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

float modelindex_eyes, modelindex_player;
string (string version) setversion =
{
  version = "0.125 beta \n";
  return(version);
};
/*
=============================================================================

        LEVEL CHANGING / INTERMISSION

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

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



void() SetChangeParms =
{
  if (self.health <= 0)
  {
    SetNewParms ();
    return;
  }

// remove items
  self.items = self.items - (self.items & 
  (IT_KEY1 | IT_KEY2 | IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD) );
  
// cap super health
  if (self.health > 100)
    self.health = 100;
  if (self.health < 50)
    self.health = 50;
  parm1 = self.items;
  parm2 = self.health;
  parm3 = self.armorvalue;
  if (self.ammo_shells < 25)
    parm4 = 25;
  else
    parm4 = self.ammo_shells;
  parm5 = self.ammo_nails;
  parm6 = self.ammo_rockets;
  parm7 = self.ammo_cells;
  parm8 = self.weapon;
  parm9 = self.armortype * 100;
  parm10 = playerexp;
};

void() SetNewParms =
{
  parm1 = IT_SHOTGUN | IT_AXE;
  parm2 = 100;
  parm3 = 0;
  parm4 = 25;
  parm5 = 0;
  parm6 = 0;
  parm7 = 0;
  parm8 = 1;
  parm9 = 0;
  parm10 = 0;
};

void() DecodeLevelParms =
{
  if (serverflags)
  {
    if (world.model == "maps/start.bsp")
      SetNewParms ();   // take away all stuff on starting new episode
  }
  
  self.items = parm1;
  self.health = parm2;
  self.armorvalue = parm3;
  self.ammo_shells = parm4;
  self.ammo_nails = parm5;
  self.ammo_rockets = parm6;
  self.ammo_cells = parm7;
  self.weapon = parm8;
  self.armortype = parm9 * 0.01;
  playerexp = parm10;
};

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

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

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

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


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


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

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

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

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

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

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

  GotoNextMap();
};

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

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

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

void() execute_changelevel =
{
  local entity  pos;

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

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

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

  WriteByte (MSG_ALL, SVC_INTERMISSION);
};


void() changelevel_touch =
{
  local entity  pos;

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

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

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

  SUB_UseTargets ();

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

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

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


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

        PLAYER GAME EDGE FUNCTIONS

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

void() set_suicide_frame;

// called by ClientKill and DeadThink
void() respawn =
{
  if (coop)
  {
    // make a copy of the dead body for appearances sake
    CopyToBodyQue (self);
    // get the spawn parms as they were at level start
    setspawnparms (self);
    // respawn    
    PutClientInServer ();
  }
  else if (deathmatch)
  {
    // make a copy of the dead body for appearances sake
    CopyToBodyQue (self);
    // set default spawn parms
    SetNewParms ();
    // respawn    
    PutClientInServer ();
  }
  else
  { // restart the entire server
    localcmd ("restart\n");
  }
};


/*
============
ClientKill

Player entered the suicide command
============
*/
void() ClientKill =
{
  bprint (self.netname);
  bprint (" suicides\n");
  set_suicide_frame ();
  self.modelindex = modelindex_player;
  self.frags = self.frags - 2;  // extra penalty
  respawn ();
};

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

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

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

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

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

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


void() PutClientInServer =
{
  local entity spot;
  spot = SelectSpawnPoint ();

  self.classname = "player";
  self.health = 100;
  self.takedamage = DAMAGE_AIM;
  self.solid = SOLID_SLIDEBOX;
  self.movetype = MOVETYPE_WALK;
  self.show_hostile = 0;
  self.max_health = 100;
  self.flags = FL_CLIENT;
  self.air_finished = time + 12;
  self.dmg = 2;       // initial water damage
  self.super_damage_finished = 0;
  self.radsuit_finished = 0;
  self.invisible_finished = 0;
  self.invincible_finished = 0;
  self.effects = 0;
  self.invincible_time = 0;
  DecodeLevelParms ();

  W_SetCurrentAmmo ();

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

  self.origin = spot.origin + '0 0 1';
  self.angles = spot.angles;
  self.fixangle = TRUE;   // turn this way immediately

// oh, this is a hack!
  setmodel (self, "progs/eyes.mdl");
  modelindex_eyes = self.modelindex;

  setmodel (self, "progs/player.mdl");
  modelindex_player = self.modelindex;

  setsize (self, VEC_HULL_MIN, VEC_HULL_MAX);
  
  self.view_ofs = '0 0 22';
  player_stand1 ();
  
  if (deathmatch || coop)
  {
    makevectors(self.angles);
    spawn_tfog (self.origin + v_forward*20);
  }
  spawn_tdeath (self.origin, self);
};


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

        QUAKED FUNCTIONS

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


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


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


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

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

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

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

RULES

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

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

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

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

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

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

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

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

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

void() PlayerDeathThink =
{
  local entity  old_self;
  local float   forward;

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

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

// wait for any button down
  if (!self.button2 && !self.button1 && !self.button0)
    return;

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


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

// play swiming sound
    if (self.swim_flag < time)
    {
      self.swim_flag = time + 1;
      if (random() < 0.5)
        sound (self, CHAN_BODY, "misc/water1.wav", 1, ATTN_NORM);
      else
        sound (self, CHAN_BODY, "misc/water2.wav", 1, ATTN_NORM);
    }

    return;
  }

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

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

  self.flags = self.flags - (self.flags & FL_JUMPRELEASED);

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


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

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

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

  if (self.waterlevel != 3)
  {
    if (self.air_finished < time)
      sound (self, CHAN_VOICE, "player/gasp2.wav", 1, ATTN_NORM);
    else if (self.air_finished < time + 9)
      sound (self, CHAN_VOICE, "player/gasp1.wav", 1, ATTN_NORM);
    self.air_finished = time + 12;
    self.dmg = 2;
  }
  else if (self.air_finished < time)
  { // drown!
    if (self.pain_finished < time)
    {
      self.dmg = self.dmg + 2;
      if (self.dmg > 15)
        self.dmg = 10;
      T_Damage (self, world, world, self.dmg);
      self.pain_finished = time + 1;
    }
  }
  
  if (!self.waterlevel)
  {
    if (self.flags & FL_INWATER)
    { 
      // play leave water sound
      sound (self, CHAN_BODY, "misc/outwater.wav", 1, ATTN_NORM);
      self.flags = self.flags - FL_INWATER;
    }
    return;
  }

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

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

// player enter water sound

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

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

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

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


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

Called every frame before physics are run
================
*/
void() PlayerPreThink =
{
  local float mspeed, aspeed;
  local float r;

  if (intermission_running)
  {
    IntermissionThink (); // otherwise a button could be missed between
    return;         // the think tics
  }

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

  makevectors (self.v_angle);   // is this still used

  CheckRules ();
  WaterMove ();

  if (self.waterlevel == 2)
    CheckWaterJump ();

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

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

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

  if(time > self.attack_finished && self.currentammo == 0 && self.weapon != IT_AXE)
  {
    self.weapon = W_BestWeapon ();
    W_SetCurrentAmmo ();
  }
};
  
/*
================
CheckPowerups

Check for turning off powerups
================
*/
void() CheckPowerups =
{
  local string version;
  if (firsttime == 0)
  {
    version = setversion(version);
    sprint(self,"хере ист дер ултиматиже синглеплаыер╜яуаке╜патцх\n News: Experience,Levelups,more Intelligence\n жерсион╨");
    sprint(self,version);
    CheckLevelUp();
    firsttime = 1;
  }
  if (self.health <= 0)
    return;

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


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

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

// invincibility
  if (self.invincible_finished)
  {
// sound and screen flash when items starts to run out
    if (self.invincible_finished < time + 3)
    {
      if (self.invincible_time == 1)
      {
        sprint (self, "Protection is almost burned out\n");
        stuffcmd (self, "bf\n");
        sound (self, CHAN_AUTO, "items/protect2.wav", 1, ATTN_NORM);
        self.invincible_time = time + 1;
      }
      
      if (self.invincible_time < time)
      {
        self.invincible_time = time + 1;
        stuffcmd (self, "bf\n");
      }
    }
    
    if (self.invincible_finished < time)
    { // just stopped
      self.items = self.items - IT_INVULNERABILITY;
      self.invincible_time = 0;
      self.invincible_finished = 0;
    }
    if (self.invincible_finished > time)
      self.effects = self.effects | EF_DIMLIGHT;
    else
      self.effects = self.effects - (self.effects & EF_DIMLIGHT);
  }

// super damage
  if (self.super_damage_finished)
  {

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

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

    if (self.super_damage_finished < time)
    { // just stopped
      self.items = self.items - IT_QUAD;
      self.super_damage_finished = 0;
      self.super_time = 0;
    }
    if (self.super_damage_finished > time)
      self.effects = self.effects | EF_DIMLIGHT;
    else
      self.effects = self.effects - (self.effects & EF_DIMLIGHT);
  } 

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

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

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

};


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

Called every frame after physics are run
================
*/
void() PlayerPostThink =
{
  local float mspeed, aspeed;
  local float r;

  if (self.view_ofs == '0 0 0')
    return;   // intermission or finale
  if (self.deadflag)
    return;
    
// do weapon stuff

  W_WeaponFrame ();

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

    self.jump_flag = 0;
  }

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

  CheckPowerups ();
};


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

called when a player connects to a server
============
*/
void() ClientConnect =
{
  bprint (self.netname);
  bprint (" entered the game\n");
  
// a client connecting during an intermission can cause problems
  if (intermission_running)
    ExitIntermission ();
};


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

called when a player disconnects from a server
============
*/
void() ClientDisconnect =
{
  if (gameover)
    return;
  // if the level end trigger has been activated, just return
  // since they aren't *really* leaving

  // let everyone else know
  bprint (self.netname);
  bprint (" left the game with ");
  bprint (ftos(self.frags));
  bprint (" frags\n");
  sound (self, CHAN_BODY, "player/tornoff2.wav", 1, ATTN_NONE);
  set_suicide_frame ();
};

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

called when a player dies
============
*/
void(entity targ, entity attacker) ClientObituary =
{
  local float rnum;
  local string deathstring, deathstring2;
  rnum = random();

  if (targ.classname == "player")
  {
    if (attacker.classname == "teledeath")
    {
      bprint (targ.netname);
      bprint (" was telefragged by ");
      bprint (attacker.owner.netname);
      bprint ("\n");

      attacker.owner.frags = attacker.owner.frags + 1;
      return;
    }

    if (attacker.classname == "teledeath2")
    {
      bprint ("Satan's power deflects ");
      bprint (targ.netname);
      bprint ("'s telefrag\n");

      targ.frags = targ.frags - 1;
      return;
    }

    if (attacker.classname == "player")
    {
      if (targ == attacker)
      {
        // killed self
        attacker.frags = attacker.frags - 1;
        bprint (targ.netname);
        
        if (targ.weapon == 64 && targ.waterlevel > 1)
        {
          bprint (" discharges into the water.\n");
          return;
        }
        if (targ.weapon == IT_GRENADE_LAUNCHER)
          bprint (" tries to put the pin back in\n");
        else
          bprint (" becomes bored with life\n");
        return;
      }
      else if ( (teamplay == 2) && (targ.team > 0)&&(targ.team == attacker.team) )
      {
        if (rnum < 0.25)
          deathstring = " mows down a teammate\n";
        else if (rnum < 0.50)
          deathstring = " checks his glasses\n";
        else if (rnum < 0.75)
          deathstring = " gets a frag for the other team\n";
        else
          deathstring = " loses another friend\n";
        bprint (attacker.netname);
        bprint (deathstring);
        attacker.frags = attacker.frags - 1;
        return;
      }
      else
      {
        attacker.frags = attacker.frags + 1;

        rnum = attacker.weapon;
        if (rnum == IT_AXE)
        {
          deathstring = " was ax-murdered by ";
          deathstring2 = "\n";
        }
        if (rnum == IT_SHOTGUN)
        {
          deathstring = " chewed on ";
          deathstring2 = "'s boomstick\n";
        }
        if (rnum == IT_SUPER_SHOTGUN)
        {
          deathstring = " ate 2 loads of ";
          deathstring2 = "'s buckshot\n";
        }
        if (rnum == IT_NAILGUN)
        {
          deathstring = " was nailed by ";
          deathstring2 = "\n";
        }
        if (rnum == IT_SUPER_NAILGUN)
        {
          deathstring = " was punctured by ";
          deathstring2 = "\n";
        }
        if (rnum == IT_GRENADE_LAUNCHER)
        {
          deathstring = " eats ";
          deathstring2 = "'s pineapple\n";
          if (targ.health < -40)
          {
            deathstring = " was gibbed by ";
            deathstring2 = "'s grenade\n";
          }
        }
        if (rnum == IT_ROCKET_LAUNCHER)
        {
          deathstring = " rides ";
          deathstring2 = "'s rocket\n";
          if (targ.health < -40)
          {
            deathstring = " was gibbed by ";
            deathstring2 = "'s rocket\n" ;
          }
        }
        if (rnum == IT_LIGHTNING)
        {
          deathstring = " accepts ";
          if (attacker.waterlevel > 1)
            deathstring2 = "'s discharge\n";
          else
            deathstring2 = "'s shaft\n";
        }
        bprint (targ.netname);
        bprint (deathstring);
        bprint (attacker.netname);
        bprint (deathstring2);
      }
      return;
    }
    else
    {
      targ.frags = targ.frags - 1;
      bprint (targ.netname);

      // killed by a montser?
      if (attacker.flags & FL_MONSTER)
      {
        if (attacker.classname == "monster_army")
          bprint (" was shot by a Grunt\n");
        if (attacker.classname == "monster_demon1")
          bprint (" was eviscerated by a Fiend\n");
        if (attacker.classname == "monster_dog")
          bprint (" was mauled by a Rottweiler\n");
        if (attacker.classname == "monster_dragon")
          bprint (" was fried by a Dragon\n");
        if (attacker.classname == "monster_enforcer")
          bprint (" was blasted by an Enforcer\n");
        if (attacker.classname == "monster_fish")
          bprint (" was fed to the Rotfish\n");
        if (attacker.classname == "monster_hell_knight")
          bprint (" was slain by a Death Knight\n");
        if (attacker.classname == "monster_knight")
          bprint (" was slashed by a Knight\n");
        if (attacker.classname == "monster_ogre")
          bprint (" was destroyed by an Ogre\n");
        if (attacker.classname == "monster_oldone")
          bprint (" became one with Shub-Niggurath\n");
        if (attacker.classname == "monster_shalrath")
          bprint (" was exploded by a Vore\n");
        if (attacker.classname == "monster_shambler")
          bprint (" was smashed by a Shambler\n");
        if (attacker.classname == "monster_tarbaby")
          bprint (" was slimed by a Spawn\n");
        if (attacker.classname == "monster_vomit")
          bprint (" was vomited on by a Vomitus\n");
        if (attacker.classname == "monster_wizard")
          bprint (" was scragged by a Scrag\n");
        if (attacker.classname == "monster_zombie")
          bprint (" joins the Zombies\n");

        return;
      }

      // tricks and traps
      if (attacker.classname == "explo_box")
      {
        bprint (" blew up\n");
        return;
      }
      if (attacker.solid == SOLID_BSP && attacker != world)
      { 
        bprint (" was squished\n");
        return;
      }
      if (attacker.classname == "trap_shooter" || attacker.classname == "trap_spikeshooter")
      {
        bprint (" was spiked\n");
        return;
      }
      if (attacker.classname == "fireball")
      {
        bprint (" ate a lavaball\n");
        return;
      }
      if (attacker.classname == "trigger_changelevel")
      {
        bprint (" tried to leave\n");
        return;
      }

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

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

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