//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose: 
//
// $NoKeywords: $
//=============================================================================

// studio_model.cpp
// routines for setting up to draw 3DStudio models

#include "hud.h"
#include "cl_util.h"
#include "const.h"
#include "com_model.h"
#include "studio.h"
#include "entity_state.h"
#include "cl_entity.h"
#include "dlight.h"
#include "triangleapi.h"

#include <stdio.h>
#include <string.h>
#include <memory.h>
#include <math.h>

#include "studio_util.h"
#include "r_studioint.h"

#include "StudioModelRenderer.h"
#include "GameStudioModelRenderer.h"

// Global engine <-> studio model rendering code interface
engine_studio_api_t IEngineStudio;

/////////////////////
// Implementation of CStudioModelRenderer.h
#define LEGS_BONES_COUNT	8

// enumerate all the bones that used for gait animation
const char *legs_bones[] =
{
{ "Bip01" },
{ "Bip01 Pelvis" },
{ "Bip01 L Leg" },
{ "Bip01 L Leg1" },
{ "Bip01 L Foot" },
{ "Bip01 R Leg" },
{ "Bip01 R Leg1" },
{ "Bip01 R Foot" },
};

/*
====================
Init

====================
*/
void CStudioModelRenderer::Init( void )
{
	// Set up some variables shared with engine
	m_pCvarHiModels			= IEngineStudio.GetCvar( "cl_himodels" );
	m_pCvarDeveloper		= IEngineStudio.GetCvar( "developer" );
	m_pCvarDrawEntities		= IEngineStudio.GetCvar( "r_drawentities" );

	m_pChromeSprite			= IEngineStudio.GetChromeSprite();

	IEngineStudio.GetModelCounters( &m_pStudioModelCount, &m_pModelsDrawn );

	// Get pointers to engine data structures
	m_pbonetransform		= (float (*)[MAXSTUDIOBONES][3][4])IEngineStudio.StudioGetBoneTransform();
	m_plighttransform		= (float (*)[MAXSTUDIOBONES][3][4])IEngineStudio.StudioGetLightTransform();
	m_paliastransform		= (float (*)[3][4])IEngineStudio.StudioGetAliasTransform();
	m_protationmatrix		= (float (*)[3][4])IEngineStudio.StudioGetRotationMatrix();
}

/*
====================
CStudioModelRenderer

====================
*/
CStudioModelRenderer::CStudioModelRenderer( void )
{
	m_fDoInterp			= 1;
	m_fGaitEstimation	= 1;
	m_pCurrentEntity	= NULL;
	m_pCvarHiModels		= NULL;
	m_pCvarDeveloper	= NULL;
	m_pCvarDrawEntities	= NULL;
	m_pChromeSprite		= NULL;
	m_pStudioModelCount	= NULL;
	m_pModelsDrawn		= NULL;
	m_protationmatrix	= NULL;
	m_paliastransform	= NULL;
	m_pbonetransform	= NULL;
	m_plighttransform	= NULL;
	m_pStudioHeader		= NULL;
	m_pBodyPart			= NULL;
	m_pSubModel			= NULL;
	m_pPlayerInfo		= NULL;
	m_pRenderModel		= NULL;
}

/*
====================
~CStudioModelRenderer

====================
*/
CStudioModelRenderer::~CStudioModelRenderer( void )
{
}

/*
====================
StudioCalcBoneAdj

====================
*/
void CStudioModelRenderer::StudioCalcBoneAdj( float dadt, float *adj, const byte *pcontroller1, const byte *pcontroller2, byte mouthopen )
{
	int					i, j;
	float				value;
	mstudiobonecontroller_t *pbonecontroller;
	
	pbonecontroller = (mstudiobonecontroller_t *)((byte *)m_pStudioHeader + m_pStudioHeader->bonecontrollerindex);

	for (j = 0; j < m_pStudioHeader->numbonecontrollers; j++)
	{
		i = pbonecontroller[j].index;
		if (i <= 3)
		{
			// check for 360% wrapping
			if (pbonecontroller[j].type & STUDIO_RLOOP)
			{
				if (abs(pcontroller1[i] - pcontroller2[i]) > 128)
				{
					int a, b;
					a = (pcontroller1[j] + 128) % 256;
					b = (pcontroller2[j] + 128) % 256;
					value = ((a * dadt) + (b * (1 - dadt)) - 128) * (360.0/256.0) + pbonecontroller[j].start;
				}
				else 
				{
					value = ((pcontroller1[i] * dadt + (pcontroller2[i]) * (1.0 - dadt))) * (360.0/256.0) + pbonecontroller[j].start;
				}
			}
			else 
			{
				value = (pcontroller1[i] * dadt + pcontroller2[i] * (1.0 - dadt)) / 255.0;
				if (value < 0) value = 0;
				if (value > 1.0) value = 1.0;
				value = (1.0 - value) * pbonecontroller[j].start + value * pbonecontroller[j].end;
			}
			// Con_DPrintf( "%d %d %f : %f\n", m_pCurrentEntity->curstate.controller[j], m_pCurrentEntity->latched.prevcontroller[j], value, dadt );
		}
		else
		{
			value = mouthopen / 64.0;
			if (value > 1.0) value = 1.0;				
			value = (1.0 - value) * pbonecontroller[j].start + value * pbonecontroller[j].end;
			// Con_DPrintf("%d %f\n", mouthopen, value );
		}
		switch(pbonecontroller[j].type & STUDIO_TYPES)
		{
		case STUDIO_XR:
		case STUDIO_YR:
		case STUDIO_ZR:
			adj[j] = value * (M_PI / 180.0);
			break;
		case STUDIO_X:
		case STUDIO_Y:
		case STUDIO_Z:
			adj[j] = value;
			break;
		}
	}
}


/*
====================
StudioCalcBoneQuaterion

====================
*/
void CStudioModelRenderer::StudioCalcBoneQuaterion( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, float *q )
{
	int					j, k;
	vec4_t				q1, q2;
	vec3_t				angle1, angle2;
	mstudioanimvalue_t	*panimvalue;

	for (j = 0; j < 3; j++)
	{
		if (panim->offset[j+3] == 0)
		{
			angle2[j] = angle1[j] = pbone->value[j+3]; // default;
		}
		else
		{
			panimvalue = (mstudioanimvalue_t *)((byte *)panim + panim->offset[j+3]);
			k = frame;
			// DEBUG
			if (panimvalue->num.total < panimvalue->num.valid)
				k = 0;
			while (panimvalue->num.total <= k)
			{
				k -= panimvalue->num.total;
				panimvalue += panimvalue->num.valid + 1;
				// DEBUG
				if (panimvalue->num.total < panimvalue->num.valid)
					k = 0;
			}
			// Bah, missing blend!
			if (panimvalue->num.valid > k)
			{
				angle1[j] = panimvalue[k+1].value;

				if (panimvalue->num.valid > k + 1)
				{
					angle2[j] = panimvalue[k+2].value;
				}
				else
				{
					if (panimvalue->num.total > k + 1)
						angle2[j] = angle1[j];
					else
						angle2[j] = panimvalue[panimvalue->num.valid+2].value;
				}
			}
			else
			{
				angle1[j] = panimvalue[panimvalue->num.valid].value;
				if (panimvalue->num.total > k + 1)
				{
					angle2[j] = angle1[j];
				}
				else
				{
					angle2[j] = panimvalue[panimvalue->num.valid + 2].value;
				}
			}
			angle1[j] = pbone->value[j+3] + angle1[j] * pbone->scale[j+3];
			angle2[j] = pbone->value[j+3] + angle2[j] * pbone->scale[j+3];
		}

		if (pbone->bonecontroller[j+3] != -1)
		{
			angle1[j] += adj[pbone->bonecontroller[j+3]];
			angle2[j] += adj[pbone->bonecontroller[j+3]];
		}
	}

	if (!VectorCompare( angle1, angle2 ))
	{
		AngleQuaternion( angle1, q1 );
		AngleQuaternion( angle2, q2 );
		QuaternionSlerp( q1, q2, s, q );
	}
	else
	{
		AngleQuaternion( angle1, q );
	}
}

/*
====================
StudioCalcBonePosition

====================
*/
void CStudioModelRenderer::StudioCalcBonePosition( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, float *pos )
{
	int					j, k;
	mstudioanimvalue_t	*panimvalue;

	for (j = 0; j < 3; j++)
	{
		pos[j] = pbone->value[j]; // default;
		if (panim->offset[j] != 0)
		{
			panimvalue = (mstudioanimvalue_t *)((byte *)panim + panim->offset[j]);
			/*
			if (i == 0 && j == 0)
				Con_DPrintf("%d  %d:%d  %f\n", frame, panimvalue->num.valid, panimvalue->num.total, s );
			*/
			
			k = frame;
			// DEBUG
			if (panimvalue->num.total < panimvalue->num.valid)
				k = 0;
			// find span of values that includes the frame we want
			while (panimvalue->num.total <= k)
			{
				k -= panimvalue->num.total;
				panimvalue += panimvalue->num.valid + 1;
  				// DEBUG
				if (panimvalue->num.total < panimvalue->num.valid)
					k = 0;
			}
			// if we're inside the span
			if (panimvalue->num.valid > k)
			{
				// and there's more data in the span
				if (panimvalue->num.valid > k + 1)
				{
					pos[j] += (panimvalue[k+1].value * (1.0 - s) + s * panimvalue[k+2].value) * pbone->scale[j];
				}
				else
				{
					pos[j] += panimvalue[k+1].value * pbone->scale[j];
				}
			}
			else
			{
				// are we at the end of the repeating values section and there's another section with data?
				if (panimvalue->num.total <= k + 1)
				{
					pos[j] += (panimvalue[panimvalue->num.valid].value * (1.0 - s) + s * panimvalue[panimvalue->num.valid + 2].value) * pbone->scale[j];
				}
				else
				{
					pos[j] += panimvalue[panimvalue->num.valid].value * pbone->scale[j];
				}
			}
		}
		if ( pbone->bonecontroller[j] != -1 && adj )
		{
			pos[j] += adj[pbone->bonecontroller[j]];
		}
	}
}

/*
====================
StudioSlerpBones

====================
*/
void CStudioModelRenderer::StudioSlerpBones( vec4_t q1[], float pos1[][3], vec4_t q2[], float pos2[][3], float s )
{
	int			i;
	vec4_t		q3;
	float		s1;

	if (s < 0) s = 0;
	else if (s > 1.0) s = 1.0;

	s1 = 1.0 - s;

	for (i = 0; i < m_pStudioHeader->numbones; i++)
	{
		QuaternionSlerp( q1[i], q2[i], s, q3 );
		q1[i][0] = q3[0];
		q1[i][1] = q3[1];
		q1[i][2] = q3[2];
		q1[i][3] = q3[3];
		pos1[i][0] = pos1[i][0] * s1 + pos2[i][0] * s;
		pos1[i][1] = pos1[i][1] * s1 + pos2[i][1] * s;
		pos1[i][2] = pos1[i][2] * s1 + pos2[i][2] * s;
	}
}

/*
====================
StudioGetAnim

====================
*/
mstudioanim_t *CStudioModelRenderer::StudioGetAnim( model_t *m_pSubModel, mstudioseqdesc_t *pseqdesc )
{
	mstudioseqgroup_t	*pseqgroup;
	cache_user_t *paSequences;

	pseqgroup = (mstudioseqgroup_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqgroupindex) + pseqdesc->seqgroup;

	if (pseqdesc->seqgroup == 0)
	{
		return (mstudioanim_t *)((byte *)m_pStudioHeader + pseqgroup->data + pseqdesc->animindex);
	}

	paSequences = (cache_user_t *)m_pSubModel->submodels;

	if (paSequences == NULL)
	{
		paSequences = (cache_user_t *)IEngineStudio.Mem_Calloc( 16, sizeof( cache_user_t ) ); // UNDONE: leak!
		m_pSubModel->submodels = (dmodel_t *)paSequences;
	}

	if (!IEngineStudio.Cache_Check( (struct cache_user_s *)&(paSequences[pseqdesc->seqgroup])))
	{
		gEngfuncs.Con_DPrintf("loading %s\n", pseqgroup->name );
		IEngineStudio.LoadCacheFile( pseqgroup->name, (struct cache_user_s *)&paSequences[pseqdesc->seqgroup] );
	}
	return (mstudioanim_t *)((byte *)paSequences[pseqdesc->seqgroup].data + pseqdesc->animindex);
}

/*
====================
StudioPlayerBlend

====================
*/
void CStudioModelRenderer::StudioPlayerBlend( mstudioseqdesc_t *pseqdesc, int *pBlend, float *pPitch )
{
	// calc up/down pointing
	*pBlend = (*pPitch * 3);
	if (*pBlend < pseqdesc->blendstart[0])
	{
		*pPitch -= pseqdesc->blendstart[0] / 3.0;
		*pBlend = 0;
	}
	else if (*pBlend > pseqdesc->blendend[0])
	{
		*pPitch -= pseqdesc->blendend[0] / 3.0;
		*pBlend = 255;
	}
	else
	{
		if (pseqdesc->blendend[0] - pseqdesc->blendstart[0] < 0.1) // catch qc error
			*pBlend = 127;
		else
			*pBlend = 255 * (*pBlend - pseqdesc->blendstart[0]) / (pseqdesc->blendend[0] - pseqdesc->blendstart[0]);
		*pPitch = 0;
	}
}

/*
====================
StudioSetUpTransform

====================
*/
void CStudioModelRenderer::StudioSetUpTransform (int trivial_accept)
{
	int				i;
	vec3_t			angles;
	vec3_t			modelpos;

// tweek model origin	
	//for (i = 0; i < 3; i++)
	//	modelpos[i] = m_pCurrentEntity->origin[i];

	VectorCopy( m_pCurrentEntity->origin, modelpos );

// TODO: should really be stored with the entity instead of being reconstructed
// TODO: should use a look-up table
// TODO: could cache lazily, stored in the entity
	angles[ROLL] = m_pCurrentEntity->curstate.angles[ROLL];
	angles[PITCH] = m_pCurrentEntity->curstate.angles[PITCH];
	angles[YAW] = m_pCurrentEntity->curstate.angles[YAW];

	//Con_DPrintf("Angles %4.2f prev %4.2f for %i\n", angles[PITCH], m_pCurrentEntity->index);
	//Con_DPrintf("movetype %d %d\n", m_pCurrentEntity->movetype, m_pCurrentEntity->aiment );
	if (m_pCurrentEntity->curstate.movetype == MOVETYPE_STEP) 
	{
		float			f = 0;
		float			d;

		// don't do it if the goalstarttime hasn't updated in a while.

		// NOTE:  Because we need to interpolate multiplayer characters, the interpolation time limit
		//  was increased to 1.0 s., which is 2x the max lag we are accounting for.

		if ( ( m_clTime < m_pCurrentEntity->curstate.animtime + 1.0f ) &&
			 ( m_pCurrentEntity->curstate.animtime != m_pCurrentEntity->latched.prevanimtime ) )
		{
			f = (m_clTime - m_pCurrentEntity->curstate.animtime) / (m_pCurrentEntity->curstate.animtime - m_pCurrentEntity->latched.prevanimtime);
			//Con_DPrintf("%4.2f %.2f %.2f\n", f, m_pCurrentEntity->curstate.animtime, m_clTime);
		}

		if (m_fDoInterp)
		{
			// ugly hack to interpolate angle, position. current is reached 0.1 seconds after being set
			f = f - 1.0;
		}
		else
		{
			f = 0;
		}

		for (i = 0; i < 3; i++)
		{
			modelpos[i] += (m_pCurrentEntity->origin[i] - m_pCurrentEntity->latched.prevorigin[i]) * f;
		}

		// NOTE:  Because multiplayer lag can be relatively large, we don't want to cap
		//  f at 1.5 anymore.
		//if (f > -1.0 && f < 1.5) {}

//			Con_DPrintf("%.0f %.0f\n",m_pCurrentEntity->msg_angles[0][YAW], m_pCurrentEntity->msg_angles[1][YAW] );
		for (i = 0; i < 3; i++)
		{
			float ang1, ang2;

			ang1 = m_pCurrentEntity->angles[i];
			ang2 = m_pCurrentEntity->latched.prevangles[i];

			d = ang1 - ang2;
			if (d > 180)
			{
				d -= 360;
			}
			else if (d < -180)
			{	
				d += 360;
			}

			angles[i] += d * f;
		}
		//Con_DPrintf("%.3f \n", f );
	}
	else if ( m_pCurrentEntity->curstate.movetype != MOVETYPE_NONE ) 
	{
		VectorCopy( m_pCurrentEntity->angles, angles );
	}

	//Con_DPrintf("%.0f %0.f %0.f\n", modelpos[0], modelpos[1], modelpos[2] );
	//Con_DPrintf("%.0f %0.f %0.f\n", angles[0], angles[1], angles[2] );

	angles[PITCH] = -angles[PITCH];
	AngleMatrix (angles, (*m_protationmatrix));

	if ( !IEngineStudio.IsHardware() )
	{
		static float viewmatrix[3][4];

		VectorCopy (m_vRight, viewmatrix[0]);
		VectorCopy (m_vUp, viewmatrix[1]);
		VectorInverse (viewmatrix[1]);
		VectorCopy (m_vNormal, viewmatrix[2]);

		(*m_protationmatrix)[0][3] = modelpos[0] - m_vRenderOrigin[0];
		(*m_protationmatrix)[1][3] = modelpos[1] - m_vRenderOrigin[1];
		(*m_protationmatrix)[2][3] = modelpos[2] - m_vRenderOrigin[2];

		ConcatTransforms (viewmatrix, (*m_protationmatrix), (*m_paliastransform));

		// do the scaling up of x and y to screen coordinates as part of the transform
		// for the unclipped case (it would mess up clipping in the clipped case).
		// Also scale down z, so 1/z is scaled 31 bits for free, and scale down x and y
		// correspondingly so the projected x and y come out right
		// FIXME: make this work for clipped case too?
		if (trivial_accept)
		{
			for (i=0 ; i<4 ; i++)
			{
				(*m_paliastransform)[0][i] *= m_fSoftwareXScale *
						(1.0 / (ZISCALE * 0x10000));
				(*m_paliastransform)[1][i] *= m_fSoftwareYScale *
						(1.0 / (ZISCALE * 0x10000));
				(*m_paliastransform)[2][i] *= 1.0 / (ZISCALE * 0x10000);

			}
		}
	}

	(*m_protationmatrix)[0][3] = modelpos[0];
	(*m_protationmatrix)[1][3] = modelpos[1];
	(*m_protationmatrix)[2][3] = modelpos[2];
}


/*
====================
StudioEstimateInterpolant

====================
*/
float CStudioModelRenderer::StudioEstimateInterpolant( void )
{
	float dadt = 1.0;

	if ( m_fDoInterp && ( m_pCurrentEntity->curstate.animtime >= m_pCurrentEntity->latched.prevanimtime + 0.01 ) )
	{
		dadt = (m_clTime - m_pCurrentEntity->curstate.animtime) / 0.1;
		if (dadt > 2.0)
		{
			dadt = 2.0;
		}
	}
	return dadt;
}

/*
====================
StudioCalcRotations

====================
*/
void CStudioModelRenderer::StudioCalcRotations ( float pos[][3], vec4_t *q, mstudioseqdesc_t *pseqdesc, mstudioanim_t *panim, float f )
{
	int					i;
	int					frame;
	mstudiobone_t		*pbone;

	float				s;
	float				adj[MAXSTUDIOCONTROLLERS];
	float				dadt;

	if (f > pseqdesc->numframes - 1)
	{
		f = 0;	// bah, fix this bug with changing sequences too fast
	}
	// BUG ( somewhere else ) but this code should validate this data.
	// This could cause a crash if the frame # is negative, so we'll go ahead
	//  and clamp it here
	else if ( f < -0.01 )
	{
		f = -0.01;
	}

	frame = (int)f;

	// Con_DPrintf("%d %.4f %.4f %.4f %.4f %d\n", m_pCurrentEntity->curstate.sequence, m_clTime, m_pCurrentEntity->animtime, m_pCurrentEntity->frame, f, frame );

	// Con_DPrintf( "%f %f %f\n", m_pCurrentEntity->angles[ROLL], m_pCurrentEntity->angles[PITCH], m_pCurrentEntity->angles[YAW] );

	// Con_DPrintf("frame %d %d\n", frame1, frame2 );


	dadt = StudioEstimateInterpolant( );
	s = (f - frame);

	// add in programtic controllers
	pbone		= (mstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex);

	StudioCalcBoneAdj( dadt, adj, m_pCurrentEntity->curstate.controller, m_pCurrentEntity->latched.prevcontroller, m_pCurrentEntity->mouth.mouthopen );

	for (i = 0; i < m_pStudioHeader->numbones; i++, pbone++, panim++) 
	{
		StudioCalcBoneQuaterion( frame, s, pbone, panim, adj, q[i] );

		StudioCalcBonePosition( frame, s, pbone, panim, adj, pos[i] );
		// if (0 && i == 0)
		//	Con_DPrintf("%d %d %d %d\n", m_pCurrentEntity->curstate.sequence, frame, j, k );
	}

	if (pseqdesc->motiontype & STUDIO_X)
	{
		pos[pseqdesc->motionbone][0] = 0.0;
	}
	if (pseqdesc->motiontype & STUDIO_Y)
	{
		pos[pseqdesc->motionbone][1] = 0.0;
	}
	if (pseqdesc->motiontype & STUDIO_Z)
	{
		pos[pseqdesc->motionbone][2] = 0.0;
	}

	s = 0 * ((1.0 - (f - (int)(f))) / (pseqdesc->numframes)) * m_pCurrentEntity->curstate.framerate;

	if (pseqdesc->motiontype & STUDIO_LX)
	{
		pos[pseqdesc->motionbone][0] += s * pseqdesc->linearmovement[0];
	}
	if (pseqdesc->motiontype & STUDIO_LY)
	{
		pos[pseqdesc->motionbone][1] += s * pseqdesc->linearmovement[1];
	}
	if (pseqdesc->motiontype & STUDIO_LZ)
	{
		pos[pseqdesc->motionbone][2] += s * pseqdesc->linearmovement[2];
	}
}

/*
====================
Studio_FxTransform

====================
*/
void CStudioModelRenderer::StudioFxTransform( cl_entity_t *ent, float transform[3][4] )
{
	switch( ent->curstate.renderfx )
	{
	case kRenderFxDistort:
	case kRenderFxHologram:
		if ( gEngfuncs.pfnRandomLong(0,49) == 0 )
		{
			int axis = gEngfuncs.pfnRandomLong(0,1);
			if ( axis == 1 ) // Choose between x & z
				axis = 2;
			VectorScale( transform[axis], gEngfuncs.pfnRandomFloat(1,1.484), transform[axis] );
		}
		else if ( gEngfuncs.pfnRandomLong(0,49) == 0 )
		{
			float offset;
			int axis = gEngfuncs.pfnRandomLong(0,1);
			if ( axis == 1 ) // Choose between x & z
				axis = 2;
			offset = gEngfuncs.pfnRandomFloat(-10,10);
			transform[gEngfuncs.pfnRandomLong(0,2)][3] += offset;
		}
	break;
	case kRenderFxExplode:
		{
			float scale;

			scale = 1.0 + ( m_clTime - ent->curstate.animtime) * 10.0;
			if ( scale > 2 )	// Don't blow up more than 200%
				scale = 2;
			transform[0][1] *= scale;
			transform[1][1] *= scale;
			transform[2][1] *= scale;
		}
	break;

	}
}

/*
====================
StudioEstimateFrame

====================
*/
float CStudioModelRenderer::StudioEstimateFrame( mstudioseqdesc_t *pseqdesc )
{
	double				dfdt, f;

	if ( m_fDoInterp )
	{
		if ( m_clTime < m_pCurrentEntity->curstate.animtime )
		{
			dfdt = 0;
		}
		else
		{
			dfdt = (m_clTime - m_pCurrentEntity->curstate.animtime) * m_pCurrentEntity->curstate.framerate * pseqdesc->fps;

		}
	}
	else
	{
		dfdt = 0;
	}

	if (pseqdesc->numframes <= 1)
	{
		f = 0;
	}
	else
	{
		f = (m_pCurrentEntity->curstate.frame * (pseqdesc->numframes - 1)) / 256.0;
	}
 	
	f += dfdt;

	if (pseqdesc->flags & STUDIO_LOOPING) 
	{
		if (pseqdesc->numframes > 1)
		{
			f -= (int)(f / (pseqdesc->numframes - 1)) *  (pseqdesc->numframes - 1);
		}
		if (f < 0) 
		{
			f += (pseqdesc->numframes - 1);
		}
	}
	else 
	{
		if (f >= pseqdesc->numframes - 1.001) 
		{
			f = pseqdesc->numframes - 1.001;
		}
		if (f < 0.0) 
		{
			f = 0.0;
		}
	}
	return f;
}

/*
====================
StudioSetupBones

====================
*/
void CStudioModelRenderer::StudioSetupBones ( void )
{
	int					i;
	double				f;

	mstudiobone_t		*pbones;
	mstudioseqdesc_t	*pseqdesc;
	mstudioanim_t		*panim;

	static float		pos[MAXSTUDIOBONES][3];
	static vec4_t		q[MAXSTUDIOBONES];
	float				bonematrix[3][4];

	static float		pos2[MAXSTUDIOBONES][3];
	static vec4_t		q2[MAXSTUDIOBONES];
	static float		pos3[MAXSTUDIOBONES][3];
	static vec4_t		q3[MAXSTUDIOBONES];
	static float		pos4[MAXSTUDIOBONES][3];
	static vec4_t		q4[MAXSTUDIOBONES];

	if (m_pCurrentEntity->curstate.sequence >=  m_pStudioHeader->numseq) 
	{
		m_pCurrentEntity->curstate.sequence = 0;
	}

	pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pCurrentEntity->curstate.sequence;

	f = StudioEstimateFrame( pseqdesc );

	if (m_pCurrentEntity->latched.prevframe > f)
	{
		//Con_DPrintf("%f %f\n", m_pCurrentEntity->prevframe, f );
	}

	panim = StudioGetAnim( m_pRenderModel, pseqdesc );
	StudioCalcRotations( pos, q, pseqdesc, panim, f );

	if (pseqdesc->numblends > 1)
	{
		float				s;
		float				dadt;

		panim += m_pStudioHeader->numbones;
		StudioCalcRotations( pos2, q2, pseqdesc, panim, f );

		dadt = StudioEstimateInterpolant();
		s = (m_pCurrentEntity->curstate.blending[0] * dadt + m_pCurrentEntity->latched.prevblending[0] * (1.0 - dadt)) / 255.0;

		StudioSlerpBones( q, pos, q2, pos2, s );

		if (pseqdesc->numblends == 4)
		{
			panim += m_pStudioHeader->numbones;
			StudioCalcRotations( pos3, q3, pseqdesc, panim, f );

			panim += m_pStudioHeader->numbones;
			StudioCalcRotations( pos4, q4, pseqdesc, panim, f );

			s = (m_pCurrentEntity->curstate.blending[0] * dadt + m_pCurrentEntity->latched.prevblending[0] * (1.0 - dadt)) / 255.0;
			StudioSlerpBones( q3, pos3, q4, pos4, s );

			s = (m_pCurrentEntity->curstate.blending[1] * dadt + m_pCurrentEntity->latched.prevblending[1] * (1.0 - dadt)) / 255.0;
			StudioSlerpBones( q, pos, q3, pos3, s );
		}
	}
	
	if (m_fDoInterp &&
		m_pCurrentEntity->latched.sequencetime &&
		( m_pCurrentEntity->latched.sequencetime + 0.2 > m_clTime ) && 
		( m_pCurrentEntity->latched.prevsequence < m_pStudioHeader->numseq ))
	{
		// blend from last sequence
		static float		pos1b[MAXSTUDIOBONES][3];
		static vec4_t		q1b[MAXSTUDIOBONES];
		float				s;

		pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pCurrentEntity->latched.prevsequence;
		panim = StudioGetAnim( m_pRenderModel, pseqdesc );
		// clip prevframe
		StudioCalcRotations( pos1b, q1b, pseqdesc, panim, m_pCurrentEntity->latched.prevframe );

		if (pseqdesc->numblends > 1)
		{
			panim += m_pStudioHeader->numbones;
			StudioCalcRotations( pos2, q2, pseqdesc, panim, m_pCurrentEntity->latched.prevframe );

			s = (m_pCurrentEntity->latched.prevseqblending[0]) / 255.0;
			StudioSlerpBones( q1b, pos1b, q2, pos2, s );

			if (pseqdesc->numblends == 4)
			{
				panim += m_pStudioHeader->numbones;
				StudioCalcRotations( pos3, q3, pseqdesc, panim, m_pCurrentEntity->latched.prevframe );

				panim += m_pStudioHeader->numbones;
				StudioCalcRotations( pos4, q4, pseqdesc, panim, m_pCurrentEntity->latched.prevframe );

				s = (m_pCurrentEntity->latched.prevseqblending[0]) / 255.0;
				StudioSlerpBones( q3, pos3, q4, pos4, s );

				s = (m_pCurrentEntity->latched.prevseqblending[1]) / 255.0;
				StudioSlerpBones( q1b, pos1b, q3, pos3, s );
			}
		}

		s = 1.0 - (m_clTime - m_pCurrentEntity->latched.sequencetime) / 0.2;
		StudioSlerpBones( q, pos, q1b, pos1b, s );
	}
	else
	{
		//Con_DPrintf("prevframe = %4.2f\n", f);
		m_pCurrentEntity->latched.prevframe = f;
	}

	pbones = (mstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex);

	// calc gait animation
	if (m_pPlayerInfo && m_pPlayerInfo->gaitsequence != 0)
	{
		if (m_pPlayerInfo->gaitsequence >= m_pStudioHeader->numseq) 
		{
			m_pPlayerInfo->gaitsequence = 0;
		}

		pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pPlayerInfo->gaitsequence;

		panim = StudioGetAnim( m_pRenderModel, pseqdesc );
		StudioCalcRotations( pos2, q2, pseqdesc, panim, m_pPlayerInfo->gaitframe );

		for (i = 0; i < m_pStudioHeader->numbones; i++)
		{
			for( int j = 0; j < LEGS_BONES_COUNT; j++ )
			{
				if( !strcmp( pbones[i].name, legs_bones[j] ))
					break;
			}

			if( j == LEGS_BONES_COUNT )
				continue;	// not used for legs

			memcpy( pos[i], pos2[i], sizeof( pos[i] ));
			memcpy( q[i], q2[i], sizeof( q[i] ));
		}
	}


	for (i = 0; i < m_pStudioHeader->numbones; i++) 
	{
		QuaternionMatrix( q[i], bonematrix );

		bonematrix[0][3] = pos[i][0];
		bonematrix[1][3] = pos[i][1];
		bonematrix[2][3] = pos[i][2];

		if (pbones[i].parent == -1) 
		{
			if ( IEngineStudio.IsHardware() )
			{
				ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_pbonetransform)[i]);

				// MatrixCopy should be faster...
				//ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_plighttransform)[i]);
				MatrixCopy( (*m_pbonetransform)[i], (*m_plighttransform)[i] );
			}
			else
			{
				ConcatTransforms ((*m_paliastransform), bonematrix, (*m_pbonetransform)[i]);
				ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_plighttransform)[i]);
			}

			// Apply client-side effects to the transformation matrix
			StudioFxTransform( m_pCurrentEntity, (*m_pbonetransform)[i] );
		} 
		else 
		{
			ConcatTransforms ((*m_pbonetransform)[pbones[i].parent], bonematrix, (*m_pbonetransform)[i]);
			ConcatTransforms ((*m_plighttransform)[pbones[i].parent], bonematrix, (*m_plighttransform)[i]);
		}
	}
}


/*
====================
StudioSaveBones

====================
*/
void CStudioModelRenderer::StudioSaveBones( void )
{
	int		i;

	mstudiobone_t		*pbones;
	pbones = (mstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex);

	m_nCachedBones = m_pStudioHeader->numbones;

	for (i = 0; i < m_pStudioHeader->numbones; i++) 
	{
		strcpy( m_nCachedBoneNames[i], pbones[i].name );
		MatrixCopy( (*m_pbonetransform)[i], m_rgCachedBoneTransform[i] );
		MatrixCopy( (*m_plighttransform)[i], m_rgCachedLightTransform[i] );
	}
}


/*
====================
StudioMergeBones

====================
*/
void CStudioModelRenderer::StudioMergeBones ( model_t *m_pSubModel )
{
	int					i, j;
	double				f;
	int					do_hunt = true;

	mstudiobone_t		*pbones;
	mstudioseqdesc_t	*pseqdesc;
	mstudioanim_t		*panim;

	static float		pos[MAXSTUDIOBONES][3];
	float				bonematrix[3][4];
	static vec4_t		q[MAXSTUDIOBONES];

	if (m_pCurrentEntity->curstate.sequence >=  m_pStudioHeader->numseq) 
	{
		m_pCurrentEntity->curstate.sequence = 0;
	}

	pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pCurrentEntity->curstate.sequence;

	f = StudioEstimateFrame( pseqdesc );

	if (m_pCurrentEntity->latched.prevframe > f)
	{
		//Con_DPrintf("%f %f\n", m_pCurrentEntity->prevframe, f );
	}

	panim = StudioGetAnim( m_pSubModel, pseqdesc );
	StudioCalcRotations( pos, q, pseqdesc, panim, f );

	pbones = (mstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex);


	for (i = 0; i < m_pStudioHeader->numbones; i++) 
	{
		for (j = 0; j < m_nCachedBones; j++)
		{
			if (stricmp(pbones[i].name, m_nCachedBoneNames[j]) == 0)
			{
				MatrixCopy( m_rgCachedBoneTransform[j], (*m_pbonetransform)[i] );
				MatrixCopy( m_rgCachedLightTransform[j], (*m_plighttransform)[i] );
				break;
			}
		}
		if (j >= m_nCachedBones)
		{
			QuaternionMatrix( q[i], bonematrix );

			bonematrix[0][3] = pos[i][0];
			bonematrix[1][3] = pos[i][1];
			bonematrix[2][3] = pos[i][2];

			if (pbones[i].parent == -1) 
			{
				if ( IEngineStudio.IsHardware() )
				{
					ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_pbonetransform)[i]);

					// MatrixCopy should be faster...
					//ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_plighttransform)[i]);
					MatrixCopy( (*m_pbonetransform)[i], (*m_plighttransform)[i] );
				}
				else
				{
					ConcatTransforms ((*m_paliastransform), bonematrix, (*m_pbonetransform)[i]);
					ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_plighttransform)[i]);
				}

				// Apply client-side effects to the transformation matrix
				StudioFxTransform( m_pCurrentEntity, (*m_pbonetransform)[i] );
			} 
			else 
			{
				ConcatTransforms ((*m_pbonetransform)[pbones[i].parent], bonematrix, (*m_pbonetransform)[i]);
				ConcatTransforms ((*m_plighttransform)[pbones[i].parent], bonematrix, (*m_plighttransform)[i]);
			}
		}
	}
}

/*
====================
StudioDrawModel

====================
*/
int CStudioModelRenderer::StudioDrawModel( int flags )
{
	alight_t lighting;
	vec3_t dir;

	m_pCurrentEntity = IEngineStudio.GetCurrentEntity();
	IEngineStudio.GetTimes( &m_nFrameCount, &m_clTime, &m_clOldTime );
	IEngineStudio.GetViewInfo( m_vRenderOrigin, m_vUp, m_vRight, m_vNormal );
	IEngineStudio.GetAliasScale( &m_fSoftwareXScale, &m_fSoftwareYScale );

	if (m_pCurrentEntity->curstate.renderfx == kRenderFxDeadPlayer)
	{
		entity_state_t deadplayer;

		int result;
		int save_interp;

		if (m_pCurrentEntity->curstate.renderamt <= 0 || m_pCurrentEntity->curstate.renderamt > gEngfuncs.GetMaxClients() )
			return 0;

		// get copy of player
		deadplayer = *(IEngineStudio.GetPlayerState( m_pCurrentEntity->curstate.renderamt - 1 )); //cl.frames[cl.parsecount & CL_UPDATE_MASK].playerstate[m_pCurrentEntity->curstate.renderamt-1];

		// clear weapon, movement state
		deadplayer.number = m_pCurrentEntity->curstate.renderamt;
		deadplayer.weaponmodel = 0;
		deadplayer.gaitsequence = 0;

		deadplayer.movetype = MOVETYPE_NONE;
		VectorCopy( m_pCurrentEntity->curstate.angles, deadplayer.angles );
		VectorCopy( m_pCurrentEntity->curstate.origin, deadplayer.origin );

		save_interp = m_fDoInterp;
		m_fDoInterp = 0;
		
		// draw as though it were a player
		result = StudioDrawPlayer( flags, &deadplayer );
		
		m_fDoInterp = save_interp;
		return result;
	}

	m_pRenderModel = m_pCurrentEntity->model;
	m_pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata (m_pRenderModel);
	IEngineStudio.StudioSetHeader( m_pStudioHeader );
	IEngineStudio.SetRenderModel( m_pRenderModel );

	StudioSetUpTransform( 0 );

	if (flags & STUDIO_RENDER)
	{
		// see if the bounding box lets us trivially reject, also sets
		if (!IEngineStudio.StudioCheckBBox ())
			return 0;

		(*m_pModelsDrawn)++;
		(*m_pStudioModelCount)++; // render data cache cookie

		if (m_pStudioHeader->numbodyparts == 0)
			return 1;
	}

	if (m_pCurrentEntity->curstate.movetype == MOVETYPE_FOLLOW)
	{
		StudioMergeBones( m_pRenderModel );
	}
	else
	{
		StudioSetupBones( );
	}
	StudioSaveBones( );

	if (flags & STUDIO_EVENTS)
	{
		StudioCalcAttachments( );
		IEngineStudio.StudioClientEvents( );
		// copy attachments into global entity array
		if ( m_pCurrentEntity->index > 0 )
		{
			cl_entity_t *ent = gEngfuncs.GetEntityByIndex( m_pCurrentEntity->index );

			memcpy( ent->attachment, m_pCurrentEntity->attachment, sizeof( vec3_t ) * 4 );
		}
	}

	if (flags & STUDIO_RENDER)
	{
		lighting.plightvec = dir;
		IEngineStudio.StudioDynamicLight(m_pCurrentEntity, &lighting );

		IEngineStudio.StudioEntityLight( &lighting );

		// model and frame independant
		IEngineStudio.StudioSetupLighting (&lighting);

		// get remap colors
		m_nTopColor = m_pCurrentEntity->curstate.colormap & 0xFF;
		m_nBottomColor = (m_pCurrentEntity->curstate.colormap & 0xFF00) >> 8;

		IEngineStudio.StudioSetRemapColors( m_nTopColor, m_nBottomColor );

		StudioRenderModel( );
	}

	return 1;
}

/*
====================
StudioEstimateGait

====================
*/
void CStudioModelRenderer::StudioEstimateGait( entity_state_t *pplayer )
{
	float dt;
	vec3_t est_velocity;

	dt = (m_clTime - m_clOldTime);
	if (dt < 0)
		dt = 0;
	else if (dt > 1.0)
		dt = 1;

	if (dt == 0 || m_pPlayerInfo->renderframe == m_nFrameCount)
	{
		m_flGaitMovement = 0;
		return;
	}

	// VectorAdd( pplayer->velocity, pplayer->prediction_error, est_velocity );
	if ( m_fGaitEstimation )
	{
		VectorSubtract( m_pCurrentEntity->origin, m_pPlayerInfo->prevgaitorigin, est_velocity );
		VectorCopy( m_pCurrentEntity->origin, m_pPlayerInfo->prevgaitorigin );
		m_flGaitMovement = Length( est_velocity );
		if (dt <= 0 || m_flGaitMovement / dt < 5)
		{
			m_flGaitMovement = 0;
			est_velocity[0] = 0;
			est_velocity[1] = 0;
		}
	}
	else
	{
		VectorCopy( pplayer->velocity, est_velocity );
		m_flGaitMovement = Length( est_velocity ) * dt;
	}

	if (est_velocity[1] == 0 && est_velocity[0] == 0)
	{
		float flYawDiff = m_pCurrentEntity->angles[YAW] - m_pPlayerInfo->gaityaw;
		flYawDiff = flYawDiff - (int)(flYawDiff / 360) * 360;
		if (flYawDiff > 180)
			flYawDiff -= 360;
		if (flYawDiff < -180)
			flYawDiff += 360;

		if (dt < 0.25)
			flYawDiff *= dt * 4;
		else
			flYawDiff *= dt;

		m_pPlayerInfo->gaityaw += flYawDiff;
		m_pPlayerInfo->gaityaw = m_pPlayerInfo->gaityaw - (int)(m_pPlayerInfo->gaityaw / 360) * 360;

		m_flGaitMovement = 0;
	}
	else
	{
		m_pPlayerInfo->gaityaw = (atan2(est_velocity[1], est_velocity[0]) * 180 / M_PI);
		if (m_pPlayerInfo->gaityaw > 180)
			m_pPlayerInfo->gaityaw = 180;
		if (m_pPlayerInfo->gaityaw < -180)
			m_pPlayerInfo->gaityaw = -180;
	}

}

/*
====================
StudioProcessGait

====================
*/
void CStudioModelRenderer::StudioProcessGait( entity_state_t *pplayer )
{
	mstudioseqdesc_t	*pseqdesc;
	float dt;
	int iBlend;
	float flYaw;	 // view direction relative to movement

	if (m_pCurrentEntity->curstate.sequence >=  m_pStudioHeader->numseq) 
	{
		m_pCurrentEntity->curstate.sequence = 0;
	}

	pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pCurrentEntity->curstate.sequence;

	StudioPlayerBlend( pseqdesc, &iBlend, &m_pCurrentEntity->angles[PITCH] );

	m_pCurrentEntity->latched.prevangles[PITCH] = m_pCurrentEntity->angles[PITCH];
	m_pCurrentEntity->curstate.blending[0] = iBlend;
	m_pCurrentEntity->latched.prevblending[0] = m_pCurrentEntity->curstate.blending[0];
	m_pCurrentEntity->latched.prevseqblending[0] = m_pCurrentEntity->curstate.blending[0];

	// Con_DPrintf("%f %d\n", m_pCurrentEntity->angles[PITCH], m_pCurrentEntity->blending[0] );

	dt = (m_clTime - m_clOldTime);
	if (dt < 0)
		dt = 0;
	else if (dt > 1.0)
		dt = 1;

	StudioEstimateGait( pplayer );

	// Con_DPrintf("%f %f\n", m_pCurrentEntity->angles[YAW], m_pPlayerInfo->gaityaw );

	// calc side to side turning
	flYaw = m_pCurrentEntity->angles[YAW] - m_pPlayerInfo->gaityaw;
	flYaw = flYaw - (int)(flYaw / 360) * 360;
	if (flYaw < -180)
		flYaw = flYaw + 360;
	if (flYaw > 180)
		flYaw = flYaw - 360;

	if (flYaw > 120)
	{
		m_pPlayerInfo->gaityaw = m_pPlayerInfo->gaityaw - 180;
		m_flGaitMovement = -m_flGaitMovement;
		flYaw = flYaw - 180;
	}
	else if (flYaw < -120)
	{
		m_pPlayerInfo->gaityaw = m_pPlayerInfo->gaityaw + 180;
		m_flGaitMovement = -m_flGaitMovement;
		flYaw = flYaw + 180;
	}

	// adjust torso
	m_pCurrentEntity->curstate.controller[0] = ((flYaw / 4.0) + 30) / (60.0 / 255.0);
	m_pCurrentEntity->curstate.controller[1] = ((flYaw / 4.0) + 30) / (60.0 / 255.0);
	m_pCurrentEntity->curstate.controller[2] = ((flYaw / 4.0) + 30) / (60.0 / 255.0);
	m_pCurrentEntity->curstate.controller[3] = ((flYaw / 4.0) + 30) / (60.0 / 255.0);
	m_pCurrentEntity->latched.prevcontroller[0] = m_pCurrentEntity->curstate.controller[0];
	m_pCurrentEntity->latched.prevcontroller[1] = m_pCurrentEntity->curstate.controller[1];
	m_pCurrentEntity->latched.prevcontroller[2] = m_pCurrentEntity->curstate.controller[2];
	m_pCurrentEntity->latched.prevcontroller[3] = m_pCurrentEntity->curstate.controller[3];

	m_pCurrentEntity->angles[YAW] = m_pPlayerInfo->gaityaw;
	if (m_pCurrentEntity->angles[YAW] < -0)
		m_pCurrentEntity->angles[YAW] += 360;
	m_pCurrentEntity->latched.prevangles[YAW] = m_pCurrentEntity->angles[YAW];

	if (pplayer->gaitsequence >= m_pStudioHeader->numseq) 
	{
		pplayer->gaitsequence = 0;
	}

	pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + pplayer->gaitsequence;

	// calc gait frame
	if (pseqdesc->linearmovement[0] > 0)
	{
		m_pPlayerInfo->gaitframe += (m_flGaitMovement / pseqdesc->linearmovement[0]) * pseqdesc->numframes;
	}
	else
	{
		m_pPlayerInfo->gaitframe += pseqdesc->fps * dt;
	}

	// do modulo
	m_pPlayerInfo->gaitframe = m_pPlayerInfo->gaitframe - (int)(m_pPlayerInfo->gaitframe / pseqdesc->numframes) * pseqdesc->numframes;
	if (m_pPlayerInfo->gaitframe < 0)
		m_pPlayerInfo->gaitframe += pseqdesc->numframes;
}

/*
====================
StudioDrawPlayer

====================
*/
int CStudioModelRenderer::StudioDrawPlayer( int flags, entity_state_t *pplayer )
{
	alight_t lighting;
	vec3_t dir;

	m_pCurrentEntity = IEngineStudio.GetCurrentEntity();
	IEngineStudio.GetTimes( &m_nFrameCount, &m_clTime, &m_clOldTime );
	IEngineStudio.GetViewInfo( m_vRenderOrigin, m_vUp, m_vRight, m_vNormal );
	IEngineStudio.GetAliasScale( &m_fSoftwareXScale, &m_fSoftwareYScale );

	// Con_DPrintf("DrawPlayer %d\n", m_pCurrentEntity->blending[0] );

	// Con_DPrintf("DrawPlayer %d %d (%d)\n", m_nFrameCount, pplayer->player_index, m_pCurrentEntity->curstate.sequence );

	// Con_DPrintf("Player %.2f %.2f %.2f\n", pplayer->velocity[0], pplayer->velocity[1], pplayer->velocity[2] );

	m_nPlayerIndex = pplayer->number - 1;

	if (m_nPlayerIndex < 0 || m_nPlayerIndex >= gEngfuncs.GetMaxClients())
		return 0;

	m_pRenderModel = IEngineStudio.SetupPlayerModel( m_nPlayerIndex );
	if (m_pRenderModel == NULL)
		return 0;

	m_pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata (m_pRenderModel);
	IEngineStudio.StudioSetHeader( m_pStudioHeader );
	IEngineStudio.SetRenderModel( m_pRenderModel );

	if (pplayer->gaitsequence)
	{
		vec3_t orig_angles;
		m_pPlayerInfo = IEngineStudio.PlayerInfo( m_nPlayerIndex );

		VectorCopy( m_pCurrentEntity->angles, orig_angles );
	
		StudioProcessGait( pplayer );

		m_pPlayerInfo->gaitsequence = pplayer->gaitsequence;
		m_pPlayerInfo = NULL;

		StudioSetUpTransform( 0 );
		VectorCopy( orig_angles, m_pCurrentEntity->angles );
	}
	else
	{
		m_pCurrentEntity->curstate.controller[0] = 127;
		m_pCurrentEntity->curstate.controller[1] = 127;
		m_pCurrentEntity->curstate.controller[2] = 127;
		m_pCurrentEntity->curstate.controller[3] = 127;
		m_pCurrentEntity->latched.prevcontroller[0] = m_pCurrentEntity->curstate.controller[0];
		m_pCurrentEntity->latched.prevcontroller[1] = m_pCurrentEntity->curstate.controller[1];
		m_pCurrentEntity->latched.prevcontroller[2] = m_pCurrentEntity->curstate.controller[2];
		m_pCurrentEntity->latched.prevcontroller[3] = m_pCurrentEntity->curstate.controller[3];
		
		m_pPlayerInfo = IEngineStudio.PlayerInfo( m_nPlayerIndex );
		m_pPlayerInfo->gaitsequence = 0;

		StudioSetUpTransform( 0 );
	}

	if (flags & STUDIO_RENDER)
	{
		// see if the bounding box lets us trivially reject, also sets
		if (!IEngineStudio.StudioCheckBBox ())
			return 0;

		(*m_pModelsDrawn)++;
		(*m_pStudioModelCount)++; // render data cache cookie

		if (m_pStudioHeader->numbodyparts == 0)
			return 1;
	}

	m_pPlayerInfo = IEngineStudio.PlayerInfo( m_nPlayerIndex );
	StudioSetupBones( );
	StudioSaveBones( );
	m_pPlayerInfo->renderframe = m_nFrameCount;

	m_pPlayerInfo = NULL;

	if (flags & STUDIO_EVENTS)
	{
		StudioCalcAttachments( );
		IEngineStudio.StudioClientEvents( );
		// copy attachments into global entity array
		if ( m_pCurrentEntity->index > 0 )
		{
			cl_entity_t *ent = gEngfuncs.GetEntityByIndex( m_pCurrentEntity->index );

			memcpy( ent->attachment, m_pCurrentEntity->attachment, sizeof( vec3_t ) * 4 );
		}
	}

	if (flags & STUDIO_RENDER)
	{
		if (m_pCvarHiModels->value && m_pRenderModel != m_pCurrentEntity->model  )
		{
			// show highest resolution multiplayer model
			m_pCurrentEntity->curstate.body = 255;
		}

		if (!(m_pCvarDeveloper->value == 0 && gEngfuncs.GetMaxClients() == 1 ) && ( m_pRenderModel == m_pCurrentEntity->model ) )
		{
			m_pCurrentEntity->curstate.body = 1; // force helmet
		}

		lighting.plightvec = dir;
		IEngineStudio.StudioDynamicLight(m_pCurrentEntity, &lighting );

		IEngineStudio.StudioEntityLight( &lighting );

		// model and frame independant
		IEngineStudio.StudioSetupLighting (&lighting);

		m_pPlayerInfo = IEngineStudio.PlayerInfo( m_nPlayerIndex );

		// get remap colors
		m_nTopColor = m_pPlayerInfo->topcolor;
		m_nBottomColor = m_pPlayerInfo->bottomcolor;
		if (m_nTopColor < 0)
			m_nTopColor = 0;
		if (m_nTopColor > 360)
			m_nTopColor = 360;
		if (m_nBottomColor < 0)
			m_nBottomColor = 0;
		if (m_nBottomColor > 360)
			m_nBottomColor = 360;

		IEngineStudio.StudioSetRemapColors( m_nTopColor, m_nBottomColor );

		StudioRenderModel( );
		m_pPlayerInfo = NULL;

		if (pplayer->weaponmodel)
		{
			cl_entity_t saveent = *m_pCurrentEntity;

			model_t *pweaponmodel = IEngineStudio.GetModelByIndex( pplayer->weaponmodel );

			m_pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata (pweaponmodel);
			IEngineStudio.StudioSetHeader( m_pStudioHeader );

			StudioMergeBones( pweaponmodel);

			IEngineStudio.StudioSetupLighting (&lighting);

			StudioRenderModel( );

			StudioCalcAttachments( );

			*m_pCurrentEntity = saveent;
		}
	}

	return 1;
}

/*
====================
StudioCalcAttachments

====================
*/
void CStudioModelRenderer::StudioCalcAttachments( void )
{
	int i;
	mstudioattachment_t *pattachment;

	if ( m_pStudioHeader->numattachments > 4 )
	{
		gEngfuncs.Con_DPrintf( "Too many attachments on %s\n", m_pCurrentEntity->model->name );
		exit( -1 );
	}

	// calculate attachment points
	pattachment = (mstudioattachment_t *)((byte *)m_pStudioHeader + m_pStudioHeader->attachmentindex);
	for (i = 0; i < m_pStudioHeader->numattachments; i++)
	{
		VectorTransform( pattachment[i].org, (*m_plighttransform)[pattachment[i].bone],  m_pCurrentEntity->attachment[i] );
	}
}

/*
====================
StudioRenderModel

====================
*/
void CStudioModelRenderer::StudioRenderModel( void )
{
	IEngineStudio.SetChromeOrigin();
	IEngineStudio.SetForceFaceFlags( 0 );

	if ( m_pCurrentEntity->curstate.renderfx == kRenderFxGlowShell )
	{
		m_pCurrentEntity->curstate.renderfx = kRenderFxNone;
		StudioRenderFinal( );
		
		if ( !IEngineStudio.IsHardware() )
		{
			gEngfuncs.pTriAPI->RenderMode( kRenderTransAdd );
		}

		IEngineStudio.SetForceFaceFlags( STUDIO_NF_CHROME );

		gEngfuncs.pTriAPI->SpriteTexture( m_pChromeSprite, 0 );
		m_pCurrentEntity->curstate.renderfx = kRenderFxGlowShell;

		StudioRenderFinal( );
		if ( !IEngineStudio.IsHardware() )
		{
			gEngfuncs.pTriAPI->RenderMode( kRenderNormal );
		}
	}
	else
	{
		StudioRenderFinal( );
	}
}

/*
====================
StudioRenderFinal_Software

====================
*/
void CStudioModelRenderer::StudioRenderFinal_Software( void )
{
	int i;

	// Note, rendermode set here has effect in SW
	IEngineStudio.SetupRenderer( 0 ); 

	if (m_pCvarDrawEntities->value == 2)
	{
		IEngineStudio.StudioDrawBones( );
	}
	else if (m_pCvarDrawEntities->value == 3)
	{
		IEngineStudio.StudioDrawHulls( );
	}
	else
	{
		for (i=0 ; i < m_pStudioHeader->numbodyparts ; i++)
		{
			IEngineStudio.StudioSetupModel( i, (void **)&m_pBodyPart, (void **)&m_pSubModel );
			IEngineStudio.StudioDrawPoints( );
		}
	}

	if (m_pCvarDrawEntities->value == 4)
	{
		gEngfuncs.pTriAPI->RenderMode( kRenderTransAdd );
		IEngineStudio.StudioDrawHulls( );
		gEngfuncs.pTriAPI->RenderMode( kRenderNormal );
	}

	if (m_pCvarDrawEntities->value == 5)
	{
		IEngineStudio.StudioDrawAbsBBox( );
	}
	
	IEngineStudio.RestoreRenderer();
}

/*
====================
StudioRenderFinal_Hardware

====================
*/
void CStudioModelRenderer::StudioRenderFinal_Hardware( void )
{
	int i;
	int rendermode;

	rendermode = IEngineStudio.GetForceFaceFlags() ? kRenderTransAdd : m_pCurrentEntity->curstate.rendermode;
	IEngineStudio.SetupRenderer( rendermode );
	
	if (m_pCvarDrawEntities->value == 2)
	{
		IEngineStudio.StudioDrawBones();
	}
	else if (m_pCvarDrawEntities->value == 3)
	{
		IEngineStudio.StudioDrawHulls();
	}
	else
	{
		for (i=0 ; i < m_pStudioHeader->numbodyparts ; i++)
		{
			IEngineStudio.StudioSetupModel( i, (void **)&m_pBodyPart, (void **)&m_pSubModel );

			if (m_fDoInterp)
			{
				// interpolation messes up bounding boxes.
				m_pCurrentEntity->trivial_accept = 0; 
			}

			IEngineStudio.GL_SetRenderMode( rendermode );
			IEngineStudio.StudioDrawPoints();
			IEngineStudio.GL_StudioDrawShadow();
		}
	}

	if ( m_pCvarDrawEntities->value == 4 )
	{
		gEngfuncs.pTriAPI->RenderMode( kRenderTransAdd );
		IEngineStudio.StudioDrawHulls( );
		gEngfuncs.pTriAPI->RenderMode( kRenderNormal );
	}

	if (m_pCvarDrawEntities->value == 5)
	{
		IEngineStudio.StudioDrawAbsBBox( );
	}

	IEngineStudio.RestoreRenderer();
}

/*
====================
StudioRenderFinal

====================
*/
void CStudioModelRenderer::StudioRenderFinal(void)
{
	if ( IEngineStudio.IsHardware() )
	{
		StudioRenderFinal_Hardware();
	}
	else
	{
		StudioRenderFinal_Software();
	}
}

