// prototypes
void () W_WeaponFrame;
void() W_SetCurrentAmmo;
void(entity attacker, float damage) player_pain;
void() player_stand1;
void (vector org) spawn_tfog;
void (vector org, entity death_owner) spawn_tdeath;

.float	uwmuffle;								// under water muffle sound timeout
.float	onwsound;								// on water sound timeout
.float	outwsound;								// head out of water sound flag
.float	inwsound;								// head back in water sound flag

.float cshift_finished;
.float cshift_off;

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

				LEVEL CHANGING / INTERMISSION

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

// POX v1.1 moved to weapons.qc
//float intermission_running;
float	intermission_exittime;

/*QUAKED info_intermission (1 0.5 0.5) (-16 -16 -16) (16 16 16)
This is the camera point for the intermission.
Use mangle instead of angle, so you can set pitch or roll as well as yaw.  'pitch roll yaw'
*/
void() info_intermission =
{
};

//POX v1.2
.float configed;

void() SetChangeParms =
{	
	//POX v1.1 - fresh start for everyone on changelevel
	
	//POX v1.2 - parms are used to store the Taget ID toggle
	parm1 = self.target_id_toggle;

};

void() SetNewParms =
{
	// Quake Complains if this function isn't defined
};


void() DecodeLevelParms =
{
	//POX v1.2 - parms are used to store the Taget ID toggle
	if(!self.target_id_toggle && !self.target_id_temp)
		self.target_id_toggle = parm1;
	
};


/*
============
FindIntermission

Returns the entity to view from
============
*/
entity() FindIntermission =
{
	local	entity spot;
	local	float cyc;

// look for info_intermission first
	spot = find (world, classname, "info_intermission");
	if (spot)
	{	// pick a random one
		cyc = random() * 4;
		while (cyc > 1)
		{
			spot = find (spot, classname, "info_intermission");
			if (!spot)
				spot = find (spot, classname, "info_intermission");
			cyc = cyc - 1;
		}
		return spot;
	}

// then look for the start position
	spot = find (world, classname, "info_player_start");
	if (spot)
		return spot;
	
// testinfo_player_start is only found in regioned levels
	spot = find (world, classname, "testplayerstart");
	if (spot)
		return spot;
	
	objerror ("FindIntermission: no spot");
};


string nextmap;
void() GotoNextMap =
{
	if (cvar("samelevel"))	// if samelevel is set, stay on same level
		changelevel (mapname);
	else
		changelevel (nextmap);
};


void() ExitIntermission =
{
// skip any text in deathmatch
	if (deathmatch)
	{
		GotoNextMap ();
		return;
	}
	
	intermission_exittime = time + 1;
	intermission_running = intermission_running + 1;

//
// run some text if at the end of an episode
//
	if (intermission_running == 2)
	{
		if (world.model == "maps/e1m7.bsp")
		{
			WriteByte (MSG_ALL, SVC_CDTRACK);
			WriteByte (MSG_ALL, 2);
			WriteByte (MSG_ALL, 3);
			if (!cvar("registered"))
			{
				WriteByte (MSG_ALL, SVC_FINALE);
				WriteString (MSG_ALL, "As the corpse of the monstrous entity\nChthon sinks back into the lava whence\nit rose, you grip the Rune of Earth\nMagic tightly. Now that you have\nconquered the Dimension of the Doomed,\nrealm of Earth Magic, you are ready to\ncomplete your task in the other three\nhaunted lands of Quake. Or are you? If\nyou don't register Quake, you'll never\nknow what awaits you in the Realm of\nBlack Magic, the Netherworld, and the\nElder World!");
			}
			else
			{
				WriteByte (MSG_ALL, SVC_FINALE);
				WriteString (MSG_ALL, "As the corpse of the monstrous entity\nChthon sinks back into the lava whence\nit rose, you grip the Rune of Earth\nMagic tightly. Now that you have\nconquered the Dimension of the Doomed,\nrealm of Earth Magic, you are ready to\ncomplete your task. A Rune of magic\npower lies at the end of each haunted\nland of Quake. Go forth, seek the\ntotality of the four Runes!");
			}
			return;
		}
		else if (world.model == "maps/e2m6.bsp")
		{
			WriteByte (MSG_ALL, SVC_CDTRACK);
			WriteByte (MSG_ALL, 2);
			WriteByte (MSG_ALL, 3);

			WriteByte (MSG_ALL, SVC_FINALE);
			WriteString (MSG_ALL, "The Rune of Black Magic throbs evilly in\nyour hand and whispers dark thoughts\ninto your brain. You learn the inmost\nlore of the Hell-Mother; Shub-Niggurath!\nYou now know that she is behind all the\nterrible plotting which has led to so\nmuch death and horror. But she is not\ninviolate! Armed with this Rune, you\nrealize that once all four Runes are\ncombined, the gate to Shub-Niggurath's\nPit will open, and you can face the\nWitch-Goddess herself in her frightful\notherworld cathedral.");
			return;
		}
		else if (world.model == "maps/e3m6.bsp")
		{
			WriteByte (MSG_ALL, SVC_CDTRACK);
			WriteByte (MSG_ALL, 2);
			WriteByte (MSG_ALL, 3);

			WriteByte (MSG_ALL, SVC_FINALE);
			WriteString (MSG_ALL, "The charred viscera of diabolic horrors\nbubble viscously as you seize the Rune\nof Hell Magic. Its heat scorches your\nhand, and its terrible secrets blight\nyour mind. Gathering the shreds of your\ncourage, you shake the devil's shackles\nfrom your soul, and become ever more\nhard and determined to destroy the\nhideous creatures whose mere existence\nthreatens the souls and psyches of all\nthe population of Earth.");
			return;
		}
		else if (world.model == "maps/e4m7.bsp")
		{
			WriteByte (MSG_ALL, SVC_CDTRACK);
			WriteByte (MSG_ALL, 2);
			WriteByte (MSG_ALL, 3);

			WriteByte (MSG_ALL, SVC_FINALE);
			WriteString (MSG_ALL, "Despite the awful might of the Elder\nWorld, you have achieved the Rune of\nElder Magic, capstone of all types of\narcane wisdom. Beyond good and evil,\nbeyond life and death, the Rune\npulsates, heavy with import. Patient and\npotent, the Elder Being Shub-Niggurath\nweaves her dire plans to clear off all\nlife from the Earth, and bring her own\nfoul offspring to our world! For all the\ndwellers in these nightmare dimensions\nare her descendants! Once all Runes of\nmagic power are united, the energy\nbehind them will blast open the Gateway\nto Shub-Niggurath, and you can travel\nthere to foil the Hell-Mother's plots\nin person.");
			return;
		}

		GotoNextMap();
	}
	
	if (intermission_running == 3)
	{
		if (!cvar("registered"))
		{	// shareware episode has been completed, go to sell screen
			WriteByte (MSG_ALL, SVC_SELLSCREEN);
			return;
		}
		
		if ( (serverflags&15) == 15)
		{
			WriteByte (MSG_ALL, SVC_FINALE);
			WriteString (MSG_ALL, "Now, you have all four Runes. You sense\ntremendous invisible forces moving to\nunseal ancient barriers. Shub-Niggurath\nhad hoped to use the Runes Herself to\nclear off the Earth, but now instead,\nyou will use them to enter her home and\nconfront her as an avatar of avenging\nEarth-life. If you defeat her, you will\nbe remembered forever as the savior of\nthe planet. If she conquers, it will be\nas if you had never been born.");
			return;
		}
		
	}

	GotoNextMap();
};

/*
============
IntermissionThink

When the player presses attack or jump, change to the next level
============
*/
void() IntermissionThink =
{
	if (time < intermission_exittime)
		return;

	if (!self.button0 && !self.button1 && !self.button2)
		return;
	
	ExitIntermission ();
};

void() execute_changelevel =
{
	local entity	pos;

	intermission_running = 1;
	
// enforce a wait time before allowing changelevel
	if (deathmatch)
		intermission_exittime = time + 5;
	else
		intermission_exittime = time + 2;

	WriteByte (MSG_ALL, SVC_CDTRACK);
	WriteByte (MSG_ALL, 3);
	WriteByte (MSG_ALL, 3);
	
	pos = FindIntermission ();

	other = find (world, classname, "player");
	while (other != world)
	{
		other.view_ofs = '0 0 0';
		other.angles = other.v_angle = pos.mangle;
		other.fixangle = TRUE;		// turn this way immediately
		other.nextthink = time + 0.5;
		other.takedamage = DAMAGE_NO;
		other.solid = SOLID_NOT;
		other.movetype = MOVETYPE_NONE;
		other.modelindex = 0;
		setorigin (other, pos.origin);
		other = find (other, classname, "player");
	}	

	WriteByte (MSG_ALL, SVC_INTERMISSION);
};


void() changelevel_touch =
{
	if (other.classname != "player")
		return;

	if ((cvar("noexit") == 1) || ((cvar("noexit") == 2) && (mapname != "start")))
	{
		T_Damage (other, self, self, 50000);
		return;
	}

	if (coop || deathmatch)
	{
		bprint (other.netname);
		bprint (" exited the level\n");
	}
	
	nextmap = self.map;

	SUB_UseTargets ();

	if ( (self.spawnflags & 1) && (deathmatch == 0) )
	{	// NO_INTERMISSION
		GotoNextMap();
		return;
	}
	
	self.touch = SUB_Null;

// we can't move people right now, because touch functions are called
// in the middle of C movement code, so set a think time to do it
	self.think = execute_changelevel;
	self.nextthink = time + 0.1;
};

/*QUAKED trigger_changelevel (0.5 0.5 0.5) ? NO_INTERMISSION
When the player touches this, he gets sent to the map listed in the "map" variable.  Unless the NO_INTERMISSION flag is set, the view will go to the info_intermission spot and display stats.
*/
void() trigger_changelevel =
{
	if (!self.map)
		objerror ("chagnelevel trigger doesn't have map");
	
	InitTrigger ();
	self.touch = changelevel_touch;
};


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

				PLAYER GAME EDGE FUNCTIONS

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

void() set_suicide_frame;

// called by ClientKill and DeadThink
void() respawn =
{	
	/*POX v1.1 no coop...
	if (coop)
	{
		// make a copy of the dead body for appearances sake
		CopyToBodyQue (self);
		// get the spawn parms as they were at level start
		setspawnparms (self);
		// respawn		
		PutClientInServer ();
	}
	else*/ if (deathmatch)
	{
		// make a copy of the dead body for appearances sake
		CopyToBodyQue (self);
		// set default spawn parms
		//SetNewParms (); POX v1.1
		// respawn		
		PutClientInServer ();
	}
	else
	{	// restart the entire server
		localcmd ("restart\n");
	}
};

void() NextLevel;
/*
============
ClientKill

Player entered the suicide command
============
*/
void() ClientKill =
{
// KasCam ->
    if (self.classname == "KasCam") {
	return;
    }
// <- KasCam
	bprint (self.netname);
	bprint (" suicides\n");
	set_suicide_frame ();
	
	//self.modelindex = modelindex_player;
	//getmodel(self.weapon, self);
	
	self.frags = self.frags - 2;	// extra penalty
	
	//POX v1.12 - forgot about stink'n suidcides
	if ((deathmatch & DM_LMS) && (self.LMS_registered))
	{
		if (self.frags <= 0)
		{
			lms_plrcount = lms_plrcount - 1;
			
			self.frags = 0;
			
			bprint(self.netname);
			bprint(" is eliminated!\n");
			
			sound (self, CHAN_BODY, "nar/n_elim.wav", 1, ATTN_NONE);
	
			if (lms_plrcount <= 1) //1 player left so end the game 
				NextLevel ();
		}
	}
	
	respawn ();
};

float(vector v) CheckSpawnPoint =
{
	return FALSE;
};

/*
============
SelectSpawnPoint

Returns the entity to spawn at
============
*/
entity() SelectSpawnPoint =
{
	local	entity spot;
	local	entity thing;
	local	float  pcount;
	
// testinfo_player_start is only found in regioned levels
	spot = find (world, classname, "testplayerstart");
	if (spot)
		return spot;
		
// choose a info_player_deathmatch point
	if (coop)
	{
		lastspawn = find(lastspawn, classname, "info_player_coop");
		if (lastspawn == world)
			lastspawn = find (lastspawn, classname, "info_player_start");
		if (lastspawn != world)
			return lastspawn;
	}
	else if (deathmatch)
	{
		spot = lastspawn;
		while (1)
		{
			spot = find(spot, classname, "info_player_deathmatch");
			if (spot != world)
			{
				if (spot == lastspawn)
					return lastspawn;
				pcount = 0;
				thing = findradius(spot.origin, 32);
				while(thing)
				{
					if (thing.classname == "player" || thing.classname == "bot")
						pcount = pcount + 1;
					thing = thing.chain;
				}
				if (pcount == 0)
				{
					lastspawn = spot;
					return spot;
				}
			}
		}
	}

	if (serverflags)
	{	// return with a rune to start
		spot = find (world, classname, "info_player_start2");
		if (spot)
			return spot;
	}
	
	spot = find (world, classname, "info_player_start");
	if (!spot)
		error ("PutClientInServer: no info_player_start on level");
	
	return spot;
};

/*
===========
PutClientInServer

called each time a player is spawned
============
*/
//void() DecodeLevelParms; POX v1.1
void() PlayerDie;


void() PutClientInServer =
{
	local	entity spot;
	
	//POX v1.2 - remove items
	self.items &= ~(IT_KEY1 | IT_KEY2 | IT_INVISIBILITY | IT_INVULNERABILITY
					| IT_SUIT | IT_QUAD);

	//spot = SelectSpawnPoint ();
	
	self.classname = "player";
	self.health = 100;
	self.takedamage = DAMAGE_AIM;
	self.solid = SOLID_SLIDEBOX;
	self.movetype = MOVETYPE_WALK;
	self.show_hostile = 0;
	self.max_health = 100;
	self.flags = FL_CLIENT;
	self.air_finished = time + 12;
	self.dmg = 2;			// initial water damage
	self.super_damage_finished = 0;
	self.radsuit_finished = 0;
	self.invisible_finished = 0;
	self.invincible_finished = 0;
	
	self.effects = 0;
	self.invincible_time = 0;
	
// POX v1.1 - this stuff is nolonger handled by DecodeLevelParms
	self.items = IT_BONESAW | IT_TSHOT;
	self.ammo_shells = 25;
	self.ammo_nails = 0;
	self.ammo_rockets = 0;
	self.ammo_cells = 0;	
	self.weapon = IT_TSHOT;
		
// POX v1.1 - spawn with 50 armour points
	self.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
	self.items |= IT_ARMOR1;
	self.armorvalue = 50;
	self.armortype = 0.9;
	
//added 12/14/98 to resest reload_rocket after death
	self.reload_rocket = 0;

//added 12/22/98 to resest triple shot after death
	self.prime_tshot = FALSE;
	
	DecodeLevelParms (); //POX v1.2 - restore Target ID value
	
	//W_SetCurrentAmmo ();

	self.attack_finished = time;
	self.th_pain = player_pain;
	self.th_die = PlayerDie;
	
	self.deadflag = DEAD_NO;
// paustime is set by teleporters to keep the player from moving a while
	self.pausetime = 0;
	
	spot = SelectSpawnPoint ();

	self.origin = spot.origin + '0 0 1';
	self.angles = spot.angles;
	self.fixangle = TRUE;		// turn this way immediately
	
	
//ChaseCam
	if ( self.aflag )
		CCamChasePlayer ();
//ChaseCam
	
	//Put client into the Dm setup menu
	if (deathmatch && world.model == "maps/start.bsp")
	{
		InitMenu();
		return;
     }


//Predator mode POX v1.11 - back to eyes
	if (deathmatch & DM_PREDATOR)
	{
		sound (self, CHAN_AUTO, "items/inv1.wav", 1, ATTN_NORM);
		stuffcmd (self, "bf\n");
		
		self.items |= IT_INVISIBILITY;
		self.invisible_time = 1;
		self.invisible_finished = time + 9999999999;
	}
	
	// oh, this is a hack!
	
	setmodel (self, "progs/eyes.mdl");
	modelindex_eyes = self.modelindex;
	
	//TEMPORARY!!!
	//setmodel (self, "progs/player.mdl");
	//modelindex_player = self.modelindex;
	
// Sine we're hack'n...
	setmodel (self, "progs/death_p.mdl");
	modelindex_death = self.modelindex;

	setmodel (self, "progs/bsaw_p.mdl");
	modelindex_saw_p = self.modelindex;

	setmodel (self, "progs/tshot_p.mdl");
	modelindex_tshot_p = self.modelindex;
	
	setmodel (self, "progs/combo_p.mdl");
	modelindex_combo_p = self.modelindex;
	
	setmodel (self, "progs/plasma_p.mdl");
	modelindex_plasma_p = self.modelindex;

	setmodel (self, "progs/nail_p.mdl");
	modelindex_nail_p = self.modelindex;

	setmodel (self, "progs/gren_p.mdl");
	modelindex_gren_p = self.modelindex;

	setmodel (self, "progs/rhino_p.mdl");
	modelindex_rock_p = self.modelindex;

//	setmodel (self, "progs/flame_p.mdl");
//	modelindex_flame_p = self.modelindex;

	setsize (self, VEC_HULL_MIN, VEC_HULL_MAX);
	
	self.view_ofs = '0 0 22';
	
//Dark Mode
	if (deathmatch & DM_DARK)
	{
		flash_on(self);
		
		if (cvar("gl_cull") == 1)
			stuffcmd (self, "gl_flashblend 0\n");
	}
	
	else if (cvar("gl_cull") == 1)
		stuffcmd (self, "gl_flashblend 1\n");


//Last Man Standing Rules
	if (time < 30 && (deathmatch & DM_LMS) && !self.LMS_registered)
	{
		if (fraglimit_LMS == 0)
			self.frags = 5;
		else
			self.frags = fraglimit_LMS;
		
		self.LMS_registered = TRUE;
		lms_plrcount = lms_plrcount + 1;
	}
	
	player_stand1 ();
	
	//Check if dead in LMS mode
	if ((deathmatch & DM_LMS) && self.frags <= 0)
	{
		self.frags = 0;
		self.impulse = 250;
		//CamClientInit ();
	}

// + POX v1.1 changed the way this is handled - DM_FFA
	if (deathmatch & DM_FFA)
	{	
		self.ammo_nails = 200;
		self.ammo_shells = 200;
		self.ammo_rockets = 100;
		self.ammo_cells = 200;
		self.items |= IT_PLASMAGUN;
		self.items |= IT_SUPER_NAILGUN;
		self.items |= IT_COMBOGUN;
		self.items |= IT_ROCKET_LAUNCHER;
		self.items |= IT_GRENADE_LAUNCHER;
		
		self.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
		self.items |= IT_ARMOR3;
		self.armorvalue = 250;
		self.armortype = 0.9;
		self.health = 200;
		self.items |= IT_INVULNERABILITY;
		self.invincible_time = 1;
		self.invincible_finished = time + 3;
		
		self.weapon = IT_ROCKET_LAUNCHER;
		self.currentammo = self.ammo_rockets;
		self.weaponmodel = "progs/v_rhino.mdl";
		self.weaponframe = 0;
		self.items |= IT_ROCKETS;
		
		self.max_health = 200;
		sound (self, CHAN_AUTO, "items/protect.wav", 1, ATTN_NORM);
		stuffcmd (self, "bf\n");
	}

	if (deathmatch || coop)
	{
		makevectors(self.angles);
		spawn_tfog (self.origin + v_forward*20);
		stuffcmd (self, "tele_zoom\n");
	}

	spawn_tdeath (self.origin, self);
	
	W_SetCurrentAmmo (); // VisWeap MOD: I moved this to the end so it will set the right model.
	
};


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

				QUAKED FUNCTIONS

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


/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 24)
The normal starting point for a level.
*/
void() info_player_start =
{
};


/*QUAKED info_player_start2 (1 0 0) (-16 -16 -24) (16 16 24)
Only used on start map for the return point from an episode.
*/
void() info_player_start2 =
{
};


/*
saved out by quaked in region mode
*/
void() testplayerstart =
{
};

/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 24)
potential spawning position for deathmatch games
*/
void() info_player_deathmatch =
{
};

/*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 24)
potential spawning position for coop games
*/
void() info_player_coop =
{
};

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

RULES

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

/*
go to the next level for deathmatch
only called if a time or frag limit has expired
*/
void() NextLevel =
{
	local entity o;

	if (mapname == "start")
	{
		if (!cvar("registered"))
		{
			mapname = "e1m1";
		}
		else if (!(serverflags & 1))
		{
			mapname = "e1m1";
			serverflags |= 1;
		}
		else if (!(serverflags & 2))
		{
			mapname = "e2m1";
			serverflags |= 2;
		}
		else if (!(serverflags & 4))
		{
			mapname = "e3m1";
			serverflags |= 4;
		}
		else if (!(serverflags & 8))
		{
			mapname = "e4m1";
			serverflags = serverflags - 7;
		}

		o = spawn();
		o.map = mapname;
	}
	else
	{
		// find a trigger changelevel
		o = find(world, classname, "trigger_changelevel");

		// go back to start if no trigger_changelevel
		if (!o)
		{
			mapname = "start";
			o = spawn();
			o.map = mapname;
		}
	}

	nextmap = o.map;
	gameover = TRUE;
	
	if (o.nextthink < time)
	{
		o.think = execute_changelevel;
		o.nextthink = time + 0.1;
	}
};

/*
============
CheckRules

Exit deathmatch games upon conditions
============
*/
void() CheckRules =
{
	local	float		timelimit;
	local	float		fraglimit;
	
	if (gameover)	// someone else quit the game already
		return;
		
	timelimit = cvar("timelimit") * 60;
	fraglimit = cvar("fraglimit");
	
	if (timelimit && time >= timelimit)
	{
		NextLevel ();
		return;
	}
	
	if (fraglimit && self.frags >= fraglimit && !(deathmatch & DM_LMS))
	{
		NextLevel ();
		return;
	}
	
	if (lms_gameover == TRUE)
	{
		NextLevel ();
		return;
	}
	
};

//============================================================================

void() PlayerDeathThink =
{
	local float		forward;

	if ((self.flags & FL_ONGROUND))
	{
		forward = vlen (self.velocity);
		forward = forward - 20;
		if (forward <= 0)
			self.velocity = '0 0 0';
		else	
			self.velocity = forward * normalize(self.velocity);
	}

// wait for all buttons released
	if (self.deadflag == DEAD_DEAD)
	{
		if (self.button2 || self.button1 || self.button0)
			return;
		self.deadflag = DEAD_RESPAWNABLE;
		return;
	}

//POX - don't let players lay around as dead guys during LMS
	if (!self.button2 && !self.button1 && !self.button0 && !(deathmatch & DM_LMS))
		return;

// wait for any button down

	self.button0 = 0;
	self.button1 = 0;
	self.button2 = 0;
	respawn();
};


void() PlayerJump =
{
	if (self.flags & FL_WATERJUMP)
		return;
	
	if (self.waterlevel >= 2)
	{
		if (self.watertype == CONTENT_WATER)
			self.velocity_z = 100;
		else if (self.watertype == CONTENT_SLIME)
			self.velocity_z = 80;
		else
			self.velocity_z = 50;

		return;
	}

	if (!(self.flags & FL_ONGROUND))
		return;

	if ( !(self.flags & FL_JUMPRELEASED) )
		return;		// don't pogo stick

	self.flags &= ~FL_JUMPRELEASED;

	self.flags = self.flags - FL_ONGROUND;	// don't stairwalk
	
	self.button2 = 0;
// player jumping sound
	sound (self, CHAN_VOICE, "player/plyrjmp8.wav", 1, ATTN_NORM);
	self.velocity_z = self.velocity_z + 270;
};


/*
==========
WaterMove


==========
*/
.float	dmgtime;

void() WaterMove =
{
//dprint (ftos(self.waterlevel));
	if (self.movetype == MOVETYPE_NOCLIP)
		return;
	if (self.health < 0)
		return;

	if (self.waterlevel != 3)
	{
		if (self.air_finished < time)
			sound (self, CHAN_VOICE, "player/gasp2.wav", 1, ATTN_NORM);
		else if (self.air_finished < time + 9)
			sound (self, CHAN_VOICE, "player/gasp1.wav", 1, ATTN_NORM);
		self.air_finished = time + 12;
		self.dmg = 2;
	}
	else if (self.air_finished < time)
	{	// drown!
		if (self.pain_finished < time)
		{
			self.dmg = self.dmg + 2;
			if (self.dmg > 15)
				self.dmg = 10;
			T_Damage (self, world, world, self.dmg);
			self.pain_finished = time + 1;
		}
	}
	
	if (!self.waterlevel)
	{
		if (self.flags & FL_INWATER)
		{	
			// play leave water sound
			sound (self, CHAN_AUTO, "misc/outwater.wav", 1, ATTN_NORM);
			self.flags = self.flags - FL_INWATER;
			
			//POX v1.2 - fixed rare cases of underwater sound not cancelling out
			if (self.outwsound == 1)
			{
				sound (self, CHAN_BODY, "misc/owater2.wav", 0.5, ATTN_NORM);
				self.outwsound = 0;
				self.inwsound = 1;
				self.uwmuffle = time;
			}

		}		
		return;
	}

	if (self.watertype == CONTENT_LAVA)
	{	// do damage
		if (self.dmgtime < time)
		{
			if (self.radsuit_finished > time)
				self.dmgtime = time + 1;
			else
				self.dmgtime = time + 0.2;

			T_Damage (self, world, world, 10*self.waterlevel);
		}
	}
	else if (self.watertype == CONTENT_SLIME)
	{	// do damage
		if (self.dmgtime < time && self.radsuit_finished < time)
		{
			self.dmgtime = time + 1;
			T_Damage (self, world, world, 4*self.waterlevel);
		}
	}
	
	if ( !(self.flags & FL_INWATER) )
	{	

// player enter water sound

		if (self.watertype == CONTENT_LAVA)
			sound (self, CHAN_AUTO, "player/inlava.wav", 1, ATTN_NORM);
		if (self.watertype == CONTENT_WATER)
			sound (self, CHAN_AUTO, "player/inh2o.wav", 1, ATTN_NORM);
		if (self.watertype == CONTENT_SLIME)
			sound (self, CHAN_AUTO, "player/slimbrn2.wav", 1, ATTN_NORM);

		self.flags = self.flags + FL_INWATER;
		self.dmgtime = 0;
	}
	
	if (! (self.flags & FL_WATERJUMP) )
		self.velocity = self.velocity - 0.8*self.waterlevel*frametime*self.velocity;

//POX v1.1 - New water movement sounds - moved from PreThink (same as QW src)
if (self.waterlevel >= 3)
{
		self.onwsound = time;
		self.outwsound = 1;
	
		if (self.inwsound == 1)
		{
			sound (self, CHAN_VOICE, "misc/inh2ob.wav", 1, ATTN_NORM);
			self.inwsound = 0;
		}
	
		if (self.uwmuffle < time)
		{
			sound (self, CHAN_BODY, "misc/uwater.wav", 1, ATTN_STATIC);
			self.uwmuffle = time + 3.58;
		}
	}
	
	if (self.waterlevel == 2)
	{	
		if (self.outwsound == 1)
		{
			sound (self, CHAN_BODY, "misc/owater2.wav", 1, ATTN_NORM);
			self.outwsound = 0;
			self.inwsound = 1;
			//POX v1.1 - not needed, see footstep routine in player.qc
			//self.onwsound = time + 1.9;
		}
		
		self.uwmuffle = time;
		
		/* POX v1.1 - now done in footstep routine
		if (self.onwsound < time)
		{	
			if (random() < 0.5)
				sound (self, CHAN_BODY, "misc/water2.wav", 1, ATTN_NORM);
			else
				sound (self, CHAN_BODY, "misc/water1.wav", 1, ATTN_NORM);
			
			self.onwsound = time + random()*2;
		}
		*/
	}

};

void() CheckWaterJump =
{
	local vector start, end;

// check for a jump-out-of-water
	makevectors (self.angles);
	start = self.origin;
	start_z = start_z + 8; 
	v_forward_z = 0;
	normalize(v_forward);
	end = start + v_forward*24;
	traceline (start, end, TRUE, self);
	if (trace_fraction < 1)
	{	// solid at waist
		start_z = start_z + self.maxs_z - 8;
		end = start + v_forward*24;
		self.movedir = trace_plane_normal * -50;
		traceline (start, end, TRUE, self);
		if (trace_fraction == 1)
		{	// open at eye level
			self.flags |= FL_WATERJUMP;
			self.velocity_z = 225;
			self.flags &= ~FL_JUMPRELEASED;
			self.teleport_time = time + 2;	// safety net
			return;
		}
	}
};


/*
================
PlayerPreThink

Called every frame before physics are run
================
*/
void() PlayerPreThink =
{
	if (intermission_running)
	{
		IntermissionThink ();	// otherwise a button could be missed between
		return;					// the think tics
	}

	if (self.view_ofs == '0 0 0')
		return;		// intermission or finale
	
	
//ChaseCam
	if ( self.aflag )
		CCamChasePlayer ();
//ChaseCam
	
	makevectors (self.v_angle);		// is this still used

	CheckRules ();
	WaterMove ();
	
	if (self.waterlevel == 2)
		CheckWaterJump ();
		
	
	if (self.deadflag >= DEAD_DEAD)
	{
		PlayerDeathThink ();
		return;
	}
	
	if (self.deadflag == DEAD_DYING)
		return; // dying, so do nothing

	if (self.button2)
	{
		PlayerJump ();
	}
	else
		self.flags |= FL_JUMPRELEASED;

// teleporters can force a non-moving pause time	
	if (time < self.pausetime)
		self.velocity = '0 0 0';

/* BEST WEAPON MARKER */
if (deathmatch & DM_AUTOSWITCH)
{
	if(time > self.attack_finished && self.currentammo == 0 && self.weapon != IT_BONESAW)
		{
			self.weapon = W_BestWeapon ();
			W_SetCurrentAmmo ();
		}
}
/* BEST WEAPON MARKER */
};

/*
================
CheckPowerups

Check for turning off powerups
================
*/

void() CheckPowerups =
{	

	if (self.health <= 0)
		return;

//POX - 1.01b - Rot armour down to 150
//Armour Rot
	if (self.armorvalue > 150 && self.armor_rot < time)
	{
		self.armorvalue = self.armorvalue - 1;
		self.armor_rot = time + 1;
		
	//POX v1.1 - change armour to Yellow
		if (self.armorvalue == 150) {
			self.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
			self.items |= IT_ARMOR2;
		}
	}

// invisibility
	if (self.invisible_finished)
	{
// sound and screen flash when items starts to run out
		if (self.invisible_sound < time)
		{
			sound (self, CHAN_AUTO, "items/inv3.wav", 0.5, ATTN_IDLE);
			self.invisible_sound = time + ((random() * 3) + 1);
		}


		if (self.invisible_finished < time + 3)
		{
			if (self.invisible_time == 1)
			{
				sprint (self, "Cloak is failing...\n");
				stuffcmd (self, "bf\n");
				sound (self, CHAN_AUTO, "items/inv2.wav", 1, ATTN_NORM);
				self.invisible_time = time + 1;
			}
			
			if (self.invisible_time < time)
			{
				self.invisible_time = time + 1;
				stuffcmd (self, "bf\n");
			}
		}

		if (self.invisible_finished < time)
		{	// just stopped
			self.items = self.items - IT_INVISIBILITY;
			self.invisible_finished = 0;
			self.invisible_time = 0;
		}
		
	// use the eyes
		self.frame = 0;
		self.modelindex = modelindex_eyes;
	}
	else
		//self.modelindex = modelindex_player;	// don't use eyes
		getmodel(self.weapon, self);


// invincibility
	if (self.invincible_finished)
	{
// sound and screen flash when items starts to run out		
		if (self.invincible_finished < time + 3)
		{
			if (self.invincible_time == 1)
			{
				sprint (self, "MegaShields are almost burned out\n");
				stuffcmd (self, "bf\n");
				sound (self, CHAN_AUTO, "items/protect2.wav", 1, ATTN_NORM);
				self.invincible_time = time + 1;
			}
			
			if (self.invincible_time < time)
			{
				self.invincible_time = time + 1;
				stuffcmd (self, "bf\n");
			}
		}
		
		if (self.invincible_finished < time)
		{	// just stopped
			self.items = self.items - IT_INVULNERABILITY;
			self.invincible_time = 0;
			self.invincible_finished = 0;
		}
		
		//POX - ignore light effects in Dark Mode
		if (!(deathmatch & DM_DARK))
		{
			if (self.invincible_finished > time)
				self.effects |= EF_DIMLIGHT;
			else
				self.effects &= ~EF_DIMLIGHT;
		}
	}

// super damage
	if (self.super_damage_finished)
	{

// sound and screen flash when items starts to run out

		if (self.super_damage_finished < time + 3)
		{
			if (self.super_time == 1)
			{
				sprint (self, "Quad Damage is wearing off\n");
				stuffcmd (self, "bf\n");
				sound (self, CHAN_AUTO, "items/damage2.wav", 1, ATTN_NORM);
				self.super_time = time + 1;
			}	  
			
			if (self.super_time < time)
			{
				self.super_time = time + 1;
				stuffcmd (self, "bf\n");
			}
		}

		if (self.super_damage_finished < time)
		{	// just stopped
			self.items = self.items - IT_QUAD;
			self.super_damage_finished = 0;
			self.super_time = 0;
		}
		
		//POX - ignore light effects in Dark Mode
		if (!(deathmatch & DM_DARK))
		{
			if (self.super_damage_finished > time)
				self.effects |= EF_DIMLIGHT;
			else
				self.effects &= ~EF_DIMLIGHT;
		}
	}	

// suit 
	if (self.radsuit_finished)
	{
		self.air_finished = time + 12;		// don't drown

// sound and screen flash when items starts to run out
		if (self.radsuit_finished < time + 3)
		{
			if (self.rad_time == 1)
			{
				sprint (self, "Air supply in Biosuit expiring\n");
				stuffcmd (self, "bf\n");
				sound (self, CHAN_AUTO, "items/suit2.wav", 1, ATTN_NORM);
				self.rad_time = time + 1;
			}
			
			if (self.rad_time < time)
			{
				self.rad_time = time + 1;
				stuffcmd (self, "bf\n");
			}
		}

		if (self.radsuit_finished < time)
		{	// just stopped
			self.items = self.items - IT_SUIT;
			self.rad_time = 0;
			self.radsuit_finished = 0;
		}
	}	

};


/*
================
PlayerPostThink

Called every frame after physics are run
================
*/
void() PlayerPostThink =
{
	if (time < 1.5) 
		stuffcmd (self, "bf\n");//POX v1.2 - clear overrun v_cshifts!
	
	
	//POX v1.2 - cshift fix (colour_light)
	if (self.cshift_finished < time)
	{
		if (!self.cshift_off)
		{
			stuffcmd (self, "v_cshift 0 0 0 0\n");
			self.cshift_off = TRUE;
		}
	}
	
	
// KasCam ->
    if ((self.classname == "KasCam") && !intermission_running)
    {
	CamThink();
	return;
    }
// <- KasCam


//POX - Menu System
	if (deathmatch && world.model == "maps/start.bsp" && !intermission_running)
	{
		MenuThink();
		return;
	}

	if (self.view_ofs == '0 0 0')
		return;		// intermission or finale

	
	if (self.deadflag)
		return;
		
// do weapon stuff

	W_WeaponFrame ();

// check to see if player landed and play landing sound 
	if ((self.jump_flag < -300) && (self.flags & FL_ONGROUND) && (self.health > 0))
	{	
		//DISABLED since additions to PlayerPreThink() now handle ALL water sounds
		
		//if (self.watertype == CONTENT_WATER)
		//	sound (self, CHAN_BODY, "player/h2ojump.wav", 1, ATTN_NORM);
		//else
		
		if (self.jump_flag < -650)
		{
			T_Damage (self, world, world, 5); 
			sound (self, CHAN_VOICE, "player/land2.wav", 1, ATTN_NORM);
			self.deathtype = "falling";
		}
		else
			sound (self, CHAN_VOICE, "player/land.wav", 1, ATTN_NORM);

		self.jump_flag = 0;
	}

	if (!(self.flags & FL_ONGROUND))
		self.jump_flag = self.velocity_z;

	CheckPowerups ();
	
	if (time < 15 && (!deathmatch))
		centerprint(self, "Paroxysm is Botmatch/Deathmatch Only.\nSelect Multiplayer in the main menu\n");	
	else if (time < 3)
		centerprint(self, "Paroxysm v1.1b\n");

	
};


/*
===========
ClientConnect

called when a player connects to a server
============
*/
void() ClientConnect =
{
	local float cno;//, LMS_timeout;

// KasCam ->
    if ((self.netname == "CamClient") || (self.netname == ""))
    {
	stuffcmd (self, "autocam\n");
	//self.impulse = 250;
    }
	else
	{
// <- KasCam
	
		cno = clientNextAvailable ();
		botInvalidClientNo (cno);
		clientSetUsed (cno);
		//msgUpdateNameToAll (cno, self.netname);
		self.fClientNo = cno;
	
	//POX v.11 FINALLY nailed this one
	//Players have 30 seconds to join an LMS game, or they are put into observer till changelevel
		if (!(deathmatch & DM_LMS))
		{
			bprint (self.netname);
			bprint (" entered the game\n");
			centerprint(self, "Paroxysm v1.11b\n");
			self.target_id_finished = time + 4;//POX v1.12 don't let TargetID override centerprints
		}
		else if ((time < 30) && (deathmatch & DM_LMS))
		{
			bprint (self.netname);
			bprint (" entered the game\n");
			centerprint(self, "Paroxysm v1.11b\nLast Man Standing Rules Apply.");
			self.target_id_finished = time + 4;//POX v1.12 don't let TargetID override centerprints
		}
		else
		{
			bprint (self.netname);
			bprint (" entered the game late! Observing till next round.\n");
			
			self.LMS_late = TRUE;
			stuffcmd (self, "autocam\n");
			//self.impulse = 250;
		}
	}
	
	// a client connecting during an intermission can cause problems
	if (intermission_running)
		ExitIntermission ();

};


/*
===========
ClientDisconnect

called when a player disconnects from a server
============
*/
void() ClientDisconnect =
{
	if (gameover)
		return;
	// if the level end trigger has been activated, just return
	// since they aren't *really* leaving
	
	/* POX v1.11 - cloak gone so no need....
	//POX - bots rely on their owners for certain things, so if a client leaves, they all leave
	//POX - 1.01b - added a more robust disconnect for bots (see rankings.qc)
	if (self.total_spawned_bots)
	{
		if (self.bot_h)
			botDisconnect(self.bot_h);
		if (self.bot_g)
			botDisconnect(self.bot_g);
		if (self.bot_f)
			botDisconnect(self.bot_f);
		if (self.bot_e)
			botDisconnect(self.bot_e);
		if (self.bot_d)
			botDisconnect(self.bot_d);
		if (self.bot_c)
			botDisconnect(self.bot_c);
		if (self.bot_b)
			botDisconnect(self.bot_b);
		if (self.bot_a)
			botDisconnect(self.bot_a);
	}
	*/
	
	// let everyone else know
// KasCam ->
    if (CamDisconnect()) {
// KasCam <-
	bprint (self.netname);
	bprint (" left the game with ");
	bprint (ftos(self.frags));
	bprint (" frags\n");

	clientSetFree (self.fClientNo);
	
	//POX v1.11
	if (deathmatch & DM_LMS && self.classname == "player")
	{
		lms_plrcount = lms_plrcount - 1;
		
		if (lms_plrcount <= 1) //1 player left so end the game 
			lms_gameover = TRUE;
	}

	
	//sound (self, CHAN_BODY, "player/tornoff2.wav", 1, ATTN_NONE);
	set_suicide_frame ();
// KasCam ->
    }
// <- KasCam
};

/*
===========
ClientObituary

called when a player dies
============
*/
void(entity targ, entity attacker) ClientObituary =
{
	local	float rnum;
	local	string deathstring, deathstring2;
	rnum = random();
	
	//POX v1.2 - Changed this so obituary taunts work in DM_LMS
	//Lastman Standing POX v1.11 cleaned this up a bit
	if (deathmatch & DM_LMS)
	{
		if (targ.classname == "player" || targ.classname == "bot")
			targ.frags = targ.frags - 1;
		
		if (targ.frags <= 0 && (targ.classname == "player" || targ.classname == "bot"))
		{
			bprint(targ.netname);
			bprint(" is eliminated!\n");
			lms_plrcount = lms_plrcount - 1;
			
			sound (targ, CHAN_BODY, "nar/n_elim.wav", 1, ATTN_NONE);
			
			if (lms_plrcount <= 1) //1 player left so end the game 
				lms_gameover = TRUE;
			
			if (targ.classname == "bot") //POX v1.1
				msgUpdateFragsToAll (targ.fClientNo, targ.frags);
			
			return;
		}
		else if (targ.classname == "bot") //POX v1.1
			msgUpdateFragsToAll (targ.fClientNo, targ.frags);
		
		//{
		//	bprint(targ.netname);
		//	bprint(" loses a frag.\n");
		//}
		
		//if (targ.classname == "bot") //POX v1.1
		//	msgUpdateFragsToAll (targ.fClientNo, targ.frags);

		//return;
	}


	if (targ.classname == "player" || targ.classname == "bot")
	{
		if (attacker.classname == "teledeath")
		{
			bprint (targ.netname);
			bprint (" was telefragged by ");
			bprint (attacker.owner.netname);
			bprint ("\n");
			
			if (!(deathmatch & DM_LMS)) //POX 1.2 - do regular obituary taunts in LMS mode
				attacker.owner.frags = attacker.owner.frags + 1;
		
			if (targ.classname == "bot") //POX v1.1
				msgUpdateFragsToAll (attacker.owner.fClientNo, attacker.owner.frags);
	 
			return;
		}

		if (attacker.classname == "teledeath2")
		{
			bprint ("MegaShields deflect ");
			bprint (targ.netname);
			bprint ("'s telefrag\n");
			
			if (!(deathmatch & DM_LMS)) //POX 1.2 - do regular obituary taunts in LMS mode
				targ.frags = targ.frags - 1;
		
			if (targ.classname == "bot") //POX v1.1
				msgUpdateFragsToAll (targ.fClientNo, targ.frags);
		
			return;
		}

		if (attacker.classname == "player" || attacker.classname == "bot")
		{
			if (targ == attacker)
			{	
				if (!(deathmatch & DM_LMS)) //POX 1.2 - do regular obituary taunts in LMS mode
					attacker.frags = attacker.frags - 1;// killed self

				if (attacker.classname == "bot") //POX v1.1
					 msgUpdateFragsToAll (attacker.fClientNo, attacker.frags);
				
				bprint (targ.netname);
				
				if (targ.weapon == 64 && targ.waterlevel > 1)
				{
					bprint (" discharges into the water.\n");
					return;
				}
				if (targ.weapon == IT_GRENADE_LAUNCHER)
					bprint (" tries to put the pin back in\n");
				else
					bprint (" becomes bored with life\n");
				
				return;
			}
			else if ( (teamplay == 2) && (targ.team > 0)&&(targ.team == attacker.team) )
			{
				if (rnum < 0.25)
					deathstring = " mows down a teammate\n";
				else if (rnum < 0.50)
					deathstring = " checks his glasses\n";
				else if (rnum < 0.75)
					deathstring = " gets a frag for the other team\n";
				else
					deathstring = " loses another friend\n";
				bprint (attacker.netname);
				bprint (deathstring);
				
				if (!(deathmatch & DM_LMS)) //POX 1.2 - do regular obituary taunts in LMS mode
					attacker.frags = attacker.frags - 1;
			
				if (attacker.classname == "bot") //POX v1.1
					msgUpdateFragsToAll (attacker.fClientNo, attacker.frags);
			
				return;
			}
			else
			{
				if (!(deathmatch & DM_LMS)) //POX 1.2 - do regular obituary taunts in LMS mode
					attacker.frags = attacker.frags + 1;
				
				if (attacker.classname == "bot") //POX v1.1	
					msgUpdateFragsToAll (attacker.fClientNo, attacker.frags);

				rnum = attacker.weapon;
				deathstring = deathstring2 = " uninitialized ";
				
				if (rnum == IT_BONESAW)
				{
					deathstring = " was butchered by ";
					deathstring2 = "\n";
				}
				if (rnum == IT_TSHOT)
				{
					deathstring = " chewed on ";
					deathstring2 = "'s boomstick\n";
				}

				//Changed Combo Gun blurbs depending on the ammo
				if ((rnum == IT_COMBOGUN) && (attacker.which_ammo == 1))
				{
					deathstring = " swallowed ";
					deathstring2 = "'s pumkin ball\n";
					if (targ.health < -40)
					{
						deathstring = " was gibbed by ";
						deathstring2 = "'s impact grenade\n";
					}
				}
				
				if ((rnum == IT_COMBOGUN) && (attacker.which_ammo == 0))
				{
					deathstring = " ate 2 loads of ";
					deathstring2 = "'s buckshot\n";
				}
				
			
				if (rnum == IT_PLASMAGUN)
				{
					deathstring = " was plugged by ";
					deathstring2 = "\n";
					if (targ.health < -40)
					{
						deathstring = " was discombobulated by ";
						deathstring2 = "'s plasma burst\n";
					}
				}
				if (rnum == IT_SUPER_NAILGUN)
				{
					deathstring = " was nailed by ";
					deathstring2 = "\n";
				}
				if (rnum == IT_GRENADE_LAUNCHER)
				{
					deathstring = " eats ";
					deathstring2 = "'s pineapple\n";
					if (targ.health < -40)
					{
						deathstring = " was gibbed by ";
						deathstring2 = "'s grenade\n";
					}
				}
				if (rnum == IT_ROCKET_LAUNCHER)
				{
					deathstring = " rides ";
					deathstring2 = "'s rocket\n";
					if (targ.health < -40)
					{
						deathstring = " was gibbed by ";
						deathstring2 = "'s rockets\n" ;
					}
				}
				
				bprint (targ.netname);
				bprint (deathstring);
				bprint (attacker.netname);
				bprint (deathstring2);		
			}
			
			return;
		}
		else
		{
			if (!(deathmatch & DM_LMS)) //POX 1.2 - do regular obituary taunts in LMS mode
				targ.frags = targ.frags - 1;

			if (attacker.classname == "bot") //POX v1.1
				msgUpdateFragsToAll (targ.fClientNo, targ.frags);
		 
			bprint (targ.netname);
			
			// tricks and traps
			if (attacker.classname == "explo_box")
			{
				bprint (" blew up\n");
				return;
			}
			if (attacker.solid == SOLID_BSP && attacker != world)
			{	
				bprint (" was squished\n");
				return;
			}
			if (attacker.classname == "trap_shooter" || attacker.classname == "trap_spikeshooter")
			{
				bprint (" was spiked\n");
				return;
			}
			if (attacker.classname == "fireball")
			{
				bprint (" ate a lavaball\n");
				return;
			}
			if (attacker.classname == "trigger_changelevel")
			{
				bprint (" tried to leave\n");
				return;
			}
			//POX - orphaned shrapnel grenade
			if (attacker.classname == "shrapnel" || attacker.classname == "spikenal")
			{
				bprint (" got too close to a shrapnel bomb\n");
				return;
			}

			// in-water deaths
			//rnum = targ.watertype;
			
			//POX - bots have a seperate waterlevel detect
			if (targ.classname == "bot")
				rnum = rnum = targ.watertype2;
			else
				rnum = targ.watertype;
				
			if (rnum == -3)
			{
				if (random() < 0.5)
					bprint (" sleeps with the fishes\n");
				else
					bprint (" sucks it down\n");
				return;
			}
			else if (rnum == -4)
			{
				if (random() < 0.5)
					bprint (" gulped a load of slime\n");
				else
					bprint (" can't exist on slime alone\n");
				return;
			}
			else if (rnum == -5)
			{
				if (targ.health < -15)
				{
					bprint (" burst into flames\n");
					return;
				}
				if (random() < 0.5)
					bprint (" turned into hot slag\n");
				else
					bprint (" visits the Volcano God\n");
				return;
			}

			// fell to their death?
			if (targ.deathtype == "falling")
			{
				targ.deathtype = "";
				bprint (" fell to his death\n");
				return;
			}

			// hell if I know; he's just dead!!!
			bprint (" died\n");
		}
	}
};
