cg_t cg; // cg has the members assigned to the type cg_t varable which is the structure below.
typedef struct {
int clientFrame; // incremented each frame
int clientNum;
qboolean demoPlayback;
qboolean levelShot; // taking a level menu screenshot
int deferredPlayerLoading;
qboolean loading; // don't defer players at initial startup
qboolean intermissionStarted; // don't play voice rewards, because game will end shortly
// there are only one or two snapshot_t that are relevent at a time
int latestSnapshotNum; // the number of snapshots the client system has received
int latestSnapshotTime; // the time from latestSnapshotNum, so we don't need to read the snapshot yet
snapshot_t *snap; // cg.snap->serverTime <= cg.time
snapshot_t *nextSnap; // cg.nextSnap->serverTime > cg.time, or NULL
snapshot_t activeSnapshots[2];
float frameInterpolation; // (float)( cg.time - cg.frame->serverTime ) / (cg.nextFrame->serverTime - cg.frame->serverTime)
qboolean thisFrameTeleport;
qboolean nextFrameTeleport;
int frametime; // cg.time - cg.oldTime
int time; // this is the time value that the client
// is rendering at.
int oldTime; // time at last frame, used for missile trails and prediction checking
int physicsTime; // either cg.snap->time or cg.nextSnap->time
int timelimitWarnings; // 5 min, 1 min, overtime
int fraglimitWarnings;
qboolean mapRestart; // set on a map restart to set back the weapon
qboolean renderingThirdPerson; // during deaths, chasecams, etc
// prediction state
qboolean hyperspace; // true if prediction has hit a trigger_teleport
playerState_t predictedPlayerState;
centity_t predictedPlayerEntity;
qboolean validPPS; // clear until the first call to CG_PredictPlayerState
int predictedErrorTime;
vec3_t predictedError;
int eventSequence;
int predictableEvents[MAX_PREDICTED_EVENTS];
float stepChange; // for stair up smoothing
int stepTime;
float duckChange; // for duck viewheight smoothing
int duckTime;
float landChange; // for landing hard
int landTime;
// input state sent to server
int weaponSelect;
// auto rotating items
vec3_t autoAngles;
vec3_t autoAxis[3];
vec3_t autoAnglesFast;
vec3_t autoAxisFast[3];
// view rendering
refdef_t refdef;
vec3_t refdefViewAngles; // will be converted to refdef.viewaxis
// zoom key
qboolean zoomed;
int zoomTime;
float zoomSensitivity;
// information screen text during loading
char infoScreenText[MAX_STRING_CHARS];
// scoreboard
int scoresRequestTime;
int numScores;
int selectedScore;
int teamScores[2];
score_t scores[MAX_CLIENTS];
qboolean showScores;
qboolean scoreBoardShowing;
int scoreFadeTime;
char killerName[MAX_NAME_LENGTH];
char spectatorList[MAX_STRING_CHARS]; // list of names
int spectatorLen; // length of list
float spectatorWidth; // width in device units
int spectatorTime; // next time to offset
int spectatorPaintX; // current paint x
int spectatorPaintX2; // current paint x
int spectatorOffset; // current offset from start
int spectatorPaintLen; // current offset from start
// skull trails
skulltrail_t skulltrails[MAX_CLIENTS];
// centerprinting
int centerPrintTime;
int centerPrintCharWidth;
int centerPrintY;
char centerPrint[1024];
int centerPrintLines;
// low ammo warning state
int lowAmmoWarning; // 1 = low, 2 = empty
// kill timers for carnage reward
int lastKillTime;
// crosshair client ID
int crosshairClientNum;
int crosshairClientTime;
// powerup active flashing
int powerupActive;
int powerupTime;
// attacking player
int attackerTime;
int voiceTime;
// reward medals
int rewardStack;
int rewardTime;
int rewardCount[MAX_REWARDSTACK];
qhandle_t rewardShader[MAX_REWARDSTACK];
qhandle_t rewardSound[MAX_REWARDSTACK];
// sound buffer mainly for announcer sounds
int soundBufferIn;
int soundBufferOut;
int soundTime;
qhandle_t soundBuffer[MAX_SOUNDBUFFER];
// for voice chat buffer
int voiceChatTime;
int voiceChatBufferIn;
int voiceChatBufferOut;
// warmup countdown
int warmup;
int warmupCount;
//==========================
int itemPickup;
int itemPickupTime;
int itemPickupBlendTime; // the pulse around the crosshair is timed seperately
int weaponSelectTime;
int weaponAnimation;
int weaponAnimationTime;
// blend blobs
float damageTime;
float damageX, damageY, damageValue;
// status bar head
float headYaw;
float headEndPitch;
float headEndYaw;
int headEndTime;
float headStartPitch;
float headStartYaw;
int headStartTime;
// view movement
float v_dmg_time;
float v_dmg_pitch;
float v_dmg_roll;
vec3_t kick_angles; // weapon kicks
vec3_t kick_origin;
// temp working variables for player view
float bobfracsin;
int bobcycle;
float xyspeed;
int nextOrbitTime;
//qboolean cameraMode; // if rendering from a loaded camera
// development tool
refEntity_t testModelEntity;
char testModelName[MAX_QPATH];
qboolean testGun;
} cg_t;