// Copyright (C) 1999-2000 Id Software, Inc.
//
#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.

#ifndef __LCC__
#define CGAME_INLINE ID_INLINE
#else
#define CGAME_INLINE //none
#endif

#define NULL_HANDLE			((qhandle_t) 0)
#define NULL_SOUND			((sfxHandle_t) 0)
#define NULL_FX				((fxHandle_t) 0)

#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

// Zoom vars
#define	ZOOM_TIME			150		// not currently used?
#define MAX_ZOOM_FOV		3.0f
#define ZOOM_IN_TIME		1500.0f	
#define ZOOM_OUT_TIME		100.0f
#define ZOOM_START_PERCENT	0.3f	

#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

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

#define NUM_FONT_BIG	1
#define NUM_FONT_SMALL	2
#define NUM_FONT_CHUNKY	3

#define	NUM_CROSSHAIRS		1

#define TEAM_OVERLAY_MAXNAME_WIDTH	32
#define TEAM_OVERLAY_MAXLOCATION_WIDTH	64

#define	WAVE_AMPLITUDE	1
#define	WAVE_FREQUENCY	0.4

#define	DEFAULT_MODEL			"kyle"

#define DEFAULT_FORCEPOWERS		"5-1-000000000000000000"
//"rank-side-heal.lev.speed.push.pull.tele.grip.lightning.rage.protect.absorb.teamheal.teamforce.drain.see"

#define DEFAULT_REDTEAM_NAME		"Empire"
#define DEFAULT_BLUETEAM_NAME		"Rebellion"

typedef enum {
	FOOTSTEP_STONEWALK,
	FOOTSTEP_STONERUN,
	FOOTSTEP_METALWALK,
	FOOTSTEP_METALRUN,
	FOOTSTEP_PIPEWALK,
	FOOTSTEP_PIPERUN,
	FOOTSTEP_SPLASH,
	FOOTSTEP_WADE,
	FOOTSTEP_SWIM,
	FOOTSTEP_SNOWWALK,
	FOOTSTEP_SNOWRUN,
	FOOTSTEP_SANDWALK,
	FOOTSTEP_SANDRUN,
	FOOTSTEP_GRASSWALK,
	FOOTSTEP_GRASSRUN,
	FOOTSTEP_DIRTWALK,
	FOOTSTEP_DIRTRUN,
	FOOTSTEP_MUDWALK,
	FOOTSTEP_MUDRUN,
	FOOTSTEP_GRAVELWALK,
	FOOTSTEP_GRAVELRUN,
	FOOTSTEP_RUGWALK,
	FOOTSTEP_RUGRUN,
	FOOTSTEP_WOODWALK,
	FOOTSTEP_WOODRUN,

	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;

	qboolean	lastFlip; //if does not match torsoFlip/legsFlip, restart the anim.

	int			lastForcedFrame;

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

	float		yawSwingDif;

	int			animationNumber;
	animation_t	*animation;
	int			animationTime;		// time when the first frame of the animation will be exact

	float		animationSpeed;		// scale the animation speed
	float		animationTorsoSpeed;

	qboolean	torsoYawing;
} lerpFrame_t;

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

	// machinegun spinning
	float			barrelAngle;
	int				barrelTime;
	qboolean		barrelSpinning;
} playerEntity_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_COMBAT_SOUNDS	40
#define	MAX_CUSTOM_EXTRA_SOUNDS	40
#define	MAX_CUSTOM_JEDI_SOUNDS	40
//#define MAX_CUSTOM_SIEGE_SOUNDS..defined in bg_public.h
#define MAX_CUSTOM_DUEL_SOUNDS	40

#define	MAX_CUSTOM_SOUNDS	40 //rww - Note that for now these must all be the same, because of the way I am
							   //cycling through them and comparing for custom sounds.

typedef struct {
	qboolean		infoValid;

	float			colorOverride[3];

	saberInfo_t		saber[MAX_SABERS];
	void			*ghoul2Weapons[MAX_SABERS];

	char			saberName[64];
	char			saber2Name[64];

	char			name[MAX_QPATH];
	team_t			team;

	int				duelTeam;

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

	int				frame;

	vec3_t			color1;
	vec3_t			color2;

	int				icolor1;
	int				icolor2;

	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				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			forcePowers[MAX_QPATH];
	char			redTeam[MAX_TEAMNAME];
	char			blueTeam[MAX_TEAMNAME];

	char			teamName[MAX_TEAMNAME];

	int				corrTime;

	vec3_t			lastHeadAngles;
	int				lookTime;

	int				brokenLimbs;

	qboolean		deferred;

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

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

	qhandle_t		legsModel;
	qhandle_t		legsSkin;

	qhandle_t		torsoModel;
	qhandle_t		torsoSkin;

	//qhandle_t		headModel;
	//qhandle_t		headSkin;

	void			*ghoul2Model;
	
	qhandle_t		modelIcon;

	qhandle_t		bolt_rhand;
	qhandle_t		bolt_lhand;

	qhandle_t		bolt_head;

	qhandle_t		bolt_motion;

	qhandle_t		bolt_llumbar;

	int				siegeIndex;
	int				siegeDesiredTeam;

	sfxHandle_t		sounds[MAX_CUSTOM_SOUNDS];
	sfxHandle_t		combatSounds[MAX_CUSTOM_COMBAT_SOUNDS];
	sfxHandle_t		extraSounds[MAX_CUSTOM_EXTRA_SOUNDS];
	sfxHandle_t		jediSounds[MAX_CUSTOM_JEDI_SOUNDS];
	sfxHandle_t		siegeSounds[MAX_CUSTOM_SIEGE_SOUNDS];
	sfxHandle_t		duelSounds[MAX_CUSTOM_DUEL_SOUNDS];

	int				legsAnim;
	int				torsoAnim;

	float		facial_blink;		// time before next blink. If a minus value, we are in blink mode
	float		facial_frown;		// time before next frown. If a minus value, we are in frown mode
	float		facial_aux;			// time before next aux. If a minus value, we are in aux mode

	int			superSmoothTime; //do crazy amount of smoothing

} clientInfo_t;

//rww - cheap looping sound struct
#ifdef _XBOX
#define MAX_CG_LOOPSOUNDS 2
#else
#define MAX_CG_LOOPSOUNDS 8
#endif

typedef struct cgLoopSound_s {
	int entityNum;
	vec3_t origin;
	vec3_t velocity;
	sfxHandle_t sfx;
} cgLoopSound_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 {
	// This comment below is correct, but now m_pVehicle is the first thing in bg shared entity, so it goes first. - AReis
	//rww - entstate must be first, to correspond with the bg shared entity structure
	entityState_t	currentState;	// from cg.frame
	playerState_t	*playerState;	//ptr to playerstate if applicable (for bg ents)
	Vehicle_t		*m_pVehicle; //vehicle data
	void			*ghoul2; //g2 instance
	int				localAnimIndex; //index locally (game/cgame) to anim data for this skel
	vec3_t			modelScale; //needed for g2 collision

	//from here up must be unified with bgEntity_t -rww

	entityState_t	nextState;		// from cg.nextFrame, if available
#ifdef _XBOX
	qboolean		interpolate[2];	// true if next is valid to interpolate to
	qboolean		currentValid[2];	// true if cg.frame holds this entity
#else
	qboolean		interpolate;	// true if next is valid to interpolate to
	qboolean		currentValid;	// true if cg.frame holds this entity
#endif

	int				muzzleFlashTime;	// move to playerEntity?
#ifdef _XBOX
	int				previousEvent[2];
#else
	int				previousEvent;
#endif
//	int				teleportFlag;

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

	vec3_t			damageAngles;
	int				damageTime;

	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;

#if 0
	//add up bone offsets until next client frame before adding them in
	qboolean		hasRagOffset;
	vec3_t			ragOffsets;
	int				ragOffsetTime;
#endif

	vec3_t			ragLastOrigin;
	int				ragLastOriginTime;

	qboolean		noLumbar; //if true only do anims and things on model_root instead of lower_lumbar, this will be the case for some NPCs.
	qboolean		noFace;

	//For keeping track of the current surface status in relation to the entitystate surface fields.
	int				npcLocalSurfOn;
	int				npcLocalSurfOff;

	int				eventAnimIndex;

	clientInfo_t	*npcClient; //dynamically allocated - always free it, and never stomp over it.

	int				weapon;

	void			*ghoul2weapon; //rww - pointer to ghoul2 instance of the current 3rd person weapon

	float			radius;
	int				boltInfo;

	//sometimes used as a bolt index, but these values are also used as generic values for clientside entities
	//at times
	int				bolt1;
	int				bolt2;
	int				bolt3;
	int				bolt4;

	float			bodyHeight;

	int				torsoBolt;
	
	vec3_t			turAngles;

	vec3_t			frame_minus1;
	vec3_t			frame_minus2;

	int				frame_minus1_refreshed;
	int				frame_minus2_refreshed;

	void			*frame_hold; //pointer to a ghoul2 instance

	int				frame_hold_time;
	int				frame_hold_refreshed;

	void			*grip_arm; //pointer to a ghoul2 instance

#ifdef _XBOX
	int				trickAlpha[2];
	int				trickAlphaTime[2];
#else
	int				trickAlpha;
	int				trickAlphaTime;
#endif

	int				teamPowerEffectTime;
	qboolean		teamPowerType; //0 regen, 1 heal, 2 drain, 3 absorb

	qboolean		isRagging;
	qboolean		ownerRagging;
	int				overridingBones;

	int				bodyFadeTime;
	vec3_t			pushEffectOrigin;

	cgLoopSound_t	loopingSound[MAX_CG_LOOPSOUNDS];
	int				numLoopingSounds;

	int				serverSaberHitIndex;
	int				serverSaberHitTime;
	qboolean		serverSaberFleshImpact; //true if flesh, false if anything else.

	qboolean		ikStatus;

	qboolean		saberWasInFlight;

	float			smoothYaw;

	int				uncloaking;
	qboolean		cloaked;

	int				vChatTime;

#ifdef _XBOX
	bool			updatedThisFrame;
#endif
} centity_t;


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

// local entities are created as a result of events or predicted actions,
// and live independently 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_FADE_SCALE_MODEL, // currently only for Demp2 shock sphere
	LE_FRAGMENT,
	LE_PUFF,
	LE_MOVE_SCALE_FADE,
	LE_FALL_SCALE_FADE,
	LE_FADE_RGB,
	LE_SCALE_FADE,
	LE_SCOREPLUM,
	LE_OLINE,
	LE_SHOWREFENTITY,
	LE_LINE
} 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
	LEF_FADE_RGB		= 0x0004,			// explicitly fade
	LEF_NO_RANDOM_ROTATE= 0x0008			// MakeExplosion adds random rotate which could be bad in some cases
} leFlag_t;

typedef enum {
	LEMT_NONE,
	LEMT_BURN,
	LEMT_BLOOD
} leMarkType_t;			// fragment local entities can leave marks on walls

typedef enum {
	LEBS_NONE,
	LEBS_BLOOD,
	LEBS_BRASS,
	LEBS_METAL,
	LEBS_ROCK
} 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
	int				bounceSound;		// optional sound index to play upon bounce

	float			alpha;
	float			dalpha;

	int				forceAlpha;

	float			color[4];

	float			radius;

	float			light;
	vec3_t			lightColor;

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

	union {
		struct {
			float radius;
			float dradius;
			vec3_t startRGB;
			vec3_t dRGB;
		} sprite;
		struct {
			float width;
			float dwidth;
			float length;
			float dlength;
			vec3_t startRGB;
			vec3_t dRGB;
		} trail;
		struct {
			float width;
			float dwidth;
			// Below are bezier specific.
			vec3_t			control1;				// initial position of control points
			vec3_t			control2;
			vec3_t			control1_velocity;		// initial velocity of control points
			vec3_t			control2_velocity;
			vec3_t			control1_acceleration;	// constant acceleration of control points
			vec3_t			control2_acceleration;
		} line;
		struct {
			float width;
			float dwidth;
			float width2;
			float dwidth2;
			vec3_t startRGB;
			vec3_t dRGB;
		} line2;
		struct {
			float width;
			float dwidth;
			float width2;
			float dwidth2;
			float height;
			float dheight;
		} cylinder;
		struct {
			float width;
			float dwidth;
		} electricity;
		struct
		{
			// fight the power! open and close brackets in the same column!
			float radius;
			float dradius;
			qboolean (*thinkFn)(struct localEntity_s *le);
			vec3_t	dir;	// magnitude is 1, but this is oldpos - newpos right before the
							//particle is sent to the renderer
			// may want to add something like particle::localEntity_s *le (for the particle's think fn)
		} particle;
		struct
		{
			qboolean	dontDie;
			vec3_t		dir;
			float		variance;
			int			delay;
			int			nextthink;
			qboolean	(*thinkFn)(struct localEntity_s *le);
			int			data1;
			int			data2;
		} spawner;
		struct
		{
			float radius;
		} fragment;
	} data;

	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 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;		// this is the pickup model
	qhandle_t		viewModel;			// this is the in-view model used by the player
	qhandle_t		barrelModel;
	qhandle_t		flashModel;

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

	float			flashDlight;
	vec3_t			flashDlightColor;

	qhandle_t		weaponIcon;
	qhandle_t		ammoIcon;

	qhandle_t		ammoModel;

	sfxHandle_t		flashSound[4];		// fast firing weapons randomly choose
	sfxHandle_t		firingSound;
	sfxHandle_t		chargeSound;
	fxHandle_t		muzzleEffect;
	qhandle_t		missileModel;
	sfxHandle_t		missileSound;
	void			(*missileTrailFunc)( centity_t *, const struct weaponInfo_s *wi );
	float			missileDlight;
	vec3_t			missileDlightColor;
	int				missileRenderfx;
	sfxHandle_t		missileHitSound;

	sfxHandle_t		altFlashSound[4];
	sfxHandle_t		altFiringSound;
	sfxHandle_t		altChargeSound;
	fxHandle_t		altMuzzleEffect;
	qhandle_t		altMissileModel;
	sfxHandle_t		altMissileSound;
	void			(*altMissileTrailFunc)( centity_t *, const struct weaponInfo_s *wi );
	float			altMissileDlight;
	vec3_t			altMissileDlightColor;
	int				altMissileRenderfx;
	sfxHandle_t		altMissileHitSound;

	sfxHandle_t		selectSound;

	sfxHandle_t		readySound;
	float			trailRadius;
	float			wiTrailTime;

} weaponInfo_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;
/*
Ghoul2 Insert Start
*/
	void			*g2Models[MAX_ITEM_MODELS];
	float			radius[MAX_ITEM_MODELS];
/*
Ghoul2 Insert End
*/
} 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


#define	MAX_CHATBOX_ITEMS		5
typedef struct chatBoxItem_s
{
	char	string[MAX_SAY_TEXT];
	int		time;
	int		lines;
} chatBoxItem_t;

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	mMapChange;

	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	mInRMG; //rwwRMG - added
	qboolean	mRMGWeather; //rwwRMG - added

	qboolean	renderingThirdPerson;		// during deaths, chasecams, etc

	// prediction state
	qboolean	hyperspace;				// true if prediction has hit a trigger_teleport
	playerState_t	predictedPlayerState;
	playerState_t	predictedVehicleState;
	
	//centity_t		predictedPlayerEntity;
	//rww - I removed this and made it use cg_entities[clnum] directly.

	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;

	int			forceSelect;
	int			itemSelect;

	// auto rotating items
	vec3_t		autoAngles;
	vec3_t		autoAxis[3];
	vec3_t		autoAnglesFast;
	vec3_t		autoAxisFast[3];

	// view rendering
	refdef_t	refdef;

#ifdef _XBOX
	qboolean widescreen;
#endif

	// 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;

	int			crosshairVehNum;
	int			crosshairVehTime;

	// 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
	int			kick_time;
	vec3_t		kick_origin;

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

	//qboolean cameraMode;		// if rendering from a loaded camera
	int			loadLCARSStage;

	int			forceHUDTotalFlashTime;
	int			forceHUDNextFlashTime;
	qboolean	forceHUDActive;				// Flag to show force hud is off/on

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

	int			VHUDFlashTime;
	qboolean	VHUDTurboFlag;

	// HUD stuff
	float			HUDTickFlashTime;
	qboolean		HUDArmorFlag;
	qboolean		HUDHealthFlag;
	qboolean		iconHUDActive;
	float			iconHUDPercent;
	float			iconSelectTime;
	float			invenSelectTime;
	float			forceSelectTime;

	vec3_t			lastFPFlashPoint;

/*
Ghoul2 Insert Start
*/
	int				testModel;
	// had to be moved so we wouldn't wipe these out with the memset - these have STL in them and shouldn't be cleared that way
	snapshot_t	activeSnapshots[2];
/*
Ghoul2 Insert End
*/

	char				sharedBuffer[MAX_CG_SHARED_BUFFER_SIZE];

	short				radarEntityCount;
	short				radarEntities[MAX_RADAR_ENTITIES];

	short				bracketedEntityCount;
	short				bracketedEntities[MAX_CLIENTS+16];

	float				distanceCull;

	chatBoxItem_t		chatItems[MAX_CHATBOX_ITEMS];
	int					chatItemActive;
	
#if 0
	int					snapshotTimeoutTime;
#endif
	
} cg_t;

#define MAX_TICS	14

typedef struct forceTicPos_s
{
	int				x;
	int				y;
	int				width;
	int				height;
	char			*file;
	qhandle_t		tic;
} forceTicPos_t;
extern forceTicPos_t forceTicPos[];
extern forceTicPos_t ammoTicPos[];

typedef struct cgscreffects_s
{
	float		FOV;
	float		FOV2;

	float		shake_intensity;
	int			shake_duration;
	int			shake_start;

	float		music_volume_multiplier;
	int			music_volume_time;
	qboolean	music_volume_set;
} cgscreffects_t;

extern cgscreffects_t cgScreenEffects;

void CGCam_Shake( float intensity, int duration );
void CGCam_SetMusicMult( float multiplier, int duration );

typedef enum 
{
	CHUNK_METAL1 = 0,
	CHUNK_METAL2,
	CHUNK_ROCK1,
	CHUNK_ROCK2,
	CHUNK_ROCK3,
	CHUNK_CRATE1,
	CHUNK_CRATE2,
	CHUNK_WHITE_METAL,
	NUM_CHUNK_TYPES
};
#define NUM_CHUNK_MODELS	4

// 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	loadTick;
	qhandle_t	levelLoad;

	qhandle_t	bryarFrontFlash;
	qhandle_t	greenFrontFlash;
	qhandle_t	lightningFlash;

	qhandle_t	itemHoloModel;
	qhandle_t	redFlagModel;
	qhandle_t	blueFlagModel;

	qhandle_t	flagPoleModel;
	qhandle_t	flagFlapModel;

	qhandle_t	redFlagBaseModel;
	qhandle_t	blueFlagBaseModel;
	qhandle_t	neutralFlagBaseModel;

	qhandle_t	teamStatusBar;

	qhandle_t	deferShader;

	qhandle_t	radarShader;
	qhandle_t	siegeItemShader;
	qhandle_t	mAutomapPlayerIcon;
	qhandle_t	mAutomapRocketIcon;

	qhandle_t	wireframeAutomapFrame_left;
	qhandle_t	wireframeAutomapFrame_right;
	qhandle_t	wireframeAutomapFrame_top;
	qhandle_t	wireframeAutomapFrame_bottom;

//Chunks
	qhandle_t	chunkModels[NUM_CHUNK_TYPES][4];
	sfxHandle_t	chunkSound;
	sfxHandle_t	grateSound;
	sfxHandle_t	rockBreakSound;
	sfxHandle_t	rockBounceSound[2];
	sfxHandle_t	metalBounceSound[2];
	sfxHandle_t	glassChunkSound;
	sfxHandle_t	crateBreakSound[2];

	qhandle_t	hackerIconShader;

	// Saber shaders
	//-----------------------------
	qhandle_t	forceCoronaShader;

	qhandle_t	redSaberGlowShader;
	qhandle_t	redSaberCoreShader;
	qhandle_t	orangeSaberGlowShader;
	qhandle_t	orangeSaberCoreShader;
	qhandle_t	yellowSaberGlowShader;
	qhandle_t	yellowSaberCoreShader;
	qhandle_t	greenSaberGlowShader;
	qhandle_t	greenSaberCoreShader;
	qhandle_t	blueSaberGlowShader;
	qhandle_t	blueSaberCoreShader;
	qhandle_t	purpleSaberGlowShader;
	qhandle_t	purpleSaberCoreShader;
	qhandle_t	saberBlurShader;
	qhandle_t	swordTrailShader;

	qhandle_t	yellowDroppedSaberShader;

	qhandle_t	rivetMarkShader;

	qhandle_t	teamRedShader;
	qhandle_t	teamBlueShader;

	qhandle_t	powerDuelAllyShader;

	qhandle_t	balloonShader;
	qhandle_t	vchatShader;
	qhandle_t	connectionShader;

	qhandle_t	crosshairShader[NUM_CROSSHAIRS];
//	qhandle_t	lagometerShader;
//	qhandle_t	backTileShader;

	qhandle_t	numberShaders[11];
	qhandle_t	smallnumberShaders[11];
//	qhandle_t	chunkyNumberShaders[11];

	qhandle_t	electricBodyShader;
	qhandle_t	electricBody2Shader;

	qhandle_t	fsrMarkShader;
	qhandle_t	fslMarkShader;
	qhandle_t	fshrMarkShader;
	qhandle_t	fshlMarkShader;

	qhandle_t	refractionShader;

	qhandle_t	cloakedShader;

	qhandle_t	boltShader;

	qhandle_t	shadowMarkShader;

	//glass shard shader
	qhandle_t	glassShardShader;

	// wall mark shaders
	qhandle_t	wakeMarkShader;

	// Pain view shader
	qhandle_t	viewPainShader;
	qhandle_t	viewPainShader_Shields;
	qhandle_t	viewPainShader_ShieldsAndHealth;

	qhandle_t	itemRespawningPlaceholder;
	qhandle_t	itemRespawningRezOut;

	qhandle_t	playerShieldDamage;
	qhandle_t	protectShader;
	qhandle_t	forceSightBubble;
	qhandle_t	forceShell;
	qhandle_t	sightShell;

	// Disruptor zoom graphics
	qhandle_t	disruptorMask;
	qhandle_t	disruptorInsert;
	qhandle_t	disruptorLight;
	qhandle_t	disruptorInsertTick;
	qhandle_t	disruptorChargeShader;

	// Binocular graphics
//	qhandle_t	binocularCircle;
//	qhandle_t	binocularMask;
//	qhandle_t	binocularArrow;
//	qhandle_t	binocularTri;
//	qhandle_t	binocularStatic;
//	qhandle_t	binocularOverlay;

	// weapon effect models
	qhandle_t	lightningExplosionModel;

	// explosion assets
	qhandle_t	explosionModel;
	qhandle_t	surfaceExplosionShader;

	qhandle_t	disruptorShader;

	qhandle_t	solidWhite;

	qhandle_t	heartShader;

	// All the player shells
	qhandle_t	ysaliredShader;
	qhandle_t	ysaliblueShader;
	qhandle_t	ysalimariShader;
	qhandle_t	boonShader;
	qhandle_t	endarkenmentShader;
	qhandle_t	enlightenmentShader;
	qhandle_t	invulnerabilityShader;

#ifdef JK2AWARDS
	// medals shown during gameplay
	qhandle_t	medalImpressive;
	qhandle_t	medalExcellent;
	qhandle_t	medalGauntlet;
	qhandle_t	medalDefend;
	qhandle_t	medalAssist;
	qhandle_t	medalCapture;
#endif

	// sounds
	sfxHandle_t	selectSound;
	sfxHandle_t	footsteps[FOOTSTEP_TOTAL][4];

	sfxHandle_t	winnerSound;
	sfxHandle_t	loserSound;

	sfxHandle_t crackleSound;

	sfxHandle_t	grenadeBounce1;
	sfxHandle_t	grenadeBounce2;

	sfxHandle_t teamHealSound;
	sfxHandle_t teamRegenSound;

	sfxHandle_t	teleInSound;
	sfxHandle_t	teleOutSound;
	sfxHandle_t	respawnSound;
	sfxHandle_t talkSound;
	sfxHandle_t landSound;
	sfxHandle_t fallSound;

	sfxHandle_t oneMinuteSound;
	sfxHandle_t fiveMinuteSound;

	sfxHandle_t threeFragSound;
	sfxHandle_t twoFragSound;
	sfxHandle_t oneFragSound;

#ifdef JK2AWARDS
	sfxHandle_t impressiveSound;
	sfxHandle_t excellentSound;
	sfxHandle_t deniedSound;
	sfxHandle_t humiliationSound;
	sfxHandle_t defendSound;
#endif

	/*
	sfxHandle_t takenLeadSound;
	sfxHandle_t tiedLeadSound;
	sfxHandle_t lostLeadSound;
	*/

	sfxHandle_t rollSound;

	sfxHandle_t watrInSound;
	sfxHandle_t watrOutSound;
	sfxHandle_t watrUnSound;

	sfxHandle_t noforceSound;

	sfxHandle_t deploySeeker;
	sfxHandle_t medkitSound;

	// teamplay sounds
#ifdef JK2AWARDS
	sfxHandle_t captureAwardSound;
#endif
	sfxHandle_t redScoredSound;
	sfxHandle_t blueScoredSound;
	sfxHandle_t redLeadsSound;
	sfxHandle_t blueLeadsSound;
	sfxHandle_t teamsTiedSound;

	sfxHandle_t redFlagReturnedSound;
	sfxHandle_t blueFlagReturnedSound;
	sfxHandle_t	redTookFlagSound;
	sfxHandle_t blueTookFlagSound;

	sfxHandle_t redYsalReturnedSound;
	sfxHandle_t blueYsalReturnedSound;
	sfxHandle_t	redTookYsalSound;
	sfxHandle_t blueTookYsalSound;

	sfxHandle_t	drainSound;

	//music blips
	sfxHandle_t	happyMusic;
	sfxHandle_t dramaticFailure;

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

	// new stuff
	qhandle_t patrolShader;
	qhandle_t assaultShader;
	qhandle_t campShader;
	qhandle_t followShader;
	qhandle_t defendShader;
	qhandle_t teamLeaderShader;
	qhandle_t retrieveShader;
	qhandle_t escortShader;
	qhandle_t flagShaders[3];

	qhandle_t halfShieldModel;
	qhandle_t halfShieldShader;

	qhandle_t demp2Shell;
	qhandle_t demp2ShellShader;

//	qhandle_t cursor;
	qhandle_t selectCursor;
	qhandle_t sizeCursor;

	//weapon icons
	qhandle_t weaponIcons[WP_NUM_WEAPONS];
	qhandle_t weaponIcons_NA[WP_NUM_WEAPONS];

	//holdable inventory item icons
	qhandle_t invenIcons[HI_NUM_HOLDABLE];

	//force power icons
	qhandle_t forcePowerIcons[NUM_FORCE_POWERS];

	qhandle_t rageRecShader;

	//other HUD parts
//	int			currentBackground;
//	qhandle_t	weaponIconBackground;
//	qhandle_t	forceIconBackground;
//	qhandle_t	inventoryIconBackground;

	sfxHandle_t	holocronPickup;

	// Zoom
	sfxHandle_t	zoomStart;
	sfxHandle_t	zoomLoop;
	sfxHandle_t	zoomEnd;
	sfxHandle_t	disruptorZoomLoop;

	qhandle_t	bdecal_bodyburn1;
	qhandle_t	bdecal_saberglow;
	qhandle_t	bdecal_burn1;
	qhandle_t	mSaberDamageGlow;

	// For vehicles only now
	sfxHandle_t	noAmmoSound;

} cgMedia_t;


// Stored FX handles
//--------------------
typedef struct
{
	//concussion
	fxHandle_t	concussionShotEffect;
	fxHandle_t	concussionImpactEffect;

	// BRYAR PISTOL
	fxHandle_t	bryarShotEffect;
	fxHandle_t	bryarPowerupShotEffect;
	fxHandle_t	bryarWallImpactEffect;
	fxHandle_t	bryarWallImpactEffect2;
	fxHandle_t	bryarWallImpactEffect3;
	fxHandle_t	bryarFleshImpactEffect;
	fxHandle_t	bryarDroidImpactEffect;

	// BLASTER
	fxHandle_t  blasterShotEffect;
	fxHandle_t  blasterWallImpactEffect;
	fxHandle_t  blasterFleshImpactEffect;
	fxHandle_t  blasterDroidImpactEffect;

	// DISRUPTOR
	fxHandle_t  disruptorRingsEffect;
	fxHandle_t  disruptorProjectileEffect;
	fxHandle_t  disruptorWallImpactEffect;	
	fxHandle_t  disruptorFleshImpactEffect;	
	fxHandle_t  disruptorAltMissEffect;	
	fxHandle_t  disruptorAltHitEffect;	

	// BOWCASTER
	fxHandle_t	bowcasterShotEffect;
	fxHandle_t	bowcasterImpactEffect;

	// REPEATER
	fxHandle_t  repeaterProjectileEffect;
	fxHandle_t  repeaterAltProjectileEffect;
	fxHandle_t  repeaterWallImpactEffect;	
	fxHandle_t  repeaterFleshImpactEffect;
	fxHandle_t  repeaterAltWallImpactEffect;

	// DEMP2
	fxHandle_t  demp2ProjectileEffect;
	fxHandle_t  demp2WallImpactEffect;
	fxHandle_t  demp2FleshImpactEffect;

	// FLECHETTE
	fxHandle_t	flechetteShotEffect;
	fxHandle_t	flechetteAltShotEffect;
	fxHandle_t	flechetteWallImpactEffect;
	fxHandle_t	flechetteFleshImpactEffect;

	// ROCKET
	fxHandle_t  rocketShotEffect;
	fxHandle_t  rocketExplosionEffect;

	// THERMAL
	fxHandle_t	thermalExplosionEffect;
	fxHandle_t	thermalShockwaveEffect;

	// TRIPMINE
	fxHandle_t	tripmineLaserFX;
	fxHandle_t	tripmineGlowFX;

	//FORCE
	fxHandle_t forceLightning;
	fxHandle_t forceLightningWide;

	fxHandle_t forceDrain;
	fxHandle_t forceDrainWide;
	fxHandle_t forceDrained;

	//TURRET
	fxHandle_t turretShotEffect;

	//Whatever
	fxHandle_t itemCone;

	fxHandle_t	mSparks;
	fxHandle_t	mSaberCut;
	fxHandle_t	mTurretMuzzleFlash;
	fxHandle_t	mSaberBlock;
	fxHandle_t	mSaberBloodSparks;
	fxHandle_t	mSaberBloodSparksSmall;
	fxHandle_t	mSaberBloodSparksMid;
	fxHandle_t	mSpawn;
	fxHandle_t	mJediSpawn;
	fxHandle_t	mBlasterDeflect;
	fxHandle_t	mBlasterSmoke;
	fxHandle_t	mForceConfustionOld;
	fxHandle_t	mDisruptorDeathSmoke;
	fxHandle_t	mSparkExplosion;
	fxHandle_t	mTurretExplode;
	fxHandle_t	mEmplacedExplode;
	fxHandle_t	mEmplacedDeadSmoke;
	fxHandle_t	mTripmineExplosion;
	fxHandle_t	mDetpackExplosion;
	fxHandle_t	mFlechetteAltBlow;
	fxHandle_t	mStunBatonFleshImpact;
	fxHandle_t	mAltDetonate;
	fxHandle_t	mSparksExplodeNoSound;
	fxHandle_t	mTripMineLaster;
	fxHandle_t	mEmplacedMuzzleFlash;
	fxHandle_t	mConcussionAltRing;
	fxHandle_t	mHyperspaceStars;
	fxHandle_t	mBlackSmoke;
	fxHandle_t	mShipDestDestroyed;
	fxHandle_t	mShipDestBurning;
	fxHandle_t	mBobaJet;

	//footstep effects
	fxHandle_t footstepMud;
	fxHandle_t footstepSand;
	fxHandle_t footstepSnow;
	fxHandle_t footstepGravel;
	//landing effects
	fxHandle_t landingMud;
	fxHandle_t landingSand;
	fxHandle_t landingDirt;
	fxHandle_t landingSnow;
	fxHandle_t landingGravel;
	//splashes
	fxHandle_t waterSplash;
	fxHandle_t lavaSplash;
	fxHandle_t acidSplash;
} cgEffects_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
#ifdef _XBOX
	int				processedSnapshotNum[2];
#else
	int				processedSnapshotNum;// the number of snapshots cgame has requested
#endif

	qboolean		localServer;		// detected on startup by checking sv_running

	// parsed from serverinfo
	int				siegeTeamSwitch;
	int				showDuelHealths;
	gametype_t		gametype;
	int				debugMelee;
	int				stepSlideFix;
	int				noSpecMove;
	int				dmflags;
	int				teamflags;
	int				fraglimit;
	int				duel_fraglimit;
	int				capturelimit;
	int				timelimit;
	int				maxclients;
	qboolean		needpass;
	qboolean		jediVmerc;
	int				wDisable;
	int				fDisable;

	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];
	char			voteCaller[32];			// Change this length????
	qboolean		votePlaced;

	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				jediMaster;
	int				duelWinner;
	int				duelist1;
	int				duelist2;
	int				duelist3;
// nmckenzie: DUEL_HEALTH.  hmm.
	int				duelist1health;
	int				duelist2health;
	int				duelist3health;

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

	qboolean  newHud;

	//
	// locally derived information from gamestate
	//
	qhandle_t		gameModels[MAX_MODELS];
	sfxHandle_t		gameSounds[MAX_SOUNDS];
	fxHandle_t		gameEffects[MAX_FX];
	qhandle_t		gameIcons[MAX_ICONS];

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

	clientInfo_t	clientinfo[MAX_CLIENTS];

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

	// media
	cgMedia_t		media;

	// effects
	cgEffects_t		effects;

} cgs_t;

typedef struct siegeExtended_s
{
	int			health;
	int			maxhealth;
	int			ammo;
	int			weapon;
	int			lastUpdated;
} siegeExtended_t;

//keep an entry available for each client
extern siegeExtended_t cg_siegeExtendedData[MAX_CLIENTS];

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

extern	cgs_t			cgs;
extern	cg_t			g_cg;
extern  cg_t		   *cg;

//extern	centity_t		cg_entities[MAX_GENTITIES];
extern	centity_t		*cg_entities;

extern	centity_t		*cg_permanents[MAX_GENTITIES];
extern	int				cg_numpermanents;

extern	weaponInfo_t	cg_weapons[MAX_WEAPONS];
extern	itemInfo_t		cg_items[MAX_ITEMS];
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_renderToTextureFX;
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_drawRadar;
extern	vmCvar_t		cg_drawAutomap;
extern	vmCvar_t		cg_drawScores;
extern	vmCvar_t		cg_dynamicCrosshair;
extern	vmCvar_t		cg_dynamicCrosshairPrecision;
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_errorDecay;
extern	vmCvar_t		cg_nopredict;
extern	vmCvar_t		cg_noPlayerAnims;
extern	vmCvar_t		cg_showmiss;
extern	vmCvar_t		cg_showVehMiss;
extern	vmCvar_t		cg_footsteps;
extern	vmCvar_t		cg_addMarks;
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_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_swingAngles;

extern	vmCvar_t		cg_oldPainSounds;

extern	vmCvar_t		cg_ragDoll;

extern	vmCvar_t		cg_jumpSounds;

extern	vmCvar_t		cg_autoMap;
extern	vmCvar_t		cg_autoMapX;
extern	vmCvar_t		cg_autoMapY;
extern	vmCvar_t		cg_autoMapW;
extern	vmCvar_t		cg_autoMapH;

extern	vmCvar_t		bg_fighterAltControl;

extern	vmCvar_t		cg_chatBox;
extern	vmCvar_t		cg_chatBoxHeight;

extern	vmCvar_t		cg_saberModelTraceEffect;

extern	vmCvar_t		cg_saberClientVisualCompensation;

extern	vmCvar_t		cg_g2TraceLod;

extern	vmCvar_t		cg_fpls;

extern	vmCvar_t		cg_ghoul2Marks;

extern	vmCvar_t		cg_saberDynamicMarks;
extern	vmCvar_t		cg_saberDynamicMarkTime;

extern	vmCvar_t		cg_saberContact;
extern	vmCvar_t		cg_saberTrail;

extern	vmCvar_t		cg_duelHeadAngles;

extern	vmCvar_t		cg_speedTrail;
extern	vmCvar_t		cg_auraShell;

extern	vmCvar_t		cg_repeaterOrb;

extern	vmCvar_t		cg_animBlend;

extern	vmCvar_t		cg_dismember;

extern	vmCvar_t		cg_thirdPersonSpecialCam;

extern	vmCvar_t		cg_thirdPerson;
extern	vmCvar_t		cg_thirdPersonRange;
extern	vmCvar_t		cg_thirdPersonAngle;
extern	vmCvar_t		cg_thirdPersonPitchOffset;
extern	vmCvar_t		cg_thirdPersonVertOffset;
extern	vmCvar_t		cg_thirdPersonCameraDamp;
extern	vmCvar_t		cg_thirdPersonTargetDamp;

extern	vmCvar_t		cg_thirdPersonAlpha;
extern	vmCvar_t		cg_thirdPersonHorzOffset;

extern	vmCvar_t		cg_stereoSeparation;
//extern	vmCvar_t		cg_lagometer;
extern	vmCvar_t		cg_drawEnemyInfo;
extern	vmCvar_t		cg_synchronousClients;
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_hudFiles;
extern	vmCvar_t		cg_smoothClients;

#include "../namespace_begin.h"
extern	vmCvar_t		pmove_fixed;
extern	vmCvar_t		pmove_msec;
#include "../namespace_end.h"

//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_trueLightning;

extern	vmCvar_t		cg_redTeamName;
extern	vmCvar_t		cg_blueTeamName;
extern	vmCvar_t		cg_currentSelectedPlayer;
extern	vmCvar_t		cg_currentSelectedPlayerName;
extern	vmCvar_t		cg_singlePlayer;
extern	vmCvar_t		cg_enableDust;
extern	vmCvar_t		cg_enableBreath;
extern	vmCvar_t		cg_singlePlayerActive;
extern  vmCvar_t		cg_recordSPDemo;
extern  vmCvar_t		cg_recordSPDemoName;

extern  vmCvar_t		cg_snapshotTimeout;
/*
Ghoul2 Insert Start
*/

extern	vmCvar_t		cg_debugBB;

/*
Ghoul2 Insert End
*/

//
// cg_main.c
//
void CG_DrawMiscEnts(void);

const char *CG_ConfigString( int index );
const char *CG_Argv( int arg );

void QDECL CG_Printf( const char *msg, ... );
void QDECL CG_PrintfAlways( const char *msg, ... );
void QDECL CG_Error( const char *msg, ... );

void CG_StartMusic( qboolean bForceStart );

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);
void CG_BuildSpectatorString(void);
void CG_NextInventory_f(void);
void CG_PrevInventory_f(void);
void CG_NextForcePower_f(void);
void CG_PrevForcePower_f(void);

//
// 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 );
/*
Ghoul2 Insert Start
*/

void CG_TestG2Model_f (void);
void CG_TestModelSurfaceOnOff_f(void);
void CG_ListModelSurfaces_f (void);
void CG_ListModelBones_f (void);
void CG_TestModelSetAnglespre_f(void);
void CG_TestModelSetAnglespost_f(void);
void CG_TestModelAnimate_f(void);
/*
Ghoul2 Insert End
*/

//
// cg_drawtools.c
//
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_DrawRotatePic( float x, float y, float width, float height,float angle, qhandle_t hShader );
void CG_DrawRotatePic2( float x, float y, float width, float height,float angle, qhandle_t hShader );
void CG_DrawString( float x, float y, const char *string, 
				   float charWidth, float charHeight, const float *modulate );

void CG_DrawNumField (int x, int y, int width, int value,int charWidth,int charHeight,int style,qboolean zeroFill);

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 UI_DrawScaledProportionalString( int x, int y, const char* str, int style, vec4_t color, float scale);
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, cg_newDraw.c
//
extern	int sortedTeamPlayers[TEAM_MAXOVERLAY];
extern	int	numSortedTeamPlayers;
extern  char systemChat[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,int font);
void CG_Text_Paint(float x, float y, float scale, vec4_t color, const char *text, float adjust, int limit, int style, int iMenuFont);
int CG_Text_Width(const char *text, float scale, int iMenuFont);
int CG_Text_Height(const char *text, float scale, int iMenuFont);
float CG_GetValue(int ownerDraw);
qboolean CG_OwnerDrawVisible(int flags);
void CG_RunMenuScript(char **args);
qboolean CG_DeferMenuScript(char **args);
void CG_ShowResponseHead(void);
void CG_GetTeamColor(vec4_t *color);
const char *CG_GetGameStatusText(void);
const char *CG_GetKillerText(void);
void CG_Draw3DModel( float x, float y, float w, float h, qhandle_t model, void *ghoul2, int g2radius, 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);
const char *CG_GameTypeString(void);
qboolean CG_YourTeamHasFlag(void);
qboolean CG_OtherTeamHasFlag(void);
qhandle_t CG_StatusHandle(int task);



//
// cg_player.c
//
qboolean CG_RagDoll(centity_t *cent, vec3_t forcedAngles);
qboolean CG_G2TraceCollide(trace_t *tr, const vec3_t mins, const vec3_t maxs, const vec3_t lastValidStart, const vec3_t lastValidEnd);
void CG_AddGhoul2Mark(int shader, float size, vec3_t start, vec3_t end, int entnum,
					  vec3_t entposition, float entangle, void *ghoul2, vec3_t scale, int lifeTime);

void CG_CreateNPCClient(clientInfo_t **ci);
void CG_DestroyNPCClient(clientInfo_t **ci);

void CG_Player( centity_t *cent );
void CG_ResetPlayerEntity( centity_t *cent );
void CG_AddRefEntityWithPowerups( refEntity_t *ent, entityState_t *state, int team );
void CG_NewClientInfo( int clientNum, qboolean entitiesInitialized );
sfxHandle_t	CG_CustomSound( int clientNum, const char *soundName );
void CG_PlayerShieldHit(int entitynum, vec3_t angles, int amount);


//
// 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_G2Trace( 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 );
void CG_ReattachLimb(centity_t *source);


//
// cg_ents.c
//

void CG_S_AddLoopingSound(int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx);
void CG_S_AddRealLoopingSound(int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx);
void CG_S_StopLoopingSound(int entityNum, sfxHandle_t sfx);
void CG_S_UpdateLoopingSounds(int entityNum);

void CG_SetEntitySoundPosition( centity_t *cent );
void CG_AddPacketEntities( qboolean isPortal );
void CG_ManualEntityRender(centity_t *cent);
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 );

/*
Ghoul2 Insert Start
*/
void ScaleModelAxis(refEntity_t	*ent);
/*
Ghoul2 Insert End
*/

//
// cg_turret.c
//
void TurretClientRun(centity_t *ent);

//
// cg_weapons.c
//
void CG_GetClientWeaponMuzzleBoltPoint(int clIndex, vec3_t to);

void CG_NextWeapon_f( void );
void CG_PrevWeapon_f( void );
void CG_Weapon_f( void );
void CG_WeaponClean_f( void );

void CG_RegisterWeapon( int weaponNum);
void CG_RegisterItemVisuals( int itemNum );

void CG_FireWeapon( centity_t *cent, qboolean alt_fire );
void CG_MissileHitWall(int weapon, int clientNum, vec3_t origin, vec3_t dir, impactSound_t soundType, qboolean alt_fire, int charge);
void CG_MissileHitPlayer( int weapon, vec3_t origin, vec3_t dir, int entityNum, qboolean alt_fire);

void CG_AddViewWeapon (playerState_t *ps);
void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent, int team, vec3_t newAngles, qboolean thirdPerson );
void CG_DrawWeaponSelect( void );
void CG_DrawIconBackground(void);

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

//
// 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_GlassShatter(int entnum, vec3_t dmgPt, vec3_t dmgDir, float dmgRadius, int maxShards);
void CG_ScorePlum( int client, vec3_t org, int score );

void CG_Chunks( int owner, vec3_t origin, const vec3_t normal, const vec3_t mins, const vec3_t maxs, 
						float speed, int numChunks, material_t chunkType, int customChunk, float baseScale );
void CG_MiscModelExplosion( vec3_t mins, vec3_t maxs, int size, material_t chunkType );

void CG_Bleed( vec3_t origin, int entityNum );

localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir, 
								qhandle_t hModel, int numframes, qhandle_t shader, int msec,
								qboolean isSprite, float scale, int flags );// Overloaded in single player

void CG_SurfaceExplosion( vec3_t origin, vec3_t normal, float radius, float shake_speed, qboolean smoke );

void CG_TestLine( vec3_t start, vec3_t end, int time, unsigned int color, int radius);

void CG_InitGlass( void );

//
// 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_ShaderStateChanged(void);

//
// cg_playerstate.c
//
int CG_IsMindTricked(int trickIndex1, int trickIndex2, int trickIndex3, int trickIndex4, int client);
void CG_Respawn( void );
void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops );
void CG_CheckChangedPredictableEvents( playerState_t *ps );


//
// cg_siege.c
//
void CG_InitSiegeMode(void);
void CG_SiegeRoundOver(centity_t *ent, int won);
void CG_SiegeObjectiveCompleted(centity_t *ent, int won, int objectivenum);



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

//
// system traps
// These functions are how the cgame communicates with the main game system
//

#include "../namespace_begin.h"

// print message on the local console
void		trap_Print( const char *fmt );
void		trap_PrintAlways( 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 );

//rww - precision timer funcs... -ALWAYS- call end after start with supplied ptr, or you'll get a nasty memory leak.
//not that you should be using these outside of debug anyway.. because you shouldn't be. So don't.
void		trap_PrecisionTimer_Start(void **theNewTimer);
int			trap_PrecisionTimer_End(void *theTimer);

// 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 );
int			trap_Cvar_GetHiddenVarValue(const char *name);

// 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 );
int			trap_FS_GetFileList(  const char *path, const char *extension, char *listbuf, int bufsize );

// 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, qboolean SubBSP );
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
int			trap_S_GetVoiceVolume( int entityNum );
void		trap_S_MuteSound( int entityNum, int entchannel );
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( void );
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 );
void		trap_S_ShutUp(qboolean shutUpFactor);
sfxHandle_t	trap_S_RegisterSound( const char *sample);		// returns buzz if not found
void		trap_S_StartBackgroundTrack( const char *intro, const char *loop, qboolean bReturnWithoutStarting);	// empty name stops music
void	trap_S_StopBackgroundTrack( void );

void		trap_S_UpdateAmbientSet( const char *name, vec3_t origin );
void		trap_AS_ParseSets( void );
void		trap_AS_AddPrecacheEntry( const char *name );
int			trap_S_AddLocalSet( const char *name, vec3_t listener_origin, vec3_t origin, int entID, int time );
sfxHandle_t	trap_AS_GetBModelSound( const char *name, int stage );

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
qhandle_t	trap_R_RegisterFont( const char *name );
int			trap_R_Font_StrLenPixels(const char *text, const int iFontIndex, const float scale);
int			trap_R_Font_StrLenChars(const char *text);
int			trap_R_Font_HeightPixels(const int iFontIndex, const float scale);
void		trap_R_Font_DrawString(int ox, int oy, const char *text, const float *rgba, const int setIndex, int iCharLimit, const float scale);
qboolean	trap_Language_IsAsian(void);
qboolean	trap_Language_UsesSpaces(void);
unsigned	trap_AnyLanguage_ReadCharFromString( const char *psText, int *piAdvanceCount, qboolean *pbIsTrailingPunctuation/* = NULL*/ );


// 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_ClearDecals ( 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_AddDecalToScene ( qhandle_t shader, const vec3_t origin, const vec3_t dir, float orientation, float r, float g, float b, float a, qboolean alphaFade, float radius, qboolean temporary );
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 );
// Does weird, barely controllable rotation behaviour
void	trap_R_DrawRotatePic( float x, float y, float w, float h, 
			float s1, float t1, float s2, float t2,float a, qhandle_t hShader );
// rotates image around exact center point of passed in coords
void	trap_R_DrawRotatePic2( float x, float y, float w, float h, 
			float s1, float t1, float s2, float t2,float a, qhandle_t hShader );

void		trap_R_SetRangeFog(float range);

void		trap_R_SetRefractProp(float alpha, float stretch, qboolean prepost, qboolean negate);

void		trap_R_RemapShader( const char *oldShader, const char *newShader, const char *timeOffset );

void		trap_R_GetLightStyle(int style, color4ub_t color);
void		trap_R_SetLightStyle(int style, int color);

void		trap_R_GetBModelVerts(int bmodelIndex, vec3_t *verts, vec3_t normal );

void		trap_R_GetDistanceCull(float *f);

void		trap_R_GetRealRes(int *w, int *h); //get screen resolution -rww
void		trap_R_AutomapElevAdj(float newHeight); //automap elevation setting -rww
qboolean	trap_R_InitWireframeAutomap(void); //initialize automap -rww


void	trap_FX_AddLine( const vec3_t start, const vec3_t end, float size1, float size2, float sizeParm,
									float alpha1, float alpha2, float alphaParm,
									const vec3_t sRGB, const vec3_t eRGB, float rgbParm,
									int killTime, qhandle_t shader, int flags);

// 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 );


qboolean	trap_GetDefaultState(int entityIndex, entityState_t *state );

// 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, float mPitchOverride, float mYawOverride, float mSensitivityOverride, int fpSel, int invenSel, qboolean fighterControls );

void		trap_SetClientForceAngle(int time, vec3_t angle);
void		trap_SetClientTurnExtent(float turnAdd, float turnSub, int turnTime);

void trap_OpenUIMenu(int menuID);

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

int			trap_MemoryRemaining( void );
qboolean	trap_Key_IsDown( int keynum );
int			trap_Key_GetCatcher( void );
void		trap_Key_SetCatcher( int catcher );
int			trap_Key_GetKey( const char *binding );

void		BG_CycleInven(playerState_t *ps, int direction);
int			BG_ProperForceIndex(int power);
void		BG_CycleForce(playerState_t *ps, int direction);

#include "../namespace_end.h"


typedef enum {
  SYSTEM_PRINT,
  CHAT_PRINT,
  TEAMCHAT_PRINT
} q3print_t; // bk001201 - warning: useless keyword or type name in empty declaration

#include "../namespace_begin.h"
/*
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 );
qboolean	trap_R_inPVS( const vec3_t p1, const vec3_t p2, byte *mask );

int			trap_FX_InitSystem			( refdef_t* );
void		trap_FX_SetRefDef			( refdef_t* refdef );
int			trap_FX_RegisterEffect		( const char *file);
void		trap_FX_PlayEffect			( const char *file, vec3_t org, vec3_t fwd, int vol, int rad );		// builds arbitrary perp. right vector, does a cross product to define up
void		trap_FX_PlayEntityEffect	( const char *file, vec3_t org, vec3_t axis[3], const int boltInfo, const int entNum, int vol, int rad );
void		trap_FX_PlayEffectID		( int id, vec3_t org, vec3_t fwd, int vol, int rad );		// builds arbitrary perp. right vector, does a cross product to define up
void		trap_FX_PlayPortalEffectID	( int id, vec3_t org, vec3_t fwd, int vol, int rad );		// builds arbitrary perp. right vector, does a cross product to define up
void		trap_FX_PlayEntityEffectID	( int id, vec3_t org, vec3_t axis[3], const int boltInfo, const int pGhoul2, int vol, int rad );
void		trap_FX_PlayBoltedEffectID	( int id, vec3_t org, void *pGhoul2, const int boltNum, const int entNum, const int modelNum, int iLooptime, qboolean isRelative );
void		trap_FX_AddScheduledEffects	( qboolean skyPortal );
void		trap_FX_Draw2DEffects		( float screenXScale, float screenYScale );
qboolean	trap_FX_FreeSystem			( void );
void		trap_FX_AdjustTime			( int time );
void		trap_FX_Reset				( void );

//rww - additional funcs for adding custom incode stuff
void trap_FX_AddPoly( addpolyArgStruct_t *p );
void trap_FX_AddBezier( addbezierArgStruct_t *p );
void trap_FX_AddPrimitive( effectTrailArgStruct_t *p );
void trap_FX_AddSprite( addspriteArgStruct_t *p );
void trap_FX_AddElectricity( addElectricityArgStruct_t *p );

//void trap_SP_Print(const unsigned ID, byte *Data);
int trap_SP_GetStringTextString(const char *text, char *buffer, int bufferLength);

void		trap_CG_RegisterSharedMemory(char *memory);

int			trap_CM_RegisterTerrain(const char *config);
void		trap_RMG_Init(int terrainID, const char *terrainInfo);
void		trap_RE_InitRendererTerrain( const char *info );
void		trap_R_WeatherContentsOverride( int contents );
void		trap_R_WorldEffectCommand(const char *cmd);
void		trap_WE_AddWeatherZone( const vec3_t mins, const vec3_t maxs );

qboolean	trap_ROFF_Clean( void );
void		trap_ROFF_UpdateEntities( void );
	int			trap_ROFF_Cache( char *file );
qboolean	trap_ROFF_Play( int entID, int roffID, qboolean doTranslation );
qboolean	trap_ROFF_Purge_Ent( int entID );

//rww - dynamic vm memory allocation!
void	trap_TrueMalloc(void **ptr, int size);
void	trap_TrueFree(void **ptr);

#include "../namespace_end.h"

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

void FX_TurretProjectileThink(  centity_t *cent, const struct weaponInfo_s *weapon );
void FX_TurretHitWall( vec3_t origin, vec3_t normal );
void FX_TurretHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );

void FX_ConcussionHitWall( vec3_t origin, vec3_t normal );
void FX_ConcussionHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
void FX_ConcussionProjectileThink(  centity_t *cent, const struct weaponInfo_s *weapon );
void FX_ConcAltShot( vec3_t start, vec3_t end );

//-----------------------------
// Effects related prototypes
//-----------------------------

// Environmental effects 
void CG_Spark( vec3_t origin, vec3_t dir );

// Weapon prototypes
void FX_BryarHitWall( vec3_t origin, vec3_t normal );
void FX_BryarAltHitWall( vec3_t origin, vec3_t normal, int power );
void FX_BryarHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
void FX_BryarAltHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );

void FX_BlasterProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
void FX_BlasterAltFireThink( centity_t *cent, const struct weaponInfo_s *weapon );
void FX_BlasterWeaponHitWall( vec3_t origin, vec3_t normal );
void FX_BlasterWeaponHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );


void FX_ForceDrained(vec3_t origin, vec3_t dir);


//-----------------------------
// Effects related prototypes
//-----------------------------

// Environmental effects 
void CG_Spark( vec3_t origin, vec3_t dir );

// Weapon prototypes
void FX_BryarHitWall( vec3_t origin, vec3_t normal );
void FX_BryarAltHitWall( vec3_t origin, vec3_t normal, int power );
void FX_BryarHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
void FX_BryarAltHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );

void FX_BlasterProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
void FX_BlasterAltFireThink( centity_t *cent, const struct weaponInfo_s *weapon );
void FX_BlasterWeaponHitWall( vec3_t origin, vec3_t normal );
void FX_BlasterWeaponHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );

#include "../namespace_begin.h"

void		trap_G2API_GetModelName(void *ghoul2, const int modelIndex,
		const char **modelName);

void		trap_G2API_CollisionDetect		( CollisionRecord_t *collRecMap, void* ghoul2, const vec3_t angles, const vec3_t position,int frameNumber, int entNum, const vec3_t rayStart, const vec3_t rayEnd, const vec3_t scale, int traceFlags, int useLod, float fRadius );

/*
Ghoul2 Insert Start
*/
// CG specific API access
void		trap_G2_ListModelSurfaces(void *ghlInfo);
void		trap_G2_ListModelBones(void *ghlInfo, int frame);
void		trap_G2_SetGhoul2ModelIndexes(void *ghoul2, qhandle_t *modelList, qhandle_t *skinList);
qboolean	trap_G2_HaveWeGhoul2Models(void *ghoul2);
qboolean	trap_G2API_GetBoltMatrix(void *ghoul2, const int modelIndex, const int boltIndex, mdxaBone_t *matrix,
								const vec3_t angles, const vec3_t position, const int frameNum, qhandle_t *modelList, vec3_t scale);
qboolean	trap_G2API_GetBoltMatrix_NoReconstruct(void *ghoul2, const int modelIndex, const int boltIndex, mdxaBone_t *matrix,
								const vec3_t angles, const vec3_t position, const int frameNum, qhandle_t *modelList, vec3_t scale);
qboolean	trap_G2API_GetBoltMatrix_NoRecNoRot(void *ghoul2, const int modelIndex, const int boltIndex, mdxaBone_t *matrix,
								const vec3_t angles, const vec3_t position, const int frameNum, qhandle_t *modelList, vec3_t scale);
int			trap_G2API_InitGhoul2Model(void **ghoul2Ptr, const char *fileName, int modelIndex, qhandle_t customSkin,
						  qhandle_t customShader, int modelFlags, int lodBias);
qboolean	trap_G2API_SetSkin(void *ghoul2, int modelIndex, qhandle_t customSkin, qhandle_t renderSkin);

int			trap_G2API_CopyGhoul2Instance(void *g2From, void *g2To, int modelIndex);
void		trap_G2API_CopySpecificGhoul2Model(void *g2From, int modelFrom, void *g2To, int modelTo);
void		trap_G2API_DuplicateGhoul2Instance(void *g2From, void **g2To);
qboolean	trap_G2API_HasGhoul2ModelOnIndex(void *ghlInfo, int modelIndex);
qboolean	trap_G2API_RemoveGhoul2Model(void *ghlInfo, int modelIndex);

qboolean	trap_G2API_SkinlessModel(void *ghlInfo, int modelIndex);

//rww - for adding gore (or whatever) shaders to the g2 model
int			trap_G2API_GetNumGoreMarks(void *ghlInfo, int modelIndex);
void		trap_G2API_AddSkinGore(void *ghlInfo,SSkinGoreData *gore);
void		trap_G2API_ClearSkinGore ( void* ghlInfo );

int			trap_G2API_Ghoul2Size ( void* ghlInfo );

int			trap_G2API_AddBolt(void *ghoul2, int modelIndex, const char *boneName);
void		trap_G2API_SetBoltInfo(void *ghoul2, int modelIndex, int boltInfo);
qboolean	trap_G2API_AttachEnt(int *boltInfo, void *ghlInfoTo, int toBoltIndex, int entNum, int toModelNum);

void		trap_G2API_CleanGhoul2Models(void **ghoul2Ptr);
qboolean	trap_G2API_SetBoneAngles(void *ghoul2, int modelIndex, const char *boneName, const vec3_t angles, const int flags,
								const int up, const int right, const int forward, qhandle_t *modelList,
								int blendTime , int currentTime );
void		trap_G2API_GetGLAName(void *ghoul2, int modelIndex, char *fillBuf);
qboolean	trap_G2API_SetBoneAnim(void *ghoul2, const int modelIndex, const char *boneName, const int startFrame, const int endFrame,
							  const int flags, const float animSpeed, const int currentTime, const float setFrame , const int blendTime );
qboolean	trap_G2API_GetBoneAnim(void *ghoul2, const char *boneName, const int currentTime, float *currentFrame, int *startFrame,
								int *endFrame, int *flags, float *animSpeed, int *modelList, const int modelIndex);
qboolean	trap_G2API_GetBoneFrame(void *ghoul2, const char *boneName, const int currentTime, float *currentFrame, int *modelList, const int modelIndex);

qboolean	trap_G2API_SetRootSurface(void *ghoul2, const int modelIndex, const char *surfaceName);
qboolean	trap_G2API_SetSurfaceOnOff(void *ghoul2, const char *surfaceName, const int flags);
qboolean	trap_G2API_SetNewOrigin(void *ghoul2, const int boltIndex);
qboolean	trap_G2API_DoesBoneExist(void *ghoul2, int modelIndex, const char *boneName);
int			trap_G2API_GetSurfaceRenderStatus(void *ghoul2, const int modelIndex, const char *surfaceName);

int			trap_G2API_GetTime(void);
void		trap_G2API_SetTime(int time, int clock);

void		trap_G2API_AbsurdSmoothing(void *ghoul2, qboolean status);

void		trap_G2API_SetRagDoll(void *ghoul2, sharedRagDollParams_t *params);
void		trap_G2API_AnimateG2Models(void *ghoul2, int time, sharedRagDollUpdateParams_t *params);

//additional ragdoll options -rww
qboolean	trap_G2API_RagPCJConstraint(void *ghoul2, const char *boneName, vec3_t min, vec3_t max); //override default pcj bonee constraints
qboolean	trap_G2API_RagPCJGradientSpeed(void *ghoul2, const char *boneName, const float speed); //override the default gradient movespeed for a pcj bone
qboolean	trap_G2API_RagEffectorGoal(void *ghoul2, const char *boneName, vec3_t pos); //override an effector bone's goal position (world coordinates)
qboolean	trap_G2API_GetRagBonePos(void *ghoul2, const char *boneName, vec3_t pos, vec3_t entAngles, vec3_t entPos, vec3_t entScale); //current position of said bone is put into pos (world coordinates)
qboolean	trap_G2API_RagEffectorKick(void *ghoul2, const char *boneName, vec3_t velocity); //add velocity to a rag bone
qboolean	trap_G2API_RagForceSolve(void *ghoul2, qboolean force); //make sure we are actively performing solve/settle routines, if desired

qboolean	trap_G2API_SetBoneIKState(void *ghoul2, int time, const char *boneName, int ikState, sharedSetBoneIKStateParams_t *params);
qboolean	trap_G2API_IKMove(void *ghoul2, int time, sharedIKMoveParams_t *params);

//for removing bones so they no longer have their own seperate animation hierarchy. Or whatever reason you may have. -rww
qboolean	trap_G2API_RemoveBone(void *ghoul2, const char *boneName, int modelIndex);

void		trap_G2API_AttachInstanceToEntNum(void *ghoul2, int entityNum, qboolean server);
void		trap_G2API_ClearAttachedInstance(int entityNum);
void		trap_G2API_CleanEntAttachments(void);
qboolean	trap_G2API_OverrideServer(void *serverInstance);

void		trap_G2API_GetSurfaceName(void *ghoul2, int surfNumber, int modelIndex, char *fillBuf);

#include "../namespace_end.h"

void		CG_Init_CG(void);
void		CG_Init_CGents(void);


void CG_SetGhoul2Info( refEntity_t *ent, centity_t *cent);
void CG_CreateBBRefEnts(entityState_t *s1, vec3_t origin );

void CG_InitG2Weapons(void);
void CG_ShutDownG2Weapons(void);
void CG_CopyG2WeaponInstance(centity_t *cent, int weaponNum, void *toGhoul2);
void *CG_G2WeaponInstance(centity_t *cent, int weapon);
void CG_CheckPlayerG2Weapons(playerState_t *ps, centity_t *cent);

void CG_SetSiegeTimerCvar( int msec );

bool CG_ModelAllowed(void *ghoul2);

/*
Ghoul2 Insert End
*/
