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

Wolfenstein: Enemy Territory GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. 

This file is part of the Wolfenstein: Enemy Territory GPL Source Code (Wolf ET Source Code).  

Wolf ET Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

Wolf ET Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Wolf ET Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the Wolf: ET Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Wolf ET Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

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


#include "cg_local.h"

int CG_DrawField( int x, int y, int width, int value, int charWidth, int charHeight, qboolean dodrawpic, qboolean leftAlign );      // NERVE - SMF

/*void CG_FitTextToWidth( char* instr, int w, int size) {
	char buffer[1024];
	char	*s, *p, *c, *ls;
	int		l;

	strcpy(buffer, instr);
	memset(instr, 0, size);

	c = s = instr;
	p = buffer;
	ls = NULL;
	l = 0;
	while(*p) {
		*c = *p++;
		l++;

		if(*c == ' ') {
			ls = c;
		} // store last space, to try not to break mid word

		c++;

		if(*p == '\n') {
			s = c+1;
			l = 0;
		} else if(l > w) {
			if(ls) {
				*ls = '\n';
				l = strlen(ls+1);
			} else {
				*c = *(c-1);
				*(c-1) = '\n';
				s = c++;
				l = 0;
			}

			ls = NULL;
		}
	}

	if(c != buffer && (*(c-1) != '\n')) {
		*c++ = '\n';
	}

	*c = '\0';
}*/

int CG_TrimLeftPixels( char* instr, float scale, float w, int size ) {
	char buffer[1024];
	char *p, *s;
	int tw;
	int i;

	Q_strncpyz( buffer, instr, 1024 );
	memset( instr, 0, size );

	for ( i = 0, p = buffer; *p; p++, i++ ) {
		instr[i] = *p;
		tw = CG_Text_Width( instr, scale, 0 );
		if ( tw >= w ) {
			memset( instr, 0, size );
			for ( s = instr, p = &buffer[i + 1]; *p && ( ( s - instr ) < size ); p++, s++ ) {
				*s = *p;
			}
			return tw - w;
		}
	}

	return -1;
}


void CG_FitTextToWidth_Ext( char* instr, float scale, float w, int size, fontInfo_t* font ) {
	char buffer[1024];
	char    *s, *p, *c, *ls;
	int l;

	Q_strncpyz( buffer, instr, 1024 );
	memset( instr, 0, size );

	c = s = instr;
	p = buffer;
	ls = NULL;
	l = 0;
	while ( *p ) {
		*c = *p++;
		l++;

		if ( *c == ' ' ) {
			ls = c;
		} // store last space, to try not to break mid word

		c++;

		if ( *p == '\n' ) {
			s = c + 1;
			l = 0;
		} else if ( CG_Text_Width_Ext( s, scale, 0, font ) > w ) {
			if ( ls ) {
				*ls = '\n';
				s = ls + 1;
			} else {
				*c = *( c - 1 );
				*( c - 1 ) = '\n';
				s = c++;
			}

			ls = NULL;
			l = 0;
		}
	}

	if ( c != buffer && ( *( c - 1 ) != '\n' ) ) {
		*c++ = '\n';
	}

	*c = '\0';
}

void CG_FitTextToWidth2( char* instr, float scale, float w, int size ) {
	char buffer[1024];
	char    *s, *p, *c, *ls;
	int l;

	Q_strncpyz( buffer, instr, 1024 );
	memset( instr, 0, size );

	c = s = instr;
	p = buffer;
	ls = NULL;
	l = 0;
	while ( *p ) {
		*c = *p++;
		l++;

		if ( *c == ' ' ) {
			ls = c;
		} // store last space, to try not to break mid word

		c++;

		if ( *p == '\n' ) {
			s = c + 1;
			l = 0;
		} else if ( CG_Text_Width( s, scale, 0 ) > w ) {
			if ( ls ) {
				*ls = '\n';
				s = ls + 1;
			} else {
				*c = *( c - 1 );
				*( c - 1 ) = '\n';
				s = c++;
			}

			ls = NULL;
			l = 0;
		}
	}

	if ( c != buffer && ( *( c - 1 ) != '\n' ) ) {
		*c++ = '\n';
	}

	*c = '\0';
}

void CG_FitTextToWidth_SingleLine( char* instr, float scale, float w, int size ) {
	char    *s, *p;
	char buffer[1024];

	Q_strncpyz( buffer, instr, 1024 );
	memset( instr, 0, size );
	p = instr;

	for ( s = buffer; *s; s++, p++ ) {
		*p = *s;
		if ( CG_Text_Width( instr, scale, 0 ) > w ) {
			*p = '\0';
			return;
		}
	}
}

/*
==============
weapIconDrawSize
==============
*/
static int weapIconDrawSize( int weap ) {
	switch ( weap ) {

		// weapons to not draw
//		case WP_KNIFE:
//			return 0;

		// weapons with 'wide' icons
	case WP_THOMPSON:
	case WP_MP40:
	case WP_STEN:
	case WP_PANZERFAUST:
	case WP_FLAMETHROWER:
//		case WP_SPEARGUN:
	case WP_GARAND:
	case WP_FG42:
	case WP_FG42SCOPE:
	case WP_KAR98:
	case WP_GPG40:
	case WP_CARBINE:
	case WP_M7:
	case WP_MOBILE_MG42:
	case WP_MOBILE_MG42_SET:
	case WP_K43:
	case WP_GARAND_SCOPE:
	case WP_K43_SCOPE:
	case WP_MORTAR:
	case WP_MORTAR_SET:
		return 2;
	}

	return 1;
}


/*
==============
CG_DrawPlayerWeaponIcon
==============
*/
void CG_DrawPlayerWeaponIcon( rectDef_t *rect, qboolean drawHighlighted, int align, vec4_t *refcolor ) {
	int size;
	int realweap;                   // DHM - Nerve
	qhandle_t icon;
	float scale,halfScale;
	vec4_t hcolor;

	VectorCopy( *refcolor, hcolor );
	hcolor[3] = 1.f;

	if ( cg.predictedPlayerEntity.currentState.eFlags & EF_MG42_ACTIVE ||
		 cg.predictedPlayerEntity.currentState.eFlags & EF_MOUNTEDTANK ) {
		realweap = WP_MOBILE_MG42;
	} else {
		realweap = cg.predictedPlayerState.weapon;
	}

	size = weapIconDrawSize( realweap );

	if ( !size ) {
		return;
	}

	if ( cg.predictedPlayerEntity.currentState.eFlags & EF_MOUNTEDTANK && cg_entities[cg_entities[ cg_entities[ cg.snap->ps.clientNum ].tagParent ].tankparent].currentState.density & 8 ) {
		icon = cgs.media.browningIcon;
	} else {
		if ( drawHighlighted ) {
			//icon = cg_weapons[ realweap ].weaponIcon[1];
			icon = cg_weapons[ realweap ].weaponIcon[1];    // we don't have icon[0];
		} else {
			icon = cg_weapons[ realweap ].weaponIcon[1];
		}
	}



	// pulsing grenade icon to help the player 'count' in their head
	if ( cg.predictedPlayerState.grenadeTimeLeft ) {   // grenades and dynamite set this

		// these time differently
		if ( realweap == WP_DYNAMITE ) {
			if ( ( ( cg.grenLastTime ) % 1000 ) > ( ( cg.predictedPlayerState.grenadeTimeLeft ) % 1000 ) ) {
				trap_S_StartLocalSound( cgs.media.grenadePulseSound4, CHAN_LOCAL_SOUND );
			}
		} else {
			if ( ( ( cg.grenLastTime ) % 1000 ) < ( ( cg.predictedPlayerState.grenadeTimeLeft ) % 1000 ) ) {
				switch ( cg.predictedPlayerState.grenadeTimeLeft / 1000 ) {
				case 3:
					trap_S_StartLocalSound( cgs.media.grenadePulseSound4, CHAN_LOCAL_SOUND );
					break;
				case 2:
					trap_S_StartLocalSound( cgs.media.grenadePulseSound3, CHAN_LOCAL_SOUND );
					break;
				case 1:
					trap_S_StartLocalSound( cgs.media.grenadePulseSound2, CHAN_LOCAL_SOUND );
					break;
				case 0:
					trap_S_StartLocalSound( cgs.media.grenadePulseSound1, CHAN_LOCAL_SOUND );
					break;
				}
			}
		}

		scale = (float)( ( cg.predictedPlayerState.grenadeTimeLeft ) % 1000 ) / 100.0f;
		halfScale = scale * 0.5f;

		cg.grenLastTime = cg.predictedPlayerState.grenadeTimeLeft;
	} else {
		scale = halfScale = 0;
	}


	if ( icon ) {
		float x, y, w, h;

		if ( size == 1 ) { // draw half width to match the icon asset

			// start at left
			x = rect->x - halfScale;
			y = rect->y - halfScale;
			w = rect->w / 2 + scale;
			h = rect->h + scale;

			switch ( align ) {
			case ITEM_ALIGN_CENTER:
				x += rect->w / 4;
				break;
			case ITEM_ALIGN_RIGHT:
				x += rect->w / 2;
				break;
			case ITEM_ALIGN_LEFT:
			default:
				break;
			}

		} else {
			x = rect->x - halfScale;
			y = rect->y - halfScale;
			w = rect->w + scale;
			h = rect->h + scale;
		}


		trap_R_SetColor( hcolor ); // JPW NERVE
		CG_DrawPic( x, y, w, h, icon );
	}
}

#define CURSORHINT_SCALE    10

/*
==============
CG_DrawCursorHints

  cg_cursorHints.integer ==
	0:	no hints
	1:	sin size pulse
	2:	one way size pulse
	3:	alpha pulse
	4+:	static image

==============
*/
void CG_DrawCursorhint( rectDef_t *rect ) {
	float       *color;
	qhandle_t icon, icon2 = 0;
	float scale, halfscale;
	//qboolean	redbar = qfalse;
	qboolean yellowbar = qfalse;

	if ( !cg_cursorHints.integer ) {
		return;
	}

	CG_CheckForCursorHints();

	switch ( cg.cursorHintIcon ) {

	case HINT_NONE:
	case HINT_FORCENONE:
		icon = 0;
		break;
	case HINT_DOOR:
		icon = cgs.media.doorHintShader;
		break;
	case HINT_DOOR_ROTATING:
		icon = cgs.media.doorRotateHintShader;
		break;
	case HINT_DOOR_LOCKED:
		icon = cgs.media.doorLockHintShader;
		break;
	case HINT_DOOR_ROTATING_LOCKED:
		icon = cgs.media.doorRotateLockHintShader;
		break;
	case HINT_MG42:
		icon = cgs.media.mg42HintShader;
		break;
	case HINT_BREAKABLE:
		icon = cgs.media.breakableHintShader;
		break;
	case HINT_BREAKABLE_DYNAMITE:
		icon = cgs.media.dynamiteHintShader;
		break;
	case HINT_TANK:
		icon = cgs.media.tankHintShader;
		break;
	case HINT_SATCHELCHARGE:
		icon = cgs.media.satchelchargeHintShader;
		break;
	case HINT_CONSTRUCTIBLE:
		icon = cgs.media.buildHintShader;
		break;
	case HINT_UNIFORM:
		icon = cgs.media.uniformHintShader;
		break;
	case HINT_LANDMINE:
		icon = cgs.media.landmineHintShader;
		break;
	case HINT_CHAIR:
		icon = cgs.media.notUsableHintShader;

		// only show 'pickupable' if you're not armed, or are armed with a single handed weapon

		// rain - WEAPS_ONE_HANDED isn't valid anymore, because
		// WP_SILENCED_COLT uses a bit >31 (and, therefore, is too large
		// to be shifted in the way WEAPS_ONE_HANDED does on a 32-bit
		// system.) If you want to use HINT_CHAIR, you'll need to fix
		// this.
#if 0
		if ( !( cg.predictedPlayerState.weapon ) ||
			 WEAPS_ONE_HANDED & ( 1 << ( cg.predictedPlayerState.weapon ) )
			 ) {
			icon = cgs.media.chairHintShader;
		}
#endif
		break;
	case HINT_ALARM:
		icon = cgs.media.alarmHintShader;
		break;
	case HINT_HEALTH:
		icon = cgs.media.healthHintShader;
		break;
	case HINT_TREASURE:
		icon = cgs.media.treasureHintShader;
		break;
	case HINT_KNIFE:
		icon = cgs.media.knifeHintShader;
		break;
	case HINT_LADDER:
		icon = cgs.media.ladderHintShader;
		break;
	case HINT_BUTTON:
		icon = cgs.media.buttonHintShader;
		break;
	case HINT_WATER:
		icon = cgs.media.waterHintShader;
		break;
	case HINT_CAUTION:
		icon = cgs.media.cautionHintShader;
		break;
	case HINT_DANGER:
		icon = cgs.media.dangerHintShader;
		break;
	case HINT_SECRET:
		icon = cgs.media.secretHintShader;
		break;
	case HINT_QUESTION:
		icon = cgs.media.qeustionHintShader;
		break;
	case HINT_EXCLAMATION:
		icon = cgs.media.exclamationHintShader;
		break;
	case HINT_CLIPBOARD:
		icon = cgs.media.clipboardHintShader;
		break;
	case HINT_WEAPON:
		icon = cgs.media.weaponHintShader;
		break;
	case HINT_AMMO:
		icon = cgs.media.ammoHintShader;
		break;
	case HINT_ARMOR:
		icon = cgs.media.armorHintShader;
		break;
	case HINT_POWERUP:
		icon = cgs.media.powerupHintShader;
		break;
	case HINT_HOLDABLE:
		icon = cgs.media.holdableHintShader;
		break;
	case HINT_INVENTORY:
		icon = cgs.media.inventoryHintShader;
		break;
	case HINT_PLYR_FRIEND:
		icon = cgs.media.hintPlrFriendShader;
		break;
	case HINT_PLYR_NEUTRAL:
		icon = cgs.media.hintPlrNeutralShader;
		break;
	case HINT_PLYR_ENEMY:
		icon = cgs.media.hintPlrEnemyShader;
		break;
	case HINT_PLYR_UNKNOWN:
		icon = cgs.media.hintPlrUnknownShader;
		break;

		// DHM - Nerve :: multiplayer hints
	case HINT_BUILD:
		icon = cgs.media.buildHintShader;
		break;
	case HINT_DISARM:
		icon = cgs.media.disarmHintShader;
		break;
	case HINT_REVIVE:
		icon = cgs.media.reviveHintShader;
		break;
	case HINT_DYNAMITE:
		icon = cgs.media.dynamiteHintShader;
		break;
		// dhm - end

		// Mad Doc - TDF
	case HINT_LOCKPICK:
		icon = cgs.media.doorLockHintShader;            // TAT 1/30/2003 - use the locked door hint cursor
		yellowbar = qtrue;      // draw the status bar in yellow so it shows up better
		break;

	case HINT_ACTIVATE:
	case HINT_PLAYER:
	default:
		icon = cgs.media.usableHintShader;
		break;
	}


	if ( !icon ) {
		return;
	}


	// color
	color = CG_FadeColor( cg.cursorHintTime, cg.cursorHintFade );
	if ( !color ) {
		trap_R_SetColor( NULL );
		return;
	}

	if ( cg_cursorHints.integer == 3 ) {
		color[3] *= 0.5 + 0.5 * sin( (float)cg.time / 150.0 );
	}


	// size
	if ( cg_cursorHints.integer >= 3 ) {   // no size pulsing
		scale = halfscale = 0;
	} else {
		if ( cg_cursorHints.integer == 2 ) {
			scale = (float)( ( cg.cursorHintTime ) % 1000 ) / 100.0f; // one way size pulse
		} else {
			scale = CURSORHINT_SCALE * ( 0.5 + 0.5 * sin( (float)cg.time / 150.0 ) ); // sin pulse

		}
		halfscale = scale * 0.5f;
	}

	// set color and draw the hint
	trap_R_SetColor( color );
	CG_DrawPic( rect->x - halfscale, rect->y - halfscale, rect->w + scale, rect->h + scale, icon );

	if ( icon2 ) {
		CG_DrawPic( rect->x - halfscale, rect->y - halfscale, rect->w + scale, rect->h + scale, icon2 );
	}

	trap_R_SetColor( NULL );

	// draw status bar under the cursor hint
	if ( cg.cursorHintValue ) {
		if ( yellowbar ) {
			Vector4Set( color, 1, 1, 0, 1.0f );
		} else {
			Vector4Set( color, 0, 0, 1, 0.5f );
		}
		CG_FilledBar( rect->x, rect->y + rect->h + 4, rect->w, 8, color, NULL, NULL, (float)cg.cursorHintValue / 255.0f, 0 );
	}

}

float CG_GetValue( int ownerDraw, int type ) {
	switch ( ownerDraw ) {
	default:
		break;
	}
	return -1;
}

qboolean CG_OtherTeamHasFlag() {
	return qfalse;
}

qboolean CG_YourTeamHasFlag() {
	return qfalse;
}

// THINKABOUTME: should these be exclusive or inclusive..
//
qboolean CG_OwnerDrawVisible( int flags ) {
	return qfalse;
}

#define PIC_WIDTH 12

/*
==============
CG_DrawWeapStability
	draw a bar showing current stability level (0-255), max at current weapon/ability, and 'perfect' reference mark

	probably only drawn for scoped weapons
==============
*/
void CG_DrawWeapStability( rectDef_t *rect ) {
	vec4_t goodColor = {0, 1, 0, 0.5f}, badColor = {1, 0, 0, 0.5f};

	if ( !cg_drawSpreadScale.integer ) {
		return;
	}

	if ( cg_drawSpreadScale.integer == 1 && !BG_IsScopedWeapon( cg.predictedPlayerState.weapon ) ) {
		// cg_drawSpreadScale of '1' means only draw for scoped weapons, '2' means draw all the time (for debugging)
		return;
	}

	if ( cg.predictedPlayerState.weaponstate != WEAPON_READY ) {
		return;
	}

	if ( !( cg.snap->ps.aimSpreadScale ) ) {
		return;
	}

	if ( cg.renderingThirdPerson ) {
		return;
	}

	CG_FilledBar( rect->x, rect->y, rect->w, rect->h, goodColor, badColor, NULL, (float)cg.snap->ps.aimSpreadScale / 255.0f, 2 | 4 | 256 ); // flags (BAR_CENTER|BAR_VERT|BAR_LERP_COLOR)
}


/*
==============
CG_DrawWeapHeat
==============
*/
void CG_DrawWeapHeat( rectDef_t *rect, int align ) {
	vec4_t color = {1, 0, 0, 0.2f}, color2 = {1, 0, 0, 0.5f};
	int flags = 0;

	if ( !( cg.snap->ps.curWeapHeat ) ) {
		return;
	}

	if ( align != HUD_HORIZONTAL ) {
		flags |= 4;   // BAR_VERT
	}

	flags |= 1;       // BAR_LEFT			- this is hardcoded now, but will be decided by the menu script
	flags |= 16;      // BAR_BG			- draw the filled contrast box
//	flags|=32;		// BAR_BGSPACING_X0Y5	- different style

	flags |= 256;     // BAR_COLOR_LERP

	CG_FilledBar( rect->x, rect->y, rect->w, rect->h, color, color2, NULL, (float)cg.snap->ps.curWeapHeat / 255.0f, flags );
}

/*
==============
CG_OwnerDraw
==============
*/
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 ) {
	rectDef_t rect;

	if ( cg_drawStatus.integer == 0 ) {
		return;
	}

	rect.x = x;
	rect.y = y;
	rect.w = w;
	rect.h = h;

	switch ( ownerDraw ) {
	default:
		break;
	}
}

void CG_MouseEvent( int x, int y ) {
	switch ( cgs.eventHandling ) {
	case CGAME_EVENT_SPEAKEREDITOR:
	case CGAME_EVENT_GAMEVIEW:
	case CGAME_EVENT_CAMPAIGNBREIFING:
	case CGAME_EVENT_FIRETEAMMSG:
		cgs.cursorX += x;
		if ( cgs.cursorX < 0 ) {
			cgs.cursorX = 0;
		} else if ( cgs.cursorX > 640 ) {
			cgs.cursorX = 640;
		}

		cgs.cursorY += y;
		if ( cgs.cursorY < 0 ) {
			cgs.cursorY = 0;
		} else if ( cgs.cursorY > 480 ) {
			cgs.cursorY = 480;
		}

		if ( cgs.eventHandling == CGAME_EVENT_SPEAKEREDITOR ) {
			CG_SpeakerEditorMouseMove_Handling( x, y );
		}

		break;
	case CGAME_EVENT_DEMO:
		cgs.cursorX += x;
		if ( cgs.cursorX < 0 ) {
			cgs.cursorX = 0;
		} else if ( cgs.cursorX > 640 ) {
			cgs.cursorX = 640;
		}

		cgs.cursorY += y;
		if ( cgs.cursorY < 0 ) {
			cgs.cursorY = 0;
		} else if ( cgs.cursorY > 480 ) {
			cgs.cursorY = 480;
		}

		if ( x != 0 || y != 0 ) {
			cgs.cursorUpdate = cg.time + 5000;
		}
		break;


	default:
		if ( cg.snap->ps.pm_type == PM_INTERMISSION ) {
			CG_Debriefing_MouseEvent( x, y );
			return;
		}

		// default handling
		if ( ( cg.predictedPlayerState.pm_type == PM_NORMAL ||
			   cg.predictedPlayerState.pm_type == PM_SPECTATOR ) &&
			 cg.showScores == qfalse ) {
			trap_Key_SetCatcher( trap_Key_GetCatcher() & ~KEYCATCH_CGAME );
			return;
		}
		break;
	}
}

/*
==================
CG_EventHandling
==================
*/
void CG_EventHandling( int type, qboolean fForced ) {
	if ( cg.demoPlayback && type == CGAME_EVENT_NONE && !fForced ) {
		type = CGAME_EVENT_DEMO;
	}

	if ( type != CGAME_EVENT_NONE ) {
		trap_Cvar_Set( "cl_bypassMouseInput", 0 );
	}

	switch ( type ) {
		// OSP - Demo support
	case CGAME_EVENT_DEMO:
		cgs.fResize = qfalse;
		cgs.fSelect = qfalse;
		cgs.cursorUpdate = cg.time + 10000;
		cgs.timescaleUpdate = cg.time + 4000;
		CG_ScoresUp_f();
		break;

	case CGAME_EVENT_SPEAKEREDITOR:
	case CGAME_EVENT_GAMEVIEW:
	case CGAME_EVENT_NONE:
	case CGAME_EVENT_CAMPAIGNBREIFING:
	case CGAME_EVENT_FIRETEAMMSG:
	default:
		// default handling (cleanup mostly)
		if ( cgs.eventHandling == CGAME_EVENT_GAMEVIEW ) {
			cg.showGameView = qfalse;
			trap_S_FadeBackgroundTrack( 0.0f, 500, 0 );

			trap_S_StopStreamingSound( -1 );
			cg.limboEndCinematicTime = 0;

			if ( fForced ) {
				if ( cgs.limboLoadoutModified ) {
					trap_SendClientCommand( "rs" );

					cgs.limboLoadoutSelected = qfalse;
				}
			}
		} else if ( cgs.eventHandling == CGAME_EVENT_SPEAKEREDITOR ) {
			if ( type == -CGAME_EVENT_SPEAKEREDITOR ) {
				type = CGAME_EVENT_NONE;
			} else {
				trap_Key_SetCatcher( KEYCATCH_CGAME );
				return;
			}
		} else if ( cgs.eventHandling == CGAME_EVENT_CAMPAIGNBREIFING ) {
			type = CGAME_EVENT_GAMEVIEW;
		} else if ( cgs.eventHandling == CGAME_EVENT_FIRETEAMMSG ) {
			cg.showFireteamMenu = qfalse;
			trap_Cvar_Set( "cl_bypassmouseinput", "0" );
		} else if ( cg.snap && cg.snap->ps.pm_type == PM_INTERMISSION && fForced ) {
			trap_UI_Popup( UIMENU_INGAME );
		}


		break;
	}


	cgs.eventHandling = type;

	if ( type == CGAME_EVENT_NONE ) {
		trap_Key_SetCatcher( trap_Key_GetCatcher() & ~KEYCATCH_CGAME );
		ccInitial = qfalse;
		if ( cg.demoPlayback && cg.demohelpWindow != SHOW_OFF ) {
			CG_ShowHelp_Off( &cg.demohelpWindow );
		}
	} else if ( type == CGAME_EVENT_GAMEVIEW ) {
		cg.showGameView = qtrue;
		CG_LimboPanel_Setup();
		trap_Key_SetCatcher( KEYCATCH_CGAME );
	} else if ( type == CGAME_EVENT_FIRETEAMMSG ) {
		cgs.ftMenuPos = -1;
		cgs.ftMenuMode = 0;
		cg.showFireteamMenu = qtrue;
		trap_Cvar_Set( "cl_bypassmouseinput", "1" );
		trap_Key_SetCatcher( KEYCATCH_CGAME );
	} else {
		trap_Key_SetCatcher( KEYCATCH_CGAME );
	}
}

void CG_KeyEvent( int key, qboolean down ) {
	switch ( cgs.eventHandling ) {
		// Demos get their own keys
	case CGAME_EVENT_DEMO:
		CG_DemoClick( key, down );
		return;

	case CGAME_EVENT_CAMPAIGNBREIFING:
		CG_LoadPanel_KeyHandling( key, down );
		break;

	case CGAME_EVENT_FIRETEAMMSG:
		CG_Fireteams_KeyHandling( key, down );
		break;

	case CGAME_EVENT_GAMEVIEW:
		CG_LimboPanel_KeyHandling( key, down );
		break;

	case CGAME_EVENT_SPEAKEREDITOR:
		CG_SpeakerEditor_KeyHandling( key, down );
		break;

	default:
		if ( cg.snap->ps.pm_type == PM_INTERMISSION ) {
			CG_Debriefing_KeyEvent( key, down );
			return;
		}

		// default handling
		if ( !down ) {
			return;
		}

		if ( ( cg.predictedPlayerState.pm_type == PM_NORMAL ||
			   ( cg.predictedPlayerState.pm_type == PM_SPECTATOR && cg.showScores == qfalse ) ) ) {

			CG_EventHandling( CGAME_EVENT_NONE, qfalse );
			return;
		}
		break;
	}
}

int CG_ClientNumFromName( const char *p ) {
	int i;
	for ( i = 0; i < cgs.maxclients; i++ ) {
		if ( cgs.clientinfo[i].infoValid && Q_stricmp( cgs.clientinfo[i].name, p ) == 0 ) {
			return i;
		}
	}
	return -1;
}

void CG_GetTeamColor( vec4_t *color ) {
	if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_AXIS ) {
		( *color )[0] = 1;
		( *color )[3] = .25f;
		( *color )[1] = ( *color )[2] = 0;
	} else if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_ALLIES ) {
		( *color )[0] = ( *color )[1] = 0;
		( *color )[2] = 1;
		( *color )[3] = .25f;
	} else {
		( *color )[0] = ( *color )[2] = 0;
		( *color )[1] = .17f;
		( *color )[3] = .25f;
	}
}

void CG_RunMenuScript( char **args ) {
}
