/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.

This file is part of Quake III Arena source code.

Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.

Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/
//
// g_combat.c

#include "g_local.h"


/*
============
ScorePlum
============
*/
void ScorePlum( gentity_t *ent, vec3_t origin, int score ) {
	gentity_t *plum;

	plum = G_TempEntity( origin, EV_SCOREPLUM );
	// only send this temp entity to a single client
	plum->r.svFlags |= SVF_SINGLECLIENT;
	plum->r.singleClient = ent->s.number;
	//
	plum->s.otherEntityNum = ent->s.number;
	plum->s.time = score;
}

/*
============
AddScore

Adds score to both the client and his team
============
*/

void AddScore( gentity_t *ent, vec3_t origin, int score ) {

	if ( !ent->client ) {
		return;
	}
	// no scoring during pre-match warmup
	if ( level.warmupTime ) {
		return;
	}
	// show score plum
	ScorePlum(ent, origin, score);
	//
	ent->client->ps.persistant[PERS_SCORE] += score;
	if ( g_gametype.integer == GT_TEAM )
		level.teamScores[ ent->client->ps.persistant[PERS_TEAM] ] += score;
	CalculateRanks();
}

#define MINIMUM_TECH_DROP 5
#define MAXIMUM_TECH_DROP 12

/*
=================
TossClientItems

Toss the weapon and powerups for the killed player
=================
*/
void TossClientItems( gentity_t *self ) {
	gitem_t		*item;
	int			weapon;
	float		angle;
	int			i;
	gentity_t	*drop;
	// riotmod begin
	int		bullets;
	int		shells;
	int 		grenades;
	int 		kcells;
	int		nanomachines;
	int		heal;
	int		telefrags;
	int		tech;
	int		chance;
	gitem_t		*nuke;
	// riotmod end
	

	// drop the weapon if not a gauntlet or machinegun
	weapon = self->s.weapon;

	// make a special check to see if they are changing to a new
	// weapon that isn't the mg or gauntlet.  Without this, a client
	// can pick up a weapon, be killed, and not drop the weapon because
	// their weapon change hasn't completed yet and they are still holding the MG.
	if ( weapon == WP_MACHINEGUN || weapon == WP_GRAPPLING_HOOK ) {
		if ( self->client->ps.weaponstate == WEAPON_DROPPING ) {
			weapon = self->client->pers.cmd.weapon;
		}
		if ( !( self->client->ps.stats[STAT_WEAPONS] & ( 1 << weapon ) ) ) {
			weapon = WP_NONE;
		}
	}

	// riotmod begin

	if( (weapon == WP_MACHINEGUN)||(weapon == WP_GAUNTLET)||(weapon == WP_GRAPPLING_HOOK)||(weapon == WP_PULSE)||(weapon == WP_HOMING)||(weapon == WP_FAST_MACHINEGUN) ){
		weapon = WP_NONE;
	}

	/*
	if ( weapon > WP_MACHINEGUN && weapon != WP_GRAPPLING_HOOK && 
		self->client->ps.ammo[ weapon ] ) {
		// find the item type for this weapon
		item = BG_FindItemForWeapon( weapon );

		// spawn the item
		Drop_Item( self, item, 0 );
	}
	*/

	// If the client's got a TacNuke, drop it
	if(self->client->ps.ammo[WP_BFG]>=1){
		nuke = BG_FindItemForWeapon( WP_BFG );
		Drop_Item( self, nuke, 0 );
	}

	// find the item type for the backpack
	item = BG_FindItemForWeapon(WP_BACKPACK);
	// spawn the backpack
	drop = Drop_Item( self, item, 0 );
	// fill the backpack with the player's weapon information:
	// count is used for weapon info, damage for MG-ammo and SG-ammo,
	// health for GL-ammo and RL-ammo, splashdamage for LG-ammo and
	// RAIL-ammo, and splashradius for PLASMA and BFG-ammo

	//drop->count = weapon;

	/*drop->damage =
	   ((self->client->ps.ammo[WP_MACHINEGUN] & 0x00FF) << 8) +
	   (self->client->ps.ammo[WP_SHOTGUN] & 0x00FF);
	drop->health =
	   ((self->client->ps.ammo[WP_GRENADE_LAUNCHER] & 0x00FF) << 8) +
	   (self->client->ps.ammo[WP_ROCKET_LAUNCHER] & 0x00FF);
	drop->splashDamage =
	   ((self->client->ps.ammo[WP_LIGHTNING] & 0x00FF) << 8) +
	   (self->client->ps.ammo[WP_RAILGUN] & 0x00FF);
	drop->splashRadius =
	   ((self->client->ps.ammo[WP_PLASMAGUN] & 0x00FF) << 8) +
	   (self->client->ps.ammo[WP_BFG] & 0x00FF);*/

	grenades = self->client->ps.ammo[WP_GRENADE_LAUNCHER];
	if(grenades>1){ grenades=1; }

	kcells = self->client->ps.ammo[WP_PLASMAGUN];
	if(kcells>10){ kcells=10; }

	nanomachines = self->client->ps.ammo[WP_LIGHTNING];
	if(nanomachines>50){ nanomachines=50; }

	// random heal/armor amount
	heal = (rand() % 5) + 1;

	telefrags = self->client->ps.ammo[WP_RAILGUN];
	if(telefrags>5){ telefrags=5; }

	bullets = self->client->ps.ammo[WP_MACHINEGUN];
	if(bullets>25){ bullets=25; }

	shells = self->client->ps.ammo[WP_SHOTGUN];
	if(shells>5){ shells=5; }

	//tech = 1;
	/*tech = rand() % 4;

	chance = (rand() % 100) + 1;
	if(chance>95){ tech = 4; }	// Give 'em Medical Tech
	chance = (rand() % 100) + 1;
	if(chance>98){ tech = 5; }	// Give 'em Flight Tech
	chance = (rand() % 100) + 1;
	if(chance>=99){ tech = 6; }	// Give 'em a TacNuke*/
/*
	if(self->client->tech_count>12){
		tech = 12 + ((rand() % 5)+1);
	} else {
		tech = self->client->tech_count + ((rand() % 5)+1);
	}
	tech = tech + (self->client->tech_level * 2);
*/

	//tech = self->client->tech_count + ((rand() % 5)+1);

	//tech = self->client->tech_count;
	//if(tech<MINIMUM_TECH_DROP){ tech = MINIMUM_TECH_DROP; }

	if(self->client->tech_level==0){
		tech = self->client->tech_count + self->client->tech_value + 5;
	} else if(self->client->tech_level==1){
		tech = self->client->tech_count + self->client->tech_value + 10;
	} else {
		tech = self->client->tech_count + self->client->tech_value + (5 * self->client->tech_level);
	}

	//tech = self->client->tech_value + (self->client->tech_count * self->client->tech_level);
	if(tech<MINIMUM_TECH_DROP){ tech = MINIMUM_TECH_DROP; }
	//if(tech>MAXIMUM_TECH_DROP){ tech = MAXIMUM_TECH_DROP; }

	// active powers add to a powerball's value
	if(self->client->ps.powerups[PW_QUAD]>level.time){ tech = tech + 10; }
	if(self->client->ps.powerups[PW_BATTLESUIT]>level.time){ tech = tech + 10; }
	if(self->client->ps.powerups[PW_INVIS]>level.time){ tech = tech + 20; }
	if(self->client->ps.powerups[PW_HASTE]>level.time){ tech = tech + 10; }
	if(self->client->ps.powerups[PW_REGEN]>level.time){ tech = tech + 10; }

	drop->count =
	   ((weapon & 0x00FF) << 8) +
	   (self->client->tech_level & 0x00FF);
	drop->damage =
	   ((bullets & 0x00FF) << 8) +
	   (shells & 0x00FF);
	drop->health =
	   ((grenades & 0x00FF) << 8) +
	   (tech & 0x00FF);
	drop->splashDamage =
	   ((nanomachines & 0x00FF) << 8) +
	   (telefrags & 0x00FF);
	drop->splashRadius =
	   ((kcells & 0x00FF) << 8) +
	   (heal & 0x00FF);

	self->client->tech_value = 0;
	self->client->tech_level = 0;
	self->client->tech_count = 0;

	// check to see if we should drop a bonus item
	//chance = (rand() % 100) + 1;
	//if(chance>=95){
	//	bchance = (rand() % 100) + 1;
	//	if(bchance<=30){
	//		bonus = BG_FindItem("Personal Teleporter");
	//	} else {
	//		bonus = BG_FindItem("Medkit");
	//	}
	//	bdrop = Drop_Item( self, bonus, 0 );
	//}

	// riotmod end

	// riotmod begin
	/*
	// drop all the powerups if not in teamplay
	if ( g_gametype.integer != GT_TEAM ) {
		angle = 45;
		for ( i = 1 ; i < PW_NUM_POWERUPS ; i++ ) {
			if ( self->client->ps.powerups[ i ] > level.time ) {
				item = BG_FindItemForPowerup( i );
				if ( !item ) {
					continue;
				}
				drop = Drop_Item( self, item, angle );
				// decide how many seconds it has left
				drop->count = ( self->client->ps.powerups[ i ] - level.time ) / 1000;
				if ( drop->count < 1 ) {
					drop->count = 1;
				}
				angle += 45;
			}
		}
	}
	*/
	// riotmod end
}

#ifdef MISSIONPACK

/*
=================
TossClientCubes
=================
*/
extern gentity_t	*neutralObelisk;

void TossClientCubes( gentity_t *self ) {
	gitem_t		*item;
	gentity_t	*drop;
	vec3_t		velocity;
	vec3_t		angles;
	vec3_t		origin;

	self->client->ps.generic1 = 0;

	// this should never happen but we should never
	// get the server to crash due to skull being spawned in
	if (!G_EntitiesFree()) {
		return;
	}

	if( self->client->sess.sessionTeam == TEAM_RED ) {
		item = BG_FindItem( "Red Cube" );
	}
	else {
		item = BG_FindItem( "Blue Cube" );
	}

	angles[YAW] = (float)(level.time % 360);
	angles[PITCH] = 0;	// always forward
	angles[ROLL] = 0;

	AngleVectors( angles, velocity, NULL, NULL );
	VectorScale( velocity, 150, velocity );
	velocity[2] += 200 + crandom() * 50;

	if( neutralObelisk ) {
		VectorCopy( neutralObelisk->s.pos.trBase, origin );
		origin[2] += 44;
	} else {
		VectorClear( origin ) ;
	}

	drop = LaunchItem( item, origin, velocity );

	drop->nextthink = level.time + g_cubeTimeout.integer * 1000;
	drop->think = G_FreeEntity;
	drop->spawnflags = self->client->sess.sessionTeam;
}


/*
=================
TossClientPersistantPowerups
=================
*/
void TossClientPersistantPowerups( gentity_t *ent ) {
	gentity_t	*powerup;

	if( !ent->client ) {
		return;
	}

	if( !ent->client->persistantPowerup ) {
		return;
	}

	powerup = ent->client->persistantPowerup;

	powerup->r.svFlags &= ~SVF_NOCLIENT;
	powerup->s.eFlags &= ~EF_NODRAW;
	powerup->r.contents = CONTENTS_TRIGGER;
	trap_LinkEntity( powerup );

	ent->client->ps.stats[STAT_PERSISTANT_POWERUP] = 0;
	ent->client->persistantPowerup = NULL;
}
#endif


/*
==================
LookAtKiller
==================
*/
void LookAtKiller( gentity_t *self, gentity_t *inflictor, gentity_t *attacker ) {
	vec3_t		dir;
	vec3_t		angles;

	if ( attacker && attacker != self ) {
		VectorSubtract (attacker->s.pos.trBase, self->s.pos.trBase, dir);
	} else if ( inflictor && inflictor != self ) {
		VectorSubtract (inflictor->s.pos.trBase, self->s.pos.trBase, dir);
	} else {
		self->client->ps.stats[STAT_DEAD_YAW] = self->s.angles[YAW];
		return;
	}

	self->client->ps.stats[STAT_DEAD_YAW] = vectoyaw ( dir );

	angles[YAW] = vectoyaw ( dir );
	angles[PITCH] = 0; 
	angles[ROLL] = 0;
}

/*
==================
GibEntity
==================
*/
void GibEntity( gentity_t *self, int killer ) {
	gentity_t *ent;
	int i;

	//if this entity still has kamikaze
	if (self->s.eFlags & EF_KAMIKAZE) {
		// check if there is a kamikaze timer around for this owner
		for (i = 0; i < MAX_GENTITIES; i++) {
			ent = &g_entities[i];
			if (!ent->inuse)
				continue;
			if (ent->activator != self)
				continue;
			if (strcmp(ent->classname, "kamikaze timer"))
				continue;
			G_FreeEntity(ent);
			break;
		}
	}
	G_AddEvent( self, EV_GIB_PLAYER, killer );
	self->takedamage = qfalse;
	self->s.eType = ET_INVISIBLE;
	self->r.contents = 0;
}

/*
==================
body_die
==================
*/
void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
	if ( self->health > GIB_HEALTH ) {
		return;
	}
	if ( !g_blood.integer ) {
		self->health = GIB_HEALTH+1;
		return;
	}

	GibEntity( self, 0 );
}


// these are just for logging, the client prints its own messages
char	*modNames[] = {
	"MOD_UNKNOWN",
	"MOD_SHOTGUN",
	"MOD_GAUNTLET",
	"MOD_MACHINEGUN",
	"MOD_GRENADE",
	"MOD_GRENADE_SPLASH",
	"MOD_ROCKET",
	"MOD_ROCKET_SPLASH",
	"MOD_PLASMA",
	"MOD_PLASMA_SPLASH",
	"MOD_RAILGUN",
	"MOD_LIGHTNING",
	"MOD_BFG",
	"MOD_BFG_SPLASH",
	"MOD_WATER",
	"MOD_SLIME",
	"MOD_LAVA",
	"MOD_CRUSH",
	"MOD_TELEFRAG",
	"MOD_FALLING",
	"MOD_SUICIDE",
	"MOD_TARGET_LASER",
	"MOD_TRIGGER_HURT",
#ifdef MISSIONPACK
	"MOD_NAIL",
	"MOD_CHAINGUN",
	"MOD_PROXIMITY_MINE",
	"MOD_KAMIKAZE",
	"MOD_JUICED",
#endif
	"MOD_GRAPPLE",
	// riotmod begin
	"MOD_PULSE",
	"MOD_FAST_MACHINEGUN",
	"MOD_HOMING_ROCKETS"
	// riotmod end
};

#ifdef MISSIONPACK
/*
==================
Kamikaze_DeathActivate
==================
*/
void Kamikaze_DeathActivate( gentity_t *ent ) {
	G_StartKamikaze(ent);
	G_FreeEntity(ent);
}

/*
==================
Kamikaze_DeathTimer
==================
*/
void Kamikaze_DeathTimer( gentity_t *self ) {
	gentity_t *ent;

	ent = G_Spawn();
	ent->classname = "kamikaze timer";
	VectorCopy(self->s.pos.trBase, ent->s.pos.trBase);
	ent->r.svFlags |= SVF_NOCLIENT;
	ent->think = Kamikaze_DeathActivate;
	ent->nextthink = level.time + 5 * 1000;

	ent->activator = self;
}

#endif

/*
==================
CheckAlmostCapture
==================
*/
void CheckAlmostCapture( gentity_t *self, gentity_t *attacker ) {
	gentity_t	*ent;
	vec3_t		dir;
	char		*classname;

	// if this player was carrying a flag
	if ( self->client->ps.powerups[PW_REDFLAG] ||
		self->client->ps.powerups[PW_BLUEFLAG] ||
		self->client->ps.powerups[PW_NEUTRALFLAG] ) {
		// get the goal flag this player should have been going for
		if ( g_gametype.integer == GT_CTF ) {
			if ( self->client->sess.sessionTeam == TEAM_BLUE ) {
				classname = "team_CTF_blueflag";
			}
			else {
				classname = "team_CTF_redflag";
			}
		}
		else {
			if ( self->client->sess.sessionTeam == TEAM_BLUE ) {
				classname = "team_CTF_redflag";
			}
			else {
				classname = "team_CTF_blueflag";
			}
		}
		ent = NULL;
		do
		{
			ent = G_Find(ent, FOFS(classname), classname);
		} while (ent && (ent->flags & FL_DROPPED_ITEM));
		// if we found the destination flag and it's not picked up
		if (ent && !(ent->r.svFlags & SVF_NOCLIENT) ) {
			// if the player was *very* close
			VectorSubtract( self->client->ps.origin, ent->s.origin, dir );
			if ( VectorLength(dir) < 200 ) {
				self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
				if ( attacker->client ) {
					attacker->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
				}
			}
		}
	}
}

/*
==================
CheckAlmostScored
==================
*/
void CheckAlmostScored( gentity_t *self, gentity_t *attacker ) {
	gentity_t	*ent;
	vec3_t		dir;
	char		*classname;

	// if the player was carrying cubes
	if ( self->client->ps.generic1 ) {
		if ( self->client->sess.sessionTeam == TEAM_BLUE ) {
			classname = "team_redobelisk";
		}
		else {
			classname = "team_blueobelisk";
		}
		ent = G_Find(NULL, FOFS(classname), classname);
		// if we found the destination obelisk
		if ( ent ) {
			// if the player was *very* close
			VectorSubtract( self->client->ps.origin, ent->s.origin, dir );
			if ( VectorLength(dir) < 200 ) {
				self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
				if ( attacker->client ) {
					attacker->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
				}
			}
		}
	}
}

/*
==================
player_die
==================
*/
void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
	gentity_t	*ent;
	int			anim;
	int			contents;
	int			killer;
	int			i;
	char		*killerName, *obit;

	if ( self->client->ps.pm_type == PM_DEAD ) {
		return;
	}

	if ( level.intermissiontime ) {
		return;
	}

	// check for an almost capture
	CheckAlmostCapture( self, attacker );
	// check for a player that almost brought in cubes
	CheckAlmostScored( self, attacker );

	if (self->client && self->client->hook) {
		Weapon_HookFree(self->client->hook);
	}
#ifdef MISSIONPACK
	if ((self->client->ps.eFlags & EF_TICKING) && self->activator) {
		self->client->ps.eFlags &= ~EF_TICKING;
		self->activator->think = G_FreeEntity;
		self->activator->nextthink = level.time;
	}
#endif
	self->client->ps.pm_type = PM_DEAD;

	if ( attacker ) {
		killer = attacker->s.number;
		if ( attacker->client ) {
			killerName = attacker->client->pers.netname;
		} else {
			killerName = "<non-client>";
		}
	} else {
		killer = ENTITYNUM_WORLD;
		killerName = "<world>";
	}

	if ( killer < 0 || killer >= MAX_CLIENTS ) {
		killer = ENTITYNUM_WORLD;
		killerName = "<world>";
	}

	if ( meansOfDeath < 0 || meansOfDeath >= sizeof( modNames ) / sizeof( modNames[0] ) ) {
		obit = "<bad obituary>";
	} else {
		obit = modNames[meansOfDeath];
	}

	G_LogPrintf("Kill: %i %i %i: %s killed %s by %s\n", 
		killer, self->s.number, meansOfDeath, killerName, 
		self->client->pers.netname, obit );

	// broadcast the death event to everyone
	ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY );
	ent->s.eventParm = meansOfDeath;
	ent->s.otherEntityNum = self->s.number;
	ent->s.otherEntityNum2 = killer;
	ent->r.svFlags = SVF_BROADCAST;	// send to everyone

	self->enemy = attacker;

	self->client->ps.persistant[PERS_KILLED]++;

	if (attacker && attacker->client) {
		attacker->client->lastkilled_client = self->s.number;

		if ( attacker == self || OnSameTeam (self, attacker ) ) {
			AddScore( attacker, self->r.currentOrigin, -1 );
		} else {
			AddScore( attacker, self->r.currentOrigin, 1 );

			if( meansOfDeath == MOD_GAUNTLET ) {
				
				// play humiliation on player
				attacker->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT]++;

				// add the sprite over the player's head
				attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
				attacker->client->ps.eFlags |= EF_AWARD_GAUNTLET;
				attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;

				// also play humiliation on target
				self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_GAUNTLETREWARD;
			}

			// check for two kills in a short amount of time
			// if this is close enough to the last kill, give a reward sound
			if ( level.time - attacker->client->lastKillTime < CARNAGE_REWARD_TIME ) {
				// play excellent on player
				attacker->client->ps.persistant[PERS_EXCELLENT_COUNT]++;

				// add the sprite over the player's head
				attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
				attacker->client->ps.eFlags |= EF_AWARD_EXCELLENT;
				attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
			}
			attacker->client->lastKillTime = level.time;

		}
	} else {
		AddScore( self, self->r.currentOrigin, -1 );
	}

	// Add team bonuses
	Team_FragBonuses(self, inflictor, attacker);

	// if I committed suicide, the flag does not fall, it returns.
	if (meansOfDeath == MOD_SUICIDE) {
		if ( self->client->ps.powerups[PW_NEUTRALFLAG] ) {		// only happens in One Flag CTF
			Team_ReturnFlag( TEAM_FREE );
			self->client->ps.powerups[PW_NEUTRALFLAG] = 0;
		}
		else if ( self->client->ps.powerups[PW_REDFLAG] ) {		// only happens in standard CTF
			Team_ReturnFlag( TEAM_RED );
			self->client->ps.powerups[PW_REDFLAG] = 0;
		}
		else if ( self->client->ps.powerups[PW_BLUEFLAG] ) {	// only happens in standard CTF
			Team_ReturnFlag( TEAM_BLUE );
			self->client->ps.powerups[PW_BLUEFLAG] = 0;
		}
	}

	// if client is in a nodrop area, don't drop anything (but return CTF flags!)
	contents = trap_PointContents( self->r.currentOrigin, -1 );
	if ( !( contents & CONTENTS_NODROP )) {
		TossClientItems( self );
	}
	else {
		if ( self->client->ps.powerups[PW_NEUTRALFLAG] ) {		// only happens in One Flag CTF
			Team_ReturnFlag( TEAM_FREE );
		}
		else if ( self->client->ps.powerups[PW_REDFLAG] ) {		// only happens in standard CTF
			Team_ReturnFlag( TEAM_RED );
		}
		else if ( self->client->ps.powerups[PW_BLUEFLAG] ) {	// only happens in standard CTF
			Team_ReturnFlag( TEAM_BLUE );
		}
	}
#ifdef MISSIONPACK
	TossClientPersistantPowerups( self );
	if( g_gametype.integer == GT_HARVESTER ) {
		TossClientCubes( self );
	}
#endif

	Cmd_Score_f( self );		// show scores
	// send updated scores to any clients that are following this one,
	// or they would get stale scoreboards
	for ( i = 0 ; i < level.maxclients ; i++ ) {
		gclient_t	*client;

		client = &level.clients[i];
		if ( client->pers.connected != CON_CONNECTED ) {
			continue;
		}
		if ( client->sess.sessionTeam != TEAM_SPECTATOR ) {
			continue;
		}
		if ( client->sess.spectatorClient == self->s.number ) {
			Cmd_Score_f( g_entities + i );
		}
	}

	self->takedamage = qtrue;	// can still be gibbed

	self->s.weapon = WP_NONE;
	self->s.powerups = 0;
	self->r.contents = CONTENTS_CORPSE;

	self->s.angles[0] = 0;
	self->s.angles[2] = 0;
	LookAtKiller (self, inflictor, attacker);

	VectorCopy( self->s.angles, self->client->ps.viewangles );

	self->s.loopSound = 0;

	self->r.maxs[2] = -8;

	// don't allow respawn until the death anim is done
	// g_forcerespawn may force spawning at some later time
	self->client->respawnTime = level.time + 1700;

	// remove powerups
	memset( self->client->ps.powerups, 0, sizeof(self->client->ps.powerups) );

	// never gib in a nodrop
	if ( (self->health <= GIB_HEALTH && !(contents & CONTENTS_NODROP) && g_blood.integer) || meansOfDeath == MOD_SUICIDE) {
		// gib death
		GibEntity( self, killer );
	} else {
		// normal death
		static int i;

		switch ( i ) {
		case 0:
			anim = BOTH_DEATH1;
			break;
		case 1:
			anim = BOTH_DEATH2;
			break;
		case 2:
		default:
			anim = BOTH_DEATH3;
			break;
		}

		// for the no-blood option, we need to prevent the health
		// from going to gib level
		if ( self->health <= GIB_HEALTH ) {
			self->health = GIB_HEALTH+1;
		}

		self->client->ps.legsAnim = 
			( ( self->client->ps.legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
		self->client->ps.torsoAnim = 
			( ( self->client->ps.torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;

		G_AddEvent( self, EV_DEATH1 + i, killer );

		// the body can still be gibbed
		self->die = body_die;

		// globally cycle through the different death animations
		i = ( i + 1 ) % 3;

#ifdef MISSIONPACK
		if (self->s.eFlags & EF_KAMIKAZE) {
			Kamikaze_DeathTimer( self );
		}
#endif
	}

	trap_LinkEntity (self);

}


/*
================
CheckArmor
================
*/
int CheckArmor (gentity_t *ent, int damage, int dflags)
{
	gclient_t	*client;
	int			save;
	int			count;

	if (!damage)
		return 0;

	client = ent->client;

	if (!client)
		return 0;

	if (dflags & DAMAGE_NO_ARMOR)
		return 0;

	// armor
	count = client->ps.stats[STAT_ARMOR];
	save = ceil( damage * ARMOR_PROTECTION );
	if (save >= count)
		save = count;

	if (!save)
		return 0;

	client->ps.stats[STAT_ARMOR] -= save;

	return save;
}

/*
================
RaySphereIntersections
================
*/
int RaySphereIntersections( vec3_t origin, float radius, vec3_t point, vec3_t dir, vec3_t intersections[2] ) {
	float b, c, d, t;

	//	| origin - (point + t * dir) | = radius
	//	a = dir[0]^2 + dir[1]^2 + dir[2]^2;
	//	b = 2 * (dir[0] * (point[0] - origin[0]) + dir[1] * (point[1] - origin[1]) + dir[2] * (point[2] - origin[2]));
	//	c = (point[0] - origin[0])^2 + (point[1] - origin[1])^2 + (point[2] - origin[2])^2 - radius^2;

	// normalize dir so a = 1
	VectorNormalize(dir);
	b = 2 * (dir[0] * (point[0] - origin[0]) + dir[1] * (point[1] - origin[1]) + dir[2] * (point[2] - origin[2]));
	c = (point[0] - origin[0]) * (point[0] - origin[0]) +
		(point[1] - origin[1]) * (point[1] - origin[1]) +
		(point[2] - origin[2]) * (point[2] - origin[2]) -
		radius * radius;

	d = b * b - 4 * c;
	if (d > 0) {
		t = (- b + sqrt(d)) / 2;
		VectorMA(point, t, dir, intersections[0]);
		t = (- b - sqrt(d)) / 2;
		VectorMA(point, t, dir, intersections[1]);
		return 2;
	}
	else if (d == 0) {
		t = (- b ) / 2;
		VectorMA(point, t, dir, intersections[0]);
		return 1;
	}
	return 0;
}

#ifdef MISSIONPACK
/*
================
G_InvulnerabilityEffect
================
*/
int G_InvulnerabilityEffect( gentity_t *targ, vec3_t dir, vec3_t point, vec3_t impactpoint, vec3_t bouncedir ) {
	gentity_t	*impact;
	vec3_t		intersections[2], vec;
	int			n;

	if ( !targ->client ) {
		return qfalse;
	}
	VectorCopy(dir, vec);
	VectorInverse(vec);
	// sphere model radius = 42 units
	n = RaySphereIntersections( targ->client->ps.origin, 42, point, vec, intersections);
	if (n > 0) {
		impact = G_TempEntity( targ->client->ps.origin, EV_INVUL_IMPACT );
		VectorSubtract(intersections[0], targ->client->ps.origin, vec);
		vectoangles(vec, impact->s.angles);
		impact->s.angles[0] += 90;
		if (impact->s.angles[0] > 360)
			impact->s.angles[0] -= 360;
		if ( impactpoint ) {
			VectorCopy( intersections[0], impactpoint );
		}
		if ( bouncedir ) {
			VectorCopy( vec, bouncedir );
			VectorNormalize( bouncedir );
		}
		return qtrue;
	}
	else {
		return qfalse;
	}
}
#endif

// riotmod begin

/* 
============
G_LocationDamage
============
*/
int G_LocationDamage(vec3_t point, gentity_t* targ, gentity_t* attacker, int take) {
	vec3_t bulletPath;
	vec3_t bulletAngle;

	int clientHeight;
	int clientFeetZ;
	int clientRotation;
	int bulletHeight;
	int bulletRotation;	// Degrees rotation around client.
				// used to check Back of head vs. Face
	int impactRotation;


	// First things first.  If we're not damaging them, why are we here? 
	if (!take) 
		return 0;

	// Point[2] is the REAL world Z. We want Z relative to the clients feet
	
	// Where the feet are at [real Z]
	clientFeetZ  = targ->r.currentOrigin[2] + targ->r.mins[2];	
	// How tall the client is [Relative Z]
	clientHeight = targ->r.maxs[2] - targ->r.mins[2];
	// Where the bullet struck [Relative Z]
	bulletHeight = point[2] - clientFeetZ;

	// Get a vector aiming from the client to the bullet hit 
	VectorSubtract(targ->r.currentOrigin, point, bulletPath); 
	// Convert it into PITCH, ROLL, YAW
	vectoangles(bulletPath, bulletAngle);

	clientRotation = targ->client->ps.viewangles[YAW];
	bulletRotation = bulletAngle[YAW];

	impactRotation = abs(clientRotation-bulletRotation);
	
	impactRotation += 45; // just to make it easier to work with
	impactRotation = impactRotation % 360; // Keep it in the 0-359 range

	if (impactRotation < 90)
		targ->client->lasthurt_location = LOCATION_BACK;
	else if (impactRotation < 180)
		targ->client->lasthurt_location = LOCATION_RIGHT;
	else if (impactRotation < 270)
		targ->client->lasthurt_location = LOCATION_FRONT;
	else if (impactRotation < 360)
		targ->client->lasthurt_location = LOCATION_LEFT;
	else
		targ->client->lasthurt_location = LOCATION_NONE;

	// The upper body never changes height, just distance from the feet
		if (bulletHeight > clientHeight - 2)
			targ->client->lasthurt_location |= LOCATION_HEAD;
		else if (bulletHeight > clientHeight - 8)
			targ->client->lasthurt_location |= LOCATION_FACE;
		else if (bulletHeight > clientHeight - 10)
			targ->client->lasthurt_location |= LOCATION_SHOULDER;
		else if (bulletHeight > clientHeight - 16)
			targ->client->lasthurt_location |= LOCATION_CHEST;
		else if (bulletHeight > clientHeight - 26)
			targ->client->lasthurt_location |= LOCATION_STOMACH;
		else if (bulletHeight > clientHeight - 29)
			targ->client->lasthurt_location |= LOCATION_GROIN;
		else if (bulletHeight < 4)
			targ->client->lasthurt_location |= LOCATION_FOOT;
		else
			// The leg is the only thing that changes size when you duck,
			// so we check for every other parts RELATIVE location, and
			// whats left over must be the leg. 
			targ->client->lasthurt_location |= LOCATION_LEG; 


		
		// Check the location ignoring the rotation info
		switch ( targ->client->lasthurt_location & 
				~(LOCATION_BACK | LOCATION_LEFT | LOCATION_RIGHT | LOCATION_FRONT) )
		{
		case LOCATION_HEAD:
			take *= 1.8;
			break;
		case LOCATION_FACE:
			if (targ->client->lasthurt_location & LOCATION_FRONT)
				take *= 5.0; // Faceshots REALLY suck
			else
				take *= 1.8;
			break;
		case LOCATION_SHOULDER:
			if (targ->client->lasthurt_location & (LOCATION_FRONT | LOCATION_BACK))
				take *= 1.4; // Throat or nape of neck
			else
				take *= 1.1; // Shoulders
			break;
		case LOCATION_CHEST:
			if (targ->client->lasthurt_location & (LOCATION_FRONT | LOCATION_BACK))
				take *= 1.3; // Belly or back
			else
				take *= 0.8; // Arms
			break;
		case LOCATION_STOMACH:
			take *= 1.2;
			break;
		case LOCATION_GROIN:
			if (targ->client->lasthurt_location & LOCATION_FRONT)
				take *= 1.3; // Groin shot
			break;
		case LOCATION_LEG:
			take *= 0.7;
			break;
		case LOCATION_FOOT:
			take *= 0.5;
			break;

		}
	return take;

}

// riotmod end

/*
============
T_Damage

targ		entity that is being damaged
inflictor	entity that is causing the damage
attacker	entity that caused the inflictor to damage targ
	example: targ=monster, inflictor=rocket, attacker=player

dir			direction of the attack for knockback
point		point at which the damage is being inflicted, used for headshots
damage		amount of damage being inflicted
knockback	force to be applied against targ as a result of the damage

inflictor, attacker, dir, and point can be NULL for environmental effects

dflags		these flags are used to control how T_Damage works
	DAMAGE_RADIUS			damage was indirect (from a nearby explosion)
	DAMAGE_NO_ARMOR			armor does not protect from this damage
	DAMAGE_NO_KNOCKBACK		do not affect velocity, just view angles
	DAMAGE_NO_PROTECTION	kills godmode, armor, everything
============
*/

void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
			   vec3_t dir, vec3_t point, int damage, int dflags, int mod ) {
	gclient_t	*client;
	int			take;
	int			save;
	int			asave;
	int			knockback;
	int			max;
#ifdef MISSIONPACK
	vec3_t		bouncedir, impactpoint;
#endif

	if (!targ->takedamage) {
		return;
	}

	// the intermission has allready been qualified for, so don't
	// allow any extra scoring
	if ( level.intermissionQueued ) {
		return;
	}
#ifdef MISSIONPACK
	if ( targ->client && mod != MOD_JUICED) {
		if ( targ->client->invulnerabilityTime > level.time) {
			if ( dir && point ) {
				G_InvulnerabilityEffect( targ, dir, point, impactpoint, bouncedir );
			}
			return;
		}
	}
#endif
	if ( !inflictor ) {
		inflictor = &g_entities[ENTITYNUM_WORLD];
	}
	if ( !attacker ) {
		attacker = &g_entities[ENTITYNUM_WORLD];
	}

	// shootable doors / buttons don't actually have any health
	if ( targ->s.eType == ET_MOVER ) {
		if ( targ->use && targ->moverState == MOVER_POS1 ) {
			targ->use( targ, inflictor, attacker );
		}
		return;
	}
#ifdef MISSIONPACK
	if( g_gametype.integer == GT_OBELISK && CheckObeliskAttack( targ, attacker ) ) {
		return;
	}
#endif
	// reduce damage by the attacker's handicap value
	// unless they are rocket jumping
	if ( attacker->client && attacker != targ ) {
		max = attacker->client->ps.stats[STAT_MAX_HEALTH];
#ifdef MISSIONPACK
		if( bg_itemlist[attacker->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) {
			max /= 2;
		}
#endif
		damage = damage * max / 100;
	}

	client = targ->client;

	if ( client ) {
		if ( client->noclip ) {
			return;
		}
	}

	if ( !dir ) {
		dflags |= DAMAGE_NO_KNOCKBACK;
	} else {
		VectorNormalize(dir);
	}

	// riotmod begin

	//knockback = damage;
	//if ( knockback > 200 ) {
	//	knockback = 200;
	//}

	knockback = damage;

	// Knockback will be worse for those using
	// Kinetic Tech
	if(targ->client->ps.powerups[PW_HASTE]) {
		knockback=knockback * 2;
	} else {
		if ( knockback > 200 ) {
			knockback = 200;
		}
	}

	if(mod == MOD_GRENADE){
		if (targ == attacker) {
			knockback = 200;
		}
	}


	//if ( targ == attacker) {
	//	knockback = knockback * 2;
	//}

	//if(mod == MOD_GAUNTLET){
	//	knockback = knockback * 10;
	//}

	// riotmod end


	if ( targ->flags & FL_NO_KNOCKBACK ) {
		knockback = 0;
	}
	if ( dflags & DAMAGE_NO_KNOCKBACK ) {
		knockback = 0;
	}

	// figure momentum add, even if the damage won't be taken
	if ( knockback && targ->client ) {
		vec3_t	kvel;
		float	mass;

		mass = 200;

		VectorScale (dir, g_knockback.value * (float)knockback / mass, kvel);
		VectorAdd (targ->client->ps.velocity, kvel, targ->client->ps.velocity);

		// set the timer so that the other client can't cancel
		// out the movement immediately
		if ( !targ->client->ps.pm_time ) {
			int		t;

			t = knockback * 2;
			if ( t < 50 ) {
				t = 50;
			}
			if ( t > 200 ) {
				t = 200;
			}
			targ->client->ps.pm_time = t;
			targ->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
		}
	}

	// check for completely getting out of the damage
	if ( !(dflags & DAMAGE_NO_PROTECTION) ) {

		// if TF_NO_FRIENDLY_FIRE is set, don't do damage to the target
		// if the attacker was on the same team
#ifdef MISSIONPACK
		if ( mod != MOD_JUICED && targ != attacker && !(dflags & DAMAGE_NO_TEAM_PROTECTION) && OnSameTeam (targ, attacker)  ) {
#else	
		if ( targ != attacker && OnSameTeam (targ, attacker)  ) {
#endif

			// riotmod begin

			if(mod == MOD_LIGHTNING){

				if(targ->health<150){
					G_AddEvent( targ, EV_POWERUP_REGEN, 0 );
					targ->health = targ->health + (damage * 2);
					targ->client->ps.stats[STAT_HEALTH] = targ->health;
				}

				return;
			}

			// riotmod end

			if ( !g_friendlyFire.integer ) {
				return;
			}
		}
#ifdef MISSIONPACK
		if (mod == MOD_PROXIMITY_MINE) {
			if (inflictor && inflictor->parent && OnSameTeam(targ, inflictor->parent)) {
				return;
			}
			if (targ == attacker) {
				return;
			}
		}
#endif

		// check for godmode
		if ( targ->flags & FL_GODMODE ) {
			return;
		}
	}

	// battlesuit protects from all radius damage (but takes knockback)
	// and protects 50% against all damage
	if ( client && client->ps.powerups[PW_BATTLESUIT] ) {
		G_AddEvent( targ, EV_POWERUP_BATTLESUIT, 0 );
		if ( ( dflags & DAMAGE_RADIUS ) || ( mod == MOD_FALLING ) ) {
			return;
		}
		damage *= 0.5;
	}

	// add to the attacker's hit counter (if the target isn't a general entity like a prox mine)
	if ( attacker->client && targ != attacker && targ->health > 0
			&& targ->s.eType != ET_MISSILE
			&& targ->s.eType != ET_GENERAL) {
		if ( OnSameTeam( targ, attacker ) ) {
			attacker->client->ps.persistant[PERS_HITS]--;
		} else {
			attacker->client->ps.persistant[PERS_HITS]++;
		}
		attacker->client->ps.persistant[PERS_ATTACKEE_ARMOR] = (targ->health<<8)|(client->ps.stats[STAT_ARMOR]);
	}

	// always give half damage if hurting self
	// calculated after knockback, so rocket jumping works
	if ( targ == attacker) {
		// riotmod begin
		damage *= 0.5;
		//damage *= 0;
		//riotmod end
	}

	if ( damage < 1 ) {
		damage = 1;
	}
	take = damage;
	save = 0;

	// save some from armor
	asave = CheckArmor (targ, take, dflags);
	take -= asave;

	if ( g_debugDamage.integer ) {
		G_Printf( "%i: client:%i health:%i damage:%i armor:%i\n", level.time, targ->s.number,
			targ->health, take, asave );
	}

	// add to the damage inflicted on a player this frame
	// the total will be turned into screen blends and view angle kicks
	// at the end of the frame
	if ( client ) {
		if ( attacker ) {
			client->ps.persistant[PERS_ATTACKER] = attacker->s.number;
		} else {
			client->ps.persistant[PERS_ATTACKER] = ENTITYNUM_WORLD;
		}
		client->damage_armor += asave;
		client->damage_blood += take;
		client->damage_knockback += knockback;
		if ( dir ) {
			VectorCopy ( dir, client->damage_from );
			client->damage_fromWorld = qfalse;
		} else {
			VectorCopy ( targ->r.currentOrigin, client->damage_from );
			client->damage_fromWorld = qtrue;
		}
	}

	// See if it's the player hurting the emeny flag carrier
#ifdef MISSIONPACK
	if( g_gametype.integer == GT_CTF || g_gametype.integer == GT_1FCTF ) {
#else	
	if( g_gametype.integer == GT_CTF) {
#endif
		Team_CheckHurtCarrier(targ, attacker);
	}

	if (targ->client) {
		// set the last client who damaged the target
		targ->client->lasthurt_client = attacker->s.number;
		targ->client->lasthurt_mod = mod;

		// riotmod begin

		// Modify the damage for location damage
		if (point && targ && attacker && take) {
			take = G_LocationDamage(point, targ, attacker, take);
		} else {
			targ->client->lasthurt_location = LOCATION_NONE;
		}

		// riotmod end
	}

	// do the damage
	if (take) {
		targ->health = targ->health - take;
		if ( targ->client ) {
			targ->client->ps.stats[STAT_HEALTH] = targ->health;
		}
			
		if ( targ->health <= 0 ) {
			if ( client )
				targ->flags |= FL_NO_KNOCKBACK;

			if (targ->health < -999)
				targ->health = -999;

			targ->enemy = attacker;
			targ->die (targ, inflictor, attacker, take, mod);
			return;
		} else if ( targ->pain ) {
			targ->pain (targ, attacker, take);
		}

		// riotmod begin

		// Vampire Gun
		if (mod == MOD_PULSE) {
			if(attacker->health<150){
				attacker->health = attacker->health + take;
				attacker->client->ps.stats[STAT_HEALTH] = attacker->health;
				G_AddEvent( attacker, EV_POWERUP_REGEN, 0 );
			}
		}

		// riotmod end
	}

}


/*
============
CanDamage

Returns qtrue if the inflictor can directly damage the target.  Used for
explosions and melee attacks.
============
*/
qboolean CanDamage (gentity_t *targ, vec3_t origin) {
	vec3_t	dest;
	trace_t	tr;
	vec3_t	midpoint;

	// use the midpoint of the bounds instead of the origin, because
	// bmodels may have their origin is 0,0,0
	VectorAdd (targ->r.absmin, targ->r.absmax, midpoint);
	VectorScale (midpoint, 0.5, midpoint);

	VectorCopy (midpoint, dest);
	trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
	if (tr.fraction == 1.0 || tr.entityNum == targ->s.number)
		return qtrue;

	// this should probably check in the plane of projection, 
	// rather than in world coordinate, and also include Z
	VectorCopy (midpoint, dest);
	dest[0] += 15.0;
	dest[1] += 15.0;
	trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
	if (tr.fraction == 1.0)
		return qtrue;

	VectorCopy (midpoint, dest);
	dest[0] += 15.0;
	dest[1] -= 15.0;
	trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
	if (tr.fraction == 1.0)
		return qtrue;

	VectorCopy (midpoint, dest);
	dest[0] -= 15.0;
	dest[1] += 15.0;
	trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
	if (tr.fraction == 1.0)
		return qtrue;

	VectorCopy (midpoint, dest);
	dest[0] -= 15.0;
	dest[1] -= 15.0;
	trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
	if (tr.fraction == 1.0)
		return qtrue;


	return qfalse;
}


/*
============
G_RadiusDamage
============
*/
qboolean G_RadiusDamage ( vec3_t origin, gentity_t *attacker, float damage, float radius,
					 gentity_t *ignore, int mod) {
	float		points, dist;
	gentity_t	*ent;
	int			entityList[MAX_GENTITIES];
	int			numListedEntities;
	vec3_t		mins, maxs;
	vec3_t		v;
	vec3_t		dir;
	int			i, e;
	qboolean	hitClient = qfalse;

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

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

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

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

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

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

		dist = VectorLength( v );
		if ( dist >= radius ) {
			continue;
		}

		points = damage * ( 1.0 - dist / radius );

		if( CanDamage (ent, origin) ) {
			if( LogAccuracyHit( ent, attacker ) ) {
				hitClient = qtrue;
			}
			VectorSubtract (ent->r.currentOrigin, origin, dir);
			// push the center of mass higher than the origin so players
			// get knocked into the air more
			dir[2] += 24;
			G_Damage (ent, NULL, attacker, dir, origin, (int)points, DAMAGE_RADIUS, mod);
		}
	}

	return hitClient;
}
