

// cg_predict.c -- this file generates cg.predictedPlayerState by either
// interpolating between snapshots from the server or locally predicting
// ahead the client's movement.
// It also handles local physics interaction, like fragments bouncing off walls

#include "cg_local.h"

static	pmove_t		cg_pmove;

	int			cg_numSolidEntities;
	centity_t	*cg_solidEntities[MAX_ENTITIES_IN_SNAPSHOT];
static	int			cg_numTriggerEntities;
static	centity_t	*cg_triggerEntities[MAX_ENTITIES_IN_SNAPSHOT];

/*
====================
CG_BuildSolidList

When a new cg.snap has been set, this function builds a sublist
of the entities that are actually solid, to make for more
efficient collision detection
====================
*/
void CG_BuildSolidList( void ) {
	int			i;
	centity_t	*cent;
	snapshot_t	*snap;
	entityState_t	*ent;

	cg_numSolidEntities = 0;
	cg_numTriggerEntities = 0;

	if ( cg.nextSnap && !cg.nextFrameTeleport && !cg.thisFrameTeleport ) {
		snap = cg.nextSnap;
	} else {
		snap = cg.snap;
	}

	for ( i = 0 ; i < snap->numEntities ; i++ ) {
		cent = &cg_entities[ snap->entities[ i ].number ];
		ent = &cent->currentState;

		// RF, dont clip again non-solid bmodels
		if ( cent->nextState.solid == SOLID_BMODEL && (cent->nextState.eFlags & EF_NONSOLID_BMODEL)) {
			continue;
		}

		if ( ent->eType == ET_ITEM || ent->eType == ET_PUSH_TRIGGER || ent->eType == ET_TELEPORT_TRIGGER 
			|| ent->eType == ET_CONCUSSIVE_TRIGGER || ent->eType == ET_OID_TRIGGER ) { // JPW NERVE
			cg_triggerEntities[cg_numTriggerEntities] = cent;
			cg_numTriggerEntities++;
			continue;
		}

		if ( cent->nextState.solid ) {
			cg_solidEntities[cg_numSolidEntities] = cent;
			cg_numSolidEntities++;
			continue;
		}
	}
}

/*
====================
CG_ClipMoveToEntities

====================
*/
static void CG_ClipMoveToEntities ( const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
							int skipNumber, int mask, int capsule, trace_t *tr ) {
	int			i, x, zd, zu;
	trace_t		trace;
	entityState_t	*ent;
	clipHandle_t 	cmodel;
	vec3_t		bmins, bmaxs;
	vec3_t		origin, angles;
	centity_t	*cent;

	for ( i = 0 ; i < cg_numSolidEntities ; i++ ) {
		cent = cg_solidEntities[ i ];
		ent = &cent->currentState;

		if ( ent->number == skipNumber ) {
			continue;
		}

		if ( ent->solid == SOLID_BMODEL ) {
			// special value for bmodel
			cmodel = trap_CM_InlineModel( ent->modelindex );
//			VectorCopy( cent->lerpAngles, angles );
			BG_EvaluateTrajectory( &cent->currentState.apos, cg.physicsTime, angles );
			BG_EvaluateTrajectory( &cent->currentState.pos, cg.physicsTime, origin );
		} else {
			// encoded bbox
			x = (ent->solid & 255);
			zd = ((ent->solid>>8) & 255);
			zu = ((ent->solid>>16) & 255) - 32;

			bmins[0] = bmins[1] = -x;
			bmaxs[0] = bmaxs[1] = x;
			bmins[2] = -zd;
			bmaxs[2] = zu;

			// MrE: use bbox or capsule
			if ( ent->eFlags & EF_CAPSULE ) {
				cmodel = trap_CM_TempCapsuleModel( bmins, bmaxs );
			}
			else {
				cmodel = trap_CM_TempBoxModel( bmins, bmaxs );
			}
			VectorCopy( vec3_origin, angles );
			VectorCopy( cent->lerpOrigin, origin );
		}
		// MrE: use bbox of capsule
		if (capsule) {
			trap_CM_TransformedCapsuleTrace ( &trace, start, end,
				mins, maxs, cmodel,  mask, origin, angles);
		}
		else {
			trap_CM_TransformedBoxTrace ( &trace, start, end,
				mins, maxs, cmodel,  mask, origin, angles);
		}

		if (trace.allsolid || trace.fraction < tr->fraction) {
			trace.entityNum = ent->number;
			*tr = trace;
		} else if (trace.startsolid) {
			tr->startsolid = qtrue;
		}
		if ( tr->allsolid ) {
			return;
		}
	}
}

/*
================
CG_Trace
================
*/
void	CG_Trace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, 
					 int skipNumber, int mask ) {
	trace_t	t;

	trap_CM_BoxTrace ( &t, start, end, mins, maxs, 0, mask );
	t.entityNum = t.fraction != 1.0 ? ENTITYNUM_WORLD : ENTITYNUM_NONE;
	// check all other solid models
	CG_ClipMoveToEntities (start, mins, maxs, end, skipNumber, mask, qfalse, &t);

	*result = t;
}

/*
================
CG_TraceCapsule
================
*/
void	CG_TraceCapsule( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, 
					 int skipNumber, int mask ) {
	trace_t	t;

	trap_CM_CapsuleTrace ( &t, start, end, mins, maxs, 0, mask );
	t.entityNum = t.fraction != 1.0 ? ENTITYNUM_WORLD : ENTITYNUM_NONE;
	// check all other solid models
	CG_ClipMoveToEntities (start, mins, maxs, end, skipNumber, mask, qtrue, &t);

	*result = t;
}

/*
================
CG_PointContents
================
*/
int		CG_PointContents( const vec3_t point, int passEntityNum ) {
	int			i;
	entityState_t	*ent;
	centity_t	*cent;
	clipHandle_t cmodel;
	int			contents;

	contents = trap_CM_PointContents (point, 0);

	for ( i = 0 ; i < cg_numSolidEntities ; i++ ) {
		cent = cg_solidEntities[ i ];

		ent = &cent->currentState;

		if ( ent->number == passEntityNum ) {
			continue;
		}

		if (ent->solid != SOLID_BMODEL) { // special value for bmodel
			continue;
		}

		cmodel = trap_CM_InlineModel( ent->modelindex );
		if ( !cmodel ) {
			continue;
		}

		contents |= trap_CM_TransformedPointContents( point, cmodel, ent->origin, ent->angles );
	}

	return contents;
}


/*
========================
CG_InterpolatePlayerState

Generates cg.predictedPlayerState by interpolating between
cg.snap->player_state and cg.nextFrame->player_state
========================
*/
static void CG_InterpolatePlayerState( qboolean grabAngles ) {
	float			f;
	int				i;
	playerState_t	*out;
	snapshot_t		*prev, *next;

	out = &cg.predictedPlayerState;
	prev = cg.snap;
	next = cg.nextSnap;

	*out = cg.snap->ps;
	//*out = cg.nextSnap->ps;

	//return;

	// if we are still allowing local input, short circuit the view angles
	if ( grabAngles ) {
		usercmd_t	cmd;
		int			cmdNum;

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

		PM_UpdateViewAngles( out, &cmd, CG_Trace );
	}

	// if the next frame is a teleport, we can't lerp to it
	if ( cg.nextFrameTeleport ) {
		return;
	}

	if ( !next || next->serverTime <= prev->serverTime ) {
		return;
	}

	f = (float)( cg.time  - prev->serverTime ) / ( next->serverTime - prev->serverTime );

	i = next->ps.bobCycle;
	if ( i < prev->ps.bobCycle ) {
		i += 256;		// handle wraparound
	}
	out->bobCycle = prev->ps.bobCycle + f * ( i - prev->ps.bobCycle );

	for ( i = 0 ; i < 3 ; i++ ) {
		out->origin[i] = prev->ps.origin[i] + f * (next->ps.origin[i] - prev->ps.origin[i] );
		if ( !grabAngles ) {
			out->viewangles[i] = LerpAngle( 
				prev->ps.viewangles[i], next->ps.viewangles[i], f );
		}
		out->velocity[i] = prev->ps.velocity[i] + 
			f * (next->ps.velocity[i] - prev->ps.velocity[i] );
	}

}

/*
===================
CG_TouchItem
===================
*/
static void CG_TouchItem( centity_t *cent ) {
	gitem_t		*item;

	if ( !cg_predictItems.integer) {
		return;
	}

//----(SA) wolf -- not allowing this for single player games
//	if( cgs.gametype == GT_SINGLE_PLAYER) {
//		return;
//	}

//----(SA) autoactivate
	if ( !cg_autoactivate.integer) {
		return;
	}
//----(SA) end


	if ( !BG_PlayerTouchesItem( &cg.predictedPlayerState, &cent->currentState, cg.time ) ) {
		return;
	}

	// never pick an item up twice in a prediction
	if ( cent->miscTime == cg.time ) {
		return;
	}

	if ( !BG_CanItemBeGrabbed( &cent->currentState, &cg.predictedPlayerState ) ) {
		return;		// can't hold it
	}

	item = &bg_itemlist[ cent->currentState.modelindex ];

	// (SA) no prediction of books/clipboards
	if(item->giType == IT_HOLDABLE)
		if(item->giTag >= HI_BOOK1 && item->giTag <= HI_BOOK3)
			return;
	if(item->giType == IT_CLIPBOARD)
		return;

	// (SA) treasure needs to be activeated, no touch
	if(item->giType == IT_TREASURE)
		return;

	// Special case for flags.  
	// We don't predict touching our own flag
	if (cg.predictedPlayerState.persistant[PERS_TEAM] == TEAM_RED &&
		item->giTag == PW_REDFLAG)
		return;
	if (cg.predictedPlayerState.persistant[PERS_TEAM] == TEAM_BLUE &&
		item->giTag == PW_BLUEFLAG)
		return;


	// grab it
	BG_AddPredictableEventToPlayerstate( EV_ITEM_PICKUP, cent->currentState.modelindex , &cg.predictedPlayerState);

	// remove it from the frame so it won't be drawn
	cent->currentState.eFlags |= EF_NODRAW;

	// don't touch it again this prediction
	cent->miscTime = cg.time;

	// if its a weapon, give them some predicted ammo so the autoswitch will work
	if ( item->giType == IT_WEAPON ) {
		COM_BitSet( cg.predictedPlayerState.weapons, item->giTag );

//----(SA)	added
		if(item->giTag == WP_SNOOPERSCOPE)
			COM_BitSet( cg.predictedPlayerState.weapons, WP_GARAND );
		else if(item->giTag == WP_GARAND)
			COM_BitSet( cg.predictedPlayerState.weapons, WP_SNOOPERSCOPE );
//----(SA)	end

		if ( !cg.predictedPlayerState.ammo[ BG_FindAmmoForWeapon(item->giTag)] ) {
			cg.predictedPlayerState.ammo[ BG_FindAmmoForWeapon(item->giTag)] = 1;
		}
	}

//----(SA)
	if ( item->giType == IT_HOLDABLE) {
		cg.predictedPlayerState.stats[ STAT_HOLDABLE_ITEM ] |= 1 << item->giTag;
	}
//----(SA)	end
}

void CG_AddDirtBulletParticles( vec3_t origin, vec3_t dir, int speed, int duration, int count, float randScale,
							   float width, float height, float alpha, char *shadername);


/*
=========================
CG_TouchTriggerPrediction

Predict push triggers and items
=========================
*/
static void CG_TouchTriggerPrediction( void ) {
	int				i;
	trace_t			trace;
	entityState_t	*ent;
	clipHandle_t	cmodel;
	centity_t		*cent;
	qboolean		spectator;
//	vec3_t			mins, maxs; // TTimo: unused
	const char		*cs;

	// dead clients don't activate triggers
	if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) {
		return;
	}

	spectator = (( cg.predictedPlayerState.pm_type == PM_SPECTATOR ) || (cg.predictedPlayerState.pm_flags & PMF_LIMBO)); // JPW NERVE

	if ( cg.predictedPlayerState.pm_type != PM_NORMAL && !spectator ) {
		return;
	}

	for ( i = 0 ; i < cg_numTriggerEntities ; i++ ) {
		cent = cg_triggerEntities[ i ];
		ent = &cent->currentState;

		if ( ent->eType == ET_ITEM && !spectator ) {
			CG_TouchItem( cent );
			continue;
		}

		if ( ent->solid != SOLID_BMODEL ) {
			continue;
		}

		cmodel = trap_CM_InlineModel( ent->modelindex );
		if ( !cmodel ) {
			continue;
		}

		trap_CM_BoxTrace( &trace, cg.predictedPlayerState.origin, cg.predictedPlayerState.origin, 
			cg_pmove.mins, cg_pmove.maxs, cmodel, -1 );

		if ( !trace.startsolid ) {
			continue;
		}
/*
// JPW NERVE
		if (ent->eType == ET_CONCUSSIVE_TRIGGER) {
			vec3_t dir,center;
			dir[0] = 0;
			dir[1] = 0;
			dir[2] = -1;
			CG_Printf("in concussive trigger\n");
			trap_R_ModelBounds(cmodel,mins,maxs);
			VectorAdd(mins,maxs,center);
			VectorScale(center,0.5,center);
			CG_Printf("cmodel=%d mins=%f,%f,%f maxs=%f,%f,%f\n",cmodel,
				mins[0],mins[1],mins[2],maxs[0],maxs[1],maxs[2]);

			CG_AddDirtBulletParticles( mins, dir,
									190,	// speed
									900,	// duration
									1,	// count
									0.25, 32,32, 0.5, "dirt_splash" );	// rand scale
			CG_AddDirtBulletParticles( maxs, dir,
									190,	// speed
									900,	// duration
									1,	// count
									0.25, 32,32, 0.5, "dirt_splash" );	// rand scale
		} 
		else
// jpw

*/
		if ( ent->eType == ET_OID_TRIGGER ) {
			cs = CG_ConfigString( CS_OID_TRIGGERS + ent->teamNum );

			CG_ObjectivePrint( va( "You are near %s\n", cs ), SMALLCHAR_WIDTH );
		}
		else if ( ent->eType == ET_TELEPORT_TRIGGER ) {
			cg.hyperspace = qtrue;
		} 
		else if ( ent->eType == ET_PUSH_TRIGGER ) {
			float	s;
			vec3_t	dir;

			// we hit this push trigger
			if ( spectator ) {
				continue;
			}

			// flying characters don't hit bounce pads
			if ( cg.predictedPlayerState.powerups[PW_FLIGHT] ) {
				continue;
			}

			// if we are already flying along the bounce direction, don't play sound again
			VectorNormalize2( ent->origin2, dir );
			s = DotProduct( cg.predictedPlayerState.velocity, dir );
			if ( s < 500 ) {
				// don't play the event sound again if we are in a fat trigger
				BG_AddPredictableEventToPlayerstate( EV_JUMP_PAD, 0, &cg.predictedPlayerState );
			}
			VectorCopy( ent->origin2, cg.predictedPlayerState.velocity );
		}
	}
}



/*
=================
CG_PredictPlayerState

Generates cg.predictedPlayerState for the current cg.time
cg.predictedPlayerState is guaranteed to be valid after exiting.

For demo playback, this will be an interpolation between two valid
playerState_t.

For normal gameplay, it will be the result of predicted usercmd_t on
top of the most recent playerState_t received from the server.

Each new snapshot will usually have one or more new usercmd over the last,
but we simulate all unacknowledged commands each time, not just the new ones.
This means that on an internet connection, quite a few pmoves may be issued
each frame.

OPTIMIZE: don't re-simulate unless the newly arrived snapshot playerState_t
differs from the predicted one.  Would require saving all intermediate
playerState_t during prediction. (this is "dead reckoning" and would definately
be nice to have in there (SA))

We detect prediction errors and allow them to be decayed off over several frames
to ease the jerk.
=================
*/
void CG_PredictPlayerState( void ) {
	int			cmdNum, current;
	playerState_t	oldPlayerState;
	qboolean	moved;
	usercmd_t	oldestCmd;
	usercmd_t	latestCmd;
	vec3_t	deltaAngles;

	cg.hyperspace = qfalse;	// will be set if touching a trigger_teleport

	// if this is the first frame we must guarantee
	// predictedPlayerState is valid even if there is some
	// other error condition
	if ( !cg.validPPS ) {
		cg.validPPS = qtrue;
		cg.predictedPlayerState = cg.snap->ps;
	}

	// demo playback just copies the moves
	if ( cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW) ) {
		CG_InterpolatePlayerState( qfalse );
		return;
	}

	// non-predicting local movement will grab the latest angles
	if ( cg_nopredict.integer || cg_synchronousClients.integer ) {
		CG_InterpolatePlayerState( qtrue );
		return;
	}

	// prepare for pmove
	cg_pmove.ps = &cg.predictedPlayerState;
	cg_pmove.pmext = &cg.pmext;

	// Arnout: are we using an mg42?
	if( cg_pmove.ps->eFlags & EF_MG42_ACTIVE ) {
		cg_pmove.pmext->harc = cg_entities[cg_pmove.ps->viewlocked_entNum].currentState.origin2[0];
		cg_pmove.pmext->varc = cg_entities[cg_pmove.ps->viewlocked_entNum].currentState.origin2[1];
		VectorCopy( cg_entities[cg_pmove.ps->viewlocked_entNum].currentState.angles2, cg_pmove.pmext->centerangles );
		cg_pmove.pmext->centerangles[PITCH] = AngleNormalize180( cg_pmove.pmext->centerangles[PITCH] );
		cg_pmove.pmext->centerangles[YAW] = AngleNormalize180( cg_pmove.pmext->centerangles[YAW] );
		cg_pmove.pmext->centerangles[ROLL] = AngleNormalize180( cg_pmove.pmext->centerangles[ROLL] );
	}

	//DHM - Nerve :: We've gone back to using normal bbox traces
	//cg_pmove.trace = CG_TraceCapsule;
	cg_pmove.trace = CG_Trace;
	cg_pmove.pointcontents = CG_PointContents;
	if ( cg_pmove.ps->pm_type == PM_DEAD ) {
		cg_pmove.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY;
		// DHM-Nerve added:: EF_DEAD is checked for in Pmove functions, but wasn't being set
		//              until after Pmove
		cg_pmove.ps->eFlags |= EF_DEAD;
		// dhm-Nerve end
	}
	else {
		cg_pmove.tracemask = MASK_PLAYERSOLID;
	}
	if (( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR ) || (cg.snap->ps.pm_flags & PMF_LIMBO)) { // JPW NERVE limbo
		cg_pmove.tracemask &= ~CONTENTS_BODY;	// spectators can fly through bodies
	}
	cg_pmove.noFootsteps = ( cgs.dmflags & DF_NO_FOOTSTEPS ) > 0;

	//----(SA)	added
	cg_pmove.noWeapClips = ( cgs.dmflags & DF_NO_WEAPRELOAD ) > 0;
	if(cg.predictedPlayerState.aiChar)
		cg_pmove.noWeapClips = qtrue;	// ensure AI characters don't use clips
//----(SA)	end

	
	// save the state before the pmove so we can detect transitions
	oldPlayerState = cg.predictedPlayerState;

	current = trap_GetCurrentCmdNumber();

	// if we don't have the commands right after the snapshot, we
	// can't accurately predict a current position, so just freeze at
	// the last good position we had
	cmdNum = current - CMD_BACKUP + 1;
	trap_GetUserCmd( cmdNum, &oldestCmd );
	if ( oldestCmd.serverTime > cg.snap->ps.commandTime 
		&& oldestCmd.serverTime < cg.time ) {	// special check for map_restart
		if ( cg_showmiss.integer ) {
			CG_Printf ("exceeded PACKET_BACKUP on commands\n");
		}
//		return;
	}

	// get the latest command so we can know which commands are from previous map_restarts
	trap_GetUserCmd( current, &latestCmd );

	// get the most recent information we have, even if
	// the server time is beyond our current cg.time,
	// because predicted player positions are going to 
	// be ahead of everything else anyway
	if ( cg.nextSnap && !cg.nextFrameTeleport && !cg.thisFrameTeleport ) {
		cg.predictedPlayerState = cg.nextSnap->ps;
		cg.physicsTime = cg.nextSnap->serverTime;
	} else {
		cg.predictedPlayerState = cg.snap->ps;
		cg.physicsTime = cg.snap->serverTime;
	}

	if ( pmove_msec.integer < 8 ) {
		trap_Cvar_Set("pmove_msec", "8");
	}
	else if (pmove_msec.integer > 33) {
		trap_Cvar_Set("pmove_msec", "33");
	}

	cg_pmove.pmove_fixed = pmove_fixed.integer;// | cg_pmove_fixed.integer;
	cg_pmove.pmove_msec = pmove_msec.integer;

//----(SA)	added
	// restore persistant client-side playerstate variables before doing the pmove
	// this could be done as suggested in q_shared.h ~line 1155, but right now I copy each variable individually
	// DHM - Nerve :: weapAnim is transmitted now
	//cg.predictedPlayerState.weapAnim				= oldPlayerState.weapAnim;
	cg.predictedPlayerState.weapAnimTimer			= oldPlayerState.weapAnimTimer;
	cg.predictedPlayerState.venomTime				= oldPlayerState.venomTime;
//----(SA)	end

	// RF, anim system
	if (cg_animState.integer) {
		cg.predictedPlayerState.aiState = cg_animState.integer - 1;
	}

	// run cmds
	moved = qfalse;
	for ( cmdNum = current - CMD_BACKUP + 1 ; cmdNum <= current ; cmdNum++ ) {
		// get the command
		trap_GetUserCmd( cmdNum, &cg_pmove.cmd );
		// get the previous command
		trap_GetUserCmd( cmdNum-1, &cg_pmove.oldcmd );

		if ( cg_pmove.pmove_fixed ) {
			PM_UpdateViewAngles( cg_pmove.ps, &cg_pmove.cmd, CG_Trace );
		}
		
		// don't do anything if the time is before the snapshot player time
		if ( cg_pmove.cmd.serverTime <= cg.predictedPlayerState.commandTime ) {
			continue;
		}

		// don't do anything if the command was from a previous map_restart
		if ( cg_pmove.cmd.serverTime > latestCmd.serverTime ) {
			continue;
		}

		// check for a prediction error from last frame
		// on a lan, this will often be the exact value
		// from the snapshot, but on a wan we will have
		// to predict several commands to get to the point
		// we want to compare
		if ( cg.predictedPlayerState.commandTime == oldPlayerState.commandTime ) {
			vec3_t	delta;
			float	len;

			if( cg_pmove.ps->eFlags & EF_MG42_ACTIVE ) {
				// no prediction errors here, we're locked in place
				VectorClear( cg.predictedError );
			}
			else if ( cg.thisFrameTeleport ) {
				// a teleport will not cause an error decay
				VectorClear( cg.predictedError );
				if ( cg_showmiss.integer ) {
					CG_Printf( "PredictionTeleport\n" );
				}
				cg.thisFrameTeleport = qfalse;
			} else {
				vec3_t	adjusted;
				CG_AdjustPositionForMover( cg.predictedPlayerState.origin, 
					cg.predictedPlayerState.groundEntityNum, cg.physicsTime, cg.oldTime, adjusted, deltaAngles );
				// RF, add the deltaAngles (fixes jittery view while riding trains)
				cg.predictedPlayerState.delta_angles[YAW] += ANGLE2SHORT(deltaAngles[YAW]);

				if ( cg_showmiss.integer ) {
					if (!VectorCompare( oldPlayerState.origin, adjusted )) {
						CG_Printf("prediction error\n");
					}
				}
				VectorSubtract( oldPlayerState.origin, adjusted, delta );
				len = VectorLength( delta );
				if ( len > 0.1 ) {
					if ( cg_showmiss.integer ) {
						CG_Printf("Prediction miss: %f\n", len);
					}
					if ( cg_errorDecay.integer ) {
						int		t;
						float	f;

						t = cg.time - cg.predictedErrorTime;
						f = ( cg_errorDecay.value - t ) / cg_errorDecay.value;
						if ( f < 0 ) {
							f = 0;
						}
						if ( f > 0 && cg_showmiss.integer ) {
							CG_Printf("Double prediction decay: %f\n", f);
						}
						VectorScale( cg.predictedError, f, cg.predictedError );
					} else {
						VectorClear( cg.predictedError );
					}
					VectorAdd( delta, cg.predictedError, cg.predictedError );
					cg.predictedErrorTime = cg.oldTime;
				}
			}
		}

		// don't predict gauntlet firing, which is only supposed to happen
		// when it actually inflicts damage
		cg_pmove.gauntletHit = qfalse;

		if ( cg_pmove.pmove_fixed ) {
			cg_pmove.cmd.serverTime = ((cg_pmove.cmd.serverTime + pmove_msec.integer-1) / pmove_msec.integer) * pmove_msec.integer;
		}

		// RF, if waiting for mission stats to go, ignore all input
		if ( strlen( cg_missionStats.string ) > 1 || cg_norender.integer ) {
			cg_pmove.cmd.buttons = 0;
			cg_pmove.cmd.forwardmove = 0;
			cg_pmove.cmd.rightmove = 0;
			cg_pmove.cmd.upmove = 0;
			cg_pmove.cmd.wbuttons = 0;
			cg_pmove.cmd.wolfkick = 0;
			cg_pmove.cmd.angles[0] = cg_pmove.oldcmd.angles[0];
			cg_pmove.cmd.angles[1] = cg_pmove.oldcmd.angles[1];
			cg_pmove.cmd.angles[2] = cg_pmove.oldcmd.angles[2];
		}

		// NERVE - SMF
		cg_pmove.gametype = cgs.gametype;
		cg_pmove.ltChargeTime = cg_LTChargeTime.integer;
		cg_pmove.soldierChargeTime = cg_soldierChargeTime.integer;
		cg_pmove.engineerChargeTime = cg_engineerChargeTime.integer;
		cg_pmove.medicChargeTime = cg_medicChargeTime.integer;
		// -NERVE - SMF

		Pmove (&cg_pmove);

		moved = qtrue;

		// add push trigger movement effects
		CG_TouchTriggerPrediction();
	}

	if ( cg_showmiss.integer > 1 ) {
		CG_Printf( "[%i : %i] ", cg_pmove.cmd.serverTime, cg.time );
	}

	if ( !moved ) {
		if ( cg_showmiss.integer ) {
			CG_Printf( "not moved\n" );
		}
		return;
	}

	// adjust for the movement of the groundentity
	CG_AdjustPositionForMover( cg.predictedPlayerState.origin, 
		cg.predictedPlayerState.groundEntityNum, 
		cg.physicsTime, cg.time, cg.predictedPlayerState.origin, deltaAngles );

	// fire events and other transition triggered things
	CG_TransitionPlayerState( &cg.predictedPlayerState, &oldPlayerState );
}

