/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2000-2013 Darklegion Development

This file is part of Tremulous.

Tremulous 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.

Tremulous 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 Tremulous; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/

// cg_view.c -- setup all the parameters (position, angle, etc)
// for a 3D rendering


#include "cg_local.h"


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

  MODEL TESTING

The viewthing and gun positioning tools from Q2 have been integrated and
enhanced into a single model testing facility.

Model viewing can begin with either "testmodel <modelname>" or "testgun <modelname>".

The names must be the full pathname after the basedir, like
"models/weapons/v_launch/tris.md3" or "players/male/tris.md3"

Testmodel will create a fake entity 100 units in front of the current view
position, directly facing the viewer.  It will remain immobile, so you can
move around it to view it from different angles.

Testgun will cause the model to follow the player around and supress the real
view weapon model.  The default frame 0 of most guns is completely off screen,
so you will probably have to cycle a couple frames to see it.

"nextframe", "prevframe", "nextskin", and "prevskin" commands will change the
frame or skin of the testmodel.  These are bound to F5, F6, F7, and F8 in
q3default.cfg.

If a gun is being tested, the "gun_x", "gun_y", and "gun_z" variables will let
you adjust the positioning.

Note that none of the model testing features update while the game is paused, so
it may be convenient to test with deathmatch set to 1 so that bringing down the
console doesn't pause the game.

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

/*
=================
CG_TestModel_f

Creates an entity in front of the current position, which
can then be moved around
=================
*/
void CG_TestModel_f( void )
{
  vec3_t    angles;

  memset( &cg.testModelEntity, 0, sizeof( cg.testModelEntity ) );
  memset( &cg.testModelBarrelEntity, 0, sizeof( cg.testModelBarrelEntity ) );

  if( trap_Argc( ) < 2 )
    return;

  Q_strncpyz( cg.testModelName, CG_Argv( 1 ), MAX_QPATH );
  cg.testModelEntity.hModel = trap_R_RegisterModel( cg.testModelName );

  Q_strncpyz( cg.testModelBarrelName, CG_Argv( 1 ), MAX_QPATH );
  cg.testModelBarrelName[ strlen( cg.testModelBarrelName ) - 4 ] = '\0';
  Q_strcat( cg.testModelBarrelName, MAX_QPATH, "_barrel.md3" );
  cg.testModelBarrelEntity.hModel = trap_R_RegisterModel( cg.testModelBarrelName );

  if( trap_Argc( ) == 3 )
  {
    cg.testModelEntity.backlerp = atof( CG_Argv( 2 ) );
    cg.testModelEntity.frame = 1;
    cg.testModelEntity.oldframe = 0;
  }

  if( !cg.testModelEntity.hModel )
  {
    CG_Printf( "Can't register model\n" );
    return;
  }

  VectorMA( cg.refdef.vieworg, 100, cg.refdef.viewaxis[ 0 ], cg.testModelEntity.origin );

  angles[ PITCH ] = 0;
  angles[ YAW ] = 180 + cg.refdefViewAngles[ 1 ];
  angles[ ROLL ] = 0;

  AnglesToAxis( angles, cg.testModelEntity.axis );
  cg.testGun = qfalse;

  if( cg.testModelBarrelEntity.hModel )
  {
    angles[ YAW ] = 0;
    angles[ PITCH ] = 0;
    angles[ ROLL ] = 0;
    AnglesToAxis( angles, cg.testModelBarrelEntity.axis );
  }
}

/*
=================
CG_TestGun_f

Replaces the current view weapon with the given model
=================
*/
void CG_TestGun_f( void )
{
  CG_TestModel_f( );
  cg.testGun = qtrue;
  cg.testModelEntity.renderfx = RF_MINLIGHT | RF_DEPTHHACK | RF_FIRST_PERSON;
}


void CG_TestModelNextFrame_f( void )
{
  cg.testModelEntity.frame++;
  CG_Printf( "frame %i\n", cg.testModelEntity.frame );
}

void CG_TestModelPrevFrame_f( void )
{
  cg.testModelEntity.frame--;

  if( cg.testModelEntity.frame < 0 )
    cg.testModelEntity.frame = 0;

  CG_Printf( "frame %i\n", cg.testModelEntity.frame );
}

void CG_TestModelNextSkin_f( void )
{
  cg.testModelEntity.skinNum++;
  CG_Printf( "skin %i\n", cg.testModelEntity.skinNum );
}

void CG_TestModelPrevSkin_f( void )
{
  cg.testModelEntity.skinNum--;

  if( cg.testModelEntity.skinNum < 0 )
    cg.testModelEntity.skinNum = 0;

  CG_Printf( "skin %i\n", cg.testModelEntity.skinNum );
}

static void CG_AddTestModel( void )
{
  int   i;

  // re-register the model, because the level may have changed
  cg.testModelEntity.hModel = trap_R_RegisterModel( cg.testModelName );
  cg.testModelBarrelEntity.hModel = trap_R_RegisterModel( cg.testModelBarrelName );

  if( !cg.testModelEntity.hModel )
  {
    CG_Printf( "Can't register model\n" );
    return;
  }

  // if testing a gun, set the origin reletive to the view origin
  if( cg.testGun )
  {
    VectorCopy( cg.refdef.vieworg, cg.testModelEntity.origin );
    VectorCopy( cg.refdef.viewaxis[ 0 ], cg.testModelEntity.axis[ 0 ] );
    VectorCopy( cg.refdef.viewaxis[ 1 ], cg.testModelEntity.axis[ 1 ] );
    VectorCopy( cg.refdef.viewaxis[ 2 ], cg.testModelEntity.axis[ 2 ] );

    // allow the position to be adjusted
    for( i = 0; i < 3; i++ )
    {
      cg.testModelEntity.origin[ i ] += cg.refdef.viewaxis[ 0 ][ i ] * cg_gun_x.value;
      cg.testModelEntity.origin[ i ] += cg.refdef.viewaxis[ 1 ][ i ] * cg_gun_y.value;
      cg.testModelEntity.origin[ i ] += cg.refdef.viewaxis[ 2 ][ i ] * cg_gun_z.value;
    }
  }

  trap_R_AddRefEntityToScene( &cg.testModelEntity );

  if( cg.testModelBarrelEntity.hModel )
  {
    CG_PositionEntityOnTag( &cg.testModelBarrelEntity, &cg.testModelEntity,
        cg.testModelEntity.hModel, "tag_barrel" );

    trap_R_AddRefEntityToScene( &cg.testModelBarrelEntity );
  }
}



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


/*
=================
CG_CalcVrect

Sets the coordinates of the rendered window
=================
*/
static void CG_CalcVrect( void )
{
  int   size;

  // the intermission should allways be full screen
  if( cg.snap->ps.pm_type == PM_INTERMISSION )
    size = 100;
  else
    size = cg_viewsize.integer;

  cg.refdef.width = cgs.glconfig.vidWidth * size / 100;
  cg.refdef.width &= ~1;

  cg.refdef.height = cgs.glconfig.vidHeight * size / 100;
  cg.refdef.height &= ~1;

  cg.refdef.x = ( cgs.glconfig.vidWidth - cg.refdef.width ) / 2;
  cg.refdef.y = ( cgs.glconfig.vidHeight - cg.refdef.height ) / 2;
}

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

/*
===============
CG_OffsetThirdPersonView

===============
*/
void CG_OffsetThirdPersonView( void )
{
  int i;
  vec3_t        forward, right, up;
  vec3_t        view;
  trace_t       trace;
  static vec3_t mins = { -8, -8, -8 };
  static vec3_t maxs = { 8, 8, 8 };
  vec3_t        focusPoint;
  vec3_t        surfNormal;
  int           cmdNum;
  usercmd_t     cmd, oldCmd;
  float         range;
  vec3_t        mouseInputAngles;
  vec3_t        rotationAngles;
  vec3_t        axis[ 3 ], rotaxis[ 3 ];
  float         deltaPitch;
  static float  pitch;
  static vec3_t killerPos = { 0, 0, 0 };

  // If cg_thirdpersonShoulderViewMode == 2, do shoulder view instead
  // If cg_thirdpersonShoulderViewMode == 1, do shoulder view when chasing
  //   a wallwalker because it's really erratic to watch
  if( ( cg_thirdPersonShoulderViewMode.integer == 2 ) ||
      ( ( cg_thirdPersonShoulderViewMode.integer == 1 ) &&
        ( cg.snap->ps.stats[ STAT_STATE ] & SS_WALLCLIMBING ) &&
        ( cg.snap->ps.stats[ STAT_HEALTH ] > 0 ) ) )
  {
    CG_OffsetShoulderView( );
    return;
  }

  BG_GetClientNormal( &cg.predictedPlayerState, surfNormal );
  // Set the view origin to the class's view height
  VectorMA( cg.refdef.vieworg, cg.predictedPlayerState.viewheight, surfNormal, cg.refdef.vieworg );

  // Set the focus point where the camera will look (at the player's vieworg)
  VectorCopy( cg.refdef.vieworg, focusPoint );

  // If player is dead, we want the player to be between us and the killer
  // so pretend that the player was looking at the killer, then place cam behind them.
  if( cg.predictedPlayerState.stats[ STAT_HEALTH ] <= 0 )
  {
    int killerEntNum = cg.predictedPlayerState.stats[ STAT_VIEWLOCK ];

    // already looking at ourself
    if( killerEntNum != cg.snap->ps.clientNum )
    {
      vec3_t lookDirection;
      if( cg.wasDeadLastFrame == qfalse || !cg_staticDeathCam.integer )
      {
        VectorCopy( cg_entities[ killerEntNum ].lerpOrigin, killerPos );
        cg.wasDeadLastFrame = qtrue;
      }
      VectorSubtract( killerPos, cg.refdef.vieworg, lookDirection );
      vectoangles( lookDirection, cg.refdefViewAngles );
    }
  }

  // get and rangecheck cg_thirdPersonRange
  range = cg_thirdPersonRange.value;
  if( range > 150.0f ) range = 150.0f;
  if( range < 30.0f ) range = 30.0f;

  // Calculate the angle of the camera's position around the player.
  // Unless in demo, PLAYING in third person, or in dead-third-person cam, allow the player 
  // to control camera position offsets using the mouse position.
  if( cg.demoPlayback || 
    ( ( cg.snap->ps.pm_flags & PMF_FOLLOW ) && 
      ( cg.predictedPlayerState.stats[ STAT_HEALTH ] > 0 ) ) )
  {
    // Collect our input values from the mouse.
    cmdNum = trap_GetCurrentCmdNumber();
    trap_GetUserCmd( cmdNum, &cmd );
    trap_GetUserCmd( cmdNum - 1, &oldCmd );

    // Prevent pitch from wrapping and clamp it within a [-75, 90] range.
    // Cgame has no access to ps.delta_angles[] here, so we need to reproduce
    // it ourselves.
    deltaPitch = SHORT2ANGLE( cmd.angles[ PITCH ] - oldCmd.angles[ PITCH ] );
    if( fabs(deltaPitch) < 200.0f )
    {
      pitch += deltaPitch;
    }

    mouseInputAngles[ PITCH ] = pitch;
    mouseInputAngles[ YAW ] = -1.0f * SHORT2ANGLE( cmd.angles[ YAW ] ); // yaw is inverted
    mouseInputAngles[ ROLL ] = 0.0f;

    for( i = 0; i < 3; i++ )
      mouseInputAngles[ i ] = AngleNormalize180( mouseInputAngles[ i ] );

    // Set the rotation angles to be the view angles offset by the mouse input
    // Ignore the original pitch though; it's too jerky otherwise
    if( !cg_thirdPersonPitchFollow.integer ) 
      cg.refdefViewAngles[ PITCH ] = 0.0f;

    for( i = 0; i < 3; i++ )
    {
      rotationAngles[ i ] = AngleNormalize180(cg.refdefViewAngles[ i ]) + mouseInputAngles[ i ];
      AngleNormalize180( rotationAngles[ i ] );
    }

    // Don't let pitch go too high/too low or the camera flips around and
    // that's really annoying.
    // However, when we're not on the floor or ceiling (wallwalk) pitch 
    // may not be pitch, so just let it go.
    if( surfNormal[ 2 ] > 0.5f || surfNormal[ 2 ] < -0.5f ) 
    {
      if( rotationAngles[ PITCH ] > 85.0f )
        rotationAngles[ PITCH ] = 85.0f;
      else if( rotationAngles[ PITCH ] < -85.0f )
        rotationAngles[ PITCH ] = -85.0f;
    }

    // Perform the rotations specified by rotationAngles.
    AnglesToAxis( rotationAngles, axis );
    if( !( cg.snap->ps.stats[ STAT_STATE ] & SS_WALLCLIMBING ) ||
        !BG_RotateAxis( cg.snap->ps.grapplePoint, axis, rotaxis, qfalse,
                        cg.snap->ps.eFlags & EF_WALLCLIMBCEILING ) )
      AxisCopy( axis, rotaxis );

    // Convert the new axis back to angles.
    AxisToAngles( rotaxis, rotationAngles );
  }
  else 
  {
    if( cg.predictedPlayerState.stats[ STAT_HEALTH ] > 0 )
    {
      // If we're playing the game in third person, the viewangles already
      // take care of our mouselook, so just use them.
      for( i = 0; i < 3; i++ )
        rotationAngles[ i ] = cg.refdefViewAngles[ i ];
    }
    else // dead
    {
      rotationAngles[ PITCH ] = 20.0f;
      rotationAngles[ YAW ] = cg.refdefViewAngles[ YAW ];
    }
  }

  rotationAngles[ YAW ] -= cg_thirdPersonAngle.value;

  // Move the camera range distance back.
  AngleVectors( rotationAngles, forward, right, up );
  VectorCopy( cg.refdef.vieworg, view );
  VectorMA( view, -range, forward, view );

  // Ensure that the current camera position isn't out of bounds and that there
  // is nothing between the camera and the player.
  if( !cg_cameraMode.integer )
  {
    // Trace a ray from the origin to the viewpoint to make sure the view isn't
    // in a solid block.  Use an 8 by 8 block to prevent the view from near clipping anything
    CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID );

    if( trace.fraction != 1.0f )
    {
      VectorCopy( trace.endpos, view );
      view[ 2 ] += ( 1.0f - trace.fraction ) * 32;
      // Try another trace to this position, because a tunnel may have the ceiling
      // close enogh that this is poking out.

      CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID );
      VectorCopy( trace.endpos, view );
    }
  }

  // Set the camera position to what we calculated.
  VectorCopy( view, cg.refdef.vieworg );

  // The above checks may have moved the camera such that the existing viewangles
  // may not still face the player. Recalculate them to do so.
  // but if we're dead, don't bother because we'd rather see what killed us
  if( cg.predictedPlayerState.stats[ STAT_HEALTH ] > 0 )
  {
    VectorSubtract( focusPoint, cg.refdef.vieworg, focusPoint );
    vectoangles( focusPoint, cg.refdefViewAngles );
  }
}


/*
===============
CG_OffsetShoulderView

===============
*/
void CG_OffsetShoulderView( void )
{
  int            i;
  int            cmdNum;
  usercmd_t      cmd, oldCmd;
  vec3_t         rotationAngles;
  vec3_t         axis[ 3 ], rotaxis[ 3 ];
  float          deltaMousePitch;
  static float   mousePitch;
  vec3_t         forward, right, up;
  classConfig_t* classConfig;

  // Ignore following pitch; it's too jerky otherwise.
  if( !cg_thirdPersonPitchFollow.integer ) 
    cg.refdefViewAngles[ PITCH ] = 0.0f;
    
  AngleVectors( cg.refdefViewAngles, forward, right, up );

  classConfig = BG_ClassConfig( cg.snap->ps.stats[ STAT_CLASS ] );
  VectorMA( cg.refdef.vieworg, classConfig->shoulderOffsets[ 0 ], forward, cg.refdef.vieworg );
  VectorMA( cg.refdef.vieworg, classConfig->shoulderOffsets[ 1 ], right, cg.refdef.vieworg );
  VectorMA( cg.refdef.vieworg, classConfig->shoulderOffsets[ 2 ], up, cg.refdef.vieworg );

  // If someone is playing like this, the rest is already taken care of
  // so just get the firstperson effects and leave.
  if( !cg.demoPlayback && !( cg.snap->ps.pm_flags & PMF_FOLLOW ) )
  {
    CG_OffsetFirstPersonView();
    return;
  }

  // Get mouse input for camera rotation. 
  cmdNum = trap_GetCurrentCmdNumber();
  trap_GetUserCmd( cmdNum, &cmd );
  trap_GetUserCmd( cmdNum - 1, &oldCmd );

  // Prevent pitch from wrapping and clamp it within a [30, -50] range.
  // Cgame has no access to ps.delta_angles[] here, so we need to reproduce
  // it ourselves here.
  deltaMousePitch = SHORT2ANGLE( cmd.angles[ PITCH ] - oldCmd.angles[ PITCH ] );
  if( fabs(deltaMousePitch) < 200.0f )
    mousePitch += deltaMousePitch;

  // Handle pitch.
  rotationAngles[ PITCH ] = mousePitch;

  rotationAngles[ PITCH ] = AngleNormalize180( rotationAngles[ PITCH ] + AngleNormalize180( cg.refdefViewAngles[ PITCH ] ) );
  if( rotationAngles [ PITCH ] < -90.0f ) rotationAngles [ PITCH ] = -90.0f;
  if( rotationAngles [ PITCH ] > 90.0f ) rotationAngles [ PITCH ] = 90.0f;

  // Yaw and Roll are much easier.
  rotationAngles[ YAW ] = SHORT2ANGLE( cmd.angles[ YAW ] ) + cg.refdefViewAngles[ YAW ];
  rotationAngles[ ROLL ] = 0.0f;

  // Perform the rotations.
  AnglesToAxis( rotationAngles, axis );
  if( !( cg.snap->ps.stats[ STAT_STATE ] & SS_WALLCLIMBING ) ||
      !BG_RotateAxis( cg.snap->ps.grapplePoint, axis, rotaxis, qfalse,
                      cg.snap->ps.eFlags & EF_WALLCLIMBCEILING ) )
    AxisCopy( axis, rotaxis );

  AxisToAngles( rotaxis, rotationAngles );

  // Actually set the viewangles.
  for( i = 0; i < 3; i++ )
    cg.refdefViewAngles[ i ] = rotationAngles[ i ];

  // Now run the first person stuff so we get various effects added.
  CG_OffsetFirstPersonView( );
}

// this causes a compiler bug on mac MrC compiler
static void CG_StepOffset( void )
{
  float         steptime;
  int           timeDelta;
  vec3_t        normal;
  playerState_t *ps = &cg.predictedPlayerState;

  BG_GetClientNormal( ps, normal );

  steptime = BG_Class( ps->stats[ STAT_CLASS ] )->steptime;

  // smooth out stair climbing
  timeDelta = cg.time - cg.stepTime;
  if( timeDelta < steptime )
  {
    float stepChange = cg.stepChange
      * (steptime - timeDelta) / steptime;

    VectorMA( cg.refdef.vieworg, -stepChange, normal, cg.refdef.vieworg );
  }
}

#define PCLOUD_ROLL_AMPLITUDE     25.0f
#define PCLOUD_ROLL_FREQUENCY     0.4f
#define PCLOUD_ZOOM_AMPLITUDE     15
#define PCLOUD_ZOOM_FREQUENCY     0.625f // 2.5s / 4
#define PCLOUD_DISORIENT_DURATION 2500


/*
===============
CG_OffsetFirstPersonView

===============
*/
void CG_OffsetFirstPersonView( void )
{
  float         *origin;
  float         *angles;
  float         bob;
  float         ratio;
  float         delta;
  float         speed;
  float         f;
  vec3_t        predictedVelocity;
  int           timeDelta;
  float         bob2;
  vec3_t        normal;
  playerState_t *ps = &cg.predictedPlayerState;

  BG_GetClientNormal( ps, normal );

  if( cg.snap->ps.pm_type == PM_INTERMISSION )
    return;

  origin = cg.refdef.vieworg;
  angles = cg.refdefViewAngles;

  // if dead, fix the angle and don't add any kick
  if( cg.snap->ps.stats[ STAT_HEALTH ] <= 0 )
  {
    angles[ ROLL ] = 40;
    angles[ PITCH ] = -15;
    angles[ YAW ] = cg.snap->ps.stats[ STAT_VIEWLOCK ];
    origin[ 2 ] += cg.predictedPlayerState.viewheight;
    return;
  }

  // add angles based on damage kick
  if( cg.damageTime )
  {
    ratio = cg.time - cg.damageTime;
    if( ratio < DAMAGE_DEFLECT_TIME )
    {
      ratio /= DAMAGE_DEFLECT_TIME;
      angles[ PITCH ] += ratio * cg.v_dmg_pitch;
      angles[ ROLL ] += ratio * cg.v_dmg_roll;
    }
    else
    {
      ratio = 1.0 - ( ratio - DAMAGE_DEFLECT_TIME ) / DAMAGE_RETURN_TIME;
      if( ratio > 0 )
      {
        angles[ PITCH ] += ratio * cg.v_dmg_pitch;
        angles[ ROLL ] += ratio * cg.v_dmg_roll;
      }
    }
  }

  // add pitch based on fall kick
#if 0
  ratio = ( cg.time - cg.landTime) / FALL_TIME;
  if (ratio < 0)
    ratio = 0;
  angles[PITCH] += ratio * cg.fall_value;
#endif

  // add angles based on velocity
  VectorCopy( cg.predictedPlayerState.velocity, predictedVelocity );

  delta = DotProduct( predictedVelocity, cg.refdef.viewaxis[ 0 ] );
  angles[ PITCH ] += delta * cg_runpitch.value;

  delta = DotProduct( predictedVelocity, cg.refdef.viewaxis[ 1 ] );
  angles[ ROLL ] -= delta * cg_runroll.value;

  // add angles based on bob
  // bob amount is class dependant

  if( cg.snap->ps.persistant[ PERS_SPECSTATE ] != SPECTATOR_NOT )
    bob2 = 0.0f;
  else
    bob2 = BG_Class( cg.predictedPlayerState.stats[ STAT_CLASS ] )->bob;


#define LEVEL4_FEEDBACK  10.0f

  //give a charging player some feedback
  if( ps->weapon == WP_ALEVEL4 )
  {
    if( ps->stats[ STAT_MISC ] > 0 )
    {
      float fraction = (float)ps->stats[ STAT_MISC ] /
                       LEVEL4_TRAMPLE_CHARGE_MAX;

      if( fraction > 1.0f )
        fraction = 1.0f;

      bob2 *= ( 1.0f + fraction * LEVEL4_FEEDBACK );
    }
  }

  if( bob2 != 0.0f )
  {
    // make sure the bob is visible even at low speeds
    speed = cg.xyspeed > 200 ? cg.xyspeed : 200;

    delta = cg.bobfracsin * ( bob2 ) * speed;
    if( cg.predictedPlayerState.pm_flags & PMF_DUCKED )
      delta *= 3;   // crouching

    angles[ PITCH ] += delta;
    delta = cg.bobfracsin * ( bob2 ) * speed;
    if( cg.predictedPlayerState.pm_flags & PMF_DUCKED )
      delta *= 3;   // crouching accentuates roll

    if( cg.bobcycle & 1 )
      delta = -delta;

    angles[ ROLL ] += delta;
  }

#define LEVEL3_FEEDBACK  20.0f

  //provide some feedback for pouncing
  if( ( cg.predictedPlayerState.weapon == WP_ALEVEL3 ||
        cg.predictedPlayerState.weapon == WP_ALEVEL3_UPG ) &&
      cg.predictedPlayerState.stats[ STAT_MISC ] > 0 )
  {
    float fraction1, fraction2;
    vec3_t forward;

    AngleVectors( angles, forward, NULL, NULL );
    VectorNormalize( forward );

    fraction1 = (float)cg.predictedPlayerState.stats[ STAT_MISC ] /
                LEVEL3_POUNCE_TIME_UPG;
    if( fraction1 > 1.0f )
      fraction1 = 1.0f;

    fraction2 = -sin( fraction1 * M_PI / 2 );

    VectorMA( origin, LEVEL3_FEEDBACK * fraction2, forward, origin );
  }

#define STRUGGLE_DIST 5.0f
#define STRUGGLE_TIME 250

  //allow the player to struggle a little whilst grabbed
  if( cg.predictedPlayerState.pm_type == PM_GRABBED )
  {
    vec3_t    forward, right, up;
    usercmd_t cmd;
    int       cmdNum;
    float     fFraction, rFraction, uFraction;

    cmdNum = trap_GetCurrentCmdNumber();
    trap_GetUserCmd( cmdNum, &cmd );

    AngleVectors( angles, forward, right, up );

    fFraction = (float)( cg.time - cg.forwardMoveTime ) / STRUGGLE_TIME;
    rFraction = (float)( cg.time - cg.rightMoveTime ) / STRUGGLE_TIME;
    uFraction = (float)( cg.time - cg.upMoveTime ) / STRUGGLE_TIME;

    if( fFraction > 1.0f )
      fFraction = 1.0f;
    if( rFraction > 1.0f )
      rFraction = 1.0f;
    if( uFraction > 1.0f )
      uFraction = 1.0f;

    if( cmd.forwardmove > 0 )
      VectorMA( origin, STRUGGLE_DIST * fFraction, forward, origin );
    else if( cmd.forwardmove < 0 )
      VectorMA( origin, -STRUGGLE_DIST * fFraction, forward, origin );
    else
      cg.forwardMoveTime = cg.time;

    if( cmd.rightmove > 0 )
      VectorMA( origin, STRUGGLE_DIST * rFraction, right, origin );
    else if( cmd.rightmove < 0 )
      VectorMA( origin, -STRUGGLE_DIST * rFraction, right, origin );
    else
      cg.rightMoveTime = cg.time;

    if( cmd.upmove > 0 )
      VectorMA( origin, STRUGGLE_DIST * uFraction, up, origin );
    else if( cmd.upmove < 0 )
      VectorMA( origin, -STRUGGLE_DIST * uFraction, up, origin );
    else
      cg.upMoveTime = cg.time;
  }

  if( ( cg.predictedPlayerEntity.currentState.eFlags & EF_POISONCLOUDED ) &&
      ( cg.time - cg.poisonedTime < PCLOUD_DISORIENT_DURATION) &&
      !( cg.snap->ps.pm_flags & PMF_FOLLOW ) )
  {
    float scale, fraction, pitchFraction;
    
    scale = 1.0f - (float)( cg.time - cg.poisonedTime ) /
            BG_PlayerPoisonCloudTime( &cg.predictedPlayerState );
    if( scale < 0.0f )
      scale = 0.0f;

    fraction = sin( ( cg.time - cg.poisonedTime ) / 500.0f * M_PI * PCLOUD_ROLL_FREQUENCY ) *
               scale;
    pitchFraction = sin( ( cg.time - cg.poisonedTime ) / 200.0f * M_PI * PCLOUD_ROLL_FREQUENCY ) *
                    scale;

    angles[ ROLL ] += fraction * PCLOUD_ROLL_AMPLITUDE;
    angles[ YAW ] += fraction * PCLOUD_ROLL_AMPLITUDE;
    angles[ PITCH ] += pitchFraction * PCLOUD_ROLL_AMPLITUDE / 2.0f;
  }

  // this *feels* more realisitic for humans
  if( cg.predictedPlayerState.stats[ STAT_TEAM ] == TEAM_HUMANS &&
      ( cg.predictedPlayerState.pm_type == PM_NORMAL ||
        cg.predictedPlayerState.pm_type == PM_JETPACK ) )
  {
    angles[PITCH] += cg.bobfracsin * bob2 * 0.5;

    // heavy breathing effects //FIXME: sound
    if( cg.predictedPlayerState.stats[ STAT_STAMINA ] < STAMINA_BREATHING_LEVEL )
    {
      float deltaBreath = ( cg.predictedPlayerState.stats[ STAT_STAMINA ] -
                            STAMINA_BREATHING_LEVEL ) / -250.0;
      float deltaAngle = cos( (float)cg.time/150.0 ) * deltaBreath;

      deltaAngle += ( deltaAngle < 0 ? -deltaAngle : deltaAngle ) * 0.5;

      angles[ PITCH ] -= deltaAngle;
    }
  }

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

  // add view height
  VectorMA( origin, ps->viewheight, normal, origin );

  // smooth out duck height changes
  timeDelta = cg.time - cg.duckTime;
  if( timeDelta < DUCK_TIME)
  {
    cg.refdef.vieworg[ 2 ] -= cg.duckChange
      * ( DUCK_TIME - timeDelta ) / DUCK_TIME;
  }

  // add bob height
  bob = cg.bobfracsin * cg.xyspeed * bob2;

  if( bob > 6 )
    bob = 6;

  VectorMA( origin, bob, normal, origin );

  // add fall height
  delta = cg.time - cg.landTime;

  if( delta < LAND_DEFLECT_TIME )
  {
    f = delta / LAND_DEFLECT_TIME;
    cg.refdef.vieworg[ 2 ] += cg.landChange * f;
  }
  else if( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME )
  {
    delta -= LAND_DEFLECT_TIME;
    f = 1.0 - ( delta / LAND_RETURN_TIME );
    cg.refdef.vieworg[ 2 ] += cg.landChange * f;
  }

  // add step offset
  CG_StepOffset( );
}

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

/*
====================
CG_CalcFov

Fixed fov at intermissions, otherwise account for fov variable and zooms.
====================
*/
#define WAVE_AMPLITUDE  1.0f
#define WAVE_FREQUENCY  0.4f

#define FOVWARPTIME     400.0f
#define BASE_FOV_Y      73.739792f // atan2( 3, 4 / tan( 90 ) )
#define MAX_FOV_Y       120.0f
#define MAX_FOV_WARP_Y  127.5f

static int CG_CalcFov( void )
{
  float     y;
  float     phase;
  float     v;
  int       contents;
  float     fov_x, fov_y;
  float     zoomFov;
  float     f;
  int       inwater;
  int       attribFov;
  usercmd_t cmd;
  usercmd_t oldcmd;
  int       cmdNum;

  cmdNum = trap_GetCurrentCmdNumber( );
  trap_GetUserCmd( cmdNum, &cmd );
  trap_GetUserCmd( cmdNum - 1, &oldcmd );

  // switch follow modes if necessary: cycle between free -> follow -> third-person follow
  if( cmd.buttons & BUTTON_USE_HOLDABLE && !( oldcmd.buttons & BUTTON_USE_HOLDABLE ) )
  {
    if ( cg.snap->ps.pm_flags & PMF_FOLLOW ) 
    {
      if( !cg.chaseFollow )
        cg.chaseFollow = qtrue;
      else
      {
        cg.chaseFollow = qfalse;
        trap_SendClientCommand( "follow\n" );
      }
    }
    else if ( cg.snap->ps.persistant[ PERS_SPECSTATE ] != SPECTATOR_NOT )
      trap_SendClientCommand( "follow\n" );
  }

  if( cg.predictedPlayerState.pm_type == PM_INTERMISSION ||
      ( cg.snap->ps.persistant[ PERS_SPECSTATE ] != SPECTATOR_NOT ) || 
      ( cg.renderingThirdPerson ) )
  {
    // if in intermission or third person, use a fixed value
    fov_y = BASE_FOV_Y;
  }
  else
  {
    // don't lock the fov globally - we need to be able to change it
    attribFov = BG_Class( cg.predictedPlayerState.stats[ STAT_CLASS ] )->fov * 0.75f;
    fov_y = attribFov;

    if ( fov_y < 1.0f )
      fov_y = 1.0f;
    else if ( fov_y > MAX_FOV_Y )
      fov_y = MAX_FOV_Y;

    if( cg.spawnTime > ( cg.time - FOVWARPTIME ) &&
        BG_ClassHasAbility( cg.predictedPlayerState.stats[ STAT_CLASS ], SCA_FOVWARPS ) )
    {
      float fraction = (float)( cg.time - cg.spawnTime ) / FOVWARPTIME;

      fov_y = MAX_FOV_WARP_Y - ( ( MAX_FOV_WARP_Y - fov_y ) * fraction );
    }

    // account for zooms
    zoomFov = BG_Weapon( cg.predictedPlayerState.weapon )->zoomFov * 0.75f;
    if ( zoomFov < 1.0f )
      zoomFov = 1.0f;
    else if ( zoomFov > attribFov )
      zoomFov = attribFov;

    // only do all the zoom stuff if the client CAN zoom
    // FIXME: zoom control is currently hard coded to BUTTON_ATTACK2
    if( BG_Weapon( cg.predictedPlayerState.weapon )->canZoom )
    {
      if ( cg.zoomed )
      {
        f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME;

        if ( f > 1.0f )
          fov_y = zoomFov;
        else
          fov_y = fov_y + f * ( zoomFov - fov_y );

        // BUTTON_ATTACK2 isn't held so unzoom next time
        if( !( cmd.buttons & BUTTON_ATTACK2 ) )
        {
          cg.zoomed   = qfalse;
          cg.zoomTime = MIN( cg.time, 
              cg.time + cg.time - cg.zoomTime - ZOOM_TIME );
        }
      }
      else
      {
        f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME;

        if ( f > 1.0f )
          fov_y = fov_y;
        else
          fov_y = zoomFov + f * ( fov_y - zoomFov );

        // BUTTON_ATTACK2 is held so zoom next time
        if( cmd.buttons & BUTTON_ATTACK2 )
        {
          cg.zoomed   = qtrue;
          cg.zoomTime = MIN( cg.time, 
              cg.time + cg.time - cg.zoomTime - ZOOM_TIME );
        }
      }
    }
  }

  y = cg.refdef.height / tan( 0.5f * DEG2RAD( fov_y ) );
  fov_x = atan2( cg.refdef.width, y );
  fov_x = 2.0f * RAD2DEG( fov_x );

  // warp if underwater
  contents = CG_PointContents( cg.refdef.vieworg, -1 );

  if( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) )
  {
    phase = cg.time / 1000.0f * WAVE_FREQUENCY * M_PI * 2.0f;
    v = WAVE_AMPLITUDE * sin( phase );
    fov_x += v;
    fov_y -= v;
    inwater = qtrue;
  }
  else
    inwater = qfalse;

  if( ( cg.predictedPlayerEntity.currentState.eFlags & EF_POISONCLOUDED ) &&
      ( cg.time - cg.poisonedTime < PCLOUD_DISORIENT_DURATION) &&
      cg.predictedPlayerState.stats[ STAT_HEALTH ] > 0 &&
      !( cg.snap->ps.pm_flags & PMF_FOLLOW ) )
  {
    float scale = 1.0f - (float)( cg.time - cg.poisonedTime ) /
                  BG_PlayerPoisonCloudTime( &cg.predictedPlayerState );
      
    phase = ( cg.time - cg.poisonedTime ) / 1000.0f * PCLOUD_ZOOM_FREQUENCY * M_PI * 2.0f;
    v = PCLOUD_ZOOM_AMPLITUDE * sin( phase ) * scale;
    fov_x += v;
    fov_y += v;
  }


  // set it
  cg.refdef.fov_x = fov_x;
  cg.refdef.fov_y = fov_y;

  if( !cg.zoomed )
    cg.zoomSensitivity = 1.0f;
  else
    cg.zoomSensitivity = cg.refdef.fov_y / 75.0f;

  return inwater;
}



#define NORMAL_HEIGHT 64.0f
#define NORMAL_WIDTH  6.0f

/*
===============
CG_DrawSurfNormal

Draws a vector against
the surface player is looking at
===============
*/
static void CG_DrawSurfNormal( void )
{
  trace_t     tr;
  vec3_t      end, temp;
  polyVert_t  normal[ 4 ];
  vec4_t      color = { 0.0f, 255.0f, 0.0f, 128.0f };

  VectorMA( cg.refdef.vieworg, 8192, cg.refdef.viewaxis[ 0 ], end );

  CG_Trace( &tr, cg.refdef.vieworg, NULL, NULL, end, cg.predictedPlayerState.clientNum, MASK_SOLID );

  VectorCopy( tr.endpos, normal[ 0 ].xyz );
  normal[ 0 ].st[ 0 ] = 0;
  normal[ 0 ].st[ 1 ] = 0;
  Vector4Copy( color, normal[ 0 ].modulate );

  VectorMA( tr.endpos, NORMAL_WIDTH, cg.refdef.viewaxis[ 1 ], temp );
  VectorCopy( temp, normal[ 1 ].xyz);
  normal[ 1 ].st[ 0 ] = 0;
  normal[ 1 ].st[ 1 ] = 1;
  Vector4Copy( color, normal[ 1 ].modulate );

  VectorMA( tr.endpos, NORMAL_HEIGHT, tr.plane.normal, temp );
  VectorMA( temp, NORMAL_WIDTH, cg.refdef.viewaxis[ 1 ], temp );
  VectorCopy( temp, normal[ 2 ].xyz );
  normal[ 2 ].st[ 0 ] = 1;
  normal[ 2 ].st[ 1 ] = 1;
  Vector4Copy( color, normal[ 2 ].modulate );

  VectorMA( tr.endpos, NORMAL_HEIGHT, tr.plane.normal, temp );
  VectorCopy( temp, normal[ 3 ].xyz );
  normal[ 3 ].st[ 0 ] = 1;
  normal[ 3 ].st[ 1 ] = 0;
  Vector4Copy( color, normal[ 3 ].modulate );

  trap_R_AddPolyToScene( cgs.media.outlineShader, 4, normal );
}

/*
===============
CG_addSmoothOp
===============
*/
void CG_addSmoothOp( vec3_t rotAxis, float rotAngle, float timeMod )
{
  int i;

  //iterate through smooth array
  for( i = 0; i < MAXSMOOTHS; i++ )
  {
    //found an unused index in the smooth array
    if( cg.sList[ i ].time + cg_wwSmoothTime.integer < cg.time )
    {
      //copy to array and stop
      VectorCopy( rotAxis, cg.sList[ i ].rotAxis );
      cg.sList[ i ].rotAngle = rotAngle;
      cg.sList[ i ].time = cg.time;
      cg.sList[ i ].timeMod = timeMod;
      return;
    }
  }

  //no free indices in the smooth array
}

/*
===============
CG_smoothWWTransitions
===============
*/
static void CG_smoothWWTransitions( playerState_t *ps, const vec3_t in, vec3_t out )
{
  vec3_t    surfNormal, rotAxis, temp;
  vec3_t    refNormal     = { 0.0f, 0.0f,  1.0f };
  vec3_t    ceilingNormal = { 0.0f, 0.0f, -1.0f };
  int       i;
  float     stLocal, sFraction, rotAngle;
  float     smoothTime, timeMod;
  qboolean  performed = qfalse;
  vec3_t    inAxis[ 3 ], lastAxis[ 3 ], outAxis[ 3 ];

  if( cg.snap->ps.pm_flags & PMF_FOLLOW )
  {
    VectorCopy( in, out );
    return;
  }

  //set surfNormal
  BG_GetClientNormal( ps, surfNormal );

  AnglesToAxis( in, inAxis );

  //if we are moving from one surface to another smooth the transition
  if( !VectorCompare( surfNormal, cg.lastNormal ) )
  {
    //if we moving from the ceiling to the floor special case
    //( x product of colinear vectors is undefined)
    if( VectorCompare( ceilingNormal, cg.lastNormal ) &&
        VectorCompare( refNormal,     surfNormal ) )
    {
      AngleVectors( in, temp, NULL, NULL );
      ProjectPointOnPlane( rotAxis, temp, refNormal );
      VectorNormalize( rotAxis );
      rotAngle = 180.0f;
      timeMod = 1.5f;
    }
    else
    {
      AnglesToAxis( cg.lastVangles, lastAxis );
      rotAngle = DotProduct( inAxis[ 0 ], lastAxis[ 0 ] ) +
                 DotProduct( inAxis[ 1 ], lastAxis[ 1 ] ) +
                 DotProduct( inAxis[ 2 ], lastAxis[ 2 ] );

      rotAngle = RAD2DEG( acos( ( rotAngle - 1.0f ) / 2.0f ) );

      CrossProduct( lastAxis[ 0 ], inAxis[ 0 ], temp );
      VectorCopy( temp, rotAxis );
      CrossProduct( lastAxis[ 1 ], inAxis[ 1 ], temp );
      VectorAdd( rotAxis, temp, rotAxis );
      CrossProduct( lastAxis[ 2 ], inAxis[ 2 ], temp );
      VectorAdd( rotAxis, temp, rotAxis );

      VectorNormalize( rotAxis );

      timeMod = 1.0f;
    }

    //add the op
    CG_addSmoothOp( rotAxis, rotAngle, timeMod );
  }

  //iterate through ops
  for( i = MAXSMOOTHS - 1; i >= 0; i-- )
  {
    smoothTime = (int)( cg_wwSmoothTime.integer * cg.sList[ i ].timeMod );

    //if this op has time remaining, perform it
    if( cg.time < cg.sList[ i ].time + smoothTime )
    {
      stLocal = 1.0f - ( ( ( cg.sList[ i ].time + smoothTime ) - cg.time ) / smoothTime );
      sFraction = -( cos( stLocal * M_PI ) + 1.0f ) / 2.0f;

      RotatePointAroundVector( outAxis[ 0 ], cg.sList[ i ].rotAxis,
        inAxis[ 0 ], sFraction * cg.sList[ i ].rotAngle );
      RotatePointAroundVector( outAxis[ 1 ], cg.sList[ i ].rotAxis,
        inAxis[ 1 ], sFraction * cg.sList[ i ].rotAngle );
      RotatePointAroundVector( outAxis[ 2 ], cg.sList[ i ].rotAxis,
        inAxis[ 2 ], sFraction * cg.sList[ i ].rotAngle );

      AxisCopy( outAxis, inAxis );
      performed = qtrue;
    }
  }

  //if we performed any ops then return the smoothed angles
  //otherwise simply return the in angles
  if( performed )
    AxisToAngles( outAxis, out );
  else
    VectorCopy( in, out );

  //copy the current normal to the lastNormal
  VectorCopy( in, cg.lastVangles );
  VectorCopy( surfNormal, cg.lastNormal );
}

/*
===============
CG_smoothWJTransitions
===============
*/
static void CG_smoothWJTransitions( playerState_t *ps, const vec3_t in, vec3_t out )
{
  int       i;
  float     stLocal, sFraction;
  qboolean  performed = qfalse;
  vec3_t    inAxis[ 3 ], outAxis[ 3 ];

  if( cg.snap->ps.pm_flags & PMF_FOLLOW )
  {
    VectorCopy( in, out );
    return;
  }

  AnglesToAxis( in, inAxis );

  //iterate through ops
  for( i = MAXSMOOTHS - 1; i >= 0; i-- )
  {
    //if this op has time remaining, perform it
    if( cg.time < cg.sList[ i ].time + cg_wwSmoothTime.integer )
    {
      stLocal = ( ( cg.sList[ i ].time + cg_wwSmoothTime.integer ) - cg.time ) / cg_wwSmoothTime.integer;
      sFraction = 1.0f - ( ( cos( stLocal * M_PI * 2.0f ) + 1.0f ) / 2.0f );

      RotatePointAroundVector( outAxis[ 0 ], cg.sList[ i ].rotAxis,
        inAxis[ 0 ], sFraction * cg.sList[ i ].rotAngle );
      RotatePointAroundVector( outAxis[ 1 ], cg.sList[ i ].rotAxis,
        inAxis[ 1 ], sFraction * cg.sList[ i ].rotAngle );
      RotatePointAroundVector( outAxis[ 2 ], cg.sList[ i ].rotAxis,
        inAxis[ 2 ], sFraction * cg.sList[ i ].rotAngle );

      AxisCopy( outAxis, inAxis );
      performed = qtrue;
    }
  }

  //if we performed any ops then return the smoothed angles
  //otherwise simply return the in angles
  if( performed )
    AxisToAngles( outAxis, out );
  else
    VectorCopy( in, out );
}


/*
===============
CG_CalcViewValues

Sets cg.refdef view values
===============
*/
static int CG_CalcViewValues( void )
{
  playerState_t *ps;

  memset( &cg.refdef, 0, sizeof( cg.refdef ) );

  // calculate size of 3D view
  CG_CalcVrect( );

  ps = &cg.predictedPlayerState;

  // intermission view
  if( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_FREEZE ||
      ps->pm_type == PM_SPECTATOR )
  {
    VectorCopy( ps->origin, cg.refdef.vieworg );
    VectorCopy( ps->viewangles, cg.refdefViewAngles );
    AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );

    return CG_CalcFov( );
  }

  cg.bobcycle = ( ps->bobCycle & 128 ) >> 7;
  cg.bobfracsin = fabs( sin( ( ps->bobCycle & 127 ) / 127.0 * M_PI ) );
  cg.xyspeed = sqrt( ps->velocity[ 0 ] * ps->velocity[ 0 ] +
    ps->velocity[ 1 ] * ps->velocity[ 1 ] );

  // the bob velocity should't get too fast to avoid jerking
  if( cg.xyspeed > 300.0f )
    cg.xyspeed = 300.0f;

  VectorCopy( ps->origin, cg.refdef.vieworg );

  if( BG_ClassHasAbility( ps->stats[ STAT_CLASS ], SCA_WALLCLIMBER ) )
    CG_smoothWWTransitions( ps, ps->viewangles, cg.refdefViewAngles );
  else if( BG_ClassHasAbility( ps->stats[ STAT_CLASS ], SCA_WALLJUMPER ) )
    CG_smoothWJTransitions( ps, ps->viewangles, cg.refdefViewAngles );
  else
    VectorCopy( ps->viewangles, cg.refdefViewAngles );

  //clumsy logic, but it needs to be this way round because the CS propogation
  //delay screws things up otherwise
  if( !BG_ClassHasAbility( ps->stats[ STAT_CLASS ], SCA_WALLJUMPER ) )
  {
    if( !( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) )
      VectorSet( cg.lastNormal, 0.0f, 0.0f, 1.0f );
  }

  // add error decay
  if( cg_errorDecay.value > 0 )
  {
    int   t;
    float f;

    t = cg.time - cg.predictedErrorTime;
    f = ( cg_errorDecay.value - t ) / cg_errorDecay.value;

    if( f > 0 && f < 1 )
      VectorMA( cg.refdef.vieworg, f, cg.predictedError, cg.refdef.vieworg );
    else
      cg.predictedErrorTime = 0;
  }

  //shut off the poison cloud effect if it's still on the go
  if( cg.snap->ps.stats[ STAT_HEALTH ] <= 0 )
  {
    if( CG_IsParticleSystemValid( &cg.poisonCloudPS ) )
      CG_DestroyParticleSystem( &cg.poisonCloudPS );
  }
  else
    cg.wasDeadLastFrame = qfalse;

  if( cg.renderingThirdPerson )
  {
    // back away from character
    CG_OffsetThirdPersonView( );
  }
  else
  {
    // offset for local bobbing and kicks
    CG_OffsetFirstPersonView( );
  }

  // position eye reletive to origin
  AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );

  if( cg.hyperspace )
    cg.refdef.rdflags |= RDF_NOWORLDMODEL | RDF_HYPERSPACE;

  //draw the surface normal looking at
  if( cg_drawSurfNormal.integer )
    CG_DrawSurfNormal( );

  // field of view
  return CG_CalcFov( );
}

/*
=====================
CG_AddBufferedSound
=====================
*/
void CG_AddBufferedSound( sfxHandle_t sfx )
{
  if( !sfx )
    return;

  cg.soundBuffer[ cg.soundBufferIn ] = sfx;
  cg.soundBufferIn = ( cg.soundBufferIn + 1 ) % MAX_SOUNDBUFFER;

  if( cg.soundBufferIn == cg.soundBufferOut )
    cg.soundBufferOut++;
}

/*
=====================
CG_PlayBufferedSounds
=====================
*/
static void CG_PlayBufferedSounds( void )
{
  if( cg.soundTime < cg.time )
  {
    if( cg.soundBufferOut != cg.soundBufferIn && cg.soundBuffer[ cg.soundBufferOut ] )
    {
      trap_S_StartLocalSound( cg.soundBuffer[ cg.soundBufferOut ], CHAN_ANNOUNCER );
      cg.soundBuffer[ cg.soundBufferOut ] = 0;
      cg.soundBufferOut = ( cg.soundBufferOut + 1 ) % MAX_SOUNDBUFFER;
      cg.soundTime = cg.time + 750;
    }
  }
}

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

/*
=================
CG_DrawActiveFrame

Generates and draws a game scene and status information at the given time.
=================
*/
void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback )
{
  int   inwater;

  cg.time = serverTime;
  cg.demoPlayback = demoPlayback;

  // update cvars
  CG_UpdateCvars( );

  // if we are only updating the screen as a loading
  // pacifier, don't even try to read snapshots
  if( cg.infoScreenText[ 0 ] != 0 )
  {
    CG_DrawLoadingScreen( );
    return;
  }

  // any looped sounds will be respecified as entities
  // are added to the render list
  trap_S_ClearLoopingSounds( qfalse );

  // clear all the render lists
  trap_R_ClearScene( );

  // set up cg.snap and possibly cg.nextSnap
  CG_ProcessSnapshots( );

  // if we haven't received any snapshots yet, all
  // we can draw is the information screen
  if( !cg.snap || ( cg.snap->snapFlags & SNAPFLAG_NOT_ACTIVE ) )
  {
    CG_DrawLoadingScreen( );
    return;
  }

  // let the client system know what our weapon and zoom settings are
  trap_SetUserCmdValue( cg.weaponSelect, cg.zoomSensitivity );

  // this counter will be bumped for every valid scene we generate
  cg.clientFrame++;

  // update cg.predictedPlayerState
  CG_PredictPlayerState( );

  // decide on third person view
  cg.renderingThirdPerson = ( cg_thirdPerson.integer || ( cg.snap->ps.stats[ STAT_HEALTH ] <= 0 ) || 
                            ( cg.chaseFollow && cg.snap->ps.pm_flags & PMF_FOLLOW) );

  // update speedometer
  CG_AddSpeed( );

  // build cg.refdef
  inwater = CG_CalcViewValues( );

  // build the render lists
  if( !cg.hyperspace )
  {
    CG_AddPacketEntities( );     // after calcViewValues, so predicted player state is correct
    CG_AddMarks( );
  }

  CG_AddViewWeapon( &cg.predictedPlayerState );

  //after CG_AddViewWeapon
  if( !cg.hyperspace )
  {
    CG_AddParticles( );
    CG_AddTrails( );
  }

  // add buffered sounds
  CG_PlayBufferedSounds( );

  // finish up the rest of the refdef
  if( cg.testModelEntity.hModel )
    CG_AddTestModel( );

  cg.refdef.time = cg.time;
  memcpy( cg.refdef.areamask, cg.snap->areamask, sizeof( cg.refdef.areamask ) );

  //remove expired console lines
  if( cg.consoleLines[ 0 ].time + cg_consoleLatency.integer < cg.time && cg_consoleLatency.integer > 0 )
    CG_RemoveNotifyLine( );

  // update audio positions
  trap_S_Respatialize( cg.snap->ps.clientNum, cg.refdef.vieworg, cg.refdef.viewaxis, inwater );

  // make sure the lagometerSample and frame timing isn't done twice when in stereo
  if( stereoView != STEREO_RIGHT )
  {
    cg.frametime = cg.time - cg.oldTime;

    if( cg.frametime < 0 )
      cg.frametime = 0;

    cg.oldTime = cg.time;
    CG_AddLagometerFrameInfo( );
  }

  if( cg_timescale.value != cg_timescaleFadeEnd.value )
  {
    if( cg_timescale.value < cg_timescaleFadeEnd.value )
    {
      cg_timescale.value += cg_timescaleFadeSpeed.value * ( (float)cg.frametime ) / 1000;
      if( cg_timescale.value > cg_timescaleFadeEnd.value )
        cg_timescale.value = cg_timescaleFadeEnd.value;
    }
    else
    {
      cg_timescale.value -= cg_timescaleFadeSpeed.value * ( (float)cg.frametime ) / 1000;
      if( cg_timescale.value < cg_timescaleFadeEnd.value )
        cg_timescale.value = cg_timescaleFadeEnd.value;
    }

    if( cg_timescaleFadeSpeed.value )
      trap_Cvar_Set( "timescale", va( "%f", cg_timescale.value ) );
  }

  // actually issue the rendering calls
  CG_DrawActive( stereoView );

  if( cg_stats.integer )
    CG_Printf( "cg.clientFrame:%i\n", cg.clientFrame );
}

