// Copyright (C) 1999-2000 Id Software, Inc.
//
// g_utils.c -- misc utility functions for game module

#include "g_local.h"

#ifdef XTRA
typedef struct {
  char oldShader[MAX_QPATH];
  char newShader[MAX_QPATH];
  float timeOffset;
} shaderRemap_t;

#define MAX_SHADER_REMAPS 128

int remapCount = 0;
shaderRemap_t remappedShaders[MAX_SHADER_REMAPS];

void AddRemap(const char *oldShader, const char *newShader, float timeOffset) {
	int i;

	for (i = 0; i < remapCount; i++) {
		if (Q_stricmp(oldShader, remappedShaders[i].oldShader) == 0) {
			// found it, just update this one
			strcpy(remappedShaders[i].newShader,newShader);
			remappedShaders[i].timeOffset = timeOffset;
			return;
		}
	}
	if (remapCount < MAX_SHADER_REMAPS) {
		strcpy(remappedShaders[remapCount].newShader,newShader);
		strcpy(remappedShaders[remapCount].oldShader,oldShader);
		remappedShaders[remapCount].timeOffset = timeOffset;
		remapCount++;
	}
}

const char *BuildShaderStateConfig(void) {
	static char	buff[MAX_STRING_CHARS*4];
	char out[(MAX_QPATH * 2) + 5];
	int i;
  
	memset(buff, 0, MAX_STRING_CHARS);
	for (i = 0; i < remapCount; i++) {
		Com_sprintf(out, (MAX_QPATH * 2) + 5, "%s=%s:%5.2f@", remappedShaders[i].oldShader, remappedShaders[i].newShader, remappedShaders[i].timeOffset);
		Q_strcat( buff, sizeof( buff ), out);
	}
	return buff;
}
#endif

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

model / sound configstring indexes

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

/*
================
G_FindConfigstringIndex

================
*/
int G_FindConfigstringIndex( char *name, int start, int max, qboolean create ) {
	int		i;
	char	s[MAX_STRING_CHARS];

	if ( !name || !name[0] ) {
		return 0;
	}

	for ( i=1 ; i<max ; i++ ) {
		trap_GetConfigstring( start + i, s, sizeof( s ) );
		if ( !s[0] ) {
			break;
		}
		if ( !strcmp( s, name ) ) {
			return i;
		}
	}

	if ( !create ) {
		return 0;
	}

	if ( i == max ) {
		//G_Error( "G_FindConfigstringIndex: overflow" );
		G_Printf( S_COLOR_RED "G_FindConfigstringIndex: Full!! Could not add value: %s\n", name );
	}

	trap_SetConfigstring( start + i, name );

	return i;
}

//TiM - all the data is encoded in one string in the hopes that by doing this, less
//data is sent on map run time
//it is assumed 30 lots of 32 stringed entries are encoded in each one
/*int G_FindCompressedConfigstringIndex( char *name, int start, int max, qboolean create ) {
	int		i;
	int		j=1;
	int		lastJump=0;
	char	s[MAX_STRING_CHARS];

	if ( !name || !name[0] ) {
		return 0;
	}

	trap_GetConfigstring( start + j, s, sizeof( s ) );

	for ( i=1 ; i<max*30; i++ ) 
	{	
		if ( !s[0] ) 
		{
			break;
		}

		if ( !strcmp( Info_ValueForKey( s, va( "%i", i ) ), name ) ) {
			return i;
		}
	
		if ( i >= lastJump + 30 )
		{
			lastJump += 30;
			j++;
			trap_GetConfigstring( start + j, s, sizeof( s ) );
		}
	}

	if ( !create ) {
		return 0;
	}

	if ( i == max ) {
		G_Error( "G_FindCompressedConfigstringIndex: overflow" );
	}

	if ( strlen( name ) > 32 )
		name[31] = '\0';

	Info_SetValueForKey ( s, va( "%i", i ), name );

	trap_SetConfigstring( start + j, name );

	return i;
}*/

int G_ModelIndex( char *name ) {
	return G_FindConfigstringIndex (name, CS_MODELS, MAX_MODELS, qtrue);
}

int G_SoundIndex( char *name ) {
	return G_FindConfigstringIndex (name, CS_SOUNDS, MAX_SOUNDS, qtrue);
}

int G_TricStringIndex( char *name ) {
	return G_FindConfigstringIndex (name, CS_TRIC_STRINGS, MAX_TRIC_STRINGS, qtrue);
}

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


/*
================
G_TeamCommand

Broadcasts a command to only a specific team
================
*/
void G_TeamCommand( team_t team, char *cmd ) {
	int		i;

	for ( i = 0 ; i < level.maxclients ; i++ ) {
		if ( level.clients[i].pers.connected == CON_CONNECTED ) {
			if ( level.clients[i].sess.sessionTeam == team ) {
				trap_SendServerCommand( i, va("%s", cmd ));
			}
		}
	}
}


/*
=============
G_Find

Searches all active entities for the next one that holds
the matching string at fieldofs (use the FOFS() macro) in the structure.

Searches beginning at the entity after from, or the beginning if NULL
NULL will be returned if the end of the list is reached.

=============
*/
gentity_t *G_Find (gentity_t *from, int fieldofs, const char *match)
{
	char	*s;

	if (!from)
		from = g_entities;
	else
		from++;

	for ( ; from < &g_entities[level.num_entities] ; from++)
	{
		if (!from->inuse)
			continue;
		s = *(char **) ((byte *)from + fieldofs);
		if (!s)
			continue;
		if (!Q_stricmp (s, match))
			return from;
	}

	return NULL;
}


/*
=============
G_PickTarget

Selects a random entity from among the targets
=============
*/
#define MAXCHOICES	32

gentity_t *G_PickTarget (char *targetname)
{
	gentity_t	*ent = NULL;
	int		num_choices = 0;
	gentity_t	*choice[MAXCHOICES];

	if (!targetname)
	{
		G_Printf("G_PickTarget called with NULL targetname\n");
		return NULL;
	}

	//BOOKMARK
	while(1)
	{
		ent = G_Find (ent, FOFS(targetname), targetname);
		if (!ent)
			break;
		choice[num_choices++] = ent;
		if (num_choices == MAXCHOICES)
			break;
	}

	/*================
	RPG-X Modification
	Phenix
	13/06/2004
	================*/
	if (!num_choices)
	{
		while(1)
		{
			ent = G_Find (ent, FOFS(swapname), targetname);
			if (!ent)
				break;
			choice[num_choices++] = ent;
			if (num_choices == MAXCHOICES)
				break;
		}
	}
	
	if (!num_choices)
	{
		while(1)
		{
			ent = G_Find (ent, FOFS(truename), targetname);
			if (!ent)
				break;
			choice[num_choices++] = ent;
			if (num_choices == MAXCHOICES)
				break;
		}
	}

	if (!num_choices)
	{
		while(1)
		{
			ent = G_Find (ent, FOFS(falsename), targetname);
			if (!ent)
				break;
			choice[num_choices++] = ent;
			if (num_choices == MAXCHOICES)
				break;
		}
	}

	/*================
	End Modification
	================*/

	if (!num_choices)
	{
		G_Printf("G_PickTarget: target %s not found\n", targetname);
		return NULL;
	}

	return choice[rand() % num_choices];
}

/*
==============================
G_PickEntity

Locates an entity

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

//gentity_t *G_PickEntity ( char* className, int fieldofs, const char *match )

/*
==============================
G_UseTargets

"activator" should be set to the entity that initiated the firing.

Search for (string)targetname in all entities that
match (string)self.target and call their .use function

==============================
*/
void G_UseTargets2( gentity_t *ent, gentity_t *activator, char *target ) {
	gentity_t		*t;
	
	if ( !ent ) {
		return;
	}

	#ifdef XTRA
	if (ent->targetShaderName && ent->targetShaderNewName) {
		float f = level.time * 0.001;
		AddRemap(ent->targetShaderName, ent->targetShaderNewName, f);
		trap_SetConfigstring(CS_SHADERSTATE, BuildShaderStateConfig());
	}
	#endif

	if ( !target ) {
		return;
	}

	t = NULL;
	while ( (t = G_Find (t, FOFS(targetname), target)) != NULL ) {
		if ( t == ent ) {
			G_Printf (va("WARNING: Entity %i used itself.\n", t->s.number)); //RPG-X | GSIO01 | 22.10.09: a little bit more information for the mapper
		} else {
			if ( t->use ) {
				t->use (t, ent, activator);
				#ifdef G_LUA
				if(t->luaUse)
				{
					if(activator)
					{
						LuaHook_G_EntityUse(t->luaUse, t->s.number, ent->s.number, activator->s.number);
					}
					else
					{
						LuaHook_G_EntityUse(t->luaUse, t->s.number, ent->s.number, ENTITYNUM_WORLD);
					}
				}
				#endif
			}
		}
		if ( !ent->inuse ) {
			G_Printf(va("Entity %i was removed while using targets\n", t->s.number)); //RPG-X | GSIO01 | 22.10.09: a little bit more information for the mapper
			return;
		}
	}

	/*================
	RPG-X Modification
	Phenix
	13/06/2004
	================*/
	t = NULL;
	while ( (t = G_Find (t, FOFS(swapname), target)) != NULL ) {
		if ( t == ent ) {
			G_Printf (va("WARNING: Entity %i used itself.\n", t->s.number)); //RPG-X | GSIO01 | 22.10.09: a little bit more information for the mapper
		} else {
			if ( t->use ) {
				t->use (t, ent, activator);
				#ifdef G_LUA
				if(t->luaUse)
				{
					if(activator)
					{
						LuaHook_G_EntityUse(t->luaUse, t->s.number, ent->s.number, activator->s.number);
					}
					else
					{
						LuaHook_G_EntityUse(t->luaUse, t->s.number, ent->s.number, ENTITYNUM_WORLD);
					}
				}
				#endif
			}
		}
		if ( !ent->inuse ) {
			G_Printf(va("Entity %i was removed while using targets\n", t->s.number)); //RPG-X | GSIO01 | 22.10.09: a little bit more information for the mapper
			return;
		}
	}

	t = NULL;
	while ( (t = G_Find (t, FOFS(truename), target)) != NULL ) {
		if ( t == ent ) {
			G_Printf (va("WARNING: Entity %i used itself.\n", t->s.number)); //RPG-X | GSIO01 | 22.10.09: a little bit more information for the mapper
		} else {
			if ( t->use ) {
				t->use (t, ent, activator);
				#ifdef G_LUA
				if(t->luaUse)
				{
					if(activator)
					{
						LuaHook_G_EntityUse(t->luaUse, t->s.number, ent->s.number, activator->s.number);
					}
					else
					{
						LuaHook_G_EntityUse(t->luaUse, t->s.number, ent->s.number, ENTITYNUM_WORLD);
					}
				}
				#endif
			}
		}
		if ( !ent->inuse ) {
			G_Printf(va("Entity %i was removed while using targets\n", t->s.number)); //RPG-X | GSIO01 | 22.10.09: a little bit more information for the mapper
			return;
		}
	}

	t = NULL;
	while ( (t = G_Find (t, FOFS(falsename), target)) != NULL ) {
		if ( t == ent ) {
			G_Printf (va("WARNING: Entity %i used itself.\n", t->s.number)); //RPG-X | GSIO01 | 22.10.09: a little bit more information for the mapper
		} else {
			if ( t->use ) {
				t->use (t, ent, activator);
				#ifdef G_LUA
				if(t->luaUse)
				{
					if(activator)
					{
						LuaHook_G_EntityUse(t->luaUse, t->s.number, ent->s.number, activator->s.number);
					}
					else
					{
						LuaHook_G_EntityUse(t->luaUse, t->s.number, ent->s.number, ENTITYNUM_WORLD);
					}
				}
				#endif
			}
		}
		if ( !ent->inuse ) {
			G_Printf(va("Entity %i was removed while using targets\n", t->s.number)); //RPG-X | GSIO01 | 22.10.09: a little bit more information for the mapper
			return;
		}
	}
	/*================
	End Modification
	================*/

	//RPG-X | GSIO01 | 11/05/2009 | MOD START
	// target_alert
	t = NULL;
	while( (t = G_Find(t, FOFS(bluename), target)) != NULL ) {
		if ( t == ent ) {
			G_Printf (va("WARNING: Entity %i used itself.\n", t->s.number)); //RPG-X | GSIO01 | 22.10.09: a little bit more information for the mapper
		} else {
			if ( t->use ) {
				t->use (t, ent, ent);
				#ifdef G_LUA
				if(t->luaUse)
				{
					if(activator)
					{
						LuaHook_G_EntityUse(t->luaUse, t->s.number, ent->s.number, activator->s.number);
					}
					else
					{
						LuaHook_G_EntityUse(t->luaUse, t->s.number, ent->s.number, ENTITYNUM_WORLD);
					}
				}
				#endif
			}
		}
		if ( !ent->inuse ) {
			G_Printf(va("Entity %i was removed while using targets\n", t->s.number)); //RPG-X | GSIO01 | 22.10.09: a little bit more information for the mapper
			return;
		}
	}
}

/*
==============================
G_UseTargets

"activator" should be set to the entity that initiated the firing.

Search for (string)targetname in all entities that
match (string)self.target and call their .use function

==============================
*/
void G_UseTargets( gentity_t *ent, gentity_t *activator ) {
	if ( !ent ) {
		return;
	}
	G_UseTargets2( ent, activator, ent->target );
}


/*
=============
TempVector

This is just a convenience function
for making temporary vectors for function calls
=============
*/
float	*tv( float x, float y, float z ) {
	static	int		index;
	static	vec3_t	vecs[8];
	float	*v;

	// use an array so that multiple tempvectors won't collide
	// for a while
	v = vecs[index];
	index = (index + 1)&7;

	v[0] = x;
	v[1] = y;
	v[2] = z;

	return v;
}


/*
=============
VectorToString

This is just a convenience function
for printing vectors
=============
*/
char	*vtos( const vec3_t v ) {
	static	int		index;
	static	char	str[8][32];
	char	*s;

	// use an array so that multiple vtos won't collide
	s = str[index];
	index = (index + 1)&7;

	Com_sprintf (s, 32, "(%i %i %i)", (int)v[0], (int)v[1], (int)v[2]);

	return s;
}



/*
===============
G_SetMovedir

The editor only specifies a single value for angles (yaw),
but we have special constants to generate an up or down direction.
Angles will be cleared, because it is being used to represent a direction
instead of an orientation.
===============
*/
void G_SetMovedir( vec3_t angles, vec3_t movedir ) {
	static vec3_t VEC_UP		= {0, -1, 0};
	static vec3_t MOVEDIR_UP	= {0, 0, 1};
	static vec3_t VEC_DOWN		= {0, -2, 0};
	static vec3_t MOVEDIR_DOWN	= {0, 0, -1};

	if ( VectorCompare (angles, VEC_UP) ) {
		VectorCopy (MOVEDIR_UP, movedir);
	} else if ( VectorCompare (angles, VEC_DOWN) ) {
		VectorCopy (MOVEDIR_DOWN, movedir);
	} else {
		AngleVectors (angles, movedir, NULL, NULL);
	}
	VectorClear( angles );
}


float vectoyaw( const vec3_t vec ) {
	float	yaw;
	
	if (vec[YAW] == 0 && vec[PITCH] == 0) {
		yaw = 0;
	} else {
		if (vec[PITCH]) {
			yaw = ( atan2( vec[YAW], vec[PITCH]) * 180 / M_PI );
		} else if (vec[YAW] > 0) {
			yaw = 90;
		} else {
			yaw = 270;
		}
		if (yaw < 0) {
			yaw += 360;
		}
	}

	return yaw;
}


void G_InitGentity( gentity_t *e ) {
	e->inuse = qtrue;
	e->classname = "noclass";
	e->s.number = e - g_entities;
	e->r.ownerNum = ENTITYNUM_NONE;
}

/*
=================
G_Spawn

Either finds a free entity, or allocates a new one.

  The slots from 0 to MAX_CLIENTS-1 are always reserved for clients, and will
never be used by anything else.

Try to avoid reusing an entity that was recently freed, because it
can cause the client to think the entity morphed into something else
instead of being removed and recreated, which can cause interpolated
angles and bad trails.
=================
*/
gentity_t *G_Spawn( void ) {
	int			i, force;
	gentity_t	*e;
	//RPG-X: RedTechie - Get rid of tripmines first
	gentity_t	*tripwire = NULL;
	int			foundTripWires[MAX_GENTITIES] = {ENTITYNUM_NONE};
	int			tripcount = 0;

	e = NULL;	// shut up warning
	i = 0;		// shut up warning
	for ( force = 0 ; force < 2 ; force++ ) {
		// if we go through all entities and can't find one to free,
		// override the normal minimum times before use
		e = &g_entities[MAX_CLIENTS];
		for ( i = MAX_CLIENTS ; i<level.num_entities ; i++, e++) {
			if ( e->inuse ) {
				continue;
			}

			// the first couple seconds of server time can involve a lot of
			// freeing and allocating, so relax the replacement policy
			if ( !force && e->freetime > level.startTime + 2000 && level.time - e->freetime < 1000 ) {
				continue;
			}

			// reuse this slot
			G_InitGentity( e );
			return e;
		}
		if ( i != ENTITYNUM_MAX_NORMAL ) {
			break;
		}
	}
	
	//RPG-X: RedTechie DEBUG: SHOW HOW MANY ENT's WE HAVE LEFT
	//trap_SendServerCommand( -1, va("print \"^1DEBUG: current:%i total:%i\n\"", i, ENTITYNUM_MAX_NORMAL));

	if ( i == ENTITYNUM_MAX_NORMAL ) {
		//RPG-X: RedTechie - Do some rpg-x house cleaning before we decalre the server dead
		while ( (tripwire = G_Find( tripwire, FOFS(classname), "tripwire" )) != NULL )
		{
			foundTripWires[tripcount++] = tripwire->s.number;
		}
		
		if(tripcount != 0){
			for ( i = 0; i < tripcount; i++ )
			{
				//remove it... or blow it?
				if ( &g_entities[foundTripWires[i]] != NULL )
				{
					G_FreeEntity( &g_entities[foundTripWires[i]] );
					foundTripWires[i] = ENTITYNUM_NONE;
				}
			}
			
			G_LogPrintf("RPG-X WARNING: Max entities hit! Removed all tripmines. Restart the server ASAP or suffer a server crash!\n");
			trap_SendServerCommand( -1, va("print \"^1RPG-X WARNING: Max entities hit! Removed all tripmines. Restart the server ASAP or suffer a server crash!\n\"", i, ENTITYNUM_MAX_NORMAL));
			
			if ( i == ENTITYNUM_MAX_NORMAL ) {
				G_Error( "G_Spawn: no free entities" );
			}
		}else{
			G_Error( "G_Spawn: no free entities" );
		}
	}
	
	//RPG-X: RedTechie - Update global entity count
	RPGEntityCount = i;

	// open up a new slot
	level.num_entities++;

	// let the server system know that there are more entities
	trap_LocateGameData( level.gentities, level.num_entities, sizeof( gentity_t ), 
		&level.clients[0].ps, sizeof( level.clients[0] ) );

	G_InitGentity( e );
	return e;
}


/*
=================
G_FreeEntity

Marks the entity as free
=================
*/
void G_FreeEntity( gentity_t *ed ) {
	trap_UnlinkEntity (ed);		// unlink from world

	if ( ed->neverFree ) {
		return;
	}

	#ifdef G_LUA
	// Lua API callbacks
	if(ed->luaFree && !ed->client)
	{
		LuaHook_G_EntityFree(ed->luaFree, ed->s.number);
	}
	#endif

	memset (ed, 0, sizeof(*ed));
	ed->classname = "freed";
	ed->freetime = level.time;
	ed->inuse = qfalse;
}

/*
=================
G_TempEntity

Spawns an event entity that will be auto-removed
The origin will be snapped to save net bandwidth, so care
must be taken if the origin is right on a surface (snap towards start vector first)
=================
*/
gentity_t *G_TempEntity( vec3_t origin, int event ) {
	gentity_t		*e;
	vec3_t		snapped;

	e = G_Spawn();
	e->s.eType = ET_EVENTS + event;

	e->classname = "tempEntity";
	e->eventTime = level.time;
	e->freeAfterEvent = qtrue;

	VectorCopy( origin, snapped );
	SnapVector( snapped );		// save network bandwidth
	G_SetOrigin( e, snapped );

	// find cluster for PVS
	trap_LinkEntity( e );

	return e;
}



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

Kill box

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

/*
=================
G_KillBox

Kills all entities that would touch the proposed new positioning
of ent.  Ent should be unlinked before calling this!
=================
*/
extern int borgQueenClientNum;
void G_KillBox (gentity_t *ent) {
	int			i, num;
	int			touch[MAX_GENTITIES];
	gentity_t	*hit;
	vec3_t		mins, maxs;

	VectorAdd( ent->client->ps.origin, ent->r.mins, mins );
	VectorAdd( ent->client->ps.origin, ent->r.maxs, maxs );
	num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );

	for (i=0 ; i<num ; i++) {
		hit = &g_entities[touch[i]];
		if ( !hit->client ) {
			continue;
		}
	
		if ( g_pModAssimilation.integer && touch[i] == borgQueenClientNum )
		{//kill me instead
			G_Damage ( ent, hit, hit, NULL, NULL,
				100000, DAMAGE_NO_PROTECTION, MOD_TELEFRAG);
			return;
		}

		// nail it
		G_Damage ( hit, ent, ent, NULL, NULL,
			100000, DAMAGE_NO_PROTECTION, MOD_TELEFRAG);
	}

}

//RPG-X: J2J - Basically just copied above function excpt will accelerate players instead of killing them.
qboolean G_MoveBox (gentity_t *ent )
{
	int			i, num;
	int			touch[MAX_GENTITIES];
	gentity_t	*hit;
	vec3_t		mins, maxs;
	vec3_t		dir;
	qboolean	movedPlayer = qfalse;
	
	VectorAdd( ent->client->ps.origin, ent->r.mins, mins );
	VectorAdd( ent->client->ps.origin, ent->r.maxs, maxs );

	num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );

	for (i=0 ; i<num ; i++) 
	{
		hit = &g_entities[touch[i]];
		if ( !hit->client || hit->client->ps.clientNum == ent->client->ps.clientNum ) 
		{
			continue;
		}
		
		VectorSet( dir, 0, hit->client->ps.viewangles[YAW], 0 );
		AngleVectors( dir, hit->client->ps.velocity, NULL, NULL );
		VectorScale( hit->client->ps.velocity, -150, hit->client->ps.velocity );
		hit->client->ps.pm_time = 160;		// hold time
		hit->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
		
		movedPlayer = qtrue;
	}

	return movedPlayer;	
}

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

/*
===============
G_AddPredictableEvent

Use for non-pmove events that would also be predicted on the
client side: jumppads and item pickups
Adds an event+parm and twiddles the event counter
===============
*/
void G_AddPredictableEvent( gentity_t *ent, int event, int eventParm ) {
	if ( !ent->client ) {
		return;
	}
	BG_AddPredictableEventToPlayerstate( event, eventParm, &ent->client->ps );
}


/*
===============
G_AddEvent

Adds an event+parm and twiddles the event counter
===============
*/
void G_AddEvent( gentity_t *ent, int event, int eventParm ) {
	int		bits;
	playerState_t *ps = &ent->client->ps;

	if ( !event ) {
		G_Printf( "G_AddEvent: zero event added for entity %i\n", ent->s.number );
		return;
	}

	// clients need to add the event in playerState_t instead of entityState_t
	if ( ent->client ) {
		bits = ps->externalEvent & EV_EVENT_BITS;
		bits = ( bits + EV_EVENT_BIT1 ) & EV_EVENT_BITS;
		ps->externalEvent = event | bits;
		ps->externalEventParm = eventParm;
		ps->externalEventTime = level.time;
	} else {
		bits = ent->s.event & EV_EVENT_BITS;
		bits = ( bits + EV_EVENT_BIT1 ) & EV_EVENT_BITS;
		ent->s.event = event | bits;
		ent->s.eventParm = eventParm;
	}
	ent->eventTime = level.time;
}


/*
=============
G_Sound
=============
*/
void G_Sound( gentity_t *ent, int soundIndex ) {
	gentity_t	*te;

	te = G_TempEntity( ent->r.currentOrigin, EV_GENERAL_SOUND );
	te->s.eventParm = soundIndex;
}


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


/*
================
G_SetOrigin

Sets the pos trajectory for a fixed position
================
*/
void G_SetOrigin( gentity_t *ent, vec3_t origin ) {
	VectorCopy( origin, ent->s.pos.trBase );
	ent->s.pos.trType = TR_STATIONARY;
	ent->s.pos.trTime = 0;
	ent->s.pos.trDuration = 0;
	VectorClear( ent->s.pos.trDelta );

	VectorCopy( origin, ent->r.currentOrigin );
	VectorCopy( origin, ent->s.origin); // RPG-X | GSIO01 | 24.08.2009
}

/*
================
G_SetOrigin

Sets the pos trajectory for a fixed angular position

RPG-X | GSIO01 | 24.08.2009
================
*/
void G_SetAngles(gentity_t *ent, vec3_t angles) {
	VectorCopy(angles, ent->s.apos.trBase);
	ent->s.apos.trType = TR_STATIONARY;
	ent->s.apos.trTime = 0;
	ent->s.apos.trDuration = 0;
	VectorClear(ent->s.apos.trDelta);

	VectorCopy(angles, ent->r.currentAngles);
	VectorCopy(angles, ent->s.angles);
}

/*
============
G_RadiusList - given an origin and a radius, return all entities that are in use that are within the list
============
*/
int G_RadiusList ( vec3_t origin, float radius,	gentity_t *ignore, qboolean takeDamage, gentity_t *ent_list[MAX_GENTITIES])					  
{
	float		dist;
	gentity_t	*ent;
	int			entityList[MAX_GENTITIES];
	int			numListedEntities;
	vec3_t		mins, maxs;
	vec3_t		v;
	int			i, e;
	int			ent_count = 0;

	if ( radius < 1 ) 
	{
		radius = 1;
	}

	for ( i = 0 ; i < 3 ; i++ ) 
	{
		mins[i] = origin[i] - radius;
		maxs[i] = origin[i] + radius;
	}

	numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );

	for ( e = 0 ; e < numListedEntities ; e++ ) 
	{
		ent = &g_entities[entityList[e]];

		if ((ent == ignore) || !(ent->inuse) || ent->takedamage != takeDamage)
			continue;

		// find the distance from the edge of the bounding box
		for ( i = 0 ; i < 3 ; i++ ) 
		{
			if ( origin[i] < ent->r.absmin[i] ) 
			{
				v[i] = ent->r.absmin[i] - origin[i];
			} else if ( origin[i] > ent->r.absmax[i] ) 
			{
				v[i] = origin[i] - ent->r.absmax[i];
			} else 
			{
				v[i] = 0;
			}
		}

		dist = VectorLength( v );
		if ( dist >= radius ) 
		{
			continue;
		}
		
		// ok, we are within the radius, add us to the incoming list
		ent_list[ent_count] = ent;
		ent_count++;

	}
	// we are done, return how many we found
	return(ent_count);
}

/*
============
G_GetNearestEnt - Find the nearest entity
============
*/
gentity_t *G_GetNearestEnt(char *classname, vec3_t origin, float radius, gentity_t *ignore, qboolean takeDamage) {
	gentity_t	*entList[MAX_GENTITIES], *nearest = NULL;
	int			count, i;
	float		distance, minDist;
	vec3_t		dist;

	if(!radius) // we don't care how far it is away
		radius = 9999999;

	minDist = radius;

	count = G_RadiusList(origin, radius, ignore, takeDamage, entList);

	for(i = 0; i < count; i++) {
		if(entList[i] != ignore) {
			if(entList[i]->s.origin[0] || entList[i]->s.origin[1] || entList[i]->s.origin[2])
				VectorSubtract(origin, entList[i]->s.origin, dist);
			else if(entList[i]->r.currentOrigin[0] || entList[i]->r.currentOrigin[1] || entList[i]->r.currentOrigin[2])
				VectorSubtract(origin, entList[i]->r.currentOrigin, dist);
			else if(entList[i]->s.pos.trBase[0] || entList[i]->s.pos.trBase[1] || entList[i]->s.pos.trBase[2])
				VectorSubtract(origin, entList[i]->s.pos.trBase, dist);
			else // wow none of above ... well then assume it's origin is 0 0 0
				VectorCopy(origin, dist);
			distance = VectorLength(dist);
			if(distance < 0)
				distance *= -1;
			if(distance < minDist) {
				if(classname && !Q_stricmp(classname, entList[i]->classname)) {
					minDist = distance;
					nearest = entList[i];
				} else if(!classname) {
					minDist = distance;
					nearest = entList[i];
				}
			}
		}
	}

	return nearest;
}

/*
============
G_GetNearestPlayer - Find the nearest player
============
*/
gentity_t *G_GetNearestPlayer(vec3_t origin, float radius, gentity_t *ignore ) {
	gentity_t	*entList[MAX_GENTITIES], *nearest = NULL;
	int			count, i;
	float		distance, minDist;
	vec3_t		dist;

	if(!radius)
		radius = 999999;

	minDist = radius;

	count = G_RadiusList(origin, radius, ignore, qtrue, entList);
	
	for(i = 0; i < MAX_CLIENTS; i++) {
		if(entList[i]->client) {
			VectorSubtract(origin, entList[i]->r.currentOrigin, dist);
			distance = VectorLength(dist);
			if(distance < 0)
				distance *= -1;
			if(distance < minDist) {
				minDist = distance;
				nearest = entList[i];
			}
		}
	}

	return nearest;
}

/*
============
G_GetEntityByTargetname - get all entities with specified targetname
============
*/
int G_GetEntityByTargetname(const char *targetname, gentity_t *entities[MAX_GENTITIES]) {
	int i;
	int cnt = 0;
	gentity_t *t;

	for(i = MAX_GENTITIES - 1; i > -1; i--) {
		if(!&g_entities[i]) continue;
		t = &g_entities[i];
		if(t->targetname && !Q_strncmp(t->targetname, targetname, strlen(targetname))) {
			entities[cnt] = t;
			cnt++;
		}
	}

	return cnt;
}

/*
============
G_GetEntityByTarget - get all entities with specified target
============
*/
int G_GetEntityByTarget(const char *target, gentity_t *entities[MAX_GENTITIES]) {
	int i;
	int cnt = 0;
	gentity_t *t;

	for(i = MAX_GENTITIES - 1; i > -1; i--) {
		if(!&g_entities[i]) continue;
		t = &g_entities[i];
		if(t->target && !Q_strncmp(t->target, target, strlen(target))) {
			entities[cnt] = t;
			cnt++;
		}
	}

	return cnt;
}

/*
============
G_GetEntityByTarget - get all entities with specified target
============
*/
int G_GetEntityByBmodel(char *bmodel, gentity_t *entities[MAX_GENTITIES]) {
	int i;
	int cnt = 0;
	gentity_t *t;

	for(i = MAX_GENTITIES - 1; i > -1; i--) {
		if(!&g_entities[i]) continue;
		t = &g_entities[i];
		if(t->model && !Q_strncmp(t->model, bmodel, strlen(bmodel))) {
			entities[cnt] = t;
			cnt++;
		}
	}

	return cnt;
}

/*====================*\
|| RPG-X Modification ||
||                    ||
|| Phenix - 2/8/2004  ||
\*====================*/
/**
*	Checks if the line of sight between two entities is blocked.
*
*	/author Ubergames - Phenix
*	/date 2/8/2004
*/
qboolean LineOfSight( gentity_t *ent1, gentity_t *ent2 ) {
	trace_t         trace;

	trap_Trace (&trace, ent1->s.pos.trBase, NULL, NULL, ent2->s.pos.trBase, ent1->s.number, MASK_SHOT );

	if ( trace.contents & CONTENTS_SOLID ) {
		return qfalse;
	}
	
	return qtrue;
}

/*=================*\
|| End Moficiation ||
\*=================*/