// Copyright (C) 1999-2000 Id Software, Inc.
//
// cg_main.c -- initialization and primary entry point for cgame

/*
 *  Portions Copyright (C) 2000-2001 Tim Angus
 *
 *  This program is free software; you can redistribute it and/or modify
 *  it under the terms of the GNU Lesser General Public License as published by
 *  the Free Software Foundation; either version 2.1, or (at your option)
 *  any later version.
 *
 *  This program 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 Lesser General Public License for more details.
 *
 *  You should have received a copy of the GNU Lesser General Public License
 *  along with this program; if not, write to the Free Software
 *  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
 */

/*  To assertain which portions are licensed under the LGPL and which are
 *  licensed by Id Software, Inc. please run a diff between the equivalent
 *  versions of the "Tremulous" modification and the unmodified "Quake3"
 *  game source code.
 */
                    
#include "cg_local.h"

int forceModelModificationCount = -1;

void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum );
void CG_Shutdown( void );

/*
================
vmMain

This is the only way control passes into the module.
This must be the very first function compiled into the .q3vm file
================
*/
int vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11  ) {
  switch ( command ) {
  case CG_INIT:
    CG_Init( arg0, arg1, arg2 );
    return 0;
  case CG_SHUTDOWN:
    CG_Shutdown();
    return 0;
  case CG_CONSOLE_COMMAND:
    return CG_ConsoleCommand();
  case CG_DRAW_ACTIVE_FRAME:
    CG_DrawActiveFrame( arg0, arg1, arg2 );
    return 0;
  case CG_CROSSHAIR_PLAYER:
    return CG_CrosshairPlayer();
  case CG_LAST_ATTACKER:
    return CG_LastAttacker();
  case CG_KEY_EVENT:
    CG_KeyEvent(arg0, arg1);
    return 0;
  case CG_MOUSE_EVENT:
    CG_MouseEvent(arg0, arg1);
    return 0;
  case CG_EVENT_HANDLING:
    CG_EventHandling(arg0);
    return 0;
  default:
    CG_Error( "vmMain: unknown command %i", command );
    break;
  }
  return -1;
}


cg_t        cg;
cgs_t       cgs;
centity_t     cg_entities[MAX_GENTITIES];

//TA: weapons limit expanded:
//weaponInfo_t    cg_weapons[MAX_WEAPONS];
weaponInfo_t    cg_weapons[32];
upgradeInfo_t    cg_upgrades[32];

itemInfo_t      cg_items[MAX_ITEMS];

//TA:
cgItemPos_t      cgIP;


vmCvar_t  cg_railTrailTime;
vmCvar_t  cg_centertime;
vmCvar_t  cg_runpitch;
vmCvar_t  cg_runroll;
vmCvar_t  cg_bobup;
vmCvar_t  cg_bobpitch;
vmCvar_t  cg_bobroll;
vmCvar_t  cg_swingSpeed;
vmCvar_t  cg_shadows;
vmCvar_t  cg_gibs;
vmCvar_t  cg_drawTimer;
vmCvar_t  cg_drawFPS;
vmCvar_t  cg_drawSnapshot;
vmCvar_t  cg_draw3dIcons;
vmCvar_t  cg_drawIcons;
vmCvar_t  cg_drawAmmoWarning;
vmCvar_t  cg_drawCrosshair;
vmCvar_t  cg_drawCrosshairNames;
vmCvar_t  cg_drawRewards;
vmCvar_t  cg_crosshairSize;
vmCvar_t  cg_crosshairX;
vmCvar_t  cg_crosshairY;
vmCvar_t  cg_crosshairHealth;
vmCvar_t  cg_draw2D;
vmCvar_t  cg_drawStatus;
vmCvar_t  cg_animSpeed;
vmCvar_t  cg_debugAnim;
vmCvar_t  cg_debugPosition;
vmCvar_t  cg_debugEvents;
vmCvar_t  cg_errorDecay;
vmCvar_t  cg_nopredict;
vmCvar_t  cg_noPlayerAnims;
vmCvar_t  cg_showmiss;
vmCvar_t  cg_footsteps;
vmCvar_t  cg_addMarks;
vmCvar_t  cg_brassTime;
vmCvar_t  cg_viewsize;
vmCvar_t  cg_drawGun;
vmCvar_t  cg_gun_frame;
vmCvar_t  cg_gun_x;
vmCvar_t  cg_gun_y;
vmCvar_t  cg_gun_z;
vmCvar_t  cg_tracerChance;
vmCvar_t  cg_tracerWidth;
vmCvar_t  cg_tracerLength;
vmCvar_t  cg_autoswitch;
vmCvar_t  cg_ignore;
vmCvar_t  cg_simpleItems;
vmCvar_t  cg_fov;
vmCvar_t  cg_zoomFov;
vmCvar_t  cg_thirdPerson;
vmCvar_t  cg_thirdPersonRange;
vmCvar_t  cg_thirdPersonAngle;
vmCvar_t  cg_stereoSeparation;
vmCvar_t  cg_lagometer;
vmCvar_t  cg_drawAttacker;
vmCvar_t  cg_synchronousClients;
vmCvar_t  cg_teamChatTime;
vmCvar_t  cg_teamChatHeight;
vmCvar_t  cg_stats;
vmCvar_t  cg_buildScript;
vmCvar_t  cg_forceModel;
vmCvar_t  cg_paused;
vmCvar_t  cg_blood;
vmCvar_t  cg_predictItems;
vmCvar_t  cg_deferPlayers;
vmCvar_t  cg_drawTeamOverlay;
vmCvar_t  cg_teamOverlayUserinfo;
vmCvar_t  cg_drawFriend;
vmCvar_t  cg_teamChatsOnly;
vmCvar_t  cg_noVoiceChats;
vmCvar_t  cg_noVoiceText;
vmCvar_t  cg_hudFiles;
vmCvar_t  cg_scorePlum;
vmCvar_t  cg_smoothClients;
vmCvar_t  pmove_fixed;
//vmCvar_t  cg_pmove_fixed;
vmCvar_t  pmove_msec;
vmCvar_t  cg_pmove_msec;
vmCvar_t  cg_cameraMode;
vmCvar_t  cg_cameraOrbit;
vmCvar_t  cg_cameraOrbitDelay;
vmCvar_t  cg_timescaleFadeEnd;
vmCvar_t  cg_timescaleFadeSpeed;
vmCvar_t  cg_timescale;
vmCvar_t  cg_smallFont;
vmCvar_t  cg_bigFont;
vmCvar_t  cg_noTaunt;
vmCvar_t  cg_creepRes;
vmCvar_t  cg_drawSurfNormal;


typedef struct {
  vmCvar_t  *vmCvar;
  char    *cvarName;
  char    *defaultString;
  int     cvarFlags;
} cvarTable_t;

cvarTable_t   cvarTable[] = {
  { &cg_ignore, "cg_ignore", "0", 0 },  // used for debugging
  { &cg_autoswitch, "cg_autoswitch", "1", CVAR_ARCHIVE },
  { &cg_drawGun, "cg_drawGun", "1", CVAR_ARCHIVE },
  { &cg_zoomFov, "cg_zoomfov", "22.5", CVAR_ARCHIVE },
  { &cg_fov, "cg_fov", "90", CVAR_ARCHIVE },
  { &cg_viewsize, "cg_viewsize", "100", CVAR_ARCHIVE },
  { &cg_stereoSeparation, "cg_stereoSeparation", "0.4", CVAR_ARCHIVE  },
  { &cg_shadows, "cg_shadows", "1", CVAR_ARCHIVE  },
  { &cg_gibs, "cg_gibs", "1", CVAR_ARCHIVE  },
  { &cg_draw2D, "cg_draw2D", "1", CVAR_ARCHIVE  },
  { &cg_drawStatus, "cg_drawStatus", "1", CVAR_ARCHIVE  },
  { &cg_drawTimer, "cg_drawTimer", "0", CVAR_ARCHIVE  },
  { &cg_drawFPS, "cg_drawFPS", "0", CVAR_ARCHIVE  },
  { &cg_drawSnapshot, "cg_drawSnapshot", "0", CVAR_ARCHIVE  },
  { &cg_draw3dIcons, "cg_draw3dIcons", "1", CVAR_ARCHIVE  },
  { &cg_drawIcons, "cg_drawIcons", "1", CVAR_ARCHIVE  },
  { &cg_drawAmmoWarning, "cg_drawAmmoWarning", "1", CVAR_ARCHIVE  },
  { &cg_drawAttacker, "cg_drawAttacker", "1", CVAR_ARCHIVE  },
  { &cg_drawCrosshair, "cg_drawCrosshair", "4", CVAR_ARCHIVE },
  { &cg_drawCrosshairNames, "cg_drawCrosshairNames", "1", CVAR_ARCHIVE },
  { &cg_drawRewards, "cg_drawRewards", "1", CVAR_ARCHIVE },
  { &cg_crosshairSize, "cg_crosshairSize", "24", CVAR_ARCHIVE },
  { &cg_crosshairHealth, "cg_crosshairHealth", "1", CVAR_ARCHIVE },
  { &cg_crosshairX, "cg_crosshairX", "0", CVAR_ARCHIVE },
  { &cg_crosshairY, "cg_crosshairY", "0", CVAR_ARCHIVE },
  { &cg_brassTime, "cg_brassTime", "2500", CVAR_ARCHIVE },
  { &cg_simpleItems, "cg_simpleItems", "0", CVAR_ARCHIVE },
  { &cg_addMarks, "cg_marks", "1", CVAR_ARCHIVE },
  { &cg_lagometer, "cg_lagometer", "1", CVAR_ARCHIVE },
  { &cg_railTrailTime, "cg_railTrailTime", "400", CVAR_ARCHIVE  },
  { &cg_gun_x, "cg_gunX", "0", CVAR_CHEAT },
  { &cg_gun_y, "cg_gunY", "0", CVAR_CHEAT },
  { &cg_gun_z, "cg_gunZ", "0", CVAR_CHEAT },
  { &cg_centertime, "cg_centertime", "3", CVAR_CHEAT },
  { &cg_runpitch, "cg_runpitch", "0.002", CVAR_ARCHIVE},
  { &cg_runroll, "cg_runroll", "0.005", CVAR_ARCHIVE },
  { &cg_bobup , "cg_bobup", "0.005", CVAR_ARCHIVE },
  { &cg_bobpitch, "cg_bobpitch", "0.002", CVAR_ARCHIVE },
  { &cg_bobroll, "cg_bobroll", "0.002", CVAR_ARCHIVE },
  { &cg_swingSpeed, "cg_swingSpeed", "0.3", CVAR_CHEAT },
  { &cg_animSpeed, "cg_animspeed", "1", CVAR_CHEAT },
  { &cg_debugAnim, "cg_debuganim", "0", CVAR_CHEAT },
  { &cg_debugPosition, "cg_debugposition", "0", CVAR_CHEAT },
  { &cg_debugEvents, "cg_debugevents", "0", CVAR_CHEAT },
  { &cg_errorDecay, "cg_errordecay", "100", 0 },
  { &cg_nopredict, "cg_nopredict", "0", 0 },
  { &cg_noPlayerAnims, "cg_noplayeranims", "0", CVAR_CHEAT },
  { &cg_showmiss, "cg_showmiss", "0", 0 },
  { &cg_footsteps, "cg_footsteps", "1", CVAR_CHEAT },
  { &cg_tracerChance, "cg_tracerchance", "0.4", CVAR_CHEAT },
  { &cg_tracerWidth, "cg_tracerwidth", "1", CVAR_CHEAT },
  { &cg_tracerLength, "cg_tracerlength", "100", CVAR_CHEAT },
  { &cg_thirdPersonRange, "cg_thirdPersonRange", "40", CVAR_CHEAT },
  { &cg_thirdPersonAngle, "cg_thirdPersonAngle", "0", CVAR_CHEAT },
  { &cg_thirdPerson, "cg_thirdPerson", "0", CVAR_CHEAT },
  { &cg_teamChatTime, "cg_teamChatTime", "3000", CVAR_ARCHIVE  },
  { &cg_teamChatHeight, "cg_teamChatHeight", "0", CVAR_ARCHIVE  },
  { &cg_forceModel, "cg_forceModel", "0", CVAR_ARCHIVE  },
  { &cg_predictItems, "cg_predictItems", "1", CVAR_ARCHIVE },
  { &cg_deferPlayers, "cg_deferPlayers", "1", CVAR_ARCHIVE },
  { &cg_drawTeamOverlay, "cg_drawTeamOverlay", "0", CVAR_ARCHIVE },
  { &cg_teamOverlayUserinfo, "teamoverlay", "0", CVAR_ROM | CVAR_USERINFO },
  { &cg_stats, "cg_stats", "0", 0 },
  { &cg_drawFriend, "cg_drawFriend", "1", CVAR_ARCHIVE },
  { &cg_teamChatsOnly, "cg_teamChatsOnly", "0", CVAR_ARCHIVE },
  { &cg_noVoiceChats, "cg_noVoiceChats", "0", CVAR_ARCHIVE },
  { &cg_noVoiceText, "cg_noVoiceText", "0", CVAR_ARCHIVE },
  { &cg_creepRes, "cg_creepRes", "16", CVAR_ARCHIVE },
  { &cg_drawSurfNormal, "cg_drawSurfNormal", "0", CVAR_CHEAT },

  // the following variables are created in other parts of the system,
  // but we also reference them here

  { &cg_buildScript, "com_buildScript", "0", 0 }, // force loading of all possible data amd error on failures
  { &cg_paused, "cl_paused", "0", CVAR_ROM },
  { &cg_blood, "com_blood", "1", CVAR_ARCHIVE },
  { &cg_synchronousClients, "g_synchronousClients", "0", 0 }, // communicated by systeminfo
  { &cg_cameraOrbit, "cg_cameraOrbit", "0", CVAR_CHEAT},
  { &cg_cameraOrbitDelay, "cg_cameraOrbitDelay", "50", CVAR_ARCHIVE},
  { &cg_timescaleFadeEnd, "cg_timescaleFadeEnd", "1", 0},
  { &cg_timescaleFadeSpeed, "cg_timescaleFadeSpeed", "0", 0},
  { &cg_timescale, "timescale", "1", 0},
  { &cg_scorePlum, "cg_scorePlums", "1", CVAR_USERINFO | CVAR_ARCHIVE},
  { &cg_smoothClients, "cg_smoothClients", "0", CVAR_USERINFO | CVAR_ARCHIVE},
  { &cg_cameraMode, "com_cameraMode", "0", CVAR_CHEAT},

  { &pmove_fixed, "pmove_fixed", "0", 0},
  { &pmove_msec, "pmove_msec", "8", 0},
  { &cg_noTaunt, "cg_noTaunt", "0", CVAR_ARCHIVE},
  { &cg_smallFont, "ui_smallFont", "0.25", CVAR_ARCHIVE},
  { &cg_bigFont, "ui_bigFont", "0.4", CVAR_ARCHIVE},

//  { &cg_pmove_fixed, "cg_pmove_fixed", "0", CVAR_USERINFO | CVAR_ARCHIVE }
};

int   cvarTableSize = sizeof( cvarTable ) / sizeof( cvarTable[0] );

/*
=================
CG_RegisterCvars
=================
*/
void CG_RegisterCvars( void ) {
  int     i;
  cvarTable_t *cv;
  char    var[MAX_TOKEN_CHARS];

  for ( i = 0, cv = cvarTable ; i < cvarTableSize ; i++, cv++ ) {
    trap_Cvar_Register( cv->vmCvar, cv->cvarName,
      cv->defaultString, cv->cvarFlags );
  }

  // see if we are also running the server on this machine
  trap_Cvar_VariableStringBuffer( "sv_running", var, sizeof( var ) );
  cgs.localServer = atoi( var );
  forceModelModificationCount = cg_forceModel.modificationCount;

  trap_Cvar_Register(NULL, "model", DEFAULT_MODEL, CVAR_USERINFO | CVAR_ARCHIVE );
  trap_Cvar_Register(NULL, "headmodel", DEFAULT_MODEL, CVAR_USERINFO | CVAR_ARCHIVE );
  trap_Cvar_Register(NULL, "team_model", DEFAULT_TEAM_MODEL, CVAR_USERINFO | CVAR_ARCHIVE );
  trap_Cvar_Register(NULL, "team_headmodel", DEFAULT_TEAM_HEAD, CVAR_USERINFO | CVAR_ARCHIVE );
}


/*                                                                      
===================
CG_ForceModelChange
===================
*/
static void CG_ForceModelChange( void ) {
  int   i;

  for (i=0 ; i<MAX_CLIENTS ; i++) {
    const char    *clientInfo;

    clientInfo = CG_ConfigString( CS_PLAYERS+i );
    if ( !clientInfo[0] ) {
      continue;
    }
    CG_NewClientInfo( i );
  }
}


/*
=================
CG_UpdateCvars
=================
*/
void CG_UpdateCvars( void ) {
  int     i;
  cvarTable_t *cv;

  for ( i = 0, cv = cvarTable ; i < cvarTableSize ; i++, cv++ ) {
    trap_Cvar_Update( cv->vmCvar );
  }

  // check for modications here

  // If team overlay is on, ask for updates from the server.  If its off,
  // let the server know so we don't receive it
  if ( drawTeamOverlayModificationCount != cg_drawTeamOverlay.modificationCount ) {
    drawTeamOverlayModificationCount = cg_drawTeamOverlay.modificationCount;

    if ( cg_drawTeamOverlay.integer > 0 ) {
      trap_Cvar_Set( "teamoverlay", "1" );
    } else {
      trap_Cvar_Set( "teamoverlay", "0" );
    }
    // FIXME E3 HACK
    trap_Cvar_Set( "teamoverlay", "1" );
  }

  // if force model changed
  if ( forceModelModificationCount != cg_forceModel.modificationCount ) {
    forceModelModificationCount = cg_forceModel.modificationCount;
    CG_ForceModelChange();
  }
}


int CG_CrosshairPlayer( void ) {
  if ( cg.time > ( cg.crosshairClientTime + 1000 ) ) {
    return -1;
  }
  return cg.crosshairClientNum;
}


int CG_LastAttacker( void ) {
  if ( !cg.attackerTime ) {
    return -1;
  }
  return cg.snap->ps.persistant[PERS_ATTACKER];
}


void QDECL CG_Printf( const char *msg, ... ) {
  va_list   argptr;
  char    text[1024];

  va_start (argptr, msg);
  vsprintf (text, msg, argptr);
  va_end (argptr);

  trap_Print( text );
}

void QDECL CG_Error( const char *msg, ... ) {
  va_list   argptr;
  char    text[1024];

  va_start (argptr, msg);
  vsprintf (text, msg, argptr);
  va_end (argptr);

  trap_Error( text );
}

#ifndef CGAME_HARD_LINKED
// this is only here so the functions in q_shared.c and bg_*.c can link (FIXME)

void QDECL Com_Error( int level, const char *error, ... ) {
  va_list   argptr;
  char    text[1024];

  va_start (argptr, error);
  vsprintf (text, error, argptr);
  va_end (argptr);

  CG_Error( "%s", text);
}

void QDECL Com_Printf( const char *msg, ... ) {
  va_list   argptr;
  char    text[1024];

  va_start (argptr, msg);
  vsprintf (text, msg, argptr);
  va_end (argptr);

  CG_Printf ("%s", text);
}

#endif



/*
================
CG_Argv
================
*/
const char *CG_Argv( int arg ) {
  static char buffer[MAX_STRING_CHARS];

  trap_Argv( arg, buffer, sizeof( buffer ) );

  return buffer;
}


//========================================================================

/*
=================
CG_RegisterItemSounds

The server says this item is used on this level
=================
*/
static void CG_RegisterItemSounds( int itemNum ) {
  gitem_t     *item;
  char      data[MAX_QPATH];
  char      *s, *start;
  int       len;

  item = &bg_itemlist[ itemNum ];

  if( item->pickup_sound ) {
    trap_S_RegisterSound( item->pickup_sound, qfalse );
  }

  // parse the space seperated precache string for other media
  s = item->sounds;
  if (!s || !s[0])
    return;

  while (*s) {
    start = s;
    while (*s && *s != ' ') {
      s++;
    }

    len = s-start;
    if (len >= MAX_QPATH || len < 5) {
      CG_Error( "PrecacheItem: %s has bad precache string",
        item->classname);
      return;
    }
    memcpy (data, start, len);
    data[len] = 0;
    if ( *s ) {
      s++;
    }

    if ( !strcmp(data+len-3, "wav" )) {
      trap_S_RegisterSound( data, qfalse );
    }
  }
}


/*
=================
CG_RegisterSounds

called during a precache command
=================
*/
static void CG_RegisterSounds( void ) {
  int   i;
  char  items[MAX_ITEMS+1];
  char  name[MAX_QPATH];
  const char  *soundName;

  // voice commands

  cgs.media.oneMinuteSound = trap_S_RegisterSound( "sound/feedback/1_minute.wav", qfalse );
  cgs.media.fiveMinuteSound = trap_S_RegisterSound( "sound/feedback/5_minute.wav", qfalse );
  cgs.media.suddenDeathSound = trap_S_RegisterSound( "sound/feedback/sudden_death.wav", qfalse );
  cgs.media.oneFragSound = trap_S_RegisterSound( "sound/feedback/1_frag.wav", qfalse );
  cgs.media.twoFragSound = trap_S_RegisterSound( "sound/feedback/2_frags.wav", qfalse );
  cgs.media.threeFragSound = trap_S_RegisterSound( "sound/feedback/3_frags.wav", qfalse );
  cgs.media.count3Sound = trap_S_RegisterSound( "sound/feedback/three.wav", qfalse );
  cgs.media.count2Sound = trap_S_RegisterSound( "sound/feedback/two.wav", qfalse );
  cgs.media.count1Sound = trap_S_RegisterSound( "sound/feedback/one.wav", qfalse );
  cgs.media.countFightSound = trap_S_RegisterSound( "sound/feedback/fight.wav", qfalse );
  cgs.media.countPrepareSound = trap_S_RegisterSound( "sound/feedback/prepare.wav", qfalse );

  if ( cgs.gametype >= GT_TEAM || cg_buildScript.integer ) {
    cgs.media.captureAwardSound = trap_S_RegisterSound( "sound/teamplay/flagcapture_yourteam.wav", qfalse );
    cgs.media.redLeadsSound = trap_S_RegisterSound( "sound/feedback/redleads.wav", qfalse );
    cgs.media.blueLeadsSound = trap_S_RegisterSound( "sound/feedback/blueleads.wav", qfalse );
    cgs.media.teamsTiedSound = trap_S_RegisterSound( "sound/feedback/teamstied.wav", qfalse );
    cgs.media.hitTeamSound = trap_S_RegisterSound( "sound/feedback/hit_teammate.wav", qfalse );

    cgs.media.redScoredSound = trap_S_RegisterSound( "sound/teamplay/voc_red_scores.wav", qfalse );
    cgs.media.blueScoredSound = trap_S_RegisterSound( "sound/teamplay/voc_blue_scores.wav", qfalse );

    cgs.media.captureYourTeamSound = trap_S_RegisterSound( "sound/teamplay/flagcapture_yourteam.wav", qfalse );
    cgs.media.captureOpponentSound = trap_S_RegisterSound( "sound/teamplay/flagcapture_opponent.wav", qfalse );

    cgs.media.returnYourTeamSound = trap_S_RegisterSound( "sound/teamplay/flagreturn_yourteam.wav", qfalse );
    cgs.media.returnOpponentSound = trap_S_RegisterSound( "sound/teamplay/flagreturn_opponent.wav", qfalse );

    cgs.media.takenYourTeamSound = trap_S_RegisterSound( "sound/teamplay/flagtaken_yourteam.wav", qfalse );
    cgs.media.takenOpponentSound = trap_S_RegisterSound( "sound/teamplay/flagtaken_opponent.wav", qfalse );

    if ( cgs.gametype == GT_CTF || cg_buildScript.integer ) {
      cgs.media.redFlagReturnedSound = trap_S_RegisterSound( "sound/teamplay/voc_red_returned.wav", qfalse );
      cgs.media.blueFlagReturnedSound = trap_S_RegisterSound( "sound/teamplay/voc_blue_returned.wav", qfalse );
      cgs.media.enemyTookYourFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_enemy_flag.wav", qfalse );
      cgs.media.yourTeamTookEnemyFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_team_flag.wav", qfalse );
    }

    cgs.media.youHaveFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_you_flag.wav", qfalse );
    cgs.media.holyShitSound = trap_S_RegisterSound("sound/feedback/voc_holyshit.wav", qfalse);
    cgs.media.neutralFlagReturnedSound = trap_S_RegisterSound( "sound/teamplay/flagreturn_opponent.wav", qfalse );
    cgs.media.yourTeamTookTheFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_team_1flag.wav", qfalse );
    cgs.media.enemyTookTheFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_enemy_1flag.wav", qfalse );
  }

  cgs.media.tracerSound = trap_S_RegisterSound( "sound/weapons/machinegun/buletby1.wav", qfalse );
  cgs.media.selectSound = trap_S_RegisterSound( "sound/weapons/change.wav", qfalse );
  cgs.media.wearOffSound = trap_S_RegisterSound( "sound/items/wearoff.wav", qfalse );
  cgs.media.useNothingSound = trap_S_RegisterSound( "sound/items/use_nothing.wav", qfalse );
  cgs.media.gibSound = trap_S_RegisterSound( "sound/player/gibsplt1.wav", qfalse );
  cgs.media.gibBounce1Sound = trap_S_RegisterSound( "sound/player/gibimp1.wav", qfalse );
  cgs.media.gibBounce2Sound = trap_S_RegisterSound( "sound/player/gibimp2.wav", qfalse );
  cgs.media.gibBounce3Sound = trap_S_RegisterSound( "sound/player/gibimp3.wav", qfalse );

  cgs.media.teleInSound = trap_S_RegisterSound( "sound/world/telein.wav", qfalse );
  cgs.media.teleOutSound = trap_S_RegisterSound( "sound/world/teleout.wav", qfalse );
  cgs.media.respawnSound = trap_S_RegisterSound( "sound/items/respawn1.wav", qfalse );

  cgs.media.noAmmoSound = trap_S_RegisterSound( "sound/weapons/noammo.wav", qfalse );

  cgs.media.talkSound = trap_S_RegisterSound( "sound/player/talk.wav", qfalse );
  cgs.media.landSound = trap_S_RegisterSound( "sound/player/land1.wav", qfalse);

  cgs.media.hitSound = trap_S_RegisterSound( "sound/feedback/hit.wav", qfalse );

  cgs.media.impressiveSound = trap_S_RegisterSound( "sound/feedback/impressive.wav", qfalse );
  cgs.media.excellentSound = trap_S_RegisterSound( "sound/feedback/excellent.wav", qfalse );
  cgs.media.deniedSound = trap_S_RegisterSound( "sound/feedback/denied.wav", qfalse );
  cgs.media.humiliationSound = trap_S_RegisterSound( "sound/feedback/humiliation.wav", qfalse );
  cgs.media.assistSound = trap_S_RegisterSound( "sound/feedback/assist.wav", qfalse );
  cgs.media.defendSound = trap_S_RegisterSound( "sound/feedback/defense.wav", qfalse );

  cgs.media.takenLeadSound = trap_S_RegisterSound( "sound/feedback/takenlead.wav", qfalse);
  cgs.media.tiedLeadSound = trap_S_RegisterSound( "sound/feedback/tiedlead.wav", qfalse);
  cgs.media.lostLeadSound = trap_S_RegisterSound( "sound/feedback/lostlead.wav", qfalse);

  cgs.media.watrInSound = trap_S_RegisterSound( "sound/player/watr_in.wav", qfalse);
  cgs.media.watrOutSound = trap_S_RegisterSound( "sound/player/watr_out.wav", qfalse);
  cgs.media.watrUnSound = trap_S_RegisterSound( "sound/player/watr_un.wav", qfalse);

  cgs.media.jumpPadSound = trap_S_RegisterSound ("sound/world/jumppad.wav", qfalse );

  for (i=0 ; i<4 ; i++) {
    Com_sprintf (name, sizeof(name), "sound/player/footsteps/step%i.wav", i+1);
    cgs.media.footsteps[FOOTSTEP_NORMAL][i] = trap_S_RegisterSound (name, qfalse);

    Com_sprintf (name, sizeof(name), "sound/player/footsteps/boot%i.wav", i+1);
    cgs.media.footsteps[FOOTSTEP_BOOT][i] = trap_S_RegisterSound (name, qfalse);

    Com_sprintf (name, sizeof(name), "sound/player/footsteps/flesh%i.wav", i+1);
    cgs.media.footsteps[FOOTSTEP_FLESH][i] = trap_S_RegisterSound (name, qfalse);

    Com_sprintf (name, sizeof(name), "sound/player/footsteps/mech%i.wav", i+1);
    cgs.media.footsteps[FOOTSTEP_MECH][i] = trap_S_RegisterSound (name, qfalse);

    Com_sprintf (name, sizeof(name), "sound/player/footsteps/energy%i.wav", i+1);
    cgs.media.footsteps[FOOTSTEP_ENERGY][i] = trap_S_RegisterSound (name, qfalse);

    Com_sprintf (name, sizeof(name), "sound/player/footsteps/splash%i.wav", i+1);
    cgs.media.footsteps[FOOTSTEP_SPLASH][i] = trap_S_RegisterSound (name, qfalse);

    Com_sprintf (name, sizeof(name), "sound/player/footsteps/clank%i.wav", i+1);
    cgs.media.footsteps[FOOTSTEP_METAL][i] = trap_S_RegisterSound (name, qfalse);
  }

  // only register the items that the server says we need
  strcpy( items, CG_ConfigString( CS_ITEMS ) );

  for ( i = 1 ; i < bg_numItems ; i++ ) {
    //if ( items[ i ] == '1' || cg_buildScript.integer ) {
      CG_RegisterItemSounds( i );
    //}
  }

  for ( i = 1 ; i < MAX_SOUNDS ; i++ ) {
    soundName = CG_ConfigString( CS_SOUNDS+i );
    if ( !soundName[0] ) {
      break;
    }
    if ( soundName[0] == '*' ) {
      continue; // custom sound
    }
    cgs.gameSounds[i] = trap_S_RegisterSound( soundName, qfalse );
  }

  // FIXME: only needed with item
  cgs.media.flightSound = trap_S_RegisterSound( "sound/items/flight.wav", qfalse );
  cgs.media.medkitSound = trap_S_RegisterSound ("sound/items/use_medkit.wav", qfalse);
  cgs.media.quadSound = trap_S_RegisterSound("sound/items/damage3.wav", qfalse);
  cgs.media.sfx_ric1 = trap_S_RegisterSound ("sound/weapons/machinegun/ric1.wav", qfalse);
  cgs.media.sfx_ric2 = trap_S_RegisterSound ("sound/weapons/machinegun/ric2.wav", qfalse);
  cgs.media.sfx_ric3 = trap_S_RegisterSound ("sound/weapons/machinegun/ric3.wav", qfalse);
  cgs.media.sfx_railg = trap_S_RegisterSound ("sound/weapons/railgun/railgf1a.wav", qfalse);
  cgs.media.sfx_rockexp = trap_S_RegisterSound ("sound/weapons/rocket/rocklx1a.wav", qfalse);
  cgs.media.sfx_plasmaexp = trap_S_RegisterSound ("sound/weapons/plasma/plasmx1a.wav", qfalse);

  cgs.media.regenSound = trap_S_RegisterSound("sound/items/regen.wav", qfalse);
  cgs.media.protectSound = trap_S_RegisterSound("sound/items/protect3.wav", qfalse);
  cgs.media.n_healthSound = trap_S_RegisterSound("sound/items/n_health.wav", qfalse );
  cgs.media.hgrenb1aSound = trap_S_RegisterSound("sound/weapons/grenade/hgrenb1a.wav", qfalse);
  cgs.media.hgrenb2aSound = trap_S_RegisterSound("sound/weapons/grenade/hgrenb2a.wav", qfalse);

  //TA: it complains about these
  /*cgs.media.wstbimplSound = trap_S_RegisterSound("sound/weapons/proxmine/wstbimpl.wav", qfalse);
  cgs.media.wstbimpmSound = trap_S_RegisterSound("sound/weapons/proxmine/wstbimpm.wav", qfalse);
  cgs.media.wstbimpdSound = trap_S_RegisterSound("sound/weapons/proxmine/wstbimpd.wav", qfalse);
  cgs.media.wstbactvSound = trap_S_RegisterSound("sound/weapons/proxmine/wstbactv.wav", qfalse);*/
}


//===================================================================================


/*
=================
CG_RegisterGraphics

This function may execute for a couple of minutes with a slow disk.
=================
*/
static void CG_RegisterGraphics( void ) {
  int     i;
  char    items[MAX_ITEMS+1];
  static char   *sb_nums[11] = {
    "gfx/2d/numbers/zero_32b",
    "gfx/2d/numbers/one_32b",
    "gfx/2d/numbers/two_32b",
    "gfx/2d/numbers/three_32b",
    "gfx/2d/numbers/four_32b",
    "gfx/2d/numbers/five_32b",
    "gfx/2d/numbers/six_32b",
    "gfx/2d/numbers/seven_32b",
    "gfx/2d/numbers/eight_32b",
    "gfx/2d/numbers/nine_32b",
    "gfx/2d/numbers/minus_32b",
  };

  // clear any references to old media
  memset( &cg.refdef, 0, sizeof( cg.refdef ) );
  trap_R_ClearScene();

  CG_LoadingString( cgs.mapname );

  trap_R_LoadWorldMap( cgs.mapname );

  // precache status bar pics
  CG_LoadingString( "game media" );

  for ( i=0 ; i<11 ; i++) {
    cgs.media.numberShaders[i] = trap_R_RegisterShader( sb_nums[i] );
  }

  cgs.media.botSkillShaders[0] = trap_R_RegisterShader( "menu/art/skill1.tga" );
  cgs.media.botSkillShaders[1] = trap_R_RegisterShader( "menu/art/skill2.tga" );
  cgs.media.botSkillShaders[2] = trap_R_RegisterShader( "menu/art/skill3.tga" );
  cgs.media.botSkillShaders[3] = trap_R_RegisterShader( "menu/art/skill4.tga" );
  cgs.media.botSkillShaders[4] = trap_R_RegisterShader( "menu/art/skill5.tga" );

  cgs.media.viewBloodShader = trap_R_RegisterShader( "viewBloodBlend" );

  cgs.media.deferShader = trap_R_RegisterShaderNoMip( "gfx/2d/defer.tga" );

  cgs.media.scoreboardName = trap_R_RegisterShaderNoMip( "menu/tab/name.tga" );
  cgs.media.scoreboardPing = trap_R_RegisterShaderNoMip( "menu/tab/ping.tga" );
  cgs.media.scoreboardScore = trap_R_RegisterShaderNoMip( "menu/tab/score.tga" );
  cgs.media.scoreboardTime = trap_R_RegisterShaderNoMip( "menu/tab/time.tga" );

  cgs.media.smokePuffShader = trap_R_RegisterShader( "smokePuff" );
  cgs.media.smokePuffRageProShader = trap_R_RegisterShader( "smokePuffRagePro" );
  cgs.media.shotgunSmokePuffShader = trap_R_RegisterShader( "shotgunSmokePuff" );
  cgs.media.plasmaBallShader = trap_R_RegisterShader( "sprites/plasma1" );
  cgs.media.bloodTrailShader = trap_R_RegisterShader( "bloodTrail" );
  cgs.media.lagometerShader = trap_R_RegisterShader("lagometer" );
  cgs.media.connectionShader = trap_R_RegisterShader( "disconnected" );


  //TA: extra stuff
  cgs.media.explosionShader = trap_R_RegisterShader( "grenadeExplosion" );
  cgs.media.greenBloodTrailShader = trap_R_RegisterShader( "greenBloodTrail" );
  cgs.media.greenBloodExplosionShader = trap_R_RegisterShader( "greenBloodExplosion" );
  cgs.media.greenBloodMarkShader = trap_R_RegisterShader( "greenBloodMark" );
  cgs.media.explosionTrailShader = trap_R_RegisterShader( "explosionTrail" );
  
  cgs.media.flameShader = trap_R_RegisterShader( "sprites/flameball" );
  cgs.media.creepShader = trap_R_RegisterShader( "creep" );
  
  cgs.media.scannerBlipShader = trap_R_RegisterShader( "gfx/2d/droidhealth" );
  cgs.media.scannerLineShader = trap_R_RegisterShader( "gfx/2d/func/mult2" );
  cgs.media.scannerShader = trap_R_RegisterShader( "gfx/2d/scanner" );
  
  cgs.media.waterBubbleShader = trap_R_RegisterShader( "waterBubble" );

  cgs.media.tracerShader = trap_R_RegisterShader( "gfx/misc/tracer" );
  cgs.media.selectShader = trap_R_RegisterShader( "gfx/2d/select" );

  for ( i = 0 ; i < NUM_CROSSHAIRS ; i++ ) {
    cgs.media.crosshairShader[i] = trap_R_RegisterShader( va("gfx/2d/crosshair%c", 'a'+i) );
  }

  cgs.media.backTileShader = trap_R_RegisterShader( "gfx/2d/backtile" );
  cgs.media.noammoShader = trap_R_RegisterShader( "icons/noammo" );

  // powerup shaders
  cgs.media.quadShader = trap_R_RegisterShader("powerups/quad" );
  cgs.media.quadWeaponShader = trap_R_RegisterShader("powerups/quadWeapon" );
  cgs.media.battleSuitShader = trap_R_RegisterShader("powerups/battleSuit" );
  cgs.media.battleWeaponShader = trap_R_RegisterShader("powerups/battleWeapon" );
  cgs.media.invisShader = trap_R_RegisterShader("powerups/invisibility" );
  cgs.media.regenShader = trap_R_RegisterShader("powerups/regen" );
  cgs.media.hastePuffShader = trap_R_RegisterShader("hasteSmokePuff" );

  if ( cgs.gametype == GT_CTF || cg_buildScript.integer ) {
    cgs.media.redCubeModel = trap_R_RegisterModel( "models/powerups/orb/r_orb.md3" );
    cgs.media.blueCubeModel = trap_R_RegisterModel( "models/powerups/orb/b_orb.md3" );
    cgs.media.redCubeIcon = trap_R_RegisterShader( "icons/skull_red" );
    cgs.media.blueCubeIcon = trap_R_RegisterShader( "icons/skull_blue" );
  }

  if ( cgs.gametype == GT_CTF || cg_buildScript.integer ) {
    cgs.media.redFlagModel = trap_R_RegisterModel( "models/flags/r_flag.md3" );
    cgs.media.blueFlagModel = trap_R_RegisterModel( "models/flags/b_flag.md3" );
    cgs.media.redFlagShader[0] = trap_R_RegisterShaderNoMip( "icons/iconf_red1" );
    cgs.media.redFlagShader[1] = trap_R_RegisterShaderNoMip( "icons/iconf_red2" );
    cgs.media.redFlagShader[2] = trap_R_RegisterShaderNoMip( "icons/iconf_red3" );
    cgs.media.blueFlagShader[0] = trap_R_RegisterShaderNoMip( "icons/iconf_blu1" );
    cgs.media.blueFlagShader[1] = trap_R_RegisterShaderNoMip( "icons/iconf_blu2" );
    cgs.media.blueFlagShader[2] = trap_R_RegisterShaderNoMip( "icons/iconf_blu3" );
  }

  if ( cgs.gametype >= GT_TEAM || cg_buildScript.integer ) {
    cgs.media.friendShader = trap_R_RegisterShader( "sprites/foe" );
    cgs.media.redQuadShader = trap_R_RegisterShader("powerups/blueflag" );
    cgs.media.teamStatusBar = trap_R_RegisterShader( "gfx/2d/colorbar.tga" );
  }

  //TA: screenfades
  cgs.media.humanNV = trap_R_RegisterShader( "humanNV" );
  cgs.media.humanTorch8 = trap_R_RegisterShader( "humanTorch8" );
  cgs.media.humanTorch7 = trap_R_RegisterShader( "humanTorch7" );
  cgs.media.humanTorch6 = trap_R_RegisterShader( "humanTorch6" );
  cgs.media.humanTorch5 = trap_R_RegisterShader( "humanTorch5" );
  cgs.media.humanTorch4 = trap_R_RegisterShader( "humanTorch4" );
  cgs.media.humanTorch3 = trap_R_RegisterShader( "humanTorch3" );
  cgs.media.humanTorch2 = trap_R_RegisterShader( "humanTorch2" );
  cgs.media.humanTorch1 = trap_R_RegisterShader( "humanTorch1" );
  cgs.media.droidNav9 = trap_R_RegisterShader( "droidNav9" );
  cgs.media.droidNav8 = trap_R_RegisterShader( "droidNav8" );
  cgs.media.droidNav7 = trap_R_RegisterShader( "droidNav7" );
  cgs.media.droidNav6 = trap_R_RegisterShader( "droidNav6" );
  cgs.media.droidNav5 = trap_R_RegisterShader( "droidNav5" );
  cgs.media.droidNav4 = trap_R_RegisterShader( "droidNav4" );
  cgs.media.droidNav3 = trap_R_RegisterShader( "droidNav3" );
  cgs.media.droidNav2 = trap_R_RegisterShader( "droidNav2" );
  cgs.media.droidNav1 = trap_R_RegisterShader( "droidNav1" );
  cgs.media.droidHealth = trap_R_RegisterShader( "gfx/2d/droidhealth.tga" );

  cgs.media.armorModel = trap_R_RegisterModel( "models/powerups/armor/armor_yel.md3" );
  cgs.media.armorIcon  = trap_R_RegisterShaderNoMip( "icons/iconr_yellow" );

  cgs.media.machinegunBrassModel = trap_R_RegisterModel( "models/weapons2/shells/m_shell.md3" );
  cgs.media.shotgunBrassModel = trap_R_RegisterModel( "models/weapons2/shells/s_shell.md3" );

  cgs.media.gibAbdomen = trap_R_RegisterModel( "models/gibs/abdomen.md3" );
  cgs.media.gibArm = trap_R_RegisterModel( "models/gibs/arm.md3" );
  cgs.media.gibChest = trap_R_RegisterModel( "models/gibs/chest.md3" );
  cgs.media.gibFist = trap_R_RegisterModel( "models/gibs/fist.md3" );
  cgs.media.gibFoot = trap_R_RegisterModel( "models/gibs/foot.md3" );
  cgs.media.gibForearm = trap_R_RegisterModel( "models/gibs/forearm.md3" );
  cgs.media.gibIntestine = trap_R_RegisterModel( "models/gibs/intestine.md3" );
  cgs.media.gibLeg = trap_R_RegisterModel( "models/gibs/leg.md3" );
  cgs.media.gibSkull = trap_R_RegisterModel( "models/gibs/skull.md3" );
  cgs.media.gibBrain = trap_R_RegisterModel( "models/gibs/brain.md3" );

  cgs.media.smoke2 = trap_R_RegisterModel( "models/weapons2/shells/s_shell.md3" );

  cgs.media.balloonShader = trap_R_RegisterShader( "sprites/balloon3" );

  cgs.media.bloodExplosionShader = trap_R_RegisterShader( "bloodExplosion" );

  cgs.media.bulletFlashModel = trap_R_RegisterModel("models/weaphits/bullet.md3");
  cgs.media.ringFlashModel = trap_R_RegisterModel("models/weaphits/ring02.md3");
  cgs.media.dishFlashModel = trap_R_RegisterModel("models/weaphits/boom01.md3");
  cgs.media.teleportEffectModel = trap_R_RegisterModel( "models/misc/telep.md3" );
  cgs.media.teleportEffectShader = trap_R_RegisterShader( "teleportEffect" );

  cgs.media.medalImpressive = trap_R_RegisterShaderNoMip( "medal_impressive" );
  cgs.media.medalExcellent = trap_R_RegisterShaderNoMip( "medal_excellent" );
  cgs.media.medalGauntlet = trap_R_RegisterShaderNoMip( "medal_gauntlet" );
  cgs.media.medalDefend = trap_R_RegisterShaderNoMip( "medal_defend" );
  cgs.media.medalAssist = trap_R_RegisterShaderNoMip( "medal_assist" );
  cgs.media.medalCapture = trap_R_RegisterShaderNoMip( "medal_capture" );


  memset( cg_items, 0, sizeof( cg_items ) );
  memset( cg_weapons, 0, sizeof( cg_weapons ) );
  memset( cg_upgrades, 0, sizeof( cg_upgrades ) );

  // only register the items that the server says we need
  strcpy( items, CG_ConfigString( CS_ITEMS) );

  for ( i = 1 ; i < bg_numItems ; i++ ) {
    if ( items[ i ] == '1' || cg_buildScript.integer ) {
      CG_LoadingItem( i );
      CG_RegisterItemVisuals( i );
    }
  }

  // wall marks
  cgs.media.bulletMarkShader = trap_R_RegisterShader( "gfx/damage/bullet_mrk" );
  cgs.media.burnMarkShader = trap_R_RegisterShader( "gfx/damage/burn_med_mrk" );
  cgs.media.holeMarkShader = trap_R_RegisterShader( "gfx/damage/hole_lg_mrk" );
  cgs.media.energyMarkShader = trap_R_RegisterShader( "gfx/damage/plasma_mrk" );
  cgs.media.shadowMarkShader = trap_R_RegisterShader( "markShadow" );
  cgs.media.wakeMarkShader = trap_R_RegisterShader( "wake" );
  cgs.media.bloodMarkShader = trap_R_RegisterShader( "bloodMark" );

  // register the inline models
  cgs.numInlineModels = trap_CM_NumInlineModels();
  for ( i = 1 ; i < cgs.numInlineModels ; i++ ) {
    char  name[10];
    vec3_t      mins, maxs;
    int       j;

    Com_sprintf( name, sizeof(name), "*%i", i );
    cgs.inlineDrawModel[i] = trap_R_RegisterModel( name );
    trap_R_ModelBounds( cgs.inlineDrawModel[i], mins, maxs );
    for ( j = 0 ; j < 3 ; j++ ) {
      cgs.inlineModelMidpoints[i][j] = mins[j] + 0.5 * ( maxs[j] - mins[j] );
    }
  }

  // register all the server specified models
  for (i=1 ; i<MAX_MODELS ; i++) {
    const char    *modelName;

    modelName = CG_ConfigString( CS_MODELS+i );
    if ( !modelName[0] ) {
      break;
    }
    cgs.gameModels[i] = trap_R_RegisterModel( modelName );
  }
}


/*                                                                      
=======================
CG_BuildSpectatorString

=======================
*/
void CG_BuildSpectatorString() {
  int i;
  cg.spectatorList[0] = 0;
  for (i = 0; i < MAX_CLIENTS; i++) {
    if (cgs.clientinfo[i].infoValid && cgs.clientinfo[i].team == TEAM_SPECTATOR ) {
      Q_strcat(cg.spectatorList, sizeof(cg.spectatorList), va("%s     ", cgs.clientinfo[i].name));
    }
  }
  i = strlen(cg.spectatorList);
  if (i != cg.spectatorLen) {
    cg.spectatorLen = i;
    cg.spectatorWidth = -1;
  }
}



/*
===================
CG_RegisterClients

===================
*/
static void CG_RegisterClients( void ) {
  int   i;

  //precache all the models/sounds/etc
  for ( i = PCL_NONE + 1; i < PCL_NUM_CLASSES;  i++ ) {
    const char  *clientInfo;

    clientInfo = CG_ConfigString( CS_PRECACHES + i );
    if ( !clientInfo[0] )
      continue;
    
    CG_LoadingClient( i );
    CG_PrecacheClientInfo( i );
  }

  //load all the clientinfos of clients already connected to the server
  for( i = 0; i < MAX_CLIENTS; i++ )
  {
    const char  *clientInfo;

    clientInfo = CG_ConfigString( CS_PLAYERS + i );
    if( !clientInfo[ 0 ] )
      continue;

    CG_NewClientInfo( i );
  }

  CG_BuildSpectatorString();
}

//===========================================================================

/*
=================
CG_ConfigString
=================
*/
const char *CG_ConfigString( int index ) {
  if ( index < 0 || index >= MAX_CONFIGSTRINGS ) {
    CG_Error( "CG_ConfigString: bad index: %i", index );
  }
  return cgs.gameState.stringData + cgs.gameState.stringOffsets[ index ];
}

//==================================================================

/*
======================
CG_StartMusic

======================
*/
void CG_StartMusic( void ) {
  char  *s;
  char  parm1[MAX_QPATH], parm2[MAX_QPATH];

  // start the background music
  s = (char *)CG_ConfigString( CS_MUSIC );
  Q_strncpyz( parm1, COM_Parse( &s ), sizeof( parm1 ) );
  Q_strncpyz( parm2, COM_Parse( &s ), sizeof( parm2 ) );

  trap_S_StartBackgroundTrack( parm1, parm2 );
}


/*
=================
CG_Init

Called after every level change or subsystem restart
Will perform callbacks to make the loading info screen update.
=================
*/
void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum ) {
  const char  *s;

  // clear everything
  memset( &cgs, 0, sizeof( cgs ) );
  memset( &cg, 0, sizeof( cg ) );
  memset( cg_entities, 0, sizeof(cg_entities) );
  memset( cg_upgrades, 0, sizeof(cg_upgrades) );
  memset( cg_items, 0, sizeof(cg_items) );

  cg.clientNum = clientNum;

  cgs.processedSnapshotNum = serverMessageNum;
  cgs.serverCommandSequence = serverCommandSequence;

  // load a few needed things before we do any screen updates
  cgs.media.charsetShader   = trap_R_RegisterShader( "gfx/2d/bigchars" );
  cgs.media.whiteShader   = trap_R_RegisterShader( "white" );
  cgs.media.charsetProp   = trap_R_RegisterShaderNoMip( "menu/art/font1_prop.tga" );
  cgs.media.charsetPropGlow = trap_R_RegisterShaderNoMip( "menu/art/font1_prop_glo.tga" );
  cgs.media.charsetPropB    = trap_R_RegisterShaderNoMip( "menu/art/font2_prop.tga" );

  //TA: dyn memory
  CG_InitMemory( );

  CG_RegisterCvars();

  CG_InitConsoleCommands();

  //cg.weaponSelect = WP_MACHINEGUN;
  //TA: if it does weird things, this is why:
  cg.weaponSelect = WP_NONE;

  cgs.redflag = cgs.blueflag = -1; // For compatibily, default to unset for
  cgs.flagStatus = -1;
  // old servers

  // get the rendering configuration from the client system
  trap_GetGlconfig( &cgs.glconfig );
  cgs.screenXScale = cgs.glconfig.vidWidth / 640.0;
  cgs.screenYScale = cgs.glconfig.vidHeight / 480.0;

  // get the gamestate from the client system
  trap_GetGameState( &cgs.gameState );

  // check version
  s = CG_ConfigString( CS_GAME_VERSION );
  if ( strcmp( s, GAME_VERSION ) ) {
    CG_Error( "Client/Server game mismatch: %s/%s", GAME_VERSION, s );
  }

  s = CG_ConfigString( CS_LEVEL_START_TIME );
  cgs.levelStartTime = atoi( s );

  CG_ParseServerinfo();

  // load the new map
  CG_LoadingString( "collision map" );

  trap_CM_LoadMap( cgs.mapname );

  cg.loading = qtrue;   // force players to load instead of defer

  CG_LoadingString( "sounds" );

  CG_RegisterSounds();

  CG_LoadingString( "graphics" );

  CG_RegisterGraphics();

  //TA:
  CG_InitBuildables( );

  CG_LoadingString( "clients" );

  CG_RegisterClients();   // if low on memory, some clients will be deferred

  cg.loading = qfalse;  // future players will be deferred

  CG_InitLocalEntities();

  CG_InitMarkPolys();

  // remove the last loading update
  cg.infoScreenText[0] = 0;

  // Make sure we have update values (scores)
  CG_SetConfigValues();

  CG_StartMusic();

  CG_LoadingString( "" );

  CG_ShaderStateChanged();

  trap_S_ClearLoopingSounds( qtrue );
}

/*
=================
CG_Shutdown

Called before every level change or subsystem restart
=================
*/
void CG_Shutdown( void ) {
  // some mods may need to do cleanup work here,
  // like closing files or archiving session data
}

/*
==================
CG_EventHandling
==================
 type 0 - no event handling
      1 - team menu
      2 - hud editor

*/
void CG_EventHandling(int type) {
}



void CG_KeyEvent(int key, qboolean down) {
}

void CG_MouseEvent(int x, int y) {
}