/*
*/
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;


// 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;

	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

==============================================================================
*/

.vector source;
.float starttime;

float(entity toplayer) SendNail =
{
	vector v;
	v = self.source + self.velocity*(time-self.starttime);
	WriteByte(MSG_ENTITY, CLASS_NAIL);
	WriteCoord(MSG_ENTITY, v_x);
	WriteCoord(MSG_ENTITY, v_y);
	WriteCoord(MSG_ENTITY, v_z);
	WriteByte(MSG_ENTITY, self.modelindex);	//note: some engines support >256 modelindexes. so long as it's precached in worldspawn, it'll not be an issue.
	WriteShort(MSG_ENTITY, vlen(self.velocity));
	WriteShort(MSG_ENTITY, self.angles_x*65535/360);	//we might get better precision if we were to writecoord some point ahead that it should pass through, but this is smaller and accurate enough.
	WriteShort(MSG_ENTITY, self.angles_y*65535/360);

	return TRUE;
};

float(entity toplayer) SendRocket =
{
	vector v;
	v = self.source + self.velocity*(time-self.starttime);
	WriteByte(MSG_ENTITY, CLASS_ROCKET);
	WriteCoord(MSG_ENTITY, v_x);
	WriteCoord(MSG_ENTITY, v_y);
	WriteCoord(MSG_ENTITY, v_z);
	WriteShort(MSG_ENTITY, self.angles_x*65535/360);	//we might get better precision if we were to writecoord some point ahead that it should pass through, but this is smaller and accurate enough.
	WriteShort(MSG_ENTITY, self.angles_y*65535/360);

	return TRUE;
};


float(entity toplayer) SendExplosion =
{
	vector v;
	v = self.origin;
	WriteByte(MSG_ENTITY, CLASS_EXPLOSION);
	WriteCoord(MSG_ENTITY, v_x);
	WriteCoord(MSG_ENTITY, v_y);
	WriteCoord(MSG_ENTITY, v_z);

	return TRUE;
};

/*this is for shits and giggles*/
void(float action, vector pos, float radius, float quant) terrain_edit = #278;
void() makevolcano =
{
#ifdef FTEDEPENDANT
	terrain_edit(4, self.origin, 512, 64/3);
	terrain_edit(5, self.origin, 256, 32/3);
#endif
};
void()	s_explode1	= {self.think = s_explode1; if (self.frame >= 6) {remove(self); return;}makevolcano(); self.frame += 0.5; self.nextthink = time + 0.05;};

void() BecomeExplosion =
{
	self.movetype = MOVETYPE_NONE;
	self.velocity = '0 0 0';
	self.touch = SUB_Null;
	self.solid = SOLID_NOT;

	self.dimension_seen = 2;
	dimension_send = 2;

#if 1
	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);
#else
	te_explosion(self.origin);
#endif

	sound (self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM);
	self.dimension_seen = 3;
	dimension_send = 3;

	setmodel (self, "progs/s_explod.spr");
	s_explode1 ();

//set up the fields required for transmitting the event.
	self.source = self.origin;
	self.SendEntity = SendExplosion;
	self.starttime = time;
	self.SendFlags = FULLSEND;
};

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);

	BecomeExplosion ();
};

/*
================
W_FireRocket
================
*/
void() W_FireRocket =
{
	local	entity missile;

	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');

	missile.source = missile.origin;
	missile.SendEntity = SendRocket;
	missile.starttime = time;
	missile.SendFlags = FULLSEND;
};

/*
===============================================================================

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;
		W_SetCurrentAmmo ();
		T_RadiusDamage (self, self, 35*cells, world);
		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;

	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;

	newmis.SendEntity = SendNail;
	newmis.SendFlags = FULLSEND;
	newmis.source = newmis.origin;
	newmis.starttime = time;
};

void() W_FireSuperSpikes =
{
	local vector	dir;

	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;

	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;
};



void() spike_touch =
{
	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 =
{
	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;
	}
};

float() W_BestWeapon =
{
	local	float	it;

	it = self.items;

	if (self.waterlevel <= 1 && self.ammo_cells >= 1 && (it & IT_LIGHTNING) )
			return IT_LIGHTNING;
	if(self.ammo_nails >= 2 && (it & IT_SUPER_NAILGUN) )
		return IT_SUPER_NAILGUN;
	if(self.ammo_shells >= 2 && (it & IT_SUPER_SHOTGUN) )
		return IT_SUPER_SHOTGUN;
	if(self.ammo_nails >= 1 && (it & IT_NAILGUN) )
		return IT_NAILGUN;
	if(self.ammo_shells >= 1 && (it & IT_SHOTGUN) )
		return IT_SHOTGUN;
	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;

	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();
		W_FireRocket();
		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");
};

/*
============
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 ();

	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;
};


