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path: root/src/jake2/client/CL_tent.java
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/*
 * CL_tent.java
 * Copyright (C) 2004
 * 
 * $Id: CL_tent.java,v 1.3 2004-07-08 20:56:50 hzi Exp $
 */
/*
Copyright (C) 1997-2001 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 the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/
package jake2.client;

import jake2.Globals;
import jake2.game.player_state_t;
import jake2.qcommon.Com;
import jake2.qcommon.MSG;
import jake2.render.model_t;
import jake2.sound.*;

/**
 * CL_tent
 */
public class CL_tent extends Globals {

	static final int ex_free = 0;
	static final int ex_explosion = 1;
	static final int ex_misc = 2;
	static final int ex_flash = 3;
	static final int ex_mflash = 4;
	static final int ex_poly = 5;
	static final int ex_poly2 = 6;
	

	static class explosion_t {
		int type;
		entity_t ent = new entity_t();
		
		int frames;
		float light;
		float[] lightcolor = new float[3];
		float start;
		int baseframe;
		void clear() {
			lightcolor[0] = lightcolor[1] = lightcolor[2] = 
			light = start = type = frames = baseframe = 0;
			ent = new entity_t();
		}
	}

	static final int MAX_EXPLOSIONS = 32;
	static explosion_t[] cl_explosions = new explosion_t[MAX_EXPLOSIONS];
	static {
		for (int i = 0; i < cl_explosions.length; i++) 
			cl_explosions[i] = new explosion_t();		
	}

	static final int MAX_BEAMS = 32;

	static class beam_t {
		int entity;
		int dest_entity;
		model_t model;
		int endtime;
		float[] offset = new float[3];
		float[] start = new float[3];
		float[] end = new float[3];
		void clear() {
			offset[0] = offset[1] = offset[2] = 
			start[0] = start[1] = start[2] = 
			end[0] = end[1] = end[2] = 
			entity = dest_entity = endtime = 0;
			model = null;
		}
	}
	static beam_t[] cl_beams = new beam_t[MAX_BEAMS];
	//	  PMM - added this for player-linked beams.  Currently only used by the plasma beam
	static beam_t[] cl_playerbeams = new beam_t[MAX_BEAMS];
	static {
		for (int i = 0; i < cl_beams.length; i++) 
			cl_beams[i] = new beam_t();
		for (int i = 0; i < cl_playerbeams.length; i++) 
			cl_playerbeams[i] = new beam_t();			
	}

	static final int MAX_LASERS = 32;

	static class laser_t {
		entity_t ent = new entity_t();
		int endtime;
		void clear() {
			endtime = 0;
			ent = new entity_t();
		}
	}
	static laser_t[] cl_lasers = new laser_t[MAX_LASERS];
	static {
		for (int i = 0; i < cl_lasers.length; i++) 
			cl_lasers[i] = new laser_t();					
	}

//	  ROGUE
	static final int MAX_SUSTAINS = 32;
	static cl_sustain_t[] cl_sustains = new cl_sustain_t[MAX_SUSTAINS];
	static {
		for (int i = 0; i < cl_sustains.length; i++) 
			cl_sustains[i] = new cl_sustain_t();					
	}	
//	  ROGUE

	// all are references;
	static sfx_t cl_sfx_ric1;
	static sfx_t cl_sfx_ric2;
	static sfx_t cl_sfx_ric3;
	static sfx_t cl_sfx_lashit;
	static sfx_t cl_sfx_spark5;
	static sfx_t cl_sfx_spark6;
	static sfx_t cl_sfx_spark7;
	static sfx_t cl_sfx_railg;
	static sfx_t cl_sfx_rockexp;
	static sfx_t cl_sfx_grenexp;
	static sfx_t cl_sfx_watrexp;
	// RAFAEL
	static sfx_t cl_sfx_plasexp;
	static sfx_t cl_sfx_footsteps[] = new sfx_t[4];

	static model_t	cl_mod_explode;
	static model_t	cl_mod_smoke;
	static model_t	cl_mod_flash;
	static model_t	cl_mod_parasite_segment;
	static model_t	cl_mod_grapple_cable;
	static model_t	cl_mod_parasite_tip;
	static model_t	cl_mod_explo4;
	static model_t	cl_mod_bfg_explo;
	static model_t	cl_mod_powerscreen;
	//	   RAFAEL
	static model_t	cl_mod_plasmaexplo;

	//	  ROGUE
	static sfx_t	cl_sfx_lightning;
	static sfx_t	cl_sfx_disrexp;
	static model_t	cl_mod_lightning;
	static model_t	cl_mod_heatbeam;
	static model_t	cl_mod_monster_heatbeam;
	static model_t	cl_mod_explo4_big;

//	  ROGUE
	/*
	=================
	CL_RegisterTEntSounds
	=================
	*/
	static void RegisterTEntSounds() {
		int i;
		String name;

		// PMM - version stuff
		//		Com_Printf ("%s\n", ROGUE_VERSION_STRING);
		// PMM
		cl_sfx_ric1 = S.RegisterSound("world/ric1.wav");
		cl_sfx_ric2 = S.RegisterSound("world/ric2.wav");
		cl_sfx_ric3 = S.RegisterSound("world/ric3.wav");
		cl_sfx_lashit = S.RegisterSound("weapons/lashit.wav");
		cl_sfx_spark5 = S.RegisterSound("world/spark5.wav");
		cl_sfx_spark6 = S.RegisterSound("world/spark6.wav");
		cl_sfx_spark7 = S.RegisterSound("world/spark7.wav");
		cl_sfx_railg = S.RegisterSound("weapons/railgf1a.wav");
		cl_sfx_rockexp = S.RegisterSound("weapons/rocklx1a.wav");
		cl_sfx_grenexp = S.RegisterSound("weapons/grenlx1a.wav");
		cl_sfx_watrexp = S.RegisterSound("weapons/xpld_wat.wav");
		// RAFAEL
		// cl_sfx_plasexp = S.RegisterSound ("weapons/plasexpl.wav");
		S.RegisterSound("player/land1.wav");

		S.RegisterSound("player/fall2.wav");
		S.RegisterSound("player/fall1.wav");

		for (i = 0; i < 4; i++) {
			//Com_sprintf (name, sizeof(name), "player/step%i.wav", i+1);
			name = "player/step" + (i + 1) + ".wav";
			cl_sfx_footsteps[i] = S.RegisterSound(name);
		}

		//	  PGM
		cl_sfx_lightning = S.RegisterSound("weapons/tesla.wav");
		cl_sfx_disrexp = S.RegisterSound("weapons/disrupthit.wav");
		// version stuff
		//		sprintf (name, "weapons/sound%d.wav", ROGUE_VERSION_ID);
		//		if (name[0] == 'w')
		//			name[0] = 'W';
		//	  PGM
	}

	/*
	=================
	CL_RegisterTEntModels
	=================
	*/
	static void RegisterTEntModels() {
		cl_mod_explode = re.RegisterModel("models/objects/explode/tris.md2");
		cl_mod_smoke = re.RegisterModel("models/objects/smoke/tris.md2");
		cl_mod_flash = re.RegisterModel("models/objects/flash/tris.md2");
		cl_mod_parasite_segment = re.RegisterModel("models/monsters/parasite/segment/tris.md2");
		cl_mod_grapple_cable = re.RegisterModel("models/ctf/segment/tris.md2");
		cl_mod_parasite_tip = re.RegisterModel("models/monsters/parasite/tip/tris.md2");
		cl_mod_explo4 = re.RegisterModel("models/objects/r_explode/tris.md2");
		cl_mod_bfg_explo = re.RegisterModel("sprites/s_bfg2.sp2");
		cl_mod_powerscreen = re.RegisterModel("models/items/armor/effect/tris.md2");

		re.RegisterModel("models/objects/laser/tris.md2");
		re.RegisterModel("models/objects/grenade2/tris.md2");
		re.RegisterModel("models/weapons/v_machn/tris.md2");
		re.RegisterModel("models/weapons/v_handgr/tris.md2");
		re.RegisterModel("models/weapons/v_shotg2/tris.md2");
		re.RegisterModel("models/objects/gibs/bone/tris.md2");
		re.RegisterModel("models/objects/gibs/sm_meat/tris.md2");
		re.RegisterModel("models/objects/gibs/bone2/tris.md2");
		//	   RAFAEL
		//	   re.RegisterModel ("models/objects/blaser/tris.md2");

		re.RegisterPic("w_machinegun");
		re.RegisterPic("a_bullets");
		re.RegisterPic("i_health");
		re.RegisterPic("a_grenades");

		//	  ROGUE
		cl_mod_explo4_big = re.RegisterModel("models/objects/r_explode2/tris.md2");
		cl_mod_lightning = re.RegisterModel("models/proj/lightning/tris.md2");
		cl_mod_heatbeam = re.RegisterModel("models/proj/beam/tris.md2");
		cl_mod_monster_heatbeam = re.RegisterModel("models/proj/widowbeam/tris.md2");
		//	  ROGUE
	}

	/*
	=================
	CL_ClearTEnts
	=================
	*/
	static void ClearTEnts() {
		//		memset (cl_beams, 0, sizeof(cl_beams));
		for (int i = 0; i < cl_beams.length; i++)
			cl_beams[i].clear();
		//		memset (cl_explosions, 0, sizeof(cl_explosions));
		for (int i = 0; i < cl_explosions.length; i++)
			cl_explosions[i].clear();
		//		memset (cl_lasers, 0, sizeof(cl_lasers));
		for (int i = 0; i < cl_lasers.length; i++)
			cl_lasers[i].clear();
		//
		//	  ROGUE
		//		memset (cl_playerbeams, 0, sizeof(cl_playerbeams));
		for (int i = 0; i < cl_playerbeams.length; i++)
			cl_playerbeams[i].clear();
		//		memset (cl_sustains, 0, sizeof(cl_sustains));
		for (int i = 0; i < cl_sustains.length; i++)
			cl_sustains[i].clear();
		//	  ROGUE
	}

	/*
	=================
	CL_AllocExplosion
	=================
	*/
	static explosion_t AllocExplosion() {
		int i;
		int time;
		int index;

		for (i = 0; i < MAX_EXPLOSIONS; i++) {
			if (cl_explosions[i].type == ex_free) {
				//memset (&cl_explosions[i], 0, sizeof (cl_explosions[i]));
				cl_explosions[i].clear();
				return cl_explosions[i];
			}
		}
		//	   find the oldest explosion
		time = cl.time;
		index = 0;

		for (i = 0; i < MAX_EXPLOSIONS; i++)
			if (cl_explosions[i].start < time) {
				time = (int)cl_explosions[i].start;
				index = i;
			}
		//memset (&cl_explosions[index], 0, sizeof (cl_explosions[index]));
		cl_explosions[index].clear();
		return cl_explosions[index];
	}

	/*
	=================
	CL_SmokeAndFlash
	=================
	*/
	static void SmokeAndFlash(float[] origin) {
		explosion_t ex;

		ex = CL.AllocExplosion();
		VectorCopy(origin, ex.ent.origin);
		ex.type = ex_misc;
		ex.frames = 4;
		ex.ent.flags = RF_TRANSLUCENT;
		ex.start = cl.frame.servertime - 100;
		ex.ent.model = cl_mod_smoke;

		ex = CL.AllocExplosion();
		VectorCopy(origin, ex.ent.origin);
		ex.type = ex_flash;
		ex.ent.flags = RF_FULLBRIGHT;
		ex.frames = 2;
		ex.start = cl.frame.servertime - 100;
		ex.ent.model = cl_mod_flash;
	}

	/*
	=================
	CL_ParseParticles
	=================
	*/
	static void ParseParticles() {
		int color, count;
		float[] pos = new float[3];
		float[] dir = new float[3];

		MSG.ReadPos(net_message, pos);
		MSG.ReadDir(net_message, dir);

		color = MSG.ReadByte(net_message);

		count = MSG.ReadByte(net_message);

		CL.ParticleEffect(pos, dir, color, count);
	}

	/*
	=================
	CL_ParseBeam
	=================
	*/
	static int ParseBeam(model_t model) {
		int ent;
		float[] start = new float[3];
		float[] end = new float[3];
		beam_t[] b;
		int i;

		ent = MSG.ReadShort(net_message);

		MSG.ReadPos(net_message, start);
		MSG.ReadPos(net_message, end);

		//	   override any beam with the same entity
		b = cl_beams;
		for (i = 0; i < MAX_BEAMS; i++)
			if (b[i].entity == ent) {
				b[i].entity = ent;
				b[i].model = model;
				b[i].endtime = cl.time + 200;
				VectorCopy(start, b[i].start);
				VectorCopy(end, b[i].end);
				VectorClear(b[i].offset);
				return ent;
			}

		//	   find a free beam
		b = cl_beams;
		for (i = 0; i < MAX_BEAMS; i++) {
			if (b[i].model == null || b[i].endtime < cl.time) {
				b[i].entity = ent;
				b[i].model = model;
				b[i].endtime = cl.time + 200;
				VectorCopy(start, b[i].start);
				VectorCopy(end, b[i].end);
				VectorClear(b[i].offset);
				return ent;
			}
		}
		Com.Printf("beam list overflow!\n");
		return ent;
	}

	/*
	=================
	CL_ParseBeam2
	=================
	*/
	static int ParseBeam2(model_t model) {
		int ent;
		float[] start = new float[3];
		float[] end = new float[3];
		float[] offset = new float[3];
		beam_t[] b;
		int i;

		ent = MSG.ReadShort(net_message);

		MSG.ReadPos(net_message, start);
		MSG.ReadPos(net_message, end);
		MSG.ReadPos(net_message, offset);

		//		Com_Printf ("end- %f %f %f\n", end[0], end[1], end[2]);

		//	   override any beam with the same entity
		b = cl_beams;
		for (i = 0; i < MAX_BEAMS; i++)
			if (b[i].entity == ent) {
				b[i].entity = ent;
				b[i].model = model;
				b[i].endtime = cl.time + 200;
				VectorCopy(start, b[i].start);
				VectorCopy(end, b[i].end);
				VectorCopy(offset, b[i].offset);
				return ent;
			}

		//	   find a free beam
		b = cl_beams;
		for (i = 0; i < MAX_BEAMS; i++) {
			if (b[i].model == null || b[i].endtime < cl.time) {
				b[i].entity = ent;
				b[i].model = model;
				b[i].endtime = cl.time + 200;
				VectorCopy(start, b[i].start);
				VectorCopy(end, b[i].end);
				VectorCopy(offset, b[i].offset);
				return ent;
			}
		}
		Com.Printf("beam list overflow!\n");
		return ent;
	}

	//	   ROGUE
	/*
	=================
	CL_ParsePlayerBeam
	  - adds to the cl_playerbeam array instead of the cl_beams array
	=================
	*/
	static int ParsePlayerBeam(model_t model) {
		int ent;
		float[] start = new float[3];
		float[] end = new float[3];
		float[] offset = new float[3];
		beam_t[] b;
		int i;

		ent = MSG.ReadShort(net_message);

		MSG.ReadPos(net_message, start);
		MSG.ReadPos(net_message, end);
		// PMM - network optimization
		if (model == cl_mod_heatbeam)
			VectorSet(offset, 2, 7, -3);
		else if (model == cl_mod_monster_heatbeam) {
			model = cl_mod_heatbeam;
			VectorSet(offset, 0, 0, 0);
		} else
			MSG.ReadPos(net_message, offset);

		//		Com_Printf ("end- %f %f %f\n", end[0], end[1], end[2]);

		//	   override any beam with the same entity
		//	   PMM - For player beams, we only want one per player (entity) so..
		b = cl_playerbeams;
		for (i = 0; i < MAX_BEAMS; i++) {
			if (b[i].entity == ent) {
				b[i].entity = ent;
				b[i].model = model;
				b[i].endtime = cl.time + 200;
				VectorCopy(start, b[i].start);
				VectorCopy(end, b[i].end);
				VectorCopy(offset, b[i].offset);
				return ent;
			}
		}

		//	   find a free beam
		b = cl_playerbeams;
		for (i = 0; i < MAX_BEAMS; i++) {
			if (b[i].model == null || b[i].endtime < cl.time) {
				b[i].entity = ent;
				b[i].model = model;
				b[i].endtime = cl.time + 100; // PMM - this needs to be 100 to prevent multiple heatbeams
				VectorCopy(start, b[i].start);
				VectorCopy(end, b[i].end);
				VectorCopy(offset, b[i].offset);
				return ent;
			}
		}
		Com.Printf("beam list overflow!\n");
		return ent;
	}
//	  rogue

	/*
	=================
	CL_ParseLightning
	=================
	*/
	static int ParseLightning(model_t model) {
		int srcEnt, destEnt;
		float[] start = new float[3];
		float[] end = new float[3];
		beam_t[] b;
		int i;

		srcEnt = MSG.ReadShort(net_message);
		destEnt = MSG.ReadShort(net_message);

		MSG.ReadPos(net_message, start);
		MSG.ReadPos(net_message, end);

		//	   override any beam with the same source AND destination entities
		b = cl_beams;
		for (i = 0; i < MAX_BEAMS; i++)
			if (b[i].entity == srcEnt && b[i].dest_entity == destEnt) {
				//				Com_Printf("%d: OVERRIDE  %d . %d\n", cl.time, srcEnt, destEnt);
				b[i].entity = srcEnt;
				b[i].dest_entity = destEnt;
				b[i].model = model;
				b[i].endtime = cl.time + 200;
				VectorCopy(start, b[i].start);
				VectorCopy(end, b[i].end);
				VectorClear(b[i].offset);
				return srcEnt;
			}

		//	   find a free beam
		b = cl_beams;
		for (i = 0; i < MAX_BEAMS; i++) {
			if (b[i].model == null || b[i].endtime < cl.time) {
				//				Com_Printf("%d: NORMAL  %d . %d\n", cl.time, srcEnt, destEnt);
				b[i].entity = srcEnt;
				b[i].dest_entity = destEnt;
				b[i].model = model;
				b[i].endtime = cl.time + 200;
				VectorCopy(start, b[i].start);
				VectorCopy(end, b[i].end);
				VectorClear(b[i].offset);
				return srcEnt;
			}
		}
		Com.Printf("beam list overflow!\n");
		return srcEnt;
	}

	/*
	=================
	CL_ParseLaser
	=================
	*/
	static void ParseLaser(int colors) {
		float[] start = new float[3];
		float[] end = new float[3];
		laser_t[] l;
		int i;

		MSG.ReadPos(net_message, start);
		MSG.ReadPos(net_message, end);

		l = cl_lasers;
		for (i = 0; i < MAX_LASERS; i++) {
			if (l[i].endtime < cl.time) {
				l[i].ent.flags = RF_TRANSLUCENT | RF_BEAM;
				VectorCopy(start, l[i].ent.origin);
				VectorCopy(end, l[i].ent.oldorigin);
				l[i].ent.alpha = 0.30f;
				l[i].ent.skinnum = (colors >> ((rand() % 4) * 8)) & 0xff;
				l[i].ent.model = null;
				l[i].ent.frame = 4;
				l[i].endtime = cl.time + 100;
				return;
			}
		}
	}

//	  =============
//	  ROGUE
	static void ParseSteam() {
		float[] pos = new float[3];
		float[] dir = new float[3];
		int id, i;
		int r;
		int cnt;
		int color;
		int magnitude;
		cl_sustain_t[] s;
		cl_sustain_t free_sustain;

		id = MSG.ReadShort(net_message); // an id of -1 is an instant effect
		if (id != -1) // sustains
			{
			//				Com_Printf ("Sustain effect id %d\n", id);
			free_sustain = null;
			s = cl_sustains;
			for (i = 0; i < MAX_SUSTAINS; i++) {
				if (s[i].id == 0) {
					free_sustain = s[i];
					break;
				}
			}
			if (free_sustain != null) {
				s[i].id = id;
				s[i].count = MSG.ReadByte(net_message);
				MSG.ReadPos(net_message, s[i].org);
				MSG.ReadDir(net_message, s[i].dir);
				r = MSG.ReadByte(net_message);
				s[i].color = r & 0xff;
				s[i].magnitude = MSG.ReadShort(net_message);
				s[i].endtime = cl.time + MSG.ReadLong(net_message);
				s[i].think = new cl_sustain_t.ThinkAdapter() {
					void think(cl_sustain_t self) {
						CL.ParticleSteamEffect2(self);
					}
				};
				s[i].thinkinterval = 100;
				s[i].nextthink = cl.time;
			} else {
				//					Com_Printf ("No free sustains!\n");
				// FIXME - read the stuff anyway
				cnt = MSG.ReadByte(net_message);
				MSG.ReadPos(net_message, pos);
				MSG.ReadDir(net_message, dir);
				r = MSG.ReadByte(net_message);
				magnitude = MSG.ReadShort(net_message);
				magnitude = MSG.ReadLong(net_message); // really interval
			}
		} else // instant
			{
			cnt = MSG.ReadByte(net_message);
			MSG.ReadPos(net_message, pos);
			MSG.ReadDir(net_message, dir);
			r = MSG.ReadByte(net_message);
			magnitude = MSG.ReadShort(net_message);
			color = r & 0xff;
			CL.ParticleSteamEffect(pos, dir, color, cnt, magnitude);
			//			S_StartSound (pos,  0, 0, cl_sfx_lashit, 1, ATTN_NORM, 0);
		}
	}

	static void ParseWidow() {
		float[] pos = new float[3];
		int id, i;
		cl_sustain_t[] s;
		cl_sustain_t free_sustain;

		id = MSG.ReadShort(net_message);

		free_sustain = null;
		s = cl_sustains;
		for (i = 0; i < MAX_SUSTAINS; i++) {
			if (s[i].id == 0) {
				free_sustain = s[i];
				break;
			}
		}
		if (free_sustain != null) {
			s[i].id = id;
			MSG.ReadPos(net_message, s[i].org);
			s[i].endtime = cl.time + 2100;
			s[i].think = new cl_sustain_t.ThinkAdapter() {
				void think(cl_sustain_t self) {
					CL.Widowbeamout(self);
				}
			};
			s[i].thinkinterval = 1;
			s[i].nextthink = cl.time;
		} else // no free sustains
			{
			// FIXME - read the stuff anyway
			MSG.ReadPos(net_message, pos);
		}
	}

	static void ParseNuke() {
		float[] pos = new float[3];
		int i;
		cl_sustain_t[] s;
		cl_sustain_t free_sustain;

		free_sustain = null;
		s = cl_sustains;
		for (i = 0; i < MAX_SUSTAINS; i++) {
			if (s[i].id == 0) {
				free_sustain = s[i];
				break;
			}
		}
		if (free_sustain != null) {
			s[i].id = 21000;
			MSG.ReadPos(net_message, s[i].org);
			s[i].endtime = cl.time + 1000;
			s[i].think = new cl_sustain_t.ThinkAdapter() {
				void think(cl_sustain_t self) {
					CL.Nukeblast(self);
				}
			};
			s[i].thinkinterval = 1;
			s[i].nextthink = cl.time;
		} else // no free sustains
			{
			// FIXME - read the stuff anyway
			MSG.ReadPos(net_message, pos);
		}
	}

//	  ROGUE
//	  =============


	/*
	=================
	CL_ParseTEnt
	=================
	*/
	static int[] splash_color = {0x00, 0xe0, 0xb0, 0x50, 0xd0, 0xe0, 0xe8};
	static void ParseTEnt() {
		int type;
		float[] pos = new float[3];
		float[] pos2 = new float[3];
		float[] dir = new float[3];
		explosion_t ex;
		int cnt;
		int color;
		int r;
		int ent;
		int magnitude;

		type = MSG.ReadByte(net_message);

		switch (type) {
			case TE_BLOOD : // bullet hitting flesh
				MSG.ReadPos(net_message, pos);
				MSG.ReadDir(net_message, dir);
				CL.ParticleEffect(pos, dir, 0xe8, 60);
				break;

			case TE_GUNSHOT : // bullet hitting wall
			case TE_SPARKS :
			case TE_BULLET_SPARKS :
				MSG.ReadPos(net_message, pos);
				MSG.ReadDir(net_message, dir);
				if (type == TE_GUNSHOT)
					CL.ParticleEffect(pos, dir, 0, 40);
				else
					CL.ParticleEffect(pos, dir, 0xe0, 6);

				if (type != TE_SPARKS) {
					CL.SmokeAndFlash(pos);

					// impact sound
					cnt = rand() & 15;
					if (cnt == 1)
						S.StartSound(pos, 0, 0, cl_sfx_ric1, 1, ATTN_NORM, 0);
					else if (cnt == 2)
						S.StartSound(pos, 0, 0, cl_sfx_ric2, 1, ATTN_NORM, 0);
					else if (cnt == 3)
						S.StartSound(pos, 0, 0, cl_sfx_ric3, 1, ATTN_NORM, 0);
				}

				break;

			case TE_SCREEN_SPARKS :
			case TE_SHIELD_SPARKS :
				MSG.ReadPos(net_message, pos);
				MSG.ReadDir(net_message, dir);
				if (type == TE_SCREEN_SPARKS)
					CL.ParticleEffect(pos, dir, 0xd0, 40);
				else
					CL.ParticleEffect(pos, dir, 0xb0, 40);
				//FIXME : replace or remove this sound
				S.StartSound(pos, 0, 0, cl_sfx_lashit, 1, ATTN_NORM, 0);
				break;

			case TE_SHOTGUN : // bullet hitting wall
				MSG.ReadPos(net_message, pos);
				MSG.ReadDir(net_message, dir);
				CL.ParticleEffect(pos, dir, 0, 20);
				CL.SmokeAndFlash(pos);
				break;

			case TE_SPLASH : // bullet hitting water
				cnt = MSG.ReadByte(net_message);
				MSG.ReadPos(net_message, pos);
				MSG.ReadDir(net_message, dir);
				r = MSG.ReadByte(net_message);
				if (r > 6)
					color = 0x00;
				else
					color = splash_color[r];
				CL.ParticleEffect(pos, dir, color, cnt);

				if (r == SPLASH_SPARKS) {
					r = rand() & 3;
					if (r == 0)
						S.StartSound(pos, 0, 0, cl_sfx_spark5, 1, ATTN_STATIC, 0);
					else if (r == 1)
						S.StartSound(pos, 0, 0, cl_sfx_spark6, 1, ATTN_STATIC, 0);
					else
						S.StartSound(pos, 0, 0, cl_sfx_spark7, 1, ATTN_STATIC, 0);
				}
				break;

			case TE_LASER_SPARKS :
				cnt = MSG.ReadByte(net_message);
				MSG.ReadPos(net_message, pos);
				MSG.ReadDir(net_message, dir);
				color = MSG.ReadByte(net_message);
				CL.ParticleEffect2(pos, dir, color, cnt);
				break;

				// RAFAEL
			case TE_BLUEHYPERBLASTER :
				MSG.ReadPos(net_message, pos);
				MSG.ReadPos(net_message, dir);
				CL.BlasterParticles(pos, dir);
				break;

			case TE_BLASTER : // blaster hitting wall
				MSG.ReadPos(net_message, pos);
				MSG.ReadDir(net_message, dir);
				CL.BlasterParticles(pos, dir);

				ex = CL.AllocExplosion();
				VectorCopy(pos, ex.ent.origin);
				ex.ent.angles[0] = (float) (Math.acos(dir[2]) / Math.PI * 180);
				// PMM - fixed to correct for pitch of 0
				if (dir[0] != 0.0f)
					ex.ent.angles[1] = (float) (Math.atan2(dir[1], dir[0]) / Math.PI * 180);
				else if (dir[1] > 0)
					ex.ent.angles[1] = 90;
				else if (dir[1] < 0)
					ex.ent.angles[1] = 270;
				else
					ex.ent.angles[1] = 0;

				ex.type = ex_misc;
				ex.ent.flags = RF_FULLBRIGHT | RF_TRANSLUCENT;
				ex.start = cl.frame.servertime - 100;
				ex.light = 150;
				ex.lightcolor[0] = 1;
				ex.lightcolor[1] = 1;
				ex.ent.model = cl_mod_explode;
				ex.frames = 4;
				S.StartSound(pos, 0, 0, cl_sfx_lashit, 1, ATTN_NORM, 0);
				break;

			case TE_RAILTRAIL : // railgun effect
				MSG.ReadPos(net_message, pos);
				MSG.ReadPos(net_message, pos2);
				CL.RailTrail(pos, pos2);
				S.StartSound(pos2, 0, 0, cl_sfx_railg, 1, ATTN_NORM, 0);
				break;

			case TE_EXPLOSION2 :
			case TE_GRENADE_EXPLOSION :
			case TE_GRENADE_EXPLOSION_WATER :
				MSG.ReadPos(net_message, pos);

				ex = CL.AllocExplosion();
				VectorCopy(pos, ex.ent.origin);
				ex.type = ex_poly;
				ex.ent.flags = RF_FULLBRIGHT;
				ex.start = cl.frame.servertime - 100;
				ex.light = 350;
				ex.lightcolor[0] = 1.0f;
				ex.lightcolor[1] = 0.5f;
				ex.lightcolor[2] = 0.5f;
				ex.ent.model = cl_mod_explo4;
				ex.frames = 19;
				ex.baseframe = 30;
				ex.ent.angles[1] = rand() % 360;
				CL.ExplosionParticles(pos);
				if (type == TE_GRENADE_EXPLOSION_WATER)
					S.StartSound(pos, 0, 0, cl_sfx_watrexp, 1, ATTN_NORM, 0);
				else
					S.StartSound(pos, 0, 0, cl_sfx_grenexp, 1, ATTN_NORM, 0);
				break;

				// RAFAEL
			case TE_PLASMA_EXPLOSION :
				MSG.ReadPos(net_message, pos);
				ex = CL.AllocExplosion();
				VectorCopy(pos, ex.ent.origin);
				ex.type = ex_poly;
				ex.ent.flags = RF_FULLBRIGHT;
				ex.start = cl.frame.servertime - 100;
				ex.light = 350;
				ex.lightcolor[0] = 1.0f;
				ex.lightcolor[1] = 0.5f;
				ex.lightcolor[2] = 0.5f;
				ex.ent.angles[1] = rand() % 360;
				ex.ent.model = cl_mod_explo4;
				if (Globals.rnd.nextFloat() < 0.5)
					ex.baseframe = 15;
				ex.frames = 15;
				CL.ExplosionParticles(pos);
				S.StartSound(pos, 0, 0, cl_sfx_rockexp, 1, ATTN_NORM, 0);
				break;

			case TE_EXPLOSION1 :
			case TE_EXPLOSION1_BIG : // PMM
			case TE_ROCKET_EXPLOSION :
			case TE_ROCKET_EXPLOSION_WATER :
			case TE_EXPLOSION1_NP : // PMM
				MSG.ReadPos(net_message, pos);

				ex = CL.AllocExplosion();
				VectorCopy(pos, ex.ent.origin);
				ex.type = ex_poly;
				ex.ent.flags = RF_FULLBRIGHT;
				ex.start = cl.frame.servertime - 100;
				ex.light = 350;
				ex.lightcolor[0] = 1.0f;
				ex.lightcolor[1] = 0.5f;
				ex.lightcolor[2] = 0.5f;
				ex.ent.angles[1] = rand() % 360;
				if (type != TE_EXPLOSION1_BIG) // PMM
					ex.ent.model = cl_mod_explo4; // PMM
				else
					ex.ent.model = cl_mod_explo4_big;
				if (Globals.rnd.nextFloat() < 0.5)
					ex.baseframe = 15;
				ex.frames = 15;
				if ((type != TE_EXPLOSION1_BIG) && (type != TE_EXPLOSION1_NP)) // PMM
					CL.ExplosionParticles(pos); // PMM
				if (type == TE_ROCKET_EXPLOSION_WATER)
					S.StartSound(pos, 0, 0, cl_sfx_watrexp, 1, ATTN_NORM, 0);
				else
					S.StartSound(pos, 0, 0, cl_sfx_rockexp, 1, ATTN_NORM, 0);
				break;

			case TE_BFG_EXPLOSION :
				MSG.ReadPos(net_message, pos);
				ex = CL.AllocExplosion();
				VectorCopy(pos, ex.ent.origin);
				ex.type = ex_poly;
				ex.ent.flags = RF_FULLBRIGHT;
				ex.start = cl.frame.servertime - 100;
				ex.light = 350;
				ex.lightcolor[0] = 0.0f;
				ex.lightcolor[1] = 1.0f;
				ex.lightcolor[2] = 0.0f;
				ex.ent.model = cl_mod_bfg_explo;
				ex.ent.flags |= RF_TRANSLUCENT;
				ex.ent.alpha = 0.30f;
				ex.frames = 4;
				break;

			case TE_BFG_BIGEXPLOSION :
				MSG.ReadPos(net_message, pos);
				CL.BFGExplosionParticles(pos);
				break;

			case TE_BFG_LASER :
				CL.ParseLaser(0xd0d1d2d3);
				break;

			case TE_BUBBLETRAIL :
				MSG.ReadPos(net_message, pos);
				MSG.ReadPos(net_message, pos2);
				CL.BubbleTrail(pos, pos2);
				break;

			case TE_PARASITE_ATTACK :
			case TE_MEDIC_CABLE_ATTACK :
				ent = CL.ParseBeam(cl_mod_parasite_segment);
				break;

			case TE_BOSSTPORT : // boss teleporting to station
				MSG.ReadPos(net_message, pos);
				CL.BigTeleportParticles(pos);
				S.StartSound(pos, 0, 0, S.RegisterSound("misc/bigtele.wav"), 1, ATTN_NONE, 0);
				break;

			case TE_GRAPPLE_CABLE :
				ent = CL.ParseBeam2(cl_mod_grapple_cable);
				break;

				// RAFAEL
			case TE_WELDING_SPARKS :
				cnt = MSG.ReadByte(net_message);
				MSG.ReadPos(net_message, pos);
				MSG.ReadDir(net_message, dir);
				color = MSG.ReadByte(net_message);
				CL.ParticleEffect2(pos, dir, color, cnt);

				ex = CL.AllocExplosion();
				VectorCopy(pos, ex.ent.origin);
				ex.type = ex_flash;
				// note to self
				// we need a better no draw flag
				ex.ent.flags = RF_BEAM;
				ex.start = cl.frame.servertime - 0.1f;
				ex.light = 100 + (rand() % 75);
				ex.lightcolor[0] = 1.0f;
				ex.lightcolor[1] = 1.0f;
				ex.lightcolor[2] = 0.3f;
				ex.ent.model = cl_mod_flash;
				ex.frames = 2;
				break;

			case TE_GREENBLOOD :
				MSG.ReadPos(net_message, pos);
				MSG.ReadDir(net_message, dir);
				CL.ParticleEffect2(pos, dir, 0xdf, 30);
				break;

				// RAFAEL
			case TE_TUNNEL_SPARKS :
				cnt = MSG.ReadByte(net_message);
				MSG.ReadPos(net_message, pos);
				MSG.ReadDir(net_message, dir);
				color = MSG.ReadByte(net_message);
				CL.ParticleEffect3(pos, dir, color, cnt);
				break;

				//	  =============
				//	  PGM
				// PMM -following code integrated for flechette (different color)
			case TE_BLASTER2 : // green blaster hitting wall
			case TE_FLECHETTE : // flechette
				MSG.ReadPos(net_message, pos);
				MSG.ReadDir(net_message, dir);

				// PMM
				if (type == TE_BLASTER2)
					CL.BlasterParticles2(pos, dir, 0xd0);
				else
					CL.BlasterParticles2(pos, dir, 0x6f); // 75

				ex = CL.AllocExplosion();
				VectorCopy(pos, ex.ent.origin);
				ex.ent.angles[0] = (float) (Math.acos(dir[2]) / Math.PI * 180);
				// PMM - fixed to correct for pitch of 0
				if (dir[0] != 0.0f)
					ex.ent.angles[1] = (float) (Math.atan2(dir[1], dir[0]) / Math.PI * 180);
				else if (dir[1] > 0)
					ex.ent.angles[1] = 90;
				else if (dir[1] < 0)
					ex.ent.angles[1] = 270;
				else
					ex.ent.angles[1] = 0;

				ex.type = ex_misc;
				ex.ent.flags = RF_FULLBRIGHT | RF_TRANSLUCENT;

				// PMM
				if (type == TE_BLASTER2)
					ex.ent.skinnum = 1;
				else // flechette
					ex.ent.skinnum = 2;

				ex.start = cl.frame.servertime - 100;
				ex.light = 150;
				// PMM
				if (type == TE_BLASTER2)
					ex.lightcolor[1] = 1;
				else // flechette
					{
					ex.lightcolor[0] = 0.19f;
					ex.lightcolor[1] = 0.41f;
					ex.lightcolor[2] = 0.75f;
				}
				ex.ent.model = cl_mod_explode;
				ex.frames = 4;
				S.StartSound(pos, 0, 0, cl_sfx_lashit, 1, ATTN_NORM, 0);
				break;

			case TE_LIGHTNING :
				ent = CL.ParseLightning(cl_mod_lightning);
				S.StartSound(null, ent, CHAN_WEAPON, cl_sfx_lightning, 1, ATTN_NORM, 0);
				break;

			case TE_DEBUGTRAIL :
				MSG.ReadPos(net_message, pos);
				MSG.ReadPos(net_message, pos2);
				CL.DebugTrail(pos, pos2);
				break;

			case TE_PLAIN_EXPLOSION :
				MSG.ReadPos(net_message, pos);

				ex = CL.AllocExplosion();
				VectorCopy(pos, ex.ent.origin);
				ex.type = ex_poly;
				ex.ent.flags = RF_FULLBRIGHT;
				ex.start = cl.frame.servertime - 100;
				ex.light = 350;
				ex.lightcolor[0] = 1.0f;
				ex.lightcolor[1] = 0.5f;
				ex.lightcolor[2] = 0.5f;
				ex.ent.angles[1] = rand() % 360;
				ex.ent.model = cl_mod_explo4;
				if (Globals.rnd.nextFloat() < 0.5)
					ex.baseframe = 15;
				ex.frames = 15;
				if (type == TE_ROCKET_EXPLOSION_WATER)
					S.StartSound(pos, 0, 0, cl_sfx_watrexp, 1, ATTN_NORM, 0);
				else
					S.StartSound(pos, 0, 0, cl_sfx_rockexp, 1, ATTN_NORM, 0);
				break;

			case TE_FLASHLIGHT :
				MSG.ReadPos(net_message, pos);
				ent = MSG.ReadShort(net_message);
				CL.Flashlight(ent, pos);
				break;

			case TE_FORCEWALL :
				MSG.ReadPos(net_message, pos);
				MSG.ReadPos(net_message, pos2);
				color = MSG.ReadByte(net_message);
				CL.ForceWall(pos, pos2, color);
				break;

			case TE_HEATBEAM :
				ent = CL.ParsePlayerBeam(cl_mod_heatbeam);
				break;

			case TE_MONSTER_HEATBEAM :
				ent = CL.ParsePlayerBeam(cl_mod_monster_heatbeam);
				break;

			case TE_HEATBEAM_SPARKS :
				//			cnt = MSG.ReadByte (net_message);
				cnt = 50;
				MSG.ReadPos(net_message, pos);
				MSG.ReadDir(net_message, dir);
				//			r = MSG.ReadByte (net_message);
				//			magnitude = MSG.ReadShort (net_message);
				r = 8;
				magnitude = 60;
				color = r & 0xff;
				CL.ParticleSteamEffect(pos, dir, color, cnt, magnitude);
				S.StartSound(pos, 0, 0, cl_sfx_lashit, 1, ATTN_NORM, 0);
				break;

			case TE_HEATBEAM_STEAM :
				//			cnt = MSG.ReadByte (net_message);
				cnt = 20;
				MSG.ReadPos(net_message, pos);
				MSG.ReadDir(net_message, dir);
				//			r = MSG.ReadByte (net_message);
				//			magnitude = MSG.ReadShort (net_message);
				//			color = r & 0xff;
				color = 0xe0;
				magnitude = 60;
				CL.ParticleSteamEffect(pos, dir, color, cnt, magnitude);
				S.StartSound(pos, 0, 0, cl_sfx_lashit, 1, ATTN_NORM, 0);
				break;

			case TE_STEAM :
				CL.ParseSteam();
				break;

			case TE_BUBBLETRAIL2 :
				//			cnt = MSG.ReadByte (net_message);
				cnt = 8;
				MSG.ReadPos(net_message, pos);
				MSG.ReadPos(net_message, pos2);
				CL.BubbleTrail2(pos, pos2, cnt);
				S.StartSound(pos, 0, 0, cl_sfx_lashit, 1, ATTN_NORM, 0);
				break;

			case TE_MOREBLOOD :
				MSG.ReadPos(net_message, pos);
				MSG.ReadDir(net_message, dir);
				CL.ParticleEffect(pos, dir, 0xe8, 250);
				break;

			case TE_CHAINFIST_SMOKE :
				dir[0] = 0;
				dir[1] = 0;
				dir[2] = 1;
				MSG.ReadPos(net_message, pos);
				CL.ParticleSmokeEffect(pos, dir, 0, 20, 20);
				break;

			case TE_ELECTRIC_SPARKS :
				MSG.ReadPos(net_message, pos);
				MSG.ReadDir(net_message, dir);
				//			CL_ParticleEffect (pos, dir, 109, 40);
				CL.ParticleEffect(pos, dir, 0x75, 40);
				//FIXME : replace or remove this sound
				S.StartSound(pos, 0, 0, cl_sfx_lashit, 1, ATTN_NORM, 0);
				break;

			case TE_TRACKER_EXPLOSION :
				MSG.ReadPos(net_message, pos);
				CL.ColorFlash(pos, 0, 150, -1, -1, -1);
				CL.ColorExplosionParticles(pos, 0, 1);
				//			CL_Tracker_Explode (pos);
				S.StartSound(pos, 0, 0, cl_sfx_disrexp, 1, ATTN_NORM, 0);
				break;

			case TE_TELEPORT_EFFECT :
			case TE_DBALL_GOAL :
				MSG.ReadPos(net_message, pos);
				CL.TeleportParticles(pos);
				break;

			case TE_WIDOWBEAMOUT :
				CL.ParseWidow();
				break;

			case TE_NUKEBLAST :
				ParseNuke();
				break;

			case TE_WIDOWSPLASH :
				MSG.ReadPos(net_message, pos);
				CL.WidowSplash(pos);
				break;
				//	  PGM
				//	  ==============

			default :
				Com.Error(ERR_DROP, "CL_ParseTEnt: bad type");
		}
	}

	/*
	=================
	CL_AddBeams
	=================
	*/
	static void AddBeams() {
		int i, j;
		beam_t[] b;
		float[] dist = new float[3];
		float[] org = new float[3];
		float d;
		entity_t ent = new entity_t();
		float yaw, pitch;
		float forward;
		float len, steps;
		float model_length;

		//	   update beams
		b = cl_beams;
		for (i = 0; i < MAX_BEAMS; i++) {
			if (b[i].model == null || b[i].endtime < cl.time)
				continue;

			// if coming from the player, update the start position
			if (b[i].entity == cl.playernum + 1) // entity 0 is the world
				{
				VectorCopy(cl.refdef.vieworg, b[i].start);
				b[i].start[2] -= 22; // adjust for view height
			}
			VectorAdd(b[i].start, b[i].offset, org);

			// calculate pitch and yaw
			VectorSubtract(b[i].end, org, dist);

			if (dist[1] == 0 && dist[0] == 0) {
				yaw = 0;
				if (dist[2] > 0)
					pitch = 90;
				else
					pitch = 270;
			} else {
				// PMM - fixed to correct for pitch of 0
				if (dist[0] != 0.0f)
					yaw = (float) (Math.atan2(dist[1], dist[0]) * 180 / Math.PI);
				else if (dist[1] > 0)
					yaw = 90;
				else
					yaw = 270;
				if (yaw < 0)
					yaw += 360;

				forward = (float)Math.sqrt(dist[0] * dist[0] + dist[1] * dist[1]);
				pitch = (float) (Math.atan2(dist[2], forward) * -180.0 / Math.PI);
				if (pitch < 0)
					pitch += 360.0;
			}

			// add new entities for the beams
			d = VectorNormalize(dist);

			//memset (&ent, 0, sizeof(ent));
			ent = new entity_t();
			if (b[i].model == cl_mod_lightning) {
				model_length = 35.0f;
				d -= 20.0; // correction so it doesn't end in middle of tesla
			} else {
				model_length = 30.0f;
			}
			steps = (float)Math.ceil(d / model_length);
			len = (d - model_length) / (steps - 1);

			// PMM - special case for lightning model .. if the real length is shorter than the model,
			// flip it around & draw it from the end to the start.  This prevents the model from going
			// through the tesla mine (instead it goes through the target)
			if ((b[i].model == cl_mod_lightning) && (d <= model_length)) {
				//				Com_Printf ("special case\n");
				VectorCopy(b[i].end, ent.origin);
				// offset to push beam outside of tesla model (negative because dist is from end to start
				// for this beam)
				//				for (j=0 ; j<3 ; j++)
				//					ent.origin[j] -= dist[j]*10.0;
				ent.model = b[i].model;
				ent.flags = RF_FULLBRIGHT;
				ent.angles[0] = pitch;
				ent.angles[1] = yaw;
				ent.angles[2] = rand() % 360;
				V.AddEntity(ent);
				return;
			}
			while (d > 0) {
				VectorCopy(org, ent.origin);
				ent.model = b[i].model;
				if (b[i].model == cl_mod_lightning) {
					ent.flags = RF_FULLBRIGHT;
					ent.angles[0] = -pitch;
					ent.angles[1] = yaw + 180.0f;
					ent.angles[2] = rand() % 360;
				} else {
					ent.angles[0] = pitch;
					ent.angles[1] = yaw;
					ent.angles[2] = rand() % 360;
				}

				//				Com_Printf("B: %d . %d\n", b[i].entity, b[i].dest_entity);
				V.AddEntity(ent);

				for (j = 0; j < 3; j++)
					org[j] += dist[j] * len;
				d -= model_length;
			}
		}
	}

	//extern cvar_t *hand;

	/*
	=================
	ROGUE - draw player locked beams
	CL_AddPlayerBeams
	=================
	*/
	static void AddPlayerBeams() {
		int i, j;
		beam_t[] b;
		float[] dist = new float[3];
		float[] org = new float[3];
		float d;
		entity_t ent = new entity_t();
		float yaw, pitch;
		float forward;
		float len, steps;
		int framenum = 0;
		float model_length;

		float hand_multiplier;
		frame_t oldframe;
		player_state_t ps, ops;

		//	  PMM
		if (hand != null) {
			if (hand.value == 2)
				hand_multiplier = 0;
			else if (hand.value == 1)
				hand_multiplier = -1;
			else
				hand_multiplier = 1;
		} else {
			hand_multiplier = 1;
		}
		//	  PMM

		//	   update beams
		b = cl_playerbeams;
		for (i = 0; i < MAX_BEAMS; i++) {
			float[] f = new float[3];
			float[] u = new float[3];
			float[] r = new float[3];
			if (b[i].model == null || b[i].endtime < cl.time)
				continue;

			if (cl_mod_heatbeam != null && (b[i].model == cl_mod_heatbeam)) {

				// if coming from the player, update the start position
				if (b[i].entity == cl.playernum + 1) // entity 0 is the world
					{
					// set up gun position
					// code straight out of CL_AddViewWeapon
					ps = cl.frame.playerstate;
					j = (cl.frame.serverframe - 1) & UPDATE_MASK;
					oldframe = cl.frames[j];
					
					if (oldframe.serverframe != cl.frame.serverframe - 1 || !oldframe.valid)
						oldframe = cl.frame; // previous frame was dropped or involid
						
					ops = oldframe.playerstate;
					for (j = 0; j < 3; j++) {
						b[i].start[j] =
							cl.refdef.vieworg[j]
								+ ops.gunoffset[j]
								+ cl.lerpfrac * (ps.gunoffset[j] - ops.gunoffset[j]);
					}
					VectorMA(b[i].start, (hand_multiplier * b[i].offset[0]), cl.v_right, org);
					VectorMA(org, b[i].offset[1], cl.v_forward, org);
					VectorMA(org, b[i].offset[2], cl.v_up, org);
					if ((hand != null) && (hand.value == 2)) {
						VectorMA(org, -1, cl.v_up, org);
					}
					// FIXME - take these out when final
					VectorCopy(cl.v_right, r);
					VectorCopy(cl.v_forward, f);
					VectorCopy(cl.v_up, u);

				} else
					VectorCopy(b[i].start, org);
			} else {
				// if coming from the player, update the start position
				if (b[i].entity == cl.playernum + 1) // entity 0 is the world
					{
					VectorCopy(cl.refdef.vieworg, b[i].start);
					b[i].start[2] -= 22; // adjust for view height
				}
				VectorAdd(b[i].start, b[i].offset, org);
			}

			// calculate pitch and yaw
			VectorSubtract(b[i].end, org, dist);

			//	  PMM
			if (cl_mod_heatbeam != null && (b[i].model == cl_mod_heatbeam) && (b[i].entity == cl.playernum + 1)) {

				len = VectorLength(dist);
				VectorScale(f, len, dist);
				VectorMA(dist, (hand_multiplier * b[i].offset[0]), r, dist);
				VectorMA(dist, b[i].offset[1], f, dist);
				VectorMA(dist, b[i].offset[2], u, dist);
				if ((hand != null) && (hand.value == 2)) {
					VectorMA(org, -1, cl.v_up, org);
				}
			}
			//	  PMM

			if (dist[1] == 0 && dist[0] == 0) {
				yaw = 0;
				if (dist[2] > 0)
					pitch = 90;
				else
					pitch = 270;
			} else {
				// PMM - fixed to correct for pitch of 0
				if (dist[0] != 0.0f)
					yaw = (float) (Math.atan2(dist[1], dist[0]) * 180 / Math.PI);
				else if (dist[1] > 0)
					yaw = 90;
				else
					yaw = 270;
				if (yaw < 0)
					yaw += 360;

				forward = (float)Math.sqrt(dist[0] * dist[0] + dist[1] * dist[1]);
				pitch = (float) (Math.atan2(dist[2], forward) * -180.0 / Math.PI);
				if (pitch < 0)
					pitch += 360.0;
			}

			if (cl_mod_heatbeam != null && (b[i].model == cl_mod_heatbeam)) {
				if (b[i].entity != cl.playernum + 1) {
					framenum = 2;
					//					Com_Printf ("Third person\n");
					ent.angles[0] = -pitch;
					ent.angles[1] = yaw + 180.0f;
					ent.angles[2] = 0;
					//					Com_Printf ("%f %f - %f %f %f\n", -pitch, yaw+180.0, b[i].offset[0], b[i].offset[1], b[i].offset[2]);
					AngleVectors(ent.angles, f, r, u);

					// if it's a non-origin offset, it's a player, so use the hardcoded player offset
					if (VectorCompare(b[i].offset, vec3_origin) == 0) {
						VectorMA(org, - (b[i].offset[0]) + 1, r, org);
						VectorMA(org, - (b[i].offset[1]), f, org);
						VectorMA(org, - (b[i].offset[2]) - 10, u, org);
					} else {
						// if it's a monster, do the particle effect
						CL.MonsterPlasma_Shell(b[i].start);
					}
				} else {
					framenum = 1;
				}
			}

			// if it's the heatbeam, draw the particle effect
			if ((cl_mod_heatbeam != null && (b[i].model == cl_mod_heatbeam) && (b[i].entity == cl.playernum + 1))) {
				CL.Heatbeam(org, dist);
			}

			// add new entities for the beams
			d = VectorNormalize(dist);

			//memset (&ent, 0, sizeof(ent));
			ent = new entity_t();
			if (b[i].model == cl_mod_heatbeam) {
				model_length = 32.0f;
			} else if (b[i].model == cl_mod_lightning) {
				model_length = 35.0f;
				d -= 20.0; // correction so it doesn't end in middle of tesla
			} else {
				model_length = 30.0f;
			}
			steps = (float)Math.ceil(d / model_length);
			len = (d - model_length) / (steps - 1);

			// PMM - special case for lightning model .. if the real length is shorter than the model,
			// flip it around & draw it from the end to the start.  This prevents the model from going
			// through the tesla mine (instead it goes through the target)
			if ((b[i].model == cl_mod_lightning) && (d <= model_length)) {
				//				Com_Printf ("special case\n");
				VectorCopy(b[i].end, ent.origin);
				// offset to push beam outside of tesla model (negative because dist is from end to start
				// for this beam)
				//				for (j=0 ; j<3 ; j++)
				//					ent.origin[j] -= dist[j]*10.0;
				ent.model = b[i].model;
				ent.flags = RF_FULLBRIGHT;
				ent.angles[0] = pitch;
				ent.angles[1] = yaw;
				ent.angles[2] = rand() % 360;
				V.AddEntity(ent);
				return;
			}
			while (d > 0) {
				VectorCopy(org, ent.origin);
				ent.model = b[i].model;
				if (cl_mod_heatbeam != null && (b[i].model == cl_mod_heatbeam)) {
					//					ent.flags = RF_FULLBRIGHT|RF_TRANSLUCENT;
					//					ent.alpha = 0.3;
					ent.flags = RF_FULLBRIGHT;
					ent.angles[0] = -pitch;
					ent.angles[1] = yaw + 180.0f;
					ent.angles[2] = (cl.time) % 360;
					//					ent.angles[2] = rand()%360;
					ent.frame = framenum;
				} else if (b[i].model == cl_mod_lightning) {
					ent.flags = RF_FULLBRIGHT;
					ent.angles[0] = -pitch;
					ent.angles[1] = yaw + 180.0f;
					ent.angles[2] = rand() % 360;
				} else {
					ent.angles[0] = pitch;
					ent.angles[1] = yaw;
					ent.angles[2] = rand() % 360;
				}

				//				Com_Printf("B: %d . %d\n", b[i].entity, b[i].dest_entity);
				V.AddEntity(ent);

				for (j = 0; j < 3; j++)
					org[j] += dist[j] * len;
				d -= model_length;
			}
		}
	}

	/*
	=================
	CL_AddExplosions
	=================
	*/
	static void AddExplosions() {
		entity_t ent;
		int i;
		explosion_t[] ex;
		float frac;
		int f;

		//memset (&ent, 0, sizeof(ent)); Pointer!
		ent = null;
		ex = cl_explosions;
		for (i = 0; i < MAX_EXPLOSIONS; i++) {
			if (ex[i].type == ex_free)
				continue;
			frac = (cl.time - ex[i].start) / 100.0f;
			f = (int)Math.floor(frac);

			ent = ex[i].ent;

			switch (ex[i].type) {
				case ex_mflash :
					if (f >= ex[i].frames - 1)
						ex[i].type = ex_free;
					break;
				case ex_misc :
					if (f >= ex[i].frames - 1) {
						ex[i].type = ex_free;
						break;
					}
					ent.alpha = 1.0f - frac / (ex[i].frames - 1);
					break;
				case ex_flash :
					if (f >= 1) {
						ex[i].type = ex_free;
						break;
					}
					ent.alpha = 1.0f;
					break;
				case ex_poly :
					if (f >= ex[i].frames - 1) {
						ex[i].type = ex_free;
						break;
					}

					ent.alpha = (16.0f - (float)f) / 16.0f;

					if (f < 10) {
						ent.skinnum = (f >> 1);
						if (ent.skinnum < 0)
							ent.skinnum = 0;
					} else {
						ent.flags |= RF_TRANSLUCENT;
						if (f < 13)
							ent.skinnum = 5;
						else
							ent.skinnum = 6;
					}
					break;
				case ex_poly2 :
					if (f >= ex[i].frames - 1) {
						ex[i].type = ex_free;
						break;
					}

					ent.alpha = (5.0f - (float)f) / 5.0f;
					ent.skinnum = 0;
					ent.flags |= RF_TRANSLUCENT;
					break;
			}

			if (ex[i].type == ex_free)
				continue;
			if (ex[i].light != 0.0f) {
				V.AddLight(
					ent.origin,
					ex[i].light * ent.alpha,
					ex[i].lightcolor[0],
					ex[i].lightcolor[1],
					ex[i].lightcolor[2]);
			}

			VectorCopy(ent.origin, ent.oldorigin);

			if (f < 0)
				f = 0;
			ent.frame = ex[i].baseframe + f + 1;
			ent.oldframe = ex[i].baseframe + f;
			ent.backlerp = 1.0f - cl.lerpfrac;

			V.AddEntity(ent);
		}
	}

	/*
	=================
	CL_AddLasers
	=================
	*/
	static void AddLasers() {
		laser_t[] l;
		int i;

		l = cl_lasers;
		for (i = 0; i < MAX_LASERS; i++) {
			if (l[i].endtime >= cl.time)
				V.AddEntity(l[i].ent);
		}
	}

	/* PMM - CL_Sustains */
	static void ProcessSustain() {
		cl_sustain_t[] s;
		int i;

		s = cl_sustains;
		for (i = 0; i < MAX_SUSTAINS; i++) {
			if (s[i].id != 0)
				if ((s[i].endtime >= cl.time) && (cl.time >= s[i].nextthink)) {
					s[i].think.think(s[i]);
				} else if (s[i].endtime < cl.time)
					s[i].id = 0;
		}
	}

	/*
	=================
	CL_AddTEnts
	=================
	*/
	static void AddTEnts() {
		CL.AddBeams();
		// PMM - draw plasma beams
		CL.AddPlayerBeams();
		CL.AddExplosions();
		CL.AddLasers();
		// PMM - set up sustain
		CL.ProcessSustain();
	}
}