// Copyright (C) 1999-2000 Id Software, Inc.
//
// cg_view.c -- setup all the parameters (position, angle, etc)
// for a 3D rendering

/*
 *  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 OSML - Open Source Modification License v1.0 as
 *  described in the file COPYING which is distributed with this source
 *  code.
 *
 *  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.
 */

#include "cg_local.h"


/*
=============================================================================

  MODEL TESTING

The viewthing and gun positioning tools from Q2 have been integrated and
enhanced into a single model testing facility.

Model viewing can begin with either "testmodel <modelname>" or "testgun <modelname>".

The names must be the full pathname after the basedir, like
"models/weapons/v_launch/tris.md3" or "players/male/tris.md3"

Testmodel will create a fake entity 100 units in front of the current view
position, directly facing the viewer.  It will remain immobile, so you can
move around it to view it from different angles.

Testgun will cause the model to follow the player around and supress the real
view weapon model.  The default frame 0 of most guns is completely off screen,
so you will probably have to cycle a couple frames to see it.

"nextframe", "prevframe", "nextskin", and "prevskin" commands will change the
frame or skin of the testmodel.  These are bound to F5, F6, F7, and F8 in
q3default.cfg.

If a gun is being tested, the "gun_x", "gun_y", and "gun_z" variables will let
you adjust the positioning.

Note that none of the model testing features update while the game is paused, so
it may be convenient to test with deathmatch set to 1 so that bringing down the
console doesn't pause the game.

=============================================================================
*/

/*
=================
CG_TestModel_f

Creates an entity in front of the current position, which
can then be moved around
=================
*/
void CG_TestModel_f (void) {
  vec3_t    angles;

  memset( &cg.testModelEntity, 0, sizeof(cg.testModelEntity) );
  if ( trap_Argc() < 2 ) {
    return;
  }

  Q_strncpyz (cg.testModelName, CG_Argv( 1 ), MAX_QPATH );
  cg.testModelEntity.hModel = trap_R_RegisterModel( cg.testModelName );

  if ( trap_Argc() == 3 ) {
    cg.testModelEntity.backlerp = atof( CG_Argv( 2 ) );
    cg.testModelEntity.frame = 1;
    cg.testModelEntity.oldframe = 0;
  }
  if (! cg.testModelEntity.hModel ) {
    CG_Printf( "Can't register model\n" );
    return;
  }

  VectorMA( cg.refdef.vieworg, 100, cg.refdef.viewaxis[0], cg.testModelEntity.origin );

  angles[PITCH] = 0;
  angles[YAW] = 180 + cg.refdefViewAngles[1];
  angles[ROLL] = 0;

  AnglesToAxis( angles, cg.testModelEntity.axis );
  cg.testGun = qfalse;
}

/*
=================
CG_TestGun_f

Replaces the current view weapon with the given model
=================
*/
void CG_TestGun_f (void) {
  CG_TestModel_f();
  cg.testGun = qtrue;
  cg.testModelEntity.renderfx = RF_MINLIGHT | RF_DEPTHHACK | RF_FIRST_PERSON;
}


void CG_TestModelNextFrame_f (void) {
  cg.testModelEntity.frame++;
  CG_Printf( "frame %i\n", cg.testModelEntity.frame );
}

void CG_TestModelPrevFrame_f (void) {
  cg.testModelEntity.frame--;
  if ( cg.testModelEntity.frame < 0 ) {
    cg.testModelEntity.frame = 0;
  }
  CG_Printf( "frame %i\n", cg.testModelEntity.frame );
}

void CG_TestModelNextSkin_f (void) {
  cg.testModelEntity.skinNum++;
  CG_Printf( "skin %i\n", cg.testModelEntity.skinNum );
}

void CG_TestModelPrevSkin_f (void) {
  cg.testModelEntity.skinNum--;
  if ( cg.testModelEntity.skinNum < 0 ) {
    cg.testModelEntity.skinNum = 0;
  }
  CG_Printf( "skin %i\n", cg.testModelEntity.skinNum );
}

static void CG_AddTestModel (void) {
  int   i;

  // re-register the model, because the level may have changed
  cg.testModelEntity.hModel = trap_R_RegisterModel( cg.testModelName );
  if (! cg.testModelEntity.hModel ) {
    CG_Printf ("Can't register model\n");
    return;
  }

  // if testing a gun, set the origin reletive to the view origin
  if ( cg.testGun ) {
    VectorCopy( cg.refdef.vieworg, cg.testModelEntity.origin );
    VectorCopy( cg.refdef.viewaxis[0], cg.testModelEntity.axis[0] );
    VectorCopy( cg.refdef.viewaxis[1], cg.testModelEntity.axis[1] );
    VectorCopy( cg.refdef.viewaxis[2], cg.testModelEntity.axis[2] );

    // allow the position to be adjusted
    for (i=0 ; i<3 ; i++) {
      cg.testModelEntity.origin[i] += cg.refdef.viewaxis[0][i] * cg_gun_x.value;
      cg.testModelEntity.origin[i] += cg.refdef.viewaxis[1][i] * cg_gun_y.value;
      cg.testModelEntity.origin[i] += cg.refdef.viewaxis[2][i] * cg_gun_z.value;
    }
  }

  trap_R_AddRefEntityToScene( &cg.testModelEntity );
}



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


/*
=================
CG_CalcVrect

Sets the coordinates of the rendered window
=================
*/
static void CG_CalcVrect (void) {
  int   size;

  // the intermission should allways be full screen
  if ( cg.snap->ps.pm_type == PM_INTERMISSION ) {
    size = 100;
  } else {
    // bound normal viewsize
    if (cg_viewsize.integer < 30) {
      trap_Cvar_Set ("cg_viewsize","30");
      size = 30;
    } else if (cg_viewsize.integer > 100) {
      trap_Cvar_Set ("cg_viewsize","100");
      size = 100;
    } else {
      size = cg_viewsize.integer;
    }

  }
  cg.refdef.width = cgs.glconfig.vidWidth*size/100;
  cg.refdef.width &= ~1;

  cg.refdef.height = cgs.glconfig.vidHeight*size/100;
  cg.refdef.height &= ~1;

  cg.refdef.x = (cgs.glconfig.vidWidth - cg.refdef.width)/2;
  cg.refdef.y = (cgs.glconfig.vidHeight - cg.refdef.height)/2;
}

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


/*
===============
CG_OffsetThirdPersonView

===============
*/
#define FOCUS_DISTANCE  512
static void CG_OffsetThirdPersonView( void ) {
  vec3_t    forward, right, up;
  vec3_t    view;
  vec3_t    focusAngles;
  trace_t   trace;
  static vec3_t mins = { -4, -4, -4 };
  static vec3_t maxs = { 4, 4, 4 };
  vec3_t    focusPoint;
  float   focusDist;
  float   forwardScale, sideScale;
  
  //TA: when wall climbing the viewheight is not straight up
  if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_WALLCLIMBING )
    VectorMA( cg.refdef.vieworg, cg.predictedPlayerState.viewheight, cg.predictedPlayerState.grapplePoint, cg.refdef.vieworg );
  else
    cg.refdef.vieworg[2] += cg.predictedPlayerState.viewheight;

  VectorCopy( cg.refdefViewAngles, focusAngles );

  // if dead, look at killer
  if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) {
    focusAngles[YAW] = cg.predictedPlayerState.generic1;
    cg.refdefViewAngles[YAW] = cg.predictedPlayerState.generic1;
  }

  //if ( focusAngles[PITCH] > 45 ) {
  //  focusAngles[PITCH] = 45;    // don't go too far overhead
  //}
  AngleVectors( focusAngles, forward, NULL, NULL );

  VectorMA( cg.refdef.vieworg, FOCUS_DISTANCE, forward, focusPoint );

  VectorCopy( cg.refdef.vieworg, view );

  //TA: when wall climbing the viewheight is not straight up
  if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_WALLCLIMBING )
    VectorMA( view, 8, cg.predictedPlayerState.grapplePoint, view );
  else
    view[2] += 8;

  //cg.refdefViewAngles[PITCH] *= 0.5;

  AngleVectors( cg.refdefViewAngles, forward, right, up );

  forwardScale = cos( cg_thirdPersonAngle.value / 180 * M_PI );
  sideScale = sin( cg_thirdPersonAngle.value / 180 * M_PI );
  VectorMA( view, -cg_thirdPersonRange.value * forwardScale, forward, view );
  VectorMA( view, -cg_thirdPersonRange.value * sideScale, right, view );

  // trace a ray from the origin to the viewpoint to make sure the view isn't
  // in a solid block.  Use an 8 by 8 block to prevent the view from near clipping anything

  if (!cg_cameraMode.integer) {
    CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID );

    if ( trace.fraction != 1.0 ) {
      VectorCopy( trace.endpos, view );
      view[2] += (1.0 - trace.fraction) * 32;
      // try another trace to this position, because a tunnel may have the ceiling
      // close enogh that this is poking out

      CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID );
      VectorCopy( trace.endpos, view );
    }
  }

  VectorCopy( view, cg.refdef.vieworg );

  // select pitch to look at focus point from vieword
  VectorSubtract( focusPoint, cg.refdef.vieworg, focusPoint );
  focusDist = sqrt( focusPoint[0] * focusPoint[0] + focusPoint[1] * focusPoint[1] );
  if ( focusDist < 1 ) {
    focusDist = 1;  // should never happen
  }
  cg.refdefViewAngles[PITCH] = -180 / M_PI * atan2( focusPoint[2], focusDist );
  cg.refdefViewAngles[YAW] -= cg_thirdPersonAngle.value;
}


// this causes a compiler bug on mac MrC compiler
static void CG_StepOffset( void )
{
  float         steptime;
	int		        timeDelta;
  vec3_t        normal;
  playerState_t *ps = &cg.predictedPlayerState;
	
  if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING )
  {
    if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING )
      VectorSet( normal, 0.0f, 0.0f, -1.0f );
    else
      VectorCopy( ps->grapplePoint, normal );
  }
  else
    VectorSet( normal, 0.0f, 0.0f, 1.0f );
 
  steptime = BG_FindSteptimeForClass( ps->stats[ STAT_PCLASS ] );
  
	// smooth out stair climbing
	timeDelta = cg.time - cg.stepTime;
	if( timeDelta < steptime )
  {
    float stepChange = cg.stepChange 
			* (steptime - timeDelta) / steptime;

    if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING )
      VectorMA( cg.refdef.vieworg, -stepChange, normal, cg.refdef.vieworg );
    else
		  cg.refdef.vieworg[2] -= stepChange;
	}
}
/*
===============
CG_OffsetFirstPersonView

===============
*/
static void CG_OffsetFirstPersonView( void ) {
  float     *origin;
  float     *angles;
  float     bob;
  float     ratio;
  float     delta;
  float     speed;
  float     f;
  vec3_t    predictedVelocity;
  int       timeDelta;
  float     bob2;
  vec3_t        normal;
  playerState_t *ps = &cg.predictedPlayerState;
	
  if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING )
  {
    if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING )
      VectorSet( normal, 0.0f, 0.0f, -1.0f );
    else
      VectorCopy( ps->grapplePoint, normal );
  }
  else
    VectorSet( normal, 0.0f, 0.0f, 1.0f );
  

  if ( cg.snap->ps.pm_type == PM_INTERMISSION ) {
    return;
  }

  origin = cg.refdef.vieworg;
  angles = cg.refdefViewAngles;

  // if dead, fix the angle and don't add any kick
  if ( cg.snap->ps.stats[STAT_HEALTH] <= 0 ) {
    angles[ROLL] = 40;
    angles[PITCH] = -15;
    angles[YAW] = cg.snap->ps.generic1;
    origin[2] += cg.predictedPlayerState.viewheight;
    return;
  }

  // add angles based on weapon kick
  VectorAdd (angles, cg.kick_angles, angles);

  // add angles based on damage kick
  if ( cg.damageTime ) {
    ratio = cg.time - cg.damageTime;
    if ( ratio < DAMAGE_DEFLECT_TIME ) {
      ratio /= DAMAGE_DEFLECT_TIME;
      angles[PITCH] += ratio * cg.v_dmg_pitch;
      angles[ROLL] += ratio * cg.v_dmg_roll;
    } else {
      ratio = 1.0 - ( ratio - DAMAGE_DEFLECT_TIME ) / DAMAGE_RETURN_TIME;
      if ( ratio > 0 ) {
        angles[PITCH] += ratio * cg.v_dmg_pitch;
        angles[ROLL] += ratio * cg.v_dmg_roll;
      }
    }
  }

  // add pitch based on fall kick
#if 0
  ratio = ( cg.time - cg.landTime) / FALL_TIME;
  if (ratio < 0)
    ratio = 0;
  angles[PITCH] += ratio * cg.fall_value;
#endif

  // add angles based on velocity
  VectorCopy( cg.predictedPlayerState.velocity, predictedVelocity );

  delta = DotProduct ( predictedVelocity, cg.refdef.viewaxis[0]);
  angles[PITCH] += delta * cg_runpitch.value;

  delta = DotProduct ( predictedVelocity, cg.refdef.viewaxis[1]);
  angles[ROLL] -= delta * cg_runroll.value;

  // add angles based on bob
  //TA: bob amount is class dependant
  bob2 = BG_FindBobForClass( cg.predictedPlayerState.stats[ STAT_PCLASS ] );
  if( bob2 != 0 )
  {
    // make sure the bob is visible even at low speeds
    speed = cg.xyspeed > 200 ? cg.xyspeed : 200;

    delta = cg.bobfracsin * ( bob2 ) * speed;
    if (cg.predictedPlayerState.pm_flags & PMF_DUCKED)
      delta *= 3;   // crouching
    angles[PITCH] += delta;
    delta = cg.bobfracsin * ( bob2 ) * speed;
    if (cg.predictedPlayerState.pm_flags & PMF_DUCKED)
      delta *= 3;   // crouching accentuates roll
    if (cg.bobcycle & 1)
      delta = -delta;
    angles[ROLL] += delta;
  }

  //provide some feedback for pouncing
  if( cg.predictedPlayerState.weapon == WP_POUNCE )
  {
    if( cg.predictedPlayerState.stats[ STAT_MISC ] > 0 )
    {
      float   fraction1, fraction2;
      vec3_t  forward;

      AngleVectors( angles, forward, NULL, NULL );
      VectorNormalize( forward );

      fraction1 = (float)( cg.time - cg.weapon2Time ) / POUNCE_TIME;

      if( fraction1 > 1.0f )
        fraction1 = 1.0f;

      fraction2 = -sin( fraction1 * M_PI / 2 );
      
      VectorMA( origin, 15*fraction2, forward, origin );
    }
  }

#define STRUGGLE_DIST 5.0f
#define STRUGGLE_TIME 250

  //allow the player to struggle a little whilst grabbed
  if( cg.predictedPlayerState.pm_type == PM_GRABBED )
  {
    vec3_t    forward, right, up;
    usercmd_t cmd;
    int       cmdNum;
    float     fFraction, rFraction, uFraction;
    float     fFraction2, rFraction2, uFraction2;

    cmdNum = trap_GetCurrentCmdNumber();
    trap_GetUserCmd( cmdNum, &cmd );

    AngleVectors( angles, forward, right, up );

    fFraction = (float)( cg.time - cg.forwardMoveTime ) / STRUGGLE_TIME;
    rFraction = (float)( cg.time - cg.rightMoveTime ) / STRUGGLE_TIME;
    uFraction = (float)( cg.time - cg.upMoveTime ) / STRUGGLE_TIME;

    if( fFraction > 1.0f )
      fFraction = 1.0f;
    if( rFraction > 1.0f )
      rFraction = 1.0f;
    if( uFraction > 1.0f )
      uFraction = 1.0f;
    
    fFraction2 = -sin( fFraction * M_PI / 2 );
    rFraction2 = -sin( rFraction * M_PI / 2 );
    uFraction2 = -sin( uFraction * M_PI / 2 );
      
    if( cmd.forwardmove > 0 )
      VectorMA( origin, STRUGGLE_DIST * fFraction, forward, origin );
    else if( cmd.forwardmove < 0 )
      VectorMA( origin, -STRUGGLE_DIST * fFraction, forward, origin );
    else
      cg.forwardMoveTime = cg.time;
      
    if( cmd.rightmove > 0 )
      VectorMA( origin, STRUGGLE_DIST * rFraction, right, origin );
    else if( cmd.rightmove < 0 )
      VectorMA( origin, -STRUGGLE_DIST * rFraction, right, origin );
    else
      cg.rightMoveTime = cg.time;
      
    if( cmd.upmove > 0 )
      VectorMA( origin, STRUGGLE_DIST * uFraction, up, origin );
    else if( cmd.upmove < 0 )
      VectorMA( origin, -STRUGGLE_DIST * uFraction, up, origin );
    else
      cg.upMoveTime = cg.time;
  }

  //TA: this *feels* more realisitic for humans
  if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_HUMANS )
  {
    angles[PITCH] += cg.bobfracsin * bob2 * 0.5;
    
    //TA: heavy breathing effects
    if( cg.predictedPlayerState.stats[ STAT_STAMINA ] < 0 )
    {
      float deltaBreath = (float)(
        cg.predictedPlayerState.stats[ STAT_STAMINA ] < 0 ? 
        -cg.predictedPlayerState.stats[ STAT_STAMINA ] :
        cg.predictedPlayerState.stats[ STAT_STAMINA ] ) / 200.0;
      float deltaAngle = cos( (float)cg.time/150.0 ) * deltaBreath;

      deltaAngle += ( deltaAngle < 0 ? -deltaAngle : deltaAngle ) * 0.5;

      angles[ PITCH ] -= deltaAngle;
    }
  }

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

  // add view height
  //TA: when wall climbing the viewheight is not straight up
  if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_WALLCLIMBING )
    VectorMA( origin, ps->viewheight, normal, origin );
  else
    origin[2] += cg.predictedPlayerState.viewheight;
  
  // smooth out duck height changes
  timeDelta = cg.time - cg.duckTime;
  if ( timeDelta < DUCK_TIME) {
    cg.refdef.vieworg[2] -= cg.duckChange
      * (DUCK_TIME - timeDelta) / DUCK_TIME;
  }

  // add bob height
  bob = cg.bobfracsin * cg.xyspeed * cg_bobup.value;
  if (bob > 6) {
    bob = 6;
  }

  //TA: likewise for bob
  if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_WALLCLIMBING )
    VectorMA( origin, bob, normal, origin );
  else
    origin[2] += bob;


  // add fall height
  delta = cg.time - cg.landTime;
  if( delta < LAND_DEFLECT_TIME )
  {
    f = delta / LAND_DEFLECT_TIME;
    cg.refdef.vieworg[2] += cg.landChange * f;
  }
  else if( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME )
  {
    delta -= LAND_DEFLECT_TIME;
    f = 1.0 - ( delta / LAND_RETURN_TIME );
    cg.refdef.vieworg[2] += cg.landChange * f;
  }

  // add step offset
  CG_StepOffset();

  // add kick offset

  VectorAdd (origin, cg.kick_origin, origin);

  // pivot the eye based on a neck length
#if 0
  {
#define NECK_LENGTH   8
  vec3_t      forward, up;

  cg.refdef.vieworg[2] -= NECK_LENGTH;
  AngleVectors( cg.refdefViewAngles, forward, NULL, up );
  VectorMA( cg.refdef.vieworg, 3, forward, cg.refdef.vieworg );
  VectorMA( cg.refdef.vieworg, NECK_LENGTH, up, cg.refdef.vieworg );
  }
#endif
}

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

void CG_ZoomDown_f( void ) {
  if ( cg.zoomed ) {
    return;
  }
  cg.zoomed = qtrue;
  cg.zoomTime = cg.time;
}

void CG_ZoomUp_f( void ) {
  if ( !cg.zoomed ) {
    return;
  }
  cg.zoomed = qfalse;
  cg.zoomTime = cg.time;
}


/*
====================
CG_CalcFov

Fixed fov at intermissions, otherwise account for fov variable and zooms.
====================
*/
#define WAVE_AMPLITUDE  1
#define WAVE_FREQUENCY  0.4
#define FOVWARPTIME     400.0

static int CG_CalcFov( void ) {
  float x;
  float phase;
  float v;
  int   contents;
  float fov_x, fov_y;
  float zoomFov;
  float f;
  int   inwater;
  int   attribFov;
  int   a;
  float b;

  attribFov = BG_FindFovForClass( cg.predictedPlayerState.stats[ STAT_PCLASS ] );

  if ( cg.predictedPlayerState.pm_type == PM_INTERMISSION ) {
    // if in intermission, use a fixed value
    fov_x = 90;
  }
  else
  {
    //TA: don't lock the fov globally - we need to be able to change it
    fov_x = attribFov;

    if ( fov_x < 1 )
      fov_x = 1;
    else if ( fov_x > 160 )
      fov_x = 160;

    if( cg.spawnTime > ( cg.time - FOVWARPTIME ) &&
        BG_ClassHasAbility( cg.predictedPlayerState.stats[ STAT_PCLASS ], SCA_FOVWARPS ) )
    {
      float temp, temp2;

      temp = (float)( cg.time - cg.spawnTime ) / FOVWARPTIME;
      temp2 = ( 180 - fov_x ) * temp;

      //Com_Printf( "%f %f\n", temp*100, temp2*100 );

      fov_x = 180 - temp2;
    }
  }

  // account for zooms
  zoomFov = cg_zoomFov.value;
  if ( zoomFov < 1 )
    zoomFov = 1;
  else if ( zoomFov > attribFov )
    zoomFov = attribFov;

  //TA: only do all the zoom stuff if the client CAN zoom
  if( BG_ClassHasAbility( cg.predictedPlayerState.stats[ STAT_PCLASS ], SCA_CANZOOM ) )
  {
    if ( cg.zoomed )
    {
      f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME;

      if ( f > 1.0 )
        fov_x = zoomFov;
      else
        fov_x = fov_x + f * ( zoomFov - fov_x );
    }
    else
    {
      f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME;

      if ( f > 1.0 )
        fov_x = fov_x;
      else
        fov_x = zoomFov + f * ( fov_x - zoomFov );
    }
  }

  x = cg.refdef.width / tan( fov_x / 360 * M_PI );
  fov_y = atan2( cg.refdef.height, x );
  fov_y = fov_y * 360 / M_PI;

  // warp if underwater
  contents = CG_PointContents( cg.refdef.vieworg, -1 );
  if ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ){
    phase = cg.time / 1000.0 * WAVE_FREQUENCY * M_PI * 2;
    v = WAVE_AMPLITUDE * sin( phase );
    fov_x += v;
    fov_y -= v;
    inwater = qtrue;
  }
  else {
    inwater = qfalse;
  }


  // set it
  cg.refdef.fov_x = fov_x;
  cg.refdef.fov_y = fov_y;

  if ( !cg.zoomed ) {
    cg.zoomSensitivity = 1;
  } else {
    cg.zoomSensitivity = cg.refdef.fov_y / 75.0;
  }

  return inwater;
}



/*
===============
CG_DamageBlendBlob

===============
*/
static void CG_DamageBlendBlob( void ) {
  int     t;
  int     maxTime;
  refEntity_t   ent;

  if ( !cg.damageValue ) {
    return;
  }

  // ragePro systems can't fade blends, so don't obscure the screen
  if ( cgs.glconfig.hardwareType == GLHW_RAGEPRO ) {
    return;
  }

  maxTime = DAMAGE_TIME;
  t = cg.time - cg.damageTime;
  if ( t <= 0 || t >= maxTime ) {
    return;
  }


  memset( &ent, 0, sizeof( ent ) );
  ent.reType = RT_SPRITE;
  ent.renderfx = RF_FIRST_PERSON;

  VectorMA( cg.refdef.vieworg, 8, cg.refdef.viewaxis[0], ent.origin );
  VectorMA( ent.origin, cg.damageX * -8, cg.refdef.viewaxis[1], ent.origin );
  VectorMA( ent.origin, cg.damageY * 8, cg.refdef.viewaxis[2], ent.origin );

  ent.radius = cg.damageValue * 3;
  ent.customShader = cgs.media.viewBloodShader;
  ent.shaderRGBA[0] = 255;
  ent.shaderRGBA[1] = 255;
  ent.shaderRGBA[2] = 255;
  ent.shaderRGBA[3] = 200 * ( 1.0 - ((float)t / maxTime) );
  trap_R_AddRefEntityToScene( &ent );
}


/*
===============
CG_DrawSurfNormal

Draws a vector against
the surface player is looking at
===============
*/
static void CG_DrawSurfNormal( void )
{
  trace_t tr;
  vec3_t  end, temp;
  vec3_t  up = { 0, 5, 0 };
  polyVert_t normal[4];

  VectorMA( cg.refdef.vieworg, 8192, cg.refdef.viewaxis[ 0 ], end );

  CG_Trace( &tr, cg.refdef.vieworg, NULL, NULL, end, cg.predictedPlayerState.clientNum, MASK_SOLID );
  //CG_Printf( "%f %f %f\n", tr.plane.normal[ 0 ], tr.plane.normal[ 1 ], tr.plane.normal[ 2 ] );

  VectorCopy( tr.endpos, normal[0].xyz );
  normal[0].st[0] = 0;
  normal[0].st[1] = 0;
  normal[0].modulate[0] = 255;
  normal[0].modulate[1] = 255;
  normal[0].modulate[2] = 255;
  normal[0].modulate[3] = 255;

  VectorAdd( up, tr.endpos, temp );
  VectorCopy( temp, normal[1].xyz);
  normal[1].st[0] = 0;
  normal[1].st[1] = 1;
  normal[1].modulate[0] = 255;
  normal[1].modulate[1] = 255;
  normal[1].modulate[2] = 255;
  normal[1].modulate[3] = 255;

  VectorMA( tr.endpos, 64, tr.plane.normal, temp );
  VectorAdd( temp, up, temp );
  VectorCopy( temp, normal[2].xyz );
  normal[2].st[0] = 1;
  normal[2].st[1] = 1;
  normal[2].modulate[0] = 255;
  normal[2].modulate[1] = 255;
  normal[2].modulate[2] = 255;
  normal[2].modulate[3] = 255;

  VectorMA( tr.endpos, 64, tr.plane.normal, temp );
  VectorCopy( temp, normal[3].xyz );
  normal[3].st[0] = 1;
  normal[3].st[1] = 0;
  normal[3].modulate[0] = 255;
  normal[3].modulate[1] = 255;
  normal[3].modulate[2] = 255;
  normal[3].modulate[3] = 255;

  trap_R_AddPolyToScene( cgs.media.whiteShader, 4, normal );
}

/*
===============
CG_addSmoothOp
===============
*/
static void CG_addSmoothOp( vec3_t rotAxis, float rotAngle )
{
  int i;

  //iterate through smooth array
  for( i = 0; i < MAXSMOOTHS; i++ )
  {
    //found an unused index in the smooth array
    if( cg.sList[ i ].time + cg_wwSmoothTime.integer < cg.time )
    {
      //copy to array and stop
      VectorCopy( rotAxis, cg.sList[ i ].rotAxis );
      cg.sList[ i ].rotAngle = rotAngle;
      cg.sList[ i ].time = cg.time;
      return;
    }
  }

  //no free indices in the smooth array
}

/*
===============
CG_smoothWWTransitions
===============
*/
static void CG_smoothWWTransitions( playerState_t *ps, const vec3_t in, vec3_t out )
{
  vec3_t    surfNormal, rotAxis, temp;
  vec3_t    refNormal     = { 0.0f, 0.0f,  1.0f };
  vec3_t    ceilingNormal = { 0.0f, 0.0f, -1.0f };
  int       i;
  float     stLocal, sFraction, rotAngle;
  qboolean  performed = qfalse;
  vec3_t    inAxis[ 3 ], lastAxis[ 3 ], outAxis[ 3 ];

  //set surfNormal
  if( !( ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING ) )
    VectorCopy( ps->grapplePoint, surfNormal );
  else
    VectorCopy( ceilingNormal, surfNormal );
    
  AnglesToAxis( in, inAxis );

  //if we are moving from one surface to another smooth the transition
  if( !VectorCompare( surfNormal, cg.lastNormal ) )
  {
    //if we moving from the ceiling to the floor special case
    //( x product of colinear vectors is undefined)
    if( VectorCompare( ceilingNormal, cg.lastNormal ) &&
        VectorCompare( refNormal,     surfNormal ) )
    {
      AngleVectors( in, NULL, rotAxis, NULL );
      rotAngle = 180.0f;
    }
    else
    {
      AnglesToAxis( cg.lastVangles, lastAxis );
      rotAngle = DotProduct( inAxis[ 0 ], lastAxis[ 0 ] ) +
                 DotProduct( inAxis[ 1 ], lastAxis[ 1 ] ) +
                 DotProduct( inAxis[ 2 ], lastAxis[ 2 ] );

      rotAngle = RAD2DEG( acos( ( rotAngle - 1.0f ) / 2.0f ) );

      CrossProduct( lastAxis[ 0 ], inAxis[ 0 ], temp );
      VectorCopy( temp, rotAxis );
      CrossProduct( lastAxis[ 1 ], inAxis[ 1 ], temp );
      VectorAdd( rotAxis, temp, rotAxis );
      CrossProduct( lastAxis[ 2 ], inAxis[ 2 ], temp );
      VectorAdd( rotAxis, temp, rotAxis );

      VectorNormalize( rotAxis );
    }
          
    //add the op
    CG_addSmoothOp( rotAxis, rotAngle );
  }

  //iterate through ops
  for( i = 0; i < MAXSMOOTHS; i++ )
  {
    //if this op has time remaining, perform it
    if( cg.time < cg.sList[ i ].time + cg_wwSmoothTime.integer )
    {
      stLocal = 1.0 - ( ( ( cg.sList[ i ].time + cg_wwSmoothTime.integer ) - cg.time ) / cg_wwSmoothTime.integer );
      sFraction = -( cos( stLocal * M_PI ) + 1 ) / 2;

      RotatePointAroundVector( outAxis[ 0 ], cg.sList[ i ].rotAxis,
        inAxis[ 0 ], sFraction * cg.sList[ i ].rotAngle );
      RotatePointAroundVector( outAxis[ 1 ], cg.sList[ i ].rotAxis,
        inAxis[ 1 ], sFraction * cg.sList[ i ].rotAngle );
      RotatePointAroundVector( outAxis[ 2 ], cg.sList[ i ].rotAxis,
        inAxis[ 2 ], sFraction * cg.sList[ i ].rotAngle );

      AxisCopy( outAxis, inAxis );
      performed = qtrue;
    }
  }

  //if we performed any ops then return the smoothed angles
  //otherwise simply return the in angles
  if( performed )
    AxisToAngles( outAxis, out );
  else
    VectorCopy( in, out );

  //copy the current normal to the lastNormal
  VectorCopy( in, cg.lastVangles );
  VectorCopy( surfNormal, cg.lastNormal );
}

/*
===============
CG_CalcViewValues

Sets cg.refdef view values
===============
*/
static int CG_CalcViewValues( void ) {
  playerState_t *ps;

  memset( &cg.refdef, 0, sizeof( cg.refdef ) );

  // strings for in game rendering
  // Q_strncpyz( cg.refdef.text[0], "Park Ranger", sizeof(cg.refdef.text[0]) );
  // Q_strncpyz( cg.refdef.text[1], "19", sizeof(cg.refdef.text[1]) );

  // calculate size of 3D view
  CG_CalcVrect();

  ps = &cg.predictedPlayerState;

  // intermission view
  if ( ps->pm_type == PM_INTERMISSION ) {
    VectorCopy( ps->origin, cg.refdef.vieworg );
    VectorCopy( ps->viewangles, cg.refdefViewAngles );
    AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
    return CG_CalcFov();
  }

  cg.bobcycle = ( ps->bobCycle & 128 ) >> 7;
  cg.bobfracsin = fabs( sin( ( ps->bobCycle & 127 ) / 127.0 * M_PI ) );
  cg.xyspeed = sqrt( ps->velocity[0] * ps->velocity[0] +
    ps->velocity[1] * ps->velocity[1] );

  VectorCopy( ps->origin, cg.refdef.vieworg );

  if( BG_ClassHasAbility( ps->stats[ STAT_PCLASS ], SCA_WALLCLIMBER ) )
    CG_smoothWWTransitions( ps, ps->viewangles, cg.refdefViewAngles );
  else
    VectorCopy( ps->viewangles, cg.refdefViewAngles );

  if( !( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) )
    VectorSet( cg.lastNormal, 0.0f, 0.0f, 1.0f );

  if (cg_cameraOrbit.integer) {
    if (cg.time > cg.nextOrbitTime) {
      cg.nextOrbitTime = cg.time + cg_cameraOrbitDelay.integer;
      cg_thirdPersonAngle.value += cg_cameraOrbit.value;
    }
  }
  // add error decay
  if ( cg_errorDecay.value > 0 ) {
    int   t;
    float f;

    t = cg.time - cg.predictedErrorTime;
    f = ( cg_errorDecay.value - t ) / cg_errorDecay.value;
    if ( f > 0 && f < 1 ) {
      VectorMA( cg.refdef.vieworg, f, cg.predictedError, cg.refdef.vieworg );
    } else {
      cg.predictedErrorTime = 0;
    }
  }

  if ( cg.renderingThirdPerson ) {
    // back away from character
    CG_OffsetThirdPersonView();
  } else {
    // offset for local bobbing and kicks
    CG_OffsetFirstPersonView();
  }

  // position eye reletive to origin
  AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );

  if ( cg.hyperspace ) {
    cg.refdef.rdflags |= RDF_NOWORLDMODEL | RDF_HYPERSPACE;
  }

  //draw the surface normal looking at
  if( cg_drawSurfNormal.integer )
    CG_DrawSurfNormal( );

  // field of view
  return CG_CalcFov();
}


/*
=====================
CG_PowerupTimerSounds
=====================
*/
static void CG_PowerupTimerSounds( void ) {
  int   i;
  int   t;

  // powerup timers going away
  for ( i = 0 ; i < MAX_POWERUPS ; i++ ) {
    t = cg.snap->ps.powerups[i];
    if ( t <= cg.time ) {
      continue;
    }
    if ( t - cg.time >= POWERUP_BLINKS * POWERUP_BLINK_TIME ) {
      continue;
    }
    if ( ( t - cg.time ) / POWERUP_BLINK_TIME != ( t - cg.oldTime ) / POWERUP_BLINK_TIME ) {
      trap_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_ITEM, cgs.media.wearOffSound );
    }
  }
}

/*
=====================
CG_AddBufferedSound
=====================
*/
void CG_AddBufferedSound( sfxHandle_t sfx ) {
  if ( !sfx )
    return;
  cg.soundBuffer[cg.soundBufferIn] = sfx;
  cg.soundBufferIn = (cg.soundBufferIn + 1) % MAX_SOUNDBUFFER;
  if (cg.soundBufferIn == cg.soundBufferOut) {
    cg.soundBufferOut++;
  }
}

/*
=====================
CG_PlayBufferedSounds
=====================
*/
static void CG_PlayBufferedSounds( void ) {
  if ( cg.soundTime < cg.time ) {
    if (cg.soundBufferOut != cg.soundBufferIn && cg.soundBuffer[cg.soundBufferOut]) {
      trap_S_StartLocalSound(cg.soundBuffer[cg.soundBufferOut], CHAN_ANNOUNCER);
      cg.soundBuffer[cg.soundBufferOut] = 0;
      cg.soundBufferOut = (cg.soundBufferOut + 1) % MAX_SOUNDBUFFER;
      cg.soundTime = cg.time + 750;
    }
  }
}

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

/*
=================
CG_DrawActiveFrame

Generates and draws a game scene and status information at the given time.
=================
*/
void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback ) {
  int   inwater;

  cg.time = serverTime;
  cg.demoPlayback = demoPlayback;

  // update cvars
  CG_UpdateCvars();

  // if we are only updating the screen as a loading
  // pacifier, don't even try to read snapshots
  if ( cg.infoScreenText[0] != 0 ) {
    CG_DrawLoadingScreen( );
    return;
  }

  // any looped sounds will be respecified as entities
  // are added to the render list
  trap_S_ClearLoopingSounds(qfalse);

  // clear all the render lists
  trap_R_ClearScene();

  // set up cg.snap and possibly cg.nextSnap
  CG_ProcessSnapshots();

  // if we haven't received any snapshots yet, all
  // we can draw is the information screen
  if ( !cg.snap || ( cg.snap->snapFlags & SNAPFLAG_NOT_ACTIVE ) ) {
    CG_DrawLoadingScreen( );
    return;
  }

  // let the client system know what our weapon and zoom settings are
  trap_SetUserCmdValue( cg.weaponSelect, cg.zoomSensitivity );

  // this counter will be bumped for every valid scene we generate
  cg.clientFrame++;

  // update cg.predictedPlayerState
  CG_PredictPlayerState();

  // decide on third person view
  cg.renderingThirdPerson = cg_thirdPerson.integer || (cg.snap->ps.stats[STAT_HEALTH] <= 0);

  // build cg.refdef
  inwater = CG_CalcViewValues();

  // first person blend blobs, done after AnglesToAxis
  if ( !cg.renderingThirdPerson ) {
    CG_DamageBlendBlob();
  }

  // build the render lists
  if ( !cg.hyperspace ) {
    CG_AddPacketEntities();     // adter calcViewValues, so predicted player state is correct
    CG_AddMarks();
    CG_AddLocalEntities();

    //TA: wolf trails stuff
		CG_AddTrails( );		// this must come last, so the trails dropped this frame get drawn
  }
  CG_AddViewWeapon( &cg.predictedPlayerState );

  // add buffered sounds
  CG_PlayBufferedSounds();

  // play buffered voice chats
  CG_PlayBufferedVoiceChats();

  // finish up the rest of the refdef
  if ( cg.testModelEntity.hModel ) {
    CG_AddTestModel();
  }
  cg.refdef.time = cg.time;
  memcpy( cg.refdef.areamask, cg.snap->areamask, sizeof( cg.refdef.areamask ) );

  // warning sounds when powerup is wearing off
  /*CG_PowerupTimerSounds();*/

  // update audio positions
  trap_S_Respatialize( cg.snap->ps.clientNum, cg.refdef.vieworg, cg.refdef.viewaxis, inwater );

  // make sure the lagometerSample and frame timing isn't done twice when in stereo
  if ( stereoView != STEREO_RIGHT ) {
    cg.frametime = cg.time - cg.oldTime;
    if ( cg.frametime < 0 ) {
      cg.frametime = 0;
    }
    cg.oldTime = cg.time;
    CG_AddLagometerFrameInfo();
  }
  if (cg_timescale.value != cg_timescaleFadeEnd.value) {
    if (cg_timescale.value < cg_timescaleFadeEnd.value) {
      cg_timescale.value += cg_timescaleFadeSpeed.value * ((float)cg.frametime) / 1000;
      if (cg_timescale.value > cg_timescaleFadeEnd.value)
        cg_timescale.value = cg_timescaleFadeEnd.value;
    }
    else {
      cg_timescale.value -= cg_timescaleFadeSpeed.value * ((float)cg.frametime) / 1000;
      if (cg_timescale.value < cg_timescaleFadeEnd.value)
        cg_timescale.value = cg_timescaleFadeEnd.value;
    }
    if (cg_timescaleFadeSpeed.value) {
      trap_Cvar_Set("timescale", va("%f", cg_timescale.value));
    }
  }

  if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_ALIENS &&
      cg.predictedPlayerState.persistant[PERS_TEAM] != TEAM_SPECTATOR )
    trap_R_AddAdditiveLightToScene( cg.predictedPlayerState.origin, 2000, 0.02f, 0.00f, 0.00f );

  // actually issue the rendering calls
  CG_DrawActive( stereoView );

  if ( cg_stats.integer ) {
    CG_Printf( "cg.clientFrame:%i\n", cg.clientFrame );
  }
}