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+/*
+===========================================================================
+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 );
+ }
+}
+