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path: root/src/cgame/cg_local.h
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// 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 GNU Lesser General Public License as published by
 *  the Free Software Foundation; either version 2.1, or (at your option)
 *  any later version.
 *
 *  This program is distributed in the hope that it will be useful,
 *  but WITHOUT ANY WARRANTY; without even the implied warranty of
 *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *  GNU Lesser General Public License for more details.
 *
 *  You should have received a copy of the GNU Lesser General Public License
 *  along with this program; if not, write to the Free Software
 *  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
 */

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

#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       previousEvent;
  int       teleportFlag;

  int       trailTime;    // so missile trails can handle dropped initial packets
  int       dustTrailTime;
  int       miscTime;

  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;

  //TA: value to store corpse number
  int         corpseNum;
} 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_SPRITE_EXPLOSION,
  LE_FRAGMENT,
  LE_MOVE_SCALE_FADE,
  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 droids 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;
} localEntity_t;

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


typedef struct {
  int       client;
  int       score;
  int       ping;
  int       time;
  int       scoreFlags;
  int       powerUps;
  int       accuracy;
  int       impressiveCount;
  int       excellentCount;
  int       guantletCount;
  int       defendCount;
  int       assistCount;
  int       captures;
  qboolean  perfect;
  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      color;

  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

  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_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;

  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;
  gitem_t     *item;

  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 {
  int       itemNum;
} powerupInfo_t;

#define MAX_SKULLTRAIL    10

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


#define MAX_REWARDSTACK   10
#define MAX_SOUNDBUFFER   20

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

// 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];

  // 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;

} 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];
#ifdef NEW_ANIMS
  qhandle_t flagPoleModel;
  qhandle_t flagFlapModel;

  qhandle_t redFlagFlapSkin;
  qhandle_t blueFlagFlapSkin;
  qhandle_t neutralFlagFlapSkin;

  qhandle_t redFlagBaseModel;
  qhandle_t blueFlagBaseModel;
  qhandle_t neutralFlagBaseModel;

  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 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 humanNV;
  qhandle_t droidNav10;
  qhandle_t droidNav15;
  qhandle_t droidNav20;
  qhandle_t droidNav25;
  qhandle_t droidNav30;
  qhandle_t droidNav35;
  qhandle_t droidNav40;
  qhandle_t droidNav45;
  qhandle_t droidNav50;
  qhandle_t droidNav55;
  qhandle_t droidNav60;
  qhandle_t droidNav65;
  qhandle_t droidNav70;
  qhandle_t droidNav75;
  qhandle_t droidNav80;
  qhandle_t droidHealth;

  qhandle_t flameShader;
  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;    

  // 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_lghit1;
  sfxHandle_t sfx_lghit2;
  sfxHandle_t sfx_lghit3;
  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 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 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;

  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;
                        
} 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
  gametype_t    gametype;
  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       hBuildPoints, aBuildPoints;

  //
  // locally derived information from gamestate
  //
  qhandle_t   gameModels[MAX_MODELS];
  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];
extern  markPoly_t    cg_markPolys[MAX_MARK_POLYS];

//TA:
typedef struct
{
  vec3_t    droidItemPositions[ MAX_ITEMS ];
  int       droidItemTimes[ MAX_ITEMS ];
  int       numDroidItems;
  
  vec3_t    humanItemPositions[ MAX_ITEMS ];
  int       numHumanItems;
  
  vec3_t    droidClientPositions[ MAX_CLIENTS ];
  int       droidClientClass;
  int       numDroidClients;
  
  vec3_t    humanClientPositions[ MAX_CLIENTS ];
  int       humanClientClass;
  int       numHumanClients;
  
} cgItemPos_t;

extern cgItemPos_t     cgIP;


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_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_creepRes;
extern  vmCvar_t    cg_drawSurfNormal;

//
// 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_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);

//
// 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_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_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_RegisterWeapon( int weaponNum );
void CG_RegisterItemVisuals( int itemNum );

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

void CG_RailTrail( clientInfo_t *ci, vec3_t start, vec3_t end );
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( void );

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_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 );

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

//
// cg_info.c
//
void CG_LoadingString( const char *s );
void CG_LoadingItem( int itemNum );
void CG_LoadingClient( int clientNum );
void CG_DrawInformation( 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_Alloc( int size );

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

//
// 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_AddLightToScene( 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 );

//TA: um...
//typedef enum {
//  SYSTEM_PRINT,
//  CHAT_PRINT,
//  TEAMCHAT_PRINT
//};


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 );