summaryrefslogtreecommitdiff
path: root/src/game/g_mover.c
blob: 94398613c08062ed9649220a1b5ceb699f60d52a (plain)
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/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2000-2006 Tim Angus

This file is part of Tremulous.

Tremulous 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.

Tremulous 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 Tremulous; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/

#include "g_local.h"



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

PUSHMOVE

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

void MatchTeam( gentity_t *teamLeader, int moverState, int time );

typedef struct
{
  gentity_t *ent;
  vec3_t  origin;
  vec3_t  angles;
  float deltayaw;
} pushed_t;

pushed_t  pushed[ MAX_GENTITIES ], *pushed_p;


/*
============
G_TestEntityPosition

============
*/
gentity_t *G_TestEntityPosition( gentity_t *ent )
{
  trace_t tr;
  int   mask;

  if( ent->clipmask )
    mask = ent->clipmask;
  else
    mask = MASK_SOLID;

  if( ent->client )
    trap_Trace( &tr, ent->client->ps.origin, ent->r.mins, ent->r.maxs, ent->client->ps.origin, ent->s.number, mask );
  else
    trap_Trace( &tr, ent->s.pos.trBase, ent->r.mins, ent->r.maxs, ent->s.pos.trBase, ent->s.number, mask );

  if( tr.startsolid )
    return &g_entities[ tr.entityNum ];

  return NULL;
}

/*
================
G_CreateRotationMatrix
================
*/
void G_CreateRotationMatrix( vec3_t angles, vec3_t matrix[ 3 ] )
{
  AngleVectors( angles, matrix[ 0 ], matrix[ 1 ], matrix[ 2 ] );
  VectorInverse( matrix[ 1 ] );
}

/*
================
G_TransposeMatrix
================
*/
void G_TransposeMatrix( vec3_t matrix[ 3 ], vec3_t transpose[ 3 ] )
{
  int i, j;

  for( i = 0; i < 3; i++ )
  {
    for( j = 0; j < 3; j++ )
    {
      transpose[ i ][ j ] = matrix[ j ][ i ];
    }
  }
}

/*
================
G_RotatePoint
================
*/
void G_RotatePoint( vec3_t point, vec3_t matrix[ 3 ] )
{
  vec3_t tvec;

  VectorCopy( point, tvec );
  point[ 0 ] = DotProduct( matrix[ 0 ], tvec );
  point[ 1 ] = DotProduct( matrix[ 1 ], tvec );
  point[ 2 ] = DotProduct( matrix[ 2 ], tvec );
}

/*
==================
G_TryPushingEntity

Returns qfalse if the move is blocked
==================
*/
qboolean G_TryPushingEntity( gentity_t *check, gentity_t *pusher, vec3_t move, vec3_t amove )
{
  vec3_t    matrix[ 3 ], transpose[ 3 ];
  vec3_t    org, org2, move2;
  gentity_t *block;

  // EF_MOVER_STOP will just stop when contacting another entity
  // instead of pushing it, but entities can still ride on top of it
  if( ( pusher->s.eFlags & EF_MOVER_STOP ) &&
      check->s.groundEntityNum != pusher->s.number )
    return qfalse;

  //don't try to move buildables unless standing on a mover
  if( check->s.eType == ET_BUILDABLE &&
      check->s.groundEntityNum != pusher->s.number )
    return qfalse;

  // save off the old position
  if( pushed_p > &pushed[ MAX_GENTITIES ] )
    G_Error( "pushed_p > &pushed[MAX_GENTITIES]" );

  pushed_p->ent = check;
  VectorCopy( check->s.pos.trBase, pushed_p->origin );
  VectorCopy( check->s.apos.trBase, pushed_p->angles );

  if( check->client )
  {
    pushed_p->deltayaw = check->client->ps.delta_angles[ YAW ];
    VectorCopy( check->client->ps.origin, pushed_p->origin );
  }
  pushed_p++;

  // try moving the contacted entity
  // figure movement due to the pusher's amove
  G_CreateRotationMatrix( amove, transpose );
  G_TransposeMatrix( transpose, matrix );

  if( check->client )
    VectorSubtract( check->client->ps.origin, pusher->r.currentOrigin, org );
  else
    VectorSubtract( check->s.pos.trBase, pusher->r.currentOrigin, org );

  VectorCopy( org, org2 );
  G_RotatePoint( org2, matrix );
  VectorSubtract( org2, org, move2 );
  // add movement
  VectorAdd( check->s.pos.trBase, move, check->s.pos.trBase );
  VectorAdd( check->s.pos.trBase, move2, check->s.pos.trBase );

  if( check->client )
  {
    VectorAdd( check->client->ps.origin, move, check->client->ps.origin );
    VectorAdd( check->client->ps.origin, move2, check->client->ps.origin );
    // make sure the client's view rotates when on a rotating mover
    check->client->ps.delta_angles[ YAW ] += ANGLE2SHORT( amove[ YAW ] );
  }

  // may have pushed them off an edge
  if( check->s.groundEntityNum != pusher->s.number )
    check->s.groundEntityNum = -1;

  block = G_TestEntityPosition( check );

  if( !block )
  {
    // pushed ok
    if( check->client )
      VectorCopy( check->client->ps.origin, check->r.currentOrigin );
    else
      VectorCopy( check->s.pos.trBase, check->r.currentOrigin );

    trap_LinkEntity( check );
    return qtrue;
  }

  // if it is ok to leave in the old position, do it
  // this is only relevent for riding entities, not pushed
  // Sliding trapdoors can cause this.
  VectorCopy( ( pushed_p - 1 )->origin, check->s.pos.trBase );

  if( check->client )
    VectorCopy( ( pushed_p - 1 )->origin, check->client->ps.origin );

  VectorCopy( ( pushed_p - 1 )->angles, check->s.apos.trBase );
  block = G_TestEntityPosition( check );

  if( !block )
  {
    check->s.groundEntityNum = -1;
    pushed_p--;
    return qtrue;
  }

  // blocked
  return qfalse;
}


/*
============
G_MoverPush

Objects need to be moved back on a failed push,
otherwise riders would continue to slide.
If qfalse is returned, *obstacle will be the blocking entity
============
*/
qboolean G_MoverPush( gentity_t *pusher, vec3_t move, vec3_t amove, gentity_t **obstacle )
{
  int       i, e;
  gentity_t *check;
  vec3_t    mins, maxs;
  pushed_t  *p;
  int       entityList[ MAX_GENTITIES ];
  int       listedEntities;
  vec3_t    totalMins, totalMaxs;

  *obstacle = NULL;


  // mins/maxs are the bounds at the destination
  // totalMins / totalMaxs are the bounds for the entire move
  if( pusher->r.currentAngles[ 0 ] || pusher->r.currentAngles[ 1 ] || pusher->r.currentAngles[ 2 ]
    || amove[ 0 ] || amove[ 1 ] || amove[ 2 ] )
  {
    float   radius;

    radius = RadiusFromBounds( pusher->r.mins, pusher->r.maxs );

    for( i = 0 ; i < 3 ; i++ )
    {
      mins[ i ] = pusher->r.currentOrigin[ i ] + move[ i ] - radius;
      maxs[ i ] = pusher->r.currentOrigin[ i ] + move[ i ] + radius;
      totalMins[ i ] = mins[ i ] - move[ i ];
      totalMaxs[ i ] = maxs[ i ] - move[ i ];
    }
  }
  else
  {
    for( i = 0; i < 3; i++ )
    {
      mins[ i ] = pusher->r.absmin[ i ] + move[ i ];
      maxs[ i ] = pusher->r.absmax[ i ] + move[ i ];
    }

    VectorCopy( pusher->r.absmin, totalMins );
    VectorCopy( pusher->r.absmax, totalMaxs );
    for( i = 0; i < 3; i++ )
    {
      if( move[ i ] > 0 )
        totalMaxs[ i ] += move[ i ];
      else
        totalMins[ i ] += move[ i ];
    }
  }

  // unlink the pusher so we don't get it in the entityList
  trap_UnlinkEntity( pusher );

  listedEntities = trap_EntitiesInBox( totalMins, totalMaxs, entityList, MAX_GENTITIES );

  // move the pusher to it's final position
  VectorAdd( pusher->r.currentOrigin, move, pusher->r.currentOrigin );
  VectorAdd( pusher->r.currentAngles, amove, pusher->r.currentAngles );
  trap_LinkEntity( pusher );

  // see if any solid entities are inside the final position
  for( e = 0 ; e < listedEntities ; e++ )
  {
    check = &g_entities[ entityList[ e ] ];

    // only push items and players
    if( check->s.eType != ET_ITEM && check->s.eType != ET_BUILDABLE &&
        check->s.eType != ET_CORPSE && check->s.eType != ET_PLAYER &&
        !check->physicsObject )
      continue;

    // if the entity is standing on the pusher, it will definitely be moved
    if( check->s.groundEntityNum != pusher->s.number )
    {
      // see if the ent needs to be tested
      if( check->r.absmin[ 0 ] >= maxs[ 0 ]
       || check->r.absmin[ 1 ] >= maxs[ 1 ]
       || check->r.absmin[ 2 ] >= maxs[ 2 ]
       || check->r.absmax[ 0 ] <= mins[ 0 ]
       || check->r.absmax[ 1 ] <= mins[ 1 ]
       || check->r.absmax[ 2 ] <= mins[ 2 ] )
        continue;

      // see if the ent's bbox is inside the pusher's final position
      // this does allow a fast moving object to pass through a thin entity...
      if( !G_TestEntityPosition( check ) )
        continue;
    }

    // the entity needs to be pushed
    if( G_TryPushingEntity( check, pusher, move, amove ) )
      continue;

    // the move was blocked an entity

    // bobbing entities are instant-kill and never get blocked
    if( pusher->s.pos.trType == TR_SINE || pusher->s.apos.trType == TR_SINE )
    {
      G_Damage( check, pusher, pusher, NULL, NULL, 99999, 0, MOD_CRUSH );
      continue;
    }


    // save off the obstacle so we can call the block function (crush, etc)
    *obstacle = check;

    // move back any entities we already moved
    // go backwards, so if the same entity was pushed
    // twice, it goes back to the original position
    for( p = pushed_p - 1; p >= pushed; p-- )
    {
      VectorCopy( p->origin, p->ent->s.pos.trBase );
      VectorCopy( p->angles, p->ent->s.apos.trBase );

      if( p->ent->client )
      {
        p->ent->client->ps.delta_angles[ YAW ] = p->deltayaw;
        VectorCopy( p->origin, p->ent->client->ps.origin );
      }

      trap_LinkEntity( p->ent );
    }

    return qfalse;
  }

  return qtrue;
}


/*
=================
G_MoverTeam
=================
*/
void G_MoverTeam( gentity_t *ent )
{
  vec3_t    move, amove;
  gentity_t *part, *obstacle;
  vec3_t    origin, angles;

  obstacle = NULL;

  // make sure all team slaves can move before commiting
  // any moves or calling any think functions
  // if the move is blocked, all moved objects will be backed out
  pushed_p = pushed;
  for( part = ent; part; part = part->teamchain )
  {
    // get current position
    BG_EvaluateTrajectory( &part->s.pos, level.time, origin );
    BG_EvaluateTrajectory( &part->s.apos, level.time, angles );
    VectorSubtract( origin, part->r.currentOrigin, move );
    VectorSubtract( angles, part->r.currentAngles, amove );
    if( !G_MoverPush( part, move, amove, &obstacle ) )
      break;  // move was blocked
  }

  if( part )
  {
    // go back to the previous position
    for( part = ent; part; part = part->teamchain )
    {
      part->s.pos.trTime += level.time - level.previousTime;
      part->s.apos.trTime += level.time - level.previousTime;
      BG_EvaluateTrajectory( &part->s.pos, level.time, part->r.currentOrigin );
      BG_EvaluateTrajectory( &part->s.apos, level.time, part->r.currentAngles );
      trap_LinkEntity( part );
    }

    // if the pusher has a "blocked" function, call it
    if( ent->blocked )
      ent->blocked( ent, obstacle );

    return;
  }

  // the move succeeded
  for( part = ent; part; part = part->teamchain )
  {
    // call the reached function if time is at or past end point
    if( part->s.pos.trType == TR_LINEAR_STOP )
    {
      if( level.time >= part->s.pos.trTime + part->s.pos.trDuration )
      {
        if( part->reached )
          part->reached( part );
      }
    }
    if ( part->s.apos.trType == TR_LINEAR_STOP ) {
      if ( level.time >= part->s.apos.trTime + part->s.apos.trDuration ) {
        if ( part->reached ) {
          part->reached( part );
        }
      }
    }
  }
}

/*
================
G_RunMover

================
*/
void G_RunMover( gentity_t *ent )
{
  // if not a team captain, don't do anything, because
  // the captain will handle everything
  if( ent->flags & FL_TEAMSLAVE )
    return;

  // if stationary at one of the positions, don't move anything
  if( ( ent->s.pos.trType != TR_STATIONARY || ent->s.apos.trType != TR_STATIONARY ) &&
      ent->moverState < MODEL_POS1 ) //yuck yuck hack
    G_MoverTeam( ent );

  // check think function
  G_RunThink( ent );
}

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

GENERAL MOVERS

Doors, plats, and buttons are all binary (two position) movers
Pos1 is "at rest", pos2 is "activated"
============================================================================
*/

/*
===============
SetMoverState
===============
*/
void SetMoverState( gentity_t *ent, moverState_t moverState, int time )
{
  vec3_t delta;
  float  f;

  ent->moverState = moverState;

  ent->s.pos.trTime = time;
  ent->s.apos.trTime = time;

  switch( moverState )
  {
    case MOVER_POS1:
      VectorCopy( ent->pos1, ent->s.pos.trBase );
      ent->s.pos.trType = TR_STATIONARY;
      break;

    case MOVER_POS2:
      VectorCopy( ent->pos2, ent->s.pos.trBase );
      ent->s.pos.trType = TR_STATIONARY;
      break;

    case MOVER_1TO2:
      VectorCopy( ent->pos1, ent->s.pos.trBase );
      VectorSubtract( ent->pos2, ent->pos1, delta );
      f = 1000.0 / ent->s.pos.trDuration;
      VectorScale( delta, f, ent->s.pos.trDelta );
      ent->s.pos.trType = TR_LINEAR_STOP;
      break;

    case MOVER_2TO1:
      VectorCopy( ent->pos2, ent->s.pos.trBase );
      VectorSubtract( ent->pos1, ent->pos2, delta );
      f = 1000.0 / ent->s.pos.trDuration;
      VectorScale( delta, f, ent->s.pos.trDelta );
      ent->s.pos.trType = TR_LINEAR_STOP;
      break;

    case ROTATOR_POS1:
      VectorCopy( ent->pos1, ent->s.apos.trBase );
      ent->s.apos.trType = TR_STATIONARY;
      break;

    case ROTATOR_POS2:
      VectorCopy( ent->pos2, ent->s.apos.trBase );
      ent->s.apos.trType = TR_STATIONARY;
      break;

    case ROTATOR_1TO2:
      VectorCopy( ent->pos1, ent->s.apos.trBase );
      VectorSubtract( ent->pos2, ent->pos1, delta );
      f = 1000.0 / ent->s.apos.trDuration;
      VectorScale( delta, f, ent->s.apos.trDelta );
      ent->s.apos.trType = TR_LINEAR_STOP;
      break;

    case ROTATOR_2TO1:
      VectorCopy( ent->pos2, ent->s.apos.trBase );
      VectorSubtract( ent->pos1, ent->pos2, delta );
      f = 1000.0 / ent->s.apos.trDuration;
      VectorScale( delta, f, ent->s.apos.trDelta );
      ent->s.apos.trType = TR_LINEAR_STOP;
      break;

    case MODEL_POS1:
      break;

    case MODEL_POS2:
      break;

    default:
      break;
  }

  if( moverState >= MOVER_POS1 && moverState <= MOVER_2TO1 )
    BG_EvaluateTrajectory( &ent->s.pos, level.time, ent->r.currentOrigin );

  if( moverState >= ROTATOR_POS1 && moverState <= ROTATOR_2TO1 )
    BG_EvaluateTrajectory( &ent->s.apos, level.time, ent->r.currentAngles );

  trap_LinkEntity( ent );
}

/*
================
MatchTeam

All entities in a mover team will move from pos1 to pos2
in the same amount of time
================
*/
void MatchTeam( gentity_t *teamLeader, int moverState, int time )
{
  gentity_t   *slave;

  for( slave = teamLeader; slave; slave = slave->teamchain )
    SetMoverState( slave, moverState, time );
}



/*
================
ReturnToPos1
================
*/
void ReturnToPos1( gentity_t *ent )
{
  MatchTeam( ent, MOVER_2TO1, level.time );

  // looping sound
  ent->s.loopSound = ent->soundLoop;

  // starting sound
  if( ent->sound2to1 )
    G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound2to1 );
}


/*
================
ReturnToApos1
================
*/
void ReturnToApos1( gentity_t *ent )
{
  MatchTeam( ent, ROTATOR_2TO1, level.time );

  // looping sound
  ent->s.loopSound = ent->soundLoop;

  // starting sound
  if( ent->sound2to1 )
    G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound2to1 );
}


/*
================
Think_ClosedModelDoor
================
*/
void Think_ClosedModelDoor( gentity_t *ent )
{
  // play sound
  if( ent->soundPos1 )
    G_AddEvent( ent, EV_GENERAL_SOUND, ent->soundPos1 );

  // close areaportals
  if( ent->teammaster == ent || !ent->teammaster )
    trap_AdjustAreaPortalState( ent, qfalse );

  ent->moverState = MODEL_POS1;
}


/*
================
Think_CloseModelDoor
================
*/
void Think_CloseModelDoor( gentity_t *ent )
{
  int       entityList[ MAX_GENTITIES ];
  int       numEntities, i;
  gentity_t *clipBrush = ent->clipBrush;
  gentity_t *check;
  qboolean  canClose = qtrue;

  numEntities = trap_EntitiesInBox( clipBrush->r.absmin, clipBrush->r.absmax, entityList, MAX_GENTITIES );

  //set brush solid
  trap_LinkEntity( ent->clipBrush );

  //see if any solid entities are inside the door
  for( i = 0; i < numEntities; i++ )
  {
    check = &g_entities[ entityList[ i ] ];

    //only test items and players
    if( check->s.eType != ET_ITEM && check->s.eType != ET_BUILDABLE &&
        check->s.eType != ET_CORPSE && check->s.eType != ET_PLAYER &&
        !check->physicsObject )
      continue;

    //test is this entity collides with this door
    if( G_TestEntityPosition( check ) )
      canClose = qfalse;
  }

  //something is blocking this door
  if( !canClose )
  {
    //set brush non-solid
    trap_UnlinkEntity( ent->clipBrush );

    ent->nextthink = level.time + ent->wait;
    return;
  }

  //toggle door state
  ent->s.legsAnim = qfalse;

  // play sound
  if( ent->sound2to1 )
    G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound2to1 );

  ent->moverState = MODEL_2TO1;

  ent->think = Think_ClosedModelDoor;
  ent->nextthink = level.time + ent->speed;
}


/*
================
Think_OpenModelDoor
================
*/
void Think_OpenModelDoor( gentity_t *ent )
{
  //set brush non-solid
  trap_UnlinkEntity( ent->clipBrush );

  // looping sound
  ent->s.loopSound = ent->soundLoop;

  // starting sound
  if( ent->soundPos2 )
    G_AddEvent( ent, EV_GENERAL_SOUND, ent->soundPos2 );

  ent->moverState = MODEL_POS2;

  // return to pos1 after a delay
  ent->think = Think_CloseModelDoor;
  ent->nextthink = level.time + ent->wait;

  // fire targets
  if( !ent->activator )
    ent->activator = ent;

  G_UseTargets( ent, ent->activator );
}


/*
================
Reached_BinaryMover
================
*/
void Reached_BinaryMover( gentity_t *ent )
{
  // stop the looping sound
  ent->s.loopSound = ent->soundLoop;

  if( ent->moverState == MOVER_1TO2 )
  {
    // reached pos2
    SetMoverState( ent, MOVER_POS2, level.time );

    // play sound
    if( ent->soundPos2 )
      G_AddEvent( ent, EV_GENERAL_SOUND, ent->soundPos2 );

    // return to pos1 after a delay
    ent->think = ReturnToPos1;
    ent->nextthink = level.time + ent->wait;

    // fire targets
    if( !ent->activator )
      ent->activator = ent;

    G_UseTargets( ent, ent->activator );
  }
  else if( ent->moverState == MOVER_2TO1 )
  {
    // reached pos1
    SetMoverState( ent, MOVER_POS1, level.time );

    // play sound
    if( ent->soundPos1 )
      G_AddEvent( ent, EV_GENERAL_SOUND, ent->soundPos1 );

    // close areaportals
    if( ent->teammaster == ent || !ent->teammaster )
      trap_AdjustAreaPortalState( ent, qfalse );
  }
  else if( ent->moverState == ROTATOR_1TO2 )
  {
    // reached pos2
    SetMoverState( ent, ROTATOR_POS2, level.time );

    // play sound
    if( ent->soundPos2 )
      G_AddEvent( ent, EV_GENERAL_SOUND, ent->soundPos2 );

    // return to apos1 after a delay
    ent->think = ReturnToApos1;
    ent->nextthink = level.time + ent->wait;

    // fire targets
    if( !ent->activator )
      ent->activator = ent;

    G_UseTargets( ent, ent->activator );
  }
  else if( ent->moverState == ROTATOR_2TO1 )
  {
    // reached pos1
    SetMoverState( ent, ROTATOR_POS1, level.time );

    // play sound
    if( ent->soundPos1 )
      G_AddEvent( ent, EV_GENERAL_SOUND, ent->soundPos1 );

    // close areaportals
    if( ent->teammaster == ent || !ent->teammaster )
      trap_AdjustAreaPortalState( ent, qfalse );
  }
  else
    G_Error( "Reached_BinaryMover: bad moverState" );
}


/*
================
Use_BinaryMover
================
*/
void Use_BinaryMover( gentity_t *ent, gentity_t *other, gentity_t *activator )
{
  int   total;
  int   partial;

  // if this is a non-client-usable door return
  if( ent->targetname && other && other->client )
    return;

  // only the master should be used
  if( ent->flags & FL_TEAMSLAVE )
  {
    Use_BinaryMover( ent->teammaster, other, activator );
    return;
  }

  ent->activator = activator;

  if( ent->moverState == MOVER_POS1 )
  {
    // start moving 50 msec later, becase if this was player
    // triggered, level.time hasn't been advanced yet
    MatchTeam( ent, MOVER_1TO2, level.time + 50 );

    // starting sound
    if( ent->sound1to2 )
      G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound1to2 );

    // looping sound
    ent->s.loopSound = ent->soundLoop;

    // open areaportal
    if( ent->teammaster == ent || !ent->teammaster )
      trap_AdjustAreaPortalState( ent, qtrue );
  }
  else if( ent->moverState == MOVER_POS2 )
  {
    // if all the way up, just delay before coming down
    ent->nextthink = level.time + ent->wait;
  }
  else if( ent->moverState == MOVER_2TO1 )
  {
    // only partway down before reversing
    total = ent->s.pos.trDuration;
    partial = level.time - ent->s.pos.trTime;

    if( partial > total )
      partial = total;

    MatchTeam( ent, MOVER_1TO2, level.time - ( total - partial ) );

    if( ent->sound1to2 )
      G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound1to2 );
  }
  else if( ent->moverState == MOVER_1TO2 )
  {
    // only partway up before reversing
    total = ent->s.pos.trDuration;
    partial = level.time - ent->s.pos.trTime;

    if( partial > total )
      partial = total;

    MatchTeam( ent, MOVER_2TO1, level.time - ( total - partial ) );

    if( ent->sound2to1 )
      G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound2to1 );
  }
  else if( ent->moverState == ROTATOR_POS1 )
  {
    // start moving 50 msec later, becase if this was player
    // triggered, level.time hasn't been advanced yet
    MatchTeam( ent, ROTATOR_1TO2, level.time + 50 );

    // starting sound
    if( ent->sound1to2 )
      G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound1to2 );

    // looping sound
    ent->s.loopSound = ent->soundLoop;

    // open areaportal
    if( ent->teammaster == ent || !ent->teammaster )
      trap_AdjustAreaPortalState( ent, qtrue );
  }
  else if( ent->moverState == ROTATOR_POS2 )
  {
    // if all the way up, just delay before coming down
    ent->nextthink = level.time + ent->wait;
  }
  else if( ent->moverState == ROTATOR_2TO1 )
  {
    // only partway down before reversing
    total = ent->s.apos.trDuration;
    partial = level.time - ent->s.apos.trTime;

    if( partial > total )
      partial = total;

    MatchTeam( ent, ROTATOR_1TO2, level.time - ( total - partial ) );

    if( ent->sound1to2 )
      G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound1to2 );
  }
  else if( ent->moverState == ROTATOR_1TO2 )
  {
    // only partway up before reversing
    total = ent->s.apos.trDuration;
    partial = level.time - ent->s.apos.trTime;

    if( partial > total )
      partial = total;

    MatchTeam( ent, ROTATOR_2TO1, level.time - ( total - partial ) );

    if( ent->sound2to1 )
      G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound2to1 );
  }
  else if( ent->moverState == MODEL_POS1 )
  {
    //toggle door state
    ent->s.legsAnim = qtrue;

    ent->think = Think_OpenModelDoor;
    ent->nextthink = level.time + ent->speed;

    // starting sound
    if( ent->sound1to2 )
      G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound1to2 );

    // looping sound
    ent->s.loopSound = ent->soundLoop;

    // open areaportal
    if( ent->teammaster == ent || !ent->teammaster )
      trap_AdjustAreaPortalState( ent, qtrue );

    ent->moverState = MODEL_1TO2;
  }
  else if( ent->moverState == MODEL_POS2 )
  {
    // if all the way up, just delay before coming down
    ent->nextthink = level.time + ent->wait;
  }
}



/*
================
InitMover

"pos1", "pos2", and "speed" should be set before calling,
so the movement delta can be calculated
================
*/
void InitMover( gentity_t *ent )
{
  vec3_t    move;
  float     distance;
  float     light;
  vec3_t    color;
  qboolean  lightSet, colorSet;
  char      *sound;

  // if the "model2" key is set, use a seperate model
  // for drawing, but clip against the brushes
  if( ent->model2 )
    ent->s.modelindex2 = G_ModelIndex( ent->model2 );

  // if the "loopsound" key is set, use a constant looping sound when moving
  if( G_SpawnString( "noise", "100", &sound ) )
    ent->s.loopSound = G_SoundIndex( sound );

  // if the "color" or "light" keys are set, setup constantLight
  lightSet = G_SpawnFloat( "light", "100", &light );
  colorSet = G_SpawnVector( "color", "1 1 1", color );

  if( lightSet || colorSet )
  {
    int   r, g, b, i;

    r = color[ 0 ] * 255;
    if( r > 255 )
      r = 255;

    g = color[ 1 ] * 255;
    if( g > 255 )
      g = 255;

    b = color[ 2 ] * 255;
    if( b > 255 )
      b = 255;

    i = light / 4;
    if( i > 255 )
      i = 255;

    ent->s.constantLight = r | ( g << 8 ) | ( b << 16 ) | ( i << 24 );
  }


  ent->use = Use_BinaryMover;
  ent->reached = Reached_BinaryMover;

  ent->moverState = MOVER_POS1;
  ent->r.svFlags = SVF_USE_CURRENT_ORIGIN;
  ent->s.eType = ET_MOVER;
  VectorCopy( ent->pos1, ent->r.currentOrigin );
  trap_LinkEntity( ent );

  ent->s.pos.trType = TR_STATIONARY;
  VectorCopy( ent->pos1, ent->s.pos.trBase );

  // calculate time to reach second position from speed
  VectorSubtract( ent->pos2, ent->pos1, move );
  distance = VectorLength( move );
  if( !ent->speed )
    ent->speed = 100;

  VectorScale( move, ent->speed, ent->s.pos.trDelta );
  ent->s.pos.trDuration = distance * 1000 / ent->speed;

  if( ent->s.pos.trDuration <= 0 )
    ent->s.pos.trDuration = 1;
}


/*
================
InitRotator

"pos1", "pos2", and "speed" should be set before calling,
so the movement delta can be calculated
================
*/
void InitRotator( gentity_t *ent )
{
  vec3_t    move;
  float     angle;
  float     light;
  vec3_t    color;
  qboolean  lightSet, colorSet;
  char      *sound;

  // if the "model2" key is set, use a seperate model
  // for drawing, but clip against the brushes
  if( ent->model2 )
    ent->s.modelindex2 = G_ModelIndex( ent->model2 );

  // if the "loopsound" key is set, use a constant looping sound when moving
  if( G_SpawnString( "noise", "100", &sound ) )
    ent->s.loopSound = G_SoundIndex( sound );

  // if the "color" or "light" keys are set, setup constantLight
  lightSet = G_SpawnFloat( "light", "100", &light );
  colorSet = G_SpawnVector( "color", "1 1 1", color );

  if( lightSet || colorSet )
  {
    int   r, g, b, i;

    r = color[ 0 ] * 255;

    if( r > 255 )
      r = 255;

    g = color[ 1 ] * 255;

    if( g > 255 )
      g = 255;

    b = color[ 2 ] * 255;

    if( b > 255 )
      b = 255;

    i = light / 4;

    if( i > 255 )
      i = 255;

    ent->s.constantLight = r | ( g << 8 ) | ( b << 16 ) | ( i << 24 );
  }


  ent->use = Use_BinaryMover;
  ent->reached = Reached_BinaryMover;

  ent->moverState = ROTATOR_POS1;
  ent->r.svFlags = SVF_USE_CURRENT_ORIGIN;
  ent->s.eType = ET_MOVER;
  VectorCopy( ent->pos1, ent->r.currentAngles );
  trap_LinkEntity( ent );

  ent->s.apos.trType = TR_STATIONARY;
  VectorCopy( ent->pos1, ent->s.apos.trBase );

  // calculate time to reach second position from speed
  VectorSubtract( ent->pos2, ent->pos1, move );
  angle = VectorLength( move );

  if( !ent->speed )
    ent->speed = 120;

  VectorScale( move, ent->speed, ent->s.apos.trDelta );
  ent->s.apos.trDuration = angle * 1000 / ent->speed;

  if( ent->s.apos.trDuration <= 0 )
    ent->s.apos.trDuration = 1;
}


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

DOOR

A use can be triggered either by a touch function, by being shot, or by being
targeted by another entity.

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

/*
================
Blocked_Door
================
*/
void Blocked_Door( gentity_t *ent, gentity_t *other )
{
  // remove anything other than a client or buildable
  if( !other->client && other->s.eType != ET_BUILDABLE )
  {
    G_FreeEntity( other );
    return;
  }

  if( ent->damage )
    G_Damage( other, ent, ent, NULL, NULL, ent->damage, 0, MOD_CRUSH );

  if( ent->spawnflags & 4 )
    return;   // crushers don't reverse

  // reverse direction
  Use_BinaryMover( ent, ent, other );
}

/*
================
Touch_DoorTriggerSpectator
================
*/
static void Touch_DoorTriggerSpectator( gentity_t *ent, gentity_t *other, trace_t *trace )
{
  int     i, axis;
  vec3_t  origin, dir, angles;

  axis = ent->count;
  VectorClear( dir );

  if( fabs( other->s.origin[ axis ] - ent->r.absmax[ axis ] ) <
      fabs( other->s.origin[ axis ] - ent->r.absmin[ axis ] ) )
  {
    origin[ axis ] = ent->r.absmin[ axis ] - 20;
    dir[ axis ] = -1;
  }
  else
  {
    origin[ axis ] = ent->r.absmax[ axis ] + 20;
    dir[ axis ] = 1;
  }

  for( i = 0; i < 3; i++ )
  {
    if( i == axis )
      continue;

    origin[ i ] = ( ent->r.absmin[ i ] + ent->r.absmax[ i ] ) * 0.5;
  }

  vectoangles( dir, angles );
  TeleportPlayer( other, origin, angles );
}


/*
================
manualDoorTriggerSpectator

This effectively creates a temporary door auto trigger so manually
triggers doors can be skipped by spectators
================
*/
static void manualDoorTriggerSpectator( gentity_t *door, gentity_t *player )
{
  gentity_t *other;
  gentity_t triggerHull;
  int       best, i;
  vec3_t    mins, maxs;

  //don't skip a door that is already open
  if( door->moverState == MOVER_1TO2 ||
      door->moverState == MOVER_POS2 ||
      door->moverState == ROTATOR_1TO2 ||
      door->moverState == ROTATOR_POS2 ||
      door->moverState == MODEL_1TO2 ||
      door->moverState == MODEL_POS2 )
    return;

  // find the bounds of everything on the team
  VectorCopy( door->r.absmin, mins );
  VectorCopy( door->r.absmax, maxs );

  for( other = door->teamchain; other; other = other->teamchain )
  {
    AddPointToBounds( other->r.absmin, mins, maxs );
    AddPointToBounds( other->r.absmax, mins, maxs );
  }

  // find the thinnest axis, which will be the one we expand
  best = 0;
  for( i = 1; i < 3; i++ )
  {
    if( maxs[ i ] - mins[ i ] < maxs[ best ] - mins[ best ] )
      best = i;
  }

  maxs[ best ] += 60;
  mins[ best ] -= 60;

  VectorCopy( mins, triggerHull.r.absmin );
  VectorCopy( maxs, triggerHull.r.absmax );
  triggerHull.count = best;

  Touch_DoorTriggerSpectator( &triggerHull, player, NULL );
}

/*
================
manualTriggerSpectator

Trip to skip the closest door targetted by trigger
================
*/
void manualTriggerSpectator( gentity_t *trigger, gentity_t *player )
{
  gentity_t *t = NULL;
  gentity_t *targets[ MAX_GENTITIES ];
  int       i = 0, j;
  float     minDistance = (float)INFINITE;

  //restrict this hack to trigger_multiple only for now
  if( strcmp( trigger->classname, "trigger_multiple" ) )
    return;

  if( !trigger->target )
    return;

  //create a list of door entities this trigger targets
  while( ( t = G_Find( t, FOFS( targetname ), trigger->target ) ) != NULL )
  {
    if( !strcmp( t->classname, "func_door" ) )
      targets[ i++ ] = t;
    else if( t == trigger )
      G_Printf( "WARNING: Entity used itself.\n" );

    if( !trigger->inuse )
    {
      G_Printf( "triggerity was removed while using targets\n" );
      return;
    }
  }

  //if more than 0 targets
  if( i > 0 )
  {
    gentity_t *closest = NULL;

    //pick the closest door
    for( j = 0; j < i; j++ )
    {
      float d = Distance( player->r.currentOrigin, targets[ j ]->r.currentOrigin );

      if( d < minDistance )
      {
        minDistance = d;
        closest = targets[ j ];
      }
    }

    //try and skip the door
    manualDoorTriggerSpectator( closest, player );
  }
}


/*
================
Touch_DoorTrigger
================
*/
void Touch_DoorTrigger( gentity_t *ent, gentity_t *other, trace_t *trace )
{
  //buildables don't trigger movers
  if( other->s.eType == ET_BUILDABLE )
    return;

  if( other->client && other->client->sess.sessionTeam == TEAM_SPECTATOR )
  {
    // if the door is not open and not opening
    if( ent->parent->moverState != MOVER_1TO2 &&
        ent->parent->moverState != MOVER_POS2 &&
        ent->parent->moverState != ROTATOR_1TO2 &&
        ent->parent->moverState != ROTATOR_POS2 )
      Touch_DoorTriggerSpectator( ent, other, trace );
  }
  else if( ent->parent->moverState != MOVER_1TO2 &&
           ent->parent->moverState != ROTATOR_1TO2 &&
           ent->parent->moverState != ROTATOR_2TO1 )
  {
    Use_BinaryMover( ent->parent, ent, other );
  }
}


/*
======================
Think_SpawnNewDoorTrigger

All of the parts of a door have been spawned, so create
a trigger that encloses all of them
======================
*/
void Think_SpawnNewDoorTrigger( gentity_t *ent )
{
  gentity_t *other;
  vec3_t    mins, maxs;
  int       i, best;

  //TA: disable shootable doors
  // set all of the slaves as shootable
  //for( other = ent; other; other = other->teamchain )
  //  other->takedamage = qtrue;

  // find the bounds of everything on the team
  VectorCopy( ent->r.absmin, mins );
  VectorCopy( ent->r.absmax, maxs );

  for( other = ent->teamchain; other; other=other->teamchain )
  {
    AddPointToBounds( other->r.absmin, mins, maxs );
    AddPointToBounds( other->r.absmax, mins, maxs );
  }

  // find the thinnest axis, which will be the one we expand
  best = 0;
  for( i = 1; i < 3; i++ )
  {
    if( maxs[ i ] - mins[ i ] < maxs[ best ] - mins[ best ] )
      best = i;
  }

  maxs[ best ] += 60;
  mins[ best ] -= 60;

  // create a trigger with this size
  other = G_Spawn( );
  other->classname = "door_trigger";
  VectorCopy( mins, other->r.mins );
  VectorCopy( maxs, other->r.maxs );
  other->parent = ent;
  other->r.contents = CONTENTS_TRIGGER;
  other->touch = Touch_DoorTrigger;
  // remember the thinnest axis
  other->count = best;
  trap_LinkEntity( other );

  if( ent->moverState < MODEL_POS1 )
    MatchTeam( ent, ent->moverState, level.time );
}

void Think_MatchTeam( gentity_t *ent )
{
  MatchTeam( ent, ent->moverState, level.time );
}


/*QUAKED func_door (0 .5 .8) ? START_OPEN x CRUSHER
TOGGLE    wait in both the start and end states for a trigger event.
START_OPEN  the door to moves to its destination when spawned, and operate in reverse.  It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).
NOMONSTER monsters will not trigger this door

"model2"  .md3 model to also draw
"angle"   determines the opening direction
"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
"speed"   movement speed (100 default)
"wait"    wait before returning (3 default, -1 = never return)
"lip"   lip remaining at end of move (8 default)
"dmg"   damage to inflict when blocked (2 default)
"color"   constantLight color
"light"   constantLight radius
"health"  if set, the door must be shot open
*/
void SP_func_door( gentity_t *ent )
{
  vec3_t  abs_movedir;
  float   distance;
  vec3_t  size;
  float   lip;
  char    *s;

  G_SpawnString( "sound2to1", "sound/movers/doors/dr1_strt.wav", &s );
  ent->sound2to1 = G_SoundIndex( s );
  G_SpawnString( "sound1to2", "sound/movers/doors/dr1_strt.wav", &s );
  ent->sound1to2 = G_SoundIndex( s );

  G_SpawnString( "soundPos2", "sound/movers/doors/dr1_end.wav", &s );
  ent->soundPos2 = G_SoundIndex( s );
  G_SpawnString( "soundPos1", "sound/movers/doors/dr1_end.wav", &s );
  ent->soundPos1 = G_SoundIndex( s );

  ent->blocked = Blocked_Door;

  // default speed of 400
  if( !ent->speed )
    ent->speed = 400;

  // default wait of 2 seconds
  if( !ent->wait )
    ent->wait = 2;

  ent->wait *= 1000;

  // default lip of 8 units
  G_SpawnFloat( "lip", "8", &lip );

  // default damage of 2 points
  G_SpawnInt( "dmg", "2", &ent->damage );

  // first position at start
  VectorCopy( ent->s.origin, ent->pos1 );

  // calculate second position
  trap_SetBrushModel( ent, ent->model );
  G_SetMovedir( ent->s.angles, ent->movedir );
  abs_movedir[ 0 ] = fabs( ent->movedir[ 0 ] );
  abs_movedir[ 1 ] = fabs( ent->movedir[ 1 ] );
  abs_movedir[ 2 ] = fabs( ent->movedir[ 2 ] );
  VectorSubtract( ent->r.maxs, ent->r.mins, size );
  distance = DotProduct( abs_movedir, size ) - lip;
  VectorMA( ent->pos1, distance, ent->movedir, ent->pos2 );

  // if "start_open", reverse position 1 and 2
  if( ent->spawnflags & 1 )
  {
    vec3_t  temp;

    VectorCopy( ent->pos2, temp );
    VectorCopy( ent->s.origin, ent->pos2 );
    VectorCopy( temp, ent->pos1 );
  }

  InitMover( ent );

  ent->nextthink = level.time + FRAMETIME;

  if( !( ent->flags & FL_TEAMSLAVE ) )
  {
    int health;

    G_SpawnInt( "health", "0", &health );
    if( health )
      ent->takedamage = qtrue;

    if( ent->targetname || health )
    {
      // non touch/shoot doors
      ent->think = Think_MatchTeam;
    }
    else
      ent->think = Think_SpawnNewDoorTrigger;
  }
}

/*QUAKED func_door_rotating (0 .5 .8) START_OPEN CRUSHER REVERSE TOGGLE X_AXIS Y_AXIS
 * This is the rotating door... just as the name suggests it's a door that rotates
 * START_OPEN the door to moves to its destination when spawned, and operate in reverse.
 * REVERSE    if you want the door to open in the other direction, use this switch.
 * TOGGLE   wait in both the start and end states for a trigger event.
 * X_AXIS   open on the X-axis instead of the Z-axis
 * Y_AXIS   open on the Y-axis instead of the Z-axis
 *
 *   You need to have an origin brush as part of this entity.  The center of that brush will be
 *   the point around which it is rotated. It will rotate around the Z axis by default.  You can
 *   check either the X_AXIS or Y_AXIS box to change that.
 *
 *   "model2" .md3 model to also draw
 *   "distance" how many degrees the door will open
 *   "speed"    how fast the door will open (degrees/second)
 *   "color"    constantLight color
 *   "light"    constantLight radius
 *   */

void SP_func_door_rotating( gentity_t *ent )
{
  char    *s;

  G_SpawnString( "sound2to1", "sound/movers/doors/dr1_strt.wav", &s );
  ent->sound2to1 = G_SoundIndex( s );
  G_SpawnString( "sound1to2", "sound/movers/doors/dr1_strt.wav", &s );
  ent->sound1to2 = G_SoundIndex( s );

  G_SpawnString( "soundPos2", "sound/movers/doors/dr1_end.wav", &s );
  ent->soundPos2 = G_SoundIndex( s );
  G_SpawnString( "soundPos1", "sound/movers/doors/dr1_end.wav", &s );
  ent->soundPos1 = G_SoundIndex( s );

  ent->blocked = Blocked_Door;

  //default speed of 120
  if( !ent->speed )
    ent->speed = 120;

  // if speed is negative, positize it and add reverse flag
  if( ent->speed < 0 )
  {
    ent->speed *= -1;
    ent->spawnflags |= 8;
  }

  // default of 2 seconds
  if( !ent->wait )
    ent->wait = 2;

  ent->wait *= 1000;

  // set the axis of rotation
  VectorClear( ent->movedir );
  VectorClear( ent->s.angles );

  if( ent->spawnflags & 32 )
    ent->movedir[ 2 ] = 1.0;
  else if( ent->spawnflags & 64 )
    ent->movedir[ 0 ] = 1.0;
  else
    ent->movedir[ 1 ] = 1.0;

  // reverse direction if necessary
  if( ent->spawnflags & 8 )
    VectorNegate ( ent->movedir, ent->movedir );

  // default distance of 90 degrees. This is something the mapper should not
  // leave out, so we'll tell him if he does.
  if( !ent->rotatorAngle )
  {
    G_Printf( "%s at %s with no rotatorAngle set.\n",
              ent->classname, vtos( ent->s.origin ) );

    ent->rotatorAngle = 90.0;
  }

  VectorCopy( ent->s.angles, ent->pos1 );
  trap_SetBrushModel( ent, ent->model );
  VectorMA( ent->pos1, ent->rotatorAngle, ent->movedir, ent->pos2 );

  // if "start_open", reverse position 1 and 2
  if( ent->spawnflags & 1 )
  {
    vec3_t  temp;

    VectorCopy( ent->pos2, temp );
    VectorCopy( ent->s.angles, ent->pos2 );
    VectorCopy( temp, ent->pos1 );
    VectorNegate( ent->movedir, ent->movedir );
  }

  // set origin
  VectorCopy( ent->s.origin, ent->s.pos.trBase );
  VectorCopy( ent->s.pos.trBase, ent->r.currentOrigin );

  InitRotator( ent );

  ent->nextthink = level.time + FRAMETIME;

  if( !( ent->flags & FL_TEAMSLAVE ) )
  {
    int health;

    G_SpawnInt( "health", "0", &health );

    if( health )
      ent->takedamage = qtrue;

    if( ent->targetname || health )
    {
      // non touch/shoot doors
      ent->think = Think_MatchTeam;
    }
    else
      ent->think = Think_SpawnNewDoorTrigger;
  }
}

/*QUAKED func_door_model (0 .5 .8) ? START_OPEN
TOGGLE    wait in both the start and end states for a trigger event.
START_OPEN  the door to moves to its destination when spawned, and operate in reverse.  It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).
NOMONSTER monsters will not trigger this door

"model2"  .md3 model to also draw
"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
"speed"   movement speed (100 default)
"wait"    wait before returning (3 default, -1 = never return)
"color"   constantLight color
"light"   constantLight radius
"health"  if set, the door must be shot open
*/
void SP_func_door_model( gentity_t *ent )
{
  char      *s;
  float     light;
  vec3_t    color;
  qboolean  lightSet, colorSet;
  char      *sound;
  gentity_t *clipBrush;

  G_SpawnString( "sound2to1", "sound/movers/doors/dr1_strt.wav", &s );
  ent->sound2to1 = G_SoundIndex( s );
  G_SpawnString( "sound1to2", "sound/movers/doors/dr1_strt.wav", &s );
  ent->sound1to2 = G_SoundIndex( s );

  G_SpawnString( "soundPos2", "sound/movers/doors/dr1_end.wav", &s );
  ent->soundPos2 = G_SoundIndex( s );
  G_SpawnString( "soundPos1", "sound/movers/doors/dr1_end.wav", &s );
  ent->soundPos1 = G_SoundIndex( s );

  //default speed of 100ms
  if( !ent->speed )
    ent->speed = 200;

  //default wait of 2 seconds
  if( ent->wait <= 0 )
    ent->wait = 2;

  ent->wait *= 1000;

  //brush model
  clipBrush = ent->clipBrush = G_Spawn( );
  clipBrush->model = ent->model;
  trap_SetBrushModel( clipBrush, clipBrush->model );
  clipBrush->s.eType = ET_INVISIBLE;
  trap_LinkEntity( clipBrush );

  //copy the bounds back from the clipBrush so the
  //triggers can be made
  VectorCopy( clipBrush->r.absmin, ent->r.absmin );
  VectorCopy( clipBrush->r.absmax, ent->r.absmax );
  VectorCopy( clipBrush->r.mins, ent->r.mins );
  VectorCopy( clipBrush->r.maxs, ent->r.maxs );

  G_SpawnVector( "modelOrigin", "0 0 0", ent->s.origin );

  G_SpawnVector( "scale", "1 1 1", ent->s.origin2 );

  // if the "model2" key is set, use a seperate model
  // for drawing, but clip against the brushes
  if( !ent->model2 )
    G_Printf( S_COLOR_YELLOW "WARNING: func_door_model %d spawned with no model2 key\n", ent->s.number );
  else
    ent->s.modelindex = G_ModelIndex( ent->model2 );

  // if the "loopsound" key is set, use a constant looping sound when moving
  if( G_SpawnString( "noise", "100", &sound ) )
    ent->s.loopSound = G_SoundIndex( sound );

  // if the "color" or "light" keys are set, setup constantLight
  lightSet = G_SpawnFloat( "light", "100", &light );
  colorSet = G_SpawnVector( "color", "1 1 1", color );

  if( lightSet || colorSet )
  {
    int   r, g, b, i;

    r = color[ 0 ] * 255;
    if( r > 255 )
      r = 255;

    g = color[ 1 ] * 255;
    if( g > 255 )
      g = 255;

    b = color[ 2 ] * 255;
    if( b > 255 )
      b = 255;

    i = light / 4;
    if( i > 255 )
      i = 255;

    ent->s.constantLight = r | ( g << 8 ) | ( b << 16 ) | ( i << 24 );
  }

  ent->use = Use_BinaryMover;

  ent->moverState = MODEL_POS1;
  ent->s.eType = ET_MODELDOOR;
  VectorCopy( ent->s.origin, ent->s.pos.trBase );
  ent->s.pos.trType = TR_STATIONARY;
  ent->s.pos.trTime = 0;
  ent->s.pos.trDuration = 0;
  VectorClear( ent->s.pos.trDelta );
  VectorCopy( ent->s.angles, ent->s.apos.trBase );
  ent->s.apos.trType = TR_STATIONARY;
  ent->s.apos.trTime = 0;
  ent->s.apos.trDuration = 0;
  VectorClear( ent->s.apos.trDelta );

  ent->s.powerups  = (int)ent->animation[ 0 ];                  //first frame
  ent->s.weapon    = abs( (int)ent->animation[ 1 ] );           //number of frames

  //must be at least one frame -- mapper has forgotten animation key
  if( ent->s.weapon == 0 )
    ent->s.weapon = 1;

  ent->s.torsoAnim = ent->s.weapon * ( 1000.0f / ent->speed );  //framerate

  trap_LinkEntity( ent );

  if( !( ent->flags & FL_TEAMSLAVE ) )
  {
    int health;

    G_SpawnInt( "health", "0", &health );
    if( health )
      ent->takedamage = qtrue;

    if( !( ent->targetname || health ) )
    {
      ent->nextthink = level.time + FRAMETIME;
      ent->think = Think_SpawnNewDoorTrigger;
    }
  }
}

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

PLAT

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

/*
==============
Touch_Plat

Don't allow decent if a living player is on it
===============
*/
void Touch_Plat( gentity_t *ent, gentity_t *other, trace_t *trace )
{
  // DONT_WAIT
  if( ent->spawnflags & 1 )
    return;

  if( !other->client || other->client->ps.stats[ STAT_HEALTH ] <= 0 )
    return;

  // delay return-to-pos1 by one second
  if( ent->moverState == MOVER_POS2 )
    ent->nextthink = level.time + 1000;
}

/*
==============
Touch_PlatCenterTrigger

If the plat is at the bottom position, start it going up
===============
*/
void Touch_PlatCenterTrigger( gentity_t *ent, gentity_t *other, trace_t *trace )
{
  if( !other->client )
    return;

  if( ent->parent->moverState == MOVER_POS1 )
    Use_BinaryMover( ent->parent, ent, other );
}


/*
================
SpawnPlatTrigger

Spawn a trigger in the middle of the plat's low position
Elevator cars require that the trigger extend through the entire low position,
not just sit on top of it.
================
*/
void SpawnPlatTrigger( gentity_t *ent )
{
  gentity_t *trigger;
  vec3_t    tmin, tmax;

  // the middle trigger will be a thin trigger just
  // above the starting position
  trigger = G_Spawn( );
  trigger->classname = "plat_trigger";
  trigger->touch = Touch_PlatCenterTrigger;
  trigger->r.contents = CONTENTS_TRIGGER;
  trigger->parent = ent;

  tmin[ 0 ] = ent->pos1[ 0 ] + ent->r.mins[ 0 ] + 33;
  tmin[ 1 ] = ent->pos1[ 1 ] + ent->r.mins[ 1 ] + 33;
  tmin[ 2 ] = ent->pos1[ 2 ] + ent->r.mins[ 2 ];

  tmax[ 0 ] = ent->pos1[ 0 ] + ent->r.maxs[ 0 ] - 33;
  tmax[ 1 ] = ent->pos1[ 1 ] + ent->r.maxs[ 1 ] - 33;
  tmax[ 2 ] = ent->pos1[ 2 ] + ent->r.maxs[ 2 ] + 8;

  if( tmax[ 0 ] <= tmin[ 0 ] )
  {
    tmin[ 0 ] = ent->pos1[ 0 ] + ( ent->r.mins[ 0 ] + ent->r.maxs[ 0 ] ) * 0.5;
    tmax[ 0 ] = tmin[ 0 ] + 1;
  }

  if( tmax[ 1 ] <= tmin[ 1 ] )
  {
    tmin[ 1 ] = ent->pos1[ 1 ] + ( ent->r.mins[ 1 ] + ent->r.maxs[ 1 ] ) * 0.5;
    tmax[ 1 ] = tmin[ 1 ] + 1;
  }

  VectorCopy( tmin, trigger->r.mins );
  VectorCopy( tmax, trigger->r.maxs );

  trap_LinkEntity( trigger );
}


/*QUAKED func_plat (0 .5 .8) ?
Plats are always drawn in the extended position so they will light correctly.

"lip"   default 8, protrusion above rest position
"height"  total height of movement, defaults to model height
"speed"   overrides default 200.
"dmg"   overrides default 2
"model2"  .md3 model to also draw
"color"   constantLight color
"light"   constantLight radius
*/
void SP_func_plat( gentity_t *ent )
{
  float lip, height;
  char  *s;

  G_SpawnString( "sound2to1", "sound/movers/plats/pt1_strt.wav", &s );
  ent->sound2to1 = G_SoundIndex( s );
  G_SpawnString( "sound1to2", "sound/movers/plats/pt1_strt.wav", &s );
  ent->sound1to2 = G_SoundIndex( s );

  G_SpawnString( "soundPos2", "sound/movers/plats/pt1_end.wav", &s );
  ent->soundPos2 = G_SoundIndex( s );
  G_SpawnString( "soundPos1", "sound/movers/plats/pt1_end.wav", &s );
  ent->soundPos1 = G_SoundIndex( s );

  VectorClear( ent->s.angles );

  G_SpawnFloat( "speed", "200", &ent->speed );
  G_SpawnInt( "dmg", "2", &ent->damage );
  G_SpawnFloat( "wait", "1", &ent->wait );
  G_SpawnFloat( "lip", "8", &lip );

  ent->wait = 1000;

  // create second position
  trap_SetBrushModel( ent, ent->model );

  if( !G_SpawnFloat( "height", "0", &height ) )
    height = ( ent->r.maxs[ 2 ] - ent->r.mins[ 2 ] ) - lip;

  // pos1 is the rest (bottom) position, pos2 is the top
  VectorCopy( ent->s.origin, ent->pos2 );
  VectorCopy( ent->pos2, ent->pos1 );
  ent->pos1[ 2 ] -= height;

  InitMover( ent );

  // touch function keeps the plat from returning while
  // a live player is standing on it
  ent->touch = Touch_Plat;

  ent->blocked = Blocked_Door;

  ent->parent = ent;  // so it can be treated as a door

  // spawn the trigger if one hasn't been custom made
  if( !ent->targetname )
    SpawnPlatTrigger( ent );
}


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

BUTTON

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

/*
==============
Touch_Button

===============
*/
void Touch_Button( gentity_t *ent, gentity_t *other, trace_t *trace )
{
  if( !other->client )
    return;

  if( ent->moverState == MOVER_POS1 )
    Use_BinaryMover( ent, other, other );
}


/*QUAKED func_button (0 .5 .8) ?
When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again.

"model2"  .md3 model to also draw
"angle"   determines the opening direction
"target"  all entities with a matching targetname will be used
"speed"   override the default 40 speed
"wait"    override the default 1 second wait (-1 = never return)
"lip"   override the default 4 pixel lip remaining at end of move
"health"  if set, the button must be killed instead of touched
"color"   constantLight color
"light"   constantLight radius
*/
void SP_func_button( gentity_t *ent )
{
  vec3_t  abs_movedir;
  float   distance;
  vec3_t  size;
  float   lip;
  char    *s;

  G_SpawnString( "sound1to2", "sound/movers/switches/button1.wav", &s );
  ent->sound1to2 = G_SoundIndex( s );

  if( !ent->speed )
    ent->speed = 40;

  if( !ent->wait )
    ent->wait = 1;

  ent->wait *= 1000;

  // first position
  VectorCopy( ent->s.origin, ent->pos1 );

  // calculate second position
  trap_SetBrushModel( ent, ent->model );

  G_SpawnFloat( "lip", "4", &lip );

  G_SetMovedir( ent->s.angles, ent->movedir );
  abs_movedir[ 0 ] = fabs( ent->movedir[ 0 ] );
  abs_movedir[ 1 ] = fabs( ent->movedir[ 1 ] );
  abs_movedir[ 2 ] = fabs( ent->movedir[ 2 ] );
  VectorSubtract( ent->r.maxs, ent->r.mins, size );
  distance = abs_movedir[ 0 ] * size[ 0 ] + abs_movedir[ 1 ] * size[ 1 ] + abs_movedir[ 2 ] * size[ 2 ] - lip;
  VectorMA( ent->pos1, distance, ent->movedir, ent->pos2 );

  if( ent->health )
  {
    // shootable button
    ent->takedamage = qtrue;
  }
  else
  {
    // touchable button
    ent->touch = Touch_Button;
  }

  InitMover( ent );
}



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

TRAIN

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


#define TRAIN_START_OFF   1
#define TRAIN_BLOCK_STOPS 2

/*
===============
Think_BeginMoving

The wait time at a corner has completed, so start moving again
===============
*/
void Think_BeginMoving( gentity_t *ent )
{
  ent->s.pos.trTime = level.time;
  ent->s.pos.trType = TR_LINEAR_STOP;
}

/*
===============
Reached_Train
===============
*/
void Reached_Train( gentity_t *ent )
{
  gentity_t *next;
  float     speed;
  vec3_t    move;
  float     length;

  // copy the apropriate values
  next = ent->nextTrain;
  if( !next || !next->nextTrain )
    return;   // just stop

  // fire all other targets
  G_UseTargets( next, NULL );

  // set the new trajectory
  ent->nextTrain = next->nextTrain;
  VectorCopy( next->s.origin, ent->pos1 );
  VectorCopy( next->nextTrain->s.origin, ent->pos2 );

  // if the path_corner has a speed, use that
  if( next->speed )
  {
    speed = next->speed;
  }
  else
  {
    // otherwise use the train's speed
    speed = ent->speed;
  }

  if( speed < 1 )
    speed = 1;

  ent->lastSpeed = speed;

  // calculate duration
  VectorSubtract( ent->pos2, ent->pos1, move );
  length = VectorLength( move );

  ent->s.pos.trDuration = length * 1000 / speed;

  // looping sound
  ent->s.loopSound = next->soundLoop;

  // start it going
  SetMoverState( ent, MOVER_1TO2, level.time );

  if( ent->spawnflags & TRAIN_START_OFF )
  {
    ent->s.pos.trType = TR_STATIONARY;
    return;
  }

  // if there is a "wait" value on the target, don't start moving yet
  if( next->wait )
  {
    ent->nextthink = level.time + next->wait * 1000;
    ent->think = Think_BeginMoving;
    ent->s.pos.trType = TR_STATIONARY;
  }
}

/*
================
Start_Train
================
*/
void Start_Train( gentity_t *ent, gentity_t *other, gentity_t *activator )
{
  vec3_t  move;

  //recalculate duration as the mover is highly
  //unlikely to be right on a path_corner
  VectorSubtract( ent->pos2, ent->pos1, move );
  ent->s.pos.trDuration = VectorLength( move ) * 1000 / ent->lastSpeed;
  SetMoverState( ent, MOVER_1TO2, level.time );

  ent->spawnflags &= ~TRAIN_START_OFF;
}

/*
================
Stop_Train
================
*/
void Stop_Train( gentity_t *ent, gentity_t *other, gentity_t *activator )
{
  vec3_t  origin;

  //get current origin
  BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );
  VectorCopy( origin, ent->pos1 );
  SetMoverState( ent, MOVER_POS1, level.time );

  ent->spawnflags |= TRAIN_START_OFF;
}

/*
================
Use_Train
================
*/
void Use_Train( gentity_t *ent, gentity_t *other, gentity_t *activator )
{
  if( ent->spawnflags & TRAIN_START_OFF )
  {
    //train is currently not moving so start it
    Start_Train( ent, other, activator );
  }
  else
  {
    //train is moving so stop it
    Stop_Train( ent, other, activator );
  }
}

/*
===============
Think_SetupTrainTargets

Link all the corners together
===============
*/
void Think_SetupTrainTargets( gentity_t *ent )
{
  gentity_t *path, *next, *start;

  ent->nextTrain = G_Find( NULL, FOFS( targetname ), ent->target );

  if( !ent->nextTrain )
  {
    G_Printf( "func_train at %s with an unfound target\n",
      vtos( ent->r.absmin ) );
    return;
  }

  start = NULL;
  for( path = ent->nextTrain; path != start; path = next )
  {
    if( !start )
      start = path;

    if( !path->target )
    {
      G_Printf( "Train corner at %s without a target\n",
        vtos( path->s.origin ) );
      return;
    }

    // find a path_corner among the targets
    // there may also be other targets that get fired when the corner
    // is reached
    next = NULL;
    do
    {
      next = G_Find( next, FOFS( targetname ), path->target );

      if( !next )
      {
        G_Printf( "Train corner at %s without a target path_corner\n",
          vtos( path->s.origin ) );
        return;
      }
    } while( strcmp( next->classname, "path_corner" ) );

    path->nextTrain = next;
  }

  // start the train moving from the first corner
  Reached_Train( ent );
}



/*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8)
Train path corners.
Target: next path corner and other targets to fire
"speed" speed to move to the next corner
"wait" seconds to wait before behining move to next corner
*/

void SP_path_corner( gentity_t *self )
{
  if( !self->targetname )
  {
    G_Printf( "path_corner with no targetname at %s\n", vtos( self->s.origin ) );
    G_FreeEntity( self );
    return;
  }
  // path corners don't need to be linked in
}

/*
================
Blocked_Train
================
*/
void Blocked_Train( gentity_t *self, gentity_t *other )
{
  if( self->spawnflags & TRAIN_BLOCK_STOPS )
    Stop_Train( self, other, other );
  else
  {
    if( !other->client )
    {
      //whatever is blocking the train isn't a client

      //KILL!!1!!!
      G_Damage( other, self, self, NULL, NULL, 10000, 0, MOD_CRUSH );

      //buildables need to be handled differently since even when
      //dealth fatal amounts of damage they won't instantly become non-solid
      if( other->s.eType == ET_BUILDABLE && other->spawned )
      {
        vec3_t    dir;
        gentity_t *tent;

        if( other->biteam == BIT_ALIENS )
        {
          VectorCopy( other->s.origin2, dir );
          tent = G_TempEntity( other->s.origin, EV_ALIEN_BUILDABLE_EXPLOSION );
          tent->s.eventParm = DirToByte( dir );
        }
        else if( other->biteam == BIT_HUMANS )
        {
          VectorSet( dir, 0.0f, 0.0f, 1.0f );
          tent = G_TempEntity( other->s.origin, EV_HUMAN_BUILDABLE_EXPLOSION );
          tent->s.eventParm = DirToByte( dir );
        }
      }

      //if it's still around free it
      if( other )
        G_FreeEntity( other );

      return;
    }

    G_Damage( other, self, self, NULL, NULL, 10000, 0, MOD_CRUSH );
  }
}


/*QUAKED func_train (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS
A train is a mover that moves between path_corner target points.
Trains MUST HAVE AN ORIGIN BRUSH.
The train spawns at the first target it is pointing at.
"model2"  .md3 model to also draw
"speed"   default 100
"dmg"   default 2
"noise"   looping sound to play when the train is in motion
"target"  next path corner
"color"   constantLight color
"light"   constantLight radius
*/
void SP_func_train( gentity_t *self )
{
  VectorClear( self->s.angles );

  if( self->spawnflags & TRAIN_BLOCK_STOPS )
    self->damage = 0;
  else if( !self->damage )
    self->damage = 2;

  if( !self->speed )
    self->speed = 100;

  if( !self->target )
  {
    G_Printf( "func_train without a target at %s\n", vtos( self->r.absmin ) );
    G_FreeEntity( self );
    return;
  }

  trap_SetBrushModel( self, self->model );
  InitMover( self );

  self->reached = Reached_Train;
  self->use = Use_Train;
  self->blocked = Blocked_Train;

  // start trains on the second frame, to make sure their targets have had
  // a chance to spawn
  self->nextthink = level.time + FRAMETIME;
  self->think = Think_SetupTrainTargets;
}

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

STATIC

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


/*QUAKED func_static (0 .5 .8) ?
A bmodel that just sits there, doing nothing.  Can be used for conditional walls and models.
"model2"  .md3 model to also draw
"color"   constantLight color
"light"   constantLight radius
*/
void SP_func_static( gentity_t *ent )
{
  trap_SetBrushModel( ent, ent->model );
  InitMover( ent );
  VectorCopy( ent->s.origin, ent->s.pos.trBase );
  VectorCopy( ent->s.origin, ent->r.currentOrigin );
}


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

ROTATING

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


/*QUAKED func_rotating (0 .5 .8) ? START_ON - X_AXIS Y_AXIS
You need to have an origin brush as part of this entity.  The center of that brush will be
the point around which it is rotated. It will rotate around the Z axis by default.  You can
check either the X_AXIS or Y_AXIS box to change that.

"model2"  .md3 model to also draw
"speed"   determines how fast it moves; default value is 100.
"dmg"   damage to inflict when blocked (2 default)
"color"   constantLight color
"light"   constantLight radius
*/
void SP_func_rotating( gentity_t *ent )
{ 
  if( !ent->speed )
    ent->speed = 100;

  // set the axis of rotation
  ent->s.apos.trType = TR_LINEAR;

  if( ent->spawnflags & 4 )
    ent->s.apos.trDelta[ 2 ] = ent->speed;
  else if( ent->spawnflags & 8 )
    ent->s.apos.trDelta[ 0 ] = ent->speed;
  else
    ent->s.apos.trDelta[ 1 ] = ent->speed;

  if( !ent->damage )
    ent->damage = 2;

  trap_SetBrushModel( ent, ent->model );
  InitMover( ent );

  VectorCopy( ent->s.origin, ent->s.pos.trBase );
  VectorCopy( ent->s.pos.trBase, ent->r.currentOrigin );
  VectorCopy( ent->s.apos.trBase, ent->r.currentAngles );

  trap_LinkEntity( ent );
}


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

BOBBING

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


/*QUAKED func_bobbing (0 .5 .8) ? X_AXIS Y_AXIS
Normally bobs on the Z axis
"model2"  .md3 model to also draw
"height"  amplitude of bob (32 default)
"speed"   seconds to complete a bob cycle (4 default)
"phase"   the 0.0 to 1.0 offset in the cycle to start at
"dmg"   damage to inflict when blocked (2 default)
"color"   constantLight color
"light"   constantLight radius
*/
void SP_func_bobbing( gentity_t *ent )
{
  float   height;
  float   phase;

  G_SpawnFloat( "speed", "4", &ent->speed );
  G_SpawnFloat( "height", "32", &height );
  G_SpawnInt( "dmg", "2", &ent->damage );
  G_SpawnFloat( "phase", "0", &phase );

  trap_SetBrushModel( ent, ent->model );
  InitMover( ent );

  VectorCopy( ent->s.origin, ent->s.pos.trBase );
  VectorCopy( ent->s.origin, ent->r.currentOrigin );

  ent->s.pos.trDuration = ent->speed * 1000;
  ent->s.pos.trTime = ent->s.pos.trDuration * phase;
  ent->s.pos.trType = TR_SINE;

  // set the axis of bobbing
  if( ent->spawnflags & 1 )
    ent->s.pos.trDelta[ 0 ] = height;
  else if( ent->spawnflags & 2 )
    ent->s.pos.trDelta[ 1 ] = height;
  else
    ent->s.pos.trDelta[ 2 ] = height;
}

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

PENDULUM

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


/*QUAKED func_pendulum (0 .5 .8) ?
You need to have an origin brush as part of this entity.
Pendulums always swing north / south on unrotated models.  Add an angles field to the model to allow rotation in other directions.
Pendulum frequency is a physical constant based on the length of the beam and gravity.
"model2"  .md3 model to also draw
"speed"   the number of degrees each way the pendulum swings, (30 default)
"phase"   the 0.0 to 1.0 offset in the cycle to start at
"dmg"   damage to inflict when blocked (2 default)
"color"   constantLight color
"light"   constantLight radius
*/
void SP_func_pendulum( gentity_t *ent )
{
  float freq;
  float length;
  float phase;
  float speed;

  G_SpawnFloat( "speed", "30", &speed );
  G_SpawnInt( "dmg", "2", &ent->damage );
  G_SpawnFloat( "phase", "0", &phase );

  trap_SetBrushModel( ent, ent->model );

  // find pendulum length
  length = fabs( ent->r.mins[ 2 ] );

  if( length < 8 )
    length = 8;

  freq = 1 / ( M_PI * 2 ) * sqrt( g_gravity.value / ( 3 * length ) );

  ent->s.pos.trDuration = ( 1000 / freq );

  InitMover( ent );

  VectorCopy( ent->s.origin, ent->s.pos.trBase );
  VectorCopy( ent->s.origin, ent->r.currentOrigin );

  VectorCopy( ent->s.angles, ent->s.apos.trBase );

  ent->s.apos.trDuration = 1000 / freq;
  ent->s.apos.trTime = ent->s.apos.trDuration * phase;
  ent->s.apos.trType = TR_SINE;
  ent->s.apos.trDelta[ 2 ] = speed;
}