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

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.

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

/*
 * name:	cg_local.h
 *
 * desc:	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.

 *
*/

#include "../game/q_shared.h"
#include "tr_types.h"
#include "../game/bg_public.h"
#include "cg_public.h"
#include "../ui/ui_shared.h"


#define MAX_LOCATIONS       256
#define POWERUP_BLINKS      5

#define STATS_FADE_TIME     200.0f
#define POWERUP_BLINK_TIME  1000
#define FADE_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 ZOOM_TIME           150
#define MUZZLE_FLASH_TIME   30
#define SINK_TIME           1000        // time for fragments to sink into ground before going away
#define REWARD_TIME         3000

#define PRONE_TIME          500

#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 // JPW NERVE was 1024

#define STAT_MINUS          10  // num frame for '-' stats digit

#define ICON_SIZE           48
#define CHAR_WIDTH          32
#define CHAR_HEIGHT         48
#define TEXT_ICON_SPACE     4

#define TEAMCHAT_WIDTH      70
#define TEAMCHAT_HEIGHT     8

#define NOTIFY_WIDTH        80
#define NOTIFY_HEIGHT       5

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

#define NUM_CROSSHAIRS      10

// Ridah, trails
#define STYPE_STRETCH   0
#define STYPE_REPEAT    1

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

// OSP
// Autoaction values
#define AA_DEMORECORD   0x01
#define AA_SCREENSHOT   0x02
#define AA_STATSDUMP    0x04

// Cursor
#define CURSOR_OFFSETX  13
#define CURSOR_OFFSETY  12

// Demo controls
#define DEMO_THIRDPERSONUPDATE  0
#define DEMO_RANGEDELTA         6
#define DEMO_ANGLEDELTA         4

// MV overlay
#define MVINFO_TEXTSIZE     10
#define MVINFO_RIGHT        640 - 3
#define MVINFO_TOP          100

#define MAX_WINDOW_COUNT        10
#define MAX_WINDOW_LINES        64

#define MAX_STRINGS             80
#define MAX_STRING_POOL_LENGTH  128

#define WINDOW_FONTWIDTH    8       // For non-true-type: width to scale from
#define WINDOW_FONTHEIGHT   8       // For non-true-type: height to scale from

#define WID_NONE            0x00    // General window
#define WID_STATS           0x01    // Stats (reusable due to scroll effect)
#define WID_TOPSHOTS        0x02    // Top/Bottom-shots
#define WID_MOTD            0x04    // MOTD
//#define WID_DEMOHELP		0x08	// Demo key control info
//#define WID_SPECHELP		0x10	// MV spectator key control info

#define WFX_TEXTSIZING      0x01    // Size the window based on text/font setting
#define WFX_FLASH           0x02    // Alternate between bg and b2 every half second
#define WFX_TRUETYPE        0x04    // Use truetype fonts for text
#define WFX_MULTIVIEW       0x08    // Multiview window
// These need to be last
#define WFX_FADEIN          0x10    // Fade the window in (and back out when closing)
#define WFX_SCROLLUP        0x20    // Scroll window up from the bottom (and back down when closing)
#define WFX_SCROLLDOWN      0x40    // Scroll window down from the top (and back up when closing)
#define WFX_SCROLLLEFT      0x80    // Scroll window in from the left (and back right when closing)
#define WFX_SCROLLRIGHT     0x100   // Scroll window in from the right (and back left when closing)

#define WSTATE_COMPLETE     0x00    // Window is up with startup effects complete
#define WSTATE_START        0x01    // Window is "initializing" w/effects
#define WSTATE_SHUTDOWN     0x02    // Window is shutting down with effects
#define WSTATE_OFF          0x04    // Window is completely shutdown

#define MV_PID              0x00FF  // Bits available for player IDs for MultiView windows
#define MV_SELECTED         0x0100  // MultiView selected window flag is the 9th bit

typedef struct {
	vec4_t colorBorder;         // Window border color
	vec4_t colorBackground;     // Window fill color
	vec4_t colorBackground2;    // Window fill color2 (for flashing)
	int curX;                   // Scrolling X position
	int curY;                   // Scrolling Y position
	int effects;                // Window effects
	int flashMidpoint;          // Flashing transition point (in ms)
	int flashPeriod;            // Background flashing period (in ms)
	int fontHeight;             // For non-truetype font drawing
	float fontScaleX;           // Font scale factor
	float fontScaleY;           // Font scale factor
	int fontWidth;              // For non-truetype font drawing
	float h;                    // Height
	int id;                     // Window ID for special handling (i.e. stats, motd, etc.)
	qboolean inuse;             // Activity flag
	int lineCount;              // Number of lines to display
	int lineHeight[MAX_WINDOW_LINES];   // Height property for each line
	char *lineText[MAX_WINDOW_LINES];   // Text info
	float m_x;                  // Mouse X position
	float m_y;                  // Mouse Y position
	int mvInfo;                 // lower 8 = player id, 9 = is_selected
	int targetTime;             // Time to complete any defined effect
	int state;                  // Current state of the window
	int time;                   // Current window time
	float w;                    // Width
	float x;                    // Target x-coordinate
								//    negative values will align the window from the right minus the (window width + offset(x))
	float y;                    // Target y-coordinate
								//    negative values will align the window from the bottom minus the (window height + offset(y))
} cg_window_t;

typedef struct {
	qboolean fActive;
	char str[MAX_STRING_POOL_LENGTH];
} cg_string_t;

typedef struct {
	int activeWindows[MAX_WINDOW_COUNT];                // List of active windows
	int numActiveWindows;                               // Number of active windows in use
	cg_window_t window[MAX_WINDOW_COUNT];           // Static allocation of all windows
} cg_windowHandler_t;

typedef struct {
	int pID;                    // Player ID
	int classID;                // Player's current class
	int width;                  // Width of text box
	char info[8];               // On-screen info (w/color coding)
	qboolean fActive;           // Overlay element is active
	cg_window_t *w;         // Window handle (may be NULL)
} cg_mvinfo_t;
// OSP




// START Mad Doc - TDF
#define NUM_OVERLAY_FACES 1
// END Mad Doc - TDF

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

// 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
	qhandle_t oldFrameModel;

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

	float backlerp;

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

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


	// Ridah, variable speed anims
	vec3_t oldFramePos;
	float animSpeedScale;
	int oldFrameSnapshotTime;
	headAnimation_t *headAnim;
	// done.

} lerpFrame_t;

typedef struct {
	lerpFrame_t legs, torso;
	lerpFrame_t head;
	lerpFrame_t weap;       //----(SA)	autonomous weapon animations
	lerpFrame_t hudhead;

	int painTime;
	int painDuration;
	int painDirection;              // flip from 0 to 1
	int painAnimTorso;
	int painAnimLegs;
	int lightningFiring;

	// Ridah, so we can do fast tag grabbing
	refEntity_t bodyRefEnt, headRefEnt, gunRefEnt;
	int gunRefEntFrame;

	float animSpeed;            // for manual adjustment

	int lastFiredWeaponTime;
	int weaponFireTime;
} playerEntity_t;

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

typedef struct tag_s {
	vec3_t origin;
	vec3_t axis[3];
} tag_t;


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

	int muzzleFlashTime;                // move to playerEntity?
	int overheatTime;
	int previousEvent;
	int previousEventSequence;              // Ridah
	int teleportFlag;

	int trailTime;                  // so missile trails can handle dropped initial packets
	int miscTime;
	int soundTime;                  // ydnar: so looping sounds can start when triggered

	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;

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

	vec3_t lastLerpAngles;          // (SA) for remembering the last position when a state changes
	vec3_t lastLerpOrigin;          // Gordon: Added for linked trains player adjust prediction

	// Ridah, trail effects
	int headJuncIndex, headJuncIndex2;
	int lastTrailTime;
	// done.

	// Ridah
	vec3_t fireRiseDir;             // if standing still this will be up, otherwise it'll point away from movement dir
	int lastFuseSparkTime;

	// client side dlights
	int dl_frame;
	int dl_oldframe;
	float dl_backlerp;
	int dl_time;
	char dl_stylestring[64];
	int dl_sound;
	int dl_atten;

	lerpFrame_t lerpFrame;      //----(SA)	added
	vec3_t highlightOrigin;             // center of the geometry.  for things like corona placement on treasure
	qboolean usehighlightOrigin;

	refEntity_t refEnt;
	int processedFrame;                 // frame we were last added to the scene

	int voiceChatSprite;                    // DHM - Nerve
	int voiceChatSpriteTime;                // DHM - Nerve

	// item highlighting
	int highlightTime;
	qboolean highlighted;

	// spline stuff
	vec3_t origin2;
	splinePath_t*   backspline;
	float backdelta;
	qboolean back;
	qboolean moving;


	int tankframe;
	int tankparent;
	tag_t mountedMG42Base;
	tag_t mountedMG42Nest;
	tag_t mountedMG42;
	tag_t mountedMG42Player;
	tag_t mountedMG42Flash;

	qboolean akimboFire;

	// Gordon: tagconnect cleanup..
	int tagParent;
	char tagName[MAX_QPATH];
} centity_t;


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

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

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

	int duration;           // Ridah
} markPoly_t;

//----(SA)	moved in from cg_view.c
typedef enum {
	ZOOM_NONE,
	ZOOM_BINOC,
	ZOOM_SNIPER,
	ZOOM_SNOOPER,
	ZOOM_FG42SCOPE,
	ZOOM_MG42,
	ZOOM_MAX_ZOOMS
} EZoom_t;

typedef enum {
	ZOOM_OUT,   // widest angle
	ZOOM_IN // tightest angle (approaching 0)
} EZoomInOut_t;

extern float zoomTable[ZOOM_MAX_ZOOMS][2];

//----(SA)	end

typedef enum {
	LE_MARK,
	LE_EXPLOSION,
	LE_SPRITE_EXPLOSION,
	LE_FRAGMENT,
	LE_MOVE_SCALE_FADE,
	LE_FALL_SCALE_FADE,
	LE_FADE_RGB,
	LE_SCALE_FADE,
	LE_SPARK,
	LE_DEBRIS,
	LE_BLOOD,
	LE_FUSE_SPARK,
//	LE_ZOMBIE_SPIRIT,
//	LE_ZOMBIE_BAT,
	LE_MOVING_TRACER,
	LE_EMITTER
} 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_NOFADEALPHA     = 0x0004           // Ridah, sparks
	,LEF_SMOKING         = 0x0008           // (SA) smoking
	,LEF_TUMBLE_SLOW     = 0x0010           // slow down tumble on hitting ground
} leFlag_t;

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

typedef enum {
	LEBS_NONE,
	LEBS_BLOOD,
	LEBS_ROCK,
	LEBS_WOOD,
	LEBS_BRASS,
	LEBS_METAL,
	LEBS_BONE
} leBounceSoundType_t;  // fragment local entities can make sounds on impacts

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

	int startTime;
	int endTime;
	int fadeInTime;

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

	trajectory_t pos;
	trajectory_t angles;

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

	float color[4];

	float radius;

	float light;
	vec3_t lightColor;

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

	refEntity_t refEntity;

	// Ridah
	int lightOverdraw;
	int lastTrailTime;
	int headJuncIndex, headJuncIndex2;
	float effectWidth;
	int effectFlags;
	struct localEntity_s    *chain;     // used for grouping entities (like for flamethrower junctions)
	int onFireStart, onFireEnd;
	int ownerNum;
	int lastSpiritDmgTime;

	int loopingSound;

	int breakCount;                     // break-up this many times before we can break no more
	float sizeScale;
	// done.

} localEntity_t;

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


typedef struct {
	int client;
	int score;
	int ping;
	int time;
	int powerUps;
	int team;
	int playerClass;                    // NERVE - SMF
	int respawnsLeft;                   // NERVE - SMF
} score_t;

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

	int clientNum;

	char name[MAX_QPATH];
	char cleanname[MAX_QPATH];
	team_t team;

	int botSkill;                   // 0 = not bot, 1-5 = bot
	int score;                      // updated by score servercmds
	int location[2];                // location in 2d for team mode
	int health;                     // you only get this info about your teammates
	int curWeapon;
	int powerups;                   // so can display quad/flag status
	int breathPuffTime;
	int cls;
	int blinkTime;              //----(SA)

	int handshake;
	int rank;
	qboolean ccSelected;
	int fireteam;
	int medals[SK_NUM_SKILLS];
	int skill[SK_NUM_SKILLS];
	int skillpoints[SK_NUM_SKILLS];             // filled OOB by +wstats

	char disguiseName[MAX_QPATH];
	int disguiseRank;

	int weapon;
	int secondaryweapon;
	int latchedweapon;

	int refStatus;

	bg_character_t  *character;

	// Gordon: caching fireteam pointer here, better than trying to work it out all the time
	fireteamData_t* fireteamData;

	// Gordon: for fireteams, has been selected
	qboolean selected;

	// Gordon: Intermission stats
	int totalWeapAcc;
	int kills;
	int deaths;

	// OSP - per client MV ps info
	int ammo;
	int ammoclip;
	int chargeTime;
	qboolean fCrewgun;
	int cursorHint;
	int grenadeTimeLeft;                // Actual time remaining
	int grenadeTimeStart;               // Time trigger base to compute TimeLeft
	int hintTime;
	int sprintTime;
	int weapHeat;
	int weaponState;
	int weaponState_last;
} clientInfo_t;

typedef enum {
	W_PART_1,
	W_PART_2,
	W_PART_3,
	W_PART_4,
	W_PART_5,
	W_PART_6,
	W_PART_7,
	W_MAX_PARTS
} barrelType_t;

typedef enum {
	W_TP_MODEL,         //	third person model
	W_FP_MODEL,         //	first person model
	W_PU_MODEL,         //	pickup model
	W_NUM_TYPES
} modelViewType_t;

typedef struct partModel_s {
	char tagName[MAX_QPATH];
	qhandle_t model;
	qhandle_t skin[3];              // 0: neutral, 1: axis, 2: allied
} partModel_t;

typedef struct weaponModel_s {
	qhandle_t model;
	qhandle_t skin[3];              // 0: neutral, 1: axis, 2: allied
} weaponModel_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;

	animation_t weapAnimations[MAX_WP_ANIMATIONS];

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

	qhandle_t standModel;               // not drawn.  tags used for positioning weapons for pickup
	qboolean droppedAnglesHack;

	weaponModel_t weaponModel[W_NUM_TYPES];
	partModel_t partModels[W_NUM_TYPES][W_MAX_PARTS];
	qhandle_t flashModel[W_NUM_TYPES];
	qhandle_t modModels[6];         // like the scope for the rifles

	vec3_t flashDlightColor;
	sfxHandle_t flashSound[4];          // fast firing weapons randomly choose
	sfxHandle_t flashEchoSound[4];      //----(SA)	added - distant gun firing sound
	sfxHandle_t lastShotSound[4];       // sound of the last shot can be different (mauser doesn't have bolt action on last shot for example)

	qhandle_t weaponIcon[2];            //----(SA)	[0] is weap icon, [1] is highlight icon
	qhandle_t ammoIcon;

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

	void ( *ejectBrassFunc )( centity_t * );

	sfxHandle_t readySound;             // an amibient sound the weapon makes when it's /not/ firing
	sfxHandle_t firingSound;
	sfxHandle_t overheatSound;
	sfxHandle_t reloadSound;
	sfxHandle_t reloadFastSound;

	sfxHandle_t spinupSound;        //----(SA)	added // sound started when fire button goes down, and stepped on when the first fire event happens
	sfxHandle_t spindownSound;      //----(SA)	added // sound called if the above is running but player doesn't follow through and fire

	sfxHandle_t switchSound;
} 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 icons[MAX_ITEM_ICONS];
} itemInfo_t;


typedef struct {
	int itemNum;
} powerupInfo_t;

#define MAX_VIEWDAMAGE  8
typedef struct {
	int damageTime, damageDuration;
	float damageX, damageY, damageValue;
} viewDamage_t;

#define MAX_REWARDSTACK     5

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

// 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_SPAWN_VARS          64
#define MAX_SPAWN_VARS_CHARS    2048


#define MAX_SPAWNPOINTS 32
#define MAX_SPAWNDESC   128

#define MAX_BUFFERED_SOUNDSCRIPTS 16

#define MAX_SOUNDSCRIPT_SOUNDS 16

typedef struct soundScriptHandle_s {
	char filename[MAX_QPATH];
	sfxHandle_t sfxHandle;
} soundScriptHandle_t;

typedef struct soundScriptSound_s {
	soundScriptHandle_t sounds[MAX_SOUNDSCRIPT_SOUNDS];

	int numsounds;
	int lastPlayed;

	struct soundScriptSound_s   *next;
} soundScriptSound_t;

typedef struct soundScript_s
{
	int index;
	char name[MAX_QPATH];
	int channel;
	int attenuation;
	qboolean streaming;
	qboolean looping;
	qboolean random;    // TODO
	int numSounds;
	soundScriptSound_t  *soundList;         // pointer into the global list of soundScriptSounds (defined below)

	struct soundScript_s    *nextHash;      // next soundScript in our hashTable list position
} soundScript_t;

typedef struct {
	int x, y, z;
	int yaw;
	int data;
	char type;
//	int				status;

//	qboolean		selected;

	vec2_t transformed;
	vec2_t automapTransformed;

	team_t team;
} mapEntityData_t;

// START	xkan, 8/29/2002
// the most buddies we can have
#define MAX_NUM_BUDDY  6
// END		xkan, 8/29/2002

typedef enum {
	SHOW_OFF,
	SHOW_SHUTDOWN,
	SHOW_ON
} showView_t;

void CG_ParseMapEntityInfo( int axis_number, int allied_number );

#define MAX_BACKUP_STATES ( CMD_BACKUP + 2 )

typedef struct {
	int clientFrame;                // incremented each frame

	int clientNum;
	int xp;
	int xpChangeTime;

	qboolean demoPlayback;
	qboolean loading;               // don't defer players at initial startup
	qboolean intermissionStarted;       // don't play voice rewards, because game will end shortly

	// there are only one or two snapshot_t that are relevent at a time
	int latestSnapshotNum;          // the number of snapshots the client system has received
	int latestSnapshotTime;         // the time from latestSnapshotNum, so we don't need to read the snapshot yet

	snapshot_t  *snap;              // cg.snap->serverTime <= cg.time
	snapshot_t  *nextSnap;          // cg.nextSnap->serverTime > cg.time, or NULL
	snapshot_t activeSnapshots[2];

	float frameInterpolation;       // (float)( cg.time - cg.frame->serverTime ) / (cg.nextFrame->serverTime - cg.frame->serverTime)

	qboolean thisFrameTeleport;
	qboolean nextFrameTeleport;

	int frametime;              // cg.time - cg.oldTime

	int time;                   // this is the time value that the client
								// is rendering at.
	int oldTime;                // time at last frame, used for missile trails and prediction checking

	int physicsTime;            // either cg.snap->time or cg.nextSnap->time

	int timelimitWarnings;          // 5 min, 1 min, overtime

	qboolean mapRestart;            // set on a map restart to set back the weapon

	qboolean renderingThirdPerson;          // during deaths, chasecams, etc

	// prediction state
	qboolean hyperspace;                // true if prediction has hit a trigger_teleport
	playerState_t predictedPlayerState;
	centity_t predictedPlayerEntity;
	qboolean validPPS;                  // clear until the first call to CG_PredictPlayerState
	int predictedErrorTime;
	vec3_t predictedError;

	int eventSequence;
	int predictableEvents[MAX_PREDICTED_EVENTS];

	float stepChange;                   // for stair up smoothing
	int stepTime;

	float duckChange;                   // for duck viewheight smoothing
	int duckTime;

	float landChange;                   // for landing hard
	int landTime;

	// input state sent to server
	int weaponSelect;

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

	// view rendering
	refdef_t refdef;
	vec3_t refdefViewAngles;            // will be converted to refdef.viewaxis

	// zoom key
	qboolean zoomed;
	qboolean zoomedBinoc;
	int zoomedScope;            //----(SA)	changed to int
	int zoomTime;
	float zoomSensitivity;
	float zoomval;


	// information screen text during loading
	char infoScreenText[MAX_STRING_CHARS];

	// scoreboard
	int scoresRequestTime;
	int numScores;
	int selectedScore;
	int teamScores[2];
	int teamPlayers[TEAM_NUM_TEAMS];         // JPW NERVE for scoreboard
	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

	//qboolean	showItems;
	//int			itemFadeTime;

	qboolean lightstylesInited;

	// centerprinting
	int centerPrintTime;
	int centerPrintCharWidth;
	int centerPrintY;
	char centerPrint[1024];
	int centerPrintLines;
	int centerPrintPriority;                    // NERVE - SMF

	// fade in/out
	int fadeTime;
	float fadeRate;
	vec4_t fadeColor1;
	vec4_t fadeColor2;

	// game stats
	int exitStatsTime;
	int exitStatsFade;

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

	// kill timers for carnage reward
	int lastKillTime;

	// crosshair client ID
	int crosshairClientNum;
	int crosshairClientTime;

	qboolean crosshairNotLookingAtClient;
	int crosshairSPClientTime;
	int crosshairVerticalShift;
	qboolean crosshairClientNoShoot;
	qboolean crosshairTerrain;

	int teamFirstBlood;                     // 0: allies 1: axis -1: nobody
	int teamWonRounds[2];

	qboolean filtercams;

	int crosshairPowerupNum;
	int crosshairPowerupTime;

//	int			identifyClientNum;			// NERVE - SMF
//	int			identifyClientHealth;		// NERVE - SMF
	int identifyClientRequest;              // NERVE - SMF

//----(SA)	added
	// cursorhints
	int cursorHintIcon;
	int cursorHintTime;
	int cursorHintFade;
	int cursorHintValue;
//----(SA)	end

	// powerup active flashing
	int powerupActive;
	int powerupTime;

	// attacking player
	int attackerTime;
	int voiceTime;

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

	// 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
	viewDamage_t viewDamage[MAX_VIEWDAMAGE];
	float damageTime;           // last time any kind of damage was recieved
	int damageIndex;            // slot that was filled in
	float damageX, damageY, damageValue;

	int grenLastTime;

	int switchbackWeapon;
	int lastFiredWeapon;
	int lastFiredWeaponTime;
	int painTime;
	int weaponFireTime;
	int nextIdleTime;
	int lastIdleTimeEnd;
	int idleAnim;
	int lastWeapSelInBank[MAX_WEAP_BANKS_MP];           // remember which weapon was last selected in a bank for 'weaponbank' commands //----(SA)	added
// JPW FIXME NOTE: max_weap_banks > max_weap_banks_mp so this should be OK, but if that changes, change this too

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

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

	vec3_t kick_angles;         // weapon kicks
	vec3_t kick_origin;

	// RF, view flames when getting burnt
	int v_fireTime, v_noFireTime;
	vec3_t v_fireRiseDir;

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

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

	// RF, new kick angles
	vec3_t kickAVel;            // for damage feedback, weapon recoil, etc
								// This is the angular velocity, to give a smooth
								// rotational feedback, rather than sudden jerks
	vec3_t kickAngles;          // for damage feedback, weapon recoil, etc
								// NOTE: this is not transmitted through MSG.C stream
								// since weapon kicks are client-side, and damage feedback
								// is rare enough that we can transmit that as an event
	float recoilPitch, recoilPitchAngle;

	// Duffy
	qboolean cameraMode;        // if rendering from a camera
	// Duffy end

	// NERVE - SMF - Objective info display
	qboolean limboMenu;

	int oidTeam;
	int oidPrintTime;
	int oidPrintCharWidth;
	int oidPrintY;
	char oidPrint[1024];
	int oidPrintLines;

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

	int newCrosshairIndex;
	qhandle_t crosshairShaderAlt[NUM_CROSSHAIRS];

	int cameraShakeTime;
	float cameraShakePhase;
	float cameraShakeScale;
	float cameraShakeLength;

	qboolean latchAutoActions;
	qboolean latchVictorySound;
	// -NERVE - SMF

	// spawn variables
	qboolean spawning;                  // the CG_Spawn*() functions are valid
	int numSpawnVars;
	char        *spawnVars[MAX_SPAWN_VARS][2];  // key / value pairs
	int numSpawnVarChars;
	char spawnVarChars[MAX_SPAWN_VARS_CHARS];

	vec2_t mapcoordsMins;
	vec2_t mapcoordsMaxs;
	vec2_t mapcoordsScale;
	qboolean mapcoordsValid;


	int numMiscGameModels;


	qboolean showCampaignBriefing;
	qboolean showGameView;
	qboolean showFireteamMenu;

	char spawnPoints[MAX_SPAWNPOINTS][MAX_SPAWNDESC];
	vec3_t spawnCoordsUntransformed[MAX_SPAWNPOINTS];
	vec3_t spawnCoords[MAX_SPAWNPOINTS];
	team_t spawnTeams[MAX_SPAWNPOINTS];
	team_t spawnTeams_old[MAX_SPAWNPOINTS];
	int spawnTeams_changeTime[MAX_SPAWNPOINTS];
	int spawnPlayerCounts[MAX_SPAWNPOINTS];
	int spawnCount;
	int selectedSpawnPoint;

	cg_string_t aStringPool[MAX_STRINGS];
	int demohelpWindow;
	cg_window_t         *motdWindow;
	cg_window_t         *msgWstatsWindow;
	cg_window_t         *msgWtopshotsWindow;
	int mv_cnt;                                 // Number of active MV windows
	int mvClientList;                           // Cached client listing of who is merged
	cg_window_t         *mvCurrentActive;       // Client ID of current active window (-1 = none)
	cg_window_t         *mvCurrentMainview;     // Client ID used in the main display (should always be set if mv_cnt > 0)
	cg_mvinfo_t mvOverlay[MAX_MVCLIENTS];        // Cached info for MV overlay
	int mvTeamList[TEAM_NUM_TEAMS][MAX_MVCLIENTS];
	int mvTotalClients;                         // Total # of clients available for MV processing
	int mvTotalTeam[TEAM_NUM_TEAMS];
	refdef_t            *refdef_current;        // Handling of some drawing elements for MV
	qboolean showStats;
	int spechelpWindow;
	int statsRequestTime;
	cg_window_t         *statsWindow;
	int topshotsRequestTime;
	cg_window_t         *topshotsWindow;
	cg_window_t         *windowCurrent;         // Current window to update.. a bit of a hack :p
	cg_windowHandler_t winHandler;
	vec4_t xhairColor;
	vec4_t xhairColorAlt;

	// Arnout: allow overriding of countdown sounds
	char fiveMinuteSound_g[MAX_QPATH];
	char fiveMinuteSound_a[MAX_QPATH];
	char twoMinuteSound_g[MAX_QPATH];
	char twoMinuteSound_a[MAX_QPATH];
	char thirtySecondSound_g[MAX_QPATH];
	char thirtySecondSound_a[MAX_QPATH];

	pmoveExt_t pmext;

	int numOIDtriggers2;
	char oidTriggerInfoAllies[MAX_OID_TRIGGERS][256];
	char oidTriggerInfoAxis[MAX_OID_TRIGGERS][256];

	int ltChargeTime[2];
	int soldierChargeTime[2];
	int engineerChargeTime[2];
	int medicChargeTime[2];
	int covertopsChargeTime[2];
	// START	xkan, 8/29/2002
	// which bots are currently selected
	int selectedBotClientNumber[MAX_NUM_BUDDY];
	// END		xkan, 8/29/2002
	int binocZoomTime;
	int limboEndCinematicTime;
	int proneMovingTime;
	fireteamData_t fireTeams[32];

	// TAT 10/23/2002
	//		For the bot hud, we keep a bit mask for which bot_action icons to show
	int botMenuIcons;
	//		And we need to know which one is the selected one
	int botSelectedCommand;

	// START Mad Doc - TDF
	int orderFade;
	int orderTime;
	// END Mad Doc - TDF

	centity_t   *satchelCharge;

	playerState_t backupStates[MAX_BACKUP_STATES];
	int backupStateTop;
	int backupStateTail;
	int lastPredictedCommand;
	int lastPhysicsTime;

	qboolean skyboxEnabled;
	vec3_t skyboxViewOrg;
	vec_t skyboxViewFov;

	vec3_t tankflashorg;

	qboolean editingSpeakers;

	qboolean serverRespawning;

	// mortar hud
	vec2_t mortarFireAngles;
	int mortarImpactTime;
	vec3_t mortarImpactPos;
	qboolean mortarImpactOutOfMap;

	// artillery requests
	vec3_t artilleryRequestPos[MAX_CLIENTS];
	int artilleryRequestTime[MAX_CLIENTS];

	soundScript_t*  bufferSoundScripts[MAX_BUFFERED_SOUNDSCRIPTS];
	int bufferedSoundScriptEndTime;
	int numbufferedSoundScripts;

	char objMapDescription_Axis[384];
	char objMapDescription_Allied[384];
	char objMapDescription_Neutral[384];
	char objDescription_Axis[MAX_OBJECTIVES][256];
	char objDescription_Allied[MAX_OBJECTIVES][256];

	int waterundertime;
} cg_t;

#define NUM_FUNNEL_SPRITES  21

#define MAX_LOCKER_DEBRIS   5

// 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;
	// JOSEPH 4-17-00
	qhandle_t menucharsetShader;
	// END JOSEPH
	qhandle_t charsetProp;
	qhandle_t charsetPropGlow;
	qhandle_t charsetPropB;
	qhandle_t whiteShader;

	qhandle_t armorModel;

// JPW NERVE
	qhandle_t hudSprintBar;
	qhandle_t hudAxisHelmet;
	qhandle_t hudAlliedHelmet;
	qhandle_t redColorBar;
	qhandle_t blueColorBar;
// jpw
	qhandle_t teamStatusBar;

	qhandle_t deferShader;

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

	// debris
	qhandle_t debBlock[6];
	qhandle_t debRock[3];
	qhandle_t debFabric[3];
	qhandle_t debWood[6];

	qhandle_t targetEffectExplosionShader;

	qhandle_t machinegunBrassModel;
	qhandle_t panzerfaustBrassModel;    //----(SA)	added

	// Rafael
	qhandle_t smallgunBrassModel;

	qhandle_t shotgunBrassModel;

	qhandle_t railRingsShader;
	qhandle_t railCoreShader;
	qhandle_t ropeShader;

	qhandle_t lightningShader;

	qhandle_t friendShader;

	qhandle_t spawnInvincibleShader;
	qhandle_t scoreEliminatedShader;

	qhandle_t medicReviveShader;
	qhandle_t voiceChatShader;
	qhandle_t balloonShader;
	qhandle_t objectiveShader;

	qhandle_t vehicleShader;
	qhandle_t destroyShader;

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

	qhandle_t reticleShader;
	qhandle_t reticleShaderSimple;
	qhandle_t snooperShader;
//	qhandle_t	snooperShaderSimple;
	qhandle_t binocShader;
	qhandle_t binocShaderSimple;
// JPW NERVE
	qhandle_t fleshSmokePuffShader;   // JPW NERVE for bullet hit flesh smoke puffs
	qhandle_t nerveTestShader;
	qhandle_t idTestShader;
	qhandle_t hud1Shader;
	qhandle_t hud2Shader;
	qhandle_t hud3Shader;
	qhandle_t hud4Shader;
	qhandle_t hud5Shader;
// jpw
	qhandle_t smokePuffShader;
	qhandle_t smokePuffRageProShader;
	qhandle_t shotgunSmokePuffShader;
	qhandle_t waterBubbleShader;
	qhandle_t bloodTrailShader;

//	qhandle_t	nailPuffShader;

//----(SA)	cursor hints
	// would be nice to specify these in the menu scripts instead of permanent handles...
	qhandle_t usableHintShader;
	qhandle_t notUsableHintShader;
	qhandle_t doorHintShader;
	qhandle_t doorRotateHintShader;
	qhandle_t doorLockHintShader;
	qhandle_t doorRotateLockHintShader;
	qhandle_t mg42HintShader;
	qhandle_t breakableHintShader;
	qhandle_t chairHintShader;
	qhandle_t alarmHintShader;
	qhandle_t healthHintShader;
	qhandle_t treasureHintShader;
	qhandle_t knifeHintShader;
	qhandle_t ladderHintShader;
	qhandle_t buttonHintShader;
	qhandle_t waterHintShader;
	qhandle_t cautionHintShader;
	qhandle_t dangerHintShader;
	qhandle_t secretHintShader;
	qhandle_t qeustionHintShader;
	qhandle_t exclamationHintShader;
	qhandle_t clipboardHintShader;
	qhandle_t weaponHintShader;
	qhandle_t ammoHintShader;
	qhandle_t armorHintShader;
	qhandle_t powerupHintShader;
	qhandle_t holdableHintShader;
	qhandle_t inventoryHintShader;

	qhandle_t hintPlrFriendShader;
	qhandle_t hintPlrNeutralShader;
	qhandle_t hintPlrEnemyShader;
	qhandle_t hintPlrUnknownShader;

	// DHM - Nerve :: Multiplayer hints
	qhandle_t buildHintShader;
	qhandle_t disarmHintShader;
	qhandle_t reviveHintShader;
	qhandle_t dynamiteHintShader;
	// dhm - end


	qhandle_t tankHintShader;
	qhandle_t satchelchargeHintShader;
	qhandle_t uniformHintShader;
	qhandle_t waypointAttackShader;
	qhandle_t waypointDefendShader;
	qhandle_t waypointRegroupShader;
	// TAT 8/29/2002 - a shader for the bot indicator
	qhandle_t waypointBotShader;
	//		for a queued bot order (Listen Up/Go Go Go)
	qhandle_t waypointBotQueuedShader;
	qhandle_t waypointCompassAttackShader;
	qhandle_t waypointCompassDefendShader;
	qhandle_t waypointCompassRegroupShader;
	qhandle_t commandCentreWoodShader;
	qhandle_t commandCentreMapShader[MAX_COMMANDMAP_LAYERS];
	qhandle_t commandCentreMapShaderTrans[MAX_COMMANDMAP_LAYERS];
	qhandle_t commandCentreAutomapShader[MAX_COMMANDMAP_LAYERS];
	qhandle_t commandCentreAutomapMaskShader;
	qhandle_t commandCentreAutomapBorderShader;
	qhandle_t commandCentreAutomapBorder2Shader;
	qhandle_t commandCentreAutomapCornerShader;
	qhandle_t commandCentreAxisMineShader;
	qhandle_t commandCentreAlliedMineShader;
	qhandle_t commandCentreSpawnShader[2];

	// Mad Doc - TDF
	qhandle_t ingameAutomapBackground;

	qhandle_t landmineHintShader;
	qhandle_t compassConstructShader;
	qhandle_t compassDestroyShader;
	qhandle_t buddyShader;
	qhandle_t hudBorderVert;
	qhandle_t hudBorderVert2;

	qhandle_t waypointMarker;

	qhandle_t slashShader;
	qhandle_t compassShader;
	qhandle_t compass2Shader;

	// Rafael
	qhandle_t snowShader;
	qhandle_t oilParticle;
	qhandle_t oilSlick;
	// done.

	// Rafael - cannon
	qhandle_t smokePuffShaderdirty;
	qhandle_t smokePuffShaderb1;
	qhandle_t smokePuffShaderb2;
	qhandle_t smokePuffShaderb3;
	qhandle_t smokePuffShaderb4;
	qhandle_t smokePuffShaderb5;
	// done

	// Rafael - blood pool
	qhandle_t bloodPool;

	// Ridah, viewscreen blood animation
	qhandle_t viewBloodAni[5];
	qhandle_t viewFlashBlood;
	qhandle_t viewFlashFire[16];
	// done

	// Rafael shards
	qhandle_t shardGlass1;
	qhandle_t shardGlass2;
	qhandle_t shardWood1;
	qhandle_t shardWood2;
	qhandle_t shardMetal1;
	qhandle_t shardMetal2;
//	qhandle_t	shardCeramic1;
//	qhandle_t	shardCeramic2;
	// done

	qhandle_t shardRubble1;
	qhandle_t shardRubble2;
	qhandle_t shardRubble3;


	qhandle_t shardJunk[MAX_LOCKER_DEBRIS];

	qhandle_t numberShaders[11];

	qhandle_t shadowFootShader;
	qhandle_t shadowTorsoShader;

	// wall mark shaders
	qhandle_t wakeMarkShader;
	qhandle_t wakeMarkShaderAnim;
	qhandle_t bloodMarkShaders[5];
	qhandle_t bloodDotShaders[5];
	qhandle_t bulletMarkShader;
	qhandle_t bulletMarkShaderMetal;
	qhandle_t bulletMarkShaderWood;
	qhandle_t bulletMarkShaderGlass;
	qhandle_t burnMarkShader;

	qhandle_t flamebarrel;
	qhandle_t mg42muzzleflash;

	qhandle_t waterSplashModel;
	qhandle_t waterSplashShader;

	qhandle_t thirdPersonBinocModel;    //----(SA)	added

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

	// special effects models
	qhandle_t teleportEffectModel;
	qhandle_t teleportEffectShader;

	// Ridah
	qhandle_t bloodCloudShader;
	qhandle_t sparkParticleShader;
	qhandle_t smokeTrailShader;
	qhandle_t fireTrailShader;
	//qhandle_t	lightningBoltShader;
	qhandle_t flamethrowerFireStream;
	qhandle_t flamethrowerBlueStream;
	qhandle_t flamethrowerFuelStream;
	qhandle_t flamethrowerFuelShader;
	qhandle_t onFireShader, onFireShader2;
	qhandle_t viewFadeBlack;
	qhandle_t sparkFlareShader;
	qhandle_t funnelFireShader[NUM_FUNNEL_SPRITES];
	qhandle_t spotLightShader;
	qhandle_t spotLightBeamShader;
	qhandle_t bulletParticleTrailShader;
	qhandle_t smokeParticleShader;

	// DHM - Nerve :: bullet hitting dirt
	qhandle_t dirtParticle1Shader;
	qhandle_t dirtParticle2Shader;
	qhandle_t dirtParticle3Shader;

	qhandle_t genericConstructionShader;
	//qhandle_t	genericConstructionShaderBrush;
	//qhandle_t	genericConstructionShaderModel;
	qhandle_t alliedUniformShader;
	qhandle_t axisUniformShader;

	sfxHandle_t sfx_artilleryExp[3];
	sfxHandle_t sfx_artilleryDist;

	sfxHandle_t sfx_airstrikeExp[3];
	sfxHandle_t sfx_airstrikeDist;

	// sounds
	sfxHandle_t noFireUnderwater;
	sfxHandle_t selectSound;
	sfxHandle_t landHurt;

	sfxHandle_t footsteps[FOOTSTEP_TOTAL][4];
	sfxHandle_t sfx_rockexp;
	sfxHandle_t sfx_rockexpDist;
	sfxHandle_t sfx_rockexpWater;
	sfxHandle_t sfx_satchelexp;
	sfxHandle_t sfx_satchelexpDist;
	sfxHandle_t sfx_landmineexp;
	sfxHandle_t sfx_landmineexpDist;
	sfxHandle_t sfx_mortarexp[4];
	sfxHandle_t sfx_mortarexpDist;
	sfxHandle_t sfx_grenexp;
	sfxHandle_t sfx_grenexpDist;
	sfxHandle_t sfx_brassSound[BRASSSOUND_MAX][3];
	sfxHandle_t sfx_rubbleBounce[3];

	sfxHandle_t sfx_bullet_fleshhit[5];
	sfxHandle_t sfx_bullet_metalhit[5];
	sfxHandle_t sfx_bullet_woodhit[5];
	sfxHandle_t sfx_bullet_glasshit[5];
	sfxHandle_t sfx_bullet_stonehit[5];
	sfxHandle_t sfx_bullet_waterhit[5];

	sfxHandle_t sfx_dynamiteexp;
	sfxHandle_t sfx_dynamiteexpDist;
	sfxHandle_t sfx_spearhit;
	sfxHandle_t sfx_knifehit[5];
	sfxHandle_t gibSound;
	sfxHandle_t noAmmoSound;
	sfxHandle_t landSound[FOOTSTEP_TOTAL];

	sfxHandle_t fiveMinuteSound_g, fiveMinuteSound_a;
	sfxHandle_t twoMinuteSound_g, twoMinuteSound_a;
	sfxHandle_t thirtySecondSound_g, thirtySecondSound_a;

	sfxHandle_t watrInSound;
	sfxHandle_t watrOutSound;
	sfxHandle_t watrUnSound;
	sfxHandle_t watrGaspSound;

	sfxHandle_t underWaterSound;
	sfxHandle_t fireSound;
	sfxHandle_t waterSound;

	sfxHandle_t grenadePulseSound4;
	sfxHandle_t grenadePulseSound3;
	sfxHandle_t grenadePulseSound2;
	sfxHandle_t grenadePulseSound1;
//	sfxHandle_t	sparkSounds;

	// Ridah
	sfxHandle_t flameSound;
	sfxHandle_t flameBlowSound;
	sfxHandle_t flameStartSound;
	sfxHandle_t flameStreamSound;
	sfxHandle_t flameCrackSound;
	sfxHandle_t boneBounceSound;

	//sfxHandle_t grenadebounce1;
	//sfxHandle_t grenadebounce2;
	sfxHandle_t grenadebounce[FOOTSTEP_TOTAL][2];

	sfxHandle_t dynamitebounce1;    //----(SA)	added
	sfxHandle_t landminebounce1;

	sfxHandle_t fkickwall;
	sfxHandle_t fkickflesh;

	sfxHandle_t fkickmiss;

	int bulletHitFleshScript;

	sfxHandle_t satchelbounce1;

	qhandle_t cursor;
	qhandle_t selectCursor;
	qhandle_t sizeCursor;

	sfxHandle_t uniformPickup;
	sfxHandle_t minePrimedSound;
	sfxHandle_t buildSound[4];
	sfxHandle_t buildDecayedSound;

	sfxHandle_t sndLimboSelect;
	sfxHandle_t sndLimboFocus;
	sfxHandle_t sndLimboFilter;
	sfxHandle_t sndLimboCancel;

	sfxHandle_t sndRankUp;
	sfxHandle_t sndSkillUp;

	sfxHandle_t sndMedicCall[2];

	qhandle_t ccStamps[2];
	qhandle_t ccFilterPics[10];
	qhandle_t ccFilterBackOn;
	qhandle_t ccFilterBackOff;
	qhandle_t ccPaper;
	qhandle_t ccPaperConsole;
	qhandle_t ccBars[3];
	qhandle_t ccFlags[3];
	qhandle_t ccLeather;
	//qhandle_t	ccArrow;
	qhandle_t ccPlayerHighlight;
	qhandle_t ccConstructIcon[2];
	qhandle_t ccCmdPost[2];
	qhandle_t ccDestructIcon[3][2];
	qhandle_t ccTankIcon;
	qhandle_t skillPics[SK_NUM_SKILLS];
	qhandle_t ccMortarHit;
	qhandle_t ccMortarTarget;
	qhandle_t ccMortarTargetArrow;

	qhandle_t currentSquadBackground;
	qhandle_t SPTeamOverlayUnitBackground;
	qhandle_t SPTeamOverlayUnitSelected;
	qhandle_t SPTeamOverlayBotOrders[BOT_ACTION_MAX];
	qhandle_t SPTeamOverlayBotOrdersBkg;
	qhandle_t SPPlayerInfoSpecialIcon;
	qhandle_t SPPlayerInfoHealthIcon;
	qhandle_t SPPlayerInfoStaminaIcon;
	qhandle_t SPPlayerInfoAmmoIcon;

	// Gordon: for commandmap
	qhandle_t medicIcon;

	qhandle_t hWeaponSnd;
	qhandle_t hWeaponEchoSnd;
	qhandle_t hWeaponHeatSnd;

	qhandle_t hWeaponSnd_2;
	qhandle_t hWeaponEchoSnd_2;
	qhandle_t hWeaponHeatSnd_2;

//	qhandle_t	hflakWeaponSnd;

	qhandle_t hMountedMG42Base;     //	trap_R_RegisterModel( "models/mapobjects/tanks_sd/mg42nestbase.md3" );
	qhandle_t hMountedMG42Nest;     //	trap_R_RegisterModel( "models/mapobjects/tanks_sd/mg42nest.md3" );
	qhandle_t hMountedMG42;         //	trap_R_RegisterModel( "models/mapobjects/tanks_sd/mg42.md3" );
	qhandle_t hMountedBrowning;
	qhandle_t hMountedFPMG42;
	qhandle_t hMountedFPBrowning;

	// Gordon: medals
	qhandle_t medals[SK_NUM_SKILLS];
	qhandle_t medal_back;

	// Gordon: new limbo stuff
	fontInfo_t limboFont1;
	fontInfo_t limboFont1_lo;
	fontInfo_t limboFont2;
	qhandle_t limboNumber_roll;
	qhandle_t limboNumber_back;
	qhandle_t limboStar_roll;
	qhandle_t limboStar_back;
	qhandle_t limboWeaponNumber_off;
	qhandle_t limboWeaponNumber_on;
	qhandle_t limboWeaponCard;
	qhandle_t limboWeaponCardSurroundH;
	qhandle_t limboWeaponCardSurroundV;
	qhandle_t limboWeaponCardSurroundC;
	qhandle_t limboWeaponCardOOS;
	qhandle_t limboLight_on;
	qhandle_t limboLight_on2;
	qhandle_t limboLight_off;

	qhandle_t limboClassButtons[NUM_PLAYER_CLASSES];
	//qhandle_t		limboClassButtonBack;

	qhandle_t limboClassButton2Back_on;
	qhandle_t limboClassButton2Back_off;
	qhandle_t limboClassButton2Wedge_on;
	qhandle_t limboClassButton2Wedge_off;
	qhandle_t limboClassButtons2[NUM_PLAYER_CLASSES];

//	skill_back_on
//	skill_back_off
//	skill_4pieces
//	skill_glass_top_layer
//	skill_testicon

	qhandle_t limboTeamButtonBack_on;
	qhandle_t limboTeamButtonBack_off;
	qhandle_t limboTeamButtonAllies;
	qhandle_t limboTeamButtonAxis;
	qhandle_t limboTeamButtonSpec;
	qhandle_t limboBlendThingy;
	qhandle_t limboWeaponBlendThingy;
	qhandle_t limboSkillsLW;
	qhandle_t limboSkillsBS;
	//qhandle_t		limboCursor_on;
	//qhandle_t		limboCursor_off;
	qhandle_t limboCounterBorder;
	qhandle_t limboWeaponCard1;
	qhandle_t limboWeaponCard2;
	qhandle_t limboWeaponCardArrow;
	qhandle_t limboObjectiveBack[3];
	qhandle_t limboClassBar;
	qhandle_t limboBriefingButtonOn;
	qhandle_t limboBriefingButtonOff;
	qhandle_t limboBriefingButtonStopOn;
	qhandle_t limboBriefingButtonStopOff;

	qhandle_t limboSpectator;
	qhandle_t limboRadioBroadcast;

	qhandle_t cursorIcon;



	qhandle_t hudPowerIcon;
	qhandle_t hudSprintIcon;
	qhandle_t hudHealthIcon;

	qhandle_t pmImages[PM_NUM_TYPES];
	qhandle_t pmImageAlliesConstruct;
	qhandle_t pmImageAxisConstruct;
	qhandle_t pmImageAlliesMine;
	qhandle_t pmImageAxisMine;
	qhandle_t hintKey;

	qhandle_t hudDamagedStates[4];

	qhandle_t browningIcon;

	qhandle_t axisFlag;
	qhandle_t alliedFlag;

	qhandle_t disconnectIcon;

	qhandle_t fireteamicons[6];
} cgMedia_t;

typedef struct {
	char lmsdescription[1024];
	char description[1024];
	char axiswintext[1024];
	char alliedwintext[1024];
	char longname[128];
	vec2_t mappos;
} arenaInfo_t;

typedef struct {
	char campaignDescription[2048];
	char campaignName[128];
	char mapnames[MAX_MAPS_PER_CAMPAIGN][MAX_QPATH];
	vec2_t mappos[MAX_MAPS_PER_CAMPAIGN];
	arenaInfo_t arenas[MAX_MAPS_PER_CAMPAIGN];
	int mapCount;
	int current;
	vec2_t mapTC[2];
} cg_campaignInfo_t;

#define MAX_COMMAND_INFO MAX_CLIENTS

#define MAX_STATIC_GAMEMODELS   1024

typedef struct cg_gamemodel_s {
	qhandle_t model;
	vec3_t org;
	vec3_t axes[3];
	vec_t radius;
} cg_gamemodel_t;

typedef struct cg_weaponstats_s {
	int numKills;
	int numHits;
	int numShots;
} cg_weaponstats_t;

typedef struct {
	char strWS[WS_MAX][MAX_STRING_TOKENS];
	char strExtra[2][MAX_STRING_TOKENS];
	char strRank[MAX_STRING_TOKENS];
	char strSkillz[SK_NUM_SKILLS][MAX_STRING_TOKENS];
	int cWeapons;
	int cSkills;
	qboolean fHasStats;
	int nClientID;
	int nRounds;
	int fadeTime;
	int show;
	int requestTime;
} gameStats_t;

typedef struct {
	char strWS[WS_MAX * 2][MAX_STRING_TOKENS];
	int cWeapons;
	int fadeTime;
	int show;
	int requestTime;
} topshotStats_t;

typedef struct oidInfo_s {
	int spawnflags;
	qhandle_t customimageallies;
	qhandle_t customimageaxis;
	int entityNum;
	int objflags;
	char name[MAX_QPATH];
	vec3_t origin;
} oidInfo_t;

#define NUM_ENDGAME_AWARDS 14


// The client game static (cgs) structure hold everything
// loaded or calculated from the gamestate.  It will NOT
// be cleared when a tournement restart is done, allowing
// all clients to begin playing instantly
typedef struct {
	gameState_t gameState;              // gamestate from server
	glconfig_t glconfig;                // rendering configuration
	float screenXScale;                 // derived from glconfig
	float screenYScale;
	float screenXBias;

	int serverCommandSequence;              // reliable command stream counter
	int processedSnapshotNum;            // the number of snapshots cgame has requested

	qboolean localServer;               // detected on startup by checking sv_running

	// parsed from serverinfo
	gametype_t gametype;
	int antilag;

	float timelimit;                        // NERVE - SMF - made this a float
	int maxclients;
	char mapname[MAX_QPATH];
	char rawmapname[MAX_QPATH];
	char redTeam[MAX_QPATH];                // A team
	char blueTeam[MAX_QPATH];               // B team
	float weaponRestrictions;

	int voteTime;
	int voteYes;
	int voteNo;
	qboolean voteModified;                  // beep whenever changed
	char voteString[MAX_STRING_TOKENS];

	int teamVoteTime[2];
	int teamVoteYes[2];
	int teamVoteNo[2];
	qboolean teamVoteModified[2];           // beep whenever changed
	char teamVoteString[2][MAX_STRING_TOKENS];

	int levelStartTime;
	int intermissionStartTime;

	//
	// locally derived information from gamestate
	//
	qhandle_t gameModels[MAX_MODELS];
	char gameShaderNames[MAX_CS_SHADERS][MAX_QPATH];
	qhandle_t gameShaders[MAX_CS_SHADERS];
	qhandle_t gameModelSkins[MAX_MODELS];
	bg_character_t  *gameCharacters[MAX_CHARACTERS];
	sfxHandle_t gameSounds[MAX_SOUNDS];

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

	clientInfo_t clientinfo[MAX_CLIENTS];

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

	// New notify mechanism for obits
	char notifyMsgs[NOTIFY_HEIGHT][NOTIFY_WIDTH * 3 + 1];
	int notifyMsgTimes[NOTIFY_HEIGHT];
	int notifyPos;
	int notifyLastPos;

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

	// screen fading
	float fadeAlpha, fadeAlphaCurrent;
	int fadeStartTime;
	int fadeDuration;

	// media
	cgMedia_t media;

	// player/AI model scripting (client repository)
	animScriptData_t animScriptData;

	int currentVoiceClient;
	int currentRound;
	float nextTimeLimit;
	int minclients;
	gamestate_t gamestate;
	char        *currentCampaign;
	int currentCampaignMap;

	int complaintClient;        // DHM - Nerve
	int complaintEndTime;       // DHM - Nerve
	float smokeWindDir; // JPW NERVE for smoke puffs & wind (arty, airstrikes, bullet impacts)

	playerStats_t playerStats;
	int numOIDtriggers;
	int teamobjectiveStats[MAX_OID_TRIGGERS];

	qboolean campaignInfoLoaded;
	cg_campaignInfo_t campaignData;

	qboolean arenaInfoLoaded;
	arenaInfo_t arenaData;

	centity_t *         gameManager;

	int ccLayers;
	int ccLayerCeils[MAX_COMMANDMAP_LAYERS];
	float ccZoomFactor;

	int invitationClient;
	int invitationEndTime;

	int applicationClient;
	int applicationEndTime;

	int propositionClient;
	int propositionClient2;
	int propositionEndTime;

	int autoFireteamEndTime;
	int autoFireteamNum;

	int autoFireteamCreateEndTime;
	int autoFireteamCreateNum;

	int autoFireteamJoinEndTime;
	int autoFireteamJoinNum;


	qboolean autoMapExpanded;
	int autoMapExpandTime;

	qboolean autoMapOff;                // is automap on or off

	bg_character_t      *offscreenCmdr;

	// OSP
	int aviDemoRate;                                    // Demo playback recording
	int aReinfOffset[TEAM_NUM_TEAMS];                   // Team reinforcement offsets
	int cursorUpdate;                                   // Timeout for mouse pointer view
	fileHandle_t dumpStatsFile;                         // File to dump stats
	char*               dumpStatsFileName;              // Name of file to dump stats
	int dumpStatsTime;                                  // Next stats command that comes back will be written to a logfile
	int game_versioninfo;                               // game base version
	gameStats_t gamestats;
	topshotStats_t topshots;
	qboolean fResize;                                   // MV window "resize" status
	qboolean fSelect;                                   // MV window "select" status
	qboolean fKeyPressed[256];                          // Key status to get around console issues
	int timescaleUpdate;                                // Timescale display for demo playback
	int thirdpersonUpdate;

	cg_gamemodel_t miscGameModels[MAX_STATIC_GAMEMODELS];

	vec2_t ccMenuPos;
	qboolean ccMenuShowing;
	int ccMenuType;
	mapEntityData_t ccMenuEnt;
	int ccSelectedLayer;
	int ccSelectedObjective;
	int ccSelectedTeam;                     // ( 1 = ALLIES, 0 = AXIS )
	int ccSelectedWeaponNumber;
	int ccSelectedClass;
	int ccSelectedWeapon;
	int ccSelectedWeapon2;
	int ccWeaponShots;
	int ccWeaponHits;
	vec3_t ccPortalPos;
	vec3_t ccPortalAngles;
	int ccPortalEnt;
	int ccFilter;
	int ccCurrentCamObjective;
	int ccRequestedObjective;
	int ccLastObjectiveRequestTime;

	int loadingLatch;                 // ( 0 = nothing yet, 1 = latched )

//	qboolean			playedLimboMusic;

	int dbSortedClients[MAX_CLIENTS];
	int dbSelectedClient;

	int dbMode;
	qboolean dbShowing;
	qboolean dbAccuraciesRecieved;
	qboolean dbPlayerKillsDeathsRecieved;
	qboolean dbWeaponStatsRecieved;
	qboolean dbAwardsParsed;
	char*               dbAwardNames[NUM_ENDGAME_AWARDS];
	team_t dbAwardTeams[NUM_ENDGAME_AWARDS];
	char dbAwardNamesBuffer[1024];
	int dbLastRequestTime;
	int dbLastScoreRequest;
	int dbPlayerListOffset;
	int dbWeaponListOffset;
	cg_weaponstats_t dbWeaponStats[WS_MAX];
	int dbChatMode;

	int tdbAxisMapsXP[SK_NUM_SKILLS][MAX_MAPS_PER_CAMPAIGN];
	int tdbAlliedMapsXP[SK_NUM_SKILLS][MAX_MAPS_PER_CAMPAIGN];
	int tdbMapListOffset;
	int tdbSelectedMap;

	int ftMenuPos;
	int ftMenuMode;
	int ftMenuModeEx;

	qboolean limboLoadoutSelected;
	qboolean limboLoadoutModified;

	oidInfo_t oidInfo[MAX_OID_TRIGGERS];

	qboolean initing;
} cgs_t;

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

extern cgs_t cgs;
extern cg_t cg;
extern centity_t cg_entities[MAX_GENTITIES];
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_bobyaw;
extern vmCvar_t cg_swingSpeed;
extern vmCvar_t cg_shadows;
extern vmCvar_t cg_gibs;
extern vmCvar_t cg_draw2D;
extern vmCvar_t cg_drawFPS;
extern vmCvar_t cg_drawSnapshot;
extern vmCvar_t cg_drawCrosshair;
extern vmCvar_t cg_drawCrosshairNames;
extern vmCvar_t cg_drawCrosshairPickups;
extern vmCvar_t cg_useWeapsForZoom;
extern vmCvar_t cg_weaponCycleDelay;            //----(SA)	added
extern vmCvar_t cg_cycleAllWeaps;
extern vmCvar_t cg_drawTeamOverlay;
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_animSpeed;
extern vmCvar_t cg_debugAnim;
extern vmCvar_t cg_debugPosition;
extern vmCvar_t cg_debugEvents;
extern vmCvar_t cg_drawSpreadScale;
extern vmCvar_t cg_railTrailTime;
extern vmCvar_t cg_errorDecay;
extern vmCvar_t cg_nopredict;
extern vmCvar_t cg_noPlayerAnims;
extern vmCvar_t cg_showmiss;
extern vmCvar_t cg_footsteps;
extern vmCvar_t cg_markTime;
extern vmCvar_t cg_brassTime;
extern vmCvar_t cg_gun_frame;
extern vmCvar_t cg_gun_x;
extern vmCvar_t cg_gun_y;
extern vmCvar_t cg_gun_z;
extern vmCvar_t cg_drawGun;
extern vmCvar_t cg_cursorHints;
extern vmCvar_t cg_letterbox;           //----(SA)	added
extern vmCvar_t cg_tracerChance;
extern vmCvar_t cg_tracerWidth;
extern vmCvar_t cg_tracerLength;
extern vmCvar_t cg_tracerSpeed;
extern vmCvar_t cg_autoswitch;
extern vmCvar_t cg_ignore;
extern vmCvar_t cg_fov;
extern vmCvar_t cg_zoomFov;
extern vmCvar_t cg_zoomDefaultBinoc;
extern vmCvar_t cg_zoomDefaultSniper;
extern vmCvar_t cg_zoomDefaultFG;
extern vmCvar_t cg_zoomDefaultSnooper;
extern vmCvar_t cg_zoomStepBinoc;
extern vmCvar_t cg_zoomStepSniper;
extern vmCvar_t cg_zoomStepSnooper;
extern vmCvar_t cg_zoomStepFG;
extern vmCvar_t cg_thirdPersonRange;
extern vmCvar_t cg_thirdPersonAngle;
extern vmCvar_t cg_thirdPerson;
extern vmCvar_t cg_stereoSeparation;
extern vmCvar_t cg_lagometer;
#ifdef ALLOW_GSYNC
extern vmCvar_t cg_synchronousClients;
#endif // ALLOW_GSYNC
extern vmCvar_t cg_teamChatTime;
extern vmCvar_t cg_teamChatHeight;
extern vmCvar_t cg_stats;
extern vmCvar_t cg_forceModel;
extern vmCvar_t cg_coronafardist;
extern vmCvar_t cg_coronas;
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_teamChatsOnly;
extern vmCvar_t cg_noVoiceChats;                    // NERVE - SMF
extern vmCvar_t cg_noVoiceText;                     // NERVE - SMF
extern vmCvar_t cg_enableBreath;
extern vmCvar_t cg_autoactivate;
extern vmCvar_t cg_smoothClients;
extern vmCvar_t pmove_fixed;
extern vmCvar_t pmove_msec;

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;             // NERVE - SMF
extern vmCvar_t cg_voiceSpriteTime;             // DHM - Nerve

extern vmCvar_t cg_blinktime;           //----(SA)	added

// Rafael - particle switch
extern vmCvar_t cg_wolfparticles;
// done

// Ridah
extern vmCvar_t cg_gameType;
extern vmCvar_t cg_bloodTime;
extern vmCvar_t cg_norender;
extern vmCvar_t cg_skybox;

// Rafael gameskill
//extern vmCvar_t			cg_gameSkill;
// done

// JPW NERVE
extern vmCvar_t cg_redlimbotime;
extern vmCvar_t cg_bluelimbotime;
// jpw

extern vmCvar_t cg_movespeed;

extern vmCvar_t cg_animState;

extern vmCvar_t cg_drawCompass;
extern vmCvar_t cg_drawNotifyText;
extern vmCvar_t cg_quickMessageAlt;
extern vmCvar_t cg_popupLimboMenu;
extern vmCvar_t cg_descriptiveText;
// -NERVE - SMF

extern vmCvar_t cg_antilag;

extern vmCvar_t developer;

// OSP
extern vmCvar_t authLevel;
extern vmCvar_t cf_wstats;
extern vmCvar_t cf_wtopshots;
//extern vmCvar_t			cg_announcer;
extern vmCvar_t cg_autoAction;
extern vmCvar_t cg_autoReload;
extern vmCvar_t cg_bloodDamageBlend;
extern vmCvar_t cg_bloodFlash;
extern vmCvar_t cg_complaintPopUp;
extern vmCvar_t cg_crosshairAlpha;
extern vmCvar_t cg_crosshairAlphaAlt;
extern vmCvar_t cg_crosshairColor;
extern vmCvar_t cg_crosshairColorAlt;
extern vmCvar_t cg_crosshairPulse;
extern vmCvar_t cg_drawReinforcementTime;
extern vmCvar_t cg_drawWeaponIconFlash;
extern vmCvar_t cg_muzzleFlash;
extern vmCvar_t cg_noAmmoAutoSwitch;
extern vmCvar_t cg_printObjectiveInfo;
extern vmCvar_t cg_specHelp;
extern vmCvar_t cg_specSwing;
extern vmCvar_t cg_uinfo;
extern vmCvar_t cg_useScreenshotJPEG;
extern vmCvar_t ch_font;
extern vmCvar_t demo_avifpsF1;
extern vmCvar_t demo_avifpsF2;
extern vmCvar_t demo_avifpsF3;
extern vmCvar_t demo_avifpsF4;
extern vmCvar_t demo_avifpsF5;
extern vmCvar_t demo_drawTimeScale;
extern vmCvar_t demo_infoWindow;
extern vmCvar_t mv_sensitivity;
// engine mappings
extern vmCvar_t int_cl_maxpackets;
extern vmCvar_t int_cl_timenudge;
extern vmCvar_t int_m_pitch;
extern vmCvar_t int_sensitivity;
extern vmCvar_t int_ui_blackout;
// -OSP

extern vmCvar_t cg_rconPassword;
extern vmCvar_t cg_refereePassword;
extern vmCvar_t cg_atmosphericEffects;
// START Mad Doc - TDF
extern vmCvar_t cg_drawRoundTimer;
// END Mad Doc - TDF
extern vmCvar_t cg_debugSkills;
extern vmCvar_t cg_drawFireteamOverlay;
extern vmCvar_t cg_drawSmallPopupIcons;

#ifdef SAVEGAME_SUPPORT
extern vmCvar_t cg_reloading;
#endif // SAVEGAME_SUPPORT

// Gordon: some optimization cvars
extern vmCvar_t cg_fastSolids;
extern vmCvar_t cg_instanttapout;

// bani - demo recording cvars
extern vmCvar_t cl_demorecording;
extern vmCvar_t cl_demofilename;
extern vmCvar_t cl_demooffset;
extern vmCvar_t cl_waverecording;
extern vmCvar_t cl_wavefilename;
extern vmCvar_t cl_waveoffset;
extern vmCvar_t cg_recording_statusline;

//
// cg_main.c
//
const char *CG_ConfigString( int index );
int CG_ConfigStringCopy( int index, char* buff, int buffsize );
const char *CG_Argv( int arg );

float CG_Cvar_Get( const char *cvar );

char *CG_generateFilename( void );
int CG_findClientNum( char *s );
void CG_printConsoleString( char *str );

void CG_LoadObjectiveData( void );

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

void CG_StartMusic( void );
void CG_QueueMusic( void );

void CG_UpdateCvars( void );

int CG_CrosshairPlayer( void );
int CG_LastAttacker( void );
void CG_LoadMenus( const char *menuFile );
void CG_KeyEvent( int key, qboolean down );
void CG_MouseEvent( int x, int y );
void CG_EventHandling( int type, qboolean fForced );

qboolean CG_GetTag( int clientNum, char *tagname, orientation_t * or );
qboolean CG_GetWeaponTag( int clientNum, char *tagname, orientation_t * or );

//
// 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_ZoomIn_f( void );
void CG_ZoomOut_f( void );
void CG_ZoomUp_f( void );

void CG_SetupFrustum( void );
qboolean CG_CullPoint( vec3_t pt );
qboolean CG_CullPointAndRadius( const vec3_t pt, vec_t radius );

void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback );
void CG_DrawSkyBoxPortal( qboolean fLocalView );
void CG_Concussive( centity_t *cent );

void CG_Letterbox( float xsize, float ysize, qboolean center );

//
// cg_drawtools.c
//
void CG_AdjustFrom640( float *x, float *y, float *w, float *h );
void CG_FillRect( float x, float y, float width, float height, const float *color );
void CG_HorizontalPercentBar( float x, float y, float width, float height, float percent );
void CG_DrawPic( float x, float y, float width, float height, qhandle_t hShader );
void CG_DrawPicST( float x, float y, float width, float height, float s0, float t0, float s1, float t1, qhandle_t hShader );
void CG_DrawRotatedPic( float x, float y, float width, float height, qhandle_t hShader, float angle );      // NERVE - SMF
void CG_DrawChar( int x, int y, int width, int height, int ch );
void CG_FilledBar( float x, float y, float w, float h, float *startColor, float *endColor, const float *bgColor, float frac, int flags );
// JOSEPH 10-26-99
void CG_DrawStretchPic( float x, float y, float width, float height, qhandle_t hShader );
// END JOSEPH
void CG_DrawString( float x, float y, const char *string,
					float charWidth, float charHeight, const float *modulate );


void CG_DrawStringExt( int x, int y, const char *string, const float *setColor,
					   qboolean forceColor, qboolean shadow, int charWidth, int charHeight, int maxChars );
// JOSEPH 4-17-00
void CG_DrawStringExt2( int x, int y, const char *string, const float *setColor,
						qboolean forceColor, qboolean shadow, int charWidth, int charHeight, int maxChars );
void CG_DrawStringExt_Shadow( int x, int y, const char *string, const float *setColor,
							  qboolean forceColor, int shadow, int charWidth, int charHeight, int maxChars );
// END JOSEPH
void CG_DrawBigString( int x, int y, const char *s, float alpha );
void CG_DrawBigStringColor( int x, int y, const char *s, vec4_t color );
void CG_DrawSmallString( int x, int y, const char *s, float alpha );
void CG_DrawSmallStringColor( int x, int y, const char *s, vec4_t color );
// JOSEPH 4-25-00
void CG_DrawBigString2( int x, int y, const char *s, float alpha );
void CG_DrawBigStringColor2( int x, int y, const char *s, vec4_t color );
// END JOSEPH
int CG_DrawStrlen( const char *str );

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

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

// new hud stuff
void CG_DrawRect( float x, float y, float width, float height, float size, const float *color );
void CG_DrawRect_FixedBorder( float x, float y, float width, float height, int border, 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 );
void CG_DrawTopBottom_NoScale( float x, float y, float w, float h, float size );

// NERVE - SMF - localization functions
void CG_InitTranslation();
char* CG_TranslateString( const char *string );
void CG_SaveTransTable();
void CG_ReloadTranslation();
// -NERVE - SMF

//
// cg_draw.c, cg_newDraw.c
//
extern char cg_fxflags;  // JPW NERVE

void CG_InitStatsDebug( void );
void CG_StatsDebugAddText( const char *text );

void CG_AddLagometerFrameInfo( void );
void CG_AddLagometerSnapshotInfo( snapshot_t *snap );
void CG_CenterPrint( const char *str, int y, int charWidth );
void CG_PriorityCenterPrint( const char *str, int y, int charWidth, int priority );     // NERVE - SMF
void CG_ObjectivePrint( const char *str, int charWidth );                       // NERVE - SMF
void CG_DrawActive( stereoFrame_t stereoView );
void CG_CheckForCursorHints( void );
void CG_DrawTeamBackground( int x, int y, int w, int h, float alpha, int team );
void CG_OwnerDraw( float x, float y, float w, float h, float text_x, float text_y, int ownerDraw, int ownerDrawFlags, int align, float special, float scale, vec4_t color, qhandle_t shader, int textStyle );
void CG_Text_Paint_Ext( float x, float y, float scalex, float scaley, vec4_t color, const char *text, float adjust, int limit, int style, fontInfo_t* font );
void CG_Text_Paint_Centred_Ext( float x, float y, float scalex, float scaley, vec4_t color, const char *text, float adjust, int limit, int style, fontInfo_t* font );
void CG_Text_Paint( float x, float y, float scale, vec4_t color, const char *text, float adjust, int limit, int style );
void CG_Text_SetActiveFont( int font );
int CG_Text_Width_Ext( const char *text, float scale, int limit, fontInfo_t* font );
int CG_Text_Width( const char *text, float scale, int limit );
int CG_Text_Height_Ext( const char *text, float scale, int limit, fontInfo_t* font );
int CG_Text_Height( const char *text, float scale, int limit );
float CG_GetValue( int ownerDraw, int type ); // 'type' is relative or absolute (fractional-'0.5' or absolute- '50' health)
qboolean CG_OwnerDrawVisible( int flags );
void CG_RunMenuScript( char **args );
void CG_GetTeamColor( vec4_t *color );
void CG_Draw3DModel( float x, float y, float w, float h, qhandle_t model, qhandle_t skin, vec3_t origin, vec3_t angles );
void CG_Text_PaintChar_Ext( float x, float y, float w, float h, float scalex, float scaley, float s, float t, float s2, float t2, qhandle_t hShader );
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 );
qboolean CG_YourTeamHasFlag();
qboolean CG_OtherTeamHasFlag();
void CG_DrawCursorhint( rectDef_t *rect );
void CG_DrawWeapStability( rectDef_t *rect );
void CG_DrawWeapHeat( rectDef_t *rect, int align );
void CG_DrawPlayerWeaponIcon( rectDef_t *rect, qboolean drawHighlighted, int align, vec4_t *refcolor );
int CG_CalculateReinfTime( qboolean menu );
float CG_CalculateReinfTime_Float( qboolean menu );
void CG_Fade( int r, int g, int b, int a, int time, int duration );




//
// cg_player.c
//
qboolean CG_EntOnFire( centity_t *cent );    // Ridah
void CG_Player( centity_t *cent );
void CG_ResetPlayerEntity( centity_t *cent );
void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, int team, entityState_t *es, const vec3_t fireRiseDir );
void CG_NewClientInfo( int clientNum );
sfxHandle_t CG_CustomSound( int clientNum, const char *soundName );
void CG_ParseTeamXPs( int n );



// Rafael particles
extern qboolean initparticles;
int CG_NewParticleArea( int num );

//
// 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_FTTrace( 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 );
void CG_EntityEvent( centity_t *cent, vec3_t position );
void CG_PainEvent( centity_t *cent, int health, qboolean crouching );
void CG_PrecacheFXSounds( void );


//
// cg_ents.c
//
void CG_SetEntitySoundPosition( centity_t *cent );
void CG_AddPacketEntities( void );
void CG_Beam( centity_t *cent );
void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int fromTime, int toTime, vec3_t out, vec3_t outDeltaAngles );
void CG_AddCEntity( centity_t *cent );
qboolean CG_AddCEntity_Filter( centity_t* cent );
qboolean CG_AddLinkedEntity( centity_t *cent, qboolean ignoreframe, int atTime );
void CG_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent, const char *tagName, int startIndex, vec3_t *offset );
void CG_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *parent, const char *tagName );


//
// cg_weapons.c
//
void CG_LastWeaponUsed_f( void );     //----(SA)	added
void CG_NextWeaponInBank_f( void );   //----(SA)	added
void CG_PrevWeaponInBank_f( void );   //----(SA)	added
void CG_AltWeapon_f( void );
void CG_NextWeapon_f( void );
void CG_PrevWeapon_f( void );
void CG_Weapon_f( void );
void CG_WeaponBank_f( void );
qboolean CG_WeaponSelectable( int i );

void CG_FinishWeaponChange( int lastweap, int newweap );

void CG_RegisterWeapon( int weaponNum, qboolean force );
void CG_RegisterItemVisuals( int itemNum );

void CG_FireWeapon( centity_t *cent );   //----(SA)	modified.
//void CG_EndFireWeapon( centity_t *cent, int firemode );	//----(SA)	added
void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, int surfaceFlags );   //	(SA) modified to send missilehitwall surface parameters

void CG_MissileHitWallSmall( int weapon, int clientNum, vec3_t origin, vec3_t dir );
void CG_DrawTracer( vec3_t start, vec3_t finish );

// Rafael
void CG_MG42EFX( centity_t *cent );

void CG_FLAKEFX( centity_t *cent, int whichgun );

void CG_MortarEFX( centity_t *cent );

// Ridah
qboolean CG_MonsterUsingWeapon( centity_t *cent, int aiChar, int weaponNum );

// Rafael
void CG_MissileHitWall2( int weapon, int clientNum, vec3_t origin, vec3_t dir );
// done

void CG_MissileHitPlayer( centity_t *cent, int weapon, vec3_t origin, vec3_t dir, int entityNum );
qboolean CG_CalcMuzzlePoint( int entityNum, vec3_t muzzle );
void CG_Bullet( vec3_t end, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum, int otherEntNum2, float waterfraction, int seed );

void CG_RailTrail( clientInfo_t *ci, vec3_t start, vec3_t end, int type );   //----(SA)	added 'type'
void CG_RailTrail2( clientInfo_t *ci, vec3_t start, vec3_t end );
void CG_GrappleTrail( centity_t *ent, const weaponInfo_t *wi );
void CG_AddViewWeapon( playerState_t *ps );
void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent );

void CG_OutOfAmmoChange( qboolean allowforceswitch );

//----(SA) added to header to access from outside cg_weapons.c
void CG_AddDebris( vec3_t origin, vec3_t dir, int speed, int duration, int count );
//----(SA) done

//void CG_ClientDamage( int entnum, int enemynum, int id );

//
// cg_marks.c
//
void    CG_InitMarkPolys( void );
void    CG_AddMarks( void );
void    CG_ImpactMark( qhandle_t markShader,
					   vec3_t origin, vec4_t projection, float radius, float orientation,
					   float r, float g, float b, float a, int lifeTime );

// Rafael particles
//
// cg_particles.c
//
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_ParticleDirtBulletDebris( vec3_t org, vec3_t vel, int duration );     // DHM - Nerve
void    CG_ParticleDirtBulletDebris_Core( vec3_t org, vec3_t vel, int duration, float width, float height, float alpha, qhandle_t shader );
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 );

// Ridah
void CG_ParticleExplosion( char *animStr, vec3_t origin, vec3_t vel, int duration, int sizeStart, int sizeEnd, qboolean dlight );

// Rafael snow pvs check
void    CG_SnowLink( centity_t *cent, qboolean particleOn );
// done.

void CG_ParticleImpactSmokePuff( qhandle_t pshader, vec3_t origin );
void CG_ParticleImpactSmokePuffExtended( qhandle_t pshader, vec3_t origin, int lifetime, int vel, int acc, int maxroll, float alpha, float size );      // (SA) so I can add more parameters without screwing up the one that's there
void CG_Particle_Bleed( qhandle_t pshader, vec3_t start, vec3_t dir, int fleshEntityNum, int duration );
void CG_GetBleedOrigin( vec3_t head_origin, vec3_t body_origin, int fleshEntityNum );
void CG_Particle_OilParticle( qhandle_t pshader, vec3_t origin, vec3_t origin2, int ptime, int snum );
void CG_Particle_OilSlick( qhandle_t pshader, centity_t *cent );
void CG_OilSlickRemove( centity_t *cent );
void CG_ParticleBloodCloudZombie( centity_t *cent, vec3_t origin, vec3_t dir );
void CG_ParticleBloodCloud( centity_t *cent, vec3_t origin, vec3_t dir );
// done

// Ridah, trails
//
// cg_trails.c
//
// rain - usedby for zinx's trail fixes
int CG_AddTrailJunc( int headJuncIndex, void *usedby, qhandle_t shader, int spawnTime, int sType, vec3_t pos, int trailLife, float alphaStart, float alphaEnd, float startWidth, float endWidth, int flags, vec3_t colorStart, vec3_t colorEnd, float sRatio, float animSpeed );
int CG_AddSparkJunc( int headJuncIndex, void *usedby, qhandle_t shader, vec3_t pos, int trailLife, float alphaStart, float alphaEnd, float startWidth, float endWidth );
int CG_AddSmokeJunc( int headJuncIndex, void *usedby, qhandle_t shader, vec3_t pos, int trailLife, float alpha, float startWidth, float endWidth );
void CG_AddTrails( void );
void CG_ClearTrails( void );
// done.

//
// cg_sound.c
//

// Ridah, sound scripting
int CG_SoundScriptPrecache( const char *name );
int CG_SoundPlaySoundScript( const char *name, vec3_t org, int entnum, qboolean buffer );
void CG_UpdateBufferedSoundScripts( void );
// TTimo: prototype must match animScriptData_t::playSound
void CG_SoundPlayIndexedScript( int index, vec3_t org, int entnum );
void CG_SoundInit( void );
// done.
void CG_SetViewanglesForSpeakerEditor( void );
void CG_SpeakerEditorDraw( void );
void CG_SpeakerEditor_KeyHandling( int key, qboolean down );
void CG_Debriefing_KeyEvent( int key, qboolean down );
void CG_SpeakerEditorMouseMove_Handling( int x, int y );
void CG_ActivateEditSoundMode( void );
void CG_DeActivateEditSoundMode( void );
void CG_ModifyEditSpeaker( void );
void CG_UndoEditSpeaker( void );
void CG_ToggleActiveOnScriptSpeaker( int index );
void CG_UnsetActiveOnScriptSpeaker( int index );
void CG_SetActiveOnScriptSpeaker( int index );
void CG_AddScriptSpeakers( void );

// Ridah, flamethrower
void CG_FireFlameChunks( centity_t *cent, vec3_t origin, vec3_t angles, float speedScale, qboolean firing );
void CG_InitFlameChunks( void );
void CG_AddFlameChunks( void );
void CG_UpdateFlamethrowerSounds( void );
void CG_FlameDamage( int owner, vec3_t org, float radius );
// done.

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

//
// cg_effects.c
//
int CG_GetOriginForTag( centity_t * cent, refEntity_t * parent, char *tagName, int startIndex, vec3_t org, vec3_t axis[3] );
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 size, float spacing );
void CG_SpawnEffect( vec3_t org );
void CG_GibPlayer( centity_t *cent, vec3_t playerOrigin, vec3_t gdir );
void CG_LoseHat( centity_t *cent, vec3_t dir );         //----(SA)	added

void CG_Bleed( vec3_t origin, int entityNum );

localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir,
								 qhandle_t hModel, qhandle_t shader, int msec,
								 qboolean isSprite );
// Ridah
void CG_SparklerSparks( vec3_t origin, int count );
void CG_ClearFlameChunks( void );
void CG_ProjectedSpotLight( vec3_t start, vec3_t dir );
// done.

//----(SA)
void CG_Spotlight( centity_t *cent, float *color, vec3_t start, vec3_t dir, int segs, float range, int startWidth, float coneAngle, int flags );
#define SL_NOTRACE          0x001   // don't do a trace check for shortening the beam, always draw at full 'range' length
#define SL_NODLIGHT         0x002   // don't put a dlight at the end
#define SL_NOSTARTCAP       0x004   // dont' cap the start circle
#define SL_LOCKTRACETORANGE 0x010   // only trace out as far as the specified range (rather than to max spot range)
#define SL_NOFLARE          0x020   // don't draw a flare when the light is pointing at the camera
#define SL_NOIMPACT         0x040   // don't draw the impact mark
#define SL_LOCKUV           0x080   // lock the texture coordinates at the 'true' length of the requested beam.
#define SL_NOCORE           0x100   // don't draw the center 'core' beam
#define SL_TRACEWORLDONLY   0x200
//----(SA)	done

void CG_RumbleEfx( float pitch, float yaw );

void InitSmokeSprites( void );
void CG_RenderSmokeGrenadeSmoke( centity_t *cent, const weaponInfo_t *weapon );
void CG_AddSmokeSprites( void );

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

//
// cg_spawn.c
//
qboolean    CG_SpawnString( const char *key, const char *defaultString, char **out );
// spawn string returns a temporary reference, you must CopyString() if you want to keep it
qboolean    CG_SpawnFloat( const char *key, const char *defaultString, float *out );
qboolean    CG_SpawnInt( const char *key, const char *defaultString, int *out );
qboolean    CG_SpawnVector( const char *key, const char *defaultString, float *out );
void        CG_ParseEntitiesFromString( void );

//
// cg_info.c
//
void CG_LoadingString( const char *s );
//void CG_LoadingItem( int itemNum );
void CG_LoadingClient( int clientNum );
void CG_DrawInformation( qboolean forcerefresh );
void CG_DemoClick( int key, qboolean down );
void CG_ShowHelp_Off( int *status );
void CG_ShowHelp_On( int *status );
qboolean CG_ViewingDraw( void );

//
// cg_scoreboard.c
//
qboolean CG_DrawScoreboard( void );
//void CG_DrawTourneyScoreboard( void );

void CG_TransformToCommandMapCoord( float *coord_x, float *coord_y );

//qboolean CG_DrawCommandMap( void );
void CG_CommandCentreClick( int key );
void CG_DrawAutoMap( void );

qboolean CG_DrawLimboMenu( void );
qboolean CG_DrawObjectivePanel( void );
qboolean CG_DrawFireTeamMenu( void );

qboolean CG_LimboMenuClick( int key );
qboolean CG_FireTeamClick( int key );
qboolean CG_ObjectiveMenuClick( int key );

void CG_GameViewMenuClick( int key );
void CG_GetLimboWeaponAnim( const char **torso_anim, const char **legs_anim );
int CG_GetLimboSelectedWeapon();

qboolean CG_DrawMissionBriefing( void );
void CG_MissionBriefingClick( int key );

void CG_LoadRankIcons( void );
qboolean CG_DrawStatsRanksMedals( void );
void CG_StatsRanksMedalsClick( int key );

typedef struct {
	int pendingAnimationTime;
	const char*     pendingTorsoAnim;
	const char*     pendingLegsAnim;
} pendingAnimation_t;

typedef struct {
	lerpFrame_t legs;
	lerpFrame_t torso;
	lerpFrame_t headAnim;

	vec3_t headOrigin;          // used for centering talking heads

	vec3_t viewAngles;
	vec3_t moveAngles;

	pendingAnimation_t pendingAnimations[4];
	int numPendingAnimations;

	float y, z;

	int teamNum;
	int classNum;
} playerInfo_t;

typedef enum {
	ANIM_IDLE,
	ANIM_RAISE,
} animType_t;

qboolean CG_DrawGameView( void );
void CG_ParseFireteams( void );
void CG_ParseOIDInfos( void );
oidInfo_t* CG_OIDInfoForEntityNum( int num );

//
// cg_consolecmds.c
//
extern const char *aMonths[12];
qboolean CG_ConsoleCommand( void );
void CG_InitConsoleCommands( void );
void CG_ScoresDown_f( void );
void CG_ScoresUp_f( void );
void CG_autoRecord_f( void );
void CG_autoScreenShot_f( void );
void CG_keyOn_f( void );
void CG_keyOff_f( void );
void CG_dumpStats_f( void );
void CG_toggleSwing_f( void );

//
// cg_servercmds.c
//
void CG_ExecuteNewServerCommands( int latestSequence );
void CG_ParseServerinfo( void );
void CG_ParseWolfinfo( void );          // NERVE - SMF
void CG_ParseSpawns( void );
void CG_ParseServerVersionInfo( const char *pszVersionInfo );
void CG_ParseReinforcementTimes( const char *pszReinfSeedString );
void CG_SetConfigValues( void );
void CG_ShaderStateChanged( void );
void CG_ChargeTimesChanged( void );
void CG_LoadVoiceChats();               // NERVE - SMF
void CG_PlayBufferedVoiceChats();       // NERVE - SMF
void CG_AddToNotify( const char *str );
const char* CG_LocalizeServerCommand( const char *buf );
void CG_wstatsParse_cmd( void );
void CG_wtopshotsParse_cmd( qboolean doBest );
void CG_parseWeaponStats_cmd( void( txt_dump ) ( char * ) );
void CG_parseBestShotsStats_cmd( qboolean doTop, void( txt_dump ) ( char * ) );
void CG_parseTopShotsStats_cmd( qboolean doTop, void( txt_dump ) ( char * ) );
void CG_scores_cmd( void );

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

//
// cg_atmospheric.c
//
void CG_GenerateTracemap( void );
void CG_EffectParse( const char *effectstr );
void CG_AddAtmosphericEffects();

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

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

void trap_PumpEventLoop( void );

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

// abort the game
void        trap_Error( const char *fmt );

// milliseconds should only be used for performance tuning, never
// for anything game related.  Get time from the CG_DrawActiveFrame parameter
int         trap_Milliseconds( void );
int         trap_RealTime( qtime_t *qtime );

// 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 );
void        trap_Cvar_LatchedVariableStringBuffer( const char *var_name, char *buffer, int bufsize );


// ServerCommand and ConsoleCommand parameter access
int         trap_Argc( void );
void        trap_Argv( int n, char *buffer, int bufferLength );
void        trap_Args( char *buffer, int bufferLength );

// filesystem access
// returns length of file
int         trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode );
void        trap_FS_Read( void *buffer, int len, fileHandle_t f );
void        trap_FS_Write( const void *buffer, int len, fileHandle_t f );
void        trap_FS_FCloseFile( fileHandle_t f );
int         trap_FS_GetFileList(  const char *path, const char *extension, char *listbuf, int bufsize );
int         trap_FS_Delete( const char *filename );

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

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

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

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

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

void        trap_CM_CapsuleTrace( trace_t *results, const vec3_t start, const vec3_t end,
								  const vec3_t mins, const vec3_t maxs,
								  clipHandle_t model, int brushmask );
void        trap_CM_TransformedCapsuleTrace( trace_t *results, const vec3_t start, const vec3_t end,
											 const vec3_t mins, const vec3_t maxs,
											 clipHandle_t model, int brushmask,
											 const vec3_t origin, const vec3_t angles );

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

// ydnar: projects a decal onto brush model surfaces
void        trap_R_ProjectDecal( qhandle_t hShader, int numPoints, vec3_t *points, vec4_t projection, vec4_t color, int lifeTime, int fadeTime );
void        trap_R_ClearDecals( void );

// normal sounds will have their volume dynamically changed as their entity
// moves and the listener moves
void        trap_S_StartSound( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx );
void        trap_S_StartSoundVControl( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx, int volume );
void        trap_S_StartSoundEx( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx, int flags );
void        trap_S_StartSoundExVControl( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx, int flags, int volume );
void        trap_S_StopStreamingSound( int entnum );  // usually AI.  character is talking and needs to be shut up /now/
int         trap_S_GetSoundLength( sfxHandle_t sfx );
int         trap_S_GetCurrentSoundTime( void ); // ydnar

// 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_ClearSounds( qboolean killmusic );
void        trap_S_AddLoopingSound( const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx, int volume, int soundTime );
void        trap_S_AddRealLoopingSound( const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx, int range, int volume, int soundTime );
void        trap_S_UpdateEntityPosition( int entityNum, const vec3_t origin );

// Ridah, talking animations
int         trap_S_GetVoiceAmplitude( int entityNum );
// done.

// repatialize recalculates the volumes of sound as they should be heard by the
// given entityNum and position
void trap_S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], int inwater );
sfxHandle_t trap_S_RegisterSound( const char *sample, qboolean compressed );        // returns buzz if not found
void        trap_S_StartBackgroundTrack( const char *intro, const char *loop, int fadeupTime ); // empty name stops music
void        trap_S_FadeBackgroundTrack( float targetvol, int time, int num );
void        trap_S_StopBackgroundTrack( void );
int         trap_S_StartStreamingSound( const char *intro, const char *loop, int entnum, int channel, int attenuation );
void        trap_S_FadeAllSound( float targetvol, int time, qboolean stopsounds );

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

qboolean    trap_R_GetSkinModel( qhandle_t skinid, const char *type, char *name );          //----(SA) added
qhandle_t   trap_R_GetShaderFromModel( qhandle_t modelid, int surfnum, int withlightmap );  //----(SA)	added

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

// polys are intended for simple wall marks, not really for doing
// significant construction
void        trap_R_AddPolyToScene( qhandle_t hShader, int numVerts, const polyVert_t *verts );
void        trap_R_AddPolyBufferToScene( polyBuffer_t* pPolyBuffer );
// Ridah
void        trap_R_AddPolysToScene( qhandle_t hShader, int numVerts, const polyVert_t *verts, int numPolys );
// done.
void        trap_R_AddLightToScene( const vec3_t org, float radius, float intensity, float r, float g, float b, qhandle_t hShader, int flags );
void        trap_R_AddCoronaToScene( const vec3_t org, float r, float g, float b, float scale, int id, qboolean visible );
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_DrawRotatedPic( float x, float y, float w, float h,
								   float s1, float t1, float s2, float t2, qhandle_t hShader, float angle );    // NERVE - SMF
void        trap_R_DrawStretchPicGradient( float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader, const float *gradientColor, int gradientType );
void        trap_R_Add2dPolys( polyVert_t* verts, int numverts, qhandle_t hShader );
void        trap_R_ModelBounds( clipHandle_t model, vec3_t mins, vec3_t maxs );
int         trap_R_LerpTag( orientation_t *tag, const refEntity_t *refent, const char *tagName, int startIndex );
void        trap_R_RemapShader( const char *oldShader, const char *newShader, const char *timeOffset );

// Save out the old render info so we don't kill the LOD system here
void trap_R_SaveViewParms();

// Reset the view parameters
void trap_R_RestoreViewParms();

// Save out the old render info so we don't kill the LOD system here
void trap_R_SaveViewParms();

// Reset the view parameters
void trap_R_RestoreViewParms();

// Set fog
void    trap_R_SetFog( int fogvar, int var1, int var2, float r, float g, float b, float density );
void    trap_R_SetGlobalFog( qboolean restore, int duration, float r, float g, float b, float depthForOpaque );

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

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

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

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

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

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

qboolean    trap_GetUserCmd( int cmdNumber, usercmd_t *ucmd );

// used for the weapon/holdable select and zoom
void        trap_SetUserCmdValue( int stateValue, int flags, float sensitivityScale, int mpIdentClient );
void        trap_SetClientLerpOrigin( float x, float y, float z );      // DHM - Nerve

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

int         trap_MemoryRemaining( void );
void        trap_R_RegisterFont( const char *fontName, int pointSize, fontInfo_t *font );
qboolean    trap_Key_IsDown( int keynum );
int         trap_Key_GetCatcher( void );
void        trap_Key_SetCatcher( int catcher );
void        trap_Key_KeysForBinding( const char* binding, int* key1, int* key2 );
int         trap_Key_GetKey( const char *binding );
qboolean    trap_Key_GetOverstrikeMode( void );
void        trap_Key_SetOverstrikeMode( qboolean state );

// RF
void trap_SendMoveSpeedsToGame( int entnum, char *movespeeds );

//void trap_UI_Popup(const char *arg0);	//----(SA)	added
void trap_UI_Popup( int arg0 );

// NERVE - SMF
qhandle_t getTestShader( void ); // JPW NERVE shhh
void trap_UI_ClosePopup( const char *arg0 );
void trap_Key_GetBindingBuf( int keynum, char *buf, int buflen );
void trap_Key_SetBinding( int keynum, const char *binding );
void trap_Key_KeynumToStringBuf( int keynum, char *buf, int buflen );
// -NERVE - SMF

void trap_TranslateString( const char *string, char *buf );     // NERVE - SMF - localization

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_GetEntityToken( char *buffer, int bufferSize );
qboolean    trap_R_inPVS( const vec3_t p1, const vec3_t p2 );
void        trap_GetHunkData( int* hunkused, int* hunkexpected );

//zinx - binary message channel
void        trap_SendMessage( char *buf, int buflen );
messageStatus_t trap_MessageStatus( void );

//bani - dynamic shaders
qboolean    trap_R_LoadDynamicShader( const char *shadername, const char *shadertext );
//fretn - render to texture
void    trap_R_RenderToTexture( int textureid, int x, int y, int w, int h );
int trap_R_GetTextureId( const char *name );
//bani - flush rendering buffer
void    trap_R_Finish( void );

// Duffy, camera stuff
#define CAM_PRIMARY 0   // the main camera for cutscenes, etc.
qboolean    trap_loadCamera( int camNum, const char *name );
void        trap_startCamera( int camNum, int time );
void        trap_stopCamera( int camNum );
qboolean    trap_getCameraInfo( int camNum, int time, vec3_t *origin, vec3_t *angles, float *fov );
void        CG_SetInitialCamera( const char *name, qboolean startBlack );
void        CG_StartCamera( const char *name, qboolean startBlack );
void        CG_StartInitialCamera();
void        CG_StopCamera( void );

//----(SA)	added
int         CG_LoadCamera( const char *name );
void        CG_FreeCamera( int camNum );
//----(SA)	end

bg_playerclass_t* CG_PlayerClassForClientinfo( clientInfo_t *ci, centity_t* cent );

void CG_FitTextToWidth( char* instr, int w, int size );
void CG_FitTextToWidth2( char* instr, float scale, float w, int size );
void CG_FitTextToWidth_Ext( char* instr, float scale, float w, int size, fontInfo_t* font );
int CG_TrimLeftPixels( char* instr, float scale, float w, int size );
void CG_FitTextToWidth_SingleLine( char* instr, float scale, float w, int size );

void CG_LocateCampaign( void );
void CG_LocateArena( void );
const char* CG_DescriptionForCampaign( void );
const char* CG_NameForCampaign( void );
void CG_CloseMenus();
// void CG_CampaignBriefing_f( void );
void CG_LimboMenu_f( void );

void CG_DrawPlayer_Limbo( float x, float y, float w, float h, playerInfo_t *pi, int time, clientInfo_t *ci, qboolean animatedHead );
animation_t* CG_GetLimboAnimation( playerInfo_t *pi, const char *name );

typedef struct {
	weapon_t weapindex;
	const char  *desc;
} weaponType_t;

extern weaponType_t weaponTypes[];
weaponType_t* WM_FindWeaponTypeForWeapon( weapon_t weapon );

extern animation_t      *lastTorsoAnim;
extern animation_t      *lastLegsAnim;
extern qboolean ccInitial;

void CG_MenuCheckPendingAnimation( playerInfo_t *pi );
void CG_MenuPendingAnimation( playerInfo_t *pi, const char* legsAnim, const char* torsoAnim, int delay );
void CG_MenuSetAnimation( playerInfo_t *pi, const char* legsAnim, const char* torsoAnim, qboolean force, qboolean clearpending );

#define CC_FILTER_AXIS          ( 1 << 0 )
#define CC_FILTER_ALLIES        ( 1 << 1 )
#define CC_FILTER_SPAWNS        ( 1 << 2 )
#define CC_FILTER_CMDPOST       ( 1 << 3 )
#define CC_FILTER_HACABINETS    ( 1 << 4 )
#define CC_FILTER_CONSTRUCTIONS ( 1 << 5 )
#define CC_FILTER_DESTRUCTIONS  ( 1 << 6 )
#define CC_FILTER_OBJECTIVES    ( 1 << 7 )
//#define CC_FILTER_WAYPOINTS		(1 << 7)
//#define CC_FILTER_OBJECTIVES	(1 << 8)

typedef struct {
	qhandle_t shader;
	const char *iconname;
	int width;
	int height;
} rankicon_t;

extern rankicon_t rankicons[NUM_EXPERIENCE_LEVELS][2];

#define TAB_LEFT_WIDTH 178
#define TAB_LEFT_EDGE ( 640 - TAB_LEFT_WIDTH )

fireteamData_t* CG_IsOnSameFireteam( int clientNum, int clientNum2 );


// START Mad Doc - TDF

#define MAX_SQUAD_SIZE 6

//
// merged the common UI elements
//
#define UI_CAMPAIGN_BRIEFING 0
#define UI_COMMAND_MAP 1
#define UI_SQUAD_SELECT 2


void CG_DrawUITabs();
void CG_DrawUICurrentSquad();
qboolean CG_UICommonClick();
void CG_DrawUISelectedSoldier( void );
void CG_UICurrentSquadSetup( void );
void CG_CampaignBriefingSetup( void );


#define ORDER_ICON_FADE_TIME 3500

int CG_GetFirstSelectedBot();
void CG_AddToJournal( char *text );
// returns true if game is single player (or coop)
qboolean CG_IsSinglePlayer( void );

// END Mad Doc - TDF

// Gordon: Fireteam stuff

//fireteamData_t* CG_IsOnFireteam(		int clientNum );
#define /*fireteamData_t**/ CG_IsOnFireteam( /*int*/ clientNum ) /*{ return*/ cgs.clientinfo[clientNum].fireteamData /*}*/
fireteamData_t* CG_IsOnSameFireteam(    int clientNum, int clientNum2 );
fireteamData_t* CG_IsFireTeamLeader(    int clientNum );

clientInfo_t*   CG_ClientInfoForPosition(       int pos, int max );
fireteamData_t* CG_FireTeamForPosition(         int pos, int max );
clientInfo_t*   CG_FireTeamPlayerForPosition(   int pos, int max );

void CG_SortClientFireteam();

void CG_DrawFireTeamOverlay( rectDef_t* rect );
clientInfo_t* CG_SortedFireTeamPlayerForPosition( int pos, int max );
qboolean CG_FireteamHasClass( int classnum, qboolean selectedonly );
const char* CG_BuildSelectedFirteamString( void );

// OSP
#define Pri( x ) CG_Printf( "[cgnotify]%s", CG_LocalizeServerCommand( x ) )
#define CPri( x ) CG_CenterPrint( CG_LocalizeServerCommand( x ), SCREEN_HEIGHT - ( SCREEN_HEIGHT * 0.2 ), SMALLCHAR_WIDTH );

// cg_multiview.c
void CG_mvDelete_f( void );
void CG_mvHideView_f( void );
void CG_mvNew_f( void );
void CG_mvShowView_f( void );
void CG_mvSwapViews_f( void );
void CG_mvToggleAll_f( void );
void CG_mvToggleView_f( void );
//
cg_window_t *CG_mvClientLocate( int pID );
void CG_mvCreate( int pID );
cg_window_t *CG_mvCurrent( void );
void CG_mvDraw( cg_window_t *sw );
cg_window_t *CG_mvFindNonMainview( void );
void CG_mvFree( int pID );
void CG_mvMainviewSwap( cg_window_t *av );
qboolean CG_mvMergedClientLocate( int pID );
void CG_mvOverlayDisplay( void );
void CG_mvOverlayUpdate( void );
void CG_mvOverlayClientUpdate( int pID, int index );
void CG_mvProcessClientList( void );
void CG_mvTransitionPlayerState( playerState_t* ps );
void CG_mvUpdateClientInfo( int pID );
void CG_mvWindowOverlay( int pID, float b_x, float b_y, float b_w, float b_h, float s, int wState, qboolean fSelected );
void CG_mvZoomBinoc( float x, float y, float w, float h );
void CG_mvZoomSniper( float x, float y, float w, float h );

// cg_window.c
qboolean CG_addString( cg_window_t *w, char *buf );
//void CG_createDemoHelpWindow(void);
//void CG_createSpecHelpWindow(void);
void CG_createStatsWindow( void );
void CG_createTopShotsWindow( void );
void CG_createWstatsMsgWindow( void );
void CG_createWtopshotsMsgWindow( void );
void CG_createMOTDWindow( void );
void CG_cursorUpdate( void );
void CG_initStrings( void );
void CG_printWindow( char *str );
void CG_removeStrings( cg_window_t *w );
cg_window_t *CG_windowAlloc( int fx, int startupLength );
void CG_windowDraw( void );
void CG_windowFree( cg_window_t *w );
void CG_windowInit( void );
void CG_windowNormalizeOnText( cg_window_t *w );
// OSP

void CG_SetupCabinets( void );

extern displayContextDef_t cgDC;
void CG_ParseSkyBox( void );
void CG_ParseTagConnect( int tagNum );
void CG_ParseTagConnects( void );

//
// cg_ents.c
//

void CG_AttachBitsToTank( centity_t* tank, refEntity_t* mg42base, refEntity_t* mg42upper, refEntity_t* mg42gun, refEntity_t* player, refEntity_t* flash, vec_t* playerangles, const char* tagName, qboolean browning );

//
// cg_character.c
//

qboolean CG_RegisterCharacter( const char *characterFile, bg_character_t *character );
bg_character_t *CG_CharacterForClientinfo( clientInfo_t *ci, centity_t *cent );
bg_character_t *CG_CharacterForPlayerstate( playerState_t* ps );
void CG_RegisterPlayerClasses( void );

//
// cg_polybus.c
//

polyBuffer_t* CG_PB_FindFreePolyBuffer( qhandle_t shader, int numVerts, int numIndicies );
void CG_PB_ClearPolyBuffers( void );
void CG_PB_RenderPolyBuffers( void );


//
// cg_limbopanel.c
//

void CG_LimboPanel_KeyHandling( int key, qboolean down );
int CG_LimboPanel_GetMaxObjectives( void );

qboolean CG_LimboPanel_WeaponLights_KeyDown( panel_button_t* button, int key );
qboolean CG_LimboPanel_WeaponPanel_KeyDown( panel_button_t* button, int key );
qboolean CG_LimboPanel_WeaponPanel_KeyUp( panel_button_t* button, int key );
qboolean CG_LimboPanel_ObjectiveText_KeyDown( panel_button_t* button, int key );
qboolean CG_LimboPanel_TeamButton_KeyDown( panel_button_t* button, int key );
qboolean CG_LimboPanel_ClassButton_KeyDown( panel_button_t* button, int key );
qboolean CG_LimboPanel_OkButton_KeyDown( panel_button_t* button, int key );
qboolean CG_LimboPanel_PlusButton_KeyDown( panel_button_t* button, int key );
qboolean CG_LimboPanel_MinusButton_KeyDown( panel_button_t* button, int key );
qboolean CG_LimboPanel_CancelButton_KeyDown( panel_button_t* button, int key );
qboolean CG_LimboPanel_Filter_KeyDown( panel_button_t* button, int key );
qboolean CG_LimboPanel_BriefingButton_KeyDown( panel_button_t* button, int key );

void CG_LimboPanel_BriefingButton_Draw( panel_button_t* button );
void CG_LimboPanel_ClassBar_Draw( panel_button_t* button );
void CG_LimboPanel_Filter_Draw( panel_button_t* button );
void CG_LimboPanel_RenderSkillIcon( panel_button_t* button );
void CG_LimboPanel_RenderTeamButton( panel_button_t* button );
void CG_LimboPanel_RenderClassButton( panel_button_t* button );
void CG_LimboPanel_RenderObjectiveText( panel_button_t* button );
void CG_LimboPanel_RenderCommandMap( panel_button_t* button );
void CG_LimboPanel_RenderObjectiveBack( panel_button_t* button );
void CG_LimboPanel_RenderLight( panel_button_t* button );
void CG_LimboPanel_WeaponLights( panel_button_t* button );
void CG_LimboPanel_RenderHead( panel_button_t* button );
void CG_LimboPanel_WeaponPanel( panel_button_t* button );
void CG_LimboPanel_Border_Draw( panel_button_t* button );
void CG_LimboPanel_RenderMedal( panel_button_t* button );
void CG_LimboPanel_RenderCounter( panel_button_t* button );
void CG_LimboPanelRenderText_NoLMS( panel_button_t* button );
void CG_LimboPanelRenderText_SkillsText( panel_button_t* button );

void CG_LimboPanel_NameEditFinish( panel_button_t* button );

void CG_LimboPanel_Setup( void );
void CG_LimboPanel_Init( void );

void                CG_LimboPanel_GetWeaponCardIconData( weapon_t weap, qhandle_t* shader, float* w, float* h, float* s0, float* t0, float* s1, float* t1 );
void                CG_LimboPanel_RequestObjective( void );
void                CG_LimboPanel_RequestWeaponStats( void );
qboolean            CG_LimboPanel_Draw( void );
team_t              CG_LimboPanel_GetTeam( void );
team_t              CG_LimboPanel_GetRealTeam( void );
bg_character_t*     CG_LimboPanel_GetCharacter( void );
int                 CG_LimboPanel_GetClass( void );
int                 CG_LimboPanel_WeaponCount( void );
int                 CG_LimboPanel_WeaponCount_ForSlot( int number );
int                 CG_LimboPanel_GetSelectedWeaponNum( void );
void                CG_LimboPanel_SetSelectedWeaponNum( int number );
bg_playerclass_t*   CG_LimboPanel_GetPlayerClass( void );
weapon_t            CG_LimboPanel_GetSelectedWeapon( void );
weapon_t            CG_LimboPanel_GetWeaponForNumber( int number, int slot, qboolean ignoreDisabled );
extWeaponStats_t    CG_LimboPanel_GetSelectedWeaponStat( void );
qboolean            CG_LimboPanel_WeaponIsDisabled( int weap );
qboolean            CG_LimboPanel_RealWeaponIsDisabled( weapon_t weap );
int                 CG_LimboPanel_GetWeaponNumberForPos( int pos );


void                CG_LimboPanel_SetSelectedWeaponNumForSlot( int index, int number );
weapon_t            CG_LimboPanel_GetSelectedWeaponForSlot( int index );

//
// cg_commandmap.c
//
// A scissored map always has the player in the center
typedef struct mapScissor_s {
	qboolean circular;  // if qfalse, rect
	float zoomFactor;
	vec2_t tl;
	vec2_t br;
} mapScissor_t;

int CG_CurLayerForZ( int z );
void CG_DrawMap( float x, float y, float w, float h, int mEntFilter, mapScissor_t *scissor, qboolean interactive, float alpha, qboolean borderblend );
int CG_DrawSpawnPointInfo( int px, int py, int pw, int ph, qboolean draw, mapScissor_t *scissor, int expand );
void CG_DrawMortarMarker( int px, int py, int pw, int ph, qboolean draw, mapScissor_t *scissor, int expand );
void CG_CommandMap_SetHighlightText( const char* text, float x, float y );
void CG_CommandMap_DrawHighlightText( void );
qboolean CG_CommandCentreSpawnPointClick( void );

#define LIMBO_3D_X  287 //%	280
#define LIMBO_3D_Y  382
#define LIMBO_3D_W  128
#define LIMBO_3D_H  96  //%	94

#define CC_2D_X 64
#define CC_2D_Y 23
#define CC_2D_W 352
#define CC_2D_H 352

void CG_DrawPlayerHead( rectDef_t *rect, bg_character_t* character, bg_character_t* headcharacter, float yaw, float pitch, qboolean drawHat, hudHeadAnimNumber_t animation, qhandle_t painSkin, int rank, qboolean spectator );

//
// cg_popupmessages.c
//

void CG_InitPM( void );
void CG_InitPMGraphics( void );
void CG_UpdatePMLists( void );
void CG_AddPMItem( popupMessageType_t type, const char* message, qhandle_t shader );
void CG_AddPMItemBig( popupMessageBigType_t type, const char* message, qhandle_t shader );
void CG_DrawPMItems( void );
void CG_DrawPMItemsBig( void );
const char* CG_GetPMItemText( centity_t* cent );
void CG_PlayPMItemSound( centity_t *cent );
qhandle_t CG_GetPMItemIcon( centity_t* cent );
void CG_DrawKeyHint( rectDef_t* rect, const char* binding );

//
// cg_debriefing.c
//

clientInfo_t* CG_Debriefing_GetSelectedClientInfo( void );
void CG_Debrieing_SetSelectedClient( int clientNum );

qboolean CG_Debriefing_Draw( void );
void CG_ChatPanel_Setup( void );

void CG_Debriefing_ChatEditFinish( panel_button_t* button );
void CG_Debriefing_BackButton_Draw( panel_button_t* button );
void CG_Debriefing_HTMLButton_Draw( panel_button_t* button );
void CG_Debriefing_NextButton_Draw( panel_button_t* button );
void CG_Debriefing_ChatButton_Draw( panel_button_t* button );
void CG_Debriefing_ReadyButton_Draw( panel_button_t* button );
qboolean CG_Debriefing_ChatButton_KeyDown( panel_button_t* button, int key );
qboolean CG_Debriefing_BackButton_KeyDown( panel_button_t* button, int key );
qboolean CG_Debriefing_ReadyButton_KeyDown( panel_button_t* button, int key );
qboolean CG_Debriefing_QCButton_KeyDown( panel_button_t* button, int key );
qboolean CG_Debriefing_NextButton_KeyDown( panel_button_t* button, int key );

void CG_PanelButtonsRender_Button_Ext( rectDef_t* r, const char* text );

void CG_Debriefing_PlayerName_Draw( panel_button_t* button );
void CG_Debriefing_PlayerRank_Draw( panel_button_t* button );
void CG_Debriefing_PlayerMedals_Draw( panel_button_t* button );
void CG_Debriefing_PlayerTime_Draw( panel_button_t* button );
void CG_Debriefing_PlayerXP_Draw( panel_button_t* button );
void CG_Debriefing_PlayerACC_Draw( panel_button_t* button );
void CG_Debriefing_PlayerSkills_Draw( panel_button_t* button );


void CG_DebriefingPlayerWeaponStats_Draw( panel_button_t* button );

void CG_DebriefingXPHeader_Draw( panel_button_t* button );

void CG_DebriefingTitle_Draw( panel_button_t* button );
void CG_DebriefingPlayerList_Draw( panel_button_t* button );
qboolean CG_DebriefingPlayerList_KeyDown( panel_button_t* button, int key );

void CG_Debriefing_ChatEdit_Draw( panel_button_t* button );
void CG_Debriefing_ChatBox_Draw( panel_button_t* button );
void CG_Debriefing_Scrollbar_Draw( panel_button_t* button );
qboolean CG_Debriefing_Scrollbar_KeyDown( panel_button_t* button, int key );
qboolean CG_Debriefing_Scrollbar_KeyUp( panel_button_t* button, int key );
float CG_Debriefing_CalcCampaignProgress( void );

const char* CG_Debriefing_RankNameForClientInfo( clientInfo_t* ci );
const char* CG_Debriefing_FullRankNameForClientInfo( clientInfo_t* ci );
void CG_Debriefing_Startup( void );
void CG_Debriefing_Shutdown( void );
qboolean CG_Debriefing_ServerCommand( const char* cmd );
void CG_Debriefing_MouseEvent( int x, int y );

void CG_TeamDebriefingOutcome_Draw( panel_button_t* button );
void CG_TeamDebriefingMapList_Draw( panel_button_t* button );
qboolean CG_TeamDebriefingMapList_KeyDown( panel_button_t* button, int key );
void CG_TeamDebriefingMapWinner_Draw( panel_button_t* button );
void CG_TeamDebriefingMapShot_Draw( panel_button_t* button );
void CG_TeamDebriefingTeamXP_Draw( panel_button_t* button );
void CG_TeamDebriefingTeamSkillXP_Draw( panel_button_t* button );

const char* CG_PickupItemText( int item );

void CG_LoadPanel_DrawPin( const char* text, float px, float py, float sx, float sy, qhandle_t shader, float pinsize, float backheight );
void CG_LoadPanel_RenderCampaignPins( panel_button_t* button );
void CG_LoadPanel_RenderMissionDescriptionText( panel_button_t* button );
void CG_LoadPanel_RenderCampaignTypeText( panel_button_t* button );
void CG_LoadPanel_RenderCampaignNameText( panel_button_t* button );
void CG_LoadPanel_RenderPercentageMeter( panel_button_t* button );
void CG_LoadPanel_RenderContinueButton( panel_button_t* button );
void CG_LoadPanel_RenderLoadingBar( panel_button_t* button );
void CG_LoadPanel_KeyHandling( int key, qboolean down );
qboolean CG_LoadPanel_ContinueButtonKeyDown( panel_button_t* button, int key );
void CG_DrawConnectScreen( qboolean interactive, qboolean forcerefresh );

qboolean CG_Debriefing2_Maps_KeyDown( panel_button_t* button, int key );
void CG_Debriefing2TeamSkillHeaders_Draw( panel_button_t* button );
void CG_Debriefing2TeamSkillXP_Draw( panel_button_t* button );
void CG_Debreifing2_MissionTitle_Draw( panel_button_t* button );
void CG_Debreifing2_Mission_Draw( panel_button_t* button );
void CG_Debreifing2_Maps_Draw( panel_button_t* button );
void CG_Debreifing2_Awards_Draw( panel_button_t* button );
void CG_PanelButtonsRender_Window( panel_button_t* button );
void CG_PanelButtonsRender_Button( panel_button_t* button );

team_t CG_Debriefing_FindWinningTeamForMap( void );

int CG_CalcViewValues( void );
void CG_HudHeadAnimation( bg_character_t* ch, lerpFrame_t* lf, int *oldframe, int *frame, float *backlerp, hudHeadAnimNumber_t animation );

//
// cg_fireteams.c
//

void CG_Fireteams_KeyHandling( int key, qboolean down );
qboolean CG_FireteamCheckExecKey( int key, qboolean doaction );
void CG_Fireteams_Draw( void );
void CG_Fireteams_Setup( void );

void CG_Fireteams_MenuText_Draw( panel_button_t* button );
void CG_Fireteams_MenuTitleText_Draw( panel_button_t* button );
