#include "g_local.h"


void knife_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf);
void Zylon_Grenade(edict_t *ent);

//FIREBLADE
qboolean ap_already_hit[1000];  // 1000 = a number much larger than the possible max # of clients
//FIREBLADE

/*
=================
check_dodge

This is a support routine used when a client is firing
a non-instant attack weapon.  It checks to see if a
monster's dodge function should be called.
=================
*/
static void check_dodge (edict_t *self, vec3_t start, vec3_t dir, int speed)
{
        vec3_t  end;
        vec3_t  v;
        trace_t tr;
        float   eta;

        // easy mode only ducks one quarter the time
        if (skill->value == 0)
        {
                if (random() > 0.25)
                        return;
        }
        VectorMA (start, 8192, dir, end);
        tr = do_trace (start, NULL, NULL, end, self, MASK_SHOT);
        if ((tr.ent) && (tr.ent->svflags & SVF_MONSTER) && (tr.ent->health > 0) && (tr.ent->monsterinfo.dodge) && infront(tr.ent, self))
        {
                VectorSubtract (tr.endpos, start, v);
                eta = (VectorLength(v) - tr.ent->maxs[0]) / speed;
                tr.ent->monsterinfo.dodge (tr.ent, self, eta);
        }
}


/* zucc - bulletholes for testing spread patterns */

void BulletHoleThink (edict_t *self)
{
        G_FreeEdict( self );
}


void SpawnHole( trace_t *tr, vec3_t dir )
{

        vec3_t origin;
    
        edict_t* lss;
        lss = G_Spawn ();
        lss->movetype = MOVETYPE_NOCLIP;
        lss->solid = SOLID_TRIGGER;
        lss->classname = "bhole";
        //lss->s.modelindex = gi.modelindex ("models/weapons/g_m4/tris.md2" );
        //lss->s.modelindex = gi.modelindex ("models/objects/holes/hole1/tris.md2" );
// bhole model doesn't want to show up, so be it
        lss->s.modelindex = gi.modelindex ("sprites/lsight.sp2");
        lss->s.renderfx = RF_GLOW;
        lss->gravity = 0;
        lss->think = BulletHoleThink;
        lss->nextthink = level.time + 1000;
        vectoangles(tr->plane.normal,lss->s.angles);
        VectorNormalize(dir);
        VectorMA(tr->endpos, 0,dir,origin);
        VectorCopy(origin,lss->s.origin);       
        gi.linkentity (lss);

                    

}


/*
=================
fire_hit

Used for all impact (hit/punch/slash) attacks
=================
*/
qboolean fire_hit (edict_t *self, vec3_t aim, int damage, int kick)
{
        trace_t         tr;
        vec3_t          forward, right, up;
        vec3_t          v;
        vec3_t          point;
        float           range;
        vec3_t          dir;

        //see if enemy is in range
        VectorSubtract (self->enemy->s.origin, self->s.origin, dir);
        range = VectorLength(dir);
        if (range > aim[0])
                return false;

        if (aim[1] > self->mins[0] && aim[1] < self->maxs[0])
        {
                // the hit is straight on so back the range up to the edge of their bbox
                range -= self->enemy->maxs[0];
        }
        else
        {
                // this is a side hit so adjust the "right" value out to the edge of their bbox
                if (aim[1] < 0)
                        aim[1] = self->enemy->mins[0];
                else
                        aim[1] = self->enemy->maxs[0];
        }

        VectorMA (self->s.origin, range, dir, point);

        tr = do_trace (self->s.origin, NULL, NULL, point, self, MASK_SHOT);
        if (tr.fraction < 1)
        {
                if (!tr.ent->takedamage)
                        return false;
                // if it will hit any client/monster then hit the one we wanted to hit
                if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client))
                        tr.ent = self->enemy;
        }

        AngleVectors(self->s.angles, forward, right, up);
        VectorMA (self->s.origin, range, forward, point);
        VectorMA (point, aim[1], right, point);
        VectorMA (point, aim[2], up, point);
        VectorSubtract (point, self->enemy->s.origin, dir);

        // do the damage
        T_Damage (tr.ent, self, self, dir, point, vec3_origin, damage, kick/2, DAMAGE_NO_KNOCKBACK, MOD_HIT);

        if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
                return false;

        // do our special form of knockback here
        VectorMA (self->enemy->absmin, 0.5, self->enemy->size, v);
        VectorSubtract (v, point, v);
        VectorNormalize (v);
        VectorMA (self->enemy->velocity, kick, v, self->enemy->velocity);
        if (self->enemy->velocity[2] > 0)
                self->enemy->groundentity = NULL;
        return true;
}


/*
=================
fire_lead

This is an internal support routine used for bullet/pellet based weapons.
=================
*/
static void fire_lead (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int te_impact, int hspread, int vspread, int mod)
{
        trace_t         tr;
        vec3_t          dir;
        vec3_t          forward, right, up;
        vec3_t          end;
        float           r;
        float           u;
        vec3_t          water_start;
        qboolean        water = false;
        int                     content_mask = MASK_SHOT | MASK_WATER;

        tr = do_trace (self->s.origin, NULL, NULL, start, self, MASK_SHOT);
        if (!(tr.fraction < 1.0))
        {
                vectoangles (aimdir, dir);
                AngleVectors (dir, forward, right, up);

                r = crandom()*hspread;
                u = crandom()*vspread;
                VectorMA (start, 8192, forward, end);
                VectorMA (end, r, right, end);
                VectorMA (end, u, up, end);

                if (gi.pointcontents (start) & MASK_WATER)
                {
                        water = true;
                        VectorCopy (start, water_start);
                        content_mask &= ~MASK_WATER;
                }

                tr = do_trace (start, NULL, NULL, end, self, content_mask);

                // see if we hit water
                if (tr.contents & MASK_WATER)
                {
                        int             color;

                        water = true;
                        VectorCopy (tr.endpos, water_start);

                        if (!VectorCompare (start, tr.endpos))
                        {
                                if (tr.contents & CONTENTS_WATER)
                                {
                                        if (strcmp(tr.surface->name, "*brwater") == 0)
                                                color = SPLASH_BROWN_WATER;
                                        else
                                                color = SPLASH_BLUE_WATER;
                                }
                                else if (tr.contents & CONTENTS_SLIME)
                                        color = SPLASH_SLIME;
                                else if (tr.contents & CONTENTS_LAVA)
                                        color = SPLASH_LAVA;
                                else
                                        color = SPLASH_UNKNOWN;

                                if (color != SPLASH_UNKNOWN)
                                {
                                        gi.WriteByte (svc_temp_entity);
                                        gi.WriteByte (TE_SPLASH);
                                        gi.WriteByte (8);
                                        gi.WritePosition (tr.endpos);
                                        gi.WriteDir (tr.plane.normal);
                                        gi.WriteByte (color);
                                        gi.multicast (tr.endpos, MULTICAST_PVS);
                                }

                                // change bullet's course when it enters water
                                VectorSubtract (end, start, dir);
                                vectoangles (dir, dir);
                                AngleVectors (dir, forward, right, up);
                                r = crandom()*hspread*2;
                                u = crandom()*vspread*2;
                                VectorMA (water_start, 8192, forward, end);
                                VectorMA (end, r, right, end);
                                VectorMA (end, u, up, end);
                        }

                        // re-trace ignoring water this time
                        tr = do_trace (water_start, NULL, NULL, end, self, MASK_SHOT);
                }
        }

        // send gun puff / flash
        if (!((tr.surface) && (tr.surface->flags & SURF_SKY)))
        {
                if (tr.fraction < 1.0)
                {
                        if (tr.ent->takedamage)
                        {
                                T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_BULLET, mod);
                        }
                        else
                        {
                                                        if ( mod != MOD_M3 && mod != MOD_HC) 
                                                        {
                                                                AddDecal (self, tr.endpos, tr.plane.normal);
                                                        }
                                                        //zucc remove spawnhole for real release
//                                SpawnHole( &tr, dir );
                                                                if (strncmp (tr.surface->name, "sky", 3) != 0)
                                {
                                        gi.WriteByte (svc_temp_entity);
                                        gi.WriteByte (te_impact);
                                        gi.WritePosition (tr.endpos);
                                        gi.WriteDir (tr.plane.normal);
                                        gi.multicast (tr.endpos, MULTICAST_PVS);

                                        if (self->client)
                                                PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
                                }
                        }
                }
        }

        // if went through water, determine where the end and make a bubble trail
        if (water)
        {
                vec3_t  pos;

                VectorSubtract (tr.endpos, water_start, dir);
                VectorNormalize (dir);
                VectorMA (tr.endpos, -2, dir, pos);
                if (gi.pointcontents (pos) & MASK_WATER)
                        VectorCopy (pos, tr.endpos);
                else
                        tr = do_trace (pos, NULL, NULL, water_start, tr.ent, MASK_WATER);

                VectorAdd (water_start, tr.endpos, pos);
                VectorScale (pos, 0.5, pos);

                gi.WriteByte (svc_temp_entity);
                gi.WriteByte (TE_BUBBLETRAIL);
                gi.WritePosition (water_start);
                gi.WritePosition (tr.endpos);
                gi.multicast (pos, MULTICAST_PVS);
        }
}


/*
=================
fire_bullet

Fires a single round.  Used for machinegun and chaingun.  Would be fine for
pistols, rifles, etc....
=================
*/
void fire_bullet (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod)
{
        fire_lead (self, start, aimdir, damage, kick, TE_GUNSHOT, hspread, vspread, mod);
}



// zucc fire_load_ap for rounds that pass through soft targets and keep going
static void fire_lead_ap (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int te_impact, int hspread, int vspread, int mod)
{
        trace_t         tr;
        vec3_t          dir;
        vec3_t          forward, right, up;
        vec3_t          end;
        float           r;
        float           u;
        vec3_t          water_start;
        qboolean        water = false;
        int             content_mask = MASK_SHOT | MASK_WATER;
        vec3_t          from;
        edict_t         *ignore;

//FIREBLADE
	memset(ap_already_hit, 0, 
			game.maxclients * sizeof(qboolean));
//FIREBLADE
        
        // setup
        stopAP = 0;
        vectoangles (aimdir, dir);
        AngleVectors (dir, forward, right, up);
        
        r = crandom()*hspread;
        u = crandom()*vspread;
        VectorMA (start, 8192, forward, end);
        VectorMA (end, r, right, end);
        VectorMA (end, u, up, end);
        VectorCopy (start, from);
                if (gi.pointcontents (start) & MASK_WATER)
        {
                water = true;
                VectorCopy (start, water_start);
                content_mask &= ~MASK_WATER;
        }
        
        ignore = self;
        
        //      tr = do_trace (self->s.origin, NULL, NULL, start, self, MASK_SHOT);
        while (ignore)
                //if (!(tr.fraction < 1.0))
        {
                
                //tr = do_trace (from, NULL, NULL, end, ignore, mask);
                tr = do_trace (from, NULL, NULL, end, ignore, content_mask);

                // see if we hit water
                if (tr.contents & MASK_WATER)
                {
                        int             color;
                        
                        water = true;
                        VectorCopy (tr.endpos, water_start);
                        
                        if (!VectorCompare (from, tr.endpos))
                        {
                                if (tr.contents & CONTENTS_WATER)
                                {
                                        if (strcmp(tr.surface->name, "*brwater") == 0)
                                                color = SPLASH_BROWN_WATER;
                                        else
                                                color = SPLASH_BLUE_WATER;
                                }
                                else if (tr.contents & CONTENTS_SLIME)
                                        color = SPLASH_SLIME;
                                else if (tr.contents & CONTENTS_LAVA)
                                        color = SPLASH_LAVA;
                                else
                                        color = SPLASH_UNKNOWN;
                                
                                if (color != SPLASH_UNKNOWN)
                                {
                                        gi.WriteByte (svc_temp_entity);
                                        gi.WriteByte (TE_SPLASH);
                                        gi.WriteByte (8);
                                        gi.WritePosition (tr.endpos);
                                        gi.WriteDir (tr.plane.normal);
                                        gi.WriteByte (color);
                                        gi.multicast (tr.endpos, MULTICAST_PVS);
                                }
                                
                                // change bullet's course when it enters water
                                VectorSubtract (end, from, dir);
                                vectoangles (dir, dir);
                                AngleVectors (dir, forward, right, up);
                                r = crandom()*hspread*2;
                                u = crandom()*vspread*2;
                                VectorMA (water_start, 8192, forward, end);
                                VectorMA (end, r, right, end);
                                VectorMA (end, u, up, end);
                        }
                        
                        // re-trace ignoring water this time
                        tr = do_trace (water_start, NULL, NULL, end, ignore, MASK_SHOT);
                        
                }
                
                // send gun puff / flash
                
                ignore = NULL;
                
                if (!((tr.surface) && (tr.surface->flags & SURF_SKY)))
                {
                        if (tr.fraction < 1.0)
                        {
                                
                                if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client))
                                {
                                        ignore = tr.ent;
                                        VectorCopy (tr.endpos, from);
//FIREBLADE
					// Advance the "from" point a few units
					// towards "end" here
					if (tr.ent->client)
					{
						vec3_t tempv;
						vec3_t out;
						if (ap_already_hit[tr.ent  - g_edicts - 1])
						{							
							VectorSubtract(end, from, tempv);
							VectorNormalize(tempv);
							VectorScale(tempv, 8, out);
							VectorAdd(out, from, from);
							continue;
						}
						ap_already_hit[tr.ent - g_edicts - 1] = true;
					}
//FIREBLADE
                                }
                                
                                if ((tr.ent != self) && (tr.ent->takedamage))
                                {
                                        T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, 0, mod);
                                        if ( stopAP ) // the AP round hit something that would stop it (kevlar)
                                                ignore = NULL;
                                }
                                else if ( tr.ent != self && !water )
                                {
                                        //zucc remove spawnhole for real release
                                //        SpawnHole( &tr, dir  );
                                                                
                                        if (strncmp (tr.surface->name, "sky", 3) != 0)
                                        {
                                                                                                AddDecal (self, tr.endpos, tr.plane.normal);
                                                gi.WriteByte (svc_temp_entity);
                                                gi.WriteByte (te_impact);
                                                gi.WritePosition (tr.endpos);
                                                gi.WriteDir (tr.plane.normal);
                                                gi.multicast (tr.endpos, MULTICAST_PVS);
                                                
                                                if (self->client)
                                                        PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
                                        }
                                }
                        }
                }
        }       
        // if went through water, determine where the end and make a bubble trail
        if (water)
        {
                vec3_t  pos;
                
                VectorSubtract (tr.endpos, water_start, dir);
                VectorNormalize (dir);
                VectorMA (tr.endpos, -2, dir, pos);
                if (gi.pointcontents (pos) & MASK_WATER)
                        VectorCopy (pos, tr.endpos);
                else
                        tr = do_trace (pos, NULL, NULL, water_start, tr.ent, MASK_WATER);
                
                VectorAdd (water_start, tr.endpos, pos);
                VectorScale (pos, 0.5, pos);
                
                gi.WriteByte (svc_temp_entity);
                gi.WriteByte (TE_BUBBLETRAIL);
                gi.WritePosition (water_start);
                gi.WritePosition (tr.endpos);
                gi.multicast (pos, MULTICAST_PVS);
        }
        
}



// zucc - for the M4
void fire_bullet_sparks (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod)
{
        fire_lead_ap (self, start, aimdir, damage, kick, TE_BULLET_SPARKS, hspread, vspread, mod);
}

// zucc - for sniper
void fire_bullet_sniper (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod)
{
        fire_lead_ap (self, start, aimdir, damage, kick, TE_GUNSHOT, hspread, vspread, mod);
}







/*
=================
fire_shotgun

Shoots shotgun pellets.  Used by shotgun and super shotgun.
=================
*/
void fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int mod)
{
        int             i;

        for (i = 0; i < count; i++)
                fire_lead (self, start, aimdir, damage, kick, TE_SHOTGUN, hspread, vspread, mod);
}


/*
=================
fire_blaster

Fires a single blaster bolt.  Used by the blaster and hyper blaster.
=================
*/
void blaster_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
        int             mod;

        if (other == self->owner)
                return;

        if (surf && (surf->flags & SURF_SKY))
        {
                G_FreeEdict (self);
                return;
        }

        if (self->owner->client)
                PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);

        if (other->takedamage)
        {
                if (self->spawnflags & 1)
                        mod = MOD_HYPERBLASTER;
                else
                        mod = MOD_BLASTER;
                T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, mod);
        }
        else
        {
                gi.WriteByte (svc_temp_entity);
                gi.WriteByte (TE_BLASTER);
                gi.WritePosition (self->s.origin);
                if (!plane)
                        gi.WriteDir (vec3_origin);
                else
                        gi.WriteDir (plane->normal);
                gi.multicast (self->s.origin, MULTICAST_PVS);
        }

        G_FreeEdict (self);
}

void fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect, qboolean hyper)
{
        edict_t *bolt;
        trace_t tr;

        VectorNormalize (dir);

        bolt = G_Spawn();
// 3.20 ANTI-LAG FIX, just in case we end up using this code for something... -FB
        bolt->svflags = SVF_DEADMONSTER;  
// ^^^
        VectorCopy (start, bolt->s.origin);
        VectorCopy (start, bolt->s.old_origin);
        vectoangles (dir, bolt->s.angles);
        VectorScale (dir, speed, bolt->velocity);
        bolt->movetype = MOVETYPE_FLYMISSILE;
        bolt->clipmask = MASK_SHOT;
        bolt->solid = SOLID_BBOX;
        bolt->s.effects |= effect;
        VectorClear (bolt->mins);
        VectorClear (bolt->maxs);
        bolt->s.modelindex = gi.modelindex ("models/objects/laser/tris.md2");
        bolt->s.sound = gi.soundindex ("misc/lasfly.wav");
        bolt->owner = self;
        bolt->touch = blaster_touch;
        bolt->nextthink = level.time + 2;
        bolt->think = G_FreeEdict;
        bolt->dmg = damage;
        bolt->classname = "bolt";
        if (hyper)
                bolt->spawnflags = 1;
        gi.linkentity (bolt);

        if (self->client)
                check_dodge (self, bolt->s.origin, dir, speed);

        tr = do_trace (self->s.origin, NULL, NULL, bolt->s.origin, bolt, MASK_SHOT);
        if (tr.fraction < 1.0)
        {
                VectorMA (bolt->s.origin, -10, dir, bolt->s.origin);
                bolt->touch (bolt, tr.ent, NULL, NULL);
        }
}       

qboolean G_EntExists(edict_t *ent)
{ 
        return ((ent) && (ent->client));//(ent->inuse)); 
} 



/*
=================
fire_grenade
=================
*/
static void Grenade_Explode (edict_t *ent)
{
        vec3_t          origin;
        int                     mod;

                
        if (ent->owner->client)
                PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);

        //FIXME: if we are onground then raise our Z just a bit since we are a point?
        if (ent->enemy)
        {
                float   points;
                vec3_t  v;
                vec3_t  dir;

                VectorAdd (ent->enemy->mins, ent->enemy->maxs, v);
                VectorMA (ent->enemy->s.origin, 0.5, v, v);
                VectorSubtract (ent->s.origin, v, v);
                points = ent->dmg - 0.5 * VectorLength (v);
                VectorSubtract (ent->enemy->s.origin, ent->s.origin, dir);
                if (ent->spawnflags & 1)
                        mod = MOD_HANDGRENADE;
                else
                        mod = MOD_GRENADE;
                T_Damage (ent->enemy, ent, ent->owner, dir, ent->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod);
        }

        if (ent->spawnflags & 2)
                mod = MOD_HELD_GRENADE;
        else if (ent->spawnflags & 1)
                mod = MOD_HG_SPLASH;
        else
                mod = MOD_G_SPLASH;
        T_RadiusDamage(ent, ent->owner, ent->dmg, ent->enemy, ent->dmg_radius, mod);

        VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
        gi.WriteByte (svc_temp_entity);
        if (ent->waterlevel)
        {
                if (ent->groundentity)
                        gi.WriteByte (TE_GRENADE_EXPLOSION_WATER);
                else
                        gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
        }
        else
        {
                if (ent->groundentity)
                        gi.WriteByte (TE_GRENADE_EXPLOSION);
                else
                        gi.WriteByte (TE_ROCKET_EXPLOSION);
        }
        gi.WritePosition (origin);
        gi.multicast (ent->s.origin, MULTICAST_PHS);

        G_FreeEdict (ent);
}

static void Grenade_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
        if (other == ent->owner)
                return;

        if (surf && (surf->flags & SURF_SKY))
        {
                G_FreeEdict (ent);
                return;
        }

        if (!other->takedamage)
        {
/*FIREBLADE
                if (ent->spawnflags & 1)
                {
                        if (random() > 0.5)
                                gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb1a.wav"), 1, ATTN_NORM, 0);
                        else
                                gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb2a.wav"), 1, ATTN_NORM, 0);
                }
                else
FIREBLADE*/
                {
                        gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/grenlb1b.wav"), 1, ATTN_NORM, 0);
                }
                return;
        }

                // zucc not needed since grenades don't blow up on contact
                //ent->enemy = other;
        //Grenade_Explode (ent);
}

void fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius)
{
        edict_t *grenade;
        vec3_t  dir;
        vec3_t  forward, right, up;

        vectoangles (aimdir, dir);
        AngleVectors (dir, forward, right, up);

        grenade = G_Spawn();
        VectorCopy (start, grenade->s.origin);
        VectorScale (aimdir, speed, grenade->velocity);
        VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
        VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
        VectorSet (grenade->avelocity, 300, 300, 300);
        grenade->movetype = MOVETYPE_BOUNCE;
        grenade->clipmask = MASK_SHOT;
        grenade->solid = SOLID_BBOX;
        grenade->s.effects |= EF_GRENADE;
        VectorClear (grenade->mins);
        VectorClear (grenade->maxs);
        grenade->s.modelindex = gi.modelindex ("models/objects/grenade/tris.md2");
        grenade->owner = self;
        grenade->touch = Grenade_Touch;
        grenade->nextthink = level.time + timer;
        grenade->think = Grenade_Explode;
        grenade->dmg = damage;
        grenade->dmg_radius = damage_radius;
        grenade->classname = "grenade";

        gi.linkentity (grenade);
}

void fire_grenade2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held)
{
        edict_t *grenade;
        vec3_t  dir;
        vec3_t  forward, right, up;

        vectoangles (aimdir, dir);
        AngleVectors (dir, forward, right, up);

        grenade = G_Spawn();
        VectorCopy (start, grenade->s.origin);
        VectorScale (aimdir, speed, grenade->velocity);
        VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
        VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
        VectorSet (grenade->avelocity, 300, 300, 300);
        grenade->movetype = MOVETYPE_BOUNCE;
        grenade->clipmask = MASK_SHOT;
        grenade->solid = SOLID_BBOX;
        //grenade->s.effects |= EF_GRENADE;
        VectorClear (grenade->mins);
        VectorClear (grenade->maxs);
        grenade->s.modelindex = gi.modelindex ("models/objects/grenade2/tris.md2");
        grenade->owner = self;
        grenade->touch = Grenade_Touch;
        grenade->nextthink = level.time + timer;
        grenade->think = Grenade_Explode;
        grenade->dmg = damage;
        grenade->dmg_radius = damage_radius;
        grenade->classname = "hgrenade";
        if (held)
                grenade->spawnflags = 3;
        else
                grenade->spawnflags = 1;
        //grenade->s.sound = gi.soundindex("weapons/hgrenc1b.wav");

        if (timer <= 0.0)
                Grenade_Explode (grenade);
        else
        {
                gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/hgrent1a.wav"), 1, ATTN_NORM, 0);
                gi.linkentity (grenade);
        }
}


/*
=================
fire_rocket
=================
*/
void rocket_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
        vec3_t          origin;
        int                     n;

        if (other == ent->owner)
                return;

        if (surf && (surf->flags & SURF_SKY))
        {
                G_FreeEdict (ent);
                return;
        }

        if (ent->owner->client)
                PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);

        // calculate position for the explosion entity
        VectorMA (ent->s.origin, -0.02, ent->velocity, origin);

        if (other->takedamage)
        {
                T_Damage (other, ent, ent->owner, ent->velocity, ent->s.origin, plane->normal, ent->dmg, 0, 0, MOD_ROCKET);
        }
        else
        {
                // don't throw any debris in net games
                if (!deathmatch->value && !coop->value)
                {
                        if ((surf) && !(surf->flags & (SURF_WARP|SURF_TRANS33|SURF_TRANS66|SURF_FLOWING)))
                        {
                                n = rand() % 5;
                                while(n--)
                                        ThrowDebris (ent, "models/objects/debris2/tris.md2", 2, ent->s.origin);
                        }
                }
        }

        T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_R_SPLASH);

        gi.WriteByte (svc_temp_entity);
        if (ent->waterlevel)
                gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
        else
                gi.WriteByte (TE_ROCKET_EXPLOSION);
        gi.WritePosition (origin);
        gi.multicast (ent->s.origin, MULTICAST_PHS);

        G_FreeEdict (ent);
}

void fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage)
{
        edict_t *rocket;

        rocket = G_Spawn();
        VectorCopy (start, rocket->s.origin);
        VectorCopy (dir, rocket->movedir);
        vectoangles (dir, rocket->s.angles);
        VectorScale (dir, speed, rocket->velocity);
        rocket->movetype = MOVETYPE_FLYMISSILE;
        rocket->clipmask = MASK_SHOT;
        rocket->solid = SOLID_BBOX;
        rocket->s.effects |= EF_ROCKET;
        VectorClear (rocket->mins);
        VectorClear (rocket->maxs);
        rocket->s.modelindex = gi.modelindex ("models/objects/rocket/tris.md2");
        rocket->owner = self;
        rocket->touch = rocket_touch;
        rocket->nextthink = level.time + 8000/speed;
        rocket->think = G_FreeEdict;
        rocket->dmg = damage;
        rocket->radius_dmg = radius_damage;
        rocket->dmg_radius = damage_radius;
        rocket->s.sound = gi.soundindex ("weapons/rockfly.wav");
        rocket->classname = "rocket";

        if (self->client)
                check_dodge (self, rocket->s.origin, dir, speed);

        gi.linkentity (rocket);
}


/*
=================
fire_rail
=================
*/
void fire_rail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick)
{
        vec3_t          from;
        vec3_t          end;
        trace_t         tr;
        edict_t         *ignore;
        int                     mask;
        qboolean        water;

        VectorMA (start, 8192, aimdir, end);
        VectorCopy (start, from);
        ignore = self;
        water = false;
        mask = MASK_SHOT|CONTENTS_SLIME|CONTENTS_LAVA;
        while (ignore)
        {
                tr = do_trace (from, NULL, NULL, end, ignore, mask);

                if (tr.contents & (CONTENTS_SLIME|CONTENTS_LAVA))
                {
                        mask &= ~(CONTENTS_SLIME|CONTENTS_LAVA);
                        water = true;
                }
                else
                {
// FROM 3.20, just in case we ever end up using this code for something...      -FB
                        //ZOID--added so rail goes through SOLID_BBOX entities (gibs, etc)
                        if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client) ||
                                (tr.ent->solid == SOLID_BBOX))
// ^^^
                                ignore = tr.ent;
                        else
                                ignore = NULL;

                        if ((tr.ent != self) && (tr.ent->takedamage))
                                T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, 0, MOD_RAILGUN);
                }

                VectorCopy (tr.endpos, from);
        }

        // send gun puff / flash
        gi.WriteByte (svc_temp_entity);
        gi.WriteByte (TE_RAILTRAIL);
        gi.WritePosition (start);
        gi.WritePosition (tr.endpos);
        gi.multicast (self->s.origin, MULTICAST_PHS);
//      gi.multicast (start, MULTICAST_PHS);
        if (water)
        {
                gi.WriteByte (svc_temp_entity);
                gi.WriteByte (TE_RAILTRAIL);
                gi.WritePosition (start);
                gi.WritePosition (tr.endpos);
                gi.multicast (tr.endpos, MULTICAST_PHS);
        }

        if (self->client)
                PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
}


/*
=================
fire_bfg
=================
*/
void bfg_explode (edict_t *self)
{
        edict_t *ent;
        float   points;
        vec3_t  v;
        float   dist;

        if (self->s.frame == 0)
        {
                // the BFG effect
                ent = NULL;
                while ((ent = findradius(ent, self->s.origin, self->dmg_radius)) != NULL)
                {
                        if (!ent->takedamage)
                                continue;
                        if (ent == self->owner)
                                continue;
                        if (!CanDamage (ent, self))
                                continue;
                        if (!CanDamage (ent, self->owner))
                                continue;

                        VectorAdd (ent->mins, ent->maxs, v);
                        VectorMA (ent->s.origin, 0.5, v, v);
                        VectorSubtract (self->s.origin, v, v);
                        dist = VectorLength(v);
                        points = self->radius_dmg * (1.0 - sqrt(dist/self->dmg_radius));
                        if (ent == self->owner)
                                points = points * 0.5;

                        gi.WriteByte (svc_temp_entity);
                        gi.WriteByte (TE_BFG_EXPLOSION);
                        gi.WritePosition (ent->s.origin);
                        gi.multicast (ent->s.origin, MULTICAST_PHS);
                        T_Damage (ent, self, self->owner, self->velocity, ent->s.origin, vec3_origin, (int)points, 0, DAMAGE_ENERGY, MOD_BFG_EFFECT);
                }
        }

        self->nextthink = level.time + FRAMETIME;
        self->s.frame++;
        if (self->s.frame == 5)
                self->think = G_FreeEdict;
}

void bfg_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
        if (other == self->owner)
                return;

        if (surf && (surf->flags & SURF_SKY))
        {
                G_FreeEdict (self);
                return;
        }

        if (self->owner->client)
                PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);

        // core explosion - prevents firing it into the wall/floor
        if (other->takedamage)
                T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, 200, 0, 0, MOD_BFG_BLAST);
        T_RadiusDamage(self, self->owner, 200, other, 100, MOD_BFG_BLAST);

        gi.sound (self, CHAN_VOICE, gi.soundindex ("weapons/bfg__x1b.wav"), 1, ATTN_NORM, 0);
        self->solid = SOLID_NOT;
        self->touch = NULL;
        VectorMA (self->s.origin, -1 * FRAMETIME, self->velocity, self->s.origin);
        VectorClear (self->velocity);
        self->s.modelindex = gi.modelindex ("sprites/s_bfg3.sp2");
        self->s.frame = 0;
        self->s.sound = 0;
        self->s.effects &= ~EF_ANIM_ALLFAST;
        self->think = bfg_explode;
        self->nextthink = level.time + FRAMETIME;
        self->enemy = other;

        gi.WriteByte (svc_temp_entity);
        gi.WriteByte (TE_BFG_BIGEXPLOSION);
        gi.WritePosition (self->s.origin);
        gi.multicast (self->s.origin, MULTICAST_PVS);
}


void bfg_think (edict_t *self)
{
        edict_t *ent;
        edict_t *ignore;
        vec3_t  point;
        vec3_t  dir;
        vec3_t  start;
        vec3_t  end;
        int             dmg;
        trace_t tr;

        if (deathmatch->value)
                dmg = 5;
        else
                dmg = 10;

        ent = NULL;
        while ((ent = findradius(ent, self->s.origin, 256)) != NULL)
        {
                if (ent == self)
                        continue;

                if (ent == self->owner)
                        continue;

                if (!ent->takedamage)
                        continue;

                if (!(ent->svflags & SVF_MONSTER) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0))
                        continue;

                VectorMA (ent->absmin, 0.5, ent->size, point);

                VectorSubtract (point, self->s.origin, dir);
                VectorNormalize (dir);

                ignore = self;
                VectorCopy (self->s.origin, start);
                VectorMA (start, 2048, dir, end);
                while(1)
                {
                        tr = do_trace (start, NULL, NULL, end, ignore, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_DEADMONSTER);

                        if (!tr.ent)
                                break;

                        // hurt it if we can
                        if ((tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER) && (tr.ent != self->owner))
                                T_Damage (tr.ent, self, self->owner, dir, tr.endpos, vec3_origin, dmg, 1, DAMAGE_ENERGY, MOD_BFG_LASER);

                        // if we hit something that's not a monster or player we're done
                        if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
                        {
                                gi.WriteByte (svc_temp_entity);
                                gi.WriteByte (TE_LASER_SPARKS);
                                gi.WriteByte (4);
                                gi.WritePosition (tr.endpos);
                                gi.WriteDir (tr.plane.normal);
                                gi.WriteByte (self->s.skinnum);
                                gi.multicast (tr.endpos, MULTICAST_PVS);
                                break;
                        }

                        ignore = tr.ent;
                        VectorCopy (tr.endpos, start);
                }

                gi.WriteByte (svc_temp_entity);
                gi.WriteByte (TE_BFG_LASER);
                gi.WritePosition (self->s.origin);
                gi.WritePosition (tr.endpos);
                gi.multicast (self->s.origin, MULTICAST_PHS);
        }

        self->nextthink = level.time + FRAMETIME;
}


void fire_bfg (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius)
{
        edict_t *bfg;

        bfg = G_Spawn();
        VectorCopy (start, bfg->s.origin);
        VectorCopy (dir, bfg->movedir);
        vectoangles (dir, bfg->s.angles);
        VectorScale (dir, speed, bfg->velocity);
        bfg->movetype = MOVETYPE_FLYMISSILE;
        bfg->clipmask = MASK_SHOT;
        bfg->solid = SOLID_BBOX;
        bfg->s.effects |= EF_BFG | EF_ANIM_ALLFAST;
        VectorClear (bfg->mins);
        VectorClear (bfg->maxs);
        bfg->s.modelindex = gi.modelindex ("sprites/s_bfg1.sp2");
        bfg->owner = self;
        bfg->touch = bfg_touch;
        bfg->nextthink = level.time + 8000/speed;
        bfg->think = G_FreeEdict;
        bfg->radius_dmg = damage;
        bfg->dmg_radius = damage_radius;
        bfg->classname = "bfg blast";
        bfg->s.sound = gi.soundindex ("weapons/bfg__l1a.wav");

        bfg->think = bfg_think;
        bfg->nextthink = level.time + FRAMETIME;
        bfg->teammaster = bfg;
        bfg->teamchain = NULL;

        if (self->client)
                check_dodge (self, bfg->s.origin, dir, speed);

        gi.linkentity (bfg);
}


void P_ProjectSource (gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result);

qboolean IsFemale (edict_t *ent);

void kick_attack (edict_t * ent )
{
        vec3_t          start;
        vec3_t          forward, right;
        vec3_t          offset;
        int                     damage = 20;
        int                     kick = 400;
        trace_t tr;
        vec3_t end;
        
        
        
        AngleVectors (ent->client->v_angle, forward, right, NULL);
        
        VectorScale (forward, 0, ent->client->kick_origin);
        
        VectorSet(offset, 0, 0,  ent->viewheight-20);
        P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
        
        VectorMA( start, 25, forward, end );
        
        tr = do_trace (ent->s.origin, NULL, NULL, end, ent, MASK_SHOT);
        
        // don't need to check for water
    if (!((tr.surface) && (tr.surface->flags & SURF_SKY)))    
    {
        if (tr.fraction < 1.0)        
        {            
            if (tr.ent->takedamage)            
            {
                                if (teamplay->value)
                                {
                                        if (lights_camera_action)
                                                return;
                                        
                                        if (tr.ent != ent && tr.ent->client && ent->client &&
                                                tr.ent->client->resp.team == ent->client->resp.team)
                                                return;
                                }
                                
                                if ( tr.ent->health <= 0 )
                                        return;
                                
                                if (((tr.ent != ent) && ((deathmatch->value && ((int)(dmflags->value) & (DF_MODELTEAMS | DF_SKINTEAMS))) || coop->value) && OnSameTeam (tr.ent, ent)))
                                        return;
                                // zucc stop powerful upwards kicking
                                forward[2] = 0;

                                
                                T_Damage (tr.ent, ent, ent, forward, tr.endpos, tr.plane.normal, damage, kick, 0, MOD_KICK );
                                gi.sound(ent, CHAN_WEAPON, gi.soundindex("weapons/kick.wav"), 1, ATTN_NORM, 0);
                                PlayerNoise(ent, ent->s.origin, PNOISE_SELF);
                                ent->client->jumping = 0; // only 1 jumpkick per jump
                                if (tr.ent->client && ( tr.ent->client->curr_weap == M4_NUM
                                        || tr.ent->client->curr_weap == MP5_NUM
                                        || tr.ent->client->curr_weap == M3_NUM
                                        || tr.ent->client->curr_weap == SNIPER_NUM
                                        || tr.ent->client->curr_weap == HC_NUM )
                                        && 1 ) // crandom() > .8 ) 
                                {
                                        
                                        DropSpecialWeapon(tr.ent);
                                        if (IsFemale(tr.ent))
                                        {
                                                gi.cprintf(ent, PRINT_HIGH, "You kick %s's %s from her hands!\n", tr.ent->client->pers.netname, (tr.ent->client->pers.weapon)->pickup_name );
                                        }
                                        else
                                        {
                                                gi.cprintf(ent, PRINT_HIGH, "You kick %s's %s from his hands!\n", tr.ent->client->pers.netname, (tr.ent->client->pers.weapon)->pickup_name );
                                        }
                                        gi.cprintf(tr.ent, PRINT_HIGH, "%s kicked your weapon from your hands!\n", ent->client->pers.netname );
                                }
                                
            }        
            
                }
        }
        
} 

// zucc
// return values
// 0 - missed
// 1 - hit player
// 2 - hit wall


int knife_attack ( edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick)
{    
    trace_t tr; 
    vec3_t end;

    
    VectorMA (start, 45, aimdir, end);                       

    tr = do_trace (self->s.origin, NULL, NULL, end, self, MASK_SHOT);

        // don't need to check for water
    if (!((tr.surface) && (tr.surface->flags & SURF_SKY)))    
    {
        if (tr.fraction < 1.0)        
        {            
            if (tr.ent->takedamage)            
            {
                T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, 0, MOD_KNIFE );
                                return -2;
            }        
            else        
            {                
                                gi.WriteByte (svc_temp_entity);    
                                gi.WriteByte (TE_SPARKS);
                                gi.WritePosition (tr.endpos);    
                                gi.WriteDir (tr.plane.normal);
                                gi.multicast (tr.endpos, MULTICAST_PVS);
                                return -1;
            }    

        }
                else
                        return 0;
    }
        return 0; // we hit the sky, call it a miss
} 

static int knives = 0;

void knife_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
        vec3_t          origin;
        //      int                     n;
        
        edict_t         *dropped;
        edict_t         *knife;
                //      vec3_t          forward, right, up;
        vec3_t          move_angles;
        gitem_t         *item;
        
        
        if (other == ent->owner)
                return;
        
        if (surf && (surf->flags & SURF_SKY))
        {
                G_FreeEdict (ent);
                return;
        }
        
        if (ent->owner->client)
        {
                gi.sound(ent, CHAN_WEAPON, gi.soundindex("weapons/clank.wav"), 1, ATTN_NORM, 0);
                PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
        }
        
        // calculate position for the explosion entity
        VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
        
        if (other->takedamage)
        {
                T_Damage (other, ent, ent->owner, ent->velocity, ent->s.origin, plane->normal, ent->dmg, 0, 0, MOD_KNIFE_THROWN);
        }
        else
        {
            
                        // code to manage excess knives in the game, guarantees that
                        // no more than knifelimit knives will be stuck in walls.  
                        // if knifelimit == 0 then it won't be in effect and it can
                        // start removing knives even when less than the limit are
                        // out there.
                        if ( knifelimit->value != 0 )
                        {
                                knives++;
                                
                                if (knives > knifelimit->value)
                                        knives = 1;
                                
                                knife = FindEdictByClassnum ("weapon_Knife", knives);
                                
                                if (knife)
                                {               
                                        knife->nextthink = level.time + .1;
                                }
                                
                        }   
                        
                        dropped = G_Spawn();
                        item = FindItem(KNIFE_NAME);
                        
                        dropped->classname = item->classname;
                        dropped->item = item;
                        dropped->spawnflags = DROPPED_ITEM;
                        dropped->s.effects = item->world_model_flags;
                        dropped->s.renderfx = RF_GLOW;
                        VectorSet (dropped->mins, -15, -15, -15);
                        VectorSet (dropped->maxs, 15, 15, 15);
                        gi.setmodel (dropped, dropped->item->world_model);
                        dropped->solid = SOLID_TRIGGER;
                        dropped->movetype = MOVETYPE_TOSS;  
                        dropped->touch = Touch_Item;
                        dropped->owner = ent;
                        dropped->gravity = 0;
                        dropped->classnum = knives;
                        
                        vectoangles (ent->velocity, move_angles);
                        //AngleVectors (ent->s.angles, forward, right, up);
                        VectorCopy (ent->s.origin, dropped->s.origin);
                        VectorCopy (move_angles, dropped->s.angles);
                        //VectorScale (forward, 100, dropped->velocity);
                        //dropped->velocity[2] = 300;
                        
                        //dropped->think = drop_make_touchable;
                        //dropped->nextthink = level.time + 1;
                        
                        dropped->nextthink = level.time + 120;
                        dropped->think = G_FreeEdict;
                        
                        gi.linkentity (dropped);
                        
                        
                        if ( !(ent->waterlevel) )
                        {
                        /*gi.WriteByte (svc_temp_entity);
                        gi.WriteByte (TE_WELDING_SPARKS);
                        gi.WritePosition (origin);
                        gi.multicast (ent->s.origin, MULTICAST_PHS);
                                */
                                gi.WriteByte (svc_temp_entity);    
                                gi.WriteByte (TE_SPARKS);
                                gi.WritePosition (origin);    
                                gi.WriteDir (plane->normal);
                                gi.multicast (ent->s.origin, MULTICAST_PVS);
                        }
                        
        }
        G_FreeEdict (ent);
}




void knife_throw (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed )
{
        edict_t *knife;
//        vec3_t          forward, right, up;

        knife = G_Spawn();

	VectorNormalize (dir);
	VectorCopy (start, knife->s.origin);
	VectorCopy (start, knife->s.old_origin);
	vectoangles (dir, knife->s.angles);
	VectorScale (dir, speed, knife->velocity);
	knife->movetype = MOVETYPE_TOSS;
                
/*                
	VectorCopy (start, knife->s.origin);
        VectorCopy (dir, knife->movedir);
        vectoangles (dir, knife->s.angles);
        VectorScale (dir, speed, knife->velocity);
*/

	//      gi.cprintf(self, PRINT_HIGH, "speed %d\n", speed);
        // below add upwards trajectory, not in action though
	//     AngleVectors (knife->s.angles, forward, right, up);     
	//     VectorMA (knife->velocity, 210, up, knife->velocity);
	VectorSet (knife->avelocity, 1200, 0, 0);
        
        knife->movetype = MOVETYPE_TOSS;
	knife->clipmask = MASK_SHOT;
        knife->solid = SOLID_BBOX;
        knife->s.effects = 0; //EF_ROTATE?
        VectorClear (knife->mins);
        VectorClear (knife->maxs);
        knife->s.modelindex = gi.modelindex ("models/objects/knife/tris.md2");
        knife->owner = self;
        knife->touch = knife_touch;
        knife->nextthink = level.time + 8000/speed;
        knife->think = G_FreeEdict;
        knife->dmg = damage;
        knife->s.sound = gi.soundindex ("misc/flyloop.wav");
        knife->classname = "thrown_knife";

// used by dodging monsters, skip
//      if (self->client)
//              check_dodge (self, rocket->s.origin, dir, speed);

        gi.linkentity (knife);
}
        
