summaryrefslogtreecommitdiff
path: root/src/cgame/cg_local.h
blob: e6855a35b8b8d4fe7547818f0c96d756b77030ef (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
// Copyright (C) 1999-2000 Id Software, Inc.
//

/*
 *  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 "../game/q_shared.h"
#include "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 STEP_TIME           200
#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

#define TEAMCHAT_WIDTH      80
#define TEAMCHAT_HEIGHT     8

// very large characters
#define GIANT_WIDTH         32
#define GIANT_HEIGHT        48

#define NUM_CROSSHAIRS      10

//TA: ripped from wolf source
// Ridah, trails
#define	STYPE_STRETCH	0
#define	STYPE_REPEAT	1

#define	TJFL_FADEIN		(1<<0)
#define	TJFL_CROSSOVER	(1<<1)
#define	TJFL_NOCULL		(1<<2)
#define	TJFL_FIXDISTORT	(1<<3)
#define TJFL_SPARKHEADFLARE (1<<4)
#define	TJFL_NOPOLYMERGE	(1<<5)
// done.

#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"

#define DEFAULT_REDTEAM_NAME    "Stroggs"
#define DEFAULT_BLUETEAM_NAME   "Pagans"

typedef enum {
  FOOTSTEP_NORMAL,
  FOOTSTEP_BOOT,
  FOOTSTEP_FLESH,
  FOOTSTEP_MECH,
  FOOTSTEP_ENERGY,
  FOOTSTEP_METAL,
  FOOTSTEP_SPLASH,

  FOOTSTEP_TOTAL
} footstep_t;

typedef enum {
  IMPACTSOUND_DEFAULT,
  IMPACTSOUND_METAL,
  IMPACTSOUND_FLESH
} impactSound_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

// 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;


typedef struct {
  lerpFrame_t   legs, torso, flag;
  int       painTime;
  int       painDirection;  // flip from 0 to 1
  int       lightningFiring;

  // railgun trail spawning
  vec3_t      railgunImpact;
  qboolean    railgunFlash;

  // machinegun spinning
  float     barrelAngle;
  int       barrelTime;
  qboolean    barrelSpinning;
} playerEntity_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
  int         flamerTime; //limit flameball count
  int         poisonTime; //limit poison count
  int         firstPoisonTime; //when poison cloud starts
  int         jetTime;    //limit jet count
} centity_t;


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

// local entities are created as a result of events or predicted actions,
// and live independantly from all server transmitted entities

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 enum {
  LE_MARK,
  LE_EXPLOSION,
  LE_LIGHTNING_BOLT, //wolf trail
  LE_SPRITE_EXPLOSION,
  LE_FRAGMENT,
  LE_MOVE_SCALE_FADE,
  LE_SPRITER,
  LE_FALL_SCALE_FADE,
  LE_FADE_RGB,
  LE_SCALE_FADE
} leType_t;

typedef enum {
  LEF_PUFF_DONT_SCALE  = 0x0001,      // do not scale size over time
  LEF_TUMBLE       = 0x0002     // tumble over time, used for ejecting shells
} leFlag_t;

typedef enum {
  LEMT_NONE,
  LEMT_BURN,
  LEMT_BLOOD,
  LEMT_GREENBLOOD, //TA: when aliens are injured
  LEMT_BANG        //TA: human item explosions
} leMarkType_t;     // fragment local entities can leave marks on walls

typedef enum {
  LEBS_NONE,
  LEBS_BLOOD,
  LEBS_BANG,        //TA: human item explosions
  LEBS_BRASS
} leBounceSoundType_t;  // fragment local entities can make sounds on impacts

typedef struct localEntity_s {
  struct localEntity_s  *prev, *next;
  leType_t    leType;
  int       leFlags;

  int       startTime;
  int       endTime;
  int       fadeInTime;

  float     lifeRate;     // 1.0 / (endTime - startTime)

  trajectory_t  pos;
  trajectory_t  angles;

  float     bounceFactor;   // 0.0 = no bounce, 1.0 = perfect

  float     color[4];

  float     radius;

  float     light;
  vec3_t      lightColor;

  leMarkType_t    leMarkType;   // mark to leave on fragment impact
  leBounceSoundType_t leBounceSoundType;

  refEntity_t   refEntity;

  //TA: random stuff for cg_spriter.c
  vec3_t    acceleration;
  float     initAlp, finalAlp;
  float     initRad, finalRad;
  qboolean  overdraw;
  qboolean  realLight;
  int       sortKey;

  //TA: lightning bolt endpoint entities
  int       srcENum, destENum;
  int       vOffset;
  int       maxRange;
} localEntity_t;

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


typedef struct {
  int       client;
  int       score;
  int       ping;
  int       time;
  int       team;
} 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];
  team_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];
  char      redTeam[MAX_TEAMNAME];
  char      blueTeam[MAX_TEAMNAME];
        
  qboolean    deferred;

  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
    
  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   modelIcon;

  animation_t   animations[MAX_PLAYER_TOTALANIMATIONS];

  sfxHandle_t   sounds[MAX_CUSTOM_SOUNDS];
} clientInfo_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;
  gitem_t     *item;
  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

  float     flashDlight;
  vec3_t      flashDlightColor;
  sfxHandle_t   flashSound[4];    // fast firing weapons randomly choose

  qhandle_t   weaponIcon;
  qhandle_t   ammoIcon;

  qhandle_t   ammoModel;

  qhandle_t   missileModel;
  sfxHandle_t   missileSound;
  void      (*missileTrailFunc)( centity_t *, const struct weaponInfo_s *wi );
  float     missileDlight;
  vec3_t      missileDlightColor;
  int       missileRenderfx;

  void      (*ejectBrassFunc)( centity_t * );

  float     trailRadius;
  float     wiTrailTime;

  sfxHandle_t   readySound;
  sfxHandle_t   firingSound;
  qboolean    loopFireSound;
} weaponInfo_t;

typedef struct upgradeInfo_s {
  qboolean    registered;
  char        *humanName;

  qhandle_t   upgradeIcon;
} upgradeInfo_t;


// each IT_* item has an associated itemInfo_t
// that constains media references necessary to present the
// item and its effects
typedef struct {
  qboolean    registered;
  qhandle_t   models[MAX_ITEM_MODELS];
  qhandle_t   icon;
} itemInfo_t;

typedef struct
{
  qboolean    looped;
  qboolean    enabled;
  
  sfxHandle_t sound;
} sound_t;

typedef struct
{
  qhandle_t   models[ MAX_ITEM_MODELS ];
  animation_t animations[ MAX_BUILDABLE_ANIMATIONS ];

  //same number of sounds as animations
  sound_t     sounds[ MAX_BUILDABLE_ANIMATIONS ];
} buildableInfo_t;

typedef struct {
  int       itemNum;
} powerupInfo_t;

#define MAX_SKULLTRAIL    10

typedef struct {
  vec3_t positions[MAX_SKULLTRAIL];
  int numpositions;
} skulltrail_t;

//TA: smoothing of view for WW transitions
#define   MAXSMOOTHS          32

typedef struct
{
  float     time;
  
  vec3_t    rotAxis;
  float     rotAngle;
} smooth_t;

#define MAX_REWARDSTACK   10
#define MAX_SOUNDBUFFER   20

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

//TA:
typedef struct
{
  vec3_t    alienBuildablePos[ BA_NUM_BUILDABLES ];
  int       alienBuildableTimes[ BA_NUM_BUILDABLES ];
  int       numAlienBuildables;
  
  vec3_t    humanBuildablePos[ BA_NUM_BUILDABLES ];
  int       numHumanBuildables;
  
  vec3_t    alienClientPos[ MAX_CLIENTS ];
  int       numAlienClients;
  
  vec3_t    humanClientPos[ MAX_CLIENTS ];
  int       numHumanClients;
} 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

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;
  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

  // skull trails
  skulltrail_t  skulltrails[MAX_CLIENTS];

  // 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;
  char      testModelName[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
  qboolean  weapon1Firing;
  qboolean  weapon2Firing;

  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;

  int       poisonedTime;       //TA: poison cloud
  int       firstPoisonedTime;  //TA: poison cloud
  int       lastRumbleTime;     //TA: knocked over time
  vec3_t    rumbleVector;       //TA: vertical displacement whilst rumbling
  int       firstKnockedTime;   //TA: knocked over time
  int       firstGetUpTime;     //TA: getting up time

  float     charModelFraction; //TA: loading percentages
  float     mediaFraction;
  float     buildablesFraction;

  entityPos_t ep;

  int       lastBuildAttempt;

  char          consoleText[ MAX_CONSOLE_TEXT ];
  consoleLine_t consoleLines[ MAX_CONSOLE_LINES ];
  int           numConsoleLines;
  qboolean      consoleValid;

} 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 charsetProp;
  qhandle_t charsetPropGlow;
  qhandle_t charsetPropB;
  qhandle_t whiteShader;

  qhandle_t redCubeModel;
  qhandle_t blueCubeModel;
  qhandle_t redCubeIcon;
  qhandle_t blueCubeIcon;

  qhandle_t redFlagModel;
  qhandle_t blueFlagModel;
  qhandle_t neutralFlagModel;
  qhandle_t redFlagShader[3];
  qhandle_t blueFlagShader[3];
  qhandle_t flagShader[4];
  qhandle_t flagPoleModel;
  qhandle_t flagFlapModel;

  qhandle_t redFlagFlapSkin;
  qhandle_t blueFlagFlapSkin;
  qhandle_t neutralFlagFlapSkin;

  qhandle_t redFlagBaseModel;
  qhandle_t blueFlagBaseModel;
  qhandle_t neutralFlagBaseModel;

#ifdef MISSIONPACK
  qhandle_t overloadBaseModel;
  qhandle_t overloadTargetModel;
  qhandle_t overloadLightsModel;
  qhandle_t overloadEnergyModel;

  qhandle_t harvesterModel;
  qhandle_t harvesterRedSkin;
  qhandle_t harvesterBlueSkin;
  qhandle_t harvesterNeutralModel;
#endif

  qhandle_t armorModel;
  qhandle_t armorIcon;

  qhandle_t teamStatusBar;

  qhandle_t deferShader;

  // gib explosions
  qhandle_t gibAbdomen;
  qhandle_t gibArm;
  qhandle_t gibChest;
  qhandle_t gibFist;
  qhandle_t gibFoot;
  qhandle_t gibForearm;
  qhandle_t gibIntestine;
  qhandle_t gibLeg;
  qhandle_t gibSkull;
  qhandle_t gibBrain;

  qhandle_t metalGib1;
  qhandle_t metalGib2;
  qhandle_t metalGib3;
  qhandle_t metalGib4;
  qhandle_t metalGib5;
  qhandle_t metalGib6;
  qhandle_t metalGib7;
  qhandle_t metalGib8;

  qhandle_t gibSpark1;
  qhandle_t gibSpark2;
  
  qhandle_t smoke2;

  qhandle_t machinegunBrassModel;
  qhandle_t shotgunBrassModel;

  qhandle_t railRingsShader;
  qhandle_t railCoreShader;

  qhandle_t lightningShader;

  qhandle_t friendShader;

  qhandle_t balloonShader;
  qhandle_t connectionShader;

  qhandle_t selectShader;
  qhandle_t viewBloodShader;
  qhandle_t tracerShader;
  qhandle_t crosshairShader[NUM_CROSSHAIRS];
  qhandle_t lagometerShader;
  qhandle_t backTileShader;
  qhandle_t noammoShader;

  qhandle_t smokePuffShader;
  qhandle_t smokePuffRageProShader;
  qhandle_t shotgunSmokePuffShader;
  qhandle_t plasmaBallShader;
  qhandle_t waterBubbleShader;
  qhandle_t bloodTrailShader;

  //TA: extra stuff
  qhandle_t explosionShader;
  qhandle_t greenBloodTrailShader;
  qhandle_t greenBloodMarkShader;
  qhandle_t greenBloodExplosionShader;
  qhandle_t explosionTrailShader;
  qhandle_t poisonCloudShader;

  qhandle_t humanNV;
  qhandle_t humanTorch8;
  qhandle_t humanTorch7;
  qhandle_t humanTorch6;
  qhandle_t humanTorch5;
  qhandle_t humanTorch4;
  qhandle_t humanTorch3;
  qhandle_t humanTorch2;
  qhandle_t humanTorch1;
  qhandle_t alienHealth;

  qhandle_t flameShader[ 32 ];
  qhandle_t flameExplShader;
  qhandle_t creepShader;
  
  qhandle_t scannerShader;
  qhandle_t scannerBlipShader;
  qhandle_t scannerLineShader;


  qhandle_t numberShaders[11];

  qhandle_t shadowMarkShader;

  qhandle_t botSkillShaders[5];

  // wall mark shaders
  qhandle_t wakeMarkShader;
  qhandle_t bloodMarkShader;
  qhandle_t bulletMarkShader;
  qhandle_t burnMarkShader;
  qhandle_t holeMarkShader;
  qhandle_t energyMarkShader;

  // powerup shaders
  qhandle_t quadShader;
  qhandle_t redQuadShader;
  qhandle_t quadWeaponShader;
  qhandle_t invisShader;
  qhandle_t regenShader;
  qhandle_t battleSuitShader;
  qhandle_t battleWeaponShader;
  qhandle_t hastePuffShader;
  qhandle_t redKamikazeShader;
  qhandle_t blueKamikazeShader;    

  //TA: buildable shaders
  qhandle_t greenBuildShader;
  qhandle_t redBuildShader;
  qhandle_t noPowerShader;

  // weapon effect models
  qhandle_t bulletFlashModel;
  qhandle_t ringFlashModel;
  qhandle_t dishFlashModel;
  qhandle_t lightningExplosionModel;

  // weapon effect shaders
  qhandle_t railExplosionShader;
  qhandle_t plasmaExplosionShader;
  qhandle_t bulletExplosionShader;
  qhandle_t rocketExplosionShader;
  qhandle_t grenadeExplosionShader;
  qhandle_t bfgExplosionShader;
  qhandle_t bloodExplosionShader;

  // special effects models
  qhandle_t teleportEffectModel;
  qhandle_t teleportEffectShader;

  // scoreboard headers
  qhandle_t scoreboardName;
  qhandle_t scoreboardPing;
  qhandle_t scoreboardScore;
  qhandle_t scoreboardTime;

  // medals shown during gameplay
  qhandle_t medalImpressive;
  qhandle_t medalExcellent;
  qhandle_t medalGauntlet;
  qhandle_t medalDefend;
  qhandle_t medalAssist;
  qhandle_t medalCapture;

  // sounds
  sfxHandle_t quadSound;
  sfxHandle_t tracerSound;
  sfxHandle_t selectSound;
  sfxHandle_t useNothingSound;
  sfxHandle_t wearOffSound;
  sfxHandle_t footsteps[FOOTSTEP_TOTAL][4];
  sfxHandle_t sfx_lghit;
  sfxHandle_t sfx_ric1;
  sfxHandle_t sfx_ric2;
  sfxHandle_t sfx_ric3;
  sfxHandle_t sfx_railg;
  sfxHandle_t sfx_rockexp;
  sfxHandle_t sfx_plasmaexp;
  sfxHandle_t sfx_flamerexp;
  sfxHandle_t gibSound;
  sfxHandle_t gibBounce1Sound;
  sfxHandle_t gibBounce2Sound;
  sfxHandle_t gibBounce3Sound;
  sfxHandle_t teleInSound;
  sfxHandle_t teleOutSound;
  sfxHandle_t noAmmoSound;
  sfxHandle_t respawnSound;
  sfxHandle_t talkSound;
  sfxHandle_t landSound;
  sfxHandle_t fallSound;
  sfxHandle_t jumpPadSound;

  sfxHandle_t oneMinuteSound;
  sfxHandle_t fiveMinuteSound;
  sfxHandle_t suddenDeathSound;

  sfxHandle_t threeFragSound;
  sfxHandle_t twoFragSound;
  sfxHandle_t oneFragSound;

  sfxHandle_t hitSound;
  sfxHandle_t hitSoundHighArmor;
  sfxHandle_t hitSoundLowArmor;
  sfxHandle_t hitTeamSound;
  sfxHandle_t impressiveSound;
  sfxHandle_t excellentSound;
  sfxHandle_t deniedSound;
  sfxHandle_t humiliationSound;
  sfxHandle_t assistSound;
  sfxHandle_t defendSound;
  sfxHandle_t firstImpressiveSound;
  sfxHandle_t firstExcellentSound;
  sfxHandle_t firstHumiliationSound;

  sfxHandle_t takenLeadSound;
  sfxHandle_t tiedLeadSound;
  sfxHandle_t lostLeadSound;

  sfxHandle_t voteNow;
  sfxHandle_t votePassed;
  sfxHandle_t voteFailed;

  sfxHandle_t watrInSound;
  sfxHandle_t watrOutSound;
  sfxHandle_t watrUnSound;

  sfxHandle_t flightSound;
  sfxHandle_t medkitSound;

  sfxHandle_t jetpackDescendSound;
  sfxHandle_t jetpackIdleSound;
  sfxHandle_t jetpackAscendSound;
  
  sfxHandle_t weaponHoverSound;

  // teamplay sounds
  sfxHandle_t captureAwardSound;
  sfxHandle_t redScoredSound;
  sfxHandle_t blueScoredSound;
  sfxHandle_t redLeadsSound;
  sfxHandle_t blueLeadsSound;
  sfxHandle_t teamsTiedSound;

  sfxHandle_t captureYourTeamSound;
  sfxHandle_t captureOpponentSound;
  sfxHandle_t returnYourTeamSound;
  sfxHandle_t returnOpponentSound;
  sfxHandle_t takenYourTeamSound;
  sfxHandle_t takenOpponentSound;

  sfxHandle_t redFlagReturnedSound;
  sfxHandle_t blueFlagReturnedSound;
  sfxHandle_t neutralFlagReturnedSound;
  sfxHandle_t enemyTookYourFlagSound;
  sfxHandle_t enemyTookTheFlagSound;
  sfxHandle_t yourTeamTookEnemyFlagSound;
  sfxHandle_t yourTeamTookTheFlagSound;
  sfxHandle_t youHaveFlagSound;
  sfxHandle_t yourBaseIsUnderAttackSound;
  sfxHandle_t holyShitSound;

  // tournament sounds
  sfxHandle_t count3Sound;
  sfxHandle_t count2Sound;
  sfxHandle_t count1Sound;
  sfxHandle_t countFightSound;
  sfxHandle_t countPrepareSound;

  //TA:
  sfxHandle_t alienStageTransition;
  sfxHandle_t humanStageTransition;
  
  qhandle_t cursor;
  qhandle_t selectCursor;
  qhandle_t sizeCursor;

  sfxHandle_t regenSound;
  sfxHandle_t protectSound;
  sfxHandle_t n_healthSound;
  sfxHandle_t hgrenb1aSound;
  sfxHandle_t hgrenb2aSound;
  sfxHandle_t wstbimplSound;
  sfxHandle_t wstbimpmSound;
  sfxHandle_t wstbimpdSound;
  sfxHandle_t wstbactvSound;
                        
  //TA: for wolf trail effects
	qhandle_t	sparkFlareShader;
} cgMedia_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       dmflags;
  int       teamflags;
  int       fraglimit;
  int       capturelimit;
  int       timelimit;
  int       maxclients;
  char      mapname[MAX_QPATH];
  char      redTeam[MAX_QPATH];
  char      blueTeam[MAX_QPATH];

  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
  int       redflag, blueflag;    // flag status from configstrings
  int       flagStatus;

  qboolean  newHud;

  int       alienBuildPoints;
  int       alienBuildPointsTotal;
  int       humanBuildPoints;
  int       humanBuildPointsTotal;
  int       humanBuildPointsPowered;

  int       alienStage;
  int       humanStage;

  //
  // locally derived information from gamestate
  //
  qhandle_t   gameModels[MAX_MODELS];
  qhandle_t   gameShaders[MAX_SHADERS];
  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];

  // teamchat width is *3 because of embedded color codes
  char      teamChatMsgs[TEAMCHAT_HEIGHT][TEAMCHAT_WIDTH*3+1];
  int       teamChatMsgTimes[TEAMCHAT_HEIGHT];
  int       teamChatPos;
  int       teamLastChatPos;

  int cursorX;
  int cursorY;
  qboolean eventHandling;
  qboolean mouseCaptured;
  qboolean sizingHud;
  void *capturedItem;
  qhandle_t activeCursor;

  // orders
  int currentOrder;
  qboolean orderPending;
  int orderTime;
  int currentVoiceClient;
  int acceptOrderTime;
  int acceptTask;
  int acceptLeader;
  char acceptVoice[MAX_NAME_LENGTH];

  // 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];
extern  itemInfo_t      cg_items[MAX_ITEMS];
//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_drawFPS;
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_crosshairSize;
extern  vmCvar_t    cg_crosshairHealth;
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_alienZapTime;
extern  vmCvar_t    cg_railTrailTime;
extern  vmCvar_t    cg_errorDecay;
extern  vmCvar_t    cg_nopredict;
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_teamChatTime;
extern  vmCvar_t    cg_teamChatHeight;
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_debugAlloc;
extern  vmCvar_t    cg_wwSmoothTime;
extern  vmCvar_t    cg_wwFollow;
extern  vmCvar_t    cg_zsortLEs;
extern  vmCvar_t    cg_consoleLatency;

//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;

//
// 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 );

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_RankRunFrame( void );
void CG_SetScoreSelection(void *menu);
score_t *CG_GetSelectedScore();
void CG_BuildSpectatorString();


//
// cg_view.c
//
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_ZoomDown_f( void );
void CG_ZoomUp_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 );
//TA: draw a pic weighted between two colors. <- hmm me is turning into a yank.
void CG_DrawFadePic( float x, float y, float width, float height, vec4_t fcolor, vec4_t tcolor, float amount, qhandle_t hShader );
void CG_DrawString( float x, float y, const char *string,
           float charWidth, float charHeight, const float *modulate );


void CG_DrawStringExt( int x, int y, const char *string, const float *setColor,
    qboolean forceColor, qboolean shadow, int charWidth, int charHeight, int maxChars );
void CG_DrawBigString( int x, int y, const char *s, float alpha );
void CG_DrawBigStringColor( int x, int y, const char *s, vec4_t color );
void CG_DrawSmallString( int x, int y, const char *s, float alpha );
void CG_DrawSmallStringColor( int x, int y, const char *s, vec4_t color );

int CG_DrawStrlen( const char *str );

float *CG_FadeColor( int startMsec, int totalMsec );
float *CG_TeamColor( int team );
void CG_TileClear( void );
void CG_ColorForHealth( vec4_t hcolor );
void CG_GetColorForHealth( int health, int armor, vec4_t hcolor );

void UI_DrawProportionalString( int x, int y, const char* str, int style, vec4_t color );
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);


//
// cg_draw.c
//
extern  int sortedTeamPlayers[TEAM_MAXOVERLAY];
extern  int numSortedTeamPlayers;
extern  int drawTeamOverlayModificationCount;
extern  char systemChat[256];
extern  char teamChat1[256];
extern  char teamChat2[256];

void CG_AddLagometerFrameInfo( void );
void CG_AddLagometerSnapshotInfo( snapshot_t *snap );
void CG_CenterPrint( const char *str, int y, int charWidth );
void CG_DrawHead( float x, float y, float w, float h, int clientNum, vec3_t headAngles );
void CG_DrawActive( stereoFrame_t stereoView );
void CG_DrawFlagModel( float x, float y, float w, float h, int team, qboolean force2D );
void CG_DrawTeamBackground( int x, int y, int w, int h, float alpha, int team );
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);
void CG_SelectPrevPlayer();
void CG_SelectNextPlayer();
float CG_GetValue(int ownerDraw);
qboolean CG_OwnerDrawVisible(int flags);
void CG_RunMenuScript(char **args);
void CG_ShowResponseHead();
void CG_SetPrintString(int type, const char *p);
void CG_InitTeamChat();
void CG_GetTeamColor(vec4_t *color);
const char *CG_GetGameStatusText();
const char *CG_GetKillerText();
void CG_Draw3DModel( float x, float y, float w, float h, qhandle_t model, qhandle_t skin, vec3_t origin, vec3_t angles );
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_CheckOrderPending();
const char *CG_GameTypeString();
qboolean CG_YourTeamHasFlag();
qboolean CG_OtherTeamHasFlag();
qhandle_t CG_StatusHandle(int task);
void CG_DrawLoadingScreen( void );
void CG_UpdateMediaFraction( float newFract );

//
// cg_player.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( int clientNum );
sfxHandle_t CG_CustomSound( int clientNum, const char *soundName );

//
// cg_buildable.c
//
void CG_GhostBuildable( buildable_t buildable );
void CG_Buildable( centity_t *cent );
void CG_InitBuildables( );

//
// cg_spriter.c
//
void CG_Spriter( centity_t *cent );
void CG_LaunchSprite( const vec3_t p, const vec3_t vel, const vec3_t accel,
                      float spread, float bounce,
                      float initRad, float finalRad,
                      float initAlp, float finalAlp,
                      float rotation,
                      int startTime, int shaderTime, int duration,
                      qhandle_t hShader, qboolean overdraw, qboolean realLight );

//
// cg_animmapobj.c
//
void CG_animMapObj( centity_t *cent );

//
// cg_predict.c
//
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_PredictPlayerState( void );
void CG_LoadDeferredPlayers( void );


//
// cg_events.c
//
void CG_CheckEvents( centity_t *cent );
const char  *CG_PlaceString( int rank );
void CG_EntityEvent( centity_t *cent, vec3_t position );
void CG_PainEvent( centity_t *cent, int health );


//
// cg_ents.c
//
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 CG_RegisterUpgrade( int upgradeNum );
void CG_InitWeapons( );
void CG_RegisterWeapon( int weaponNum );

void CG_FireWeapon( centity_t *cent, int mode );
void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, impactSound_t soundType, int damage );
void CG_Explosion( int clientNum, vec3_t origin, vec3_t dir );
void CG_MissileHitPlayer( int weapon, vec3_t origin, vec3_t dir, int entityNum, int damage );
void CG_ShotgunFire( entityState_t *es );
void CG_Bullet( vec3_t origin, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum );
void CG_LasGunHit( vec3_t origin, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum );

void CG_RailTrail( vec3_t start, vec3_t end );
void CG_TeslaTrail( vec3_t start, vec3_t end, int srcENum, int destENum );
void CG_AlienZap( vec3_t start, vec3_t end, int srcENum, int destENum );
void CG_GrappleTrail( centity_t *ent, const weaponInfo_t *wi );
void CG_AddViewWeapon (playerState_t *ps);
void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent );
void CG_DrawWeaponSelect( rectDef_t *rect );
void CG_DrawWeaponSelectText( rectDef_t *rect, float scale, int textStyle );

void CG_OutOfAmmoChange( void );  // should this be in pmove?


//
// cg_creep.c
//
void CG_Creep( centity_t *cent );

//
// cg_scanner.c
//
void CG_Scanner( );
void CG_AlienSense( );

//
// 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_localents.c
//
void  CG_InitLocalEntities( void );
localEntity_t *CG_AllocLocalEntity( void );
void  CG_AddLocalEntities( void );

//
// cg_effects.c
//
localEntity_t *CG_SmokePuff( const vec3_t p,
           const vec3_t vel,
           float radius,
           float r, float g, float b, float a,
           float duration,
           int startTime,
           int fadeInTime,
           int leFlags,
           qhandle_t hShader );
void CG_BubbleTrail( vec3_t start, vec3_t end, float spacing );
void CG_SpawnEffect( vec3_t org );
void CG_GibPlayer( vec3_t playerOrigin );
void CG_BigExplode( vec3_t playerOrigin );

void CG_Bleed( vec3_t origin, int entityNum );

localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir,
                qhandle_t hModel, qhandle_t shader, int msec,
                qboolean isSprite );

//TA: wolf tesla effect
void CG_DynamicLightningBolt( qhandle_t shader, vec3_t start, vec3_t pend,
                              int numBolts, float maxWidth, qboolean fade,
                              float startAlpha, int recursion, int randseed );

// Ridah, trails
//
// cg_trails.c
//
int CG_AddTrailJunc( int headJuncIndex, qhandle_t shader, int spawnTime,
                     int sType, vec3_t pos, int trailLife, float alphaStart,
                     float alphaEnd, float startWidth, float endWidth, int flags,
                     vec3_t colorStart, vec3_t colorEnd, float sRatio, float animSpeed );
int CG_AddSparkJunc( int headJuncIndex, qhandle_t shader, vec3_t pos, int trailLife,
                     float alphaStart, float alphaEnd, float startWidth, float endWidth );
int CG_AddSmokeJunc( int headJuncIndex, qhandle_t shader, vec3_t pos, int trailLife,
                     float alpha, float startWidth, float endWidth ); 
int CG_AddFireJunc( int headJuncIndex, qhandle_t shader, vec3_t pos, int trailLife,
                    float alpha, float startWidth, float endWidth );
void CG_AddTrails( void );
void CG_ClearTrails( void );
// done.


//
// cg_snapshot.c
//
void CG_ProcessSnapshots( void );

//
// cg_scoreboard.c
//
qboolean CG_DrawOldScoreboard( void );
void CG_DrawOldTourneyScoreboard( void );

//
// cg_consolecmds.c
//
qboolean CG_ConsoleCommand( void );
void CG_InitConsoleCommands( void );

//
// cg_servercmds.c
//
void CG_ExecuteNewServerCommands( int latestSequence );
void CG_ParseServerinfo( void );
void CG_SetConfigValues( void );
void CG_LoadVoiceChats( void );
void CG_ShaderStateChanged(void);
void CG_VoiceChatLocal( int mode, qboolean voiceOnly, int clientNum, int color, const char *cmd );
void CG_PlayBufferedVoiceChats( 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_mp3decoder.c
//
qboolean S_decodeMP3( char *mp3File, char *wavFile );

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

//
// 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 );

// 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 );

// 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 );

// 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 );

// repatialize 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 );

typedef enum {
  SYSTEM_PRINT,
  CHAT_PRINT,
  TEAMCHAT_PRINT
} q3print_t;


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 );

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 );

void  CG_ClearParticles (void);
void  CG_AddParticles (void);
void  CG_ParticleSnow (qhandle_t pshader, vec3_t origin, vec3_t origin2, int turb, float range, int snum);
void  CG_ParticleSmoke (qhandle_t pshader, centity_t *cent);
void  CG_AddParticleShrapnel (localEntity_t *le);
void  CG_ParticleSnowFlurry (qhandle_t pshader, centity_t *cent);
void  CG_ParticleBulletDebris (vec3_t org, vec3_t vel, int duration);
void  CG_ParticleSparks (vec3_t org, vec3_t vel, int duration, float x, float y, float speed);
void  CG_ParticleDust (centity_t *cent, vec3_t origin, vec3_t dir);
void  CG_ParticleMisc (qhandle_t pshader, vec3_t origin, int size, int duration, float alpha);
void  CG_ParticleExplosion (char *animStr, vec3_t origin, vec3_t vel, int duration, int sizeStart, int sizeEnd);
extern qboolean   initparticles;
int CG_NewParticleArea ( int num );