// cg_effects.c -- these functions generate localentities, usually as a result
// of event processing

#include "cg_local.h"
#include "wolfcam_local.h"

/*
==================
CG_BubbleTrail

Bullets shot underwater
==================
*/
void CG_BubbleTrail( vec3_t start, vec3_t end, float size, float spacing ) {
	vec3_t		move;
	vec3_t		vec;
	float		len;
	int			i;

	VectorCopy (start, move);
	VectorSubtract (end, start, vec);
	len = VectorNormalize (vec);

	// advance a random amount first
	i = rand() % (int)spacing;
	VectorMA( move, i, vec, move );

	VectorScale (vec, spacing, vec);

	for ( ; i < len; i += spacing ) {
		localEntity_t	*le;
		refEntity_t		*re;

		le = CG_AllocLocalEntity();
		le->leFlags = LEF_PUFF_DONT_SCALE;
		le->leType = LE_MOVE_SCALE_FADE;
		le->startTime = cg.time;
		le->endTime = cg.time + 1000 + random() * 250;
		le->lifeRate = 1.0 / ( le->endTime - le->startTime );

		re = &le->refEntity;
		re->shaderTime = cg.time / 1000.0f;

		re->reType = RT_SPRITE;
		re->rotation = 0;
//		re->radius = 3;	
		re->radius = size; // (SA)
		re->customShader = cgs.media.waterBubbleShader;
		re->shaderRGBA[0] = 0xff;
		re->shaderRGBA[1] = 0xff;
		re->shaderRGBA[2] = 0xff;
		re->shaderRGBA[3] = 0xff;

		le->color[3] = 1.0;

		le->pos.trType = TR_LINEAR;
		le->pos.trTime = cg.time;
		VectorCopy( move, le->pos.trBase );
		le->pos.trDelta[0] = crandom()*3;
		le->pos.trDelta[1] = crandom()*3;
//		le->pos.trDelta[2] = crandom()*5 + 6;
		le->pos.trDelta[2] = crandom()*5 + 20;	// (SA)

		VectorAdd (move, vec, move);
	}
}

/*
=====================
CG_SmokePuff

Adds a smoke puff or blood trail localEntity.

(SA) boy, it would be nice to have an acceleration vector for this as well.
		big velocity vector with a negative acceleration for deceleration, etc.
		(breath could then come out of a guys mouth at the rate he's walking/running and it
		would slow down once it's created)
=====================
*/

//----(SA)	modified
localEntity_t *CG_SmokePuff( const vec3_t p, const vec3_t vel, 
				   float radius,
				   float r, float g, float b, float a,
				   float duration,
				   int startTime,
				   int fadeInTime,
				   int leFlags,
				   qhandle_t hShader ) {
	static int	seed = 0x92;
	localEntity_t	*le;
	refEntity_t		*re;

	le = CG_AllocLocalEntity();
	le->leFlags = leFlags;
	le->radius = radius;

	re = &le->refEntity;
	re->rotation = Q_random( &seed ) * 360;
	re->radius = radius;
	re->shaderTime = startTime / 1000.0f;

	le->leType = LE_MOVE_SCALE_FADE;
	le->startTime = startTime;
	le->endTime = startTime + duration;
	le->fadeInTime = fadeInTime;
	if ( fadeInTime > startTime )
		le->lifeRate = 1.0 / ( le->endTime - le->fadeInTime );
	else
		le->lifeRate = 1.0 / ( le->endTime - le->startTime );
	le->color[0] = r;
	le->color[1] = g; 
	le->color[2] = b;
	le->color[3] = a;


	le->pos.trType = TR_LINEAR;
	le->pos.trTime = startTime;
	VectorCopy( vel, le->pos.trDelta );
	VectorCopy( p, le->pos.trBase );

	VectorCopy( p, re->origin );
	re->customShader = hShader;

	// rage pro can't alpha fade, so use a different shader
	if ( cgs.glconfig.hardwareType == GLHW_RAGEPRO ) {
		re->customShader = cgs.media.smokePuffRageProShader;
		re->shaderRGBA[0] = 0xff;
		re->shaderRGBA[1] = 0xff;
		re->shaderRGBA[2] = 0xff;
		re->shaderRGBA[3] = 0xff;
	} else {
		re->shaderRGBA[0] = le->color[0] * 0xff;
		re->shaderRGBA[1] = le->color[1] * 0xff;
		re->shaderRGBA[2] = le->color[2] * 0xff;
		re->shaderRGBA[3] = 0xff;
	}
// JPW NERVE
	if (cg_fxflags & 1) {
		re->customShader = getTestShader();
		re->rotation = 180;
	}
// jpw

	re->reType = RT_SPRITE;
	re->radius = le->radius;

	return le;
}

/*
==================
CG_SpawnEffect

Player teleporting in or out
==================
*/
void CG_SpawnEffect( vec3_t org ) {
	localEntity_t	*le;
	refEntity_t		*re;

	return;			// (SA) don't play spawn in effect right now

	le = CG_AllocLocalEntity();
	le->leFlags = 0;
	le->leType = LE_FADE_RGB;
	le->startTime = cg.time;
	le->endTime = cg.time + 500;
	le->lifeRate = 1.0 / ( le->endTime - le->startTime );

	le->color[0] = le->color[1] = le->color[2] = le->color[3] = 1.0;

	re = &le->refEntity;

	re->reType = RT_MODEL;
	re->shaderTime = cg.time / 1000.0f;

	re->customShader = cgs.media.teleportEffectShader;
	re->hModel = cgs.media.teleportEffectModel;
	AxisClear( re->axis );

	VectorCopy( org, re->origin );
	re->origin[2] -= 24;
}

qhandle_t getTestShader(void) {
	switch (rand()%2) {
	case 0:
		return cgs.media.nerveTestShader;
		break;
	case 1:
	default:
		return cgs.media.idTestShader;
		break;
	}
}

/*
====================
CG_MakeExplosion
====================
*/
localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir, 
								qhandle_t hModel, qhandle_t shader,
								int msec, qboolean isSprite ) {
	float			ang;
	localEntity_t	*ex;
	int				offset;
	vec3_t			tmpVec, newOrigin;

	if ( msec <= 0 ) {
		CG_Error( "CG_MakeExplosion: msec = %i", msec );
	}

	// skew the time a bit so they aren't all in sync
	offset = rand() & 63;

	ex = CG_AllocLocalEntity();
	if ( isSprite ) {
		ex->leType = LE_SPRITE_EXPLOSION;

		// randomly rotate sprite orientation
		ex->refEntity.rotation = rand() % 360;
		VectorScale( dir, 16, tmpVec );
		VectorAdd( tmpVec, origin, newOrigin );
	} else {
		ex->leType = LE_EXPLOSION;
		VectorCopy( origin, newOrigin );

		// set axis with random rotate
		if ( !dir ) {
			AxisClear( ex->refEntity.axis );
		} else {
			ang = rand() % 360;
			VectorCopy( dir, ex->refEntity.axis[0] );
			RotateAroundDirection( ex->refEntity.axis, ang );
		}
	}

	ex->startTime = cg.time - offset;
	ex->endTime = ex->startTime + msec;

	// bias the time so all shader effects start correctly
	ex->refEntity.shaderTime = ex->startTime / 1000.0f;

	ex->refEntity.hModel = hModel;
	ex->refEntity.customShader = shader;

	// set origin
	VectorCopy( newOrigin, ex->refEntity.origin );
	VectorCopy( newOrigin, ex->refEntity.oldorigin );

	// Ridah, move away from the wall as the sprite expands
	ex->pos.trType = TR_LINEAR;
	ex->pos.trTime = cg.time;
	VectorCopy( newOrigin, ex->pos.trBase );
	VectorScale( dir, 48, ex->pos.trDelta );
	// done.

	ex->color[0] = ex->color[1] = ex->color[2] = 1.0;

	return ex;
}

/*
=================
CG_AddBloodTrails
=================
*/
void CG_AddBloodTrails( vec3_t origin, vec3_t dir, int speed, int duration, int count, float randScale ) {
	localEntity_t	*le;
	refEntity_t		*re;
	vec3_t	velocity;
	int	i;

	for (i=0; i<count; i++) {
		le = CG_AllocLocalEntity();
		re = &le->refEntity;

		VectorSet( velocity, dir[0] + crandom()*randScale, dir[1] + crandom()*randScale, dir[2] + crandom() * randScale);
		VectorScale( velocity, (float)speed, velocity );

		le->leType = LE_BLOOD;
		le->startTime = cg.time;
		le->endTime = le->startTime + duration; // DHM - Nerve :: (removed) - (int)(0.5 * random() * duration);
		le->lastTrailTime = cg.time;

		VectorCopy( origin, re->origin );
		AxisCopy( axisDefault, re->axis );

		le->pos.trType = TR_GRAVITY_LOW;
		VectorCopy( origin, le->pos.trBase );
		VectorMA( le->pos.trBase, 2 + random()*4, dir, le->pos.trBase );
		VectorCopy( velocity, le->pos.trDelta );
		le->pos.trTime = cg.time;

		le->bounceFactor = 0.9;
	}
}

/*
=================
CG_Bleed

This is the spurt of blood when a character gets hit
=================
*/
void CG_Bleed( vec3_t origin, int entityNum ) {
#define	BLOOD_SPURT_COUNT	4
	int i,j;
//	localEntity_t *ex;
	centity_t *cent;
//	vec3_t	dir;

	if ( !cg_blood.integer ) {
		return;
	}

	cent = &cg_entities[entityNum];

	if (cent->currentState.aiChar == AICHAR_ZOMBIE)
	{
		CG_ParticleBloodCloudZombie (cent, origin, vec3_origin);
		return;
	}

	// Ridah, blood spurts
	if ((!wolfcam_following  &&   entityNum != cg.snap->ps.clientNum)  ||
        (wolfcam_following  &&  entityNum != cgs.clientinfo[wcg.clientNum].clientNum) )
	{
		vec3_t vhead, vlegs, vtorso, bOrigin, dir, vec, pvec, ndir;

        //wdebug ("yes\n");
		CG_GetBleedOrigin ( vhead, vtorso, vlegs, entityNum );
        //wdebug ("GetBleedOrigin\n");
		
		// project the impact point onto the vector defined by torso -> head
		ProjectPointOntoVector( origin, vtorso, vhead, bOrigin );
        //wdebug ("ProjectPointOntoVector\n");

		// if it's below the waste, or above the head, clamp
		VectorSubtract( vhead, vtorso, vec );
		VectorSubtract( bOrigin, vtorso, pvec );
		if (DotProduct( pvec, vec ) < 0) {
			VectorCopy( vtorso, bOrigin );
		} else {
			VectorSubtract( bOrigin, vhead, pvec );
			if (DotProduct( pvec, vec ) > 0) {
				VectorCopy( vhead, bOrigin );
			}
		}

		// spawn some blood trails, heading out towards the impact point
		VectorSubtract( origin, bOrigin, dir );
		VectorNormalize( dir );

		{
			float	len;
			vec3_t	vec;

			VectorSubtract ( bOrigin, vhead, vec);
			len = VectorLength (vec);

			if (len > 8)
			{
				VectorMA (bOrigin, 8, dir, bOrigin);
			}
		}

		//wdebug ("minor adjustments\n");
		// DHM - Nerve :: Made minor adjustments
		for (i=0; i<BLOOD_SPURT_COUNT; i++) {
			VectorCopy(dir, ndir);
			for (j=0; j<3; j++) ndir[j] += crandom()*0.3;
			VectorNormalize(ndir);
			CG_AddBloodTrails( bOrigin, ndir,
								100,	// speed
								450 + (int)(crandom () * 50),	// duration
								2 + rand()%2,	// count
								0.1 );	// rand scale
		}
				
	}
	// done.
}



/*
==================
CG_LaunchGib
==================
*/
void CG_LaunchGib( centity_t *cent, vec3_t origin, vec3_t angles, vec3_t velocity, qhandle_t hModel, float sizeScale, int breakCount ) {
	localEntity_t	*le;
	refEntity_t		*re;
	int i;

	if ( !cg_blood.integer ) {
		return;
	}

	le = CG_AllocLocalEntity();
	re = &le->refEntity;

	le->leType = LE_FRAGMENT;
	le->startTime = cg.time;
	// le->endTime = le->startTime + 60000 + random() * 60000;
	le->endTime = le->startTime + 20000 + (crandom() * 5000);
	le->breakCount = breakCount;
	le->sizeScale = sizeScale;

	VectorCopy( angles, le->angles.trBase );
	VectorCopy( origin, re->origin );
	AnglesToAxis( angles, re->axis );
	if (sizeScale != 1.0) {
		for (i=0;i<3;i++) VectorScale( re->axis[i], sizeScale, re->axis[i] );
	}
	re->hModel = hModel;

	// re->fadeStartTime		= le->endTime - 3000;
	re->fadeStartTime		= le->endTime - 1000;
	re->fadeEndTime			= le->endTime;

	switch (cent->currentState.aiChar) {
	case AICHAR_ZOMBIE:
		le->pos.trType = TR_GRAVITY_LOW;
		le->angles.trDelta[0] = 400*crandom();
		le->angles.trDelta[1] = 400*crandom();
		le->angles.trDelta[2] = 400*crandom();

		le->leBounceSoundType = LEBS_BONE;

		le->bounceFactor = 0.5;
		break;
	default:
		le->leBounceSoundType = LEBS_BLOOD;
		le->leMarkType = LEMT_BLOOD;
		le->pos.trType = TR_GRAVITY;

		le->angles.trDelta[0] = (10 + (rand()&50)) - 30;
	//	le->angles.trDelta[0] = (100 + (rand()&500)) - 300;	// pitch
		le->angles.trDelta[1] = (100 + (rand()&500)) - 300;	// (SA) this is the safe one right now (yaw)  turn the others up when I have tumbling things landing properly
		le->angles.trDelta[2] = (10 + (rand()&50)) - 30;
	//	le->angles.trDelta[2] = (100 + (rand()&500)) - 300;	// roll

		le->bounceFactor = 0.3;
		break;
	}
	VectorCopy( origin, le->pos.trBase );
	VectorCopy( velocity, le->pos.trDelta );
	le->pos.trTime = cg.time;


	le->angles.trType = TR_LINEAR;

	le->angles.trTime = cg.time;

	le->ownerNum = cent->currentState.number;

	// Ridah, if the player is on fire, then spawn some flaming gibs
	if (cent && CG_EntOnFire(cent)) {
		le->onFireStart = cent->currentState.onFireStart;
		le->onFireEnd = re->fadeEndTime+1000;
	} else if ((cent->currentState.aiChar == AICHAR_ZOMBIE) && IS_FLAMING_ZOMBIE(cent->currentState)) {
		le->onFireStart = cg.time - 1000;
		le->onFireEnd = re->fadeEndTime+1000;
	}
}

//#define	GIB_VELOCITY	250
//#define	GIB_JUMP		250

#define	GIB_VELOCITY	75
#define	GIB_JUMP		250


/*
==============
CG_LoseHat
==============
*/
void CG_LoseHat(centity_t *cent, vec3_t dir)
{
	clientInfo_t	*ci;
	int				clientNum;
//	int i, count, tagIndex, gibIndex;
	int tagIndex;
	vec3_t origin, velocity;

	clientNum = cent->currentState.clientNum;
	if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) {
		CG_Error( "Bad clientNum on player entity");
	}
	ci = &cgs.clientinfo[ clientNum ];

	if(! ci->accModels[ACC_HAT])	// don't launch anything if they don't have one
		return;

	tagIndex = CG_GetOriginForTag( cent, &cent->pe.headRefEnt, "tag_mouth", 0, origin, NULL );

	velocity[0] = dir[0]*(0.75+random())*GIB_VELOCITY;
	velocity[1] = dir[1]*(0.75+random())*GIB_VELOCITY;
	velocity[2] = GIB_JUMP - 50 + dir[2]*(0.5+random())*GIB_VELOCITY;

	{
		localEntity_t	*le;
		refEntity_t		*re;

		le = CG_AllocLocalEntity();
		re = &le->refEntity;

		le->leType = LE_FRAGMENT;
		le->startTime = cg.time;
		le->endTime = le->startTime + 20000 + (crandom() * 5000);

		VectorCopy( origin, re->origin );
		AxisCopy( axisDefault, re->axis );
		re->hModel = ci->accModels[ACC_HAT];

		re->fadeStartTime		= le->endTime - 1000;
		re->fadeEndTime			= le->endTime;

		// (SA) FIXME: origin of hat md3 is offset from center.  need to center the origin when you toss it
		le->pos.trType = TR_GRAVITY;
		VectorCopy( origin, le->pos.trBase );
		VectorCopy( velocity, le->pos.trDelta );
		le->pos.trTime = cg.time;

		// spin it a bit
		le->angles.trType		= TR_LINEAR;
		VectorCopy( tv(0, 0, 0), le->angles.trBase );
		le->angles.trDelta[0]	= 0;
		le->angles.trDelta[1]	= (100 + (rand()&500)) - 300;
//		le->angles.trDelta[2]	= 0;
		le->angles.trDelta[2]	= 400;	// (SA) this is set with a very particular value to try to get it
										// to flip exactly once before landing (based on player alive
										// (standing) and on level ground) and will be unnecessary when
										// I have things landing properly on their own

		le->angles.trTime		= cg.time;

		le->bounceFactor = 0.2;

		// Ridah, if the player is on fire, then make the hat on fire
		if (cent && CG_EntOnFire(cent)) {
			le->onFireStart = cent->currentState.onFireStart;
			le->onFireEnd = cent->currentState.onFireEnd + 4000;
		}
	}
}
/*
==============
CG_GibHead

  FIXME: accept the cent as parameter, and use it to grab the head position
  from the model TAG's
==============
*/
void CG_GibHead(vec3_t headOrigin)
{
	vec3_t	origin, velocity;

	VectorCopy( headOrigin, origin );
	velocity[0] = crandom()*GIB_VELOCITY;
	velocity[1] = crandom()*GIB_VELOCITY;
	velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY;
	CG_LaunchGib( NULL, origin, vec3_origin, velocity, cgs.media.gibSkull, 1.0, 0 );

	VectorCopy( headOrigin, origin );
	velocity[0] = crandom()*GIB_VELOCITY;
	velocity[1] = crandom()*GIB_VELOCITY;
	velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY;
	CG_LaunchGib( NULL, origin, vec3_origin, velocity, cgs.media.gibBrain, 1.0, 0 );

}

/*
======================
CG_GetOriginForTag

  places the position of the tag into "org"

  returns the index of the tag it used, so we can cycle through tag's with the same name
======================
*/
int CG_GetOriginForTag( centity_t *cent, refEntity_t *parent, char *tagName, int startIndex, vec3_t org, vec3_t axis[3] ) {
	int				i;
	orientation_t	lerped;
	int				retval;

	// lerp the tag
	retval = trap_R_LerpTag( &lerped, parent, tagName, startIndex );

	if (retval < 0)
		return retval;

	VectorCopy( parent->origin, org );

	for ( i = 0 ; i < 3 ; i++ ) {
		VectorMA( org, lerped.origin[i], parent->axis[i], org );
	}

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

	return retval;
}

/*
===================
CG_GibPlayer

Generated a bunch of gibs launching out from the bodies location
===================
*/
#define MAXJUNCTIONS 8

void CG_GibPlayer( centity_t *cent, vec3_t playerOrigin, vec3_t gdir ) {
	vec3_t	origin, velocity, dir;
	int i, count=0, tagIndex, gibIndex;
	trace_t trace;
	qboolean foundtag;

	clientInfo_t	*ci;
	int				clientNum;

	// Rafael
	// BloodCloud
	qboolean newjunction[MAXJUNCTIONS];
	vec3_t junctionOrigin[MAXJUNCTIONS];
	int junction;
	int j;
  // TTimo: unused
	//float size;
	vec3_t	axis[3], angles;

	char *JunctiongibTags[] = {
		// leg tag
		"tag_footright",
		"tag_footleft",
		"tag_legright",
		"tag_legleft",
					
		// torsotags
		"tag_armright",
		"tag_armleft",
					
		"tag_torso",
		"tag_chest"
		};

	char *ConnectTags[] = {
		// legs tags
		"tag_legright",
		"tag_legleft",
		"tag_torso",
		"tag_torso",
					
		// torso tags	
		"tag_chest",
		"tag_chest",

		"tag_chest",
		"tag_torso",
	};

	char *gibTags[] = {
		// tags in the legs
		"tag_footright",
		"tag_footleft",
		"tag_legright",
		"tag_legleft",
		"tag_torso",

		// tags in the torso
		"tag_chest",
		"tag_armright",
		"tag_armleft",
		"tag_head",
		NULL
	};

	if ( cg_blood.integer ) {
		// Rafael
		for (i=0;i<MAXJUNCTIONS;i++)
			newjunction[i] = qfalse;

		clientNum = cent->currentState.clientNum;
		if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) {
			CG_Error( "Bad clientNum on player entity");
		}
		ci = &cgs.clientinfo[ clientNum ];

		// Ridah, fetch the various positions of the tag_gib*'s
		// and spawn the gibs from the correct places (especially the head)
		for (gibIndex=0, count=0, foundtag=qtrue; foundtag && gibIndex<MAX_GIB_MODELS && gibTags[gibIndex]; gibIndex++) {

			refEntity_t *re = 0;

			foundtag = qfalse;

			if (!ci->gibModels[gibIndex]) {
				continue;
			}

			re = &cent->pe.torsoRefEnt;

			for (tagIndex=0; (tagIndex = CG_GetOriginForTag( cent, re, gibTags[gibIndex], tagIndex, origin, axis )) >= 0; count++, tagIndex++ ) {

				foundtag = qtrue;

				VectorSubtract( origin, re->origin, dir );
				VectorNormalize( dir );

				// spawn a gib
				velocity[0] = dir[0]*(0.5+random())*GIB_VELOCITY*0.3;
				velocity[1] = dir[1]*(0.5+random())*GIB_VELOCITY*0.3;
				velocity[2] = GIB_JUMP + dir[2]*(0.5+random())*GIB_VELOCITY*0.5;

				VectorMA( velocity, GIB_VELOCITY, gdir, velocity );
				AxisToAngles( axis, angles );

				CG_LaunchGib( cent, origin, angles, velocity, ci->gibModels[gibIndex], 1.0, 0 );

				for (junction = 0; junction < MAXJUNCTIONS; junction++)
				{
					if (!Q_stricmp (gibTags[gibIndex], JunctiongibTags[junction]))
					{
						VectorCopy (origin, junctionOrigin[junction]);
						newjunction[junction] = qtrue;
					}
				}
			}
		}

		for (i=0; i<MAXJUNCTIONS; i++)
		{
			if (newjunction[i] == qtrue)
			{
				for (j=0; j<MAXJUNCTIONS; j++)
				{
					if (!Q_stricmp (JunctiongibTags[j], ConnectTags[i]))
					{
						if (newjunction[j] == qtrue)
						{
							// spawn a blood cloud somewhere on the vec from
							VectorSubtract (junctionOrigin[i], junctionOrigin[j], dir);					
							CG_ParticleBloodCloud (cent, junctionOrigin[i], dir);
						}
					}
				}
			}
		}

		// Ridah, spawn a bunch of blood dots around the place
		#define GIB_BLOOD_DOTS	3
		for (i=0, count=0; i<GIB_BLOOD_DOTS*2; i++) {
      // TTimo: unused
			//static vec3_t mins = {-10,-10,-10};
			//static vec3_t maxs = { 10, 10, 10};

			if (i>0) {
				velocity[0] = ((i%2)*2 - 1)*(40 + 40*random());
				velocity[1] = (((i/2)%2)*2 - 1)*(40 + 40*random());
				velocity[2] = (((i<GIB_BLOOD_DOTS)*2)-1)*40;
			} else {
				VectorClear( velocity );
				velocity[2] = -64;
			}

			VectorAdd( playerOrigin, velocity, origin );

			CG_Trace( &trace, playerOrigin, NULL, NULL, origin, -1, CONTENTS_SOLID );
			if (trace.fraction < 1.0) {
				BG_GetMarkDir( velocity, trace.plane.normal, velocity );
				CG_ImpactMark( cgs.media.bloodDotShaders[rand()%5], trace.endpos, velocity, random()*360,
					1,1,1,1, qtrue, 30, qfalse, cg_bloodTime.integer * 1000 );
				if (count++ > GIB_BLOOD_DOTS)
					break;
			}
		}
	}

	if(!(cent->currentState.eFlags & EF_HEADSHOT)){	// (SA) already lost hat while living
		CG_LoseHat(cent, tv(0, 0, 1));
	}
}


/*
==============
CG_SparklerSparks
==============
*/
void CG_SparklerSparks( vec3_t origin, int count ) {
// these effect the look of the, umm, effect
int	FUSE_SPARK_LIFE			= 100;
int	FUSE_SPARK_LENGTH		= 30;
// these are calculated from the above
int	FUSE_SPARK_SPEED		= (FUSE_SPARK_LENGTH*1000/FUSE_SPARK_LIFE);

	int	i;
	localEntity_t	*le;
	refEntity_t		*re;

	for (i=0; i<count; i++) {

		// spawn the spark
		le = CG_AllocLocalEntity();
		re = &le->refEntity;

		le->leType = LE_FUSE_SPARK;
		le->startTime = cg.time;
		le->endTime = cg.time + FUSE_SPARK_LIFE;
		le->lastTrailTime = cg.time;

		VectorCopy( origin, re->origin );

		le->pos.trType = TR_GRAVITY;
		VectorCopy( origin, le->pos.trBase );
		VectorSet( le->pos.trDelta, crandom(), crandom(), crandom() );
		VectorNormalize( le->pos.trDelta );
		VectorScale( le->pos.trDelta, FUSE_SPARK_SPEED, le->pos.trDelta );
		le->pos.trTime = cg.time;

	}
}

// just a bunch of numbers we can use for pseudo-randomizing based on time
#define	NUMRANDTABLE 257
unsigned short randtable[NUMRANDTABLE] =
{
	0x0000,	0x1021,	0x2042,	0x3063,	0x4084,	0x50a5,	0x60c6,	0x70e7,
	0x8108,	0x9129,	0xa14a,	0xb16b,	0xc18c,	0xd1ad,	0xe1ce,	0xf1ef,
	0x1231,	0x0210,	0x3273,	0x2252,	0x52b5,	0x4294,	0x72f7,	0x62d6,
	0x9339,	0x8318,	0xb37b,	0xa35a,	0xd3bd,	0xc39c,	0xf3ff,	0xe3de,
	0x2462,	0x3443,	0x0420,	0x1401,	0x64e6,	0x74c7,	0x44a4,	0x5485,
	0xa56a,	0xb54b,	0x8528,	0x9509,	0xe5ee,	0xf5cf,	0xc5ac,	0xd58d,
	0x3653,	0x2672,	0x1611,	0x0630,	0x76d7,	0x66f6,	0x5695,	0x46b4,
	0xb75b,	0xa77a,	0x9719,	0x8738,	0xf7df,	0xe7fe,	0xd79d,	0xc7bc,
	0x48c4,	0x58e5,	0x6886,	0x78a7,	0x0840,	0x1861,	0x2802,	0x3823,
	0xc9cc,	0xd9ed,	0xe98e,	0xf9af,	0x8948,	0x9969,	0xa90a,	0xb92b,
	0x5af5,	0x4ad4,	0x7ab7,	0x6a96,	0x1a71,	0x0a50,	0x3a33,	0x2a12,
	0xdbfd,	0xcbdc,	0xfbbf,	0xeb9e,	0x9b79,	0x8b58,	0xbb3b,	0xab1a,
	0x6ca6,	0x7c87,	0x4ce4,	0x5cc5,	0x2c22,	0x3c03,	0x0c60,	0x1c41,
	0xedae,	0xfd8f,	0xcdec,	0xddcd,	0xad2a,	0xbd0b,	0x8d68,	0x9d49,
	0x7e97,	0x6eb6,	0x5ed5,	0x4ef4,	0x3e13,	0x2e32,	0x1e51,	0x0e70,
	0xff9f,	0xefbe,	0xdfdd,	0xcffc,	0xbf1b,	0xaf3a,	0x9f59,	0x8f78,
	0x9188,	0x81a9,	0xb1ca,	0xa1eb,	0xd10c,	0xc12d,	0xf14e,	0xe16f,
	0x1080,	0x00a1,	0x30c2,	0x20e3,	0x5004,	0x4025,	0x7046,	0x6067,
	0x83b9,	0x9398,	0xa3fb,	0xb3da,	0xc33d,	0xd31c,	0xe37f,	0xf35e,
	0x02b1,	0x1290,	0x22f3,	0x32d2,	0x4235,	0x5214,	0x6277,	0x7256,
	0xb5ea,	0xa5cb,	0x95a8,	0x8589,	0xf56e,	0xe54f,	0xd52c,	0xc50d,
	0x34e2,	0x24c3,	0x14a0,	0x0481,	0x7466,	0x6447,	0x5424,	0x4405,
	0xa7db,	0xb7fa,	0x8799,	0x97b8,	0xe75f,	0xf77e,	0xc71d,	0xd73c,
	0x26d3,	0x36f2,	0x0691,	0x16b0,	0x6657,	0x7676,	0x4615,	0x5634,
	0xd94c,	0xc96d,	0xf90e,	0xe92f,	0x99c8,	0x89e9,	0xb98a,	0xa9ab,
	0x5844,	0x4865,	0x7806,	0x6827,	0x18c0,	0x08e1,	0x3882,	0x28a3,
	0xcb7d,	0xdb5c,	0xeb3f,	0xfb1e,	0x8bf9,	0x9bd8,	0xabbb,	0xbb9a,
	0x4a75,	0x5a54,	0x6a37,	0x7a16,	0x0af1,	0x1ad0,	0x2ab3,	0x3a92,
	0xfd2e,	0xed0f,	0xdd6c,	0xcd4d,	0xbdaa,	0xad8b,	0x9de8,	0x8dc9,
	0x7c26,	0x6c07,	0x5c64,	0x4c45,	0x3ca2,	0x2c83,	0x1ce0,	0x0cc1,
	0xef1f,	0xff3e,	0xcf5d,	0xdf7c,	0xaf9b,	0xbfba,	0x8fd9,	0x9ff8,
	0x6e17,	0x7e36,	0x4e55,	0x5e74,	0x2e93,	0x3eb2,	0x0ed1,	0x1ef0
};

#define	LT_MS		100	// random number will change every LT_MS millseconds
#define	LT_RANDMAX	((unsigned short)0xffff)

float lt_random(int thisrandseed, int t) {
	return (float)randtable[(thisrandseed+t+(cg.time/LT_MS)*(cg.time/LT_MS))%NUMRANDTABLE] / (float)LT_RANDMAX;
}

float lt_crandom(int thisrandseed, int t) {
	return ((2.0 * ((float)randtable[(thisrandseed+t+(cg.time/LT_MS)*(cg.time/LT_MS))%NUMRANDTABLE] / (float)LT_RANDMAX)) - 1.0);
}

/*
===============
CG_DynamicLightningBolt
===============
*/
void CG_DynamicLightningBolt( qhandle_t shader, vec3_t start, vec3_t pend, int numBolts, float maxWidth, qboolean fade, float startAlpha, int recursion, int randseed )
{
	int i,j;
	float	segMin, segMax, length;
	float	thisSeg, distLeft, thisWidth;
	vec3_t	pos, vec, end;
	int		curJunc;
	vec3_t c, bc = {0.8,0.9,1};
	const	float	rndSize = 12.0;
	const	float	maxSTscale = 30.0;
	float	stScale;
	float	alpha, viewDist;
	const int	trailLife = 1;
	int		forks=0;
	#define	STYPE_LIGHTNING		STYPE_REPEAT	// ST mapping for trail
	#define	FORK_CHANCE		0.5
	#define	VIEW_SCALE_DIST	128

	VectorCopy( pend, end );	// need this so recursive calls don't override stacked endpoints

	// HACK, updated sprite, so downscale all widths
	maxWidth *= 0.6;

	length = Distance( start, end );
	//if (length > 128) {
		segMin = length / 10.0;
		if (segMin < 8)
			segMin = 8;
		segMax = segMin * 1.2;
		//segMax = length / 30.0;
	//} else {
	//	segMin = length / 3.0;
	//	segMax = length / 1.5;
	//}

	if (startAlpha > 1.0) startAlpha = 1.0;
	alpha = startAlpha;	// change only if fading

	for (i=0; i<numBolts; i++)
	{
		distLeft = length;
		VectorCopy( start, pos );
		// drop a start junction
		stScale = maxSTscale * (0.5 + lt_random(randseed,i+1)*0.5);
		if (fade) {
			if (startAlpha == 1.0) {
				alpha = startAlpha * (distLeft / length);
			} else {
				alpha = 1.0 - 1.0*fabs((1.0 - (distLeft / length)) - startAlpha);
				if (alpha < 0) alpha = 0;
				if (alpha > 1) alpha = 1;
			}
		}
		thisWidth = maxWidth * (0.5+0.5*alpha);
		if ((viewDist = VectorDistance( pos, cg.refdef.vieworg )) < VIEW_SCALE_DIST) {
			thisWidth *= 0.5 + (0.5*(viewDist / VIEW_SCALE_DIST));
			if (thisWidth < 4.0 && thisWidth < maxWidth)
				thisWidth = 4.0;
		} else {	// scale it wider with distance so it remains visible
			thisWidth *= 0.5 + (0.5*(viewDist / VIEW_SCALE_DIST));
			if (thisWidth > maxWidth*2)
				// thisWidth > maxWidth*2;
				thisWidth = maxWidth*2;
		}
		//
		VectorScale( bc, alpha, c );
		c[2] *= 1.0 + (1.0 - alpha);
		if (c[2]>1.0) c[2]=1.0;
		//
		curJunc = CG_AddTrailJunc( 0, shader, cg.time, STYPE_LIGHTNING, pos, trailLife, 1, 1, thisWidth, thisWidth, TJFL_NOCULL, c, c, stScale, 20.0 );
		while (distLeft > 0)
		{	// create this bolt
			thisSeg = segMin + (segMax - segMin) * lt_random(randseed,2);
			thisWidth = maxWidth * (0.5+0.5*alpha);
			if (thisSeg >= distLeft - rndSize)
			{	// go directly to the end point
				VectorCopy( end, pos );
				thisWidth *= 0.6;
			} else if ((float)distLeft/length < 0.3) {
				VectorSubtract( end, pos, vec );
				VectorNormalize( vec );
				VectorMA( pos, thisSeg, vec, pos );
				// randomize the position a bit
				thisSeg *= 0.05;
				if (thisSeg > rndSize)
					thisSeg = rndSize;
				for (j=0; j<3; j++) {
					viewDist = lt_crandom(randseed*randseed,j*j+i*i+3);
					if (fabs(viewDist) < 0.5) {
						if (viewDist > 0) viewDist = 0.5;
						else viewDist = -0.5;
					}
					pos[j] += viewDist*thisSeg;
				}
			} else {
				VectorSubtract( end, pos, vec );
				VectorNormalize( vec );
				VectorMA( pos, thisSeg, vec, pos );
				// randomize the position a bit
				thisSeg *= 0.25;
				if (thisSeg > rndSize)
					thisSeg = rndSize;
				for (j=0; j<3; j++) {
					viewDist = lt_crandom(randseed,j*j+i*i+3);
					if (fabs(viewDist) < 0.5) {
						if (viewDist > 0) viewDist = 0.5;
						else viewDist = -0.5;
					}
					pos[j] += viewDist*thisSeg;
				}
			}

			distLeft = Distance( pos, end );
			if (fade) {
				if (startAlpha == 1.0) {
					alpha = startAlpha * (distLeft / length);
				} else {
					alpha = 1.0 - 1.0*fabs((1.0 - (distLeft / length)) - startAlpha);
					if (alpha < 0) alpha = 0;
					if (alpha > 1) alpha = 1;
				}
			}
			//thisWidth *= alpha;
			if ((viewDist = VectorDistance( pos, cg.refdef.vieworg )) < VIEW_SCALE_DIST) {
				thisWidth *= 0.5 + (0.5*(viewDist / VIEW_SCALE_DIST));
				if (thisWidth < 4.0 && thisWidth < maxWidth)
					thisWidth = 4.0;
			} else {	// scale it wider with distance so it remains visible
				thisWidth *= 0.5 + (0.5*(viewDist / VIEW_SCALE_DIST));
				if (thisWidth > maxWidth*2)
					// thisWidth > maxWidth*2;
					thisWidth = maxWidth*2;

			}
			//
			VectorScale( bc, alpha, c );
			c[2] *= 1.0 + (1.0 - alpha);
			if (c[2]>1.0) c[2]=1.0;
			//
			//stScale = maxSTscale * (0.4 + lt_random(randseed,1)*0.6);
			curJunc = CG_AddTrailJunc( curJunc, shader, cg.time, STYPE_LIGHTNING, pos, trailLife, 1, 1, thisWidth, thisWidth, TJFL_NOCULL, c, c, stScale, 20.0 );

			// fork from here?
			if (thisWidth < 4 && distLeft > 10 && recursion < 3 && forks < 3 && lt_random(randseed,383+i+forks) < FORK_CHANCE) {
				vec3_t	fend;
				forks++;
				VectorSet( fend,
							distLeft*0.3*lt_crandom(randseed,56+i+forks),
							distLeft*0.3*lt_crandom(randseed,160+i+forks),
							distLeft*0.3*lt_crandom(randseed,190+i+forks) );
				VectorAdd( fend, end, fend );
				VectorSubtract( fend, pos, fend );
				VectorMA( pos, 0.2 + 0.7 * lt_random(randseed,6+i+forks), fend, fend );

				//if (recursion > 0 && recursion < 2) {
				//	CG_DynamicLightningBolt( cgs.media.lightningBoltShader, pos, fend, 1, maxWidth, qtrue, alpha, recursion, randseed );
				//	return;	// divert bolt rather than split
				//} else {
					CG_DynamicLightningBolt( shader, pos, fend, 1, maxWidth, qtrue, alpha, recursion+1, randseed+765 );
				//}
			}

			randseed++;

		}
	}
}



/*
================
CG_ProjectedSpotLight
================
*/
void CG_ProjectedSpotLight( vec3_t start, vec3_t dir )
{
	vec3_t end, proj;
	trace_t tr;
	float	alpha, radius;

	VectorMA( start, 1000, dir, end );
	CG_Trace( &tr, start, NULL, NULL, end, -1, CONTENTS_SOLID );
	if (tr.fraction == 1.0)
		return;
	//
	alpha = (1.0 - tr.fraction);
	if (alpha > 1.0)
		alpha = 1.0;
	//
	radius = 32 + 64*tr.fraction;
	VectorNegate( dir, proj );
	CG_ImpactMark( cgs.media.spotLightShader, tr.endpos, proj, 0, alpha, alpha, alpha, 1.0, qfalse, radius, qtrue, -2 );
}


#define MAX_SPOT_SEGS 20
#define MAX_SPOT_RANGE 2000
/*
==============
CG_Spotlight
	segs:	number of sides on tube. - 999 is a valid value and just means, 'cap to max' (MAX_SPOT_SEGS) or use lod scheme
	range:	effective range of beam
	startWidth: will be optimized for '0' as a value (true cone) to not use quads and not cap the start circle

	-- flags --
	SL_NOTRACE			- don't do a trace check for shortening the beam, always draw at full 'range' length
	SL_TRACEWORLDONLY	- go through everything but the world
	SL_NODLIGHT			- don't put a dlight at the end
	SL_NOSTARTCAP		- dont' cap the start circle
	SL_LOCKTRACETORANGE	- only trace out as far as the specified range (rather than to max spot range)
	SL_NOFLARE			- don't draw a flare when the light is pointing at the camera
	SL_NOIMPACT			- don't draw the impact mark on hit surfaces
	SL_LOCKUV			- lock the texture coordinates at the 'true' length of the requested beam.
	SL_NOCORE			- don't draw the center 'core' beam






  I know, this is a bit kooky right now.  It evolved big, but now that I know what it should do, it'll get
  crunched down to a bunch of table driven stuff.  once it works, I'll make it work well...

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

void CG_Spotlight(centity_t *cent, float *color, vec3_t realstart, vec3_t lightDir, int segs, float range, int startWidth, float coneAngle, int flags) {
	int			i, j;
	vec3_t		start, traceEnd, proj;
	vec3_t		right, up;
	vec3_t		v1, v2;
	vec3_t		startvec, endvec;	// the vectors to rotate around lightDir to create the circles
	vec3_t		conevec;
	vec3_t		start_points[MAX_SPOT_SEGS], end_points[MAX_SPOT_SEGS];
	vec3_t		coreright;
	polyVert_t	verts[MAX_SPOT_SEGS*4];	// x4 for 4 verts per poly
	polyVert_t	plugVerts[MAX_SPOT_SEGS];
	vec3_t		endCenter;
	polyVert_t	coreverts[4];
	trace_t		tr;
	float alpha;
  float radius = 0.0; // TTimo might be used uninitialized
  float coreEndRadius;
	qboolean	capStart = qtrue;
	float		hitDist;	// the actual distance of the trace impact	(0 is no hit)
	float		beamLen;	// actual distance of the drawn beam
	float		endAlpha	= 0.0;
	vec4_t		colorNorm;	// normalized color vector
	refEntity_t			ent;
	vec3_t		angles;

	VectorCopy(realstart, start);

	// normalize color
	colorNorm[3] = 0;	// store normalize multiplier in alpha index
	for(i=0;i<3;i++) {
		if(color[i] > colorNorm[3])
			colorNorm[3] = color[i];	// find largest color value in RGB
	}

	if(colorNorm[3] != 1) {		// it needs to be boosted
		VectorMA(color, 1.0/colorNorm[3], color, colorNorm);	// FIXME: div by 0
	} else {
		VectorCopy(color, colorNorm);
	}
	colorNorm[3] = color[3];


	if(flags & SL_NOSTARTCAP) {
		capStart = qfalse;
	}

	if(startWidth == 0)	{	// cone, not cylinder
		capStart = qfalse;
	}

	if(flags&SL_LOCKTRACETORANGE) {
		VectorMA( start, range, lightDir, traceEnd );			// trace out to 'range'
	} else {
		VectorMA( start, MAX_SPOT_RANGE, lightDir, traceEnd );	// trace all the way out to max dist
	}

	// first trace to see if anything is hit
	if(flags & SL_NOTRACE) {
		tr.fraction = 1.0;	// force no hit
	} else {
		if(flags&SL_TRACEWORLDONLY)
			CG_Trace( &tr, start, NULL, NULL, traceEnd, -1, CONTENTS_SOLID);
		else
			CG_Trace( &tr, start, NULL, NULL, traceEnd, -1, MASK_SHOT);
//		CG_Trace( &tr, start, NULL, NULL, traceEnd, -1, MASK_ALL &~(CONTENTS_MONSTERCLIP|CONTENTS_AREAPORTAL|CONTENTS_CLUSTERPORTAL));
	}


	if(tr.fraction < 1.0) {
		hitDist = beamLen = MAX_SPOT_RANGE * tr.fraction;
		if(beamLen > range)
			beamLen = range;
	} else {
		hitDist = 0;
		beamLen = range;
	}


	if(flags&SL_LOCKUV) {
		if(beamLen < range) {
			endAlpha = 255.0f * ( color[3] - (color[3] * beamLen/range ));
		}
	}


	if(segs >= MAX_SPOT_SEGS)
		segs = MAX_SPOT_SEGS - 1;

	// TODO: adjust segs based on r_lodbias
	// TODO: move much of this to renderer
	

// model at base
	if(cent->currentState.modelindex) {
		memset (&ent, 0, sizeof(ent));
		ent.frame = 0;
		ent.oldframe = 0;
		ent.backlerp = 0;
		VectorCopy( cent->lerpOrigin, ent.origin);
		VectorCopy( cent->lerpOrigin, ent.oldorigin);
		ent.hModel = cgs.gameModels[cent->currentState.modelindex];
	//	AnglesToAxis( cent->lerpAngles, ent.axis );
		vectoangles(lightDir, angles);
		AnglesToAxis( angles, ent.axis );
		trap_R_AddRefEntityToScene (&ent);
		memcpy( &cent->refEnt, &ent, sizeof(refEntity_t) );

		// push start out a bit so the beam fits to the front of the base model
		VectorMA(start, 14, lightDir, start);
	}

//// BEAM

	PerpendicularVector( up, lightDir);
	CrossProduct( lightDir, up, right );

	// find first vert of the start
	VectorScale( right, startWidth, startvec);
	// find the first vert of the end
	RotatePointAroundVector( conevec, up, lightDir, -coneAngle );
	VectorMA(startvec, beamLen, conevec, endvec);	// this applies the offset of the start diameter before finding the end points

	VectorScale(lightDir, beamLen, endCenter);
	VectorSubtract(endCenter, endvec, coreverts[3].xyz);	// get a vector of the radius out at the end for the core to use
	coreEndRadius = VectorLength(coreverts[3].xyz);
#define CORESCALE 0.6f

//
//	generate the flat beam 'core'
//
	if(!(flags & SL_NOCORE)) {
		VectorSubtract( start, cg.refdef.vieworg, v1 );
		VectorNormalize( v1 );
		VectorSubtract( traceEnd, cg.refdef.vieworg, v2 );
		VectorNormalize( v2 );
		CrossProduct( v1, v2, coreright );
		VectorNormalize( coreright );

		memset(&coreverts[0], 0, 4*sizeof(polyVert_t));
		VectorMA(start, startWidth*0.5f, coreright, coreverts[0].xyz);
		VectorMA(start, -startWidth*0.5f, coreright, coreverts[1].xyz);
		VectorMA(endCenter, -coreEndRadius * CORESCALE, coreright, coreverts[2].xyz);
		VectorAdd(start, coreverts[2].xyz, coreverts[2].xyz);
		VectorMA(endCenter, coreEndRadius * CORESCALE, coreright, coreverts[3].xyz);
		VectorAdd(start, coreverts[3].xyz, coreverts[3].xyz);

		for(i=0;i<4;i++) {
			coreverts[i].modulate[0] = color[0]*200.0f;
			coreverts[i].modulate[1] = color[1]*200.0f;
			coreverts[i].modulate[2] = color[2]*200.0f;
			coreverts[i].modulate[3] = color[3]*200.0f;
			if(i>1) {
				coreverts[i].modulate[3] = 0;
			}
		}

		trap_R_AddPolyToScene( cgs.media.spotLightBeamShader, 4, &coreverts[0]);
	}


//
// generate the beam cylinder
//



	for ( i = 0; i <=segs; i++ ) {
		RotatePointAroundVector( start_points[i], lightDir, startvec, (360.0f/(float)segs)*i );
		VectorAdd( start_points[i], start, start_points[i] );

		RotatePointAroundVector( end_points[i], lightDir, endvec, (360.0f/(float)segs)*i );
		VectorAdd( end_points[i], start, end_points[i] );
	}

	for(i=0;i<segs;i++) {

		j = (i*4);

		VectorCopy(start_points[i], verts[(i*4)].xyz);
		verts[j].st[0]	= 0;
		verts[j].st[1]	= 1;
		verts[j].modulate[0] = color[0]*255.0f;
		verts[j].modulate[1] = color[1]*255.0f;
		verts[j].modulate[2] = color[2]*255.0f;
		verts[j].modulate[3] = color[3]*255.0f;
		j++;

		VectorCopy(end_points[i], verts[j].xyz);
		verts[j].st[0]	= 0;
		verts[j].st[1]	= 0;
		verts[j].modulate[0] = color[0]*255.0f;
		verts[j].modulate[1] = color[1]*255.0f;
		verts[j].modulate[2] = color[2]*255.0f;
		verts[j].modulate[3] = endAlpha;
		j++;

		VectorCopy(end_points[i+1], verts[j].xyz);
		verts[j].st[0]	= 1;
		verts[j].st[1]	= 0;
		verts[j].modulate[0] = color[0]*255.0f;
		verts[j].modulate[1] = color[1]*255.0f;
		verts[j].modulate[2] = color[2]*255.0f;
		verts[j].modulate[3] = endAlpha;
		j++;

		VectorCopy(start_points[i+1], verts[j].xyz);
		verts[j].st[0]	= 1;
		verts[j].st[1]	= 1;
		verts[j].modulate[0] = color[0]*255.0f;
		verts[j].modulate[1] = color[1]*255.0f;
		verts[j].modulate[2] = color[2]*255.0f;
		verts[j].modulate[3] = color[3]*255.0f;

		if(capStart) {
			VectorCopy(start_points[i], plugVerts[i].xyz);
			plugVerts[i].st[0]	= 0;
			plugVerts[i].st[1]	= 0;
			plugVerts[i].modulate[0] = color[0]*255.0f;
			plugVerts[i].modulate[1] = color[1]*255.0f;
			plugVerts[i].modulate[2] = color[2]*255.0f;
			plugVerts[i].modulate[3] = color[3]*255.0f;
		}
	}

	trap_R_AddPolysToScene( cgs.media.spotLightBeamShader, 4, &verts[0], segs );


	// plug up the start circle
	if(capStart) {
		trap_R_AddPolyToScene( cgs.media.spotLightBeamShader, segs, &plugVerts[0]);
	}


	// show the endpoint

	if(!(flags & SL_NOIMPACT)) {
		if(hitDist) {
			VectorMA(startvec, hitDist, conevec, endvec);

			alpha = 0.3f;
			radius = coreEndRadius * (hitDist/beamLen);

			VectorNegate( lightDir, proj );
			CG_ImpactMark( cgs.media.spotLightShader, tr.endpos, proj, 0, colorNorm[0], colorNorm[1], colorNorm[2], alpha, qfalse, radius, qtrue, -1 );
		}
	}



	// add d light at end
	if(!(flags & SL_NODLIGHT)) {
		vec3_t dlightLoc;
//		VectorMA(tr.endpos, -60, lightDir, dlightLoc);	// back away from the hit
//		trap_R_AddLightToScene(dlightLoc, 200, colorNorm[0], colorNorm[1], colorNorm[2], 0);	// ,REF_JUNIOR_DLIGHT);
		VectorMA(tr.endpos, 0, lightDir, dlightLoc);	// back away from the hit
//		trap_R_AddLightToScene(dlightLoc, radius*2, colorNorm[0], colorNorm[1], colorNorm[2], 0);	// ,REF_JUNIOR_DLIGHT);
		trap_R_AddLightToScene(dlightLoc, radius*2, 0.3, 0.3, 0.3, 0);	// ,REF_JUNIOR_DLIGHT);
	}



	// draw flare at source
	if(!(flags&SL_NOFLARE)) {
		qboolean	lightInEyes = qfalse;
		vec3_t		camloc, dirtolight;
		float		dot, deg, dist;
		float		flarescale = 0.0; // TTimo: might be used uninitialized

		// get camera position and direction to lightsource
		VectorCopy(cg.snap->ps.origin, camloc);
		camloc[2] += cg.snap->ps.viewheight;
		VectorSubtract (start, camloc, dirtolight);
		dist = VectorNormalize(dirtolight);

		// first use dot to determine if it's facing the camera
		dot = DotProduct( lightDir, dirtolight);

		// it's facing the camera, find out how closely and trace to see if the source can be seen

		deg = RAD2DEG(M_PI-acos(dot));
		if(deg <= 35) {	// start flare a bit before the camera gets inside the cylinder
			lightInEyes = qtrue;
			flarescale = 1-(deg/35);
		}

		if(lightInEyes)	{	// the dot check succeeded, now do a trace
			CG_Trace( &tr, start, NULL, NULL, camloc, -1, MASK_ALL &~(CONTENTS_MONSTERCLIP|CONTENTS_AREAPORTAL|CONTENTS_CLUSTERPORTAL));
			if(tr.fraction != 1)
				lightInEyes = qfalse;

		}

		if(lightInEyes) {
			float coronasize = flarescale;
			if(dist < 512)	// make even bigger if you're close enough
				coronasize *= (512.0f/dist);

			trap_R_AddCoronaToScene( start, colorNorm[0], colorNorm[1], colorNorm[2], coronasize, cent->currentState.number, qtrue);
		} else {
			// even though it's off, still need to add it, but turned off so it can fade in/out properly
			trap_R_AddCoronaToScene( start, colorNorm[0], colorNorm[1], colorNorm[2], 0, cent->currentState.number, qfalse);
		}
	}

}



/*
==============
CG_RumbleEfx 
==============
*/
void CG_RumbleEfx ( float pitch, float yaw ) {
	float	pitchRecoilAdd, pitchAdd;
	float	yawRandom;
	vec3_t	recoil;

	//
	pitchRecoilAdd = 0;
	pitchAdd = 0;
	yawRandom = 0;
	//

	if (pitch < 1)
		pitch = 1;

	pitchRecoilAdd = pow(random(),8)*(10 + VectorLength(cg.snap->ps.velocity)/5);
	pitchAdd = (rand()%(int)pitch) - (pitch*0.5);//5
	yawRandom = yaw;//2

	pitchRecoilAdd *= 0.5;
	pitchAdd *= 0.5;
	yawRandom *= 0.5;

	// calc the recoil
	recoil[YAW] = crandom()*yawRandom;
	recoil[ROLL] = -recoil[YAW];	// why not
	recoil[PITCH] = -pitchAdd;
	// scale it up a bit (easier to modify this while tweaking)
	VectorScale( recoil, 30, recoil );
	// set the recoil
	VectorCopy( recoil, cg.kickAVel );
	// set the recoil
	cg.recoilPitch -= pitchRecoilAdd;
}



