summaryrefslogtreecommitdiff
path: root/src/cgame/cg_local.h
blob: 88df61ba004c3e56c2a43fa72882bb7c80b1147d (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
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
// 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 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_CUSTOM,
  FOOTSTEP_NONE,

  FOOTSTEP_TOTAL
} footstep_t;

typedef enum
{
  IMPACTSOUND_DEFAULT,
  IMPACTSOUND_METAL,
  IMPACTSOUND_FLESH
} impactSound_t;

typedef enum
{
  JPS_OFF,
  JPS_DESCENDING,
  JPS_HOVERING,
  JPS_ASCENDING
} jetPackState_t;

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

// when changing animation, set animationTime to frameTime + lerping time
// The current lerp will finish out, then it will lerp to the new animation
typedef struct
{
  int         oldFrame;
  int         oldFrameTime;     // time when ->oldFrame was exactly on

  int         frame;
  int         frameTime;        // time when ->frame will be exactly on

  float       backlerp;

  float       yawAngle;
  qboolean    yawing;
  float       pitchAngle;
  qboolean    pitching;

  int         animationNumber;  // may include ANIM_TOGGLEBIT
  animation_t *animation;
  int         animationTime;    // time when the first frame of the animation will be exact
} lerpFrame_t;

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

//attachment system
typedef enum
{
  AT_STATIC,
  AT_TAG,
  AT_CENT,
  AT_PARTICLE
} attachmentType_t;

//forward declaration for particle_t
struct particle_s;

typedef struct attachment_s
{
  attachmentType_t  type;
  qboolean          attached;

  qboolean          staticValid;
  qboolean          tagValid;
  qboolean          centValid;
  qboolean          particleValid;

  qboolean          hasOffset;
  vec3_t            offset;

  vec3_t            lastValidAttachmentPoint;

  //AT_STATIC
  vec3_t            origin;

  //AT_TAG
  refEntity_t       re;     //FIXME: should be pointers?
  refEntity_t       parent; //
  qhandle_t         model;
  char              tagName[ MAX_STRING_CHARS ];

  //AT_CENT
  int               centNum;

  //AT_PARTICLE
  struct particle_s *particle;
} attachment_t;

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

//particle system stuff
#define MAX_PS_SHADER_FRAMES      32
#define MAX_PS_MODELS             8
#define MAX_EJECTORS_PER_SYSTEM   4
#define MAX_PARTICLES_PER_EJECTOR 4

#define MAX_BASEPARTICLE_SYSTEMS  192
#define MAX_BASEPARTICLE_EJECTORS MAX_BASEPARTICLE_SYSTEMS*MAX_EJECTORS_PER_SYSTEM
#define MAX_BASEPARTICLES         MAX_BASEPARTICLE_EJECTORS*MAX_PARTICLES_PER_EJECTOR

#define MAX_PARTICLE_SYSTEMS      48
#define MAX_PARTICLE_EJECTORS     MAX_PARTICLE_SYSTEMS*MAX_EJECTORS_PER_SYSTEM
#define MAX_PARTICLES             MAX_PARTICLE_EJECTORS*5

#define PARTICLES_INFINITE        -1
#define PARTICLES_SAME_AS_INITIAL -2

//COMPILE TIME STRUCTURES
typedef enum
{
  PMT_STATIC,
  PMT_STATIC_TRANSFORM,
  PMT_TAG,
  PMT_CENT_ANGLES,
  PMT_NORMAL
} pMoveType_t;

typedef enum
{
  PMD_LINEAR,
  PMD_POINT
} pDirType_t;

typedef struct pMoveValues_u
{
  pDirType_t  dirType;

  //PMD_LINEAR
  vec3_t      dir;
  float       dirRandAngle;

  //PMD_POINT
  vec3_t      point;
  float       pointRandAngle;

  float       mag;
  float       magRandFrac;

  float       parentVelFrac;
  float       parentVelFracRandFrac;
} pMoveValues_t;

typedef struct pLerpValues_s
{
  int   delay;
  float delayRandFrac;

  float initial;
  float initialRandFrac;

  float final;
  float finalRandFrac;

  float randFrac;
} pLerpValues_t;

//particle template
typedef struct baseParticle_s
{
  vec3_t          displacement;
  float           randDisplacement;
  float           normalDisplacement;

  pMoveType_t     velMoveType;
  pMoveValues_t   velMoveValues;

  pMoveType_t     accMoveType;
  pMoveValues_t   accMoveValues;

  int             lifeTime;
  float           lifeTimeRandFrac;

  float           bounceFrac;
  float           bounceFracRandFrac;
  qboolean        bounceCull;

  char            bounceMarkName[ MAX_QPATH ];
  qhandle_t       bounceMark;
  float           bounceMarkRadius;
  float           bounceMarkRadiusRandFrac;
  float           bounceMarkCount;
  float           bounceMarkCountRandFrac;

  char            bounceSoundName[ MAX_QPATH ];
  qhandle_t       bounceSound;
  float           bounceSoundCount;
  float           bounceSoundCountRandFrac;

  pLerpValues_t   radius;
  pLerpValues_t   alpha;
  pLerpValues_t   rotation;
  
  qboolean        dynamicLight;
  pLerpValues_t   dLightRadius;
  byte            dLightColor[ 3 ];

  int             colorDelay;
  float           colorDelayRandFrac;
  byte            initialColor[ 3 ];
  byte            finalColor[ 3 ];

  char            childSystemName[ MAX_QPATH ];
  qhandle_t       childSystemHandle;

  char            onDeathSystemName[ MAX_QPATH ];
  qhandle_t       onDeathSystemHandle;

  char            childTrailSystemName[ MAX_QPATH ];
  qhandle_t       childTrailSystemHandle;

  //particle invariant stuff
  char            shaderNames[ MAX_PS_SHADER_FRAMES ][ MAX_QPATH ];
  qhandle_t       shaders[ MAX_PS_SHADER_FRAMES ];
  int             numFrames;
  float           framerate;

  char            modelNames[ MAX_PS_MODELS ][ MAX_QPATH ];
  qhandle_t       models[ MAX_PS_MODELS ];
  int             numModels;
  animation_t     modelAnimation;

  qboolean        overdrawProtection;
  qboolean        realLight;
  qboolean        cullOnStartSolid;
} baseParticle_t;


//ejector template
typedef struct baseParticleEjector_s
{
  baseParticle_t  *particles[ MAX_PARTICLES_PER_EJECTOR ];
  int             numParticles;

  pLerpValues_t   eject;          //zero period indicates creation of all particles at once

  int             totalParticles;         //can be infinite
  float           totalParticlesRandFrac;
} baseParticleEjector_t;


//particle system template
typedef struct baseParticleSystem_s
{
  char                  name[ MAX_QPATH ];
  baseParticleEjector_t *ejectors[ MAX_EJECTORS_PER_SYSTEM ];
  int                   numEjectors;

  qboolean              thirdPersonOnly;
  qboolean              registered; //whether or not the assets for this particle have been loaded
} baseParticleSystem_t;


//RUN TIME STRUCTURES
typedef struct particleSystem_s
{
  baseParticleSystem_t  *class;

  attachment_t          attachment;

  qboolean              valid;
  qboolean              lazyRemove; //mark this system for later removal

  //for PMT_NORMAL
  qboolean              normalValid;
  vec3_t                normal;
} particleSystem_t;


typedef struct particleEjector_s
{
  baseParticleEjector_t *class;
  particleSystem_t      *parent;

  pLerpValues_t         ejectPeriod;

  int                   count;
  int                   totalParticles;

  int                   nextEjectionTime;

  qboolean              valid;
} particleEjector_t;


//used for actual particle evaluation
typedef struct particle_s
{
  baseParticle_t    *class;
  particleEjector_t *parent;

  int               birthTime;
  int               lifeTime;

  float             bounceMarkRadius;
  int               bounceMarkCount;
  int               bounceSoundCount;
  qboolean          atRest;

  vec3_t            origin;
  vec3_t            velocity;

  pMoveType_t       accMoveType;
  pMoveValues_t     accMoveValues;

  int               lastEvalTime;

  int               nextChildTime;

  pLerpValues_t     radius;
  pLerpValues_t     alpha;
  pLerpValues_t     rotation;

  pLerpValues_t     dLightRadius;

  int               colorDelay;

  qhandle_t         model;
  lerpFrame_t       lf;
  vec3_t            lastAxis[ 3 ];

  qboolean          valid;
  int               frameWhenInvalidated;

  int               sortKey;
} particle_t;

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

//trail system stuff
#define MAX_BEAMS_PER_SYSTEM      4

#define MAX_BASETRAIL_SYSTEMS     64
#define MAX_BASETRAIL_BEAMS       MAX_BASETRAIL_SYSTEMS*MAX_BEAMS_PER_SYSTEM

#define MAX_TRAIL_SYSTEMS         32
#define MAX_TRAIL_BEAMS           MAX_TRAIL_SYSTEMS*MAX_BEAMS_PER_SYSTEM
#define MAX_TRAIL_BEAM_NODES      128

#define MAX_TRAIL_BEAM_JITTERS    4

typedef enum
{
  TBTT_STRETCH,
  TBTT_REPEAT
} trailBeamTextureType_t;

typedef struct baseTrailJitter_s
{
  float   magnitude;
  int     period;
} baseTrailJitter_t;

//beam template
typedef struct baseTrailBeam_s
{
  int                     numSegments;
  float                   frontWidth;
  float                   backWidth;
  float                   frontAlpha;
  float                   backAlpha;
  byte                    frontColor[ 3 ];
  byte                    backColor[ 3 ];

  // the time it takes for a segment to vanish (single attached only)
  int                     segmentTime;

  // the time it takes for a beam to fade out (double attached only)
  int                     fadeOutTime;

  char                    shaderName[ MAX_QPATH ];
  qhandle_t               shader;

  trailBeamTextureType_t  textureType;

  //TBTT_STRETCH
  float                   frontTextureCoord;
  float                   backTextureCoord;

  //TBTT_REPEAT
  float                   repeatLength;
  qboolean                clampToBack;

  qboolean                realLight;

  int                     numJitters;
  baseTrailJitter_t       jitters[ MAX_TRAIL_BEAM_JITTERS ];
  qboolean                jitterAttachments;
} baseTrailBeam_t;


//trail system template
typedef struct baseTrailSystem_s
{
  char            name[ MAX_QPATH ];
  baseTrailBeam_t *beams[ MAX_BEAMS_PER_SYSTEM ];
  int             numBeams;

  qboolean        thirdPersonOnly;
  qboolean        registered; //whether or not the assets for this trail have been loaded
} baseTrailSystem_t;

typedef struct trailSystem_s
{
  baseTrailSystem_t   *class;

  attachment_t        frontAttachment;
  attachment_t        backAttachment;

  int                 destroyTime;
  qboolean            valid;
} trailSystem_t;

typedef struct trailBeamNode_s
{
  vec3_t                  refPosition;
  vec3_t                  position;

  int                     timeLeft;

  float                   textureCoord;
  float                   halfWidth;
  byte                    alpha;
  byte                    color[ 3 ];

  vec2_t                  jitters[ MAX_TRAIL_BEAM_JITTERS ];

  struct trailBeamNode_s  *prev;
  struct trailBeamNode_s  *next;

  qboolean                used;
} trailBeamNode_t;

typedef struct trailBeam_s
{
  baseTrailBeam_t   *class;
  trailSystem_t     *parent;

  trailBeamNode_t   nodePool[ MAX_TRAIL_BEAM_NODES ];
  trailBeamNode_t   *nodes;

  int               lastEvalTime;

  qboolean          valid;

  int               nextJitterTimes[ MAX_TRAIL_BEAM_JITTERS ];
} trailBeam_t;

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

// player entities need to track more information
// than any other type of entity.

// note that not every player entity is a client entity,
// because corpses after respawn are outside the normal
// client numbering range

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

typedef struct
{
  float     time;
  float     timeMod;

  vec3_t    rotAxis;
  float     rotAngle;
} smooth_t;


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

  // machinegun spinning
  float       barrelAngle;
  int         barrelTime;
  qboolean    barrelSpinning;

  vec3_t      lastNormal;
  vec3_t      lastAxis[ 3 ];
  smooth_t    sList[ MAXSMOOTHS ];
} playerEntity_t;

typedef struct lightFlareStatus_s
{
  float     lastSrcRadius; //caching of likely flare source radius
  float     lastRadius;    //caching of likely flare radius
  float     lastRatio;     //caching of likely flare ratio
  int       lastTime;      //last time flare was visible/occluded
  qboolean  status;        //flare is visble?
} lightFlareStatus_t;

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

// centity_t have a direct corespondence with gentity_t in the game, but
// only the entityState_t is directly communicated to the cgame
typedef struct centity_s
{
  entityState_t         currentState;     // from cg.frame
  entityState_t         nextState;        // from cg.nextFrame, if available
  qboolean              interpolate;      // true if next is valid to interpolate to
  qboolean              currentValid;     // true if cg.frame holds this entity

  int                   muzzleFlashTime;  // move to playerEntity?
  int                   muzzleFlashTime2; // move to playerEntity?
  int                   muzzleFlashTime3; // move to playerEntity?
  int                   previousEvent;
  int                   teleportFlag;

  int                   trailTime;        // so missile trails can handle dropped initial packets
  int                   dustTrailTime;
  int                   miscTime;
  int                   snapShotTime;     // last time this entity was found in a snapshot

  playerEntity_t        pe;

  int                   errorTime;        // decay the error from this time
  vec3_t                errorOrigin;
  vec3_t                errorAngles;

  qboolean              extrapolated;     // false if origin / angles is an interpolation
  vec3_t                rawOrigin;
  vec3_t                rawAngles;

  vec3_t                beamEnd;

  // exact interpolated position of entity on this frame
  vec3_t                lerpOrigin;
  vec3_t                lerpAngles;

  lerpFrame_t           lerpFrame;

  //TA:
  buildableAnimNumber_t buildableAnim;    //persistant anim number
  buildableAnimNumber_t oldBuildableAnim; //to detect when new anims are set
  particleSystem_t      *buildablePS;
  float                 lastBuildableHealthScale;
  int                   lastBuildableDamageSoundTime;

  lightFlareStatus_t    lfs;

  qboolean              doorState;

  particleSystem_t      *muzzlePS;
  qboolean              muzzlePsTrigger;

  particleSystem_t      *jetPackPS;
  jetPackState_t        jetPackState;

  particleSystem_t      *entityPS;
  qboolean              entityPSMissing;

  trailSystem_t         *level2ZapTS[ 3 ];

  trailSystem_t         *muzzleTS; //used for the tesla and reactor
  int                   muzzleTSDeathTime;

  qboolean              valid;
  qboolean              oldValid;
} centity_t;


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

typedef struct markPoly_s
{
  struct markPoly_s *prevMark, *nextMark;
  int               time;
  qhandle_t         markShader;
  qboolean          alphaFade;    // fade alpha instead of rgb
  float             color[ 4 ];
  poly_t            poly;
  polyVert_t        verts[ MAX_VERTS_ON_POLY ];
} markPoly_t;

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


typedef struct
{
  int       client;
  int       score;
  int       ping;
  int       time;
  int       team;
  weapon_t  weapon;
  upgrade_t upgrade;
} score_t;

// each client has an associated clientInfo_t
// that contains media references necessary to present the
// client model and other color coded effects
// this is regenerated each time a client's configstring changes,
// usually as a result of a userinfo (name, model, etc) change
#define MAX_CUSTOM_SOUNDS 32
typedef struct
{
  qboolean    infoValid;

  char        name[ MAX_QPATH ];
  pTeam_t     team;

  int         botSkill;                   // 0 = not bot, 1-5 = bot

  vec3_t      color1;
  vec3_t      color2;

  int         score;                      // updated by score servercmds
  int         location;                   // location index for team mode
  int         health;                     // you only get this info about your teammates
  int         armor;
  int         curWeapon;

  int         handicap;
  int         wins, losses;               // in tourney mode

  int         teamTask;                   // task in teamplay (offence/defence)
  qboolean    teamLeader;                 // true when this is a team leader

  int         powerups;                   // so can display quad/flag status

  int         medkitUsageTime;
  int         invulnerabilityStartTime;
  int         invulnerabilityStopTime;

  int         breathPuffTime;

  // when clientinfo is changed, the loading of models/skins/sounds
  // can be deferred until you are dead, to prevent hitches in
  // gameplay
  char        modelName[ MAX_QPATH ];
  char        skinName[ MAX_QPATH ];
  char        headModelName[ MAX_QPATH ];
  char        headSkinName[ MAX_QPATH ];
  char        redTeam[ MAX_TEAMNAME ];
  char        blueTeam[ MAX_TEAMNAME ];

  qboolean    newAnims;                   // true if using the new mission pack animations
  qboolean    fixedlegs;                  // true if legs yaw is always the same as torso yaw
  qboolean    fixedtorso;                 // true if torso never changes yaw
  qboolean    nonsegmented;               // true if model is Q2 style nonsegmented

  vec3_t      headOffset;                 // move head in icon views
  footstep_t  footsteps;
  gender_t    gender;                     // from model

  qhandle_t   legsModel;
  qhandle_t   legsSkin;

  qhandle_t   torsoModel;
  qhandle_t   torsoSkin;

  qhandle_t   headModel;
  qhandle_t   headSkin;

  qhandle_t   nonSegModel;                //non-segmented model system
  qhandle_t   nonSegSkin;                 //non-segmented model system

  qhandle_t   modelIcon;

  animation_t animations[ MAX_PLAYER_TOTALANIMATIONS ];

  sfxHandle_t sounds[ MAX_CUSTOM_SOUNDS ];

  sfxHandle_t customFootsteps[ 4 ];
  sfxHandle_t customMetalFootsteps[ 4 ];
} clientInfo_t;


typedef struct weaponInfoMode_s
{
  float       flashDlight;
  vec3_t      flashDlightColor;
  sfxHandle_t flashSound[ 4 ];  // fast firing weapons randomly choose
  qboolean    continuousFlash;

  qhandle_t   missileModel;
  sfxHandle_t missileSound;
  float       missileDlight;
  vec3_t      missileDlightColor;
  int         missileRenderfx;
  qboolean    usesSpriteMissle;
  qhandle_t   missileSprite;
  int         missileSpriteSize;
  qhandle_t   missileParticleSystem;
  qhandle_t   missileTrailSystem;
  qboolean    missileRotates;
  qboolean    missileAnimates;
  int         missileAnimStartFrame;
  int         missileAnimNumFrames;
  int         missileAnimFrameRate;
  int         missileAnimLooping;

  sfxHandle_t firingSound;
  qboolean    loopFireSound;

  qhandle_t   muzzleParticleSystem;

  qboolean    alwaysImpact;
  qhandle_t   impactParticleSystem;
  qhandle_t   impactMark;
  qhandle_t   impactMarkSize;
  sfxHandle_t impactSound[ 4 ]; //random impact sound
  sfxHandle_t impactFleshSound[ 4 ]; //random impact sound
} weaponInfoMode_t;

// each WP_* weapon enum has an associated weaponInfo_t
// that contains media references necessary to present the
// weapon and its effects
typedef struct weaponInfo_s
{
  qboolean          registered;
  char              *humanName;

  qhandle_t         handsModel;       // the hands don't actually draw, they just position the weapon
  qhandle_t         weaponModel;
  qhandle_t         barrelModel;
  qhandle_t         flashModel;

  vec3_t            weaponMidpoint;   // so it will rotate centered instead of by tag

  qhandle_t         weaponIcon;
  qhandle_t         ammoIcon;

  qhandle_t         crossHair;
  int               crossHairSize;

  sfxHandle_t       readySound;

  qboolean          disableIn3rdPerson;

  weaponInfoMode_t  wim[ WPM_NUM_WEAPONMODES ];
} weaponInfo_t;

typedef struct upgradeInfo_s
{
  qboolean    registered;
  char        *humanName;

  qhandle_t   upgradeIcon;
} upgradeInfo_t;

typedef struct
{
  qboolean    looped;
  qboolean    enabled;

  sfxHandle_t sound;
} sound_t;

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

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

#define MAX_REWARDSTACK   10
#define MAX_SOUNDBUFFER   20

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

//TA:
typedef struct
{
  vec3_t    alienBuildablePos[ MAX_GENTITIES ];
  int       alienBuildableTimes[ MAX_GENTITIES ];
  int       numAlienBuildables;

  vec3_t    humanBuildablePos[ MAX_GENTITIES ];
  int       numHumanBuildables;

  vec3_t    alienClientPos[ MAX_CLIENTS ];
  int       numAlienClients;

  vec3_t    humanClientPos[ MAX_CLIENTS ];
  int       numHumanClients;

  int       lastUpdateTime;
  vec3_t    origin;
  vec3_t    vangles;
} entityPos_t;

typedef struct
{
  int time;
  int length;
} consoleLine_t;

#define MAX_CONSOLE_TEXT  8192
#define MAX_CONSOLE_LINES 32

// all cg.stepTime, cg.duckTime, cg.landTime, etc are set to cg.time when the action
// occurs, and they will have visible effects for #define STEP_TIME or whatever msec after

#define MAX_PREDICTED_EVENTS  16

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

  // centerprinting
  int           centerPrintTime;
  int           centerPrintCharWidth;
  int           centerPrintY;
  char          centerPrint[ 1024 ];
  int           centerPrintLines;

  // low ammo warning state
  int           lowAmmoWarning;   // 1 = low, 2 = empty

  // kill timers for carnage reward
  int           lastKillTime;

  // crosshair client ID
  int           crosshairClientNum;
  int           crosshairClientTime;

  // powerup active flashing
  int           powerupActive;
  int           powerupTime;

  // attacking player
  int           attackerTime;
  int           voiceTime;

  // reward medals
  int           rewardStack;
  int           rewardTime;
  int           rewardCount[ MAX_REWARDSTACK ];
  qhandle_t     rewardShader[ MAX_REWARDSTACK ];
  qhandle_t     rewardSound[ MAX_REWARDSTACK ];

  // sound buffer mainly for announcer sounds
  int           soundBufferIn;
  int           soundBufferOut;
  int           soundTime;
  qhandle_t     soundBuffer[ MAX_SOUNDBUFFER ];

  // for voice chat buffer
  int           voiceChatTime;
  int           voiceChatBufferIn;
  int           voiceChatBufferOut;

  // warmup countdown
  int           warmup;
  int           warmupCount;

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

  int           itemPickup;
  int           itemPickupTime;
  int           itemPickupBlendTime;                // the pulse around the crosshair is timed seperately

  int           weaponSelectTime;
  int           weaponAnimation;
  int           weaponAnimationTime;

  // blend blobs
  float         damageTime;
  float         damageX, damageY, damageValue;

  // status bar head
  float         headYaw;
  float         headEndPitch;
  float         headEndYaw;
  int           headEndTime;
  float         headStartPitch;
  float         headStartYaw;
  int           headStartTime;

  // view movement
  float         v_dmg_time;
  float         v_dmg_pitch;
  float         v_dmg_roll;

  vec3_t        kick_angles;                        // weapon kicks
  vec3_t        kick_origin;

  // temp working variables for player view
  float         bobfracsin;
  int           bobcycle;
  float         xyspeed;
  int           nextOrbitTime;

  // development tool
  refEntity_t   testModelEntity;
  refEntity_t   testModelBarrelEntity;
  char          testModelName[MAX_QPATH];
  char          testModelBarrelName[MAX_QPATH];
  qboolean      testGun;

  int           spawnTime;                          //TA: fovwarp
  int           weapon1Time;                        //TA: time when BUTTON_ATTACK went t->f f->t
  int           weapon2Time;                        //TA: time when BUTTON_ATTACK2 went t->f f->t
  int           weapon3Time;                        //TA: time when BUTTON_USE_HOLDABLE went t->f f->t
  qboolean      weapon1Firing;
  qboolean      weapon2Firing;
  qboolean      weapon3Firing;

  int           poisonedTime;

  vec3_t        lastNormal;                         //TA: view smoothage
  vec3_t        lastVangles;                        //TA: view smoothage
  smooth_t      sList[ MAXSMOOTHS ];                //TA: WW smoothing

  int           forwardMoveTime;                    //TA: for struggling
  int           rightMoveTime;
  int           upMoveTime;

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

  int           lastBuildAttempt;
  int           lastEvolveAttempt;

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

  particleSystem_t *poisonCloudPS;

  float         painBlendValue;
  float         painBlendTarget;
  int           lastHealth;
} cg_t;


// all of the model, shader, and sound references that are
// loaded at gamestate time are stored in cgMedia_t
// Other media that can be tied to clients, weapons, or items are
// stored in the clientInfo_t, itemInfo_t, weaponInfo_t, and powerupInfo_t
typedef struct
{
  qhandle_t   charsetShader;
  qhandle_t   whiteShader;
  qhandle_t   outlineShader;

  qhandle_t   level2ZapTS;

  qhandle_t   balloonShader;
  qhandle_t   connectionShader;

  qhandle_t   selectShader;
  qhandle_t   viewBloodShader;
  qhandle_t   tracerShader;
  qhandle_t   crosshairShader[ WP_NUM_WEAPONS ];
  qhandle_t   backTileShader;

  qhandle_t   creepShader;

  qhandle_t   scannerShader;
  qhandle_t   scannerBlipShader;
  qhandle_t   scannerLineShader;


  qhandle_t   numberShaders[ 11 ];

  qhandle_t   shadowMarkShader;
  qhandle_t   wakeMarkShader;

  // buildable shaders
  qhandle_t   greenBuildShader;
  qhandle_t   redBuildShader;
  qhandle_t   noPowerShader;
  qhandle_t   humanSpawningShader;

  // disconnect
  qhandle_t   disconnectPS;
  qhandle_t   disconnectSound;

  // sounds
  sfxHandle_t tracerSound;
  sfxHandle_t selectSound;
  sfxHandle_t footsteps[ FOOTSTEP_TOTAL ][ 4 ];
  sfxHandle_t talkSound;
  sfxHandle_t landSound;
  sfxHandle_t fallSound;

  sfxHandle_t hgrenb1aSound;
  sfxHandle_t hgrenb2aSound;

  sfxHandle_t voteNow;
  sfxHandle_t votePassed;
  sfxHandle_t voteFailed;

  sfxHandle_t watrInSound;
  sfxHandle_t watrOutSound;
  sfxHandle_t watrUnSound;

  sfxHandle_t jetpackDescendSound;
  sfxHandle_t jetpackIdleSound;
  sfxHandle_t jetpackAscendSound;

  qhandle_t   jetPackDescendPS;
  qhandle_t   jetPackHoverPS;
  qhandle_t   jetPackAscendPS;

  sfxHandle_t medkitUseSound;

  sfxHandle_t alienStageTransition;
  sfxHandle_t humanStageTransition;

  sfxHandle_t alienOvermindAttack;
  sfxHandle_t alienOvermindDying;
  sfxHandle_t alienOvermindSpawns;

  sfxHandle_t alienBuildableExplosion;
  sfxHandle_t alienBuildableDamage;
  sfxHandle_t alienBuildablePrebuild;
  sfxHandle_t humanBuildableExplosion;
  sfxHandle_t humanBuildablePrebuild;
  sfxHandle_t humanBuildableDamage[ 4 ];

  sfxHandle_t alienL1Grab;
  sfxHandle_t alienL4ChargePrepare;
  sfxHandle_t alienL4ChargeStart;

  qhandle_t   cursor;
  qhandle_t   selectCursor;
  qhandle_t   sizeCursor;

  //light armour
  qhandle_t larmourHeadSkin;
  qhandle_t larmourLegsSkin;
  qhandle_t larmourTorsoSkin;

  qhandle_t jetpackModel;
  qhandle_t jetpackFlashModel;
  qhandle_t battpackModel;

  sfxHandle_t repeaterUseSound;

  sfxHandle_t buildableRepairSound;
  sfxHandle_t buildableRepairedSound;

  qhandle_t   poisonCloudPS;
  qhandle_t   alienEvolvePS;
  qhandle_t   alienAcidTubePS;

  sfxHandle_t alienEvolveSound;

  qhandle_t   humanBuildableDamagedPS;
  qhandle_t   humanBuildableDestroyedPS;
  qhandle_t   alienBuildableDamagedPS;
  qhandle_t   alienBuildableDestroyedPS;

  qhandle_t   alienBleedPS;
  qhandle_t   humanBleedPS;

  qhandle_t   teslaZapTS;

  sfxHandle_t lCannonWarningSound;

  qhandle_t   buildWeaponTimerPie[ 8 ];
  qhandle_t   upgradeClassIconShader;
} cgMedia_t;


// 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           timelimit;
  int           maxclients;
  char          mapname[ 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

  qboolean      newHud;

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

  int           alienStage;
  int           humanStage;
  int           alienKills;
  int           humanKills;
  int           alienNextStageThreshold;
  int           humanNextStageThreshold;

  int           numAlienSpawns;
  int           numHumanSpawns;

  //
  // locally derived information from gamestate
  //
  qhandle_t     gameModels[ MAX_MODELS ];
  qhandle_t     gameShaders[ MAX_SHADERS ];
  qhandle_t     gameParticleSystems[ MAX_GAME_PARTICLE_SYSTEMS ];
  sfxHandle_t   gameSounds[ MAX_SOUNDS ];

  int           numInlineModels;
  qhandle_t     inlineDrawModel[ MAX_MODELS ];
  vec3_t        inlineModelMidpoints[ MAX_MODELS ];

  clientInfo_t  clientinfo[ MAX_CLIENTS ];

  //TA: corpse info
  clientInfo_t  corpseinfo[ MAX_CLIENTS ];

  // 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;

  // media
  cgMedia_t           media;
} cgs_t;

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

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

//TA: weapon limit expanded:
//extern  weaponInfo_t  cg_weapons[MAX_WEAPONS];
extern  weaponInfo_t    cg_weapons[ 32 ];
//TA: upgrade infos:
extern  upgradeInfo_t   cg_upgrades[ 32 ];

//TA: buildable infos:
extern  buildableInfo_t cg_buildables[ BA_NUM_BUILDABLES ];

extern  markPoly_t      cg_markPolys[ MAX_MARK_POLYS ];

extern  vmCvar_t    cg_centertime;
extern  vmCvar_t    cg_runpitch;
extern  vmCvar_t    cg_runroll;
extern  vmCvar_t    cg_bobup;
extern  vmCvar_t    cg_bobpitch;
extern  vmCvar_t    cg_bobroll;
extern  vmCvar_t    cg_swingSpeed;
extern  vmCvar_t    cg_shadows;
extern  vmCvar_t    cg_gibs;
extern  vmCvar_t    cg_drawTimer;
extern  vmCvar_t    cg_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_drawStatus;
extern  vmCvar_t    cg_draw2D;
extern  vmCvar_t    cg_animSpeed;
extern  vmCvar_t    cg_debugAnim;
extern  vmCvar_t    cg_debugPosition;
extern  vmCvar_t    cg_debugEvents;
extern  vmCvar_t    cg_teslaTrailTime;
extern  vmCvar_t    cg_railTrailTime;
extern  vmCvar_t    cg_errorDecay;
extern  vmCvar_t    cg_nopredict;
extern  vmCvar_t    cg_debugMove;
extern  vmCvar_t    cg_noPlayerAnims;
extern  vmCvar_t    cg_showmiss;
extern  vmCvar_t    cg_footsteps;
extern  vmCvar_t    cg_addMarks;
extern  vmCvar_t    cg_brassTime;
extern  vmCvar_t    cg_gun_frame;
extern  vmCvar_t    cg_gun_x;
extern  vmCvar_t    cg_gun_y;
extern  vmCvar_t    cg_gun_z;
extern  vmCvar_t    cg_drawGun;
extern  vmCvar_t    cg_viewsize;
extern  vmCvar_t    cg_tracerChance;
extern  vmCvar_t    cg_tracerWidth;
extern  vmCvar_t    cg_tracerLength;
extern  vmCvar_t    cg_autoswitch;
extern  vmCvar_t    cg_ignore;
extern  vmCvar_t    cg_simpleItems;
extern  vmCvar_t    cg_fov;
extern  vmCvar_t    cg_zoomFov;
extern  vmCvar_t    cg_thirdPersonRange;
extern  vmCvar_t    cg_thirdPersonAngle;
extern  vmCvar_t    cg_thirdPerson;
extern  vmCvar_t    cg_stereoSeparation;
extern  vmCvar_t    cg_lagometer;
extern  vmCvar_t    cg_drawAttacker;
extern  vmCvar_t    cg_synchronousClients;
extern  vmCvar_t    cg_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_drawBBOX;
extern  vmCvar_t    cg_debugAlloc;
extern  vmCvar_t    cg_wwSmoothTime;
extern  vmCvar_t    cg_wwFollow;
extern  vmCvar_t    cg_wwToggle;
extern  vmCvar_t    cg_depthSortParticles;
extern  vmCvar_t    cg_consoleLatency;
extern  vmCvar_t    cg_lightFlare;
extern  vmCvar_t    cg_debugParticles;
extern  vmCvar_t    cg_debugTrails;
extern  vmCvar_t    cg_debugPVS;
extern  vmCvar_t    cg_disableWarningDialogs;
extern  vmCvar_t    cg_disableScannerPlane;

extern  vmCvar_t    cg_painBlendUpRate;
extern  vmCvar_t    cg_painBlendDownRate;
extern  vmCvar_t    cg_painBlendMax;
extern  vmCvar_t    cg_painBlendScale;
extern  vmCvar_t    cg_painBlendZoom;

//TA: hack to get class an carriage through to UI module
extern  vmCvar_t    ui_currentClass;
extern  vmCvar_t    ui_carriage;
extern  vmCvar_t    ui_stages;
extern  vmCvar_t    ui_dialog;
extern  vmCvar_t    ui_loading;
extern  vmCvar_t    ui_voteActive;
extern  vmCvar_t    ui_alienTeamVoteActive;
extern  vmCvar_t    ui_humanTeamVoteActive;

extern  vmCvar_t    cg_debugRandom;

//
// cg_main.c
//
const char  *CG_ConfigString( int index );
const char  *CG_Argv( int arg );

void        CG_TAUIConsole( const char *text );
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_SetScoreSelection( void *menu );
void        CG_BuildSpectatorString( void );

qboolean    CG_FileExists( char *filename );
void        CG_RemoveConsoleLine( void );


//
// cg_view.c
//
void        CG_addSmoothOp( vec3_t rotAxis, float rotAngle, float timeMod ); //TA
void        CG_TestModel_f( void );
void        CG_TestGun_f( void );
void        CG_TestModelNextFrame_f( void );
void        CG_TestModelPrevFrame_f( void );
void        CG_TestModelNextSkin_f( void );
void        CG_TestModelPrevSkin_f( void );
void        CG_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 );
void        CG_DrawFadePic( float x, float y, float width, float height, vec4_t fcolor,
                            vec4_t tcolor, float amount, qhandle_t hShader );

int         CG_DrawStrlen( const char *str );

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

void        CG_DrawRect( float x, float y, float width, float height, float size, const float *color );
void        CG_DrawSides(float x, float y, float w, float h, float size);
void        CG_DrawTopBottom(float x, float y, float w, float h, float size);


//
// cg_draw.c
//
extern  int sortedTeamPlayers[ TEAM_MAXOVERLAY ];
extern  int numSortedTeamPlayers;
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_DrawActive( stereoFrame_t stereoView );
void        CG_OwnerDraw( float x, float y, float w, float h, float text_x, float text_y,
                          int ownerDraw, int ownerDrawFlags, int align, float special,
                          float scale, vec4_t color, qhandle_t shader, int textStyle);
void        CG_Text_Paint( float x, float y, float scale, vec4_t color, const char *text, float adjust, int limit, int style );
int         CG_Text_Width( const char *text, float scale, int limit );
int         CG_Text_Height( const char *text, float scale, int limit );
float       CG_GetValue(int ownerDraw);
void        CG_RunMenuScript(char **args);
void        CG_SetPrintString( int type, const char *p );
void        CG_InitTeamChat( void );
void        CG_GetTeamColor( vec4_t *color );
const char  *CG_GetKillerText();
void        CG_Text_PaintChar( float x, float y, float width, float height, float scale,
                               float s, float t, float s2, float t2, qhandle_t hShader );
void        CG_DrawLoadingScreen( void );
void        CG_UpdateMediaFraction( float newFract );
void        CG_ResetPainBlend( void );

//
// cg_players.c
//
void        CG_Player( centity_t *cent );
void        CG_Corpse( centity_t *cent );
void        CG_ResetPlayerEntity( centity_t *cent );
void        CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, int team );
void        CG_NewClientInfo( int clientNum );
void        CG_PrecacheClientInfo( pClass_t class, char *model, char *skin );
sfxHandle_t CG_CustomSound( int clientNum, const char *soundName );
void        CG_PlayerDisconnect( vec3_t org );
void        CG_Bleed( vec3_t origin, vec3_t normal, int entityNum );

//
// cg_buildable.c
//
void        CG_GhostBuildable( buildable_t buildable );
void        CG_Buildable( centity_t *cent );
void        CG_InitBuildables( void );
void        CG_HumanBuildableExplosion( vec3_t origin, vec3_t dir );
void        CG_AlienBuildableExplosion( vec3_t origin, vec3_t dir );

//
// cg_animation.c
//
void        CG_RunLerpFrame( lerpFrame_t *lf );

//
// cg_animmapobj.c
//
void        CG_AnimMapObj( centity_t *cent );
void        CG_ModelDoor( centity_t *cent );

//
// cg_predict.c
//

#define MAGIC_TRACE_HACK -2

void        CG_BuildSolidList( void );
int         CG_PointContents( const vec3_t point, int passEntityNum );
void        CG_Trace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
                      int skipNumber, int mask );
void        CG_CapTrace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
                         int skipNumber, int mask );
void        CG_PredictPlayerState( void );


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


//
// cg_ents.c
//
void        CG_DrawBoundingBox( vec3_t origin, vec3_t mins, vec3_t maxs );
void        CG_SetEntitySoundPosition( centity_t *cent );
void        CG_AddPacketEntities( void );
void        CG_Beam( centity_t *cent );
void        CG_AdjustPositionForMover( const vec3_t in, int moverNum, int fromTime, int toTime, vec3_t out );

void        CG_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
                                    qhandle_t parentModel, char *tagName );
void        CG_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
                                           qhandle_t parentModel, char *tagName );




//
// cg_weapons.c
//
void        CG_NextWeapon_f( void );
void        CG_PrevWeapon_f( void );
void        CG_Weapon_f( void );

void        CG_InitUpgrades( );
void        CG_RegisterUpgrade( int upgradeNum );
void        CG_InitWeapons( );
void        CG_RegisterWeapon( int weaponNum );

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

void        CG_AddViewWeapon (playerState_t *ps);
void        CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent );
void        CG_DrawItemSelect( rectDef_t *rect, vec4_t color );
void        CG_DrawItemSelectText( rectDef_t *rect, float scale, int textStyle );


//
// cg_scanner.c
//
void        CG_UpdateEntityPositions( void );
void        CG_Scanner( rectDef_t *rect, qhandle_t shader, vec4_t color );
void        CG_AlienSense( rectDef_t *rect );

//
// cg_marks.c
//
void        CG_InitMarkPolys( void );
void        CG_AddMarks( void );
void        CG_ImpactMark( qhandle_t markShader,
                           const vec3_t origin, const vec3_t dir,
                           float orientation,
                           float r, float g, float b, float a,
                           qboolean alphaFade,
                           float radius, qboolean temporary );

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

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

//
// cg_servercmds.c
//
void          CG_ExecuteNewServerCommands( int latestSequence );
void          CG_ParseServerinfo( void );
void          CG_SetConfigValues( void );
void          CG_ShaderStateChanged(void);

//
// cg_playerstate.c
//
void          CG_Respawn( void );
void          CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops );
void          CG_CheckChangedPredictableEvents( playerState_t *ps );

//
// cg_mem.c
//
void          CG_InitMemory( void );
void          *CG_Alloc( int size );
void          CG_Free( void *ptr );
void          CG_DefragmentMemory( void );

//
// cg_attachment.c
//
qboolean    CG_AttachmentPoint( attachment_t *a, vec3_t v );
qboolean    CG_AttachmentDir( attachment_t *a, vec3_t v );
qboolean    CG_AttachmentAxis( attachment_t *a, vec3_t axis[ 3 ] );
qboolean    CG_AttachmentVelocity( attachment_t *a, vec3_t v );
int         CG_AttachmentCentNum( attachment_t *a );

qboolean    CG_Attached( attachment_t *a );

void        CG_AttachToPoint( attachment_t *a );
void        CG_AttachToCent( attachment_t *a );
void        CG_AttachToTag( attachment_t *a );
void        CG_AttachToParticle( attachment_t *a );
void        CG_SetAttachmentPoint( attachment_t *a, vec3_t v );
void        CG_SetAttachmentCent( attachment_t *a, centity_t *cent );
void        CG_SetAttachmentTag( attachment_t *a, refEntity_t parent,
                qhandle_t model, char *tagName );
void        CG_SetAttachmentParticle( attachment_t *a, particle_t *p );

void        CG_SetAttachmentOffset( attachment_t *a, vec3_t v );

//
// cg_particles.c
//
void                CG_LoadParticleSystems( void );
qhandle_t           CG_RegisterParticleSystem( char *name );

particleSystem_t    *CG_SpawnNewParticleSystem( qhandle_t psHandle );
void                CG_DestroyParticleSystem( particleSystem_t **ps );

qboolean            CG_IsParticleSystemInfinite( particleSystem_t *ps );
qboolean            CG_IsParticleSystemValid( particleSystem_t **ps );

void                CG_SetParticleSystemNormal( particleSystem_t *ps, vec3_t normal );

void                CG_AddParticles( void );

void                CG_ParticleSystemEntity( centity_t *cent );

void                CG_TestPS_f( void );
void                CG_DestroyTestPS_f( void );

//
// cg_trails.c
//
void                CG_LoadTrailSystems( void );
qhandle_t           CG_RegisterTrailSystem( char *name );

trailSystem_t       *CG_SpawnNewTrailSystem( qhandle_t psHandle );
void                CG_DestroyTrailSystem( trailSystem_t **ts );

qboolean            CG_IsTrailSystemValid( trailSystem_t **ts );

void                CG_AddTrails( void );

void                CG_TestTS_f( void );
void                CG_DestroyTestTS_f( void );

//
// cg_ptr.c
//
int   CG_ReadPTRCode( void );
void  CG_WritePTRCode( int code );

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

//
// 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 );
void          trap_FS_Seek( fileHandle_t f, long offset, fsOrigin_t origin ); // fsOrigin_t

// add commands to the local console as if they were typed in
// for map changing, etc.  The command is not executed immediately,
// but will be executed in order the next time console commands
// are processed
void          trap_SendConsoleCommand( const char *text );

// register a command name so the console can perform command completion.
// FIXME: replace this with a normal console command "defineCommand"?
void          trap_AddCommand( const char *cmdName );

// send a string to the server over the network
void          trap_SendClientCommand( const char *s );

// force a screen update, only used during gamestate load
void          trap_UpdateScreen( void );

// model collision
void          trap_CM_LoadMap( const char *mapname );
int           trap_CM_NumInlineModels( void );
clipHandle_t  trap_CM_InlineModel( int index );    // 0 = world, 1+ = bmodels
clipHandle_t  trap_CM_TempBoxModel( const vec3_t mins, const vec3_t maxs );
int           trap_CM_PointContents( const vec3_t p, clipHandle_t model );
int           trap_CM_TransformedPointContents( const vec3_t p, clipHandle_t model, const vec3_t origin, const vec3_t angles );
void          trap_CM_BoxTrace( trace_t *results, const vec3_t start, const vec3_t end,
                                const vec3_t mins, const vec3_t maxs,
                                clipHandle_t model, int brushmask );
void          trap_CM_TransformedBoxTrace( trace_t *results, const vec3_t start, const vec3_t end,
                                           const vec3_t mins, const vec3_t maxs,
                                           clipHandle_t model, int brushmask,
                                           const vec3_t origin, const vec3_t angles );
void          trap_CM_CapsuleTrace( trace_t *results, const vec3_t start, const vec3_t end,
                const vec3_t mins, const vec3_t maxs,
                clipHandle_t model, int brushmask );
void          trap_CM_TransformedCapsuleTrace( trace_t *results, const vec3_t start, const vec3_t end,
                const vec3_t mins, const vec3_t maxs,
                clipHandle_t model, int brushmask,
                const vec3_t origin, const vec3_t angles );

// Returns the projection of a polygon onto the solid brushes in the world
int           trap_CM_MarkFragments( int numPoints, const vec3_t *points,
                                     const vec3_t projection,
                                     int maxPoints, vec3_t pointBuffer,
                                     int maxFragments, markFragment_t *fragmentBuffer );

// normal sounds will have their volume dynamically changed as their entity
// moves and the listener moves
void          trap_S_StartSound( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx );
void          trap_S_StopLoopingSound( int entnum );

// a local sound is always played full volume
void          trap_S_StartLocalSound( sfxHandle_t sfx, int channelNum );
void          trap_S_ClearLoopingSounds( qboolean killall );
void          trap_S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx );
void          trap_S_AddRealLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx );
void          trap_S_UpdateEntityPosition( int entityNum, const vec3_t origin );

// respatialize recalculates the volumes of sound as they should be heard by the
// given entityNum and position
void          trap_S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], int inwater );
sfxHandle_t   trap_S_RegisterSound( const char *sample, qboolean compressed );    // returns buzz if not found
void          trap_S_StartBackgroundTrack( const char *intro, const char *loop ); // empty name stops music
void          trap_S_StopBackgroundTrack( void );


void          trap_R_LoadWorldMap( const char *mapname );

// all media should be registered during level startup to prevent
// hitches during gameplay
qhandle_t     trap_R_RegisterModel( const char *name );     // returns rgb axis if not found
qhandle_t     trap_R_RegisterSkin( const char *name );      // returns all white if not found
qhandle_t     trap_R_RegisterShader( const char *name );      // returns all white if not found
qhandle_t     trap_R_RegisterShaderNoMip( const char *name );     // returns all white if not found

// a scene is built up by calls to R_ClearScene and the various R_Add functions.
// Nothing is drawn until R_RenderScene is called.
void          trap_R_ClearScene( void );
void          trap_R_AddRefEntityToScene( const refEntity_t *re );

// polys are intended for simple wall marks, not really for doing
// significant construction
void          trap_R_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts );
void          trap_R_AddPolysToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts, int numPolys );
void          trap_R_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b );
void          trap_R_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b );
int           trap_R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir );
void          trap_R_RenderScene( const refdef_t *fd );
void          trap_R_SetColor( const float *rgba ); // NULL = 1,1,1,1
void          trap_R_DrawStretchPic( float x, float y, float w, float h,
                                     float s1, float t1, float s2, float t2, qhandle_t hShader );
void          trap_R_ModelBounds( clipHandle_t model, vec3_t mins, vec3_t maxs );
int           trap_R_LerpTag( orientation_t *tag, clipHandle_t mod, int startFrame, int endFrame,
                              float frac, const char *tagName );
void          trap_R_RemapShader( const char *oldShader, const char *newShader, const char *timeOffset );

// The glconfig_t will not change during the life of a cgame.
// If it needs to change, the entire cgame will be restarted, because
// all the qhandle_t are then invalid.
void          trap_GetGlconfig( glconfig_t *glconfig );

// the gamestate should be grabbed at startup, and whenever a
// configstring changes
void          trap_GetGameState( gameState_t *gamestate );

// cgame will poll each frame to see if a newer snapshot has arrived
// that it is interested in.  The time is returned seperately so that
// snapshot latency can be calculated.
void          trap_GetCurrentSnapshotNumber( int *snapshotNumber, int *serverTime );

// a snapshot get can fail if the snapshot (or the entties it holds) is so
// old that it has fallen out of the client system queue
qboolean      trap_GetSnapshot( int snapshotNumber, snapshot_t *snapshot );

// retrieve a text command from the server stream
// the current snapshot will hold the number of the most recent command
// qfalse can be returned if the client system handled the command
// argc() / argv() can be used to examine the parameters of the command
qboolean      trap_GetServerCommand( int serverCommandNumber );

// returns the most recent command number that can be passed to GetUserCmd
// this will always be at least one higher than the number in the current
// snapshot, and it may be quite a few higher if it is a fast computer on
// a lagged connection
int           trap_GetCurrentCmdNumber( void );

qboolean      trap_GetUserCmd( int cmdNumber, usercmd_t *ucmd );

// used for the weapon select and zoom
void          trap_SetUserCmdValue( int stateValue, float sensitivityScale );

// aids for VM testing
void          testPrintInt( char *string, int i );
void          testPrintFloat( char *string, float f );

int           trap_MemoryRemaining( void );
void          trap_R_RegisterFont(const char *fontName, int pointSize, fontInfo_t *font);
qboolean      trap_Key_IsDown( int keynum );
int           trap_Key_GetCatcher( void );
void          trap_Key_SetCatcher( int catcher );
int           trap_Key_GetKey( const char *binding );

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 );