diff --git a/Source/client/cstrike.src b/Source/client/cstrike.src
index 1138199e..304baf92 100755
--- a/Source/client/cstrike.src
+++ b/Source/client/cstrike.src
@@ -55,6 +55,7 @@ text.c
 
 ../shared/pmove.c
 ../gs-entbase/client.src
+../shared/decals.c
 ../shared/effects.c
 ../shared/spraylogo.cpp
 
diff --git a/Source/client/cstrike/vguiscoreboard.c b/Source/client/cstrike/vguiscoreboard.c
index 1f16ba5d..d2be3165 100755
--- a/Source/client/cstrike/vguiscoreboard.c
+++ b/Source/client/cstrike/vguiscoreboard.c
@@ -129,3 +129,14 @@ void VGUI_Scores_Show( void ) {
 	vOffset = VGUI_Scores_DrawTeam( vOffset, TEAM_T );
 	vOffset = VGUI_Scores_DrawTeam( vOffset, 0 );
 }
+
+void Scores_Init(void)
+{
+	
+}
+
+void Scores_Draw(void)
+{
+	VGUI_Scores_Show();
+}
+
diff --git a/Source/client/entry.c b/Source/client/entry.c
index b6793243..8becc466 100644
--- a/Source/client/entry.c
+++ b/Source/client/entry.c
@@ -49,13 +49,13 @@ void CSQC_Init(float apilevel, string enginename, float engineversion)
 	SHADER_CULLED = shaderforname("mirror_cull");
 
 	/* Particles */
-	PARTICLE_SPARK 			= particleeffectnum("part_spark");
+	PARTICLE_SPARK 	= particleeffectnum("part_spark");
 	PARTICLE_PIECES_BLACK 	= particleeffectnum("part_pieces_black");
 	PARTICLE_SMOKE_GREY 	= particleeffectnum("part_smoke_grey");
 	PARTICLE_SMOKE_BROWN 	= particleeffectnum("part_smoke_brown");
-	PARTICLE_BLOOD 			= particleeffectnum("part_blood");
-	DECAL_SHOT 				= particleeffectnum("decal_shot");
-	DECAL_GLASS 			= particleeffectnum("decal_glass");
+	PARTICLE_BLOOD 	= particleeffectnum("part_blood");
+	DECAL_SHOT 		= particleeffectnum("decal_shot");
+	DECAL_GLASS 		= particleeffectnum("decal_glass");
 
 	/* 2D Pics */
 	precache_pic("gfx/vgui/icntlk_sv");
@@ -87,6 +87,7 @@ void CSQC_Init(float apilevel, string enginename, float engineversion)
 
 	/* Game specific inits */
 	HUD_Init();
+	Scores_Init();
 	Client_Init(apilevel, enginename, engineversion);
 }
 
@@ -159,7 +160,7 @@ void CSQC_UpdateView(float w, float h, float focus)
 				if (autocvar_cl_thirdperson == TRUE ) {
 					makevectors(view_angles);
 					vector vStart = [pSeat->vPlayerOrigin[0], pSeat->vPlayerOrigin[1], pSeat->vPlayerOrigin[2] + 16] + (v_right * 4);
-					vector vEnd = vStart + (v_forward * -48) + '0 0 16' + (v_right * 4);
+					vector vEnd = vStart + (v_forward * -48) + [0,0,16] + (v_right * 4);
 					traceline(vStart, vEnd, FALSE, self);
 					setproperty(VF_ORIGIN, trace_endpos + (v_forward * 5));
 				} else {
@@ -188,7 +189,6 @@ void CSQC_UpdateView(float w, float h, float focus)
 		if(focus == TRUE) {
 			GameText_Draw();
 
-
 			// The spectator sees things... differently
 			if (getplayerkeyvalue(player_localnum, "*spec") != "0") {
 				VGUI_DrawSpectatorHUD();
@@ -201,15 +201,15 @@ void CSQC_UpdateView(float w, float h, float focus)
 			Chat_Draw();
 			Print_Draw();
 
-#ifdef CSTRIKE
 			// Don't even try to draw centerprints and VGUI menus when scores are shown
-			if (pSeat->iShowScores == TRUE || getstatf(STAT_GAMESTATE) == GAME_OVER) {
-				VGUI_Scores_Show();
+			if (pSeat->iShowScores == TRUE) {
+				Scores_Draw();
 			} else {
 				CSQC_DrawCenterprint();
+#ifdef CSTRIKE
 				needcursor |= CSQC_VGUI_Draw();
-			}
 #endif
+			}
 		}
 
 		Predict_PostFrame((player)self);
@@ -218,9 +218,9 @@ void CSQC_UpdateView(float w, float h, float focus)
 	pSeat = (void*)0x70000000i;
 
 	if (needcursor) {
-		setcursormode(TRUE, "gfx/cursor", '0 0 0', 1.0f);
+		setcursormode(TRUE, "gfx/cursor", [0,0,0], 1.0f);
 	} else {
-		setcursormode(FALSE, "gfx/cursor", '0 0 0', 1.0f);
+		setcursormode(FALSE, "gfx/cursor", [0,0,0], 1.0f);
 	}
 
 	Sound_ProcessWordQue();
@@ -233,13 +233,12 @@ CSQC_InputEvent
 Updates all our input related globals for use in other functions
 =================
 */
-float CSQC_InputEvent(float fEventType, float fKey, float fCharacter,
-					   float fDeviceID)
+float CSQC_InputEvent(float fEventType, float fKey, float fCharacter, float fDeviceID)
 {
 	int s = (float)getproperty(VF_ACTIVESEAT);
 	pSeat = &seats[s];
 
-	switch(fEventType) {
+	switch (fEventType) {
 		case IE_KEYDOWN:
 			if (fKey == K_MOUSE1) {
 				fMouseClick = 1;
@@ -351,7 +350,8 @@ CSQC_Parse_Event
 Whenever we call a SVC_CGAMEPACKET on the SSQC, this is being run
 =================
 */
-void CSQC_Parse_Event(void) {
+void CSQC_Parse_Event(void)
+{
 	/* always 0, unless it was sent with a MULTICAST_ONE or MULTICAST_ONE_R to p2+ */
 	int s = (float)getproperty(VF_ACTIVESEAT);
 	pSeat = &seats[s];
@@ -402,7 +402,7 @@ void CSQC_Parse_Event(void) {
 			vSize_z = readcoord();
 
 			float fStyle = readbyte();
-			Effect_BreakModel(vPos, vSize, '0 0 0', fStyle);
+			Effect_BreakModel(vPos, vSize, [0,0,0], fStyle);
 			break;
 		case EV_CAMERATRIGGER:
 			pSeat->vCameraPos.x = readcoord();
@@ -560,7 +560,7 @@ float CSQC_Parse_CenterPrint(string sMessage)
 {
 	fCenterPrintLines = tokenizebyseparator(sMessage, "\n");
 	
-	for(int i = 0; i < (fCenterPrintLines); i++) {
+	for (int i = 0; i < (fCenterPrintLines); i++) {
 		sCenterPrintBuffer[i] = sprintf("^xF80%s", argv(i));
 	}
 	
@@ -579,7 +579,7 @@ Whenever the world is fully initialized...
 */
 void CSQC_WorldLoaded(void)
 {
-	/*precache_pic("{shot1", TRUE);
+	precache_pic("{shot1", TRUE);
 	precache_pic("{shot2", TRUE);
 	precache_pic("{shot3", TRUE);
 	precache_pic("{shot4", TRUE);
@@ -588,7 +588,7 @@ void CSQC_WorldLoaded(void)
 	precache_pic("{bigshot2", TRUE);
 	precache_pic("{bigshot3", TRUE);
 	precache_pic("{bigshot4", TRUE);
-	precache_pic("{bigshot5", TRUE);*/
+	precache_pic("{bigshot5", TRUE);
 }
 
 /*
diff --git a/Source/client/sound.c b/Source/client/sound.c
old mode 100755
new mode 100644
index e67a822b..57a83adf
--- a/Source/client/sound.c
+++ b/Source/client/sound.c
@@ -16,7 +16,8 @@ var int iVOXCount;
 var int iVOXPos;
 var float fSampleTime = 0.0f;
 
-void Sound_PlayVOX(string msg) {
+void Sound_PlayVOX(string msg)
+{
 	if (iVOXCount) {
 		return;
 	}
@@ -31,7 +32,8 @@ void Sound_PlayVOX(string msg) {
 	fSampleTime = time;
 }
 
-void Sound_ProcessWordQue(void) {
+void Sound_ProcessWordQue(void)
+{
 	if (cltime < 2) {
 		return;
 	}
diff --git a/Source/client/valve.src b/Source/client/valve.src
index a4f02bf7..12589bc7 100755
--- a/Source/client/valve.src
+++ b/Source/client/valve.src
@@ -29,6 +29,7 @@ voice.c
 player.c
 ../shared/pmove.c
 predict.c
+../shared/decals.c
 ../shared/effects.c
 ../shared/spraylogo.cpp
 
@@ -63,6 +64,7 @@ damage.c
 chat.c
 valve/hud.c
 valve/hud_weaponselect.c
+valve/scoreboard.c
 
 valve/input.c
 entry.c
diff --git a/Source/client/valve/scoreboard.c b/Source/client/valve/scoreboard.c
new file mode 100644
index 00000000..65343a3a
--- /dev/null
+++ b/Source/client/valve/scoreboard.c
@@ -0,0 +1,9 @@
+void Scores_Init(void)
+{
+	
+}
+
+void Scores_Draw(void)
+{
+	
+}
diff --git a/Source/client/view.c b/Source/client/view.c
old mode 100755
new mode 100644
index 8991f496..7449ee60
--- a/Source/client/view.c
+++ b/Source/client/view.c
@@ -10,7 +10,7 @@ void View_Init(void)
 {
 #ifdef CSTRIKE
 	string wm;
-	for ( int i = 0; i < ( CS_WEAPON_COUNT - 1 ); i++ ) {
+	for (int i = 0; i < (CS_WEAPON_COUNT - 1); i++) {
 		wm = sprintf("models/%s", sViewModels[i]);
 		precache_model(wm);
 	}
@@ -18,7 +18,7 @@ void View_Init(void)
 
 	for (int s = seats.length; s-- > numclientseats;) {
 		pSeat = &seats[s];
-		if( !pSeat->eViewModel ) {
+		if(!pSeat->eViewModel) {
 			pSeat->eViewModel = spawn();
 			pSeat->eViewModel.classname = "vm";
 			pSeat->eViewModel.renderflags = RF_DEPTHHACK;
@@ -30,7 +30,8 @@ void View_Init(void)
 	}
 }
 
-void View_CalcViewport(int s, float fWinWidth, float fWinHeight) {
+void View_CalcViewport(int s, float fWinWidth, float fWinHeight)
+{
 	//FIXME: this is awkward. renderscene internally rounds to pixels.
 	//on the other hand, drawpic uses linear filtering and multisample and stuff.
 	//this means that there can be a pixel or so difference between scene and 2d.
@@ -60,32 +61,32 @@ void View_CalcViewport(int s, float fWinWidth, float fWinHeight) {
 View_CalcBob
 ====================
 */
-void View_CalcBob( void )
+void View_CalcBob(void)
 {
 	float cycle;
 
 	vector vel;
 	
-	if ( self.flags & FL_ONGROUND == -1 ) {
+	if (self.flags & FL_ONGROUND == -1) {
 		return;	
 	}
 
 	pSeat->fBobTime += clframetime;
-	cycle = pSeat->fBobTime - (int)( pSeat->fBobTime / autocvar_v_bobcycle ) * autocvar_v_bobcycle;
+	cycle = pSeat->fBobTime - (int)(pSeat->fBobTime / autocvar_v_bobcycle) * autocvar_v_bobcycle;
 	cycle /= autocvar_v_bobcycle;
 	
-	if ( cycle < autocvar_v_bobup ) {
+	if (cycle < autocvar_v_bobup) {
 		cycle = MATH_PI * cycle / autocvar_v_bobup;
 	} else {
-		cycle = MATH_PI + MATH_PI * ( cycle - autocvar_v_bobup )/( 1.0 - autocvar_v_bobup );
+		cycle = MATH_PI + MATH_PI * (cycle - autocvar_v_bobup)/(1.0 - autocvar_v_bobup);
 	}
 
 	vel = pSeat->vPlayerVelocity;
 	vel_z = 0;
 
-	float fBob = sqrt( vel_x * vel_x + vel_y * vel_y ) * autocvar_v_bob;
-	fBob = fBob * 0.3 + fBob * 0.7 * sin( cycle );
-	pSeat->fBob = bound( -7, fBob, 4 );
+	float fBob = sqrt(vel_x * vel_x + vel_y * vel_y) * autocvar_v_bob;
+	fBob = fBob * 0.3 + fBob * 0.7 * sin(cycle);
+	pSeat->fBob = bound(-7, fBob, 4);
 }
 
 /*
@@ -95,9 +96,10 @@ View_DropPunchAngle
 Quickly lerp to the original viewposition
 ====================
 */
-void View_DropPunchAngle( void ) {
+void View_DropPunchAngle(void)
+{
 	float lerp;
-	lerp = 1.0f - ( clframetime * 4 );
+	lerp = 1.0f - (clframetime * 4);
 	pSeat->vPunchAngle *= lerp;
 }
 
@@ -108,7 +110,7 @@ View_AddPunchAngle
 Gives the angle a bit of an offset/punch/kick
 ====================
 */
-void View_AddPunchAngle( vector add )
+void View_AddPunchAngle(vector add)
 {
 	pSeat->vPunchAngle /*+*/= add;
 }
@@ -121,62 +123,62 @@ Really convoluted function that makes the gun,
 muzzleflash, dynamic lights and so on appear
 ====================
 */
-void View_DrawViewModel( void )
+void View_DrawViewModel(void)
 {
 	entity eViewModel = pSeat->eViewModel;
 	entity eMuzzleflash = pSeat->eMuzzleflash;
 	
 	player pl = (player) self;
 
-	if ( pl.health <= 0 ) {
+	if (pl.health <= 0) {
 		return;
 	}
 
 	// Don't update when paused
-	if ( serverkey( "pausestate" ) == "0" ) {
+	if (serverkeyfloat("pausestate") == 0) {
 		View_CalcBob();
 		View_UpdateWeapon(eViewModel, eMuzzleflash);
 		float fBaseTime = eViewModel.frame1time;
 		eViewModel.frame1time += clframetime;
 		eViewModel.frame2time += clframetime;
-		processmodelevents( eViewModel.modelindex, eViewModel.frame, fBaseTime, eViewModel.frame1time, Event_ProcessModel );
+		processmodelevents(eViewModel.modelindex, eViewModel.frame, fBaseTime, eViewModel.frame1time, Event_ProcessModel);
 	}
 	
 	makevectors(view_angles);
 	eViewModel.angles = view_angles;
 	eViewModel.origin = pSeat->vPlayerOrigin + pl.view_ofs;
-	eViewModel.origin += '0 0 -1' + ( v_forward * ( pSeat->fBob * 0.4 ) )
-			+ ( v_forward * autocvar_v_gunofs[0] )
-			+ ( v_right * autocvar_v_gunofs[1] )
-			+ ( v_up * autocvar_v_gunofs[2] );
+	eViewModel.origin += [0,0,-1] + (v_forward * (pSeat->fBob * 0.4))
+			+ (v_forward * autocvar_v_gunofs[0])
+			+ (v_right * autocvar_v_gunofs[1])
+			+ (v_up * autocvar_v_gunofs[2]);
 	
 	// Left-handed weapons
-	if ( autocvar_v_lefthanded ) {
+	if (autocvar_v_lefthanded) {
 		v_right *= -1;
 		eViewModel.renderflags |= RF_USEAXIS;
 		eViewModel.forceshader = SHADER_CULLED;
 	} else {
-		if ( eViewModel.forceshader ) {
+		if (eViewModel.forceshader) {
 			eViewModel.forceshader = 0;
 			eViewModel.renderflags -= RF_USEAXIS;
 		}
 	}
 	
 	// Give the gun a tilt effect like in old HL/CS versions
-	if ( autocvar_v_bobclassic == 1 ) {
+	if (autocvar_v_bobclassic == 1) {
 		eViewModel.angles_z = -pSeat->fBob;
 	}
 
 	// Only bother when zoomed out
-	if ( pl.viewzoom == 1.0f ) {
+	if (pl.viewzoom == 1.0f) {
 		// Update muzzleflash position and draw it
-		if ( eMuzzleflash.alpha > 0.0f ) {
+		if (eMuzzleflash.alpha > 0.0f) {
 			makevectors(getproperty(VF_ANGLES));
-			eMuzzleflash.origin = gettaginfo( eViewModel, eMuzzleflash.skin );
-			dynamiclight_add( pSeat->vPlayerOrigin + (v_forward * 32), 400 * eMuzzleflash.alpha, '1 0.45 0');
-			addentity( eMuzzleflash );
+			eMuzzleflash.origin = gettaginfo(eViewModel, eMuzzleflash.skin);
+			dynamiclight_add(pSeat->vPlayerOrigin + (v_forward * 32), 400 * eMuzzleflash.alpha, [1,0.45,0]);
+			addentity(eMuzzleflash);
 		}
-		addentity( eViewModel );
+		addentity(eViewModel);
 	}
 }
 
@@ -185,8 +187,8 @@ void View_PostDraw(void)
 	entity eMuzzleflash = pSeat->eMuzzleflash;
 
 	// Take away alpha once it has drawn fully at least once
-	if ( eMuzzleflash.alpha > 0.0f ) {
-		eMuzzleflash.alpha -= ( clframetime * 16 );			
+	if (eMuzzleflash.alpha > 0.0f) {
+		eMuzzleflash.alpha -= (clframetime * 16);			
 	}
 }
 
@@ -197,19 +199,19 @@ void View_Stairsmooth(void)
 	static vector oldpos;
 
 	/* Have we gone up since last frame? */
-	if ( ( pSeat->fPlayerFlags & FL_ONGROUND ) && ( endpos[2] - oldpos[2] > 0 ) ) {
+	if ((pSeat->fPlayerFlags & FL_ONGROUND) && (endpos[2] - oldpos[2] > 0)) {
 		endpos[2] = oldpos[2] += (frametime * 150);
 
-		if ( endpos[2] > currentpos[2] ) {
+		if (endpos[2] > currentpos[2]) {
 			endpos[2] = currentpos[2];
 		}
-		if ( currentpos[2] - endpos[2] > 18 ) {
+		if (currentpos[2] - endpos[2] > 18) {
 			endpos[2] = currentpos[2] - 18;
 		}
 	}
 
 	// Teleport hack
-	if ( fabs( currentpos[2] - oldpos[2] ) > 64 ) {
+	if (fabs(currentpos[2] - oldpos[2]) > 64) {
 		endpos[2] = currentpos[2];
 	}
 
@@ -226,7 +228,7 @@ Resets the timeline and plays a new sequence
 onto the view model
 ====================
 */
-void View_PlayAnimation( int iSequence )
+void View_PlayAnimation(int iSequence)
 {
 	pSeat->eViewModel.frame = (float)iSequence;
 	pSeat->eViewModel.frame1time = 0.0f;
diff --git a/Source/defs.h b/Source/defs.h
index 7d76298a..60f4cc67 100644
--- a/Source/defs.h
+++ b/Source/defs.h
@@ -6,35 +6,37 @@
 *
 ****/
 
-const vector VEC_HULL_MIN = '-16 -16 -36';
-const vector VEC_HULL_MAX = '16 16 36';
-
-const vector VEC_CHULL_MIN = '-16 -16 -18';
-const vector VEC_CHULL_MAX = '16 16 18';
+/* Those are constant for HL BSP and CANNOT be changed.
+ * Blame Valve for purchasing a Quake II license but not
+ * scrapping hull sizes for their .bsp format... */
+const vector VEC_HULL_MIN = [-16,-16,-36];
+const vector VEC_HULL_MAX = [16,16,36];
+const vector VEC_CHULL_MIN = [-16,-16,-18];
+const vector VEC_CHULL_MAX = [16,16,18];
 
 #ifdef CSTRIKE
-const vector VEC_PLAYER_VIEWPOS = '0 0 20';
-const vector VEC_PLAYER_CVIEWPOS = '0 0 12';
+const vector VEC_PLAYER_VIEWPOS =	 [0,0,20];
+const vector VEC_PLAYER_CVIEWPOS = [0,0,12];
 #endif
 
 #ifdef VALVE
-const vector VEC_PLAYER_VIEWPOS = '0 0 24';
-const vector VEC_PLAYER_CVIEWPOS = '0 0 12';
+const vector VEC_PLAYER_VIEWPOS = [0,0,24];
+const vector VEC_PLAYER_CVIEWPOS = [0,0,12];
 #endif
 
 // Actually used by input_button etc.
-#define INPUT_BUTTON0 1
-#define INPUT_BUTTON2 2
-#define INPUT_BUTTON3 4
-#define INPUT_BUTTON4 8
-#define INPUT_BUTTON5 16
-#define INPUT_BUTTON6 32
-#define INPUT_BUTTON7 64
-#define INPUT_BUTTON8 128
+#define INPUT_BUTTON0	0x00000001
+#define INPUT_BUTTON2	0x00000002
+#define INPUT_BUTTON3	0x00000004
+#define INPUT_BUTTON4	0x00000008
+#define INPUT_BUTTON5	0x00000010
+#define INPUT_BUTTON6	0x00000020
+#define INPUT_BUTTON7	0x00000040
+#define INPUT_BUTTON8	0x00000080
 
 #define FL_USERELEASED 	(1<<13)
 #define FL_CROUCHING 	(1<<19)
-#define FL_SEMI_TOGGLED (1<<15)
+#define FL_SEMI_TOGGLED	(1<<15)
 #define FL_FROZEN 	(1<<17)
 #define FL_REMOVEME	(1<<18)
 
diff --git a/Source/gs-entbase/client/sprite.cpp b/Source/gs-entbase/client/sprite.cpp
index 995910e0..e559877d 100644
--- a/Source/gs-entbase/client/sprite.cpp
+++ b/Source/gs-entbase/client/sprite.cpp
@@ -18,7 +18,7 @@ class sprite
 void sprite::think(void)
 {
 	if (frame >= maxframe) {
-		if (loops == 1) {
+		if (loops == 0) {
 			remove(this);
 		} else {
 			frame = 0;
@@ -48,7 +48,7 @@ void Sprite_Animated(void)
 	me.drawmask = MASK_ENGINE;
 	me.nextthink = time + ( 1 / me.framerate );
 	me.maxframe = modelframecount( me.modelindex );
-	me.loops = 0; /* repeats */
+	me.loops = 1; /* repeats */
 	setorigin(me, me.origin);
 }
 
@@ -69,6 +69,6 @@ void Sprite_ParseEvent(void)
 	spr.drawmask = MASK_ENGINE;
 	spr.nextthink = time + ( 1 / spr.framerate );
 	spr.maxframe = modelframecount( spr.modelindex );
-	spr.loops = 1; /* does not repeat */
+	spr.loops = 0; /* does not repeat */
 	setorigin(spr, spr.origin);
 }
diff --git a/Source/gs-entbase/server/defs.h b/Source/gs-entbase/server/defs.h
index 003f5805..9b2bc0b3 100644
--- a/Source/gs-entbase/server/defs.h
+++ b/Source/gs-entbase/server/defs.h
@@ -6,7 +6,7 @@
 *
 ****/
 
-#define GS_DEVELOPER
+//#define GS_DEVELOPER
 
 .float gflags;
 
diff --git a/Source/gs-entbase/server/infodecal.cpp b/Source/gs-entbase/server/infodecal.cpp
index 067e4340..ece59b4b 100644
--- a/Source/gs-entbase/server/infodecal.cpp
+++ b/Source/gs-entbase/server/infodecal.cpp
@@ -47,6 +47,7 @@ void infodecal(void)
 	}
 
 	if (!self.texture) {
+		print("^1ERROR:^7 infodecal with no .texture\n");
 		remove(self);
 		return;
 	}
diff --git a/Source/server/cstrike.src b/Source/server/cstrike.src
index 9c85389e..6e4c9a61 100755
--- a/Source/server/cstrike.src
+++ b/Source/server/cstrike.src
@@ -52,6 +52,7 @@ cstrike/money.c
 ../shared/cstrike/basemelee.c
 ../shared/cstrike/weapons.c
 ../shared/cstrike/equipment.c
+../shared/decals.c
 ../shared/effects.c
 ../shared/spraylogo.cpp
 ../shared/pmove.c
diff --git a/Source/server/cstrike/ammo.c b/Source/server/cstrike/ammo.c
old mode 100755
new mode 100644
index f0903319..9a48c3fe
--- a/Source/server/cstrike/ammo.c
+++ b/Source/server/cstrike/ammo.c
@@ -27,7 +27,8 @@ Ammo_BuyPrimary
 Buy ammo for the primary weapon you're equipped with
 =================
 */
-void Ammo_BuyPrimary(void) {
+void Ammo_BuyPrimary(void)
+{
 	if ( !self.fSlotPrimary ) {
 		return;
 	}
@@ -55,7 +56,8 @@ Ammo_BuySecondary
 Buy ammo for the secondary weapon you're equipped with
 =================
 */
-void Ammo_BuySecondary(void) {	
+void Ammo_BuySecondary(void)
+{	
 	if ( !self.fSlotSecondary ) {
 		return;
 	}
@@ -112,7 +114,8 @@ CSEv_GamePlayerBuyAmmo_f
 Called from the client, checks if he can buy ammo and does if yes
 =================
 */
-void CSEv_GamePlayerBuyAmmo_f( float fType ) {
+void CSEv_GamePlayerBuyAmmo_f( float fType )
+{
 	if ( Rules_BuyingPossible() == FALSE ) {
 		return;
 	}
diff --git a/Source/server/cstrike/client.c b/Source/server/cstrike/client.c
old mode 100755
new mode 100644
index 9e94d93c..09769b42
--- a/Source/server/cstrike/client.c
+++ b/Source/server/cstrike/client.c
@@ -13,7 +13,8 @@ SpectatorThink
 Run every frame on every spectator
 =================
 */
-void Game_SpectatorThink( void ) {
+void Game_SpectatorThink(void)
+{
 	self.SendFlags = 1;
 }
 
@@ -24,8 +25,9 @@ ClientKill
 Suicide command 'kill' executes this function.
 =================
 */
-void Game_ClientKill( void ) {
-	Damage_Apply( self, self, self.health, self.origin, TRUE );
+void Game_ClientKill(void)
+{
+	Damage_Apply(self, self, self.health, self.origin, TRUE);
 }
 
 /*
@@ -35,7 +37,7 @@ ClientConnect
 Run whenever a new client joins
 =================
 */
-void Game_ClientConnect( void ) {}
+void Game_ClientConnect(void) {}
 
 /*
 =================
@@ -44,7 +46,8 @@ SpectatorConnect
 Called when a spectator joins the game
 =================
 */
-void Game_SpectatorConnect( void ) {
+void Game_SpectatorConnect(void)
+{
 	//Spawn_MakeSpectator();
 	//Spawn_ObserverCam();
 	ClientConnect();
@@ -58,8 +61,9 @@ SpectatorDisconnect
 Called when a spectator leaves the game
 =================
 */
-void Game_SpectatorDisconnect( void ) {
-	Spray_RemoveAll( self );
+void Game_SpectatorDisconnect(void)
+{
+	Spray_RemoveAll(self);
 }
 
 /*
@@ -69,12 +73,13 @@ ClientDisconnect
 Run whenever a client quits
 =================
 */
-void Game_ClientDisconnect( void ) {
+void Game_ClientDisconnect(void)
+{
 	// We were part of the session
 	self.health = 0;
 	Rules_CountPlayers();
 	Rules_DeathCheck();
-	Spray_RemoveAll( self );
+	Spray_RemoveAll(self);
 }
 
 void Game_DecodeChangeParms(void)
@@ -105,7 +110,7 @@ Puts a client into the world.
 */
 void Game_PutClientInServer(void)
 {
-	if ( cvar( "sv_playerslots" ) == 1 ) {
+	if (cvar("sv_playerslots") == 1) {
 		entity spot;
 		self.SendEntity = Player_SendEntity;
 
@@ -115,7 +120,7 @@ void Game_PutClientInServer(void)
 			self.origin = Landmark_GetSpot();
 			self.fixangle = TRUE;
 		} else {
-			spot = find( world, classname, "info_player_start" );
+			spot = find(world, classname, "info_player_start");
 			self.origin = spot.origin;
 			self.angles = spot.angles;
 			self.fixangle = TRUE;
@@ -123,7 +128,7 @@ void Game_PutClientInServer(void)
 
 		self.classname = "player";
 		self.health = self.max_health = 100;
-		forceinfokey( self, "*dead", "0" );
+		forceinfokey(self, "*dead", "0");
 		self.takedamage = DAMAGE_YES;
 		self.solid = SOLID_SLIDEBOX;
 		self.movetype = MOVETYPE_WALK;
@@ -133,14 +138,14 @@ void Game_PutClientInServer(void)
 		self.iBleeds = TRUE;
 		self.fSlotGrenade = 0;
 		self.viewzoom = 1.0;
-		setmodel( self, "models/player/vip/vip.mdl" );
-		setsize( self, VEC_HULL_MIN, VEC_HULL_MAX );
+		setmodel(self, "models/player/vip/vip.mdl");
+		setsize(self, VEC_HULL_MIN, VEC_HULL_MAX);
 		self.view_ofs = VEC_PLAYER_VIEWPOS;
 		self.velocity = '0 0 0';
 		self.frame = 1; // Idle frame
 		self.fBombProgress = 0;
 		self.team = TEAM_CT;
-		forceinfokey( self, "*spec", "0" ); 
+		forceinfokey(self, "*spec", "0"); 
 		return;
 	}
 
@@ -151,17 +156,17 @@ void Game_PutClientInServer(void)
 	self.SendEntity = Player_SendEntity;
 	
 	// Because we don't want to reset these when we die
-	Money_AddMoney( self, autocvar_mp_startmoney );
+	Money_AddMoney(self, autocvar_mp_startmoney);
 	
-	if ( cvar( "mp_timelimit" ) > 0 ) {
-		if ( autocvar_fcs_voxannounce == TRUE ) {
-			float fTimeLeft = cvar( "mp_timelimit" ) - ( time / 60 );
-			Vox_Singlecast( self, sprintf( "we have %s minutes remaining", Vox_TimeToString( fTimeLeft ) ) );
+	if (cvar("mp_timelimit") > 0) {
+		if (autocvar_fcs_voxannounce == TRUE) {
+			float fTimeLeft = cvar("mp_timelimit") - (time / 60);
+			Vox_Singlecast(self, sprintf("we have %s minutes remaining", Vox_TimeToString(fTimeLeft)));
 		}
 	}
 	
 	self.team = 0;
-	forceinfokey( self, "*team", "0" ); 
+	forceinfokey(self, "*team", "0"); 
 }
 
 /*
@@ -171,12 +176,13 @@ SV_RunClientCommand
 Funtion that can interrupt client commands before physics are run
 =================
 */
-void Game_RunClientCommand( void ) {
+void Game_RunClientCommand(void)
+{
 	/*if (clienttype(self) == CLIENTTYPE_BOT) {
 		((CBot)self).RunAI();
 	}*/
 
-	if ( fGameState == GAME_FREEZE && self.health > 0 ) {
+	if (fGameState == GAME_FREEZE && self.health > 0) {
 		input_movevalues = '0 0 0';
 		//input_buttons = 0;
 		input_impulse = 0;
@@ -189,7 +195,7 @@ void Game_RunClientCommand( void ) {
 	self.fInEscapeZone = FALSE;
 	self.fInVIPZone = FALSE;
 
-	QPhysics_Run( self );
+	QPhysics_Run(self);
 }
 
 void Game_SetNewParms(void)
@@ -204,13 +210,13 @@ Client_SendEvent
 Send a game event
 =================
 */
-void Client_SendEvent( entity eClient, float fEVType )
+void Client_SendEvent(entity eClient, float fEVType)
 {
 	Weapon_UpdateCurrents();
 	
-	WriteByte( MSG_MULTICAST, SVC_CGAMEPACKET );
-	WriteByte( MSG_MULTICAST, fEVType );
-	WriteByte( MSG_MULTICAST, num_for_edict( eClient ) );
+	WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
+	WriteByte(MSG_MULTICAST, fEVType);
+	WriteByte(MSG_MULTICAST, num_for_edict(eClient));
 	msg_entity = eClient;
-	multicast( self.origin, MULTICAST_PVS );
+	multicast(self.origin, MULTICAST_PVS);
 }
diff --git a/Source/server/cstrike/damage.c b/Source/server/cstrike/damage.c
old mode 100755
new mode 100644
index d53d8855..47207d2b
--- a/Source/server/cstrike/damage.c
+++ b/Source/server/cstrike/damage.c
@@ -13,17 +13,18 @@ Damage_CastOrbituary
 Sends a message to the clients to display a death message
 =================
 */
-void Damage_CastOrbituary( entity eAttacker, entity eTarget, float fWeapon, float fHeadShot ) {
-	WriteByte( MSG_BROADCAST, SVC_CGAMEPACKET );
-	WriteByte( MSG_BROADCAST, EV_ORBITUARY );
-	WriteByte( MSG_BROADCAST, num_for_edict( eAttacker ) - 1 );
-	WriteByte( MSG_BROADCAST, eAttacker.team );
-	WriteByte( MSG_BROADCAST, num_for_edict( eTarget ) - 1 );
-	WriteByte( MSG_BROADCAST, eTarget.team );
-	WriteByte( MSG_BROADCAST, fWeapon );
-	WriteByte( MSG_BROADCAST, fHeadShot );
+void Damage_CastOrbituary(entity eAttacker, entity eTarget, float fWeapon, float fHeadShot)
+{
+	WriteByte(MSG_BROADCAST, SVC_CGAMEPACKET);
+	WriteByte(MSG_BROADCAST, EV_ORBITUARY);
+	WriteByte(MSG_BROADCAST, num_for_edict(eAttacker) - 1);
+	WriteByte(MSG_BROADCAST, eAttacker.team);
+	WriteByte(MSG_BROADCAST, num_for_edict(eTarget) - 1);
+	WriteByte(MSG_BROADCAST, eTarget.team);
+	WriteByte(MSG_BROADCAST, fWeapon);
+	WriteByte(MSG_BROADCAST, fHeadShot);
 	msg_entity = self;
-	multicast( [0,0,0], MULTICAST_ALL );
+	multicast([0,0,0], MULTICAST_ALL);
 }
 
 /*
@@ -33,9 +34,10 @@ Damage_GetHitLocation
 Debug function
 =================
 */
-string Damage_GetHitLocation( int iSurface ) {
+string Damage_GetHitLocation(int iSurface)
+{
 #ifdef CSTRIKE
-	switch ( iSurface ) {
+	switch (iSurface) {
 		case BODY_HEAD:
 			return "Head";
 			break;
@@ -63,15 +65,16 @@ string Damage_GetHitLocation( int iSurface ) {
 #endif
 }
 
-int Damage_ShouldDamage( float fTargetTeam, float fAttackerTeam ) {
+int Damage_ShouldDamage(float fTargetTeam, float fAttackerTeam)
+{
 #ifdef CSTRIKE
-	if ( fTargetTeam == TEAM_VIP ) {
+	if (fTargetTeam == TEAM_VIP) {
 		fTargetTeam = TEAM_CT;
-	} else if ( fAttackerTeam == TEAM_VIP ) {
+	} else if (fAttackerTeam == TEAM_VIP) {
 		fAttackerTeam = TEAM_CT;
 	}
 	
-	if ( fTargetTeam == fAttackerTeam ) {
+	if (fTargetTeam == fAttackerTeam) {
 		return FALSE;
 	}
 	
@@ -86,28 +89,29 @@ Damage_Apply
 Generic function that applies damage, pain and suffering
 =================
 */
-void Damage_Apply( entity eTarget, entity eAttacker, float iDamage, vector vHitPos, int iSkipArmor ) {
+void Damage_Apply(entity eTarget, entity eAttacker, float iDamage, vector vHitPos, int iSkipArmor)
+{
 #ifdef CSTRIKE
 	// Modify the damage based on the location
-	if ( trace_surface_id == BODY_HEAD ) {
-		if ( eTarget.iEquipment & EQUIPMENT_HELMET ) {
-			sound( self, CHAN_ITEM, "weapons/ric_metal-2.wav", 1, ATTN_IDLE );
+	if (trace_surface_id == BODY_HEAD) {
+		if (eTarget.iEquipment & EQUIPMENT_HELMET) {
+			sound(self, CHAN_ITEM, "weapons/ric_metal-2.wav", 1, ATTN_IDLE);
 			iDamage = 0;
 			eTarget.iEquipment -= EQUIPMENT_HELMET;
 		} else {
 			iDamage *= 4;
 		}
-	} else if ( trace_surface_id == BODY_STOMACH ) {
+	} else if (trace_surface_id == BODY_STOMACH) {
 		iDamage *= 0.9;
-	} else if ( trace_surface_id == BODY_LEGLEFT ) {
+	} else if (trace_surface_id == BODY_LEGLEFT) {
 		iDamage *= 0.4;
-	} else if ( trace_surface_id == BODY_LEGRIGHT ) {
+	} else if (trace_surface_id == BODY_LEGRIGHT) {
 		iDamage *= 0.4;
 	}
-	dprint( sprintf( "[DEBUG] Hit Bodypart: %s\n", Damage_GetHitLocation( trace_surface_id ) ) );
+	dprint(sprintf("[DEBUG] Hit Bodypart: %s\n", Damage_GetHitLocation(trace_surface_id)));
 
 	if (eTarget != eAttacker) {
-		if ( !Damage_ShouldDamage(eTarget.team, eAttacker.team)) {
+		if (!Damage_ShouldDamage(eTarget.team, eAttacker.team)) {
 			if (!autocvar_mp_friendlyfire) {
 				return;
 			}
@@ -117,35 +121,35 @@ void Damage_Apply( entity eTarget, entity eAttacker, float iDamage, vector vHitP
 	eTarget.velocity = [0,0,0];
 
 	// Apply the damage finally
-	if ( eTarget.armor ) {
+	if (eTarget.armor) {
 		float fRatio = 0.5;
 		
-		if ( eAttacker.weapon ) { 
-			fRatio *= wptTable[ eAttacker.weapon ].fWeaponArmorRatio;
+		if (eAttacker.weapon) { 
+			fRatio *= wptTable[eAttacker.weapon].fWeaponArmorRatio;
 		}
 		
 		// Simple implementation of how kevlar damage is calculated
 		float fNewDmg = iDamage * fRatio;
-		float fNewArmor = ( iDamage - fNewDmg ) / 2;
+		float fNewArmor = (iDamage - fNewDmg) / 2;
 		
-		if ( fNewArmor > eTarget.armor ) {
+		if (fNewArmor > eTarget.armor) {
 			fNewArmor = eTarget.armor;
 			fNewArmor *= (1/0.5);
-			fNewDmg = rint( iDamage - fNewArmor );
+			fNewDmg = rint(iDamage - fNewArmor);
 			eTarget.armor = 0;
 			eTarget.iEquipment -= EQUIPMENT_KEVLAR;
 		} else {
-			if ( fNewArmor < 0 ) {
+			if (fNewArmor < 0) {
 				fNewArmor = 1;
 			}
-			eTarget.armor = rint( eTarget.armor - fNewArmor );
+			eTarget.armor = rint(eTarget.armor - fNewArmor);
 		}
 		
-		if ( iSkipArmor == TRUE ) {
-			eTarget.health = rint( eTarget.health -= iDamage );
+		if (iSkipArmor == TRUE) {
+			eTarget.health = rint(eTarget.health -= iDamage);
 			eTarget.dmg_take = (float)iDamage;
 		} else {
-			eTarget.health = rint( eTarget.health -= fNewDmg );
+			eTarget.health = rint(eTarget.health -= fNewDmg);
 			eTarget.dmg_take = (float)fNewDmg;
 		}
 	} else {
@@ -156,42 +160,42 @@ void Damage_Apply( entity eTarget, entity eAttacker, float iDamage, vector vHitP
 	eTarget.dmg_inflictor = eAttacker;
 	
 	// Special monetary punishment for hostage murderers
-	if ( eTarget.classname == "hostage_entity" ) {
-		if ( eTarget.health > 0 ) {
-			Money_AddMoney( eAttacker, autocvar_fcs_penalty_pain ); // Pain
+	if (eTarget.classname == "hostage_entity") {
+		if (eTarget.health > 0) {
+			Money_AddMoney(eAttacker, autocvar_fcs_penalty_pain); // Pain
 		} else {
-			Money_AddMoney( eAttacker, autocvar_fcs_penalty_kill ); // Death
+			Money_AddMoney(eAttacker, autocvar_fcs_penalty_kill); // Death
 		}
 	}
 
 	// Target is dead and a client....
-	if ( eTarget.health <= 0 ) {
-		if ( eTarget.flags & FL_CLIENT ) {
+	if (eTarget.health <= 0) {
+		if (eTarget.flags & FL_CLIENT) {
 			eTarget.fDeaths++;
-			forceinfokey( eTarget, "*deaths", ftos( eTarget.fDeaths ) );
+			forceinfokey(eTarget, "*deaths", ftos(eTarget.fDeaths));
 		}
 		
-		if ( ( eTarget.flags & FL_CLIENT )  && ( eAttacker.flags & FL_CLIENT ) ) {
+		if ((eTarget.flags & FL_CLIENT)  && (eAttacker.flags & FL_CLIENT)) {
 			// Don't encourage them to kill their own team members for $$$
-			if ( Damage_ShouldDamage( eTarget.team, eAttacker.team ) == TRUE ) {
+			if (Damage_ShouldDamage(eTarget.team, eAttacker.team) == TRUE) {
 				eAttacker.frags++;
-				Money_AddMoney( eAttacker, autocvar_fcs_reward_kill );
+				Money_AddMoney(eAttacker, autocvar_fcs_reward_kill);
 			} else {
 				eAttacker.frags--;
 			}
 			
-			Damage_CastOrbituary( eAttacker, eTarget, eAttacker.weapon, trace_surface_id == BODY_HEAD ? TRUE:FALSE );
+			Damage_CastOrbituary(eAttacker, eTarget, eAttacker.weapon, trace_surface_id == BODY_HEAD ? TRUE:FALSE);
 		}
 	}
 	
 	entity eOld = self;
 	self = eTarget;
 	
-	if ( self.health <= 0 ) {
+	if (self.health <= 0) {
 		self.health = 0;
-		self.vDeath( trace_surface_id );
+		self.vDeath(trace_surface_id);
 	} else {
-		self.vPain( trace_surface_id );
+		self.vPain(trace_surface_id);
 	}
 	
 	self = eOld;
@@ -206,37 +210,38 @@ This verifies that the entity is actually able to receive some damage,
 from a plain geographical standpoint
 =================
 */
-float Damage_CheckAttack( entity eTarget, vector vAttackPos ) {
-	if ( eTarget.movetype == MOVETYPE_PUSH ) {
-		traceline( vAttackPos, 0.5 * ( eTarget.absmin + eTarget.absmax ), TRUE, self );
+float Damage_CheckAttack(entity eTarget, vector vAttackPos)
+{
+	if (eTarget.movetype == MOVETYPE_PUSH) {
+		traceline(vAttackPos, 0.5 * (eTarget.absmin + eTarget.absmax), TRUE, self);
 		
-		if ( trace_fraction == 1 ) {
+		if (trace_fraction == 1) {
 			return TRUE;
 		} 
-		if ( trace_ent == eTarget ) {
+		if (trace_ent == eTarget) {
 			return TRUE;
 		}
 		return FALSE;
 	}
 	
-	traceline( vAttackPos, eTarget.origin, TRUE, self );
-	if ( trace_fraction == 1 ) {
+	traceline(vAttackPos, eTarget.origin, TRUE, self);
+	if (trace_fraction == 1) {
 		return TRUE;
 	}
-	traceline( vAttackPos, eTarget.origin + '15 15 0', TRUE, self );
-	if ( trace_fraction == 1 ) {
+	traceline(vAttackPos, eTarget.origin + '15 15 0', TRUE, self);
+	if (trace_fraction == 1) {
 		return TRUE;
 	}
-	traceline( vAttackPos, eTarget.origin + '-15 -15 0', TRUE, self );
-	if ( trace_fraction == 1 ) {
+	traceline(vAttackPos, eTarget.origin + '-15 -15 0', TRUE, self);
+	if (trace_fraction == 1) {
 		return TRUE;
 	}
-	traceline( vAttackPos, eTarget.origin + '-15 15 0', TRUE, self );
-	if ( trace_fraction == 1 ) {
+	traceline(vAttackPos, eTarget.origin + '-15 15 0', TRUE, self);
+	if (trace_fraction == 1) {
 		return TRUE;
 	}
-	traceline( vAttackPos, eTarget.origin + '15 -15 0', TRUE, self );
-	if ( trace_fraction == 1 ) {
+	traceline(vAttackPos, eTarget.origin + '15 -15 0', TRUE, self);
+	if (trace_fraction == 1) {
 		return TRUE;
 	}
 
@@ -250,32 +255,33 @@ Damage_Radius
 Even more pain and suffering, mostly used for explosives
 =================
 */
-void Damage_Radius( vector vOrigin, entity eAttacker, float fDamage, float fRadius, int iCheckClip ) {
-	for ( entity eDChain = world; ( eDChain = findfloat( eDChain, takedamage, DAMAGE_YES ) ); ) {
+void Damage_Radius(vector vOrigin, entity eAttacker, float fDamage, float fRadius, int iCheckClip)
+{
+	for (entity eDChain = world; (eDChain = findfloat(eDChain, takedamage, DAMAGE_YES));) {
 		vector vecRealPos;
-		vecRealPos[0] = eDChain.absmin[0] + ( 0.5 * ( eDChain.absmax[0] - eDChain.absmin[0] ) );
-		vecRealPos[1] = eDChain.absmin[1] + ( 0.5 * ( eDChain.absmax[1] - eDChain.absmin[1] ) );
-		vecRealPos[2] = eDChain.absmin[2] + ( 0.5 * ( eDChain.absmax[2] - eDChain.absmin[2] ) );
+		vecRealPos[0] = eDChain.absmin[0] + (0.5 * (eDChain.absmax[0] - eDChain.absmin[0]));
+		vecRealPos[1] = eDChain.absmin[1] + (0.5 * (eDChain.absmax[1] - eDChain.absmin[1]));
+		vecRealPos[2] = eDChain.absmin[2] + (0.5 * (eDChain.absmax[2] - eDChain.absmin[2]));
 
-		float fDist = vlen( vOrigin - vecRealPos );
+		float fDist = vlen(vOrigin - vecRealPos);
 		//vector vPush;
 
-		if ( fDist > fRadius ) {
+		if (fDist > fRadius) {
 			continue;
 		}
 
-		if ( Damage_CheckAttack( eDChain, vOrigin ) || iCheckClip == FALSE ) {
-			float fDiff = vlen( vOrigin - vecRealPos );
+		if (Damage_CheckAttack(eDChain, vOrigin) || iCheckClip == FALSE) {
+			float fDiff = vlen(vOrigin - vecRealPos);
 
-			fDiff = ( fRadius - fDiff ) / fRadius;
+			fDiff = (fRadius - fDiff) / fRadius;
 			fDamage = rint(fDamage * fDiff);
 
-			if ( fDiff > 0 ) {
-				Damage_Apply( eDChain, eAttacker, fDamage, eDChain.origin, TRUE );
-				/*if ( eDChain.movetype != MOVETYPE_NONE ) {
-					vPush = vectoangles( vecRealPos - vOrigin );
-					makevectors( vPush );
-					eDChain.velocity += ( v_forward * fDamage * 5 ) + ( v_up * fDamage * 2.5 );
+			if (fDiff > 0) {
+				Damage_Apply(eDChain, eAttacker, fDamage, eDChain.origin, TRUE);
+				/*if (eDChain.movetype != MOVETYPE_NONE) {
+					vPush = vectoangles(vecRealPos - vOrigin);
+					makevectors(vPush);
+					eDChain.velocity += (v_forward * fDamage * 5) + (v_up * fDamage * 2.5);
 				}*/
 			}
 			
diff --git a/Source/server/cstrike/input.c b/Source/server/cstrike/input.c
old mode 100755
new mode 100644
index 4e514196..0aa1b4ca
--- a/Source/server/cstrike/input.c
+++ b/Source/server/cstrike/input.c
@@ -13,44 +13,45 @@ Input_Handle
 Handles impulse and whatnot
 =================
 */
-void Input_Handle( void ) {
+void Input_Handle(void)
+{
 	// Dead, specatator
-	if ( self.health <= 0 ) {
-		/*if ( self.button2 ) {
-			if ( infokey( self, "*spectator" ) == "0" ) {
-				forceinfokey( self, "*spectator", "1" );
+	if (self.health <= 0) {
+		/*if (self.button2) {
+			if (infokey(self, "*spectator") == "0") {
+				forceinfokey(self, "*spectator", "1");
 			} else {
-				forceinfokey( self, "*spectator", "1" );
+				forceinfokey(self, "*spectator", "1");
 			}
 		}*/
 		return;
 	}
 	
 	// TODO: Make this fast switch only
-	if ( self.impulse == 3 ) {
-		Weapon_Switch( SLOT_MELEE );
-	} else if ( self.impulse == 2 ) {
-		Weapon_Switch( SLOT_SECONDARY );
-	} else if ( self.impulse == 1 ) {
-		Weapon_Switch( SLOT_PRIMARY );
-	} else if ( self.impulse == 4 ) {
-		Weapon_Switch( SLOT_GRENADE );
+	if (self.impulse == 3) {
+		Weapon_Switch(SLOT_MELEE);
+	} else if (self.impulse == 2) {
+		Weapon_Switch(SLOT_SECONDARY);
+	} else if (self.impulse == 1) {
+		Weapon_Switch(SLOT_PRIMARY);
+	} else if (self.impulse == 4) {
+		Weapon_Switch(SLOT_GRENADE);
 	}
 
-	if ( self.button5 ) {
+	if (self.button5) {
 		Player_UseDown(); 
 	} else {
 		Player_UseUp();
 	}
 	
-	if ( self.button0 ) {
-		if ( fGameState != GAME_FREEZE ) {
-			Weapon_PrimaryAttack( self.weapon );
+	if (self.button0) {
+		if (fGameState != GAME_FREEZE) {
+			Weapon_PrimaryAttack(self.weapon);
 		}
-	} else if ( self.button4 ) {
-		Weapon_Reload( self.weapon );
-	} else if ( self.button3 ) {
-		Weapon_SecondaryAttack( self.weapon );
+	} else if (self.button4) {
+		Weapon_Reload(self.weapon);
+	} else if (self.button3) {
+		Weapon_SecondaryAttack(self.weapon);
 	} else {
 		Weapon_Release();
 	}
diff --git a/Source/server/cstrike/main.c b/Source/server/cstrike/main.c
old mode 100755
new mode 100644
index b84f1979..e9643628
--- a/Source/server/cstrike/main.c
+++ b/Source/server/cstrike/main.c
@@ -6,17 +6,19 @@
 *
 ****/
 
-void SV_SendChat( entity eSender, string sMessage, entity eEnt, float fType ) {
-	WriteByte( MSG_MULTICAST, SVC_CGAMEPACKET );
-	WriteByte( MSG_MULTICAST, fType == 0 ? EV_CHAT:EV_CHAT_TEAM );
-	WriteByte( MSG_MULTICAST, num_for_edict( eSender ) - 1 ); 
-	WriteByte( MSG_MULTICAST, eSender.team ); 
-	WriteString( MSG_MULTICAST, sMessage );
+void SV_SendChat(entity eSender, string sMessage, entity eEnt, float fType)
+{
+	WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
+	WriteByte(MSG_MULTICAST, fType == 0 ? EV_CHAT:EV_CHAT_TEAM);
+	WriteByte(MSG_MULTICAST, num_for_edict(eSender) - 1); 
+	WriteByte(MSG_MULTICAST, eSender.team); 
+	WriteString(MSG_MULTICAST, sMessage);
+
 	if (eEnt) {
 		msg_entity = eEnt;
-		multicast( '0 0 0', MULTICAST_ONE );
+		multicast('0 0 0', MULTICAST_ONE);
 	} else {
-		multicast( '0 0 0', MULTICAST_ALL );
+		multicast('0 0 0', MULTICAST_ALL);
 	}
 }
 
@@ -28,153 +30,155 @@ Intercepts 'cmd' calls. We use it to intercept
 chat messages and handle distribution ourselves.
 =================
 */
-void Game_ParseClientCommand( string sCommand ) {
-	tokenize( sCommand );
+void Game_ParseClientCommand(string sCommand)
+{
+	tokenize(sCommand);
 
-	if ( argv( 1 ) == "timeleft" ) {
-		float fTimeLeft = cvar( "mp_timelimit" ) - ( time / 60 );
-		Vox_Singlecast( self, sprintf( "we have %s minutes remaining", Vox_TimeToString( fTimeLeft ) ) );
+	if (argv(1) == "timeleft") {
+		float fTimeLeft = cvar("mp_timelimit") - (time / 60);
+		Vox_Singlecast(self, sprintf("we have %s minutes remaining", Vox_TimeToString(fTimeLeft)));
 		return;
 	}
 
-	string chat = substring( sCommand, 4, strlen( sCommand ) - 4 );
+	string chat = substring(sCommand, 4, strlen(sCommand) - 4);
 
 	// Players talk to players, spectators to spectators.
-	if ( self.health  ) {
-		if ( argv( 0 ) == "say" ) {
-			localcmd( sprintf( "echo %s: %s\n", self.netname, chat ) );
-			SV_SendChat( self, chat, world, 0 );
+	if (self.health ) {
+		if (argv(0) == "say") {
+			localcmd(sprintf("echo %s: %s\n", self.netname, chat));
+			SV_SendChat(self, chat, world, 0);
 			return;
-		} else if ( argv( 0 ) == "say_team" ) {
-			localcmd( sprintf( "echo [TEAM %d] %s: %s\n", self.team, self.netname, chat ) );
-			for ( entity eFind = world; ( eFind = find( eFind, classname, "player" ) ); ) { 
-				if ( eFind.team == self.team ) {
-					SV_SendChat( self, chat, eFind, 1 );
+		} else if (argv(0) == "say_team") {
+			localcmd(sprintf("echo [TEAM %d] %s: %s\n", self.team, self.netname, chat));
+			for (entity eFind = world; (eFind = find(eFind, classname, "player"));) { 
+				if (eFind.team == self.team) {
+					SV_SendChat(self, chat, eFind, 1);
 				}
 			}
 			return;
 		} 
 	} else {
-		if ( argv( 0 ) == "say" ) {
-			localcmd( sprintf( "echo [DEAD] %s: %s\n", self.netname, chat ) );
-			for ( entity eFind = world; ( eFind = find( eFind, classname, "spectator" ) ); ) { 
-				SV_SendChat( self, chat, eFind, 1 );
+		if (argv(0) == "say") {
+			localcmd(sprintf("echo [DEAD] %s: %s\n", self.netname, chat));
+			for (entity eFind = world; (eFind = find(eFind, classname, "spectator"));) { 
+				SV_SendChat(self, chat, eFind, 1);
 			}
 			return;	
-		} else if ( argv( 0 ) == "say_team" ) {
-			localcmd( sprintf( "echo [DEAD] %s: %s\n", self.netname, chat ) );
+		} else if (argv(0) == "say_team") {
+			localcmd(sprintf("echo [DEAD] %s: %s\n", self.netname, chat));
 			return;	
 		} 
 	}
 
-	clientcommand( self, sCommand );
+	clientcommand(self, sCommand);
 }
 
-float Game_ConsoleCmd( string sCommand ) {
+float Game_ConsoleCmd(string sCommand)
+{
 	/*CBot bot;
-	if ( !self ) {
-		for ( other = world; ( other = find( other, classname, "player" ) ); ) {
-			if ( clienttype( other ) == CLIENTTYPE_REAL ) {
+	if (!self) {
+		for (other = world; (other = find(other, classname, "player"));) {
+			if (clienttype(other) == CLIENTTYPE_REAL) {
 				self = other;
 				break;
 			}
 		}
 	}*/
-	tokenize( sCommand );
-	switch ( argv( 0 ) ) {
+	tokenize(sCommand);
+	switch (argv(0)) {
 	/*case "bot_add":
 		bot = (CBot)spawnclient();
-		if ( !bot ) {
-			print( "Server is full\n" );
+		if (!bot) {
+			print("Server is full\n");
 			return TRUE;
 		}
 		bot.CreateRandom();
 		break;
 	case "bot_follow":
-		if ( !self ) {
+		if (!self) {
 			return TRUE;
 		}
-		for ( other = world; ( other = find( other, classname, "Player" ) ); ) {
-			if ( clienttype( other ) != CLIENTTYPE_BOT ) {
+		for (other = world; (other = find(other, classname, "Player"));) {
+			if (clienttype(other) != CLIENTTYPE_BOT) {
 				continue;
 			}
 			bot = (CBot)other;
-			if ( bot.route ) {
-//				RT_RouteChange( bot.route, bot.origin, self.origin );
+			if (bot.route) {
+//				RT_RouteChange(bot.route, bot.origin, self.origin);
 			} else {
-//				RT_Destroy( bot.route );
-	//			bot.route = RT_RouteCreate( bot.origin, self.origin );
+//				RT_Destroy(bot.route);
+	//			bot.route = RT_RouteCreate(bot.origin, self.origin);
 			}
 		}
 		break;
 	case "bot_kill":
-		if ( !self ) {
+		if (!self) {
 			return TRUE;
 		}
-		for ( other = world; ( other = find( other, classname, "Player" ) ); ) {
-			if ( clienttype( other ) != CLIENTTYPE_BOT ) {
+		for (other = world; (other = find(other, classname, "Player"));) {
+			if (clienttype(other) != CLIENTTYPE_BOT) {
 				continue;
 			}
-			if ( argv( 1 ) ) {
-				if ( other.netname == argv( 1 ) ) {
-					//Damage_Apply( other, other, 500, DAMAGE_SUICIDE, 0 );
+			if (argv(1)) {
+				if (other.netname == argv(1)) {
+					//Damage_Apply(other, other, 500, DAMAGE_SUICIDE, 0);
 					break;
 				}
 			} else {
-				//Damage_Apply( other, other, 500, DAMAGE_SUICIDE, 0 );
+				//Damage_Apply(other, other, 500, DAMAGE_SUICIDE, 0);
 			}
 		}
 		break;
 	case "bot_kick":
-		if ( !self ) {
+		if (!self) {
 			return TRUE;
 		}
-		for ( other = world; ( other = find( other, classname, "Player" ) ); ) {
-			if ( clienttype( other ) != CLIENTTYPE_BOT ) {
+		for (other = world; (other = find(other, classname, "Player"));) {
+			if (clienttype(other) != CLIENTTYPE_BOT) {
 				continue;
 			}
-			if ( argv( 1 ) ) {
-				if ( other.netname == argv( 1 ) ) {
-					dropclient( other );
+			if (argv(1)) {
+				if (other.netname == argv(1)) {
+					dropclient(other);
 					break;
 				}
 			} else {
-				dropclient( other );
+				dropclient(other);
 			}
 		}
 		break;
 	case "way_add":
-		if ( !self ) {
+		if (!self) {
 			return TRUE;
 		}
-		Way_Waypoint_Create( self, TRUE );
+		Way_Waypoint_Create(self, TRUE);
 		break;
 	case "way_delete":
-		if ( !self ) {
+		if (!self) {
 			return TRUE;
 		}
-		Way_Waypoint_Delete( Way_FindClosestWaypoint( self.origin ) );
+		Way_Waypoint_Delete(Way_FindClosestWaypoint(self.origin));
 		break;
 	case "way_radius":
-		if ( !self ) {
+		if (!self) {
 			return TRUE;
 		}
-		Way_Waypoint_SetRadius( Way_FindClosestWaypoint( self.origin ), stof( argv( 1 ) ) );
+		Way_Waypoint_SetRadius(Way_FindClosestWaypoint(self.origin), stof(argv(1)));
 		break;
 	case "way_makejump":
-		if ( !self ) {
+		if (!self) {
 			return TRUE;
 		}
-		Way_Waypoint_MakeJump( Way_FindClosestWaypoint( self.origin ) );
+		Way_Waypoint_MakeJump(Way_FindClosestWaypoint(self.origin));
 		break;
 	case "way_save":
-		Way_DumpWaypoints( argv( 1 ) );
+		Way_DumpWaypoints(argv(1));
 		break;
 	case "way_load":
-		Way_ReadWaypoints( argv( 1 ) );
+		Way_ReadWaypoints(argv(1));
 		break;*/
 	case "vox":
-		Vox_Broadcast( argv( 1 ) );
+		Vox_Broadcast(argv(1));
 		break;
 	default:
 		return FALSE;
@@ -183,7 +187,8 @@ float Game_ConsoleCmd( string sCommand ) {
 	return TRUE;
 }
 
-void SV_PausedTic( float fDuration ) {
+void SV_PausedTic(float fDuration)
+{
 
 }
 
@@ -194,26 +199,27 @@ StartFrame
 Runs every frame... by worldspawn?
 =================
 */
-void Game_StartFrame( void ) {
+void Game_StartFrame(void)
+{
 	// We've got hostages, but no rescue zones, create some
-	if ( !iRescueZones && iHostagesMax > 0 ) {
+	if (!iRescueZones && iHostagesMax > 0) {
 		Game_CreateRescueZones();
 	}
 		
-	if ( iBuyZones == 0 ) {
+	if (iBuyZones == 0) {
 		Game_CreateBuyZones();
 	}
 
 	// TODO: Optimise this
-	if ( ( iAlivePlayers_T + iAlivePlayers_CT ) == 0 ) {
+	if ((iAlivePlayers_T + iAlivePlayers_CT) == 0) {
 		int iInGamePlayers = 0;
-		for ( entity eFind = world; ( eFind = find( eFind, classname, "player" ) ); ) {
+		for (entity eFind = world; (eFind = find(eFind, classname, "player"));) {
 			iInGamePlayers++;
 		}
 		
-		if ( ( iInGamePlayers > 0 ) && ( fGameState != GAME_COMMENCING && fGameState != GAME_END ) ) {
-			Timer_Begin( 2, GAME_COMMENCING );
-		} else if ( iInGamePlayers == 0 ) {
+		if ((iInGamePlayers > 0) && (fGameState != GAME_COMMENCING && fGameState != GAME_END)) {
+			Timer_Begin(2, GAME_COMMENCING);
+		} else if (iInGamePlayers == 0) {
 			fGameState = GAME_INACTIVE;
 			fGameTime = 0;
 			iWon_T = 0;
@@ -241,57 +247,57 @@ void Game_Worldspawn(void)
 	int iMOTDLines = 0;
 
 	// The message of the day.
-	localcmd( sprintf( "echo [MOTD] Loading %s.\n", autocvar_motdfile ) );
-	filestream fmMOTD = fopen( autocvar_motdfile, FILE_READ );
+	localcmd(sprintf("echo [MOTD] Loading %s.\n", autocvar_motdfile));
+	filestream fmMOTD = fopen(autocvar_motdfile, FILE_READ);
 	
-	if ( fmMOTD >= 0 ) {
-		for ( int i = 0; i < 25; i++ ) {
-			sTemp = fgets( fmMOTD );
-			if not ( sTemp ) {
+	if (fmMOTD >= 0) {
+		for (int i = 0; i < 25; i++) {
+			sTemp = fgets(fmMOTD);
+			if not (sTemp) {
 				break;
 			} 
 			
-			if ( sTemp == __NULL__ ) {
-				localcmd( sprintf( "serverinfo motdline%i /\n", iMOTDLines ) );
+			if (sTemp == __NULL__) {
+				localcmd(sprintf("serverinfo motdline%i /\n", iMOTDLines));
 			} else {
-				localcmd( sprintf( "serverinfo motdline%i %s\n", iMOTDLines, sTemp ) );
+				localcmd(sprintf("serverinfo motdline%i %s\n", iMOTDLines, sTemp));
 			}
 			iMOTDLines++;
 		}
-		localcmd( sprintf( "serverinfo motdlength %i\n", iMOTDLines ) );
-		fclose( fmMOTD );
+		localcmd(sprintf("serverinfo motdlength %i\n", iMOTDLines));
+		fclose(fmMOTD);
 	} else {
-		error( "[MOTD] Loading failed.\n" );	
+		error("[MOTD] Loading failed.\n");	
 	}
 
 	// The mapcycle information.
-	localcmd( sprintf( "echo [MAPCYCLE] Loading %s.\n", autocvar_mapcyclefile ) );
-	filestream fmMapcycle = fopen( autocvar_mapcyclefile, FILE_READ );
+	localcmd(sprintf("echo [MAPCYCLE] Loading %s.\n", autocvar_mapcyclefile));
+	filestream fmMapcycle = fopen(autocvar_mapcyclefile, FILE_READ);
 	
-	if ( fmMapcycle >= 0 ) {
-		for ( int i = 0;; i++ ) {
-			sTemp = fgets( fmMapcycle );
-			if not ( sTemp ) {
+	if (fmMapcycle >= 0) {
+		for (int i = 0;; i++) {
+			sTemp = fgets(fmMapcycle);
+			if not (sTemp) {
 				break;
 			} 
 			
-			if ( sTemp != __NULL__ ) {
+			if (sTemp != __NULL__) {
 				iMapCycleCount++;
 			}
 		}
 		
-		fseek( fmMapcycle, 0 );
-		localcmd( sprintf( "echo [MAPCYCLE] List has %i maps.\n", iMapCycleCount ) );
-		sMapCycle = memalloc( sizeof( string ) * iMapCycleCount );
-		for ( int i = 0; i < iMapCycleCount; i++ ) {
-			sMapCycle[ i ] = fgets( fmMapcycle );
+		fseek(fmMapcycle, 0);
+		localcmd(sprintf("echo [MAPCYCLE] List has %i maps.\n", iMapCycleCount));
+		sMapCycle = memalloc(sizeof(string) * iMapCycleCount);
+		for (int i = 0; i < iMapCycleCount; i++) {
+			sMapCycle[i] = fgets(fmMapcycle);
 		}
-		fclose( fmMapcycle );
+		fclose(fmMapcycle);
 		
-		for ( int i = 0; i < iMapCycleCount; i++ ) {
-			if ( sMapCycle[ i ] == mapname ) {
-				if ( ( i + 1 ) < iMapCycleCount ) {
-					localcmd( sprintf( "echo [MAPCYCLE] Next map: %s\n", sMapCycle[ i + 1 ] ) );
+		for (int i = 0; i < iMapCycleCount; i++) {
+			if (sMapCycle[i] == mapname) {
+				if ((i + 1) < iMapCycleCount) {
+					localcmd(sprintf("echo [MAPCYCLE] Next map: %s\n", sMapCycle[i + 1]));
 				} else {
 					break;
 				}
@@ -299,246 +305,246 @@ void Game_Worldspawn(void)
 		}
 	} else {
 		iMapCycleCount = 0;
-		error( "[MAPCYCLE] Loading failed.\n" );	
+		error("[MAPCYCLE] Loading failed.\n");	
 	}
 
 	// Let's make our version information clear
-	localcmd( sprintf( "serverinfo fcs_ver %s\n", __DATE__ ) );
+	localcmd(sprintf("serverinfo fcs_ver %s\n", __DATE__));
 
 	// All the important precaches
-	for ( int i = 1; i < CS_WEAPON_COUNT; i++ ) {
-		precache_model( sWeaponModels[ i ] );
+	for (int i = 1; i < CS_WEAPON_COUNT; i++) {
+		precache_model(sWeaponModels[i]);
 	}
 
 	/*Bot_Init();*/
 
-	precache_model( "models/w_flashbang.mdl" );
-	precache_model( "models/w_hegrenade.mdl" );
-	precache_model( "models/w_smokegrenade.mdl" );
+	precache_model("models/w_flashbang.mdl");
+	precache_model("models/w_hegrenade.mdl");
+	precache_model("models/w_smokegrenade.mdl");
 
-	precache_model( sCSPlayers[1] );
-	precache_model( sCSPlayers[2] );
-	precache_model( sCSPlayers[3] );
-	precache_model( sCSPlayers[4] );
-	precache_model( sCSPlayers[5] );
-	precache_model( sCSPlayers[6] );
-	precache_model( sCSPlayers[7] );
-	precache_model( sCSPlayers[8] );
-	precache_model( "models/player/vip/vip.mdl" );
-	precache_model( "models/w_c4.mdl" );
+	precache_model(sCSPlayers[1]);
+	precache_model(sCSPlayers[2]);
+	precache_model(sCSPlayers[3]);
+	precache_model(sCSPlayers[4]);
+	precache_model(sCSPlayers[5]);
+	precache_model(sCSPlayers[6]);
+	precache_model(sCSPlayers[7]);
+	precache_model(sCSPlayers[8]);
+	precache_model("models/player/vip/vip.mdl");
+	precache_model("models/w_c4.mdl");
 
-	precache_sound( "hostage/hos1.wav" );
-	precache_sound( "hostage/hos2.wav" );
-	precache_sound( "hostage/hos3.wav" );
-	precache_sound( "hostage/hos4.wav" );
-	precache_sound( "hostage/hos5.wav" );
+	precache_sound("hostage/hos1.wav");
+	precache_sound("hostage/hos2.wav");
+	precache_sound("hostage/hos3.wav");
+	precache_sound("hostage/hos4.wav");
+	precache_sound("hostage/hos5.wav");
 
-	precache_sound( "player/pl_pain2.wav" );
-	precache_sound( "player/pl_pain4.wav" );
-	precache_sound( "player/pl_pain5.wav" );
-	precache_sound( "player/pl_pain6.wav" );
-	precache_sound( "player/pl_pain7.wav" );
+	precache_sound("player/pl_pain2.wav");
+	precache_sound("player/pl_pain4.wav");
+	precache_sound("player/pl_pain5.wav");
+	precache_sound("player/pl_pain6.wav");
+	precache_sound("player/pl_pain7.wav");
 
-	precache_sound( "player/die1.wav" );
-	precache_sound( "player/die2.wav" );
-	precache_sound( "player/die3.wav" );
+	precache_sound("player/die1.wav");
+	precache_sound("player/die2.wav");
+	precache_sound("player/die3.wav");
 
-	precache_sound( "player/headshot1.wav" );
-	precache_sound( "player/headshot2.wav" );
-	precache_sound( "player/headshot3.wav" );
+	precache_sound("player/headshot1.wav");
+	precache_sound("player/headshot2.wav");
+	precache_sound("player/headshot3.wav");
 
-	precache_sound( "items/tr_kevlar.wav" );
+	precache_sound("items/tr_kevlar.wav");
 
-	precache_sound( "weapons/ak47-1.wav" );
-	precache_sound( "weapons/ak47-2.wav" );
-	precache_sound( "weapons/ak47_boltpull.wav" );
-	precache_sound( "weapons/ak47_clipin.wav" );
-	precache_sound( "weapons/ak47_clipout.wav" );
-	precache_sound( "weapons/aug-1.wav" );
-	precache_sound( "weapons/aug_boltpull.wav" );
-	precache_sound( "weapons/aug_boltslap.wav" );
-	precache_sound( "weapons/aug_clipin.wav" );
-	precache_sound( "weapons/aug_clipout.wav" );
-	precache_sound( "weapons/aug_forearm.wav" );
-	precache_sound( "weapons/awp1.wav" );
-	precache_sound( "weapons/awp_clipin.wav" );
-	precache_sound( "weapons/awp_clipout.wav" );
-	precache_sound( "weapons/awp_deploy.wav" );
-	precache_sound( "weapons/boltdown.wav" );
-	precache_sound( "weapons/boltpull1.wav" );
-	precache_sound( "weapons/boltup.wav" );
-	precache_sound( "weapons/c4_beep1.wav" );
-	precache_sound( "weapons/c4_beep2.wav" );
-	precache_sound( "weapons/c4_beep3.wav" );
-	precache_sound( "weapons/c4_beep4.wav" );
-	precache_sound( "weapons/c4_beep5.wav" );
-	precache_sound( "weapons/c4_click.wav" );
-	precache_sound( "weapons/c4_disarm.wav" );
-	precache_sound( "weapons/c4_disarmed.wav" );
-	precache_sound( "weapons/c4_explode1.wav" );
-	precache_sound( "weapons/c4_plant.wav" );
-	precache_sound( "weapons/clipin1.wav" );
-	precache_sound( "weapons/clipout1.wav" );
-	precache_sound( "weapons/de_clipin.wav" );
-	precache_sound( "weapons/de_clipout.wav" );
-	precache_sound( "weapons/de_deploy.wav" );
-	precache_sound( "weapons/deagle-1.wav" );
-	precache_sound( "weapons/deagle-2.wav" );
-	precache_sound( "weapons/dryfire_pistol.wav" );
-	precache_sound( "weapons/dryfire_rifle.wav" );
-	precache_sound( "weapons/elite_clipout.wav" );
-	precache_sound( "weapons/elite_deploy.wav" );
-	precache_sound( "weapons/elite_fire.wav" );
-	precache_sound( "weapons/elite_leftclipin.wav" );
-	precache_sound( "weapons/elite_reloadstart.wav" );
-	precache_sound( "weapons/elite_rightclipin.wav" );
-	precache_sound( "weapons/elite_sliderelease.wav" );
-	precache_sound( "weapons/elite_twirl.wav" );
-	precache_sound( "weapons/fiveseven-1.wav" );
-	precache_sound( "weapons/fiveseven_clipin.wav" );
-	precache_sound( "weapons/fiveseven_clipout.wav" );
-	precache_sound( "weapons/fiveseven_slidepull.wav" );
-	precache_sound( "weapons/fiveseven_sliderelease.wav" );
-	precache_sound( "weapons/flashbang-1.wav" );
-	precache_sound( "weapons/flashbang-2.wav" );
-	precache_sound( "weapons/g3sg1-1.wav" );
-	precache_sound( "weapons/g3sg1_clipin.wav" );
-	precache_sound( "weapons/g3sg1_clipout.wav" );
-	precache_sound( "weapons/g3sg1_slide.wav" );
-	precache_sound( "weapons/generic_reload.wav" );
-	precache_sound( "weapons/generic_shot_reload.wav" );
-	precache_sound( "weapons/glock18-1.wav" );
-	precache_sound( "weapons/glock18-2.wav" );
-	precache_sound( "weapons/grenade_hit1.wav" );
-	precache_sound( "weapons/grenade_hit2.wav" );
-	precache_sound( "weapons/grenade_hit3.wav" );
-	precache_sound( "weapons/he_bounce-1.wav" );
-	precache_sound( "weapons/headshot2.wav" );
-	precache_sound( "weapons/hegrenade-1.wav" );
-	precache_sound( "weapons/hegrenade-2.wav" );
-	precache_sound( "weapons/knife_deploy1.wav" );
-	precache_sound( "weapons/knife_hit1.wav" );
-	precache_sound( "weapons/knife_hit2.wav" );
-	precache_sound( "weapons/knife_hit3.wav" );
-	precache_sound( "weapons/knife_hit4.wav" );
-	precache_sound( "weapons/knife_hitwall1.wav" );
-	precache_sound( "weapons/knife_slash1.wav" );
-	precache_sound( "weapons/knife_slash2.wav" );
-	precache_sound( "weapons/knife_stab.wav" );
-	precache_sound( "weapons/m249-1.wav" );
-	precache_sound( "weapons/m249-2.wav" );
-	precache_sound( "weapons/m249_boxin.wav" );
-	precache_sound( "weapons/m249_boxout.wav" );
-	precache_sound( "weapons/m249_chain.wav" );
-	precache_sound( "weapons/m249_coverdown.wav" );
-	precache_sound( "weapons/m249_coverup.wav" );
-	precache_sound( "weapons/m3-1.wav" );
-	precache_sound( "weapons/m3_insertshell.wav" );
-	precache_sound( "weapons/m3_pump.wav" );
-	precache_sound( "weapons/m4a1-1.wav" );
-	precache_sound( "weapons/m4a1_boltpull.wav" );
-	precache_sound( "weapons/m4a1_clipin.wav" );
-	precache_sound( "weapons/m4a1_clipout.wav" );
-	precache_sound( "weapons/m4a1_deploy.wav" );
-	precache_sound( "weapons/m4a1_silencer_off.wav" );
-	precache_sound( "weapons/m4a1_silencer_on.wav" );
-	precache_sound( "weapons/m4a1_unsil-1.wav" );
-	precache_sound( "weapons/m4a1_unsil-2.wav" );
-	precache_sound( "weapons/mac10-1.wav" );
-	precache_sound( "weapons/mac10_boltpull.wav" );
-	precache_sound( "weapons/mac10_clipin.wav" );
-	precache_sound( "weapons/mac10_clipout.wav" );
-	precache_sound( "weapons/mp5-1.wav" );
-	precache_sound( "weapons/mp5-2.wav" );
-	precache_sound( "weapons/mp5_clipin.wav" );
-	precache_sound( "weapons/mp5_clipout.wav" );
-	precache_sound( "weapons/mp5_slideback.wav" );
-	precache_sound( "weapons/p228-1.wav" );
-	precache_sound( "weapons/p228_clipin.wav" );
-	precache_sound( "weapons/p228_clipout.wav" );
-	precache_sound( "weapons/p228_slidepull.wav" );
-	precache_sound( "weapons/p228_sliderelease.wav" );
-	precache_sound( "weapons/p90-1.wav" );
-	precache_sound( "weapons/p90_boltpull.wav" );
-	precache_sound( "weapons/p90_clipin.wav" );
-	precache_sound( "weapons/p90_clipout.wav" );
-	precache_sound( "weapons/p90_cliprelease.wav" );
-	precache_sound( "weapons/pinpull.wav" );
-	precache_sound( "weapons/ric1.wav" );
-	precache_sound( "weapons/ric2.wav" );
-	precache_sound( "weapons/ric3.wav" );
-	precache_sound( "weapons/ric4.wav" );
-	precache_sound( "weapons/ric5.wav" );
-	precache_sound( "weapons/ric_conc-1.wav" );
-	precache_sound( "weapons/ric_conc-2.wav" );
-	precache_sound( "weapons/ric_metal-1.wav" );
-	precache_sound( "weapons/ric_metal-2.wav" );
-	precache_sound( "weapons/scout_bolt.wav" );
-	precache_sound( "weapons/scout_clipin.wav" );
-	precache_sound( "weapons/scout_clipout.wav" );
-	precache_sound( "weapons/scout_fire-1.wav" );
-	precache_sound( "weapons/sg550-1.wav" );
-	precache_sound( "weapons/sg550_boltpull.wav" );
-	precache_sound( "weapons/sg550_clipin.wav" );
-	precache_sound( "weapons/sg550_clipout.wav" );
-	precache_sound( "weapons/sg552-1.wav" );
-	precache_sound( "weapons/sg552-2.wav" );
-	precache_sound( "weapons/sg552_boltpull.wav" );
-	precache_sound( "weapons/sg552_clipin.wav" );
-	precache_sound( "weapons/sg552_clipout.wav" );
-	precache_sound( "weapons/sg_explode.wav" );
-	precache_sound( "weapons/slideback1.wav" );
-	precache_sound( "weapons/sliderelease1.wav" );
-	precache_sound( "weapons/tmp-1.wav" );
-	precache_sound( "weapons/tmp-2.wav" );
-	precache_sound( "weapons/ump45-1.wav" );
-	precache_sound( "weapons/ump45_boltslap.wav" );
-	precache_sound( "weapons/ump45_clipin.wav" );
-	precache_sound( "weapons/ump45_clipout.wav" );
-	precache_sound( "weapons/usp1.wav" );
-	precache_sound( "weapons/usp2.wav" );
-	precache_sound( "weapons/usp_clipin.wav" );
-	precache_sound( "weapons/usp_clipout.wav" );
-	precache_sound( "weapons/usp_silencer_off.wav" );
-	precache_sound( "weapons/usp_silencer_on.wav" );
-	precache_sound( "weapons/usp_slideback.wav" );
-	precache_sound( "weapons/usp_sliderelease.wav" );
-	precache_sound( "weapons/usp_unsil-1.wav" );
-	precache_sound( "weapons/xm1014-1.wav" );
-	precache_sound( "weapons/zoom.wav" );
+	precache_sound("weapons/ak47-1.wav");
+	precache_sound("weapons/ak47-2.wav");
+	precache_sound("weapons/ak47_boltpull.wav");
+	precache_sound("weapons/ak47_clipin.wav");
+	precache_sound("weapons/ak47_clipout.wav");
+	precache_sound("weapons/aug-1.wav");
+	precache_sound("weapons/aug_boltpull.wav");
+	precache_sound("weapons/aug_boltslap.wav");
+	precache_sound("weapons/aug_clipin.wav");
+	precache_sound("weapons/aug_clipout.wav");
+	precache_sound("weapons/aug_forearm.wav");
+	precache_sound("weapons/awp1.wav");
+	precache_sound("weapons/awp_clipin.wav");
+	precache_sound("weapons/awp_clipout.wav");
+	precache_sound("weapons/awp_deploy.wav");
+	precache_sound("weapons/boltdown.wav");
+	precache_sound("weapons/boltpull1.wav");
+	precache_sound("weapons/boltup.wav");
+	precache_sound("weapons/c4_beep1.wav");
+	precache_sound("weapons/c4_beep2.wav");
+	precache_sound("weapons/c4_beep3.wav");
+	precache_sound("weapons/c4_beep4.wav");
+	precache_sound("weapons/c4_beep5.wav");
+	precache_sound("weapons/c4_click.wav");
+	precache_sound("weapons/c4_disarm.wav");
+	precache_sound("weapons/c4_disarmed.wav");
+	precache_sound("weapons/c4_explode1.wav");
+	precache_sound("weapons/c4_plant.wav");
+	precache_sound("weapons/clipin1.wav");
+	precache_sound("weapons/clipout1.wav");
+	precache_sound("weapons/de_clipin.wav");
+	precache_sound("weapons/de_clipout.wav");
+	precache_sound("weapons/de_deploy.wav");
+	precache_sound("weapons/deagle-1.wav");
+	precache_sound("weapons/deagle-2.wav");
+	precache_sound("weapons/dryfire_pistol.wav");
+	precache_sound("weapons/dryfire_rifle.wav");
+	precache_sound("weapons/elite_clipout.wav");
+	precache_sound("weapons/elite_deploy.wav");
+	precache_sound("weapons/elite_fire.wav");
+	precache_sound("weapons/elite_leftclipin.wav");
+	precache_sound("weapons/elite_reloadstart.wav");
+	precache_sound("weapons/elite_rightclipin.wav");
+	precache_sound("weapons/elite_sliderelease.wav");
+	precache_sound("weapons/elite_twirl.wav");
+	precache_sound("weapons/fiveseven-1.wav");
+	precache_sound("weapons/fiveseven_clipin.wav");
+	precache_sound("weapons/fiveseven_clipout.wav");
+	precache_sound("weapons/fiveseven_slidepull.wav");
+	precache_sound("weapons/fiveseven_sliderelease.wav");
+	precache_sound("weapons/flashbang-1.wav");
+	precache_sound("weapons/flashbang-2.wav");
+	precache_sound("weapons/g3sg1-1.wav");
+	precache_sound("weapons/g3sg1_clipin.wav");
+	precache_sound("weapons/g3sg1_clipout.wav");
+	precache_sound("weapons/g3sg1_slide.wav");
+	precache_sound("weapons/generic_reload.wav");
+	precache_sound("weapons/generic_shot_reload.wav");
+	precache_sound("weapons/glock18-1.wav");
+	precache_sound("weapons/glock18-2.wav");
+	precache_sound("weapons/grenade_hit1.wav");
+	precache_sound("weapons/grenade_hit2.wav");
+	precache_sound("weapons/grenade_hit3.wav");
+	precache_sound("weapons/he_bounce-1.wav");
+	precache_sound("weapons/headshot2.wav");
+	precache_sound("weapons/hegrenade-1.wav");
+	precache_sound("weapons/hegrenade-2.wav");
+	precache_sound("weapons/knife_deploy1.wav");
+	precache_sound("weapons/knife_hit1.wav");
+	precache_sound("weapons/knife_hit2.wav");
+	precache_sound("weapons/knife_hit3.wav");
+	precache_sound("weapons/knife_hit4.wav");
+	precache_sound("weapons/knife_hitwall1.wav");
+	precache_sound("weapons/knife_slash1.wav");
+	precache_sound("weapons/knife_slash2.wav");
+	precache_sound("weapons/knife_stab.wav");
+	precache_sound("weapons/m249-1.wav");
+	precache_sound("weapons/m249-2.wav");
+	precache_sound("weapons/m249_boxin.wav");
+	precache_sound("weapons/m249_boxout.wav");
+	precache_sound("weapons/m249_chain.wav");
+	precache_sound("weapons/m249_coverdown.wav");
+	precache_sound("weapons/m249_coverup.wav");
+	precache_sound("weapons/m3-1.wav");
+	precache_sound("weapons/m3_insertshell.wav");
+	precache_sound("weapons/m3_pump.wav");
+	precache_sound("weapons/m4a1-1.wav");
+	precache_sound("weapons/m4a1_boltpull.wav");
+	precache_sound("weapons/m4a1_clipin.wav");
+	precache_sound("weapons/m4a1_clipout.wav");
+	precache_sound("weapons/m4a1_deploy.wav");
+	precache_sound("weapons/m4a1_silencer_off.wav");
+	precache_sound("weapons/m4a1_silencer_on.wav");
+	precache_sound("weapons/m4a1_unsil-1.wav");
+	precache_sound("weapons/m4a1_unsil-2.wav");
+	precache_sound("weapons/mac10-1.wav");
+	precache_sound("weapons/mac10_boltpull.wav");
+	precache_sound("weapons/mac10_clipin.wav");
+	precache_sound("weapons/mac10_clipout.wav");
+	precache_sound("weapons/mp5-1.wav");
+	precache_sound("weapons/mp5-2.wav");
+	precache_sound("weapons/mp5_clipin.wav");
+	precache_sound("weapons/mp5_clipout.wav");
+	precache_sound("weapons/mp5_slideback.wav");
+	precache_sound("weapons/p228-1.wav");
+	precache_sound("weapons/p228_clipin.wav");
+	precache_sound("weapons/p228_clipout.wav");
+	precache_sound("weapons/p228_slidepull.wav");
+	precache_sound("weapons/p228_sliderelease.wav");
+	precache_sound("weapons/p90-1.wav");
+	precache_sound("weapons/p90_boltpull.wav");
+	precache_sound("weapons/p90_clipin.wav");
+	precache_sound("weapons/p90_clipout.wav");
+	precache_sound("weapons/p90_cliprelease.wav");
+	precache_sound("weapons/pinpull.wav");
+	precache_sound("weapons/ric1.wav");
+	precache_sound("weapons/ric2.wav");
+	precache_sound("weapons/ric3.wav");
+	precache_sound("weapons/ric4.wav");
+	precache_sound("weapons/ric5.wav");
+	precache_sound("weapons/ric_conc-1.wav");
+	precache_sound("weapons/ric_conc-2.wav");
+	precache_sound("weapons/ric_metal-1.wav");
+	precache_sound("weapons/ric_metal-2.wav");
+	precache_sound("weapons/scout_bolt.wav");
+	precache_sound("weapons/scout_clipin.wav");
+	precache_sound("weapons/scout_clipout.wav");
+	precache_sound("weapons/scout_fire-1.wav");
+	precache_sound("weapons/sg550-1.wav");
+	precache_sound("weapons/sg550_boltpull.wav");
+	precache_sound("weapons/sg550_clipin.wav");
+	precache_sound("weapons/sg550_clipout.wav");
+	precache_sound("weapons/sg552-1.wav");
+	precache_sound("weapons/sg552-2.wav");
+	precache_sound("weapons/sg552_boltpull.wav");
+	precache_sound("weapons/sg552_clipin.wav");
+	precache_sound("weapons/sg552_clipout.wav");
+	precache_sound("weapons/sg_explode.wav");
+	precache_sound("weapons/slideback1.wav");
+	precache_sound("weapons/sliderelease1.wav");
+	precache_sound("weapons/tmp-1.wav");
+	precache_sound("weapons/tmp-2.wav");
+	precache_sound("weapons/ump45-1.wav");
+	precache_sound("weapons/ump45_boltslap.wav");
+	precache_sound("weapons/ump45_clipin.wav");
+	precache_sound("weapons/ump45_clipout.wav");
+	precache_sound("weapons/usp1.wav");
+	precache_sound("weapons/usp2.wav");
+	precache_sound("weapons/usp_clipin.wav");
+	precache_sound("weapons/usp_clipout.wav");
+	precache_sound("weapons/usp_silencer_off.wav");
+	precache_sound("weapons/usp_silencer_on.wav");
+	precache_sound("weapons/usp_slideback.wav");
+	precache_sound("weapons/usp_sliderelease.wav");
+	precache_sound("weapons/usp_unsil-1.wav");
+	precache_sound("weapons/xm1014-1.wav");
+	precache_sound("weapons/zoom.wav");
 
-	clientstat( 0, EV_FLOAT, health );
-	clientstat( 10, EV_FLOAT, weapon );
-	clientstat( 16, EV_FLOAT, view_ofs_z );
-	clientstat( 21, EV_FLOAT, viewzoom );
+	clientstat(0, EV_FLOAT, health);
+	clientstat(10, EV_FLOAT, weapon);
+	clientstat(16, EV_FLOAT, view_ofs_z);
+	clientstat(21, EV_FLOAT, viewzoom);
 
 	/* FIXME: Turn those into bitflags */
-	clientstat( STAT_BUYZONE, EV_FLOAT, fInBuyZone );
-	clientstat( STAT_HOSTAGEZONE, EV_FLOAT, fInHostageZone );
-	clientstat( STAT_BOMBZONE, EV_FLOAT, fInBombZone );
-	clientstat( STAT_ESCAPEZONE, EV_FLOAT, fInEscapeZone );
-	clientstat( STAT_VIPZONE, EV_FLOAT, fInVIPZone );
+	clientstat(STAT_BUYZONE, EV_FLOAT, fInBuyZone);
+	clientstat(STAT_HOSTAGEZONE, EV_FLOAT, fInHostageZone);
+	clientstat(STAT_BOMBZONE, EV_FLOAT, fInBombZone);
+	clientstat(STAT_ESCAPEZONE, EV_FLOAT, fInEscapeZone);
+	clientstat(STAT_VIPZONE, EV_FLOAT, fInVIPZone);
 
-	clientstat( 4, EV_FLOAT, armor );
-	clientstat( STAT_MONEY, EV_FLOAT, fMoney );
-	clientstat( STAT_SLOT_MELEE, EV_FLOAT, fSlotMelee );
-	clientstat( STAT_SLOT_PRIMARY, EV_FLOAT, fSlotPrimary );
-	clientstat( STAT_SLOT_SECONDARY, EV_FLOAT, fSlotSecondary );
-	clientstat( STAT_SLOT_GRENADE, EV_FLOAT, fSlotGrenade );
-	clientstat( STAT_SLOT_C4BOMB, EV_FLOAT, fSlotC4Bomb );
-	clientstat( STAT_ITEM_FLASHBANG, EV_INTEGER, iAmmo_FLASHBANG );
-	clientstat( STAT_ITEM_HEGRENADE, EV_INTEGER, iAmmo_HEGRENADE );
-	clientstat( STAT_ITEM_SMOKEGRENADE, EV_INTEGER, iAmmo_SMOKEGRENADE );
-	clientstat( STAT_EQUIPMENT, EV_INTEGER, iEquipment );
-	clientstat( STAT_CURRENT_MAG, EV_INTEGER, iCurrentMag );
-	clientstat( STAT_CURRENT_CALIBER, EV_INTEGER, iCurrentCaliber );
-	clientstat( STAT_TEAM, EV_INTEGER, team );
-	clientstat( STAT_PROGRESS, EV_FLOAT, fProgressBar );
-	clientstat( STAT_FLAGS, EV_FLOAT, flags );
-	pointerstat( STAT_GAMETIME, EV_FLOAT, &fGameTime );
-	pointerstat( STAT_GAMESTATE, EV_FLOAT, &fGameState );
-	pointerstat( STAT_WON_T, EV_INTEGER, &iWon_T );
-	pointerstat( STAT_WON_CT, EV_INTEGER, &iWon_CT );
+	clientstat(4, EV_FLOAT, armor);
+	clientstat(STAT_MONEY, EV_FLOAT, fMoney);
+	clientstat(STAT_SLOT_MELEE, EV_FLOAT, fSlotMelee);
+	clientstat(STAT_SLOT_PRIMARY, EV_FLOAT, fSlotPrimary);
+	clientstat(STAT_SLOT_SECONDARY, EV_FLOAT, fSlotSecondary);
+	clientstat(STAT_SLOT_GRENADE, EV_FLOAT, fSlotGrenade);
+	clientstat(STAT_SLOT_C4BOMB, EV_FLOAT, fSlotC4Bomb);
+	clientstat(STAT_ITEM_FLASHBANG, EV_INTEGER, iAmmo_FLASHBANG);
+	clientstat(STAT_ITEM_HEGRENADE, EV_INTEGER, iAmmo_HEGRENADE);
+	clientstat(STAT_ITEM_SMOKEGRENADE, EV_INTEGER, iAmmo_SMOKEGRENADE);
+	clientstat(STAT_EQUIPMENT, EV_INTEGER, iEquipment);
+	clientstat(STAT_CURRENT_MAG, EV_INTEGER, iCurrentMag);
+	clientstat(STAT_CURRENT_CALIBER, EV_INTEGER, iCurrentCaliber);
+	clientstat(STAT_TEAM, EV_INTEGER, team);
+	clientstat(STAT_PROGRESS, EV_FLOAT, fProgressBar);
+	clientstat(STAT_FLAGS, EV_FLOAT, flags);
+	pointerstat(STAT_GAMETIME, EV_FLOAT, &fGameTime);
+	pointerstat(STAT_GAMESTATE, EV_FLOAT, &fGameState);
+	pointerstat(STAT_WON_T, EV_INTEGER, &iWon_T);
+	pointerstat(STAT_WON_CT, EV_INTEGER, &iWon_CT);
 
 	iBombRadius = 1024;
 	localcmd(sprintf("serverinfo slots %d\n", cvar("sv_playerslots")));
diff --git a/Source/server/cstrike/money.c b/Source/server/cstrike/money.c
old mode 100755
new mode 100644
index d5ca082c..e34a5a01
--- a/Source/server/cstrike/money.c
+++ b/Source/server/cstrike/money.c
@@ -16,17 +16,18 @@ Money_AddMoney
 Gives a player money and caps it
 =================
 */
-void Money_AddMoney( entity ePlayer, int iMoneyValue ) {
+void Money_AddMoney(entity ePlayer, int iMoneyValue)
+{
 	
-	dprint( sprintf( "[DEBUG]: Giving %s %i in cash\n", ePlayer.netname, iMoneyValue ) );
+	dprint(sprintf("[DEBUG]: Giving %s %i in cash\n", ePlayer.netname, iMoneyValue));
 	ePlayer.fMoney += (float)iMoneyValue;
 	
-	if ( ePlayer.fMoney > autocvar_fcs_maxmoney ) {
+	if (ePlayer.fMoney > autocvar_fcs_maxmoney) {
 		ePlayer.fMoney = autocvar_fcs_maxmoney;
 	}
 	
 	// Because people do tend to kill hostages...
-	if ( ePlayer.fMoney < 0 ) {
+	if (ePlayer.fMoney < 0) {
 		ePlayer.fMoney = 0;
 	}
 }
@@ -38,8 +39,9 @@ Money_QueTeamReward
 Rewards are adding up throughout the match...
 =================
 */
-void Money_QueTeamReward( float fTeam, int iMoneyValue ) {
-	if ( fTeam == TEAM_T ) {
+void Money_QueTeamReward(float fTeam, int iMoneyValue)
+{
+	if (fTeam == TEAM_T) {
 		iMoneyReward_T += iMoneyValue;
 	} else {
 		iMoneyReward_CT += iMoneyValue;
@@ -53,11 +55,12 @@ Money_GiveTeamReward
 ...and eventually given when this is called
 =================
 */
-void Money_GiveTeamReward( void ) {
-	if ( self.team == TEAM_T ) {
-		Money_AddMoney( self, iMoneyReward_T );
+void Money_GiveTeamReward(void)
+{
+	if (self.team == TEAM_T) {
+		Money_AddMoney(self, iMoneyReward_T);
 	} else {
-		Money_AddMoney( self, iMoneyReward_CT );
+		Money_AddMoney(self, iMoneyReward_CT);
 	}
 }
 
@@ -66,7 +69,8 @@ void Money_GiveTeamReward( void ) {
 Money_ResetTeamReward
 =================
 */
-void Money_ResetTeamReward( void ) {
+void Money_ResetTeamReward(void)
+{
 	iMoneyReward_T = 0;
 	iMoneyReward_CT = 0;
 }
diff --git a/Source/server/cstrike/player.c b/Source/server/cstrike/player.c
old mode 100755
new mode 100644
index eb386462..d497e01d
--- a/Source/server/cstrike/player.c
+++ b/Source/server/cstrike/player.c
@@ -19,29 +19,30 @@ string sPainSounds[5] = {
 Player_SendEntity
 =================
 */
-float Player_SendEntity( entity ePEnt, float fChanged ) {
-	if ( self.health <= 0 && ePEnt != self ) {
+float Player_SendEntity(entity ePEnt, float fChanged)
+{
+	if (self.health <= 0 && ePEnt != self) {
 		return FALSE;
 	}
 
-	WriteByte( MSG_ENTITY, ENT_PLAYER );
-	WriteShort( MSG_ENTITY, self.modelindex );
-	WriteCoord( MSG_ENTITY, self.origin_x );
-	WriteCoord( MSG_ENTITY, self.origin_y );
-	WriteCoord( MSG_ENTITY, self.origin_z );
-	WriteCoord( MSG_ENTITY, self.v_angle_x );
-	WriteCoord( MSG_ENTITY, self.angles_y );
-	WriteCoord( MSG_ENTITY, self.angles_z );
-	WriteCoord( MSG_ENTITY, self.velocity_x );
-	WriteCoord( MSG_ENTITY, self.velocity_y );
-	WriteCoord( MSG_ENTITY, self.velocity_z );
-	WriteFloat( MSG_ENTITY, self.flags );
-	WriteFloat( MSG_ENTITY, self.pmove_flags );
-	WriteByte( MSG_ENTITY, self.weapon );
-	WriteByte( MSG_ENTITY, self.health );
-	WriteFloat( MSG_ENTITY, self.movetype );
-	WriteFloat( MSG_ENTITY, self.view_ofs[2] );
-	WriteFloat( MSG_ENTITY, self.viewzoom );
+	WriteByte(MSG_ENTITY, ENT_PLAYER);
+	WriteShort(MSG_ENTITY, self.modelindex);
+	WriteCoord(MSG_ENTITY, self.origin_x);
+	WriteCoord(MSG_ENTITY, self.origin_y);
+	WriteCoord(MSG_ENTITY, self.origin_z);
+	WriteCoord(MSG_ENTITY, self.v_angle_x);
+	WriteCoord(MSG_ENTITY, self.angles_y);
+	WriteCoord(MSG_ENTITY, self.angles_z);
+	WriteCoord(MSG_ENTITY, self.velocity_x);
+	WriteCoord(MSG_ENTITY, self.velocity_y);
+	WriteCoord(MSG_ENTITY, self.velocity_z);
+	WriteFloat(MSG_ENTITY, self.flags);
+	WriteFloat(MSG_ENTITY, self.pmove_flags);
+	WriteByte(MSG_ENTITY, self.weapon);
+	WriteByte(MSG_ENTITY, self.health);
+	WriteFloat(MSG_ENTITY, self.movetype);
+	WriteFloat(MSG_ENTITY, self.view_ofs[2]);
+	WriteFloat(MSG_ENTITY, self.viewzoom);
 	return TRUE;
 }
 
@@ -50,15 +51,16 @@ float Player_SendEntity( entity ePEnt, float fChanged ) {
 Player_Pain
 =================
 */
-void Player_Pain( int iHitBody ) {
+void Player_Pain(int iHitBody)
+{
 	/*
-	if ( iHitBody == BODY_HEAD ) {
-		Animation_PlayerTopTemp( ANIM_HEAD_FLINCH, 0.25f );
+	if (iHitBody == BODY_HEAD) {
+		Animation_PlayerTopTemp(ANIM_HEAD_FLINCH, 0.25f);
 	} else {
-		Animation_PlayerTopTemp( ANIM_GUT_FLINCH, 0.25f );
+		Animation_PlayerTopTemp(ANIM_GUT_FLINCH, 0.25f);
 	}*/
 	
-	sound( self, CHAN_VOICE, sPainSounds[ floor( random() * 5 ) ], 1, ATTN_IDLE );
+	sound(self, CHAN_VOICE, sPainSounds[ floor(random() * 5) ], 1, ATTN_IDLE);
 	self.velocity = '0 0 0';
 }
 
@@ -67,41 +69,42 @@ void Player_Pain( int iHitBody ) {
 Player_Death
 =================
 */
-void Player_Death( int iHitBody ) {
-	if ( iHitBody == BODY_HEAD ) {
-		sound( self, CHAN_VOICE, sprintf( "player/headshot%d.wav", floor( ( random() * 3 ) + 1 ) ), 1, ATTN_NORM );
+void Player_Death(int iHitBody)
+{
+	if (iHitBody == BODY_HEAD) {
+		sound(self, CHAN_VOICE, sprintf("player/headshot%d.wav", floor((random() * 3) + 1)), 1, ATTN_NORM);
 	} else {
-		sound( self, CHAN_VOICE, sprintf( "player/die%d.wav", floor( ( random() * 3 ) + 1 ) ), 1, ATTN_NORM );
+		sound(self, CHAN_VOICE, sprintf("player/die%d.wav", floor((random() * 3) + 1)), 1, ATTN_NORM);
 	}
 			
 	// Drop a corpse
 	entity eCorpse = spawn();
 	eCorpse.classname = "remove_me";
-	setorigin( eCorpse, self.origin );
-	setmodel( eCorpse, self.model );
-	setsize( eCorpse, self.mins, self.maxs );
+	setorigin(eCorpse, self.origin);
+	setmodel(eCorpse, self.model);
+	setsize(eCorpse, self.mins, self.maxs);
 	eCorpse.angles = [ 0, self.angles_y, 0 ];
 	eCorpse.movetype = MOVETYPE_BOUNCE;
 
 	// Drop primary weapon as well as the bomb if present
-	if ( self.fSlotPrimary ) {
-		Weapon_DropWeapon( SLOT_PRIMARY );
+	if (self.fSlotPrimary) {
+		Weapon_DropWeapon(SLOT_PRIMARY);
 	} else {
-		if ( self.fSlotSecondary ) {
-			Weapon_DropWeapon( SLOT_SECONDARY );
+		if (self.fSlotSecondary) {
+			Weapon_DropWeapon(SLOT_SECONDARY);
 		}
 	}
-	if ( self.fSlotGrenade ) {
-		Weapon_DropWeapon( SLOT_GRENADE );
+	if (self.fSlotGrenade) {
+		Weapon_DropWeapon(SLOT_GRENADE);
 	}
 	
 	// Make ourselves disappear
 	self.modelindex = 0;
 	
-	if ( self.flags & FL_CROUCHING ) {
+	if (self.flags & FL_CROUCHING) {
 		eCorpse.frame = ANIM_CROUCH_DIE;
 	} else {
-		switch ( iHitBody ) {
+		switch (iHitBody) {
 			case BODY_HEAD:
 				eCorpse.frame = ANIM_DIE_HEAD;
 				break;
@@ -117,7 +120,7 @@ void Player_Death( int iHitBody ) {
 				eCorpse.frame = ANIM_DIE_RIGHT;
 				break;
 			default:
-				eCorpse.frame = ANIM_DEATH1 + floor( random() * 3 );
+				eCorpse.frame = ANIM_DEATH1 + floor(random() * 3);
 				break;
 		}
 	}
@@ -125,13 +128,13 @@ void Player_Death( int iHitBody ) {
 	Spawn_MakeSpectator();
 	self.classname = "player";
 	self.health = 0;
-	forceinfokey( self, "*dead", "1" ); 
-	forceinfokey( self, "*team", ftos( self.team ) );
+	forceinfokey(self, "*dead", "1"); 
+	forceinfokey(self, "*team", ftos(self.team));
 
 	Rules_CountPlayers();
 
-	if ( self.team == TEAM_VIP ) {
-		Rules_RoundOver( TEAM_T, 2500, FALSE );
+	if (self.team == TEAM_VIP) {
+		Rules_RoundOver(TEAM_T, 2500, FALSE);
 		return;
 	}
 
@@ -140,10 +143,10 @@ void Player_Death( int iHitBody ) {
 
 /*
 ====================
-Player_UseDown
+UseWorkaround
 ====================
 */
-void UseWorkaround( entity eTarget )
+void UseWorkaround(entity eTarget)
 {
 	eActivator = self;
 	entity eOldSelf = self;
@@ -151,10 +154,17 @@ void UseWorkaround( entity eTarget )
 	self.PlayerUse();
 	self = eOldSelf;
 }
-void Player_UseDown( void ) {
-	if ( self.health <= 0 ) {
+
+/*
+====================
+Player_UseDown
+====================
+*/
+void Player_UseDown(void)
+{
+	if (self.health <= 0) {
 		return;
-	} else if ( !( self.flags & FL_USERELEASED ) ) {
+	} else if (!(self.flags & FL_USERELEASED)) {
 		return;
 	}
 	
@@ -162,18 +172,18 @@ void Player_UseDown( void ) {
 
 	makevectors(self.v_angle);
 	vSource = self.origin + self.view_ofs;
-	traceline ( vSource, vSource + ( v_forward * 64 ), FALSE, self);
+	traceline (vSource, vSource + (v_forward * 64), FALSE, self);
 	
 	if (trace_ent.PlayerUse) {
-		if ( ( trace_ent.classname != "c4bomb" ) && ( trace_ent.classname != "func_pushable" ) ) {
-			self.flags = ( self.flags - FL_USERELEASED );
-			sound( self, CHAN_ITEM, "common/wpn_select.wav", 0.25, ATTN_IDLE );
+		if ((trace_ent.classname != "c4bomb") && (trace_ent.classname != "func_pushable")) {
+			self.flags = (self.flags - FL_USERELEASED);
+			sound(self, CHAN_ITEM, "common/wpn_select.wav", 0.25, ATTN_IDLE);
 		} 
 		
 		UseWorkaround(trace_ent);
 	} else {
-		sound( self, CHAN_ITEM, "common/wpn_denyselect.wav", 0.25, ATTN_IDLE );
-		self.flags = ( self.flags - FL_USERELEASED );
+		sound(self, CHAN_ITEM, "common/wpn_denyselect.wav", 0.25, ATTN_IDLE);
+		self.flags = (self.flags - FL_USERELEASED);
 	}
 }
 
@@ -182,8 +192,9 @@ void Player_UseDown( void ) {
 Player_UseUp
 ====================
 */
-void Player_UseUp( void ) {
-	if ( !( self.frags & FL_USERELEASED ) ) {
+void Player_UseUp(void)
+{
+	if (!(self.frags & FL_USERELEASED)) {
 		self.flags = self.flags | FL_USERELEASED;
 		self.fProgressBar = 0;
 	}
@@ -196,7 +207,8 @@ PlayerPreThink
 Run before physics
 =================
 */
-void Game_PlayerPreThink( void ) { 
+void Game_PlayerPreThink(void)
+{ 
 	BaseGun_ShotMultiplierUpdate();
 }
 
@@ -207,7 +219,8 @@ PlayerPreThink
 Run after physics
 =================
 */
-void Game_PlayerPostThink( void ) {
+void Game_PlayerPostThink(void)
+{
 	Animation_PlayerUpdate();
 	Footsteps_Update();
 	
diff --git a/Source/server/cstrike/spawn.c b/Source/server/cstrike/spawn.c
old mode 100755
new mode 100644
index e8298529..46482225
--- a/Source/server/cstrike/spawn.c
+++ b/Source/server/cstrike/spawn.c
@@ -16,23 +16,24 @@ Spawn_FindSpawnPoint
 Recursive function that gets the next spawnpoint
 =================
 */
-entity Spawn_FindSpawnPoint( float fTeam ) {
+entity Spawn_FindSpawnPoint(float fTeam)
+{
 	entity eSpot, eLastSpawn;
 	entity eThing;
 	int iCount;
 	string sClassname;
 
-	if ( fTeam == TEAM_T ) {
+	if (fTeam == TEAM_T) {
 		sClassname = "info_player_deathmatch";
 		eSpot = eLastSpawn = eLastTSpawn;
-	} else if ( fTeam == TEAM_CT ) {
+	} else if (fTeam == TEAM_CT) {
 		sClassname = "info_player_start";
 		eSpot = eLastSpawn = eLastCTSpawn;
-	} else if ( fTeam == TEAM_VIP ) {
-		return find( world, classname, "info_vip_start" );
+	} else if (fTeam == TEAM_VIP) {
+		return find(world, classname, "info_vip_start");
 	}
 
-	while ( 1 ) {
+	while (1) {
 		eSpot = find(eSpot, classname, sClassname);
 		
 		if (eSpot == eLastSpawn)
@@ -67,33 +68,34 @@ Spawn_ObserverCam
 Look for the next spawnpoint
 =================
 */
-void Spawn_ObserverCam( void ) {
+void Spawn_ObserverCam(void)
+{
 	entity eTarget;
 
 	// Go find a camera if we aren't dead
-	entity eCamera = find ( world, classname, "trigger_camera" );
+	entity eCamera = find (world, classname, "trigger_camera");
 
-	if ( eCamera ) {
+	if (eCamera) {
 		self.origin = eCamera.origin;
 		
-		if ( eCamera.target ) {
-			eTarget = find( world, targetname, eCamera.target );
-			if ( eTarget ) {
-				self.angles = vectoangles( eTarget.origin - eCamera.origin );
+		if (eCamera.target) {
+			eTarget = find(world, targetname, eCamera.target);
+			if (eTarget) {
+				self.angles = vectoangles(eTarget.origin - eCamera.origin);
 				self.angles_x *= -1;
 			}
 		}
 	} else {
 		// Can't find a camera? Just do this lazy thing, CS seems to do the same
-		eCamera = find ( world, classname, "info_player_start" );
+		eCamera = find (world, classname, "info_player_start");
 		
-		if ( eCamera ) {
+		if (eCamera) {
 			self.origin = eCamera.origin;
 			
-			if ( eCamera.target ) {
-				eTarget = find( world, targetname, eCamera.target );
-				if ( eTarget ) {
-					self.angles = vectoangles( eTarget.origin - eCamera.origin );
+			if (eCamera.target) {
+				eTarget = find(world, targetname, eCamera.target);
+				if (eTarget) {
+					self.angles = vectoangles(eTarget.origin - eCamera.origin);
 					self.angles_x *= -1;
 				}
 			}
@@ -110,14 +112,15 @@ Spawn_RespawnClient
 Called whenever a player just needs his basic properties to be reset
 =================
 */
-void Spawn_RespawnClient( float fTeam ) {
+void Spawn_RespawnClient(float fTeam)
+{
 	entity eSpawn;
-	forceinfokey( self, "*spec", "0" );
-	eSpawn = Spawn_FindSpawnPoint( self.team );
+	forceinfokey(self, "*spec", "0");
+	eSpawn = Spawn_FindSpawnPoint(self.team);
 
 	self.classname = "player";
 	self.health = self.max_health = 100;
-	forceinfokey( self, "*dead", "0" );
+	forceinfokey(self, "*dead", "0");
 	Rules_CountPlayers();
 
 	self.takedamage = DAMAGE_YES;
@@ -135,12 +138,12 @@ void Spawn_RespawnClient( float fTeam ) {
 	self.fixangle = TRUE;
 
 	// Get the player-model from Defs.h's list
-	if ( self.team != TEAM_VIP ) {
-		setmodel( self, sCSPlayers[ self.fCharModel ] );
+	if (self.team != TEAM_VIP) {
+		setmodel(self, sCSPlayers[ self.fCharModel ]);
 	} else {
-		setmodel( self, "models/player/vip/vip.mdl" );
+		setmodel(self, "models/player/vip/vip.mdl");
 	}
-	setsize( self, VEC_HULL_MIN, VEC_HULL_MAX );
+	setsize(self, VEC_HULL_MIN, VEC_HULL_MAX);
 
 	self.view_ofs = VEC_PLAYER_VIEWPOS;
 	self.velocity = '0 0 0';
@@ -159,43 +162,44 @@ Spawn_CreateClient
 Called whenever a player becomes a completely new type of player
 =================
 */
-void Spawn_CreateClient( float fCharModel ) {
+void Spawn_CreateClient(float fCharModel)
+{
 	// What team are we on - 0= Spectator, < 5 Terrorists, CT rest
-	if( fCharModel == 0 ) {
+	if(fCharModel == 0) {
 		PutClientInServer();
 		Spawn_ObserverCam();
 		return;
-	} else if( fCharModel < 5 ) {
-		forceinfokey( self, "*team", "0" ); 
+	} else if(fCharModel < 5) {
+		forceinfokey(self, "*team", "0"); 
 		self.team = TEAM_T;
 		
-		Weapon_AddItem( WEAPON_KNIFE );
-		if ( autocvar_fcs_knifeonly == FALSE ) {
-			Weapon_AddItem( WEAPON_GLOCK18 );
-			Weapon_GiveAmmo( WEAPON_GLOCK18, 40 );
-			Weapon_Draw( WEAPON_GLOCK18 );
+		Weapon_AddItem(WEAPON_KNIFE);
+		if (autocvar_fcs_knifeonly == FALSE) {
+			Weapon_AddItem(WEAPON_GLOCK18);
+			Weapon_GiveAmmo(WEAPON_GLOCK18, 40);
+			Weapon_Draw(WEAPON_GLOCK18);
 		} else {
-			Weapon_Draw( WEAPON_KNIFE );
+			Weapon_Draw(WEAPON_KNIFE);
 		}
 	} else {
 		self.team = TEAM_CT;
 
-		Weapon_AddItem( WEAPON_KNIFE );
-		if ( autocvar_fcs_knifeonly == FALSE ) {
-			Weapon_AddItem( WEAPON_USP45 );
-			Weapon_GiveAmmo( WEAPON_USP45, 24 );
-			Weapon_Draw( WEAPON_USP45 );
+		Weapon_AddItem(WEAPON_KNIFE);
+		if (autocvar_fcs_knifeonly == FALSE) {
+			Weapon_AddItem(WEAPON_USP45);
+			Weapon_GiveAmmo(WEAPON_USP45, 24);
+			Weapon_Draw(WEAPON_USP45);
 		} else {
-			Weapon_Draw( WEAPON_KNIFE );
+			Weapon_Draw(WEAPON_KNIFE);
 		}
 	}
 
-	if( self.iInGame == FALSE ) {
+	if(self.iInGame == FALSE) {
 		self.iInGame = TRUE;
 	}
 
-	forceinfokey( self, "*team", ftos( self.team ) ); 
-	Spawn_RespawnClient( self.team );
+	forceinfokey(self, "*team", ftos(self.team)); 
+	Spawn_RespawnClient(self.team);
 	self.fAttackFinished = time + 1;
 }
 
@@ -206,7 +210,8 @@ Spawn_MakeSpectator
 Called on connect and whenever a player dies
 =================
 */
-void Spawn_MakeSpectator( void ) {
+void Spawn_MakeSpectator(void)
+{
 	self.classname = "spectator";
 
 	self.health = 0;
@@ -222,7 +227,7 @@ void Spawn_MakeSpectator( void ) {
 	setsize (self, '-16 -16 -16', '16 16 16');
 
 	self.view_ofs = self.velocity = '0 0 0';
-	forceinfokey( self, "*spec", "2" ); // Make sure we are known as a spectator
+	forceinfokey(self, "*spec", "2"); // Make sure we are known as a spectator
 
 	Ammo_Clear();
 
@@ -237,16 +242,16 @@ CSEv_GamePlayerSpawn_f
 Event Handling, called by the Client codebase via 'sendevent'
 =================
 */
-void CSEv_GamePlayerSpawn_f( float fChar ) {
-	
-	if ( self.team == TEAM_VIP ) {
-		centerprint( self, "You are the VIP!\nYou cannot switch roles now.\n" );
+void CSEv_GamePlayerSpawn_f(float fChar)
+{
+	if (self.team == TEAM_VIP) {
+		centerprint(self, "You are the VIP!\nYou cannot switch roles now.\n");
 		self.fAttackFinished = time + 1.0;
 		return;
 	}
 
 	// Hey, we are alive and are trying to switch teams, so subtract us from the Alive_Team counter.
-	if ( self.health > 0 ) {
+	if (self.health > 0) {
 		self.health = 0;
 		Rules_CountPlayers();
 		Rules_DeathCheck();
@@ -256,27 +261,27 @@ void CSEv_GamePlayerSpawn_f( float fChar ) {
 	Ammo_Clear();
 
 	// Spawn the players immediately when its in the freeze state
-	switch ( fGameState ) {
+	switch (fGameState) {
 		case GAME_FREEZE:
 			self.fCharModel = fChar;
-			Spawn_CreateClient( fChar );
+			Spawn_CreateClient(fChar);
 
-			if ( ( self.team == TEAM_T ) && ( iAlivePlayers_T == 1 ) ) {
-				if ( iBombZones > 0 ) {
+			if ((self.team == TEAM_T) && (iAlivePlayers_T == 1)) {
+				if (iBombZones > 0) {
 					Rules_MakeBomber();
 				}
-			} else if ( ( self.team == TEAM_CT ) && ( iAlivePlayers_CT == 1 ) ) {
-				if ( iVIPZones > 0 ) {
+			} else if ((self.team == TEAM_CT) && (iAlivePlayers_CT == 1)) {
+				if (iVIPZones > 0) {
 					Rules_MakeVIP();
 				}
 			}
 
 			break;
 		default:
-			if ( fChar == 0 ) {
+			if (fChar == 0) {
 				PutClientInServer();
 				return;
-			} else if( fChar < 5 ) {
+			} else if(fChar < 5) {
 				self.team = TEAM_T;
 			} else {
 				self.team = TEAM_CT;
@@ -286,20 +291,20 @@ void CSEv_GamePlayerSpawn_f( float fChar ) {
 			self.classname = "player";
 			self.fCharModel = fChar;
 			self.health = 0;
-			forceinfokey( self, "*dead", "1" );
-			forceinfokey( self, "*team", ftos( self.team ) ); 
+			forceinfokey(self, "*dead", "1");
+			forceinfokey(self, "*team", ftos(self.team)); 
 			break;
 	}
 
 	self.frags = 0;
 	self.fDeaths = 0;
-	forceinfokey( self, "*deaths", "0" );
+	forceinfokey(self, "*deaths", "0");
 
 	// Split up for readability and expandability?
-	if ( ( self.team == TEAM_T ) && ( iAlivePlayers_T == 0 ) ) {
-		Rules_RoundOver( FALSE, 0, FALSE );
-	} else if ( ( self.team == TEAM_CT ) && ( iAlivePlayers_CT == 0 ) ) {
-		Rules_RoundOver( FALSE, 0, FALSE );
+	if ((self.team == TEAM_T) && (iAlivePlayers_T == 0)) {
+		Rules_RoundOver(FALSE, 0, FALSE);
+	} else if ((self.team == TEAM_CT) && (iAlivePlayers_CT == 0)) {
+		Rules_RoundOver(FALSE, 0, FALSE);
 	}
 }
 
@@ -310,8 +315,9 @@ info_player_start
 Counter-Terrorist Spawnpoints
 =================
 */
-void info_player_start( void ) {
-	if ( autocvar_fcs_swapteams == TRUE ) {
+void info_player_start(void)
+{
+	if (autocvar_fcs_swapteams == TRUE) {
 		self.classname = "info_player_deathmatch";
 	}
 }
@@ -323,8 +329,9 @@ info_player_deathmatch
 Terrorist Spawnpoints
 =================
 */
-void info_player_deathmatch( void ) {
-	if ( autocvar_fcs_swapteams == TRUE ) {
+void info_player_deathmatch(void)
+{
+	if (autocvar_fcs_swapteams == TRUE) {
 		self.classname = "info_player_start";
 	}
 }
@@ -349,5 +356,6 @@ void info_player_terrorist(void)
 info_vip_start
 =================
 */
-void info_vip_start( void ) {
+void info_vip_start(void)
+{
 }
diff --git a/Source/server/cstrike/timer.c b/Source/server/cstrike/timer.c
old mode 100755
new mode 100644
index ca8a2d3b..a78054ec
--- a/Source/server/cstrike/timer.c
+++ b/Source/server/cstrike/timer.c
@@ -13,7 +13,8 @@ Timer_Begin
 Initiates a new state timer
 =================
 */
-void Timer_Begin(float fTime, float fMode) {
+void Timer_Begin(float fTime, float fMode)
+{
 	if (fMode == GAME_FREEZE) {
 		fGameState = GAME_FREEZE;
 	} else if (fMode == GAME_ACTIVE) {
@@ -36,7 +37,8 @@ Timer_Update
 Called once every frame to check the status of things
 =================
 */
-void Timer_Update(void) {
+void Timer_Update(void)
+{
 	static float fVoxTimer;
 	
 	if ( cvar( "sv_playerslots" ) == 1 ) {
diff --git a/Source/server/entry.c b/Source/server/entry.c
index a390450b..1e9de382 100644
--- a/Source/server/entry.c
+++ b/Source/server/entry.c
@@ -188,6 +188,7 @@ void worldspawn(void)
 	lightstyle( 11, "abcdefghijklmnopqrrqponmlkjihgfedcba" );
 
 	Game_Worldspawn();
+	Decals_Init();
 }
 
 float ConsoleCmd(string cmd)
diff --git a/Source/server/traceattack.c b/Source/server/traceattack.c
old mode 100755
new mode 100644
index 59c16ec5..a1219fcb
--- a/Source/server/traceattack.c
+++ b/Source/server/traceattack.c
@@ -15,117 +15,118 @@ TraceAttack_FireSingle
 Fires a single shot that can penetrate some materials
 =================
 */
-void TraceAttack_FireSingle( vector vPos, vector vAngle ) {
-	static void TraceAttack_Penetrate( vector vPos, vector vAngle  ) {
-		if ( iTotalPenetrations > 0 ) {
+void TraceAttack_FireSingle(vector vPos, vector vAngle)
+{
+	static void TraceAttack_Penetrate(vector vPos, vector vAngle ) {
+		if (iTotalPenetrations > 0) {
 			return;
 		}
-		
-		TraceAttack_FireSingle( vPos, vAngle );
+
+		TraceAttack_FireSingle(vPos, vAngle);
 		iTotalPenetrations = 1;
 	}
 
 #ifdef CSTRIKE
-	traceline( vPos, vPos + ( vAngle * wptTable[ self.weapon ].fRange ), MOVE_HITMODEL, self);
+	traceline(vPos, vPos + (vAngle * wptTable[self.weapon].fRange), MOVE_HITMODEL, self);
 #else
-	traceline( vPos, vPos + ( vAngle * 8196 ), MOVE_HITMODEL, self);
+	traceline(vPos, vPos + (vAngle * 8196), MOVE_HITMODEL, self);
 #endif
 
 	if (trace_fraction != 1.0) {
-		if ( trace_ent.takedamage == DAMAGE_YES ) {
+		if (trace_ent.takedamage == DAMAGE_YES) {
 #ifdef CSTRIKE
-			Damage_Apply( trace_ent, self, wptTable[ self.weapon ].iDamage, trace_endpos, FALSE );
+			Damage_Apply(trace_ent, self, wptTable[self.weapon].iDamage, trace_endpos, FALSE);
 #endif
 		}
-		
-		if ( trace_ent.iBleeds == TRUE ) {
-			Effect_Impact( IMPACT_FLESH, trace_endpos, trace_plane_normal );
+
+		if (trace_ent.iBleeds == TRUE) {
+			Effect_Impact(IMPACT_FLESH, trace_endpos, trace_plane_normal);
 		} else {
-			string sTexture = getsurfacetexture( trace_ent, getsurfacenearpoint( trace_ent, trace_endpos ) );
-	
-			switch( (float)hash_get( hashMaterials, sTexture ) ) { 
+			string sTexture = getsurfacetexture(trace_ent, getsurfacenearpoint(trace_ent, trace_endpos));
+
+			switch((float)hash_get(hashMaterials, sTexture)) { 
 				case 'G':
 				case 'V':
-					Effect_Impact( IMPACT_METAL, trace_endpos, trace_plane_normal );
+					Effect_Impact(IMPACT_METAL, trace_endpos, trace_plane_normal);
 					break;
 				case 'M':
 				case 'P':
-					Effect_Impact( IMPACT_METAL, trace_endpos, trace_plane_normal );
+					Effect_Impact(IMPACT_METAL, trace_endpos, trace_plane_normal);
 					break;
 				case 'D':
 				case 'W':
-					Effect_Impact( IMPACT_WOOD, trace_endpos, trace_plane_normal );
+					Effect_Impact(IMPACT_WOOD, trace_endpos, trace_plane_normal);
 					break;
 				case 'Y':
-					Effect_Impact( IMPACT_GLASS, trace_endpos, trace_plane_normal );
+					Effect_Impact(IMPACT_GLASS, trace_endpos, trace_plane_normal);
 					break;
 				case 'N':
-					Effect_Impact( IMPACT_DEFAULT, trace_endpos, trace_plane_normal );
+					Effect_Impact(IMPACT_DEFAULT, trace_endpos, trace_plane_normal);
 					break;
 				case 'T':
 				default:
-					Effect_Impact( IMPACT_DEFAULT, trace_endpos, trace_plane_normal );
+					Effect_Impact(IMPACT_DEFAULT, trace_endpos, trace_plane_normal);
 					break;
 			 }
-			 
-			//TraceAttack_Penetrate( trace_endpos + ( v_forward * 2 ), vAngle );
+
+			//TraceAttack_Penetrate(trace_endpos + (v_forward * 2), vAngle);
 		}
 	}
 }
 
-void TraceAttack_FireSingleLagged( vector vPos, vector vAngle ) {
-	static void TraceAttack_Penetrate( vector vPos, vector vAngle  ) {
-		if ( iTotalPenetrations > 0 ) {
+void TraceAttack_FireSingleLagged(vector vPos, vector vAngle) {
+	static void TraceAttack_Penetrate(vector vPos, vector vAngle ) {
+		if (iTotalPenetrations > 0) {
 			return;
 		}
 		
-		TraceAttack_FireSingle( vPos, vAngle );
+		TraceAttack_FireSingle(vPos, vAngle);
 		iTotalPenetrations = 1;
 	}
 	
 #ifdef CSTRIKE
-	traceline( vPos, vPos + ( vAngle * wptTable[ self.weapon ].fRange ), MOVE_LAGGED | MOVE_HITMODEL, self);
+	traceline(vPos, vPos + (vAngle * wptTable[self.weapon].fRange), MOVE_LAGGED | MOVE_HITMODEL, self);
 #else
-	traceline( vPos, vPos + ( vAngle * 8196 ), MOVE_LAGGED | MOVE_HITMODEL, self);
+	traceline(vPos, vPos + (vAngle * 8196), MOVE_LAGGED | MOVE_HITMODEL, self);
 #endif
 
 	if (trace_fraction != 1.0) {
-		if ( trace_ent.takedamage == DAMAGE_YES ) {
+		if (trace_ent.takedamage == DAMAGE_YES) {
 #ifdef CSTRIKE
-			Damage_Apply( trace_ent, self, wptTable[ self.weapon ].iDamage, trace_endpos, FALSE );
+			Damage_Apply(trace_ent, self, wptTable[self.weapon].iDamage, trace_endpos, FALSE);
 #endif
 		}
 
-		if ( trace_ent.iBleeds == TRUE ) {
-			Effect_Impact( IMPACT_FLESH, trace_endpos, trace_plane_normal );
+		if (trace_ent.iBleeds == TRUE) {
+			Effect_Impact(IMPACT_FLESH, trace_endpos, trace_plane_normal);
 		} else {
-			string sTexture = getsurfacetexture( trace_ent, getsurfacenearpoint( trace_ent, trace_endpos ) );
+			string sTexture = getsurfacetexture(trace_ent, getsurfacenearpoint(trace_ent, trace_endpos));
 
-			switch( (float)hash_get( hashMaterials, sTexture ) ) { 
+			switch ((float)hash_get(hashMaterials, sTexture)) { 
 				case 'G':
 				case 'V':
-					Effect_Impact( IMPACT_METAL, trace_endpos, trace_plane_normal );
-					TraceAttack_Penetrate( trace_endpos + ( v_forward * 2 ), vAngle );
+					Effect_Impact(IMPACT_METAL, trace_endpos, trace_plane_normal);
+					TraceAttack_Penetrate(trace_endpos + (v_forward * 2), vAngle);
 					break;
 				case 'M':
 				case 'P':
-					Effect_Impact( IMPACT_METAL, trace_endpos, trace_plane_normal );
+					Effect_Impact(IMPACT_METAL, trace_endpos, trace_plane_normal);
 					break;
 				case 'D':
 				case 'W':
-					Effect_Impact( IMPACT_WOOD, trace_endpos, trace_plane_normal );
-					TraceAttack_Penetrate( trace_endpos + ( v_forward * 2 ), vAngle );
+					Effect_Impact(IMPACT_WOOD, trace_endpos, trace_plane_normal);
+					TraceAttack_Penetrate(trace_endpos + (v_forward * 2), vAngle);
 					break;
 				case 'Y':
-					Effect_Impact( IMPACT_GLASS, trace_endpos, trace_plane_normal );
+					Effect_Impact(IMPACT_GLASS, trace_endpos, trace_plane_normal);
 					break;
 				case 'N':
-					Effect_Impact( IMPACT_DEFAULT, trace_endpos, trace_plane_normal );
-					TraceAttack_Penetrate( trace_endpos + ( v_forward * 2 ), vAngle );
+					Effect_Impact(IMPACT_DEFAULT, trace_endpos, trace_plane_normal);
+					TraceAttack_Penetrate(trace_endpos + (v_forward * 2), vAngle);
 					break;
 				case 'T':
 				default:
-					Effect_Impact( IMPACT_DEFAULT, trace_endpos, trace_plane_normal );
+					Effect_Impact(IMPACT_DEFAULT, trace_endpos, trace_plane_normal);
 					break;
 			 }
 		}
@@ -139,19 +140,20 @@ TraceAttack_FireBullets
 Fire a given amount of shots
 =================
 */
-void TraceAttack_FireBullets( int iShots, vector vPos ) {
+void TraceAttack_FireBullets(int iShots, vector vPos)
+{
 	vector vDir;
 	makevectors(self.v_angle);
 
-	while ( iShots > 0 ) {
+	while (iShots > 0) {
 		iTotalPenetrations = 0;
 #ifdef CSTRIKE
-		vDir = aim( self, 100000 ) + Math_CRandom()*self.fAccuracy*v_right + Math_CRandom()*self.fAccuracy*v_up;
+		vDir = aim(self, 100000) + Math_CRandom()*self.fAccuracy*v_right + Math_CRandom()*self.fAccuracy*v_up;
 #else
-		vDir = aim( self, 100000 );
+		vDir = aim(self, 100000);
 #endif
-		TraceAttack_FireSingle( vPos, vDir );
-		TraceAttack_FireSingleLagged( vPos, vDir );
+		TraceAttack_FireSingle(vPos, vDir);
+		TraceAttack_FireSingleLagged(vPos, vDir);
 		iShots--;
 	}
 }
diff --git a/Source/server/valve.src b/Source/server/valve.src
index 5996ca8c..6167de5f 100755
--- a/Source/server/valve.src
+++ b/Source/server/valve.src
@@ -17,6 +17,7 @@ defs.h
 ../gs-entbase/server.src
 valve/monster_rat.cpp
 
+../shared/decals.c
 ../shared/effects.c
 ../shared/spraylogo.cpp
 
diff --git a/Source/server/valve/client.c b/Source/server/valve/client.c
index 2e1989c9..51b6d15b 100644
--- a/Source/server/valve/client.c
+++ b/Source/server/valve/client.c
@@ -78,7 +78,7 @@ void Game_PutClientInServer(void)
 
 	pl.classname = "player";
 	pl.health = self.max_health = 100;
-	//forceinfokey( self, "*dead", "0" );
+	//forceinfokey(self, "*dead", "0");
 	pl.takedamage = DAMAGE_YES;
 	pl.solid = SOLID_SLIDEBOX;
 	pl.movetype = MOVETYPE_WALK;
@@ -93,9 +93,9 @@ void Game_PutClientInServer(void)
 	pl.customphysics = Empty;
 	pl.vPain = Player_Pain;
 	pl.vDeath = Player_Death;
-	forceinfokey(pl, "*spec", "0" );
+	forceinfokey(pl, "*spec", "0");
 
-	if ( cvar( "sv_playerslots" ) == 1 ) {
+	if (cvar("sv_playerslots") == 1) {
 		Game_DecodeChangeParms();
 		if (startspot) {
 			setorigin(pl, Landmark_GetSpot());
@@ -119,41 +119,41 @@ void Game_PutClientInServer(void)
 
 void SV_SendChat(entity eSender, string sMessage, entity eEnt, float fType)
 {
-	WriteByte( MSG_MULTICAST, SVC_CGAMEPACKET );
-	WriteByte( MSG_MULTICAST, fType == 0 ? EV_CHAT:EV_CHAT_TEAM );
-	WriteByte( MSG_MULTICAST, num_for_edict( eSender ) - 1 ); 
-	WriteByte( MSG_MULTICAST, eSender.team ); 
-	WriteString( MSG_MULTICAST, sMessage );
+	WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
+	WriteByte(MSG_MULTICAST, fType == 0 ? EV_CHAT:EV_CHAT_TEAM);
+	WriteByte(MSG_MULTICAST, num_for_edict(eSender) - 1); 
+	WriteByte(MSG_MULTICAST, eSender.team); 
+	WriteString(MSG_MULTICAST, sMessage);
 	if (eEnt) {
 		msg_entity = eEnt;
-		multicast( [0,0,0], MULTICAST_ONE );
+		multicast([0,0,0], MULTICAST_ONE);
 	} else {
-		multicast( [0,0,0], MULTICAST_ALL );
+		multicast([0,0,0], MULTICAST_ALL);
 	}
 }
 
 void Game_ParseClientCommand(string cmd)
 {
-	tokenize( cmd );
+	tokenize(cmd);
 
-	/*if ( argv( 1 ) == "timeleft" ) {
-		float fTimeLeft = cvar( "mp_timelimit" ) - ( time / 60 );
-		Vox_Singlecast( self, sprintf( "we have %s minutes remaining", Vox_TimeToString( fTimeLeft ) ) );
+	/*if (argv(1) == "timeleft") {
+		float fTimeLeft = cvar("mp_timelimit") - (time / 60);
+		Vox_Singlecast(self, sprintf("we have %s minutes remaining", Vox_TimeToString(fTimeLeft)));
 		return;
 	}*/
 	
-	string chat = substring( cmd, 4, strlen( cmd ) - 4 );
+	string chat = substring(cmd, 4, strlen(cmd) - 4);
 
 	// Players talk to players, spectators to spectators.
-	if ( argv( 0 ) == "say" ) {
-		localcmd( sprintf( "echo %s: %s\n", self.netname, chat ) );
-		SV_SendChat( self, chat, world, 0 );
+	if (argv(0) == "say") {
+		localcmd(sprintf("echo %s: %s\n", self.netname, chat));
+		SV_SendChat(self, chat, world, 0);
 		return;
-	} else if ( argv( 0 ) == "say_team" ) {
-		localcmd( sprintf( "echo [TEAM %d] %s: %s\n", self.team, self.netname, chat ) );
-		for ( entity eFind = world; ( eFind = find( eFind, classname, "player" ) ); ) { 
-			if ( eFind.team == self.team ) {
-				SV_SendChat( self, chat, eFind, 1 );
+	} else if (argv(0) == "say_team") {
+		localcmd(sprintf("echo [TEAM %d] %s: %s\n", self.team, self.netname, chat));
+		for (entity eFind = world; (eFind = find(eFind, classname, "player"));) { 
+			if (eFind.team == self.team) {
+				SV_SendChat(self, chat, eFind, 1);
 			}
 		}
 		return;
diff --git a/Source/server/valve/damage.c b/Source/server/valve/damage.c
old mode 100755
new mode 100644
index 5f2bfa24..f7a2c37a
--- a/Source/server/valve/damage.c
+++ b/Source/server/valve/damage.c
@@ -13,16 +13,17 @@ Damage_CastOrbituary
 Sends a message to the clients to display a death message
 =================
 */
-void Damage_CastOrbituary( entity eAttacker, entity eTarget, float fWeapon) {
-	WriteByte( MSG_BROADCAST, SVC_CGAMEPACKET );
-	WriteByte( MSG_BROADCAST, EV_ORBITUARY );
-	WriteByte( MSG_BROADCAST, num_for_edict( eAttacker ) - 1 );
-	WriteByte( MSG_BROADCAST, eAttacker.team );
-	WriteByte( MSG_BROADCAST, num_for_edict( eTarget ) - 1 );
-	WriteByte( MSG_BROADCAST, eTarget.team );
-	WriteByte( MSG_BROADCAST, fWeapon );
+void Damage_CastOrbituary(entity eAttacker, entity eTarget, float fWeapon)
+{
+	WriteByte(MSG_BROADCAST, SVC_CGAMEPACKET);
+	WriteByte(MSG_BROADCAST, EV_ORBITUARY);
+	WriteByte(MSG_BROADCAST, num_for_edict(eAttacker) - 1);
+	WriteByte(MSG_BROADCAST, eAttacker.team);
+	WriteByte(MSG_BROADCAST, num_for_edict(eTarget) - 1);
+	WriteByte(MSG_BROADCAST, eTarget.team);
+	WriteByte(MSG_BROADCAST, fWeapon);
 	msg_entity = self;
-	multicast( [0,0,0], MULTICAST_ALL );
+	multicast([0,0,0], MULTICAST_ALL);
 }
 
 /*
@@ -35,7 +36,7 @@ Generic function that applies damage, pain and suffering
 void Damage_Apply(entity eTarget, entity eAttacker, float fDamage, vector vHitPos, int a)
 {
 	// Apply the damage finally
-	if ( eTarget.armor ) {
+	if (eTarget.armor) {
 		float flArmor;
 		float flNewDamage;
 
@@ -61,12 +62,12 @@ void Damage_Apply(entity eTarget, entity eAttacker, float fDamage, vector vHitPo
 	if (eTarget.health <= 0) {
 		if (eTarget.flags & FL_CLIENT) {
 			//eTarget.fDeaths++;
-			//forceinfokey( eTarget, "*deaths", ftos( eTarget.fDeaths ) );
+			//forceinfokey(eTarget, "*deaths", ftos(eTarget.fDeaths));
 		}
 
 		if ((eTarget.flags & FL_CLIENT) && (eAttacker.flags & FL_CLIENT)) {
 			eAttacker.frags++;
-			Damage_CastOrbituary(eAttacker, eTarget, eAttacker.weapon );
+			Damage_CastOrbituary(eAttacker, eTarget, eAttacker.weapon);
 		}
 	}
 
@@ -91,37 +92,38 @@ This verifies that the entity is actually able to receive some damage,
 from a plain geographical standpoint
 =================
 */
-float Damage_CheckAttack( entity eTarget, vector vAttackPos ) {
-	if ( eTarget.movetype == MOVETYPE_PUSH ) {
-		traceline( vAttackPos, 0.5 * ( eTarget.absmin + eTarget.absmax ), TRUE, self );
+float Damage_CheckAttack(entity eTarget, vector vAttackPos)
+{
+	if (eTarget.movetype == MOVETYPE_PUSH) {
+		traceline(vAttackPos, 0.5 * (eTarget.absmin + eTarget.absmax), TRUE, self);
 		
-		if ( trace_fraction == 1 ) {
+		if (trace_fraction == 1) {
 			return TRUE;
 		} 
-		if ( trace_ent == eTarget ) {
+		if (trace_ent == eTarget) {
 			return TRUE;
 		}
 		return FALSE;
 	}
 	
-	traceline( vAttackPos, eTarget.origin, TRUE, self );
-	if ( trace_fraction == 1 ) {
+	traceline(vAttackPos, eTarget.origin, TRUE, self);
+	if (trace_fraction == 1) {
 		return TRUE;
 	}
-	traceline( vAttackPos, eTarget.origin + '15 15 0', TRUE, self );
-	if ( trace_fraction == 1 ) {
+	traceline(vAttackPos, eTarget.origin + '15 15 0', TRUE, self);
+	if (trace_fraction == 1) {
 		return TRUE;
 	}
-	traceline( vAttackPos, eTarget.origin + '-15 -15 0', TRUE, self );
-	if ( trace_fraction == 1 ) {
+	traceline(vAttackPos, eTarget.origin + '-15 -15 0', TRUE, self);
+	if (trace_fraction == 1) {
 		return TRUE;
 	}
-	traceline( vAttackPos, eTarget.origin + '-15 15 0', TRUE, self );
-	if ( trace_fraction == 1 ) {
+	traceline(vAttackPos, eTarget.origin + '-15 15 0', TRUE, self);
+	if (trace_fraction == 1) {
 		return TRUE;
 	}
-	traceline( vAttackPos, eTarget.origin + '15 -15 0', TRUE, self );
-	if ( trace_fraction == 1 ) {
+	traceline(vAttackPos, eTarget.origin + '15 -15 0', TRUE, self);
+	if (trace_fraction == 1) {
 		return TRUE;
 	}
 
@@ -135,32 +137,33 @@ Damage_Radius
 Even more pain and suffering, mostly used for explosives
 =================
 */
-void Damage_Radius( vector vOrigin, entity eAttacker, float fDamage, float fRadius, int iCheckClip ) {
-	for ( entity eDChain = world; ( eDChain = findfloat( eDChain, takedamage, DAMAGE_YES ) ); ) {
+void Damage_Radius(vector vOrigin, entity eAttacker, float fDamage, float fRadius, int iCheckClip)
+{
+	for (entity eDChain = world; (eDChain = findfloat(eDChain, takedamage, DAMAGE_YES));) {
 		vector vecRealPos;
-		vecRealPos[0] = eDChain.absmin[0] + ( 0.5 * ( eDChain.absmax[0] - eDChain.absmin[0] ) );
-		vecRealPos[1] = eDChain.absmin[1] + ( 0.5 * ( eDChain.absmax[1] - eDChain.absmin[1] ) );
-		vecRealPos[2] = eDChain.absmin[2] + ( 0.5 * ( eDChain.absmax[2] - eDChain.absmin[2] ) );
+		vecRealPos[0] = eDChain.absmin[0] + (0.5 * (eDChain.absmax[0] - eDChain.absmin[0]));
+		vecRealPos[1] = eDChain.absmin[1] + (0.5 * (eDChain.absmax[1] - eDChain.absmin[1]));
+		vecRealPos[2] = eDChain.absmin[2] + (0.5 * (eDChain.absmax[2] - eDChain.absmin[2]));
 
-		float fDist = vlen( vOrigin - vecRealPos );
+		float fDist = vlen(vOrigin - vecRealPos);
 		//vector vPush;
 
-		if ( fDist > fRadius ) {
+		if (fDist > fRadius) {
 			continue;
 		}
 
-		if ( Damage_CheckAttack( eDChain, vOrigin ) || iCheckClip == FALSE ) {
-			float fDiff = vlen( vOrigin - vecRealPos );
+		if (Damage_CheckAttack(eDChain, vOrigin) || iCheckClip == FALSE) {
+			float fDiff = vlen(vOrigin - vecRealPos);
 
-			fDiff = ( fRadius - fDiff ) / fRadius;
+			fDiff = (fRadius - fDiff) / fRadius;
 			fDamage = rint(fDamage * fDiff);
 
-			if ( fDiff > 0 ) {
-				Damage_Apply( eDChain, eAttacker, fDamage, eDChain.origin, 0 );
-				/*if ( eDChain.movetype != MOVETYPE_NONE ) {
-					vPush = vectoangles( vecRealPos - vOrigin );
-					makevectors( vPush );
-					eDChain.velocity += ( v_forward * fDamage * 5 ) + ( v_up * fDamage * 2.5 );
+			if (fDiff > 0) {
+				Damage_Apply(eDChain, eAttacker, fDamage, eDChain.origin, 0);
+				/*if (eDChain.movetype != MOVETYPE_NONE) {
+					vPush = vectoangles(vecRealPos - vOrigin);
+					makevectors(vPush);
+					eDChain.velocity += (v_forward * fDamage * 5) + (v_up * fDamage * 2.5);
 				}*/
 			}
 			
diff --git a/Source/server/valve/input.c b/Source/server/valve/input.c
old mode 100755
new mode 100644
index ed959d69..5361489c
--- a/Source/server/valve/input.c
+++ b/Source/server/valve/input.c
@@ -25,7 +25,7 @@ void Input_Handle(void)
 		Weapons_Release();
 	}
 
-	if ( self.button5 ) {
+	if (self.button5) {
 		Player_UseDown(); 
 	} else {
 		Player_UseUp();
diff --git a/Source/server/valve/player.c b/Source/server/valve/player.c
index 6f50f929..b7b835d4 100644
--- a/Source/server/valve/player.c
+++ b/Source/server/valve/player.c
@@ -24,7 +24,7 @@ void Player_Death(void)
 UseWorkaround
 ====================
 */
-void UseWorkaround( entity eTarget )
+void UseWorkaround(entity eTarget)
 {
 	eActivator = self;
 	entity eOldSelf = self;
@@ -40,9 +40,9 @@ Player_UseDown
 */
 void Player_UseDown(void)
 {
-	if ( self.health <= 0 ) {
+	if (self.health <= 0) {
 		return;
-	} else if ( !( self.gflags & GF_USE_RELEASED ) ) {
+	} else if (!(self.gflags & GF_USE_RELEASED)) {
 		return;
 	}
 	
@@ -50,17 +50,17 @@ void Player_UseDown(void)
 
 	makevectors(self.v_angle);
 	vSource = self.origin + self.view_ofs;
-	traceline ( vSource, vSource + ( v_forward * 64 ), FALSE, self);
+	traceline (vSource, vSource + (v_forward * 64), FALSE, self);
 
 	if (trace_ent.PlayerUse) {
 		if (trace_ent.classname != "func_pushable") {
 			self.gflags &= ~GF_USE_RELEASED;
-			sound( self, CHAN_ITEM, "common/wpn_select.wav", 0.25, ATTN_IDLE );
+			sound(self, CHAN_ITEM, "common/wpn_select.wav", 0.25, ATTN_IDLE);
 		} 
 		
 		UseWorkaround(trace_ent);
 	} else {
-		sound( self, CHAN_ITEM, "common/wpn_denyselect.wav", 0.25, ATTN_IDLE );
+		sound(self, CHAN_ITEM, "common/wpn_denyselect.wav", 0.25, ATTN_IDLE);
 		self.gflags &= ~GF_USE_RELEASED;
 	}
 }
@@ -70,8 +70,8 @@ void Player_UseDown(void)
 Player_UseUp
 ====================
 */
-void Player_UseUp( void ) {
-	if ( !( self.gflags & GF_USE_RELEASED ) ) {
+void Player_UseUp(void) {
+	if (!(self.gflags & GF_USE_RELEASED)) {
 		self.gflags |= GF_USE_RELEASED;
 	}
 }
diff --git a/Source/server/valve/server.c b/Source/server/valve/server.c
index 317a2b5e..f40153b7 100644
--- a/Source/server/valve/server.c
+++ b/Source/server/valve/server.c
@@ -18,7 +18,6 @@ float Game_ConsoleCmd(string cmd)
 
 void Game_Worldspawn(void)
 {
-	precache_file("decals.wad");
 	precache_model("models/player.mdl");
 	Weapons_Init();
 }
diff --git a/Source/server/vox.c b/Source/server/vox.c
old mode 100755
new mode 100644
index 918346ed..e48365b7
--- a/Source/server/vox.c
+++ b/Source/server/vox.c
@@ -14,21 +14,22 @@ Assumes time in minutes.
 TODO: Actually output proper, tokenized strings for not just 1-10 minutes
 =================
 */
-string Vox_TimeToString( float fTime ) {
-	fTime = rint( fTime );
+string Vox_TimeToString(float fTime)
+{
+	fTime = rint(fTime);
 
-	switch ( fTime ) {
-		case 0: return "no"; 
-		case 1: return "one";	
-		case 2: return "two";	
-		case 3: return "three";	
-		case 4: return "four";	
-		case 5: return "five";	
-		case 6: return "six";	
-		case 7: return "seven";	
-		case 8: return "eight";	
-		case 9: return "nine";	
-		case 10: return "ten";	
+	switch (fTime) {
+		case 0: return "less than one";
+		case 1: return "one";
+		case 2: return "two";
+		case 3: return "three";
+		case 4: return "four";
+		case 5: return "five";
+		case 6: return "six";
+		case 7: return "seven";
+		case 8: return "eight";
+		case 9: return "nine";
+		case 10: return "ten";
 		default: return "over ten";
 	}
 }
@@ -40,13 +41,14 @@ Vox_Broadcast
 Broadcasts a VOX message to all players
 =================
 */
-void Vox_Broadcast( string sMessage ) {
-	localcmd( sprintf( "echo [VOX] Broadcast: %s\n", sMessage ) );
-	WriteByte( MSG_MULTICAST, SVC_CGAMEPACKET );
-	WriteByte( MSG_MULTICAST, EV_CHAT_VOX );
-	WriteString( MSG_MULTICAST, sMessage );
+void Vox_Broadcast(string sMessage)
+{
+	localcmd(sprintf("echo [VOX] Broadcast: %s\n", sMessage));
+	WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
+	WriteByte(MSG_MULTICAST, EV_CHAT_VOX);
+	WriteString(MSG_MULTICAST, sMessage);
 	msg_entity = world;
-	multicast( '0 0 0', MULTICAST_ALL );	
+	multicast([0,0,0], MULTICAST_ALL);	
 }
 
 /*
@@ -56,11 +58,12 @@ Vox_Singlecast
 Broadcasts a VOX message to one player
 =================
 */
-void Vox_Singlecast( entity eClient, string sMessage ) {
-	localcmd( sprintf( "echo [VOX] Singlecast to %s: %s\n", eClient.netname, sMessage ) );
-	WriteByte( MSG_MULTICAST, SVC_CGAMEPACKET );
-	WriteByte( MSG_MULTICAST, EV_CHAT_VOX );
-	WriteString( MSG_MULTICAST, sMessage );
+void Vox_Singlecast(entity eClient, string sMessage)
+{
+	localcmd(sprintf("echo [VOX] Singlecast to %s: %s\n", eClient.netname, sMessage));
+	WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
+	WriteByte(MSG_MULTICAST, EV_CHAT_VOX);
+	WriteString(MSG_MULTICAST, sMessage);
 	msg_entity = eClient;
-	multicast( '0 0 0', MULTICAST_ONE_R );	
+	multicast([0,0,0], MULTICAST_ONE_R);
 }
diff --git a/Source/shared/decals.c b/Source/shared/decals.c
new file mode 100644
index 00000000..e1e0f4f3
--- /dev/null
+++ b/Source/shared/decals.c
@@ -0,0 +1,54 @@
+
+
+#define DECALS_MAX 16
+
+#ifdef SSQC
+entity g_decals;
+void Decals_Init(void)
+{
+	entity nextdecal = spawn();
+	g_decals = nextdecal;
+	for ( int i = 0; i <= DECALS_MAX; i++ ) {
+		nextdecal.classname = "decal";
+		nextdecal.owner = spawn();
+		
+		if ( i == DECALS_MAX ) {
+			nextdecal.owner = g_decals;
+		} else {
+			nextdecal = nextdecal.owner;
+		}
+	}
+}
+
+entity Decals_Next(void)
+{
+	entity ret = g_decals;
+	g_decals = g_decals.owner;
+	return ret;
+}
+#endif
+
+void Decals_PlaceSmall(vector pos)
+{
+#ifdef CSQC
+	// TODO
+#else
+	entity decal = Decals_Next();
+	setorigin(decal, pos);
+	decal.texture = sprintf("{shot%d", floor(random(1,6)));
+	decal.think = infodecal;
+	decal.nextthink = time /*+ 0.1f*/;
+#endif
+}
+void Decals_PlaceBig(vector pos)
+{
+#ifdef CSQC
+	// TODO
+#else
+	entity decal = Decals_Next();
+	setorigin(decal, pos);
+	decal.texture = sprintf("{bigshot%d", floor(random(1,6)));
+	decal.think = infodecal;
+	decal.nextthink = time /*+ 0.1f*/;
+#endif
+}
diff --git a/Source/shared/effects.c b/Source/shared/effects.c
index 566b8195..70c9e31a 100755
--- a/Source/shared/effects.c
+++ b/Source/shared/effects.c
@@ -23,11 +23,13 @@ void Effect_CreateExplosion( vector vPos ) {
 	sound( eExplosion, CHAN_WEAPON, sprintf( "weapons/explode%d.wav", floor( random() * 3 ) + 3 ), 1, ATTN_NORM );
 
 	//eExplosion.think = Effect_CreateExplosion_Animate;
-	eExplosion.nextthink = time + 0.05f;
 	eExplosion.effects = EF_ADDITIVE;
 	eExplosion.drawmask = MASK_ENGINE;
 	eExplosion.maxframe = modelframecount( eExplosion.modelindex );
-	
+	eExplosion.loops = 0;
+	eExplosion.framerate = 20;
+	eExplosion.nextthink = time + 0.05f;
+
 	te_explosion( vPos );
 #endif
 }
@@ -112,39 +114,54 @@ void Effect_Impact( int iType, vector vPos, vector vNormal ) {
 	WriteCoord( MSG_MULTICAST, vNormal_z );
 	msg_entity = self;
 	multicast( vPos, MULTICAST_PVS );
+	
+	switch (iType) {
+		case IMPACT_MELEE:
+			Decals_PlaceSmall(vPos);
+			break;
+		default:
+			Decals_PlaceBig(vPos);
+			break;
+	}
 #else
-	switch ( iType ) {
+	switch (iType) {
 		case IMPACT_MELEE:
 			/*pointparticles( DECAL_SHOT, vPos, vNormal, 1 );
 			pointparticles( PARTICLE_PIECES_BLACK, vPos, vNormal, 1 );*/
 			pointsound( vPos, "weapons/knife_hitwall1.wav", 1, ATTN_STATIC );
+			//Decals_PlaceSmall(vPos);
 			break;
 		case IMPACT_EXPLOSION:
 			break;
 		case IMPACT_GLASS:
 			//pointparticles( DECAL_GLASS, vPos, vNormal, 1 );
 			pointparticles( PARTICLE_PIECES_BLACK, vPos, vNormal, 1 );
+			//Decals_PlaceBig(vPos);
 			break;
 		case IMPACT_WOOD:
 			//pointparticles( DECAL_SHOT, vPos, vNormal, 1 );
 			pointparticles( PARTICLE_SPARK, vPos, vNormal, 1 );
 			pointparticles( PARTICLE_PIECES_BLACK, vPos, vNormal, 1 );
 			pointparticles( PARTICLE_SMOKE_BROWN, vPos, vNormal, 1 );
+			//Decals_PlaceBig(vPos);
 			break;
 		case IMPACT_METAL:
 			//pointparticles( DECAL_SHOT, vPos, vNormal, 1 );
 			pointparticles( PARTICLE_SPARK, vPos, vNormal, 1 );
 			pointparticles( PARTICLE_SPARK, vPos, vNormal, 1 );
 			pointparticles( PARTICLE_PIECES_BLACK, vPos, vNormal, 1 );
+			//Decals_PlaceBig(vPos);
 			break;
 		case IMPACT_FLESH:
 			pointparticles( PARTICLE_BLOOD, vPos, vNormal, 1 );
+			//Decals_PlaceBig(vPos);
 			break;
 		case IMPACT_DEFAULT:
 			//pointparticles( DECAL_SHOT, vPos, vNormal, 1 );
 			pointparticles( PARTICLE_SPARK, vPos, vNormal, 1 );
 			pointparticles( PARTICLE_PIECES_BLACK, vPos, vNormal, 1 );
 			pointparticles( PARTICLE_SMOKE_GREY, vPos, vNormal, 1 );
+			//Decals_PlaceBig(vPos);
 			break;
 		default:
 	}
@@ -287,7 +304,8 @@ void Effect_BreakModel( vector vMins, vector vMaxs, vector vVel, float fStyle )
 }
 
 #ifdef CSQC
-float Effect_Decal( void ) {
+float Effect_Decal(void)
+{
 	adddecal( self.classname, self.origin, self.mins, self.maxs, self.color, 1.0f );
 	addentity( self );
 	return PREDRAW_NEXT;
diff --git a/Source/shared/valve/w_crowbar.c b/Source/shared/valve/w_crowbar.c
index 23cc63d6..3ed84cea 100644
--- a/Source/shared/valve/w_crowbar.c
+++ b/Source/shared/valve/w_crowbar.c
@@ -90,7 +90,6 @@ void w_crowbar_primary(void)
 	if (trace_fraction >= 1.0) {
 		pl.w_attack_next = 0.5f;
 	} else {
-		Weapons_PlaceDecal();
 		pl.w_attack_next = 0.25f;
 	}
 #else
@@ -109,6 +108,7 @@ void w_crowbar_primary(void)
 			Weapons_PlaySound(pl, 8, "weapons/cbar_hit2.wav", 1, ATTN_NORM);
 		}
 		pl.w_attack_next = 0.25f;
+		Effect_Impact(IMPACT_MELEE, trace_endpos, trace_plane_normal);
 	}
 #endif
 	pl.w_idle_next = 2.5f;
diff --git a/Source/shared/valve/weapons.c b/Source/shared/valve/weapons.c
index 5e06e244..a3619cd2 100644
--- a/Source/shared/valve/weapons.c
+++ b/Source/shared/valve/weapons.c
@@ -36,10 +36,6 @@ void Weapons_Init(void)
 			g_weapons[i].precache();
 		}
 	}
-	
-#ifdef SSQC
-	Decals_Init();
-#endif
 }
 
 void Weapons_Draw(void)
@@ -192,55 +188,6 @@ void Weapons_PlaySound(entity t, float ch, string s, float vol, float at)
 #endif
 }
 
-#ifdef SSQC
-entity g_decals;
-#define DECALS_MAX 16
-void Decals_Init(void)
-{
-	entity nextdecal = spawn();
-	g_decals = nextdecal;
-	for ( int i = 0; i <= DECALS_MAX; i++ ) {
-		nextdecal.classname = "decal";
-		nextdecal.owner = spawn();
-		
-		if ( i == DECALS_MAX ) {
-			nextdecal.owner = g_decals;
-		} else {
-			nextdecal = nextdecal.owner;
-		}
-	}
-}
-
-entity Decals_Next(void)
-{
-	entity ret = g_decals;
-	g_decals = g_decals.owner;
-	return ret;
-}
-#endif
-
-void Weapons_PlaceDecal(void)
-{
-#ifdef SSQC
-	entity decal = Decals_Next();
-	decal.think = infodecal;
-	decal.texture = sprintf("{shot%d", floor(random(1,6)));
-	decal.nextthink = time /*+ 0.1f*/;
-	setorigin(decal, trace_endpos);
-#endif
-}
-void Weapons_PlaceBigDecal(void)
-{
-#ifdef SSQC
-	entity decal = Decals_Next();
-	decal.think = infodecal;
-	decal.texture = sprintf("{bigshot%d", floor(random(1,6)));
-	decal.nextthink = time /*+ 0.1f*/;
-	setorigin(decal, trace_endpos);
-	Effect_Impact(IMPACT_DEFAULT, trace_endpos, trace_plane_normal);
-#endif
-}
-
 int Weapons_IsPresent(player pl, int w)
 {
 	if (pl.items & g_weapons[w].id) {
diff --git a/Source/shared/valve/weapons.h b/Source/shared/valve/weapons.h
index afd70924..90c6bba4 100644
--- a/Source/shared/valve/weapons.h
+++ b/Source/shared/valve/weapons.h
@@ -67,8 +67,8 @@ enum
 };
 
 void Weapons_DrawCrosshair(void);
-void Weapons_PlaceDecal(void);
-void Weapons_PlaceBigDecal(void);
+void Decals_PlaceSmall(vector pos);
+void Decals_PlaceBig(vector pos);
 void Weapons_MakeVectors(void);
 void Weapons_ViewAnimation(int i);
 void Weapons_ViewPunchAngle(vector add);
diff --git a/cstrike/csprogs.dat b/cstrike/csprogs.dat
index edddfcd7..4da07147 100644
Binary files a/cstrike/csprogs.dat and b/cstrike/csprogs.dat differ
diff --git a/cstrike/progs.dat b/cstrike/progs.dat
index d4918b69..c32d4e48 100644
Binary files a/cstrike/progs.dat and b/cstrike/progs.dat differ
diff --git a/valve/csprogs.dat b/valve/csprogs.dat
index 919b9174..65c8136f 100644
Binary files a/valve/csprogs.dat and b/valve/csprogs.dat differ
diff --git a/valve/glsl/default2d.glsl b/valve/glsl/default2d.glsl
index 782da22c..fdb4d2d5 100644
--- a/valve/glsl/default2d.glsl
+++ b/valve/glsl/default2d.glsl
@@ -1,6 +1,7 @@
 !!ver 100-450
 !!samps 1
 !!cvardf gl_fake16bit=0
+!!cvardf gl_monochrome=0
 
 //this shader is present for support for gles/gl3core contexts
 //it is single-texture-with-vertex-colours, and doesn't do anything special.
@@ -28,9 +29,16 @@ void main ()
 	f.rgb *= f.a;
 #endif
 	f *= texture2D(s_t0, tc);
+
 #if gl_fake16bit == 1
 	f.rgb = floor(f.rgb * vec3(32,64,32))/vec3(32,64,32);
 #endif
+
+#if gl_monochrome == 1
+		float m = (f.r + f.g + f.b) / 3.0f;
+		f.rgb = vec3(m,m,m);
+#endif
+
 	gl_FragColor = f;
 }
 #endif
diff --git a/valve/glsl/defaultadditivesprite.glsl b/valve/glsl/defaultadditivesprite.glsl
new file mode 100644
index 00000000..2f9b5f9d
--- /dev/null
+++ b/valve/glsl/defaultadditivesprite.glsl
@@ -0,0 +1,47 @@
+!!permu FOG
+!!samps 1
+!!cvardf gl_fake16bit=0
+!!cvardf gl_monochrome=0
+!!cvardf gl_brighten=0
+
+//meant to be used for additive stuff. presumably particles and sprites. though actually its only flashblend effects that use this at the time of writing.
+//includes fog, apparently.
+
+#include "sys/fog.h"
+#ifdef VERTEX_SHADER
+attribute vec2 v_texcoord;
+attribute vec4 v_colour;
+varying vec2 tc;
+varying vec4 vc;
+void main ()
+{
+	tc = v_texcoord;
+	vc = v_colour;
+	gl_Position = ftetransform();
+}
+#endif
+#ifdef FRAGMENT_SHADER
+varying vec2 tc;
+varying vec4 vc;
+uniform vec4 e_colourident;
+void main ()
+{
+	vec4 diffuse_f = texture2D(s_t0, tc);
+	
+
+#if gl_brighten == 1
+		diffuse_f.rgb += vec3(0.1f,0.1f,0.1f) * 0.9f;
+#endif
+
+#if gl_fake16bit == 1
+	diffuse_f.rgb = floor(diffuse_f.rgb * vec3(32,64,32))/vec3(32,64,32);
+#endif
+
+#if gl_monochrome == 1
+		float m = (diffuse_f.r + diffuse_f.g + diffuse_f.b) / 3.0f;
+		diffuse_f.rgb = vec3(m,m,m);
+#endif
+
+	gl_FragColor = fog4additive(diffuse_f * vc * e_colourident);
+}
+#endif
diff --git a/valve/glsl/defaultskin.glsl b/valve/glsl/defaultskin.glsl
index 9c24fe96..0020b378 100644
--- a/valve/glsl/defaultskin.glsl
+++ b/valve/glsl/defaultskin.glsl
@@ -5,6 +5,8 @@
 !!samps diffuse
 !!cvardf gl_affinemodels=0
 !!cvardf gl_fake16bit=0
+!!cvardf gl_monochrome=0
+!!cvardf gl_brighten=0
 
 #include "sys/defs.h"
 
@@ -58,9 +60,20 @@ varying vec3 light;
 		vec4 diffuse_f = texture2D(s_diffuse, tex_c);
 		diffuse_f.rgb *= light;
 		diffuse_f *= e_colourident;
+
+#if gl_brighten == 1
+		diffuse_f.rgb += vec3(0.1f,0.1f,0.1f) * 0.9f;
+#endif
+
 #if gl_fake16bit == 1
 		diffuse_f.rgb = floor(diffuse_f.rgb * vec3(32,64,32))/vec3(32,64,32);
 #endif
+
+#if gl_monochrome == 1
+		float m = (diffuse_f.r + diffuse_f.g + diffuse_f.b) / 3.0f;
+		diffuse_f.rgb = vec3(m,m,m);
+#endif
+
 		gl_FragColor = diffuse_f * e_colourident;
 	}
 #endif
diff --git a/valve/glsl/defaultskybox.glsl b/valve/glsl/defaultskybox.glsl
index 8292e5d1..4e7cf622 100644
--- a/valve/glsl/defaultskybox.glsl
+++ b/valve/glsl/defaultskybox.glsl
@@ -2,6 +2,8 @@
 !!permu FOG
 !!samps reflectcube
 !!cvardf gl_fake16bit=0
+!!cvardf gl_monochrome=0
+!!cvardf gl_brighten=0
 
 #include "sys/defs.h"
 #include "sys/fog.h"
@@ -19,9 +21,20 @@ void main ()
 void main ()
 {
 	vec4 skybox = textureCube(s_reflectcube, pos);
+
+#if gl_brighten == 1
+		skybox.rgb += vec3(0.1f,0.1f,0.1f) * 0.9f;
+#endif
+
 #if gl_fake16bit == 1
 	skybox.rgb = floor(skybox.rgb * vec3(32,64,32))/vec3(32,64,32);
 #endif
+
+#if gl_monochrome == 1
+		float m = (skybox.r + skybox.g + skybox.b) / 3.0f;
+		skybox.rgb = vec3(m,m,m);
+#endif
+
 	gl_FragColor = vec4(fog3(skybox.rgb), 1.0);
 }
 #endif
diff --git a/valve/glsl/defaultsprite.glsl b/valve/glsl/defaultsprite.glsl
index a13c7c80..b91fa7c5 100644
--- a/valve/glsl/defaultsprite.glsl
+++ b/valve/glsl/defaultsprite.glsl
@@ -1,6 +1,7 @@
 !!permu FOG
 !!samps 1
 !!cvardf gl_fake16bit=0
+!!cvardf gl_monochrome=0
 //used by both particles and sprites.
 //note the fog blending mode is all that differs from defaultadditivesprite
 
@@ -37,6 +38,11 @@ void main ()
 	col.rgb = floor(col.rgb * vec3(32,64,32))/vec3(32,64,32);
 #endif
 
+#if gl_monochrome == 1
+		float m = (col.r + col.g + col.b) / 3.0f;
+		col.rgb = vec3(m,m,m);
+#endif
+
 	gl_FragColor = col;
 }
 #endif
diff --git a/valve/glsl/defaultwall.glsl b/valve/glsl/defaultwall.glsl
index 0a47e752..dce06ab7 100644
--- a/valve/glsl/defaultwall.glsl
+++ b/valve/glsl/defaultwall.glsl
@@ -1,6 +1,8 @@
 !!ver 110
 !!samps diffuse lightmap
 !!cvardf gl_fake16bit=0
+!!cvardf gl_monochrome=0
+!!cvardf gl_brighten=0
 
 #include "sys/defs.h"
 
@@ -39,9 +41,19 @@ varying vec2 lm_c;
 		diffuse_f.rgb *= light.rgb;
 		diffuse_f *= e_colourident;
 
+#if gl_brighten == 1
+		diffuse_f.rgb += vec3(0.1f,0.1f,0.1f) * 0.9f;
+#endif
+
 #if gl_fake16bit == 1
 		diffuse_f.rgb = floor(diffuse_f.rgb * vec3(32,64,32))/vec3(32,64,32);
 #endif
+
+#if gl_monochrome == 1
+		float m = (diffuse_f.r + diffuse_f.g + diffuse_f.b) / 3.0f;
+		diffuse_f.rgb = vec3(m,m,m);
+#endif
+
 		gl_FragColor = diffuse_f;
 	}
 #endif
diff --git a/valve/glsl/defaultwarp.glsl b/valve/glsl/defaultwarp.glsl
new file mode 100644
index 00000000..b8f15311
--- /dev/null
+++ b/valve/glsl/defaultwarp.glsl
@@ -0,0 +1,60 @@
+!!ver 100 450
+!!permu FOG
+!!cvarf r_wateralpha
+!!samps diffuse lightmap
+!!cvardf gl_fake16bit=0
+!!cvardf gl_monochrome=0
+
+#include "sys/defs.h"
+
+//this is the shader that's responsible for drawing default q1 turbulant water surfaces
+//this is expected to be moderately fast.
+
+#include "sys/fog.h"
+varying vec2 tc;
+#ifdef LIT
+varying vec2 lm0;
+#endif
+#ifdef VERTEX_SHADER
+void main ()
+{
+	tc = v_texcoord.st;
+	#ifdef FLOW
+	tc.s += e_time * -0.5;
+	#endif
+	#ifdef LIT
+	lm0 = v_lmcoord;
+	#endif
+	gl_Position = ftetransform();
+}
+#endif
+#ifdef FRAGMENT_SHADER
+#ifndef ALPHA
+uniform float cvar_r_wateralpha;
+#define USEALPHA cvar_r_wateralpha
+#else
+#define USEALPHA float(ALPHA)
+#endif
+void main ()
+{
+	vec2 ntc;
+	ntc.s = tc.s + sin(tc.t+e_time)*0.125;
+	ntc.t = tc.t + sin(tc.s+e_time)*0.125;
+	vec3 ts = vec3(texture2D(s_diffuse, ntc));
+
+#ifdef LIT
+	ts *= (texture2D(s_lightmap, lm0) * e_lmscale).rgb;
+#endif
+
+#if gl_fake16bit == 1
+		ts.rgb = floor(ts.rgb * vec3(32,64,32))/vec3(32,64,32);
+#endif
+
+#if gl_monochrome == 1
+		float m = (ts.r + ts.g + ts.b) / 3.0f;
+		ts.rgb = vec3(m,m,m);
+#endif
+
+	gl_FragColor = fog4(vec4(ts, USEALPHA) * e_colourident);
+}
+#endif
diff --git a/valve/menu.dat b/valve/menu.dat
index fd352500..6c4698f9 100644
Binary files a/valve/menu.dat and b/valve/menu.dat differ
diff --git a/valve/progs.dat b/valve/progs.dat
index 1cbedf0c..399c1467 100644
Binary files a/valve/progs.dat and b/valve/progs.dat differ