/*
*/
void (entity targ, entity inflictor, entity attacker, float damage) T_Damage;
void () player_run;
void(entity bomb, entity attacker, float rad, entity ignore) T_RadiusDamage;
void(vector org, vector vel, float damage) SpawnBlood;
void() SuperDamageSound;

/*
   #####################
   ### chase cam mod ###
(start date, more new functions, also lines added in client.qc
they all are seperated with blank lines and have // ### chase cam mod ###
lines above them)
Rob Albin, 09 Sep 96
orig functions modified:
 	none
orig functions with added code:
	void() W_SetCurrentAmmo =
	void() ImpulseCommands =
new functions:
	void() Start_chase_cam =
	void() Remove_chase_cam =
	void() Keep_cam_chasing_owner =
	void() Toggle_chase_cam =
*/

// message protocol defines
float SVC_SETVIEWPORT	= 5;
float SVC_SETVIEWANGLES	= 10;

// free player entity variable
// '.float speed'  bit-flag defines:
float GUIDEDMIS_ON  = 16;
float CHSCAM_ALT    = 8;
float CHSCAM_ON     = 4;
float LASERTARG_LIT = 2;
float LASERTARG_ON  = 1;

// #####################


// called by worldspawn
void() W_Precache =
{
	precache_sound ("weapons/r_exp3.wav");	// new rocket explosion
	precache_sound ("weapons/rocket1i.wav");	// spike gun
	precache_sound ("weapons/sgun1.wav");
	precache_sound ("weapons/guncock.wav");	// player shotgun
	precache_sound ("weapons/ric1.wav");	// ricochet (used in c code)
	precache_sound ("weapons/ric2.wav");	// ricochet (used in c code)
	precache_sound ("weapons/ric3.wav");	// ricochet (used in c code)
	precache_sound ("weapons/spike2.wav");	// super spikes
	precache_sound ("weapons/tink1.wav");	// spikes tink (used in c code)
	precache_sound ("weapons/grenade.wav");	// grenade launcher
	precache_sound ("weapons/bounce.wav");		// grenade bounce
	precache_sound ("weapons/shotgn2.wav");	// super shotgun
};

float() crandom =
{
	return 2*(random() - 0.5);
};

/*
================
W_FireAxe
================
*/
void() W_FireAxe =
{
	local	vector	source;
	local	vector	org;

	makevectors (self.v_angle);
	source = self.origin + '0 0 16';
	traceline (source, source + v_forward*64, FALSE, self);
	if (trace_fraction == 1.0)
		return;
	
	org = trace_endpos - v_forward*4;

	if (trace_ent.takedamage)
	{
		trace_ent.axhitme = 1;
		SpawnBlood (org, '0 0 0', 20);
		T_Damage (trace_ent, self, self, 20);
	}
	else
	{	// hit wall
		sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM);
		WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
		WriteByte (MSG_BROADCAST, TE_GUNSHOT);
		WriteCoord (MSG_BROADCAST, org_x);
		WriteCoord (MSG_BROADCAST, org_y);
		WriteCoord (MSG_BROADCAST, org_z);
	}
};


//============================================================================


vector() wall_velocity =
{
	local vector	vel;
	
	vel = normalize (self.velocity);
	vel = normalize(vel + v_up*(random()- 0.5) + v_right*(random()- 0.5));
	vel = vel + 2*trace_plane_normal;
	vel = vel * 200;
	
	return vel;
};


/*
================
SpawnMeatSpray
================
*/
void(vector org, vector vel) SpawnMeatSpray =
{
	local	entity missile, mpuff;
	local	vector	org;

	missile = spawn ();
	missile.owner = self;
	missile.movetype = MOVETYPE_BOUNCE;
	missile.solid = SOLID_NOT;

	makevectors (self.angles);

	missile.velocity = vel;
	missile.velocity_z = missile.velocity_z + 250 + 50*random();

	missile.avelocity = '3000 1000 2000';
	
// set missile duration
	missile.nextthink = time + 1;
	missile.think = SUB_Remove;

	setmodel (missile, "progs/zom_gib.mdl");
	setsize (missile, '0 0 0', '0 0 0');		
	setorigin (missile, org);
};

/*
================
SpawnBlood
================
*/
void(vector org, vector vel, float damage) SpawnBlood =
{
	particle (org, vel*0.1, 73, damage*2);
};

/*
================
spawn_touchblood
================
*/
void(float damage) spawn_touchblood =
{
	local vector	vel;

	vel = wall_velocity () * 0.2;
	SpawnBlood (self.origin + vel*0.01, vel, damage);
};


/*
================
SpawnChunk
================
*/
void(vector org, vector vel) SpawnChunk =
{
	particle (org, vel*0.02, 0, 10);
};

/*
==============================================================================

MULTI-DAMAGE

Collects multiple small damages into a single damage

==============================================================================
*/

entity	multi_ent;
float	multi_damage;

void() ClearMultiDamage =
{
	multi_ent = world;
	multi_damage = 0;
};

void() ApplyMultiDamage =
{
	if (!multi_ent)
		return;
	T_Damage (multi_ent, self, self, multi_damage);
};

void(entity hit, float damage) AddMultiDamage =
{
	if (!hit)
		return;
	
	if (hit != multi_ent)
	{
		ApplyMultiDamage ();
		multi_damage = damage;
		multi_ent = hit;
	}
	else
		multi_damage = multi_damage + damage;
};

/*
==============================================================================

BULLETS

==============================================================================
*/

/*
================
TraceAttack
================
*/
void(float damage, vector dir) TraceAttack =
{
	local	vector	vel, org;
	
	vel = normalize(dir + v_up*crandom() + v_right*crandom());
	vel = vel + 2*trace_plane_normal;
	vel = vel * 200;

	org = trace_endpos - dir*4;

	if (trace_ent.takedamage)
	{
		SpawnBlood (org, vel*0.2, damage);
		AddMultiDamage (trace_ent, damage);
	}
	else
	{
		WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
		WriteByte (MSG_BROADCAST, TE_GUNSHOT);
		WriteCoord (MSG_BROADCAST, org_x);
		WriteCoord (MSG_BROADCAST, org_y);
		WriteCoord (MSG_BROADCAST, org_z);
	}
};

/*
================
FireBullets

Used by shotgun, super shotgun, and enemy soldier firing
Go to the trouble of combining multiple pellets into a single damage call.
================
*/
void(float shotcount, vector dir, vector spread) FireBullets =
{
	local	vector direction;
	local	vector	src;
	
	makevectors(self.v_angle);

	src = self.origin + v_forward*10;
	src_z = self.absmin_z + self.size_z * 0.7;

	ClearMultiDamage ();
	while (shotcount > 0)
	{
		direction = dir + crandom()*spread_x*v_right + crandom()*spread_y*v_up;

		traceline (src, src + direction*2048, FALSE, self);
		if (trace_fraction != 1.0)
			TraceAttack (4, direction);

		shotcount = shotcount - 1;
	}
	ApplyMultiDamage ();
};

/*
================
W_FireShotgun
================
*/
void() W_FireShotgun =
{
	local vector dir;

	sound (self, CHAN_WEAPON, "weapons/guncock.wav", 1, ATTN_NORM);	

	self.punchangle_x = -2;
	
	self.currentammo = self.ammo_shells = self.ammo_shells - 1;
	dir = aim (self, 100000);
	FireBullets (6, dir, '0.04 0.04 0');
};


/*
================
W_FireSuperShotgun
================
*/
void() W_FireSuperShotgun =
{
	local vector dir;

	if (self.currentammo == 1)
	{
		W_FireShotgun ();
		return;
	}
		
	sound (self ,CHAN_WEAPON, "weapons/shotgn2.wav", 1, ATTN_NORM);	

	self.punchangle_x = -4;
	
	self.currentammo = self.ammo_shells = self.ammo_shells - 2;
	dir = aim (self, 100000);
	FireBullets (14, dir, '0.14 0.08 0');
};


/*
==============================================================================

ROCKETS

==============================================================================
*/

void()	s_explode1	=	[0,		s_explode2] {};
void()	s_explode2	=	[1,		s_explode3] {};
void()	s_explode3	=	[2,		s_explode4] {};
void()	s_explode4	=	[3,		s_explode5] {};
void()	s_explode5	=	[4,		s_explode6] {};
void()	s_explode6	=	[5,		SUB_Remove] {};

void() BecomeExplosion =
{
	self.movetype = MOVETYPE_NONE;
	self.velocity = '0 0 0';
	self.touch = SUB_Null;
	setmodel (self, "progs/s_explod.spr");
	self.solid = SOLID_NOT;
	s_explode1 ();
};

void() T_MissileTouch =
{
	local float	damg;

	if (other == self.owner)
		return;		// don't explode on owner

	if (pointcontents(self.origin) == CONTENT_SKY)
	{
		remove(self);
		return;
	}

	damg = 100 + random()*20;
	
	if (other.health)
	{
		if (other.classname == "monster_shambler")
			damg = damg * 0.5;	// mostly immune
		T_Damage (other, self, self.owner, damg );
	}

	// don't do radius damage to the other, because all the damage
	// was done in the impact
	T_RadiusDamage (self, self.owner, 120, other);

//	sound (self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM);
	self.origin = self.origin - 8*normalize(self.velocity);

	WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
	WriteByte (MSG_BROADCAST, TE_EXPLOSION);
	WriteCoord (MSG_BROADCAST, self.origin_x);
	WriteCoord (MSG_BROADCAST, self.origin_y);
	WriteCoord (MSG_BROADCAST, self.origin_z);

	BecomeExplosion ();
};



/*
================
W_FireRocket
================
*/

/*
// ##########################
// ### Guided missile mod ###
// Rob Albin, 29 Sep 96

   modified original functions:
      void() W_FireRocket =
      void() W_Attack =
*/


// original W_FireRocket() function...
/*
void() W_FireRocket =
{
	local	entity missile, mpuff;
	
	self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
	
	sound (self, CHAN_WEAPON, "weapons/sgun1.wav", 1, ATTN_NORM);

	self.punchangle_x = -2;

	missile = spawn ();
	missile.owner = self;
	missile.movetype = MOVETYPE_FLYMISSILE;
	missile.solid = SOLID_BBOX;
	missile.classname = "missile";
		
// set missile speed	

	makevectors (self.v_angle);
	missile.velocity = aim(self, 1000);
	missile.velocity = missile.velocity * 1000;
	missile.angles = vectoangles(missile.velocity);
	
	missile.touch = T_MissileTouch;
	
// set missile duration
	missile.nextthink = time + 5;
	missile.think = SUB_Remove;

	setmodel (missile, "progs/missile.mdl");
	setsize (missile, '0 0 0', '0 0 0');		
	setorigin (missile, self.origin + v_forward*8 + '0 0 16');
};
*/

// default speed is ~1/3 normal rocket velocity
float guided_missile_vel = 300;

void() W_SetCurrentAmmo;

float	modelindex_eyes, modelindex_player;

// called by player entity
void() Guided_Mis_owner_vanish =
{

   self.takedamage = DAMAGE_NO;
   self.solid = SOLID_NOT;
   self.movetype = MOVETYPE_NONE;

   setmodel (self, "");
   modelindex_eyes = self.modelindex;
   modelindex_player = self.modelindex;

   setsize (self, VEC_ORIGIN, VEC_ORIGIN);

   /*
   local entity fake;
   fake = spawn();
   fake.owner = e;

   fake.takedamage = DAMAGE_NO;
   // fake.takedamage = DAMAGE_AIM;
   fake.health = fake.owner.health;
   fake.solid = SOLID_NOT;
   // fake.solid = SOLID_SLIDEBOX;
   fake.movetype = MOVETYPE_NONE;
   fake.angles = fake.owner.angles;
   fake.fixangle = TRUE;      // turn this way immediately

   setmodel (fake, "progs/player.mdl");
   setsize (fake, VEC_HULL_MIN, VEC_HULL_MAX);
   setorigin( fake, fake.owner.origin );

   fake.nextthink = time + 5;
   fake.think = SUB_Remove;
   */


};

// called only by missile entities
void() Guided_Mis_owner_appear =
{
   self.owner.takedamage = DAMAGE_AIM;
   self.owner.solid = SOLID_SLIDEBOX;
   self.owner.movetype = MOVETYPE_WALK;
   self.owner.angles_x = self.ammo_shells;
   self.owner.angles_y = self.ammo_nails;
   self.owner.fixangle = TRUE;      // turn this way immediately

// oh, this is a hack!
   setmodel (self.owner, "progs/eyes.mdl");
   modelindex_eyes = self.owner.modelindex;

   setmodel (self.owner, "progs/player.mdl");
   modelindex_player = self.owner.modelindex;

   setsize (self.owner, VEC_HULL_MIN, VEC_HULL_MAX);

};


void() GM_WatchExplosionEnd =
{
   local entity e;

   // turn off bit flag
   if ( (self.owner.speed & GUIDEDMIS_ON) )
      self.owner.speed = self.owner.speed - GUIDEDMIS_ON;

   Guided_Mis_owner_appear();
   setorigin( self.owner, self.oldorigin );

   msg_entity = self.owner;                         // target of message
   WriteByte (MSG_ONE, SVC_SETVIEWPORT);  
   WriteEntity (MSG_ONE, self.owner);           // view port

	e = self;
   self = self.owner;
   W_SetCurrentAmmo ();
	self = e;

   remove( self );

};



void() GM_WatchExplosion =
{
   local entity e;

   e = spawn();
   e.classname = "missile";
   e.owner = self.owner;

   e.solid = SOLID_NOT;
   e.movetype = MOVETYPE_NONE;

   setmodel (e, "progs/s_explod.spr");
   setsize (e, '0 0 0', '0 0 0');    
   setorigin (e, self.origin);

   e.nextthink = time + 0.1;
   e.think = s_explode1;

   self.velocity = '0 0 0';
   self.solid = SOLID_NOT;
   self.movetype = MOVETYPE_NONE;
   self.touch = SUB_Null;

   makevectors (self.owner.v_angle);
   traceline( self.origin, self.origin - (v_forward * 120), TRUE, self.owner );
   setorigin( self, trace_endpos );

   self.nextthink = time + 1;
   self.think = GM_WatchExplosionEnd;

};


void() T_Guided_MissileTouch =
{
	local float	damg;

	if (other == self.owner)
		return;		// don't explode on owner


   if (pointcontents(self.origin) == CONTENT_SKY)
	{
      GM_WatchExplosionEnd();
      // remove(self);
		return;
	}

	damg = 100 + random()*20;
	
	if (other.health)
	{
		if (other.classname == "monster_shambler")
			damg = damg * 0.5;	// mostly immune
		T_Damage (other, self, self.owner, damg );
	}

	// don't do radius damage to the other, because all the damage
	// was done in the impact
	T_RadiusDamage (self, self.owner, 120, other);

//	sound (self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM);
	self.origin = self.origin - 8*normalize(self.velocity);

   WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
	WriteByte (MSG_BROADCAST, TE_EXPLOSION);
	WriteCoord (MSG_BROADCAST, self.origin_x);
	WriteCoord (MSG_BROADCAST, self.origin_y);
	WriteCoord (MSG_BROADCAST, self.origin_z);

   GM_WatchExplosion();

};

void() Guided_MissileSteer =
{
   self.nextthink = 0.1;
   makevectors (self.owner.v_angle);
   self.velocity = v_forward * guided_missile_vel;

   setorigin( self.owner, self.origin );
   self.angles = vectoangles(self.velocity);

};


// opt:
// TRUE = fire guided missile
// FALSE = fire standard rocket
void( float opt ) W_FireRocket =
{
	local	entity missile, mpuff;
	
	
	sound (self, CHAN_WEAPON, "weapons/sgun1.wav", 1, ATTN_NORM);


	missile = spawn ();
	missile.owner = self;
	missile.movetype = MOVETYPE_FLYMISSILE;
	missile.solid = SOLID_BBOX;
	missile.classname = "missile";
		
// set missile speed	

	makevectors (self.v_angle);
	
   if (opt)
   {
      self.currentammo = self.ammo_rockets = self.ammo_rockets - 5;
      missile.velocity = aim(self, guided_missile_vel);
      missile.velocity = missile.velocity * guided_missile_vel;
      missile.touch = T_Guided_MissileTouch;
      missile.nextthink = 0.1;
      missile.think = Guided_MissileSteer;

      msg_entity = missile.owner;                         // target of message
      WriteByte (MSG_ONE, SVC_SETVIEWPORT);  
      WriteEntity (MSG_ONE, missile);           // view port

		self.weaponmodel = "";
		self.weaponframe = 0;

      Guided_Mis_owner_vanish();
      missile.oldorigin = missile.owner.origin;
      missile.ammo_shells = missile.owner.angles_x;
      missile.ammo_nails = missile.owner.angles_y;

      // turn on bit flag
      self.speed = self.speed | GUIDEDMIS_ON;
   }
   else
   {
      self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
      self.punchangle_x = -2;
      missile.velocity = aim(self, 1000);
      missile.velocity = missile.velocity * 1000;

      missile.touch = T_MissileTouch;

   // set missile duration
      missile.nextthink = time + 5;
      missile.think = SUB_Remove;
   }
	missile.angles = vectoangles(missile.velocity);

	setmodel (missile, "progs/missile.mdl");
	setsize (missile, '0 0 0', '0 0 0');		
	setorigin (missile, self.origin + v_forward*8 + '0 0 16');
};

// called by new impulse
void() W_FireGuidedMissile =
{
   if ( (self.speed & CHSCAM_ON) )
   {
      sprint( self, "Not in chase view...\n" );
      return;
   }
   if (! (self.items & IT_ROCKET_LAUNCHER) )
   {
      sprint( self, "No rocket launcher...\n" );
      return;
   }
   if (self.ammo_rockets < 5)
   {
      sprint( self, "Not enough rockets...\n" );
      return;
   }
   if ( (self.speed & GUIDEDMIS_ON) )
   {
      return;
   }

   if (! (self.weapon & IT_ROCKET_LAUNCHER) )
   {
      self.weapon = IT_ROCKET_LAUNCHER;
      W_SetCurrentAmmo ();
   }

   W_FireRocket( TRUE );

};

// ### Guided missile mod ###
// ##########################


/*
===============================================================================

LIGHTNING

===============================================================================
*/

/*
=================
LightningDamage
=================
*/
void(vector p1, vector p2, entity from, float damage) LightningDamage =
{
	local entity		e1, e2;
	local vector		f;
	
	f = p2 - p1;
	normalize (f);
	f_x = 0 - f_y;
	f_y = f_x;
	f_z = 0;
	f = f*16;

	e1 = e2 = world;

	traceline (p1, p2, FALSE, self);
	if (trace_ent.takedamage)
	{
		particle (trace_endpos, '0 0 100', 225, damage*4);
		T_Damage (trace_ent, from, from, damage);
		if (self.classname == "player")
		{
			if (other.classname == "player")
				trace_ent.velocity_z = trace_ent.velocity_z + 400;
		}
	}
	e1 = trace_ent;

	traceline (p1 + f, p2 + f, FALSE, self);
	if (trace_ent != e1 && trace_ent.takedamage)
	{
		particle (trace_endpos, '0 0 100', 225, damage*4);
		T_Damage (trace_ent, from, from, damage);
	}
	e2 = trace_ent;

	traceline (p1 - f, p2 - f, FALSE, self);
	if (trace_ent != e1 && trace_ent != e2 && trace_ent.takedamage)
	{
		particle (trace_endpos, '0 0 100', 225, damage*4);
		T_Damage (trace_ent, from, from, damage);
	}
};


void() W_FireLightning =
{
	local	vector		org;
	local	float		cells;

	if (self.ammo_cells < 1)
	{
		self.weapon = W_BestWeapon ();
		W_SetCurrentAmmo ();
		return;
	}

// explode if under water
	if (self.waterlevel > 1)
	{
		cells = self.ammo_cells;
		self.ammo_cells = 0;
		T_RadiusDamage (self, self, 35*cells, world);
		W_SetCurrentAmmo ();
		return;
	}

	if (self.t_width < time)
	{
		sound (self, CHAN_WEAPON, "weapons/lhit.wav", 1, ATTN_NORM);
		self.t_width = time + 0.6;
	}
	self.punchangle_x = -2;

	self.currentammo = self.ammo_cells = self.ammo_cells - 1;

	org = self.origin + '0 0 16';
	
	traceline (org, org + v_forward*600, TRUE, self);

	WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
	WriteByte (MSG_BROADCAST, TE_LIGHTNING2);
	WriteEntity (MSG_BROADCAST, self);
	WriteCoord (MSG_BROADCAST, org_x);
	WriteCoord (MSG_BROADCAST, org_y);
	WriteCoord (MSG_BROADCAST, org_z);
	WriteCoord (MSG_BROADCAST, trace_endpos_x);
	WriteCoord (MSG_BROADCAST, trace_endpos_y);
	WriteCoord (MSG_BROADCAST, trace_endpos_z);

	LightningDamage (self.origin, trace_endpos + v_forward*4, self, 30);
};


//=============================================================================


void() GrenadeExplode =
{
	T_RadiusDamage (self, self.owner, 120, world);

	WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
	WriteByte (MSG_BROADCAST, TE_EXPLOSION);
	WriteCoord (MSG_BROADCAST, self.origin_x);
	WriteCoord (MSG_BROADCAST, self.origin_y);
	WriteCoord (MSG_BROADCAST, self.origin_z);

	BecomeExplosion ();
};

void() GrenadeTouch =
{
	if (other == self.owner)
		return;		// don't explode on owner
	if (other.takedamage == DAMAGE_AIM)
	{
		GrenadeExplode();
		return;
	}
	sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM);	// bounce sound
	if (self.velocity == '0 0 0')
		self.avelocity = '0 0 0';
};

/*
================
W_FireGrenade
================
*/
void() W_FireGrenade =
{
	local	entity missile, mpuff;
	
	self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
	
	sound (self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);

	self.punchangle_x = -2;

	missile = spawn ();
	missile.owner = self;
	missile.movetype = MOVETYPE_BOUNCE;
	missile.solid = SOLID_BBOX;
	missile.classname = "grenade";
		
// set missile speed	

	makevectors (self.v_angle);

	if (self.v_angle_x)
		missile.velocity = v_forward*600 + v_up * 200 + crandom()*v_right*10 + crandom()*v_up*10;
	else
	{
		missile.velocity = aim(self, 10000);
		missile.velocity = missile.velocity * 600;
		missile.velocity_z = 200;
	}

	missile.avelocity = '300 300 300';

	missile.angles = vectoangles(missile.velocity);
	
	missile.touch = GrenadeTouch;
	
// set missile duration
	missile.nextthink = time + 2.5;
	missile.think = GrenadeExplode;

	setmodel (missile, "progs/grenade.mdl");
	setsize (missile, '0 0 0', '0 0 0');		
	setorigin (missile, self.origin);
};


//=============================================================================

void() spike_touch;
void() superspike_touch;


/*
===============
launch_spike

Used for both the player and the ogre
===============
*/
void(vector org, vector dir) launch_spike =
{
	newmis = spawn ();
	newmis.owner = self;
	newmis.movetype = MOVETYPE_FLYMISSILE;
	newmis.solid = SOLID_BBOX;

	newmis.angles = vectoangles(dir);
	
	newmis.touch = spike_touch;
	newmis.classname = "spike";
	newmis.think = SUB_Remove;
	newmis.nextthink = time + 6;
	setmodel (newmis, "progs/spike.mdl");
	setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);		
	setorigin (newmis, org);

	newmis.velocity = dir * 1000;
};

void() W_FireSuperSpikes =
{
	local vector	dir;
	local entity	old;
	
	sound (self, CHAN_WEAPON, "weapons/spike2.wav", 1, ATTN_NORM);
	self.attack_finished = time + 0.2;
	self.currentammo = self.ammo_nails = self.ammo_nails - 2;
	dir = aim (self, 1000);
	launch_spike (self.origin + '0 0 16', dir);
	newmis.touch = superspike_touch;
	setmodel (newmis, "progs/s_spike.mdl");
	setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);		
	self.punchangle_x = -2;
};

void(float ox) W_FireSpikes =
{
	local vector	dir;
	local entity	old;
	
	makevectors (self.v_angle);
	
	if (self.ammo_nails >= 2 && self.weapon == IT_SUPER_NAILGUN)
	{
		W_FireSuperSpikes ();
		return;
	}

	if (self.ammo_nails < 1)
	{
		self.weapon = W_BestWeapon ();
		W_SetCurrentAmmo ();
		return;
	}

	sound (self, CHAN_WEAPON, "weapons/rocket1i.wav", 1, ATTN_NORM);
	self.attack_finished = time + 0.2;
	self.currentammo = self.ammo_nails = self.ammo_nails - 1;
	dir = aim (self, 1000);
	launch_spike (self.origin + '0 0 16' + v_right*ox, dir);

	self.punchangle_x = -2;
};



.float hit_z;
void() spike_touch =
{
local float rand;
	if (other == self.owner)
		return;

	if (other.solid == SOLID_TRIGGER)
		return;	// trigger field, do nothing

	if (pointcontents(self.origin) == CONTENT_SKY)
	{
		remove(self);
		return;
	}
	
// hit something that bleeds
	if (other.takedamage)
	{
		spawn_touchblood (9);
		T_Damage (other, self, self.owner, 9);
	}
	else
	{
		WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
		
		if (self.classname == "wizspike")
			WriteByte (MSG_BROADCAST, TE_WIZSPIKE);
		else if (self.classname == "knightspike")
			WriteByte (MSG_BROADCAST, TE_KNIGHTSPIKE);
		else
			WriteByte (MSG_BROADCAST, TE_SPIKE);
		WriteCoord (MSG_BROADCAST, self.origin_x);
		WriteCoord (MSG_BROADCAST, self.origin_y);
		WriteCoord (MSG_BROADCAST, self.origin_z);
	}

	remove(self);

};

void() superspike_touch =
{
local float rand;
	if (other == self.owner)
		return;

	if (other.solid == SOLID_TRIGGER)
		return;	// trigger field, do nothing

	if (pointcontents(self.origin) == CONTENT_SKY)
	{
		remove(self);
		return;
	}
	
// hit something that bleeds
	if (other.takedamage)
	{
		spawn_touchblood (18);
		T_Damage (other, self, self.owner, 18);
	}
	else
	{
		WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
		WriteByte (MSG_BROADCAST, TE_SUPERSPIKE);
		WriteCoord (MSG_BROADCAST, self.origin_x);
		WriteCoord (MSG_BROADCAST, self.origin_y);
		WriteCoord (MSG_BROADCAST, self.origin_z);
	}

	remove(self);

};


/*
===============================================================================

PLAYER WEAPON USE

===============================================================================
*/

void() W_SetCurrentAmmo =
{
	player_run ();		// get out of any weapon firing states

	self.items = self.items - ( self.items & (IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS) );
	
	if (self.weapon == IT_AXE)
	{
		self.currentammo = 0;
		self.weaponmodel = "progs/v_axe.mdl";
		self.weaponframe = 0;
	}
	else if (self.weapon == IT_SHOTGUN)
	{
		self.currentammo = self.ammo_shells;
		self.weaponmodel = "progs/v_shot.mdl";
		self.weaponframe = 0;
		self.items = self.items | IT_SHELLS;
	}
	else if (self.weapon == IT_SUPER_SHOTGUN)
	{
		self.currentammo = self.ammo_shells;
		self.weaponmodel = "progs/v_shot2.mdl";
		self.weaponframe = 0;
		self.items = self.items | IT_SHELLS;
	}
	else if (self.weapon == IT_NAILGUN)
	{
		self.currentammo = self.ammo_nails;
		self.weaponmodel = "progs/v_nail.mdl";
		self.weaponframe = 0;
		self.items = self.items | IT_NAILS;
	}
	else if (self.weapon == IT_SUPER_NAILGUN)
	{
		self.currentammo = self.ammo_nails;
		self.weaponmodel = "progs/v_nail2.mdl";
		self.weaponframe = 0;
		self.items = self.items | IT_NAILS;
	}
	else if (self.weapon == IT_GRENADE_LAUNCHER)
	{
		self.currentammo = self.ammo_rockets;
		self.weaponmodel = "progs/v_rock.mdl";
		self.weaponframe = 0;
		self.items = self.items | IT_ROCKETS;
	}
	else if (self.weapon == IT_ROCKET_LAUNCHER)
	{
		self.currentammo = self.ammo_rockets;
		self.weaponmodel = "progs/v_rock2.mdl";
		self.weaponframe = 0;
		self.items = self.items | IT_ROCKETS;
	}
	else if (self.weapon == IT_LIGHTNING)
	{
		self.currentammo = self.ammo_cells;
		self.weaponmodel = "progs/v_light.mdl";
		self.weaponframe = 0;
		self.items = self.items | IT_CELLS;
	}
	else
	{
		self.currentammo = 0;
		self.weaponmodel = "";
		self.weaponframe = 0;
	}

	// ### chase cam mod ###
	if ( (self.speed & CHSCAM_ON) )
	{
		self.weaponmodel = "";
		self.weaponframe = 0;
	}

};

float() W_BestWeapon =
{
	local	float	it;
	
	it = self.items;

	if(self.ammo_cells >= 1 && (it & IT_LIGHTNING) )
		return IT_LIGHTNING;
	else if(self.ammo_nails >= 2 && (it & IT_SUPER_NAILGUN) )
		return IT_SUPER_NAILGUN;
	else if(self.ammo_shells >= 2 && (it & IT_SUPER_SHOTGUN) )
		return IT_SUPER_SHOTGUN;
	else if(self.ammo_nails >= 1 && (it & IT_NAILGUN) )
		return IT_NAILGUN;
	else if(self.ammo_shells >= 1 && (it & IT_SHOTGUN) )
		return IT_SHOTGUN;
		
/*
	if(self.ammo_rockets >= 1 && (it & IT_ROCKET_LAUNCHER) )
		return IT_ROCKET_LAUNCHER;
	else if(self.ammo_rockets >= 1 && (it & IT_GRENADE_LAUNCHER) )
		return IT_GRENADE_LAUNCHER;

*/

	return IT_AXE;
};

float() W_CheckNoAmmo =
{
	if (self.currentammo > 0)
		return TRUE;

	if (self.weapon == IT_AXE)
		return TRUE;
	
	self.weapon = W_BestWeapon ();

	W_SetCurrentAmmo ();
	
// drop the weapon down
	return FALSE;
};

/*
============
W_Attack

An attack impulse can be triggered now
============
*/
void()	player_axe1;
void()	player_axeb1;
void()	player_axec1;
void()	player_axed1;
void()	player_shot1;
void()	player_nail1;
void()	player_light1;
void()	player_rocket1;

void() W_Attack =
{
	local	float	r;

   // ### guided missile mod ###
   if ( (self.speed & GUIDEDMIS_ON) )
      return;

	if (!W_CheckNoAmmo ())
		return;

	makevectors	(self.v_angle);			// calculate forward angle for velocity
	self.show_hostile = time + 1;	// wake monsters up

	if (self.weapon == IT_AXE)
	{
		sound (self, CHAN_WEAPON, "weapons/ax1.wav", 1, ATTN_NORM);
		r = random();
		if (r < 0.25)
			player_axe1 ();
		else if (r<0.5)
			player_axeb1 ();
		else if (r<0.75)
			player_axec1 ();
		else
			player_axed1 ();
		self.attack_finished = time + 0.5;
	}
	else if (self.weapon == IT_SHOTGUN)
	{
		player_shot1 ();
		W_FireShotgun ();
		self.attack_finished = time + 0.5;
	}
	else if (self.weapon == IT_SUPER_SHOTGUN)
	{
		player_shot1 ();
		W_FireSuperShotgun ();
		self.attack_finished = time + 0.7;
	}
	else if (self.weapon == IT_NAILGUN)
	{
		player_nail1 ();
	}
	else if (self.weapon == IT_SUPER_NAILGUN)
	{
		player_nail1 ();
	}
	else if (self.weapon == IT_GRENADE_LAUNCHER)
	{
		player_rocket1();
		W_FireGrenade();
		self.attack_finished = time + 0.6;
	}
	else if (self.weapon == IT_ROCKET_LAUNCHER)
	{
		player_rocket1();

      // ### guided missile mod ###
      // W_FireRocket(); //original line
      W_FireRocket( FALSE );

      self.attack_finished = time + 0.8;
	}
	else if (self.weapon == IT_LIGHTNING)
	{
		player_light1();
		self.attack_finished = time + 0.1;
		sound (self, CHAN_AUTO, "weapons/lstart.wav", 1, ATTN_NORM);
	}
};





/*
============
W_ChangeWeapon

============
*/
void() W_ChangeWeapon =
{
	local	float	it, am, fl;
	
	it = self.items;
	am = 0;
	
	if (self.impulse == 1)
	{
		fl = IT_AXE;
	}
	else if (self.impulse == 2)
	{
		fl = IT_SHOTGUN;
		if (self.ammo_shells < 1)
			am = 1;
	}
	else if (self.impulse == 3)
	{
		fl = IT_SUPER_SHOTGUN;
		if (self.ammo_shells < 2)
			am = 1;
	}		
	else if (self.impulse == 4)
	{
		fl = IT_NAILGUN;
		if (self.ammo_nails < 1)
			am = 1;
	}
	else if (self.impulse == 5)
	{
		fl = IT_SUPER_NAILGUN;
		if (self.ammo_nails < 2)
			am = 1;
	}
	else if (self.impulse == 6)
	{
		fl = IT_GRENADE_LAUNCHER;
		if (self.ammo_rockets < 1)
			am = 1;
	}
	else if (self.impulse == 7)
	{
		fl = IT_ROCKET_LAUNCHER;
		if (self.ammo_rockets < 1)
			am = 1;
	}
	else if (self.impulse == 8)
	{
		fl = IT_LIGHTNING;
		if (self.ammo_cells < 1)
			am = 1;
	}

	self.impulse = 0;
	
	if (!(self.items & fl))
	{	// don't have the weapon or the ammo
		sprint (self, "no weapon.\n");
		return;
	}
	
	if (am)
	{	// don't have the ammo
		sprint (self, "not enough ammo.\n");
		return;
	}

//
// set weapon, set ammo
//
	self.weapon = fl;		
	W_SetCurrentAmmo ();
};

/*
============
CheatCommand
============
*/
void() CheatCommand =
{
	if (deathmatch || coop)
		return;

	self.ammo_rockets = 100;
	self.ammo_nails = 200;
	self.ammo_shells = 100;
	self.items = self.items | 
		IT_AXE |
		IT_SHOTGUN |
		IT_SUPER_SHOTGUN |
		IT_NAILGUN |
		IT_SUPER_NAILGUN |
		IT_GRENADE_LAUNCHER |
		IT_ROCKET_LAUNCHER |
		IT_KEY1 | IT_KEY2;

	self.ammo_cells = 200;
	self.items = self.items | IT_LIGHTNING;

	self.weapon = IT_ROCKET_LAUNCHER;
	self.impulse = 0;
	W_SetCurrentAmmo ();
};

/*
============
CycleWeaponCommand

Go to the next weapon with ammo
============
*/
void() CycleWeaponCommand =
{
	local	float	it, am;
	
	it = self.items;
	self.impulse = 0;
	
	while (1)
	{
		am = 0;

		if (self.weapon == IT_LIGHTNING)
		{
			self.weapon = IT_AXE;
		}
		else if (self.weapon == IT_AXE)
		{
			self.weapon = IT_SHOTGUN;
			if (self.ammo_shells < 1)
				am = 1;
		}
		else if (self.weapon == IT_SHOTGUN)
		{
			self.weapon = IT_SUPER_SHOTGUN;
			if (self.ammo_shells < 2)
				am = 1;
		}		
		else if (self.weapon == IT_SUPER_SHOTGUN)
		{
			self.weapon = IT_NAILGUN;
			if (self.ammo_nails < 1)
				am = 1;
		}
		else if (self.weapon == IT_NAILGUN)
		{
			self.weapon = IT_SUPER_NAILGUN;
			if (self.ammo_nails < 2)
				am = 1;
		}
		else if (self.weapon == IT_SUPER_NAILGUN)
		{
			self.weapon = IT_GRENADE_LAUNCHER;
			if (self.ammo_rockets < 1)
				am = 1;
		}
		else if (self.weapon == IT_GRENADE_LAUNCHER)
		{
			self.weapon = IT_ROCKET_LAUNCHER;
			if (self.ammo_rockets < 1)
				am = 1;
		}
		else if (self.weapon == IT_ROCKET_LAUNCHER)
		{
			self.weapon = IT_LIGHTNING;
			if (self.ammo_cells < 1)
				am = 1;
		}
	
		if ( (it & self.weapon) && am == 0)
		{
			W_SetCurrentAmmo ();
			return;
		}
	}

};

/*
============
CycleWeaponReverseCommand

Go to the prev weapon with ammo
============
*/
void() CycleWeaponReverseCommand =
{
	local	float	it, am;
	
	it = self.items;
	self.impulse = 0;

	while (1)
	{
		am = 0;

		if (self.weapon == IT_LIGHTNING)
		{
			self.weapon = IT_ROCKET_LAUNCHER;
			if (self.ammo_rockets < 1)
				am = 1;
		}
		else if (self.weapon == IT_ROCKET_LAUNCHER)
		{
			self.weapon = IT_GRENADE_LAUNCHER;
			if (self.ammo_rockets < 1)
				am = 1;
		}
		else if (self.weapon == IT_GRENADE_LAUNCHER)
		{
			self.weapon = IT_SUPER_NAILGUN;
			if (self.ammo_nails < 2)
				am = 1;
		}
		else if (self.weapon == IT_SUPER_NAILGUN)
		{
			self.weapon = IT_NAILGUN;
			if (self.ammo_nails < 1)
				am = 1;
		}
		else if (self.weapon == IT_NAILGUN)
		{
			self.weapon = IT_SUPER_SHOTGUN;
			if (self.ammo_shells < 2)
				am = 1;
		}		
		else if (self.weapon == IT_SUPER_SHOTGUN)
		{
			self.weapon = IT_SHOTGUN;
			if (self.ammo_shells < 1)
				am = 1;
		}
		else if (self.weapon == IT_SHOTGUN)
		{
			self.weapon = IT_AXE;
		}
		else if (self.weapon == IT_AXE)
		{
			self.weapon = IT_LIGHTNING;
			if (self.ammo_cells < 1)
				am = 1;
		}
	
		if ( (it & self.weapon) && am == 0)
		{
			W_SetCurrentAmmo ();
			return;
		}
	}

};

/*
============
ServerflagsCommand

Just for development
============
*/
void() ServerflagsCommand =
{
	serverflags = serverflags * 2 + 1;
};

void() QuadCheat =
{
	if (deathmatch || coop)
		return;
	self.super_time = 1;
	self.super_damage_finished = time + 30;
	self.items = self.items | IT_QUAD;
	dprint ("quad cheat\n");
};

// #####################
// ### chase cam mod ###
// main code block

void() Keep_cam_chasing_owner;
void( float opt ) Remove_chase_cam;

// defaults reset every time level starts
float chasecam_alt, chasecam_dist = 72, chasecam_zofs = 24;


// Resets weapon model after changing view
// called by chase cam or player entities
void( entity player_ent ) Chase_cam_setweapon =
{
   local entity e;

	e = self;
   self = player_ent;
   W_SetCurrentAmmo ();
	self = e;
};

// called either by player or chase cam entities (to restart)
void( entity cam_owner ) Start_chase_cam =
{

	local entity	chase_cam;

	chase_cam = spawn();

   chase_cam.owner=cam_owner;

	// turn on bit-flag
   chase_cam.owner.speed = chase_cam.owner.speed | CHSCAM_ON;
	
   chase_cam.solid = SOLID_NOT;
	chase_cam.movetype = MOVETYPE_FLYMISSILE;
	

   chase_cam.angles = chase_cam.owner.angles;

	setmodel (chase_cam, "progs/eyes.mdl" );
	setsize (chase_cam, '0 0 0', '0 0 0');
   setorigin( chase_cam, chase_cam.owner.origin );
	chase_cam.classname = "chase_cam";
	
	chase_cam.nextthink = time + 0.1;	
	chase_cam.think = Keep_cam_chasing_owner;

   msg_entity = chase_cam.owner;                         // target of message
	WriteByte (MSG_ONE, SVC_SETVIEWPORT);  
	WriteEntity (MSG_ONE, chase_cam);           // view port

   Chase_cam_setweapon( cam_owner );

   // distance clipping
   chase_cam.ammo_shells = chasecam_dist;
   // offset choice
   chase_cam.ammo_cells = 0;

};

// secondary think for cam entities
void() Reable_chase_cam =
{
   self.nextthink = time + 0.1;

   // debug
   // sprint( self.owner, "Reable_chase_cam was called\n" );

   // clears bug of not being able to hit fire to restart
   // after dying in water
   if (self.owner.health <= 0)
   {
      remove( self );
      return;
   }

   if (  self.owner.waterlevel )
      return;

   Start_chase_cam( self.owner );
   remove( self );

};

// called only by chase cam entities
// opt values
// TRUE = remove completely
// FALSE = remove view but keep alive with Reable_chase_cam();
void( float opt ) Remove_chase_cam =
{
	// turn off bit-flag
   if ( (self.owner.speed & CHSCAM_ON) )
      self.owner.speed = self.owner.speed - CHSCAM_ON;

   // makes entity appear gone even if going into keep alive state
   setmodel( self, "" );
   self.velocity = '0 0 0';
	
   // set view-point back to normal
	msg_entity = self.owner;      // target of message
	WriteByte (MSG_ONE, SVC_SETVIEWPORT);  
	WriteEntity (MSG_ONE, self.owner);           // view port

   Chase_cam_setweapon( self.owner );

   if ( !opt )
   {
      self.nextthink = time + 0.1;
      self.think = Reable_chase_cam;
   }
   else
      remove( self );

};

/*
###########
main think function for cam entities
 self.ammo_shells = distance clipping
 self.ammo_nails = hang-up flag
###########
*/

void() Alt_cam_chasing_owner;

void() Keep_cam_chasing_owner =
{
   local vector goal, dir;
   local float  dist, cap,
                f_f;

   self.nextthink = time + 0.1; 

   // check if player toggled
	// or in water
   if ( (self.owner.speed & CHSCAM_ALT))
	{
      self.think = Alt_cam_chasing_owner;
		return;
	}

   if ( self.owner.waterlevel )
   {
      if (self.owner.health > 0)
      {
         Remove_chase_cam( FALSE );
         return;
      }
   }
	
   // get player velocity relative to player's
   // current yaw
   // f_f (based on running calcs (maxspeed = 400)
   //  (back ~= 640, forward ~= 0)
   dir_y = self.owner.v_angle_y;
   makevectors( dir );
   f_f = vlen( (v_forward * 320) - self.owner.velocity );

   // held for use after second makevectors call for
   // v_forward based only on yaw
   dir = v_forward;

   /*
   local string s;
   sprint( self.owner, "\n\n f_f = " );
   s = ftos( f_f );
   sprint( self.owner, s );
   sprint( self.owner, "\n f_r = " );
   s = ftos( f_r );
   sprint( self.owner, s );
   sprint( self.owner, "\n" );
   */

   makevectors( self.owner.v_angle );

   // set spot before clipping
   goal = self.owner.origin - (v_forward * self.ammo_shells);

   if (self.owner.v_angle_x > 16)
   {
      // dir is first v_forward based on yaw only
      goal = goal + (dir * (self.owner.v_angle_x - 16) );
      cap = chasecam_zofs - ((self.owner.v_angle_x - 16) * 0.3);
      if (cap < 0) cap = 0;
      goal_z = goal_z + cap;
   }
   else
      goal_z = goal_z + chasecam_zofs;

   traceline (self.owner.origin, goal, FALSE, self.owner);

   // avoids most hang-ups along walls
   goal = trace_endpos + ( v_forward * 2 );

   // for fading from walls and up-aim auto rising
   self.ammo_shells = 8 + vlen(trace_endpos - self.owner.origin);


   // clip from ceiling if too close
   traceline (goal, goal + '0 0 32', FALSE, self.owner );
   if (trace_fraction < 1 )
   {
      dir = trace_endpos - '0 0 32';

      traceline (goal, goal - '0 0 32', FALSE, self.owner );
      if (trace_fraction == 1)
         goal = dir;
   }


   dir = normalize(goal - self.origin);
   dist = vlen(goal - self.origin);

   traceline( self.origin, goal, FALSE, self.owner );
   if ( trace_fraction == 1 )
	{
      self.angles = self.owner.angles;

      cap = dist * 0.2;

      if (cap > 5.2)
         self.velocity = dir * dist * 5.2;
      else if (cap > 1)
         self.velocity = dir * dist * cap;
      else
         self.velocity = dir * dist;

      // tighten up if owner running backwards
      if ( f_f > 560)
      {
         self.velocity = self.velocity * 2;
      }
      
   }
	else
      setorigin( self, goal );

   // fade back from walls
   self.ammo_shells = self.ammo_shells + 4;
   if (self.ammo_shells > chasecam_dist)
      self.ammo_shells = chasecam_dist;

   // respawn if missile ent. get's hung up
   if( self.oldorigin == self.origin )
   {
      if( dist > 30 )
         self.ammo_nails = self.ammo_nails + 1;

   }
   if( self.ammo_nails > 3 )
   {
      Start_chase_cam( self.owner );
      remove( self );
      return;
   }
   self.oldorigin = self.origin;

};

/*
###############
 self.ammo_cells = view offset direction
   0 = up
   1 = left
   2 = right
###############
*/
void() Alt_cam_chasing_owner =
{
   local vector goal, dir;
   local float  dist, cap,
                f_f,  f_r;

   self.nextthink = time + 0.1; 

   // check if player toggled
	// or in water
   if (! (self.owner.speed & CHSCAM_ON))
	{
      if( (self.owner.speed & CHSCAM_ALT) )
         self.owner.speed = self.owner.speed - CHSCAM_ALT;
      Remove_chase_cam( TRUE );
      return;
	}

   if ( self.owner.waterlevel )
   {
      if (self.owner.health > 0)
      {
         Remove_chase_cam( FALSE );
         return;
      }
   }
	
   // get player velocity relative to player's
   // current yaw
   // f_f (based on running calcs (maxspeed = 400)
   //  (back ~= 640, forward ~= 0)
   // f_r
   //  (left ~= 640, right ~= 0)
   dir_y = self.owner.v_angle_y;
   makevectors( dir );
   f_f = vlen( (v_forward * 320) - self.owner.velocity );
   f_r = vlen( (v_right * 320) - self.owner.velocity );

   // held for use after second makevectors call for
   // v_forward based only on yaw
   dir = v_forward;

   /*
   local string s;
   sprint( self.owner, "\n\n f_f = " );
   s = ftos( f_f );
   sprint( self.owner, s );
   sprint( self.owner, "\n f_r = " );
   s = ftos( f_r );
   sprint( self.owner, s );
   sprint( self.owner, "\n" );
   */

   if (f_f < 160 || self.owner.v_angle_x < -45)
      self.ammo_cells = 0;
   else if (f_r < 80)
      self.ammo_cells = 1;
   else if (f_r > 560)
      self.ammo_cells = 2;


   makevectors( self.owner.v_angle );

   // set spot before clipping
   goal = self.owner.origin - (v_forward * self.ammo_shells);

   if (!self.ammo_cells)
   {
      if (self.owner.v_angle_x > 16)
      {
         // dir is first v_forward based on yaw only
         goal = goal + (dir * (self.owner.v_angle_x - 16) );
         cap = chasecam_zofs - ((self.owner.v_angle_x - 16) * 0.3);
         if (cap < 0) cap = 0;
         goal_z = goal_z + cap;
      }
      else
         goal_z = goal_z + chasecam_zofs;
   }
   else if (self.ammo_cells == 1)
      goal = goal - (v_right * (chasecam_zofs));
   else
      goal = goal + (v_right * (chasecam_zofs));


   traceline (self.owner.origin, goal, FALSE, self.owner);

   // avoids most hang-ups along walls
   goal = trace_endpos + ( v_forward * 2 );

   // for fading from walls and up-aim auto rising
   self.ammo_shells = 8 + vlen(trace_endpos - self.owner.origin);


   // clip from ceiling if too close
   traceline (goal, goal + '0 0 32', FALSE, self.owner );
   if (trace_fraction < 1 )
   {
      dir = trace_endpos - '0 0 32';

      traceline (goal, goal - '0 0 32', FALSE, self.owner );
      if (trace_fraction == 1)
         goal = dir;
   }


   dir = normalize(goal - self.origin);
   dist = vlen(goal - self.origin);

   traceline( self.origin, goal, FALSE, self.owner );
   if ( trace_fraction == 1 )
	{
      self.angles = self.owner.angles;

      cap = dist * 0.2;

      if (cap > 5.2)
         self.velocity = dir * dist * 5.2;
      else if (cap > 1)
         self.velocity = dir * dist * cap;
      else
         self.velocity = dir * dist;

      // tighten up if owner running backwards
      if ( f_f > 560)
      {
         self.velocity = self.velocity * 2;
      }
      
   }
	else
      setorigin( self, goal );

   // fade back from walls
   self.ammo_shells = self.ammo_shells + 4;
   if (self.ammo_shells > chasecam_dist)
      self.ammo_shells = chasecam_dist;

   // respawn if missile ent. get's hung up
   if( self.oldorigin == self.origin )
   {
      if( dist > 30 )
         self.ammo_nails = self.ammo_nails + 1;

   }
   if( self.ammo_nails > 3 )
   {
      Start_chase_cam( self.owner );
      remove( self );
      return;
   }
   self.oldorigin = self.origin;

};


// called by player only
void() Toggle_chase_cam =
{

   if (self.waterlevel)
      return;

   // don't activate if currently flying a missile
   if ( (self.speed & GUIDEDMIS_ON) )
      return;

   if( (self.speed & CHSCAM_ON) )
	{
		// will be noticed by next think
		// of player's chase cam entity

      if( (self.speed & CHSCAM_ALT) )
      {
         self.speed = self.speed - CHSCAM_ALT;
         self.speed = self.speed - CHSCAM_ON;
      }
      else
      {
         sprint( self, "View tracking: strafing\n" );
         self.speed = self.speed | CHSCAM_ALT;
      }
	}
	else
      Start_chase_cam( self );
		
};

////////////////////////////////////////////
// laser targeter functions

// targeter ent. think function

void() LaserTargeterTrack = {
   local vector src;

   if (! (self.owner.speed & LASERTARG_ON))
   {
      if( (self.owner.speed & LASERTARG_LIT) )
      {
         self.owner.speed = self.owner.speed | LASERTARG_ON;
         self.effects = self.effects | EF_DIMLIGHT;
      }
      else
      {
         remove( self );
         return;
      }
   }

   makevectors( self.owner.v_angle );
	
   src = self.owner.origin + v_forward * 10;
   src_z = self.owner.absmin_z + self.owner.size_z * 0.7;

   traceline( src,  src + v_forward * 2048, FALSE, self.owner);

   setorigin( self, (0.1 * src + 0.9 * trace_endpos) );

   self.nextthink = time + 0.05;

};

void( entity targ_owner ) LaserTargeterToggle =
{

   local entity e;

   if( (targ_owner.speed & LASERTARG_ON) )
   {
      if( (targ_owner.speed & LASERTARG_LIT) )
         targ_owner.speed = targ_owner.speed - LASERTARG_LIT;
      else
         targ_owner.speed = targ_owner.speed | LASERTARG_LIT;

      targ_owner.speed = targ_owner.speed - LASERTARG_ON;
   }
   else
   {
      targ_owner.speed = targ_owner.speed | LASERTARG_ON;
      
      e = spawn();
      e.owner = targ_owner;

      e.movetype = MOVETYPE_NONE;
      e.solid = SOLID_NOT;

      setmodel( e, "progs/s_bubble.spr" );
      setsize( e, VEC_ORIGIN, VEC_ORIGIN );    
      setorigin( e, e.owner.origin );

      if( (e.owner.speed & LASERTARG_LIT) )
         e.effects = e.effects | EF_DIMLIGHT;

      e.nextthink = time + 0.1;
      e.think = LaserTargeterTrack;

	}

};
////////////////////////////////////////////


void() Chase_cam_lvlstart_think =
{

   local string s;

   if ( (self.owner.speed & CHSCAM_ON) )
      Start_chase_cam( self.owner );
   if ( (self.owner.speed & LASERTARG_ON) )
   {
      self.owner.speed = self.owner.speed - LASERTARG_ON;
      LaserTargeterToggle( self.owner );
   }

   remove( self );

};


// called in CLIENT.QC by void() PutClientInServer
// player.speed is set and saved between levels using parm16
// in CLIENT.QC
void() Chase_cam_level_start =
{

   local entity e;

      e = spawn();
      e.owner = self;

      e.movetype = MOVETYPE_NONE;
      e.solid = SOLID_NOT;

      setmodel( e, "" );
      setsize( e, VEC_ORIGIN, VEC_ORIGIN );    
      setorigin( e, e.owner.origin );

      e.nextthink = time + 0.2;
      e.think = Chase_cam_lvlstart_think;

};


// ### chase cam mod ###
// #####################




// ######################
// ### Multiskin v1.1 ###

void( float imp ) Choose_multiskin =
{
   if (imp == 200)
   {
		self.skin = self.skin + 1;
		if (self.skin == 19)
         self.skin = 0;
   }
   else
   {
		self.skin = self.skin - 1;
      if (self.skin == -1)
         self.skin = 18;
   }

   if (self.skin == 0)
      centerprint(self, "SKIN: the Good Guy Himself (1)");
   else if (self.skin == 1)
      centerprint(self, "SKIN: Duke Nukem 3d (2)");
   else if (self.skin == 2)
      centerprint(self, "SKIN: Mr. Toad (3)");
   else if (self.skin == 3)
      centerprint(self, "SKIN: the Stormtrooper (4)");
   else if (self.skin == 4)
      centerprint(self, "SKIN: Max (5)");
   else if (self.skin == 5)
      centerprint(self, "SKIN: the Terminator (6)");
   else if (self.skin == 6)
      centerprint(self, "SKIN: Judge Dredd (7)");
   else if (self.skin == 7)
      centerprint(self, "SKIN: Camouflaged soldier (8)");
   else if (self.skin == 8)
      centerprint(self, "SKIN: Captain Picard (9)");
   else if (self.skin == 9)
      centerprint(self, "SKIN: the Wizzard (10)");
   else if (self.skin == 10)
      centerprint(self,"SKIN: the Predator (11)");
   else if (self.skin == 11)
      centerprint(self,"SKIN: Skeleton (12)");
   else if (self.skin == 12)
      centerprint(self,"SKIN: Wan-Fu (13)");
   else if (self.skin == 13)
      centerprint(self,"SKIN: Henry Rollins (14)");
   else if (self.skin == 14)
      centerprint(self,"SKIN: He-Man (15)");
   else if (self.skin == 15)
      centerprint(self,"SKIN: Boba (16)");
   else if (self.skin == 16)
      centerprint(self,"SKIN: Superman (17)");
   else if (self.skin == 17)
      centerprint(self,"SKIN: NYPD Cop (18)");
   else if (self.skin == 18)
      centerprint(self,"SKIN: Red/Yellow women dude (19)");
};

// ### Multiskin v1.1 ###
// ######################



/*
============
ImpulseCommands

============
*/
void() ImpulseCommands =
{
	if (self.impulse >= 1 && self.impulse <= 8)
		W_ChangeWeapon ();

	if (self.impulse == 9)
		CheatCommand ();
	if (self.impulse == 10)
		CycleWeaponCommand ();
	if (self.impulse == 11)
		ServerflagsCommand ();
	if (self.impulse == 12)
		CycleWeaponReverseCommand ();

   // ### chase cam mods ###
   if ( self.impulse == 30)
      Toggle_chase_cam(); // Toggle view
   if ( self.impulse == 31)  // laser targeter toggle
      LaserTargeterToggle( self );

   // ### guided missile mod ###
   if ( self.impulse == 32)  // guided missile fire
      W_FireGuidedMissile();

   // ### Multiskin v1.1 ###
   if ( self.impulse == 200 || self.impulse == 201 )
      Choose_multiskin( self.impulse );

	if (self.impulse == 255)
		QuadCheat ();
		
	self.impulse = 0;
};

/*
============
W_WeaponFrame

Called every frame so impulse events can be handled as well as possible
============
*/
void() W_WeaponFrame =
{
	if (time < self.attack_finished)
		return;

	ImpulseCommands ();
	
// check for attack
	if (self.button0)
	{
		SuperDamageSound ();
		W_Attack ();
	}
};

/*
========
SuperDamageSound

Plays sound if needed
========
*/
void() SuperDamageSound =
{
	if (self.super_damage_finished > time)
	{
		if (self.super_sound < time)
		{
			self.super_sound = time + 1;
			sound (self, CHAN_BODY, "items/damage3.wav", 1, ATTN_NORM);
		}
	}
	return;
};


