aboutsummaryrefslogtreecommitdiffstats
path: root/code/cgame/cg_ents.c
blob: a6a5c2a575356a9a199be915b838c1c253759681 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.

This file is part of Quake III Arena source code.

Quake III Arena 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 2 of the License,
or (at your option) any later version.

Quake III Arena 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 Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/
//
// cg_ents.c -- present snapshot entities, happens every single frame

#include "cg_local.h"


/*
======================
CG_PositionEntityOnTag

Modifies the entities position and axis by the given
tag location
======================
*/
void CG_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent, 
							qhandle_t parentModel, char *tagName ) {
	int				i;
	orientation_t	lerped;
	
	// lerp the tag
	trap_R_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame,
		1.0 - parent->backlerp, tagName );

	// FIXME: allow origin offsets along tag?
	VectorCopy( parent->origin, entity->origin );
	for ( i = 0 ; i < 3 ; i++ ) {
		VectorMA( entity->origin, lerped.origin[i], parent->axis[i], entity->origin );
	}

	// had to cast away the const to avoid compiler problems...
	MatrixMultiply( lerped.axis, ((refEntity_t *)parent)->axis, entity->axis );
	entity->backlerp = parent->backlerp;
}


/*
======================
CG_PositionRotatedEntityOnTag

Modifies the entities position and axis by the given
tag location
======================
*/
void CG_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *parent, 
							qhandle_t parentModel, char *tagName ) {
	int				i;
	orientation_t	lerped;
	vec3_t			tempAxis[3];

//AxisClear( entity->axis );
	// lerp the tag
	trap_R_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame,
		1.0 - parent->backlerp, tagName );

	// FIXME: allow origin offsets along tag?
	VectorCopy( parent->origin, entity->origin );
	for ( i = 0 ; i < 3 ; i++ ) {
		VectorMA( entity->origin, lerped.origin[i], parent->axis[i], entity->origin );
	}

	// had to cast away the const to avoid compiler problems...
	MatrixMultiply( entity->axis, lerped.axis, tempAxis );
	MatrixMultiply( tempAxis, ((refEntity_t *)parent)->axis, entity->axis );
}



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

FUNCTIONS CALLED EACH FRAME

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

/*
======================
CG_SetEntitySoundPosition

Also called by event processing code
======================
*/
void CG_SetEntitySoundPosition( centity_t *cent ) {
	if ( cent->currentState.solid == SOLID_BMODEL ) {
		vec3_t	origin;
		float	*v;

		v = cgs.inlineModelMidpoints[ cent->currentState.modelindex ];
		VectorAdd( cent->lerpOrigin, v, origin );
		trap_S_UpdateEntityPosition( cent->currentState.number, origin );
	} else {
		trap_S_UpdateEntityPosition( cent->currentState.number, cent->lerpOrigin );
	}
}

/*
==================
CG_EntityEffects

Add continuous entity effects, like local entity emission and lighting
==================
*/
static void CG_EntityEffects( centity_t *cent ) {

	// update sound origins
	CG_SetEntitySoundPosition( cent );

	// add loop sound
	if ( cent->currentState.loopSound ) {
		if (cent->currentState.eType != ET_SPEAKER) {
			trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, 
				cgs.gameSounds[ cent->currentState.loopSound ] );
		} else {
			trap_S_AddRealLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, 
				cgs.gameSounds[ cent->currentState.loopSound ] );
		}
	}


	// constant light glow
	if ( cent->currentState.constantLight ) {
		int		cl;
		int		i, r, g, b;

		cl = cent->currentState.constantLight;
		r = cl & 255;
		g = ( cl >> 8 ) & 255;
		b = ( cl >> 16 ) & 255;
		i = ( ( cl >> 24 ) & 255 ) * 4;
		trap_R_AddLightToScene( cent->lerpOrigin, i, r, g, b );
	}

}


/*
==================
CG_General
==================
*/
static void CG_General( centity_t *cent ) {
	refEntity_t			ent;
	entityState_t		*s1;

	s1 = &cent->currentState;

	// if set to invisible, skip
	if (!s1->modelindex) {
		return;
	}

	memset (&ent, 0, sizeof(ent));

	// set frame

	ent.frame = s1->frame;
	ent.oldframe = ent.frame;
	ent.backlerp = 0;

	VectorCopy( cent->lerpOrigin, ent.origin);
	VectorCopy( cent->lerpOrigin, ent.oldorigin);

	ent.hModel = cgs.gameModels[s1->modelindex];

	// player model
	if (s1->number == cg.snap->ps.clientNum) {
		ent.renderfx |= RF_THIRD_PERSON;	// only draw from mirrors
	}

	// convert angles to axis
	AnglesToAxis( cent->lerpAngles, ent.axis );

	// add to refresh list
	trap_R_AddRefEntityToScene (&ent);
}

/*
==================
CG_Speaker

Speaker entities can automatically play sounds
==================
*/
static void CG_Speaker( centity_t *cent ) {
	if ( ! cent->currentState.clientNum ) {	// FIXME: use something other than clientNum...
		return;		// not auto triggering
	}

	if ( cg.time < cent->miscTime ) {
		return;
	}

	trap_S_StartSound (NULL, cent->currentState.number, CHAN_ITEM, cgs.gameSounds[cent->currentState.eventParm] );

	//	ent->s.frame = ent->wait * 10;
	//	ent->s.clientNum = ent->random * 10;
	cent->miscTime = cg.time + cent->currentState.frame * 100 + cent->currentState.clientNum * 100 * crandom();
}

/*
==================
CG_Item
==================
*/
static void CG_Item( centity_t *cent ) {
	refEntity_t		ent;
	entityState_t	*es;
	gitem_t			*item;
	int				msec;
	float			frac;
	float			scale;
	weaponInfo_t	*wi;

	es = &cent->currentState;
	if ( es->modelindex >= bg_numItems ) {
		CG_Error( "Bad item index %i on entity", es->modelindex );
	}

	// if set to invisible, skip
	if ( !es->modelindex || ( es->eFlags & EF_NODRAW ) ) {
		return;
	}

	item = &bg_itemlist[ es->modelindex ];
	if ( cg_simpleItems.integer && item->giType != IT_TEAM ) {
		memset( &ent, 0, sizeof( ent ) );
		ent.reType = RT_SPRITE;
		VectorCopy( cent->lerpOrigin, ent.origin );
		ent.radius = 14;
		ent.customShader = cg_items[es->modelindex].icon;
		ent.shaderRGBA[0] = 255;
		ent.shaderRGBA[1] = 255;
		ent.shaderRGBA[2] = 255;
		ent.shaderRGBA[3] = 255;
		trap_R_AddRefEntityToScene(&ent);
		return;
	}

	// items bob up and down continuously
	scale = 0.005 + cent->currentState.number * 0.00001;
	cent->lerpOrigin[2] += 4 + cos( ( cg.time + 1000 ) *  scale ) * 4;

	memset (&ent, 0, sizeof(ent));

	// autorotate at one of two speeds
	if ( item->giType == IT_HEALTH ) {
		VectorCopy( cg.autoAnglesFast, cent->lerpAngles );
		AxisCopy( cg.autoAxisFast, ent.axis );
	} else {
		VectorCopy( cg.autoAngles, cent->lerpAngles );
		AxisCopy( cg.autoAxis, ent.axis );
	}

	wi = NULL;
	// the weapons have their origin where they attatch to player
	// models, so we need to offset them or they will rotate
	// eccentricly
	if ( item->giType == IT_WEAPON ) {
		wi = &cg_weapons[item->giTag];
		cent->lerpOrigin[0] -= 
			wi->weaponMidpoint[0] * ent.axis[0][0] +
			wi->weaponMidpoint[1] * ent.axis[1][0] +
			wi->weaponMidpoint[2] * ent.axis[2][0];
		cent->lerpOrigin[1] -= 
			wi->weaponMidpoint[0] * ent.axis[0][1] +
			wi->weaponMidpoint[1] * ent.axis[1][1] +
			wi->weaponMidpoint[2] * ent.axis[2][1];
		cent->lerpOrigin[2] -= 
			wi->weaponMidpoint[0] * ent.axis[0][2] +
			wi->weaponMidpoint[1] * ent.axis[1][2] +
			wi->weaponMidpoint[2] * ent.axis[2][2];

		cent->lerpOrigin[2] += 8;	// an extra height boost
	}

	ent.hModel = cg_items[es->modelindex].models[0];

	VectorCopy( cent->lerpOrigin, ent.origin);
	VectorCopy( cent->lerpOrigin, ent.oldorigin);

	ent.nonNormalizedAxes = qfalse;

	// if just respawned, slowly scale up
	msec = cg.time - cent->miscTime;
	if ( msec >= 0 && msec < ITEM_SCALEUP_TIME ) {
		frac = (float)msec / ITEM_SCALEUP_TIME;
		VectorScale( ent.axis[0], frac, ent.axis[0] );
		VectorScale( ent.axis[1], frac, ent.axis[1] );
		VectorScale( ent.axis[2], frac, ent.axis[2] );
		ent.nonNormalizedAxes = qtrue;
	} else {
		frac = 1.0;
	}

	// items without glow textures need to keep a minimum light value
	// so they are always visible
	if ( ( item->giType == IT_WEAPON ) ||
		 ( item->giType == IT_ARMOR ) ) {
		ent.renderfx |= RF_MINLIGHT;
	}

	// increase the size of the weapons when they are presented as items
	if ( item->giType == IT_WEAPON ) {
		VectorScale( ent.axis[0], 1.5, ent.axis[0] );
		VectorScale( ent.axis[1], 1.5, ent.axis[1] );
		VectorScale( ent.axis[2], 1.5, ent.axis[2] );
		ent.nonNormalizedAxes = qtrue;
#ifdef MISSIONPACK
		trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, cgs.media.weaponHoverSound );
#endif
	}

#ifdef MISSIONPACK
	if ( item->giType == IT_HOLDABLE && item->giTag == HI_KAMIKAZE ) {
		VectorScale( ent.axis[0], 2, ent.axis[0] );
		VectorScale( ent.axis[1], 2, ent.axis[1] );
		VectorScale( ent.axis[2], 2, ent.axis[2] );
		ent.nonNormalizedAxes = qtrue;
	}
#endif

	// add to refresh list
	trap_R_AddRefEntityToScene(&ent);

#ifdef MISSIONPACK
	if ( item->giType == IT_WEAPON && wi->barrelModel ) {
		refEntity_t	barrel;

		memset( &barrel, 0, sizeof( barrel ) );

		barrel.hModel = wi->barrelModel;

		VectorCopy( ent.lightingOrigin, barrel.lightingOrigin );
		barrel.shadowPlane = ent.shadowPlane;
		barrel.renderfx = ent.renderfx;

		CG_PositionRotatedEntityOnTag( &barrel, &ent, wi->weaponModel, "tag_barrel" );

		AxisCopy( ent.axis, barrel.axis );
		barrel.nonNormalizedAxes = ent.nonNormalizedAxes;

		trap_R_AddRefEntityToScene( &barrel );
	}
#endif

	// accompanying rings / spheres for powerups
	if ( !cg_simpleItems.integer ) 
	{
		vec3_t spinAngles;

		VectorClear( spinAngles );

		if ( item->giType == IT_HEALTH || item->giType == IT_POWERUP )
		{
			if ( ( ent.hModel = cg_items[es->modelindex].models[1] ) != 0 )
			{
				if ( item->giType == IT_POWERUP )
				{
					ent.origin[2] += 12;
					spinAngles[1] = ( cg.time & 1023 ) * 360 / -1024.0f;
				}
				AnglesToAxis( spinAngles, ent.axis );
				
				// scale up if respawning
				if ( frac != 1.0 ) {
					VectorScale( ent.axis[0], frac, ent.axis[0] );
					VectorScale( ent.axis[1], frac, ent.axis[1] );
					VectorScale( ent.axis[2], frac, ent.axis[2] );
					ent.nonNormalizedAxes = qtrue;
				}
				trap_R_AddRefEntityToScene( &ent );
			}
		}
	}
}

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

/*
===============
CG_Missile
===============
*/
static void CG_Missile( centity_t *cent ) {
	refEntity_t			ent;
	entityState_t		*s1;
	const weaponInfo_t		*weapon;
//	int	col;

	s1 = &cent->currentState;
	if ( s1->weapon > WP_NUM_WEAPONS ) {
		s1->weapon = 0;
	}
	weapon = &cg_weapons[s1->weapon];

	// calculate the axis
	VectorCopy( s1->angles, cent->lerpAngles);

	// add trails
	if ( weapon->missileTrailFunc ) 
	{
		weapon->missileTrailFunc( cent, weapon );
	}
/*
	if ( cent->currentState.modelindex == TEAM_RED ) {
		col = 1;
	}
	else if ( cent->currentState.modelindex == TEAM_BLUE ) {
		col = 2;
	}
	else {
		col = 0;
	}

	// add dynamic light
	if ( weapon->missileDlight ) {
		trap_R_AddLightToScene(cent->lerpOrigin, weapon->missileDlight, 
			weapon->missileDlightColor[col][0], weapon->missileDlightColor[col][1], weapon->missileDlightColor[col][2] );
	}
*/
	// add dynamic light
	if ( weapon->missileDlight ) {
		trap_R_AddLightToScene(cent->lerpOrigin, weapon->missileDlight, 
			weapon->missileDlightColor[0], weapon->missileDlightColor[1], weapon->missileDlightColor[2] );
	}

	// add missile sound
	if ( weapon->missileSound ) {
		vec3_t	velocity;

		BG_EvaluateTrajectoryDelta( &cent->currentState.pos, cg.time, velocity );

		trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, velocity, weapon->missileSound );
	}

	// create the render entity
	memset (&ent, 0, sizeof(ent));
	VectorCopy( cent->lerpOrigin, ent.origin);
	VectorCopy( cent->lerpOrigin, ent.oldorigin);

	if ( cent->currentState.weapon == WP_PLASMAGUN ) {
		ent.reType = RT_SPRITE;
		ent.radius = 16;
		ent.rotation = 0;
		ent.customShader = cgs.media.plasmaBallShader;
		trap_R_AddRefEntityToScene( &ent );
		return;
	}

	// flicker between two skins
	ent.skinNum = cg.clientFrame & 1;
	ent.hModel = weapon->missileModel;
	ent.renderfx = weapon->missileRenderfx | RF_NOSHADOW;

#ifdef MISSIONPACK
	if ( cent->currentState.weapon == WP_PROX_LAUNCHER ) {
		if (s1->generic1 == TEAM_BLUE) {
			ent.hModel = cgs.media.blueProxMine;
		}
	}
#endif

	// convert direction of travel into axis
	if ( VectorNormalize2( s1->pos.trDelta, ent.axis[0] ) == 0 ) {
		ent.axis[0][2] = 1;
	}

	// spin as it moves
	if ( s1->pos.trType != TR_STATIONARY ) {
		RotateAroundDirection( ent.axis, cg.time / 4 );
	} else {
#ifdef MISSIONPACK
		if ( s1->weapon == WP_PROX_LAUNCHER ) {
			AnglesToAxis( cent->lerpAngles, ent.axis );
		}
		else
#endif
		{
			RotateAroundDirection( ent.axis, s1->time );
		}
	}

	// add to refresh list, possibly with quad glow
	CG_AddRefEntityWithPowerups( &ent, s1, TEAM_FREE );
}

/*
===============
CG_Grapple

This is called when the grapple is sitting up against the wall
===============
*/
static void CG_Grapple( centity_t *cent ) {
	refEntity_t			ent;
	entityState_t		*s1;
	const weaponInfo_t		*weapon;

	s1 = &cent->currentState;
	if ( s1->weapon > WP_NUM_WEAPONS ) {
		s1->weapon = 0;
	}
	weapon = &cg_weapons[s1->weapon];

	// calculate the axis
	VectorCopy( s1->angles, cent->lerpAngles);

#if 0 // FIXME add grapple pull sound here..?
	// add missile sound
	if ( weapon->missileSound ) {
		trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, weapon->missileSound );
	}
#endif

	// Will draw cable if needed
	CG_GrappleTrail ( cent, weapon );

	// create the render entity
	memset (&ent, 0, sizeof(ent));
	VectorCopy( cent->lerpOrigin, ent.origin);
	VectorCopy( cent->lerpOrigin, ent.oldorigin);

	// flicker between two skins
	ent.skinNum = cg.clientFrame & 1;
	ent.hModel = weapon->missileModel;
	ent.renderfx = weapon->missileRenderfx | RF_NOSHADOW;

	// convert direction of travel into axis
	if ( VectorNormalize2( s1->pos.trDelta, ent.axis[0] ) == 0 ) {
		ent.axis[0][2] = 1;
	}

	trap_R_AddRefEntityToScene( &ent );
}

/*
===============
CG_Mover
===============
*/
static void CG_Mover( centity_t *cent ) {
	refEntity_t			ent;
	entityState_t		*s1;

	s1 = &cent->currentState;

	// create the render entity
	memset (&ent, 0, sizeof(ent));
	VectorCopy( cent->lerpOrigin, ent.origin);
	VectorCopy( cent->lerpOrigin, ent.oldorigin);
	AnglesToAxis( cent->lerpAngles, ent.axis );

	ent.renderfx = RF_NOSHADOW;

	// flicker between two skins (FIXME?)
	ent.skinNum = ( cg.time >> 6 ) & 1;

	// get the model, either as a bmodel or a modelindex
	if ( s1->solid == SOLID_BMODEL ) {
		ent.hModel = cgs.inlineDrawModel[s1->modelindex];
	} else {
		ent.hModel = cgs.gameModels[s1->modelindex];
	}

	// add to refresh list
	trap_R_AddRefEntityToScene(&ent);

	// add the secondary model
	if ( s1->modelindex2 ) {
		ent.skinNum = 0;
		ent.hModel = cgs.gameModels[s1->modelindex2];
		trap_R_AddRefEntityToScene(&ent);
	}

}

/*
===============
CG_Beam

Also called as an event
===============
*/
void CG_Beam( centity_t *cent ) {
	refEntity_t			ent;
	entityState_t		*s1;

	s1 = &cent->currentState;

	// create the render entity
	memset (&ent, 0, sizeof(ent));
	VectorCopy( s1->pos.trBase, ent.origin );
	VectorCopy( s1->origin2, ent.oldorigin );
	AxisClear( ent.axis );
	ent.reType = RT_BEAM;

	ent.renderfx = RF_NOSHADOW;

	// add to refresh list
	trap_R_AddRefEntityToScene(&ent);
}


/*
===============
CG_Portal
===============
*/
static void CG_Portal( centity_t *cent ) {
	refEntity_t			ent;
	entityState_t		*s1;

	s1 = &cent->currentState;

	// create the render entity
	memset (&ent, 0, sizeof(ent));
	VectorCopy( cent->lerpOrigin, ent.origin );
	VectorCopy( s1->origin2, ent.oldorigin );
	ByteToDir( s1->eventParm, ent.axis[0] );
	PerpendicularVector( ent.axis[1], ent.axis[0] );

	// negating this tends to get the directions like they want
	// we really should have a camera roll value
	VectorSubtract( vec3_origin, ent.axis[1], ent.axis[1] );

	CrossProduct( ent.axis[0], ent.axis[1], ent.axis[2] );
	ent.reType = RT_PORTALSURFACE;
	ent.oldframe = s1->powerups;
	ent.frame = s1->frame;		// rotation speed
	ent.skinNum = s1->clientNum/256.0 * 360;	// roll offset

	// add to refresh list
	trap_R_AddRefEntityToScene(&ent);
}


/*
=========================
CG_AdjustPositionForMover

Also called by client movement prediction code
=========================
*/
void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int fromTime, int toTime, vec3_t out ) {
	centity_t	*cent;
	vec3_t	oldOrigin, origin, deltaOrigin;
	vec3_t	oldAngles, angles, deltaAngles;

	if ( moverNum <= 0 || moverNum >= ENTITYNUM_MAX_NORMAL ) {
		VectorCopy( in, out );
		return;
	}

	cent = &cg_entities[ moverNum ];
	if ( cent->currentState.eType != ET_MOVER ) {
		VectorCopy( in, out );
		return;
	}

	BG_EvaluateTrajectory( &cent->currentState.pos, fromTime, oldOrigin );
	BG_EvaluateTrajectory( &cent->currentState.apos, fromTime, oldAngles );

	BG_EvaluateTrajectory( &cent->currentState.pos, toTime, origin );
	BG_EvaluateTrajectory( &cent->currentState.apos, toTime, angles );

	VectorSubtract( origin, oldOrigin, deltaOrigin );
	VectorSubtract( angles, oldAngles, deltaAngles );

	VectorAdd( in, deltaOrigin, out );

	// FIXME: origin change when on a rotating object
}


/*
=============================
CG_InterpolateEntityPosition
=============================
*/
static void CG_InterpolateEntityPosition( centity_t *cent ) {
	vec3_t		current, next;
	float		f;

	// it would be an internal error to find an entity that interpolates without
	// a snapshot ahead of the current one
	if ( cg.nextSnap == NULL ) {
		CG_Error( "CG_InterpoateEntityPosition: cg.nextSnap == NULL" );
	}

	f = cg.frameInterpolation;

	// this will linearize a sine or parabolic curve, but it is important
	// to not extrapolate player positions if more recent data is available
	BG_EvaluateTrajectory( &cent->currentState.pos, cg.snap->serverTime, current );
	BG_EvaluateTrajectory( &cent->nextState.pos, cg.nextSnap->serverTime, next );

	cent->lerpOrigin[0] = current[0] + f * ( next[0] - current[0] );
	cent->lerpOrigin[1] = current[1] + f * ( next[1] - current[1] );
	cent->lerpOrigin[2] = current[2] + f * ( next[2] - current[2] );

	BG_EvaluateTrajectory( &cent->currentState.apos, cg.snap->serverTime, current );
	BG_EvaluateTrajectory( &cent->nextState.apos, cg.nextSnap->serverTime, next );

	cent->lerpAngles[0] = LerpAngle( current[0], next[0], f );
	cent->lerpAngles[1] = LerpAngle( current[1], next[1], f );
	cent->lerpAngles[2] = LerpAngle( current[2], next[2], f );

}

/*
===============
CG_CalcEntityLerpPositions

===============
*/
static void CG_CalcEntityLerpPositions( centity_t *cent ) {

	// if this player does not want to see extrapolated players
	if ( !cg_smoothClients.integer ) {
		// make sure the clients use TR_INTERPOLATE
		if ( cent->currentState.number < MAX_CLIENTS ) {
			cent->currentState.pos.trType = TR_INTERPOLATE;
			cent->nextState.pos.trType = TR_INTERPOLATE;
		}
	}

	if ( cent->interpolate && cent->currentState.pos.trType == TR_INTERPOLATE ) {
		CG_InterpolateEntityPosition( cent );
		return;
	}

	// first see if we can interpolate between two snaps for
	// linear extrapolated clients
	if ( cent->interpolate && cent->currentState.pos.trType == TR_LINEAR_STOP &&
											cent->currentState.number < MAX_CLIENTS) {
		CG_InterpolateEntityPosition( cent );
		return;
	}

	// just use the current frame and evaluate as best we can
	BG_EvaluateTrajectory( &cent->currentState.pos, cg.time, cent->lerpOrigin );
	BG_EvaluateTrajectory( &cent->currentState.apos, cg.time, cent->lerpAngles );

	// adjust for riding a mover if it wasn't rolled into the predicted
	// player state
	if ( cent != &cg.predictedPlayerEntity ) {
		CG_AdjustPositionForMover( cent->lerpOrigin, cent->currentState.groundEntityNum, 
		cg.snap->serverTime, cg.time, cent->lerpOrigin );
	}
}

/*
===============
CG_TeamBase
===============
*/
static void CG_TeamBase( centity_t *cent ) {
	refEntity_t model;
#ifdef MISSIONPACK
	vec3_t angles;
	int t, h;
	float c;

	if ( cgs.gametype == GT_CTF || cgs.gametype == GT_1FCTF ) {
#else
	if ( cgs.gametype == GT_CTF) {
#endif
		// show the flag base
		memset(&model, 0, sizeof(model));
		model.reType = RT_MODEL;
		VectorCopy( cent->lerpOrigin, model.lightingOrigin );
		VectorCopy( cent->lerpOrigin, model.origin );
		AnglesToAxis( cent->currentState.angles, model.axis );
		if ( cent->currentState.modelindex == TEAM_RED ) {
			model.hModel = cgs.media.redFlagBaseModel;
		}
		else if ( cent->currentState.modelindex == TEAM_BLUE ) {
			model.hModel = cgs.media.blueFlagBaseModel;
		}
		else {
			model.hModel = cgs.media.neutralFlagBaseModel;
		}
		trap_R_AddRefEntityToScene( &model );
	}
#ifdef MISSIONPACK
	else if ( cgs.gametype == GT_OBELISK ) {
		// show the obelisk
		memset(&model, 0, sizeof(model));
		model.reType = RT_MODEL;
		VectorCopy( cent->lerpOrigin, model.lightingOrigin );
		VectorCopy( cent->lerpOrigin, model.origin );
		AnglesToAxis( cent->currentState.angles, model.axis );

		model.hModel = cgs.media.overloadBaseModel;
		trap_R_AddRefEntityToScene( &model );
		// if hit
		if ( cent->currentState.frame == 1) {
			// show hit model
			// modelindex2 is the health value of the obelisk
			c = cent->currentState.modelindex2;
			model.shaderRGBA[0] = 0xff;
			model.shaderRGBA[1] = c;
			model.shaderRGBA[2] = c;
			model.shaderRGBA[3] = 0xff;
			//
			model.hModel = cgs.media.overloadEnergyModel;
			trap_R_AddRefEntityToScene( &model );
		}
		// if respawning
		if ( cent->currentState.frame == 2) {
			if ( !cent->miscTime ) {
				cent->miscTime = cg.time;
			}
			t = cg.time - cent->miscTime;
			h = (cg_obeliskRespawnDelay.integer - 5) * 1000;
			//
			if (t > h) {
				c = (float) (t - h) / h;
				if (c > 1)
					c = 1;
			}
			else {
				c = 0;
			}
			// show the lights
			AnglesToAxis( cent->currentState.angles, model.axis );
			//
			model.shaderRGBA[0] = c * 0xff;
			model.shaderRGBA[1] = c * 0xff;
			model.shaderRGBA[2] = c * 0xff;
			model.shaderRGBA[3] = c * 0xff;

			model.hModel = cgs.media.overloadLightsModel;
			trap_R_AddRefEntityToScene( &model );
			// show the target
			if (t > h) {
				if ( !cent->muzzleFlashTime ) {
					trap_S_StartSound (cent->lerpOrigin, ENTITYNUM_NONE, CHAN_BODY,  cgs.media.obeliskRespawnSound);
					cent->muzzleFlashTime = 1;
				}
				VectorCopy(cent->currentState.angles, angles);
				angles[YAW] += (float) 16 * acos(1-c) * 180 / M_PI;
				AnglesToAxis( angles, model.axis );

				VectorScale( model.axis[0], c, model.axis[0]);
				VectorScale( model.axis[1], c, model.axis[1]);
				VectorScale( model.axis[2], c, model.axis[2]);

				model.shaderRGBA[0] = 0xff;
				model.shaderRGBA[1] = 0xff;
				model.shaderRGBA[2] = 0xff;
				model.shaderRGBA[3] = 0xff;
				//
				model.origin[2] += 56;
				model.hModel = cgs.media.overloadTargetModel;
				trap_R_AddRefEntityToScene( &model );
			}
			else {
				//FIXME: show animated smoke
			}
		}
		else {
			cent->miscTime = 0;
			cent->muzzleFlashTime = 0;
			// modelindex2 is the health value of the obelisk
			c = cent->currentState.modelindex2;
			model.shaderRGBA[0] = 0xff;
			model.shaderRGBA[1] = c;
			model.shaderRGBA[2] = c;
			model.shaderRGBA[3] = 0xff;
			// show the lights
			model.hModel = cgs.media.overloadLightsModel;
			trap_R_AddRefEntityToScene( &model );
			// show the target
			model.origin[2] += 56;
			model.hModel = cgs.media.overloadTargetModel;
			trap_R_AddRefEntityToScene( &model );
		}
	}
	else if ( cgs.gametype == GT_HARVESTER ) {
		// show harvester model
		memset(&model, 0, sizeof(model));
		model.reType = RT_MODEL;
		VectorCopy( cent->lerpOrigin, model.lightingOrigin );
		VectorCopy( cent->lerpOrigin, model.origin );
		AnglesToAxis( cent->currentState.angles, model.axis );

		if ( cent->currentState.modelindex == TEAM_RED ) {
			model.hModel = cgs.media.harvesterModel;
			model.customSkin = cgs.media.harvesterRedSkin;
		}
		else if ( cent->currentState.modelindex == TEAM_BLUE ) {
			model.hModel = cgs.media.harvesterModel;
			model.customSkin = cgs.media.harvesterBlueSkin;
		}
		else {
			model.hModel = cgs.media.harvesterNeutralModel;
			model.customSkin = 0;
		}
		trap_R_AddRefEntityToScene( &model );
	}
#endif
}

/*
===============
CG_AddCEntity

===============
*/
static void CG_AddCEntity( centity_t *cent ) {
	// event-only entities will have been dealt with already
	if ( cent->currentState.eType >= ET_EVENTS ) {
		return;
	}

	// calculate the current origin
	CG_CalcEntityLerpPositions( cent );

	// add automatic effects
	CG_EntityEffects( cent );

	switch ( cent->currentState.eType ) {
	default:
		CG_Error( "Bad entity type: %i\n", cent->currentState.eType );
		break;
	case ET_INVISIBLE:
	case ET_PUSH_TRIGGER:
	case ET_TELEPORT_TRIGGER:
		break;
	case ET_GENERAL:
		CG_General( cent );
		break;
	case ET_PLAYER:
		CG_Player( cent );
		break;
	case ET_ITEM:
		CG_Item( cent );
		break;
	case ET_MISSILE:
		CG_Missile( cent );
		break;
	case ET_MOVER:
		CG_Mover( cent );
		break;
	case ET_BEAM:
		CG_Beam( cent );
		break;
	case ET_PORTAL:
		CG_Portal( cent );
		break;
	case ET_SPEAKER:
		CG_Speaker( cent );
		break;
	case ET_GRAPPLE:
		CG_Grapple( cent );
		break;
	case ET_TEAM:
		CG_TeamBase( cent );
		break;
	}
}

/*
===============
CG_AddPacketEntities

===============
*/
void CG_AddPacketEntities( void ) {
	int					num;
	centity_t			*cent;
	playerState_t		*ps;

	// set cg.frameInterpolation
	if ( cg.nextSnap ) {
		int		delta;

		delta = (cg.nextSnap->serverTime - cg.snap->serverTime);
		if ( delta == 0 ) {
			cg.frameInterpolation = 0;
		} else {
			cg.frameInterpolation = (float)( cg.time - cg.snap->serverTime ) / delta;
		}
	} else {
		cg.frameInterpolation = 0;	// actually, it should never be used, because 
									// no entities should be marked as interpolating
	}

	// the auto-rotating items will all have the same axis
	cg.autoAngles[0] = 0;
	cg.autoAngles[1] = ( cg.time & 2047 ) * 360 / 2048.0;
	cg.autoAngles[2] = 0;

	cg.autoAnglesFast[0] = 0;
	cg.autoAnglesFast[1] = ( cg.time & 1023 ) * 360 / 1024.0f;
	cg.autoAnglesFast[2] = 0;

	AnglesToAxis( cg.autoAngles, cg.autoAxis );
	AnglesToAxis( cg.autoAnglesFast, cg.autoAxisFast );

	// generate and add the entity from the playerstate
	ps = &cg.predictedPlayerState;
	BG_PlayerStateToEntityState( ps, &cg.predictedPlayerEntity.currentState, qfalse );
	CG_AddCEntity( &cg.predictedPlayerEntity );

	// lerp the non-predicted value for lightning gun origins
	CG_CalcEntityLerpPositions( &cg_entities[ cg.snap->ps.clientNum ] );

	// add each entity sent over by the server
	for ( num = 0 ; num < cg.snap->numEntities ; num++ ) {
		cent = &cg_entities[ cg.snap->entities[ num ].number ];
		CG_AddCEntity( cent );
	}
}