+// (client) adds a entity_frame to the database, for future reference
+void EntityFrame_AddFrame_Client(entityframe_database_t *d, vec3_t eye, int framenum, int numentities, const entity_state_t *entitydata)
+{
+ int n, e;
+ entity_frameinfo_t *info;
+
+ VectorCopy(eye, d->eye);
+
+ // figure out how many entity slots are used already
+ if (d->numframes)
+ {
+ n = d->frames[d->numframes - 1].endentity - d->frames[0].firstentity;
+ if (n + numentities > MAX_ENTITY_DATABASE || d->numframes >= MAX_ENTITY_HISTORY)
+ {
+ // ran out of room, dump database
+ EntityFrame_ClearDatabase(d);
+ }
+ }
+
+ info = &d->frames[d->numframes];
+ info->framenum = framenum;
+ e = -1000;
+ // make sure we check the newly added frame as well, but we haven't incremented numframes yet
+ for (n = 0;n <= d->numframes;n++)
+ {
+ if (e >= d->frames[n].framenum)
+ {
+ if (e == framenum)
+ Con_Print("EntityFrame_AddFrame: tried to add out of sequence frame to database\n");
+ else
+ Con_Print("EntityFrame_AddFrame: out of sequence frames in database\n");
+ return;
+ }
+ e = d->frames[n].framenum;
+ }
+ // if database still has frames after that...
+ if (d->numframes)
+ info->firstentity = d->frames[d->numframes - 1].endentity;
+ else
+ info->firstentity = 0;
+ info->endentity = info->firstentity + numentities;
+ d->numframes++;
+
+ n = info->firstentity % MAX_ENTITY_DATABASE;
+ e = MAX_ENTITY_DATABASE - n;
+ if (e > numentities)
+ e = numentities;
+ memcpy(d->entitydata + n, entitydata, sizeof(entity_state_t) * e);
+ if (numentities > e)
+ memcpy(d->entitydata, entitydata + e, sizeof(entity_state_t) * (numentities - e));
+}
+
+// (server) adds a entity_frame to the database, for future reference
+void EntityFrame_AddFrame_Server(entityframe_database_t *d, vec3_t eye, int framenum, int numentities, const entity_state_t **entitydata)