/*
	cl_ents.c

	entity parsing and management

	Copyright (C) 1996-1997  Id Software, Inc.

	This program 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.

	This program 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 this program; if not, write to:

		Free Software Foundation, Inc.
		59 Temple Place - Suite 330
		Boston, MA  02111-1307, USA

	$Id$
*/

#ifdef HAVE_CONFIG_H
# include "config.h"
#endif

#include "cl_cam.h"
#include "cl_ents.h"
#include "cl_main.h"
#include "cl_pred.h"
#include "cl_tent.h"
#include "console.h"
#include "d_iface.h"
#include "host.h"
#include "msg.h"
#include "pmove.h"
#include "r_dynamic.h"
#include "view.h"

extern cvar_t *cl_predict_players;
extern cvar_t *cl_predict_players2;
extern cvar_t *cl_solid_players;

extern cvar_t *gl_flashblend;

static struct predicted_player {
	int         flags;
	qboolean    active;
	vec3_t      origin;					// predicted origin
} predicted_players[MAX_CLIENTS];

entity_t  **CL_NewTempEntity (void);

entity_t    cl_packet_ents[512];	// FIXME: magic number
entity_t    cl_flag_ents[MAX_CLIENTS];
entity_t    cl_player_ents[MAX_CLIENTS];

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

/*
	CL_ClearEnts
*/
void
CL_ClearEnts ()
{
	int i;

	for (i = 0; i < sizeof (cl_packet_ents) / sizeof (cl_packet_ents[0]); i++)
		CL_Init_Entity (&cl_packet_ents[i]);
	for (i = 0; i < sizeof (cl_flag_ents) / sizeof (cl_flag_ents[0]); i++)
		CL_Init_Entity (&cl_flag_ents[i]);
	for (i = 0; i < sizeof (cl_player_ents) / sizeof (cl_player_ents[0]); i++)
		CL_Init_Entity (&cl_player_ents[i]);
}

/*
===============
CL_AllocDlight

===============
*/
dlight_t *
CL_AllocDlight (int key)
{
	int         i;
	dlight_t   *dl;

	// first look for an exact key match
	if (key) {
		dl = cl_dlights;
		for (i = 0; i < MAX_DLIGHTS; i++, dl++) {
			if (dl->key == key) {
				memset (dl, 0, sizeof (*dl));
				dl->key = key;
				dl->color = dl->_color;
				return dl;
			}
		}
	}
	// then look for anything else
	dl = cl_dlights;
	for (i = 0; i < MAX_DLIGHTS; i++, dl++) {
		if (dl->die < cl.time) {
			memset (dl, 0, sizeof (*dl));
			dl->key = key;
			dl->color = dl->_color;
			return dl;
		}
	}

	dl = &cl_dlights[0];
	memset (dl, 0, sizeof (*dl));
	dl->key = key;
	dl->color = dl->_color;
	return dl;
}

/*
===============
CL_NewDlight
===============
*/
void
CL_NewDlight (int key, float x, float y, float z, float radius, float time, int type)
{
	dlight_t   *dl;

	dl = CL_AllocDlight (key);
	dl->origin[0] = x;
	dl->origin[1] = y;
	dl->origin[2] = z;
	dl->radius = radius;
	dl->die = cl.time + time;
	switch (type) {
		default:
		case 0:
			dl->color[0] = 0.4;
			dl->color[1] = 0.2;
			dl->color[2] = 0.05;
			break;
		case 1:						// blue
			dl->color[0] = 0.05;
			dl->color[1] = 0.05;
			dl->color[2] = 0.5;
			break;
		case 2:						// red
			dl->color[0] = 0.5;
			dl->color[1] = 0.05;
			dl->color[2] = 0.05;
			break;
		case 3:						// purple
			dl->color[0] = 0.5;
			dl->color[1] = 0.05;
			dl->color[2] = 0.5;
			break;
	}
}


/*
===============
CL_DecayLights

===============
*/
void
CL_DecayLights (void)
{
	int         i;
	dlight_t   *dl;

	dl = cl_dlights;
	for (i = 0; i < MAX_DLIGHTS; i++, dl++) {
		if (dl->die < cl.time || !dl->radius)
			continue;

		dl->radius -= host_frametime * dl->decay;
		if (dl->radius < 0)
			dl->radius = 0;
	}
}


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

PACKET ENTITY PARSING / LINKING

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

/*
	CL_ParseDelta

	Can go from either a baseline or a previous packet_entity
*/
int         bitcounts[32];				// / just for protocol profiling
void
CL_ParseDelta (entity_state_t *from, entity_state_t *to, int bits)
{
	int         i;

	// set everything to the state we are delta'ing from
	*to = *from;

	to->number = bits & 511;
	bits &= ~511;

	if (bits & U_MOREBITS) {			// read in the low order bits
		i = MSG_ReadByte ();
		bits |= i;
	}
	// count the bits for net profiling
//        for (i=0 ; i<16 ; i++)
//                if (bits&(1<<i))
//                        bitcounts[i]++;

	// LordHavoc: Endy neglected to mark this as being part of the QSG
	// version 2 stuff...
	if (bits & U_EXTEND1) {
		bits |= MSG_ReadByte () << 16;
		if (bits & U_EXTEND2)
			bits |= MSG_ReadByte () << 24;
	}

	to->flags = bits;

	if (bits & U_MODEL)
		to->modelindex = MSG_ReadByte ();

	if (bits & U_FRAME)
		to->frame = MSG_ReadByte ();

	if (bits & U_COLORMAP)
		to->colormap = MSG_ReadByte ();

	if (bits & U_SKIN)
		to->skinnum = MSG_ReadByte ();

	if (bits & U_EFFECTS)
		to->effects = MSG_ReadByte ();

	if (bits & U_ORIGIN1)
		to->origin[0] = MSG_ReadCoord ();

	if (bits & U_ANGLE1)
		to->angles[0] = MSG_ReadAngle ();

	if (bits & U_ORIGIN2)
		to->origin[1] = MSG_ReadCoord ();

	if (bits & U_ANGLE2)
		to->angles[1] = MSG_ReadAngle ();

	if (bits & U_ORIGIN3)
		to->origin[2] = MSG_ReadCoord ();

	if (bits & U_ANGLE3)
		to->angles[2] = MSG_ReadAngle ();

	// LordHavoc: Endy neglected to mark this as being part of the QSG
	// version 2 stuff...
	// rearranged it and implemented missing effects
// Ender (QSG - Begin)
	if (bits & U_ALPHA)
		to->alpha = MSG_ReadByte ();
	if (bits & U_SCALE)
		to->scale = MSG_ReadByte ();
	if (bits & U_EFFECTS2)
		to->effects = (to->effects & 0xFF) | (MSG_ReadByte () << 8);
	if (bits & U_GLOWSIZE)
		to->glowsize = MSG_ReadByte ();
	if (bits & U_GLOWCOLOR)
		to->glowcolor = MSG_ReadByte ();
	if (bits & U_COLORMOD)
		to->colormod = MSG_ReadByte ();
	if (bits & U_FRAME2)
		to->frame = (to->frame & 0xFF) | (MSG_ReadByte () << 8);
// Ender (QSG - End)

	if (bits & U_SOLID) {
		// FIXME
	}
	/* 
	   if ((!to->alpha) || (!to->colormod)) Con_Printf("fa: %d, fc: %d, ta:
	   %d, tc: %d\n", from->alpha, from->colormod, to->alpha, to->colormod); */
	/* 
	   if ((!ent->alpha) || (!ent->colormod[0]) || (!ent->colormod[1]) ||
	   (!ent->colormod[2])) { Con_Printf("ea: %f, ec0: %f, ec1: %f ec2: %f,
	   sa: %d, sc: %d\n", ent->alpha, ent->colormod[0], ent->colormod[1],
	   ent->colormod[2], s1->alpha, s1->colormod); } */
}


/*
=================
FlushEntityPacket
=================
*/
void
FlushEntityPacket (void)
{
	int         word;
	entity_state_t olde, newe;

	Con_DPrintf ("FlushEntityPacket\n");

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

	cl.validsequence = 0;				// can't render a frame
	cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK].invalid = true;

	// read it all, but ignore it
	while (1) {
		word = (unsigned short) MSG_ReadShort ();
		if (msg_badread) {				// something didn't parse right...
			Host_EndGame ("msg_badread in packetentities");
			return;
		}

		if (!word)
			break;						// done

		CL_ParseDelta (&olde, &newe, word);
	}
}

/*
	CL_ParsePacketEntities

	An svc_packetentities has just been parsed, deal with the
	rest of the data stream.
*/
void
CL_ParsePacketEntities (qboolean delta)
{
	int         oldpacket, newpacket;
	packet_entities_t *oldp, *newp, dummy;
	int         oldindex, newindex;
	int         word, newnum, oldnum;
	qboolean    full;
	byte        from;

	newpacket = cls.netchan.incoming_sequence & UPDATE_MASK;
	newp = &cl.frames[newpacket].packet_entities;
	cl.frames[newpacket].invalid = false;

	if (delta) {
		from = MSG_ReadByte ();

		oldpacket = cl.frames[newpacket].delta_sequence;

		if ((from & UPDATE_MASK) != (oldpacket & UPDATE_MASK))
			Con_DPrintf ("WARNING: from mismatch\n");
	} else
		oldpacket = -1;

	full = false;
	if (oldpacket != -1) {
		if (cls.netchan.outgoing_sequence - oldpacket >= UPDATE_BACKUP - 1) {
			// we can't use this, it is too old
			FlushEntityPacket ();
			return;
		}
		cl.validsequence = cls.netchan.incoming_sequence;
		oldp = &cl.frames[oldpacket & UPDATE_MASK].packet_entities;
	} else {	// a full update that we can start delta compressing from now
		oldp = &dummy;
		dummy.num_entities = 0;
		cl.validsequence = cls.netchan.incoming_sequence;
		full = true;
	}

	oldindex = 0;
	newindex = 0;
	newp->num_entities = 0;

	while (1) {
		word = (unsigned short) MSG_ReadShort ();
		if (msg_badread) {				// something didn't parse right...
			Host_EndGame ("msg_badread in packetentities");
			return;
		}

		if (!word) {	// copy rest of ents from old packet
			while (oldindex < oldp->num_entities) {	
//				Con_Printf ("copy %i\n", oldp->entities[oldindex].number);
				if (newindex >= MAX_PACKET_ENTITIES)
					Host_EndGame ("CL_ParsePacketEntities: newindex == MAX_PACKET_ENTITIES");
				newp->entities[newindex] = oldp->entities[oldindex];
				newindex++;
				oldindex++;
			}
			break;
		}
		newnum = word & 511;
		oldnum = oldindex >= oldp->num_entities ? 9999 : oldp->entities[oldindex].number;

		while (newnum > oldnum) {
			if (full) {
				Con_Printf ("WARNING: oldcopy on full update");
				FlushEntityPacket ();
				return;
			}
//			Con_Printf ("copy %i\n", oldnum);
			// copy one of the old entities over to the new packet unchanged
			if (newindex >= MAX_PACKET_ENTITIES)
				Host_EndGame ("CL_ParsePacketEntities: newindex == MAX_PACKET_ENTITIES");
			newp->entities[newindex] = oldp->entities[oldindex];
			newindex++;
			oldindex++;
			oldnum = oldindex >= oldp->num_entities ? 9999 : oldp->entities[oldindex].number;
		}

		if (newnum < oldnum) {			// new from baseline
//			Con_Printf ("baseline %i\n", newnum);
			if (word & U_REMOVE) {
				if (full) {
					cl.validsequence = 0;
					Con_Printf ("WARNING: U_REMOVE on full update\n");
					FlushEntityPacket ();
					return;
				}
				continue;
			}
			if (newindex >= MAX_PACKET_ENTITIES)
				Host_EndGame ("CL_ParsePacketEntities: newindex == MAX_PACKET_ENTITIES");
			CL_ParseDelta (&cl_baselines[newnum], &newp->entities[newindex], word);
			newindex++;
			continue;
		}

		if (newnum == oldnum) {			// delta from previous
			if (full) {
				cl.validsequence = 0;
				Con_Printf ("WARNING: delta on full update");
			}
			if (word & U_REMOVE) {
				oldindex++;
				continue;
			}
//			Con_Printf ("delta %i\n",newnum);
			CL_ParseDelta (&oldp->entities[oldindex], &newp->entities[newindex], word);
			newindex++;
			oldindex++;
		}

	}

	newp->num_entities = newindex;
}


/*
===============
CL_LinkPacketEntities

===============
*/
void
CL_LinkPacketEntities (void)
{
	entity_t  **ent;
	packet_entities_t *pack;
	entity_state_t *s1, *s2;
	float       f;
	model_t    *model;
	float       autorotate;
	int         i;
	int         pnum;
	dlight_t   *dl;
	extern int  cl_playerindex;
	extern int  cl_h_playerindex, cl_gib1index, cl_gib2index, cl_gib3index;

	pack = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK].packet_entities;

	autorotate = anglemod (100 * cl.time);

	f = 0;								// FIXME: no interpolation right now

	for (pnum = 0; pnum < pack->num_entities; pnum++) {
		s1 = &pack->entities[pnum];
		s2 = s1;	// FIXME: no interpolation right now

		// spawn light flashes, even ones coming from invisible objects
		if ((s1->effects & (EF_BLUE | EF_RED)) == (EF_BLUE | EF_RED))
			CL_NewDlight (s1->number,
						  s1->origin[0], s1->origin[1], s1->origin[2],
						  200 + (rand () & 31), 0.1, 3);
		else if (s1->effects & EF_BLUE)
			CL_NewDlight (s1->number,
						  s1->origin[0], s1->origin[1], s1->origin[2],
						  200 + (rand () & 31), 0.1, 1);
		else if (s1->effects & EF_RED)
			CL_NewDlight (s1->number,
						  s1->origin[0], s1->origin[1], s1->origin[2],
						  200 + (rand () & 31), 0.1, 2);
		else if (s1->effects & EF_BRIGHTLIGHT)
			CL_NewDlight (s1->number,
						  s1->origin[0], s1->origin[1], s1->origin[2] + 16,
						  400 + (rand () & 31), 0.1, 0);
		else if (s1->effects & EF_DIMLIGHT)
			CL_NewDlight (s1->number,
						  s1->origin[0], s1->origin[1], s1->origin[2],
						  200 + (rand () & 31), 0.1, 0);

		// if set to invisible, skip
		if (!s1->modelindex)
			continue;

		// Hack hack hack
		if (cl_deadbodyfilter->int_val && s1->modelindex == cl_playerindex
			&& ((i = s1->frame) == 49 || i == 60 || i == 69 || i == 84
				|| i == 93 || i == 102))
			continue;

		if (cl_gibfilter->int_val &&
			(s1->modelindex == cl_h_playerindex
			 || s1->modelindex == cl_gib1index || s1->modelindex == cl_gib2index
			 || s1->modelindex == cl_gib3index))
			continue;

		// create a new entity
		ent = CL_NewTempEntity ();
		if (!ent)
			break;						// object list is full
		*ent = &cl_packet_ents[s1->number];

		(*ent)->keynum = s1->number;
		(*ent)->model = model = cl.model_precache[s1->modelindex];

		// set colormap
		if (s1->colormap && (s1->colormap < MAX_CLIENTS)
			&& !strcmp ((*ent)->model->name, "progs/player.mdl")) {
			(*ent)->colormap = cl.players[s1->colormap - 1].translations;
			(*ent)->scoreboard = &cl.players[s1->colormap - 1];
		} else {
			(*ent)->colormap = vid.colormap;
			(*ent)->scoreboard = NULL;
		}

		// LordHavoc: cleaned up Endy's coding style, and fixed Endy's bugs
		// Ender: Extend (Colormod) [QSG - Begin]
		// N.B: All messy code below is the sole fault of LordHavoc and
		// his futile attempts to save bandwidth. :)
		(*ent)->glowsize =	s1->glowsize < 128 ? s1->glowsize * 8.0 : (s1->glowsize - 256) * 8.0;
		(*ent)->glowcolor = s1->glowcolor;
		(*ent)->alpha = s1->alpha / 255.0;
		(*ent)->scale = s1->scale / 16.0;

		if (s1->colormod == 255) {
			(*ent)->colormod[0] = (*ent)->colormod[1] = (*ent)->colormod[2] = 1;
		} else {
			(*ent)->colormod[0] = (float) ((s1->colormod >> 5) & 7) * (1.0 / 7.0);
			(*ent)->colormod[1] = (float) ((s1->colormod >> 2) & 7) * (1.0 / 7.0);
			(*ent)->colormod[2] = (float) (s1->colormod & 3) * (1.0 / 3.0);
		}
		// Ender: Extend (Colormod) [QSG - End]

		// set skin
		(*ent)->skinnum = s1->skinnum;

		// set frame
		(*ent)->frame = s1->frame;
		if ((*ent)->visframe != r_framecount - 1) {
			(*ent)->pose1 = (*ent)->pose2 = -1;
		}
		(*ent)->visframe = r_framecount;

		if (model->flags & EF_ROTATE) { // rotate binary objects locally
			(*ent)->angles[0] = 0;
			(*ent)->angles[1] = autorotate;
			(*ent)->angles[2] = 0;
		} else {
			float       a1, a2;

			for (i = 0; i < 3; i++) {
				a1 = s1->angles[i];
				a2 = s2->angles[i];
				if (a1 - a2 > 180)
					a1 -= 360;
				if (a1 - a2 < -180)
					a1 += 360;
				(*ent)->angles[i] = a2 + f * (a1 - a2);
			}
		}

		VectorCopy ((*ent)->origin, (*ent)->old_origin);
		// calculate origin
		for (i = 0; i < 3; i++)
			(*ent)->origin[i] = s2->origin[i] + f * (s1->origin[i] - s2->origin[i]);

		// add automatic particle trails
		if (!model->flags)
			continue;

		for (i = 0; i < 3; i++)
			if (abs ((*ent)->old_origin[i] - (*ent)->origin[i]) > 128) {	// no trail
																// if too far
				VectorCopy ((*ent)->origin, (*ent)->old_origin);
				break;
			}

		if (model->flags & EF_ROCKET) {
			dl = CL_AllocDlight (-s1->number);
			VectorCopy ((*ent)->origin, dl->origin);
			dl->radius = 200;
			dl->die = cl.time + 0.1;
			R_RocketTrail (0, (*ent));
		} else if (model->flags & EF_GRENADE)
			R_RocketTrail (1, (*ent));
		else if (model->flags & EF_GIB)
			R_RocketTrail (2, (*ent));
		else if (model->flags & EF_ZOMGIB)
			R_RocketTrail (4, (*ent));
		else if (model->flags & EF_TRACER)
			R_RocketTrail (3, (*ent));
		else if (model->flags & EF_TRACER2)
			R_RocketTrail (5, (*ent));
		else if (model->flags & EF_TRACER3)
			R_RocketTrail (6, (*ent));
	}
}


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

PROJECTILE PARSING / LINKING

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

typedef struct {
	int         modelindex;
	entity_t	ent;
} projectile_t;

#define	MAX_PROJECTILES	32
projectile_t cl_projectiles[MAX_PROJECTILES];
int         cl_num_projectiles;

extern int  cl_spikeindex;

void
CL_ClearProjectiles (void)
{
	cl_num_projectiles = 0;
}

/*
=====================
CL_ParseProjectiles

Nails are passed as efficient temporary entities
=====================
*/
void
CL_ParseProjectiles (void)
{
	int         i, c, j;
	byte        bits[6];
	projectile_t *pr;

	c = MSG_ReadByte ();
	for (i = 0; i < c; i++) {
		for (j = 0; j < 6; j++)
			bits[j] = MSG_ReadByte ();

		if (cl_num_projectiles == MAX_PROJECTILES)
			continue;

		pr = &cl_projectiles[cl_num_projectiles];
		cl_num_projectiles++;

		pr->modelindex = cl_spikeindex;
		pr->ent.origin[0] = ((bits[0] + ((bits[1] & 15) << 8)) << 1) - 4096;
		pr->ent.origin[1] = (((bits[1] >> 4) + (bits[2] << 4)) << 1) - 4096;
		pr->ent.origin[2] = ((bits[3] + ((bits[4] & 15) << 8)) << 1) - 4096;
		pr->ent.angles[0] = 360 * (bits[4] >> 4) / 16;
		pr->ent.angles[1] = 360 * bits[5] / 256;
	}
}

/*
=============
CL_LinkProjectiles

=============
*/
void
CL_LinkProjectiles (void)
{
	int         i;
	projectile_t *pr;
	entity_t  **ent;

	for (i = 0, pr = cl_projectiles; i < cl_num_projectiles; i++, pr++) {
		if (pr->modelindex < 1)
			continue;

		// grab an entity to fill in
		ent = CL_NewTempEntity ();
		if (!ent)
			break;						// object list is full
		*ent = &pr->ent;
		(*ent)->model = cl.model_precache[pr->modelindex];
		(*ent)->skinnum = 0;
		(*ent)->frame = 0;
		(*ent)->colormap = vid.colormap;
		(*ent)->scoreboard = NULL;
		// LordHavoc: Endy had neglected to do this as part of the QSG
		// VERSION 2 stuff
		(*ent)->glowsize = 0;
		(*ent)->glowcolor = 254;
		(*ent)->alpha = 1;
		(*ent)->scale = 1;
		(*ent)->colormod[0] = (*ent)->colormod[1] = (*ent)->colormod[2] = 1;
	}
}

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

extern int  cl_spikeindex, cl_playerindex, cl_flagindex;

/*
===================
CL_ParsePlayerinfo
===================
*/
extern int  parsecountmod;
extern double parsecounttime;
void
CL_ParsePlayerinfo (void)
{
	int         msec;
	int         flags;
	player_info_t *info;
	player_state_t *state;
	int         num;
	int         i;

	num = MSG_ReadByte ();
	if (num > MAX_CLIENTS)
//		Sys_Error ("CL_ParsePlayerinfo: bad num");
		Host_EndGame ("CL_ParsePlayerinfo: bad num");

	info = &cl.players[num];

	state = &cl.frames[parsecountmod].playerstate[num];

	state->number = num;
	flags = state->flags = MSG_ReadShort ();

	state->messagenum = cl.parsecount;
	state->origin[0] = MSG_ReadCoord ();
	state->origin[1] = MSG_ReadCoord ();
	state->origin[2] = MSG_ReadCoord ();

	state->frame = MSG_ReadByte ();

	// the other player's last move was likely some time
	// before the packet was sent out, so accurately track
	// the exact time it was valid at
	if (flags & PF_MSEC) {
		msec = MSG_ReadByte ();
		state->state_time = parsecounttime - msec * 0.001;
	} else
		state->state_time = parsecounttime;

	if (flags & PF_COMMAND)
		MSG_ReadDeltaUsercmd (&nullcmd, &state->command);

	for (i = 0; i < 3; i++) {
		if (flags & (PF_VELOCITY1 << i))
			state->velocity[i] = MSG_ReadShort ();
		else
			state->velocity[i] = 0;
	}
	if (flags & PF_MODEL)
		state->modelindex = MSG_ReadByte ();
	else
		state->modelindex = cl_playerindex;

	if (flags & PF_SKINNUM)
		state->skinnum = MSG_ReadByte ();
	else
		state->skinnum = 0;

	if (flags & PF_EFFECTS)
		state->effects = MSG_ReadByte ();
	else
		state->effects = 0;

	if (flags & PF_WEAPONFRAME)
		state->weaponframe = MSG_ReadByte ();
	else
		state->weaponframe = 0;

	VectorCopy (state->command.angles, state->viewangles);
}


/*
================
CL_AddFlagModels

Called when the CTF flags are set
================
*/
void
CL_AddFlagModels (entity_t *ent, int team)
{
	int         i;
	float       f;
	vec3_t      v_forward, v_right, v_up;
	entity_t  **newent;

	if (cl_flagindex == -1)
		return;

	f = 14;
	if (ent->frame >= 29 && ent->frame <= 40) {
		if (ent->frame >= 29 && ent->frame <= 34) {	// axpain
			if (ent->frame == 29)
				f = f + 2;
			else if (ent->frame == 30)
				f = f + 8;
			else if (ent->frame == 31)
				f = f + 12;
			else if (ent->frame == 32)
				f = f + 11;
			else if (ent->frame == 33)
				f = f + 10;
			else if (ent->frame == 34)
				f = f + 4;
		} else if (ent->frame >= 35 && ent->frame <= 40) {	// pain
			if (ent->frame == 35)
				f = f + 2;
			else if (ent->frame == 36)
				f = f + 10;
			else if (ent->frame == 37)
				f = f + 10;
			else if (ent->frame == 38)
				f = f + 8;
			else if (ent->frame == 39)
				f = f + 4;
			else if (ent->frame == 40)
				f = f + 2;
		}
	} else if (ent->frame >= 103 && ent->frame <= 118) {
		if (ent->frame >= 103 && ent->frame <= 104)
			f = f + 6;					// nailattack
		else if (ent->frame >= 105 && ent->frame <= 106)
			f = f + 6;					// light 
		else if (ent->frame >= 107 && ent->frame <= 112)
			f = f + 7;					// rocketattack
		else if (ent->frame >= 112 && ent->frame <= 118)
			f = f + 7;					// shotattack
	}

	newent = CL_NewTempEntity ();
	if (!newent)
		return;
	*newent = &cl_flag_ents[ent->keynum];
	(*newent)->model = cl.model_precache[cl_flagindex];
	(*newent)->skinnum = team;

	AngleVectors (ent->angles, v_forward, v_right, v_up);
	v_forward[2] = -v_forward[2];		// reverse z component
	for (i = 0; i < 3; i++)
		(*newent)->origin[i] = ent->origin[i] - f * v_forward[i] + 22 * v_right[i];
	(*newent)->origin[2] -= 16;

	VectorCopy (ent->angles, (*newent)->angles)
		(*newent)->angles[2] -= 45;
}

/*
=============
CL_LinkPlayers

Create visible entities in the correct position
for all current players
=============
*/
void
CL_LinkPlayers (void)
{
	int         i, j;
	player_info_t *info;
	player_state_t *state;
	player_state_t exact;
	double      playertime;
	entity_t  **ent;
	int         msec;
	frame_t    *frame;
	int         oldphysent;
	vec3_t      org;

	playertime = realtime - cls.latency + 0.02;
	if (playertime > realtime)
		playertime = realtime;

	frame = &cl.frames[cl.parsecount & UPDATE_MASK];

	for (j = 0, info = cl.players, state = frame->playerstate; j < MAX_CLIENTS;
		 j++, info++, state++) {
		if (state->messagenum != cl.parsecount)
			continue;					// not present this frame

		// spawn light flashes, even ones coming from invisible objects
		if (!gl_flashblend->int_val || j != cl.playernum) {

			if (j == cl.playernum) {
				VectorCopy (cl.simorg, org);
			} else
				VectorCopy (state->origin, org);

			if ((state->effects & (EF_BLUE | EF_RED)) == (EF_BLUE | EF_RED))
				CL_NewDlight (j, org[0], org[1], org[2], 200 + (rand () & 31),
							  0.1, 3);
			else if (state->effects & EF_BLUE)
				CL_NewDlight (j, org[0], org[1], org[2], 200 + (rand () & 31),
							  0.1, 1);
			else if (state->effects & EF_RED)
				CL_NewDlight (j, org[0], org[1], org[2], 200 + (rand () & 31),
							  0.1, 2);
			else if (state->effects & EF_BRIGHTLIGHT)
				CL_NewDlight (j, org[0], org[1], org[2] + 16,
							  400 + (rand () & 31), 0.1, 0);
			else if (state->effects & EF_DIMLIGHT)
				CL_NewDlight (j, org[0], org[1], org[2], 200 + (rand () & 31),
							  0.1, 0);
		}
		// the player object never gets added
		if (j == cl.playernum)
			continue;

		if (!state->modelindex)
			continue;

		// Hack hack hack
		if (cl_deadbodyfilter->int_val && state->modelindex == cl_playerindex
			&& ((i = state->frame) == 49 || i == 60 || i == 69 || i == 84
				|| i == 93 || i == 102))
			continue;

		if (!Cam_DrawPlayer (j))
			continue;

		// grab an entity to fill in
		ent = CL_NewTempEntity ();
		if (!ent)						// object list is full
			break;
		*ent = &cl_player_ents[state - frame->playerstate];

		(*ent)->frame = state->frame;
		(*ent)->keynum = state - frame->playerstate;
		(*ent)->model = cl.model_precache[state->modelindex];
		(*ent)->skinnum = state->skinnum;
		(*ent)->colormap = info->translations;
		if (state->modelindex == cl_playerindex)
			(*ent)->scoreboard = info;		// use custom skin
		else
			(*ent)->scoreboard = NULL;

		// LordHavoc: more QSG VERSION 2 stuff, FIXME: players don't have
		// extend stuff
		(*ent)->glowsize = 0;
		(*ent)->glowcolor = 254;
		(*ent)->alpha = 1;
		(*ent)->scale = 1;
		(*ent)->colormod[0] = (*ent)->colormod[1] = (*ent)->colormod[2] = 1;

		// 
		// angles
		// 
		(*ent)->angles[PITCH] = -state->viewangles[PITCH] / 3;
		(*ent)->angles[YAW] = state->viewangles[YAW];
		(*ent)->angles[ROLL] = 0;
		(*ent)->angles[ROLL] = V_CalcRoll ((*ent)->angles, state->velocity) * 4;

		// only predict half the move to minimize overruns
		msec = 500 * (playertime - state->state_time);
		if (msec <= 0 || (!cl_predict_players->int_val && !cl_predict_players2->int_val)) {
			VectorCopy (state->origin, (*ent)->origin);
		} else {	// predict players movement
			state->command.msec = msec = min (msec, 255);

			oldphysent = pmove.numphysent;
			CL_SetSolidPlayers (j);
			CL_PredictUsercmd (state, &exact, &state->command, false);
			pmove.numphysent = oldphysent;
			VectorCopy (exact.origin, (*ent)->origin);
		}

		if (state->effects & EF_FLAG1)
			CL_AddFlagModels ((*ent), 0);
		else if (state->effects & EF_FLAG2)
			CL_AddFlagModels ((*ent), 1);

	}
}

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

/*
===============
CL_SetSolid

Builds all the pmove physents for the current frame
===============
*/
void
CL_SetSolidEntities (void)
{
	int         i;
	frame_t    *frame;
	packet_entities_t *pak;
	entity_state_t *state;

	pmove.physents[0].model = cl.worldmodel;
	VectorCopy (vec3_origin, pmove.physents[0].origin);
	pmove.physents[0].info = 0;
	pmove.numphysent = 1;

	frame = &cl.frames[parsecountmod];
	pak = &frame->packet_entities;

	for (i = 0; i < pak->num_entities; i++) {
		state = &pak->entities[i];

		if (!state->modelindex)
			continue;
		if (!cl.model_precache[state->modelindex])
			continue;
		if (cl.model_precache[state->modelindex]->hulls[1].firstclipnode
			|| cl.model_precache[state->modelindex]->clipbox) {
			pmove.physents[pmove.numphysent].model =
				cl.model_precache[state->modelindex];
			VectorCopy (state->origin, pmove.physents[pmove.numphysent].origin);
			pmove.numphysent++;
		}
	}

}

/*
===
Calculate the new position of players, without other player clipping

We do this to set up real player prediction.
Players are predicted twice, first without clipping other players,
then with clipping against them.
This sets up the first phase.
===
*/
void
CL_SetUpPlayerPrediction (qboolean dopred)
{
	int         j;
	player_state_t *state;
	player_state_t exact;
	double      playertime;
	int         msec;
	frame_t    *frame;
	struct predicted_player *pplayer;

	playertime = realtime - cls.latency + 0.02;
	if (playertime > realtime)
		playertime = realtime;

	frame = &cl.frames[cl.parsecount & UPDATE_MASK];

	for (j = 0, pplayer = predicted_players, state = frame->playerstate;
		 j < MAX_CLIENTS; j++, pplayer++, state++) {

		pplayer->active = false;

		if (state->messagenum != cl.parsecount)
			continue;					// not present this frame

		if (!state->modelindex)
			continue;

		pplayer->active = true;
		pplayer->flags = state->flags;

		// note that the local player is special, since he moves locally
		// we use his last predicted postition
		if (j == cl.playernum) {
			VectorCopy (cl.frames[cls.netchan.outgoing_sequence & UPDATE_MASK].
						playerstate[cl.playernum].origin, pplayer->origin);
		} else {
			// only predict half the move to minimize overruns
			msec = 500 * (playertime - state->state_time);
			if (msec <= 0 ||
				(!cl_predict_players->int_val && !cl_predict_players2->int_val)
				|| !dopred) {
				VectorCopy (state->origin, pplayer->origin);
				// Con_DPrintf ("nopredict\n");
			} else {
				// predict players movement
				state->command.msec = msec = min (msec, 255);
				// Con_DPrintf ("predict: %i\n", msec);

				CL_PredictUsercmd (state, &exact, &state->command, false);
				VectorCopy (exact.origin, pplayer->origin);
			}
		}
	}
}

/*
===============
CL_SetSolid

Builds all the pmove physents for the current frame
Note that CL_SetUpPlayerPrediction() must be called first!
pmove must be setup with world and solid entity hulls before calling
(via CL_PredictMove)
===============
*/
void
CL_SetSolidPlayers (int playernum)
{
	int         j;
	extern vec3_t player_mins;
	extern vec3_t player_maxs;
	struct predicted_player *pplayer;
	physent_t  *pent;

	if (!cl_solid_players->int_val)
		return;

	pent = pmove.physents + pmove.numphysent;

	for (j = 0, pplayer = predicted_players; j < MAX_CLIENTS; j++, pplayer++) {

		if (!pplayer->active)
			continue;					// not present this frame

		// the player object never gets added
		if (j == playernum)
			continue;

		if (pplayer->flags & PF_DEAD)
			continue;					// dead players aren't solid

		pent->model = 0;
		VectorCopy (pplayer->origin, pent->origin);
		VectorCopy (player_mins, pent->mins);
		VectorCopy (player_maxs, pent->maxs);
		pmove.numphysent++;
		pent++;
	}
}


/*
===============
CL_EmitEntities

Builds the visedicts array for cl.time

Made up of: clients, packet_entities, nails, and tents
===============
*/
void
CL_EmitEntities (void)
{
	if (cls.state != ca_active)
		return;
	if (!cl.validsequence)
		return;

	cl_oldnumvisedicts = cl_numvisedicts;
	cl_oldvisedicts = cl_visedicts_list[(cls.netchan.incoming_sequence - 1) & 1];
	cl_visedicts = cl_visedicts_list[cls.netchan.incoming_sequence & 1];

	cl_numvisedicts = 0;

	CL_LinkPlayers ();
	CL_LinkPacketEntities ();
	CL_LinkProjectiles ();
	CL_UpdateTEnts ();
}