t origin, vec3_t dir, int entityNum );
+void CG_Bullet( vec3_t origin, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum );
+void CG_ShotgunFire( entityState_t *es );
+
+void CG_AddViewWeapon (playerState_t *ps);
+void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent );
+void CG_DrawItemSelect( rectDef_t *rect, vec4_t color );
+void CG_DrawItemSelectText( rectDef_t *rect, float scale, int textStyle );
+
+
+//
+// cg_scanner.c
+//
+void CG_UpdateEntityPositions( void );
+void CG_Scanner( rectDef_t *rect, qhandle_t shader, vec4_t color );
+void CG_AlienSense( rectDef_t *rect );
+
+//
+// cg_marks.c
+//
+void CG_InitMarkPolys( void );
+void CG_AddMarks( void );
+void CG_ImpactMark( qhandle_t markShader,
+ const vec3_t origin, const vec3_t dir,
+ float orientation,
+ float r, float g, float b, float a,
+ qboolean alphaFade,
+ float radius, qboolean temporary );
+
+//
+// cg_snapshot.c
+//
+void CG_ProcessSnapshots( void );
+
+//
+// cg_consolecmds.c
+//
+qboolean CG_ConsoleCommand( void );
+void CG_InitConsoleCommands( void );
+qboolean CG_RequestScores( void );
+
+//
+// cg_servercmds.c
+//
+void CG_ExecuteNewServerCommands( int latestSequence );
+void CG_ParseServerinfo( void );
+void CG_SetConfigValues( void );
+void CG_ShaderStateChanged(void);
+
+//
+// cg_playerstate.c
+//
+void CG_Respawn( void );
+void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops );
+void CG_CheckChangedPredictableEvents( playerState_t *ps );
+
+//
+// cg_mem.c
+//
+void CG_InitMemory( void );
+void *CG_Alloc( int size );
+void CG_Free( void *ptr );
+void CG_DefragmentMemory( void );
+
+//
+// cg_attachment.c
+//
+qboolean CG_AttachmentPoint( attachment_t *a, vec3_t v );
+qboolean CG_AttachmentDir( attachment_t *a, vec3_t v );
+qboolean CG_AttachmentAxis( attachment_t *a, vec3_t axis[ 3 ] );
+qboolean CG_AttachmentVelocity( attachment_t *a, vec3_t v );
+int CG_AttachmentCentNum( attachment_t *a );
+
+qboolean CG_Attached( attachment_t *a );
+
+void CG_AttachToPoint( attachment_t *a );
+void CG_AttachToCent( attachment_t *a );
+void CG_AttachToTag( attachment_t *a );
+void CG_AttachToParticle( attachment_t *a );
+void CG_SetAttachmentPoint( attachment_t *a, vec3_t v );
+void CG_SetAttachmentCent( attachment_t *a, centity_t *cent );
+void CG_SetAttachmentTag( attachment_t *a, refEntity_t parent,
+ qhandle_t model, char *tagName );
+void CG_SetAttachmentParticle( attachment_t *a, particle_t *p );
+
+void CG_SetAttachmentOffset( attachment_t *a, vec3_t v );
+
+//
+// cg_particles.c
+//
+void CG_LoadParticleSystems( void );
+qhandle_t CG_RegisterParticleSystem( char *name );
+
+particleSystem_t *CG_SpawnNewParticleSystem( qhandle_t psHandle );
+void CG_DestroyParticleSystem( particleSystem_t **ps );
+
+qboolean CG_IsParticleSystemInfinite( particleSystem_t *ps );
+qboolean CG_IsParticleSystemValid( particleSystem_t **ps );
+
+void CG_SetParticleSystemNormal( particleSystem_t *ps, vec3_t normal );
+
+void CG_AddParticles( void );
+
+void CG_ParticleSystemEntity( centity_t *cent );
+
+void CG_TestPS_f( void );
+void CG_DestroyTestPS_f( void );
+
+//
+// cg_trails.c
+//
+void CG_LoadTrailSystems( void );
+qhandle_t CG_RegisterTrailSystem( char *name );
+
+trailSystem_t *CG_SpawnNewTrailSystem( qhandle_t psHandle );
+void CG_DestroyTrailSystem( trailSystem_t **ts );
+
+qboolean CG_IsTrailSystemValid( trailSystem_t **ts );
+
+void CG_AddTrails( void );
+
+void CG_TestTS_f( void );
+void CG_DestroyTestTS_f( void );
+
+//
+// cg_ptr.c
+//
+int CG_ReadPTRCode( void );
+void CG_WritePTRCode( int code );
+
+//
+// cg_tutorial.c
+//
+const char *CG_TutorialText( void );
+
+//
+//===============================================
+
+//
+// system traps
+// These functions are how the cgame communicates with the main game system
+//
+
+
+// print message on the local console
+void trap_Print( const char *fmt );
+
+// abort the game
+void trap_Error( const char *fmt );
+
+// milliseconds should only be used for performance tuning, never
+// for anything game related. Get time from the CG_DrawActiveFrame parameter
+int trap_Milliseconds( void );
+
+// console variable interaction
+void trap_Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags );
+void trap_Cvar_Update( vmCvar_t *vmCvar );
+void trap_Cvar_Set( const char *var_name, const char *value );
+void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize );
+
+// ServerCommand and ConsoleCommand parameter access
+int trap_Argc( void );
+void trap_Argv( int n, char *buffer, int bufferLength );
+void trap_Args( char *buffer, int bufferLength );
+void trap_LiteralArgs( char *buffer, int bufferLength );
+
+// filesystem access
+// returns length of file
+int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode );
+void trap_FS_Read( void *buffer, int len, fileHandle_t f );
+void trap_FS_Write( const void *buffer, int len, fileHandle_t f );
+void trap_FS_FCloseFile( fileHandle_t f );
+void trap_FS_Seek( fileHandle_t f, long offset, fsOrigin_t origin ); // fsOrigin_t
+int trap_FS_GetFileList( const char *path, const char *extension,
+ char *listbuf, int bufsize );
+
+// add commands to the local console as if they were typed in
+// for map changing, etc. The command is not executed immediately,
+// but will be executed in order the next time console commands
+// are processed
+void trap_SendConsoleCommand( const char *text );
+
+// register a command name so the console can perform command completion.
+// FIXME: replace this with a normal console command "defineCommand"?
+void trap_AddCommand( const char *cmdName );
+
+// send a string to the server over the network
+void trap_SendClientCommand( const char *s );
+
+// force a screen update, only used during gamestate load
+void trap_UpdateScreen( void );
+
+// model collision
+void trap_CM_LoadMap( const char *mapname );
+int trap_CM_NumInlineModels( void );
+clipHandle_t trap_CM_InlineModel( int index ); // 0 = world, 1+ = bmodels
+clipHandle_t trap_CM_TempBoxModel( const vec3_t mins, const vec3_t maxs );
+int trap_CM_PointContents( const vec3_t p, clipHandle_t model );
+int trap_CM_TransformedPointContents( const vec3_t p, clipHandle_t model, const vec3_t origin, const vec3_t angles );
+void trap_CM_BoxTrace( trace_t *results, const vec3_t start, const vec3_t end,
+ const vec3_t mins, const vec3_t maxs,
+ clipHandle_t model, int brushmask );
+void trap_CM_TransformedBoxTrace( trace_t *results, const vec3_t start, const vec3_t end,
+ const vec3_t mins, const vec3_t maxs,
+ clipHandle_t model, int brushmask,
+ const vec3_t origin, const vec3_t angles );
+void trap_CM_CapsuleTrace( trace_t *results, const vec3_t start, const vec3_t end,
+ const vec3_t mins, const vec3_t maxs,
+ clipHandle_t model, int brushmask );
+void trap_CM_TransformedCapsuleTrace( trace_t *results, const vec3_t start, const vec3_t end,
+ const vec3_t mins, const vec3_t maxs,
+ clipHandle_t model, int brushmask,
+ const vec3_t origin, const vec3_t angles );
+void trap_CM_BiSphereTrace( trace_t *results, const vec3_t start,
+ const vec3_t end, float startRad, float endRad,
+ clipHandle_t model, int mask );
+void trap_CM_TransformedBiSphereTrace( trace_t *results, const vec3_t start,
+ const vec3_t end, float startRad, float endRad,
+ clipHandle_t model, int mask,
+ const vec3_t origin );
+
+// Returns the projection of a polygon onto the solid brushes in the world
+int trap_CM_MarkFragments( int numPoints, const vec3_t *points,
+ const vec3_t projection,
+ int maxPoints, vec3_t pointBuffer,
+ int maxFragments, markFragment_t *fragmentBuffer );
+
+// normal sounds will have their volume dynamically changed as their entity
+// moves and the listener moves
+void trap_S_StartSound( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx );
+void trap_S_StopLoopingSound( int entnum );
+
+// a local sound is always played full volume
+void trap_S_StartLocalSound( sfxHandle_t sfx, int channelNum );
+void trap_S_ClearLoopingSounds( qboolean killall );
+void trap_S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx );
+void trap_S_AddRealLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx );
+void trap_S_UpdateEntityPosition( int entityNum, const vec3_t origin );
+
+// respatialize recalculates the volumes of sound as they should be heard by the
+// given entityNum and position
+void trap_S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], int inwater );
+sfxHandle_t trap_S_RegisterSound( const char *sample, qboolean compressed ); // returns buzz if not found
+void trap_S_StartBackgroundTrack( const char *intro, const char *loop ); // empty name stops music
+void trap_S_StopBackgroundTrack( void );
+
+
+void trap_R_LoadWorldMap( const char *mapname );
+
+// all media should be registered during level startup to prevent
+// hitches during gameplay
+qhandle_t trap_R_RegisterModel( const char *name ); // returns rgb axis if not found
+qhandle_t trap_R_RegisterSkin( const char *name ); // returns all white if not found
+qhandle_t trap_R_RegisterShader( const char *name ); // returns all white if not found
+qhandle_t trap_R_RegisterShaderNoMip( const char *name ); // returns all white if not found
+
+// a scene is built up by calls to R_ClearScene and the various R_Add functions.
+// Nothing is drawn until R_RenderScene is called.
+void trap_R_ClearScene( void );
+void trap_R_AddRefEntityToScene( const refEntity_t *re );
+
+// polys are intended for simple wall marks, not really for doing
+// significant construction
+void trap_R_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts );
+void trap_R_AddPolysToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts, int numPolys );
+void trap_R_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b );
+void trap_R_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b );
+int trap_R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir );
+void trap_R_RenderScene( const refdef_t *fd );
+void trap_R_SetColor( const float *rgba ); // NULL = 1,1,1,1
+void trap_R_DrawStretchPic( float x, float y, float w, float h,
+ float s1, float t1, float s2, float t2, qhandle_t hShader );
+void trap_R_ModelBounds( clipHandle_t model, vec3_t mins, vec3_t maxs );
+int trap_R_LerpTag( orientation_t *tag, clipHandle_t mod, int startFrame, int endFrame,
+ float frac, const char *tagName );
+void trap_R_RemapShader( const char *oldShader, const char *newShader, const char *timeOffset );
+
+// The glconfig_t will not change during the life of a cgame.
+// If it needs to change, the entire cgame will be restarted, because
+// all the qhandle_t are then invalid.
+void trap_GetGlconfig( glconfig_t *glconfig );
+
+// the gamestate should be grabbed at startup, and whenever a
+// configstring changes
+void trap_GetGameState( gameState_t *gamestate );
+
+// cgame will poll each frame to see if a newer snapshot has arrived
+// that it is interested in. The time is returned seperately so that
+// snapshot latency can be calculated.
+void trap_GetCurrentSnapshotNumber( int *snapshotNumber, int *serverTime );
+
+// a snapshot get can fail if the snapshot (or the entties it holds) is so
+// old that it has fallen out of the client system queue
+qboolean trap_GetSnapshot( int snapshotNumber, snapshot_t *snapshot );
+
+// retrieve a text command from the server stream
+// the current snapshot will hold the number of the most recent command
+// qfalse can be returned if the client system handled the command
+// argc() / argv() can be used to examine the parameters of the command
+qboolean trap_GetServerCommand( int serverCommandNumber );
+
+// returns the most recent command number that can be passed to GetUserCmd
+// this will always be at least one higher than the number in the current
+// snapshot, and it may be quite a few higher if it is a fast computer on
+// a lagged connection
+int trap_GetCurrentCmdNumber( void );
+
+qboolean trap_GetUserCmd( int cmdNumber, usercmd_t *ucmd );
+
+// used for the weapon select and zoom
+void trap_SetUserCmdValue( int stateValue, float sensitivityScale );
+
+// aids for VM testing
+void testPrintInt( char *string, int i );
+void testPrintFloat( char *string, float f );
+
+int trap_MemoryRemaining( void );
+void trap_R_RegisterFont(const char *fontName, int pointSize, fontInfo_t *font);
+qboolean trap_Key_IsDown( int keynum );
+int trap_Key_GetCatcher( void );
+void trap_Key_SetCatcher( int catcher );
+int trap_Key_GetKey( const char *binding );
+void trap_Key_KeynumToStringBuf( int keynum, char *buf, int buflen );
+void trap_Key_GetBindingBuf( int keynum, char *buf, int buflen );
+void trap_Key_SetBinding( int keynum, const char *binding );
+
+int trap_CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits );
+e_status trap_CIN_StopCinematic( int handle );
+e_status trap_CIN_RunCinematic( int handle );
+void trap_CIN_DrawCinematic( int handle );
+void trap_CIN_SetExtents( int handle, int x, int y, int w, int h );
+
+void trap_SnapVector( float *v );
+int trap_RealTime( qtime_t *tm );
+
+qboolean trap_loadCamera( const char *name );
+void trap_startCamera( int time );
+qboolean trap_getCameraInfo( int time, vec3_t *origin, vec3_t *angles );
+
+qboolean trap_GetEntityToken( char *buffer, int bufferSize );
+
+int trap_GetDemoState( void );
+int trap_GetDemoPos( void );
+void trap_GetDemoName( char *buffer, int size );
+
+// cg_drawCrosshair settings
+#define CROSSHAIR_ALWAYSOFF 0
+#define CROSSHAIR_RANGEDONLY 1
+#define CROSSHAIR_ALWAYSON 2
+