/*
===========================================================================
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"

/*
===============
G_DamageFeedback

Called just before a snapshot is sent to the given player.
Totals up all damage and generates both the player_state_t
damage values to that client for pain blends and kicks, and
global pain sound events for all clients.
===============
*/
void P_DamageFeedback( gentity_t *player )
{
  gclient_t *client;
  float     count;
  vec3_t    angles;

  client = player->client;
  if( client->ps.pm_type == PM_DEAD )
    return;

  // total points of damage shot at the player this frame
  count = client->damage_blood + client->damage_armor;
  if( count == 0 )
    return;   // didn't take any damage

  if( count > 255 )
    count = 255;

  // send the information to the client

  // world damage (falling, slime, etc) uses a special code
  // to make the blend blob centered instead of positional
  if( client->damage_fromWorld )
  {
    client->ps.damagePitch = 255;
    client->ps.damageYaw = 255;

    client->damage_fromWorld = qfalse;
  }
  else
  {
    vectoangles( client->damage_from, angles );
    client->ps.damagePitch = angles[ PITCH ] / 360.0 * 256;
    client->ps.damageYaw = angles[ YAW ] / 360.0 * 256;
  }

  // play an apropriate pain sound
  if( ( level.time > player->pain_debounce_time ) && !( player->flags & FL_GODMODE ) )
  {
    player->pain_debounce_time = level.time + 700;
    G_AddEvent( player, EV_PAIN, player->health > 255 ? 255 : player->health );
    client->ps.damageEvent++;
  }


  client->ps.damageCount = count;

  //
  // clear totals
  //
  client->damage_blood = 0;
  client->damage_armor = 0;
  client->damage_knockback = 0;
}



/*
=============
P_WorldEffects

Check for lava / slime contents and drowning
=============
*/
void P_WorldEffects( gentity_t *ent )
{
  int       waterlevel;

  if( ent->client->noclip )
  {
    ent->client->airOutTime = level.time + 12000; // don't need air
    return;
  }

  waterlevel = ent->waterlevel;

  //
  // check for drowning
  //
  if( waterlevel == 3 )
  {
    // if out of air, start drowning
    if( ent->client->airOutTime < level.time)
    {
      // drown!
      ent->client->airOutTime += 1000;
      if( ent->health > 0 )
      {
        // take more damage the longer underwater
        ent->damage += 2;
        if( ent->damage > 15 )
          ent->damage = 15;

        // play a gurp sound instead of a normal pain sound
        if( ent->health <= ent->damage )
          G_Sound( ent, CHAN_VOICE, G_SoundIndex( "*drown.wav" ) );
        else if( rand( ) & 1 )
          G_Sound( ent, CHAN_VOICE, G_SoundIndex( "sound/player/gurp1.wav" ) );
        else
          G_Sound( ent, CHAN_VOICE, G_SoundIndex( "sound/player/gurp2.wav" ) );

        // don't play a normal pain sound
        ent->pain_debounce_time = level.time + 200;

        G_Damage( ent, NULL, NULL, NULL, NULL,
          ent->damage, DAMAGE_NO_ARMOR, MOD_WATER );
      }
    }
  }
  else
  {
    ent->client->airOutTime = level.time + 12000;
    ent->damage = 2;
  }

  //
  // check for sizzle damage (move to pmove?)
  //
  if( waterlevel &&
      ( ent->watertype & ( CONTENTS_LAVA | CONTENTS_SLIME ) ) )
  {
    if( ent->health > 0 &&
        ent->pain_debounce_time <= level.time  )
    {
      if( ent->watertype & CONTENTS_LAVA )
      {
        G_Damage( ent, NULL, NULL, NULL, NULL,
          30 * waterlevel, 0, MOD_LAVA );
      }

      if( ent->watertype & CONTENTS_SLIME )
      {
        G_Damage( ent, NULL, NULL, NULL, NULL,
          10 * waterlevel, 0, MOD_SLIME );
      }
    }
  }
}



/*
===============
G_SetClientSound
===============
*/
void G_SetClientSound( gentity_t *ent )
{
  if( ent->waterlevel && ( ent->watertype & ( CONTENTS_LAVA | CONTENTS_SLIME ) ) )
    ent->client->ps.loopSound = level.snd_fry;
  else
    ent->client->ps.loopSound = 0;
}



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

static void G_ClientShove( gentity_t *ent, gentity_t *victim )
{
  vec3_t  dir, push;
  int entMass = 200, vicMass = 200;

  // shoving enemies changes gameplay too much
  if( !OnSameTeam( ent, victim ) )
    return;

  // alien mass is directly related to their health points
  // human mass is 200, double for bsuit  
  if( ent->client->pers.teamSelection == PTE_ALIENS )
  {
    entMass = BG_FindHealthForClass( ent->client->pers.classSelection );
  }
  else if( ent->client->pers.teamSelection == PTE_HUMANS )
  {
    if( BG_InventoryContainsUpgrade( UP_BATTLESUIT, ent->client->ps.stats ) )
      entMass *= 2;
  }
  else
    return;

  if( victim->client->pers.teamSelection == PTE_ALIENS )
  {
    vicMass = BG_FindHealthForClass( victim->client->pers.classSelection );
  }
  else if( BG_InventoryContainsUpgrade( UP_BATTLESUIT,
    victim->client->ps.stats ) )
  {
    vicMass *= 2;
  }

  if( vicMass <= 0 || entMass <= 0 )
    return;

  VectorSubtract( victim->r.currentOrigin, ent->r.currentOrigin, dir );
  VectorNormalizeFast( dir );

  // don't break the dretch elevator
  if( abs( dir[ 2 ] ) > abs( dir[ 0 ] ) && abs( dir[ 2 ] ) > abs( dir[ 1 ] ) )
    return;

  VectorScale( dir,
    ( g_shove.value * ( ( float )entMass / ( float )vicMass ) ), push );
  VectorAdd( victim->client->ps.velocity, push,
                victim->client->ps.velocity );

}

/*
==============
ClientImpacts
==============
*/
void ClientImpacts( gentity_t *ent, pmove_t *pm )
{
  int       i, j;
  trace_t   trace;
  gentity_t *other;

  memset( &trace, 0, sizeof( trace ) );

  for( i = 0; i < pm->numtouch; i++ )
  {
    for( j = 0; j < i; j++ )
    {
      if( pm->touchents[ j ] == pm->touchents[ i ] )
        break;
    }

    if( j != i )
      continue; // duplicated

    other = &g_entities[ pm->touchents[ i ] ];

    // see G_UnlaggedDetectCollisions(), this is the inverse of that.
    // if our movement is blocked by another player's real position,
    // don't use the unlagged position for them because they are 
    // blocking or server-side Pmove() from reaching it
    if( other->client && other->client->unlaggedCalc.used )
      other->client->unlaggedCalc.used = qfalse;

    //charge attack
    if( ent->client->ps.weapon == WP_ALEVEL4 &&
        ent->client->ps.stats[ STAT_MISC ] > 0 &&
        ent->client->charging )
      ChargeAttack( ent, other );

    if( ent->client && other->client )
      G_ClientShove( ent, other );

    if( !other->touch )
      continue;

    other->touch( other, ent, &trace );
  }
}

/*
============
G_TouchTriggers

Find all trigger entities that ent's current position touches.
Spectators will only interact with teleporters.
============
*/
void  G_TouchTriggers( gentity_t *ent )
{
  int       i, num;
  int       touch[MAX_GENTITIES];
  gentity_t *hit;
  trace_t   trace;
  vec3_t    mins, maxs;
  vec3_t    pmins, pmaxs;
  static    vec3_t range = { 10, 10, 10 };

  if( !ent->client )
    return;

  // dead clients don't activate triggers!
  if( ent->client->ps.stats[ STAT_HEALTH ] <= 0 )
    return;

  BG_FindBBoxForClass( ent->client->ps.stats[ STAT_PCLASS ],
                       pmins, pmaxs, NULL, NULL, NULL );

  VectorAdd( ent->client->ps.origin, pmins, mins );
  VectorAdd( ent->client->ps.origin, pmaxs, maxs );

  VectorSubtract( mins, range, mins );
  VectorAdd( maxs, range, maxs );

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

  // can't use ent->absmin, because that has a one unit pad
  VectorAdd( ent->client->ps.origin, ent->r.mins, mins );
  VectorAdd( ent->client->ps.origin, ent->r.maxs, maxs );

  for( i = 0; i < num; i++ )
  {
    hit = &g_entities[ touch[ i ] ];

    if( !hit->touch && !ent->touch )
      continue;

    if( !( hit->r.contents & CONTENTS_TRIGGER ) )
      continue;

    // ignore most entities if a spectator
    if( ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) ||
        ( ent->client->ps.stats[ STAT_STATE ] & SS_INFESTING ) ||
        ( ent->client->ps.stats[ STAT_STATE ] & SS_HOVELING ) )
    {
      if( hit->s.eType != ET_TELEPORT_TRIGGER &&
          // this is ugly but adding a new ET_? type will
          // most likely cause network incompatibilities
          hit->touch != Touch_DoorTrigger )
      {
        //check for manually triggered doors
        manualTriggerSpectator( hit, ent );
        continue;
      }
    }

    if( !trap_EntityContact( mins, maxs, hit ) )
      continue;

    memset( &trace, 0, sizeof( trace ) );

    if( hit->touch )
      hit->touch( hit, ent, &trace );
  }
}

/*
=================
SpectatorThink
=================
*/
void SpectatorThink( gentity_t *ent, usercmd_t *ucmd )
{
  pmove_t pm;
  gclient_t *client;

  client = ent->client;

  client->oldbuttons = client->buttons;
  client->buttons = ucmd->buttons;

  if( client->sess.spectatorState != SPECTATOR_FOLLOW )
  {
    if( client->sess.spectatorState == SPECTATOR_LOCKED )
      client->ps.pm_type = PM_FREEZE;
    else
      client->ps.pm_type = PM_SPECTATOR;

    client->ps.speed = BG_FindSpeedForClass( client->ps.stats[ STAT_PCLASS ] );

    client->ps.stats[ STAT_STAMINA ] = 0;
    client->ps.stats[ STAT_MISC ] = 0;
    client->ps.stats[ STAT_BUILDABLE ] = 0;
    client->ps.stats[ STAT_PCLASS ] = PCL_NONE;
    client->ps.weapon = WP_NONE;

    // set up for pmove
    memset( &pm, 0, sizeof( pm ) );
    pm.ps = &client->ps;
    pm.cmd = *ucmd;
    pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; // spectators can fly through bodies
    pm.trace = trap_Trace;
    pm.pointcontents = trap_PointContents;

    // perform a pmove
    Pmove( &pm );

    // save results of pmove
    VectorCopy( client->ps.origin, ent->s.origin );

    G_TouchTriggers( ent );
    trap_UnlinkEntity( ent );

    if( ( client->buttons & BUTTON_ATTACK ) && !( client->oldbuttons & BUTTON_ATTACK ) )
    {
      //if waiting in a queue remove from the queue
      if( client->ps.pm_flags & PMF_QUEUED )
      {
        if( client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS )
          G_RemoveFromSpawnQueue( &level.alienSpawnQueue, client->ps.clientNum );
        else if( client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
          G_RemoveFromSpawnQueue( &level.humanSpawnQueue, client->ps.clientNum );

        client->pers.classSelection = PCL_NONE;
        client->ps.stats[ STAT_PCLASS ] = PCL_NONE;
      }
      else if( client->pers.classSelection == PCL_NONE )
      {
        if( client->pers.teamSelection == PTE_NONE )
          G_TriggerMenu( client->ps.clientNum, MN_TEAM );
        else if( client->pers.teamSelection == PTE_ALIENS )
          G_TriggerMenu( client->ps.clientNum, MN_A_CLASS );
        else if( client->pers.teamSelection == PTE_HUMANS )
          G_TriggerMenu( client->ps.clientNum, MN_H_SPAWN );
      }
    }

    //set the queue position for the client side
    if( client->ps.pm_flags & PMF_QUEUED )
    {
      if( client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS )
      {
        client->ps.persistant[ PERS_QUEUEPOS ] =
          G_GetPosInSpawnQueue( &level.alienSpawnQueue, client->ps.clientNum );
      }
      else if( client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
      {
        client->ps.persistant[ PERS_QUEUEPOS ] =
          G_GetPosInSpawnQueue( &level.humanSpawnQueue, client->ps.clientNum );
      }
    }
  }

  if( ( client->buttons & BUTTON_USE_HOLDABLE ) && !( client->oldbuttons & BUTTON_USE_HOLDABLE ) )
    Cmd_Follow_f( ent, qtrue );
}



/*
=================
ClientInactivityTimer

Returns qfalse if the client is dropped
=================
*/
qboolean ClientInactivityTimer( gclient_t *client )
{
  if( ! g_inactivity.integer )
  {
    // give everyone some time, so if the operator sets g_inactivity during
    // gameplay, everyone isn't kicked
    client->inactivityTime = level.time + 60 * 1000;
    client->inactivityWarning = qfalse;
  }
  else if( client->pers.cmd.forwardmove ||
           client->pers.cmd.rightmove ||
           client->pers.cmd.upmove ||
           ( client->pers.cmd.buttons & BUTTON_ATTACK ) )
  {
    client->inactivityTime = level.time + g_inactivity.integer * 1000;
    client->inactivityWarning = qfalse;
  }
  else if( !client->pers.localClient )
  {
    if( level.time > client->inactivityTime )
    {
      trap_DropClient( client - level.clients, "Dropped due to inactivity" );
      return qfalse;
    }

    if( level.time > client->inactivityTime - 10000 && !client->inactivityWarning )
    {
      client->inactivityWarning = qtrue;
      trap_SendServerCommand( client - level.clients, "cp \"Ten seconds until inactivity drop!\n\"" );
    }
  }

  return qtrue;
}

/*
==================
ClientTimerActions

Actions that happen once a second
==================
*/
void ClientTimerActions( gentity_t *ent, int msec )
{
  gclient_t *client;
  usercmd_t *ucmd;
  int       aForward, aRight;

  ucmd = &ent->client->pers.cmd;

  aForward  = abs( ucmd->forwardmove );
  aRight    = abs( ucmd->rightmove );

  client = ent->client;
  client->time100 += msec;
  client->time1000 += msec;
  client->time10000 += msec;

  while ( client->time100 >= 100 )
  {
    client->time100 -= 100;

    //if not trying to run then not trying to sprint
    if( aForward <= 64 )
      client->ps.stats[ STAT_STATE ] &= ~SS_SPEEDBOOST;

    if( BG_InventoryContainsUpgrade( UP_JETPACK, client->ps.stats ) && BG_UpgradeIsActive( UP_JETPACK, client->ps.stats ) )
      client->ps.stats[ STAT_STATE ] &= ~SS_SPEEDBOOST;

    if( ( client->ps.stats[ STAT_STATE ] & SS_SPEEDBOOST ) &&  ucmd->upmove >= 0 )
    {
      //subtract stamina
      if( BG_InventoryContainsUpgrade( UP_LIGHTARMOUR, client->ps.stats ) )
        client->ps.stats[ STAT_STAMINA ] -= STAMINA_LARMOUR_TAKE;
      else
        client->ps.stats[ STAT_STAMINA ] -= STAMINA_SPRINT_TAKE;

      if( client->ps.stats[ STAT_STAMINA ] < -MAX_STAMINA )
        client->ps.stats[ STAT_STAMINA ] = -MAX_STAMINA;
    }

    if( ( aForward <= 64 && aForward > 5 ) || ( aRight <= 64 && aRight > 5 ) )
    {
      //restore stamina
      client->ps.stats[ STAT_STAMINA ] += STAMINA_WALK_RESTORE;

      if( client->ps.stats[ STAT_STAMINA ] > MAX_STAMINA )
        client->ps.stats[ STAT_STAMINA ] = MAX_STAMINA;
    }
    else if( aForward <= 5 && aRight <= 5 )
    {
      //restore stamina faster
      client->ps.stats[ STAT_STAMINA ] += STAMINA_STOP_RESTORE;

      if( client->ps.stats[ STAT_STAMINA ] > MAX_STAMINA )
        client->ps.stats[ STAT_STAMINA ] = MAX_STAMINA;
    }

    //client is charging up for a pounce
    if( client->ps.weapon == WP_ALEVEL3 || client->ps.weapon == WP_ALEVEL3_UPG )
    {
      int pounceSpeed = 0;

      if( client->ps.weapon == WP_ALEVEL3 )
        pounceSpeed = LEVEL3_POUNCE_SPEED;
      else if( client->ps.weapon == WP_ALEVEL3_UPG )
        pounceSpeed = LEVEL3_POUNCE_UPG_SPEED;

      if( client->ps.stats[ STAT_MISC ] < pounceSpeed && ucmd->buttons & BUTTON_ATTACK2 )
        client->ps.stats[ STAT_MISC ] += ( 100.0f / (float)LEVEL3_POUNCE_CHARGE_TIME ) * pounceSpeed;

      if( !( ucmd->buttons & BUTTON_ATTACK2 ) )
      {
        if( client->pmext.pouncePayload > 0 )
          client->allowedToPounce = qtrue;
      }

      if( client->ps.stats[ STAT_MISC ] > pounceSpeed )
        client->ps.stats[ STAT_MISC ] = pounceSpeed;
    }

    //client is charging up for a... charge
    if( client->ps.weapon == WP_ALEVEL4 )
    {
      if( client->ps.stats[ STAT_MISC ] < LEVEL4_CHARGE_TIME && ucmd->buttons & BUTTON_ATTACK2 &&
          !client->charging )
      {
        client->charging = qfalse; //should already be off, just making sure
        client->ps.stats[ STAT_STATE ] &= ~SS_CHARGING;

        if( ucmd->forwardmove > 0 )
        {
          //trigger charge sound...is quite annoying
          //if( client->ps.stats[ STAT_MISC ] <= 0 )
          //  G_AddEvent( ent, EV_LEV4_CHARGE_PREPARE, 0 );

          client->ps.stats[ STAT_MISC ] += (int)( 100 * (float)LEVEL4_CHARGE_CHARGE_RATIO );

          if( client->ps.stats[ STAT_MISC ] > LEVEL4_CHARGE_TIME )
            client->ps.stats[ STAT_MISC ] = LEVEL4_CHARGE_TIME;
        }
        else
          client->ps.stats[ STAT_MISC ] = 0;
      }

      if( !( ucmd->buttons & BUTTON_ATTACK2 ) || client->charging ||
          client->ps.stats[ STAT_MISC ] == LEVEL4_CHARGE_TIME )
      {
        if( client->ps.stats[ STAT_MISC ] > LEVEL4_MIN_CHARGE_TIME )
        {
          client->ps.stats[ STAT_MISC ] -= 100;

          if( client->charging == qfalse )
            G_AddEvent( ent, EV_LEV4_CHARGE_START, 0 );

          client->charging = qtrue;
          client->ps.stats[ STAT_STATE ] |= SS_CHARGING;

          //if the charger has stopped moving take a chunk of charge away
          if( VectorLength( client->ps.velocity ) < 64.0f || aRight )
            client->ps.stats[ STAT_MISC ] = client->ps.stats[ STAT_MISC ] / 2;

          //can't charge backwards
          if( ucmd->forwardmove < 0 )
            client->ps.stats[ STAT_MISC ] = 0;
        }
        else
          client->ps.stats[ STAT_MISC ] = 0;


        if( client->ps.stats[ STAT_MISC ] <= 0 )
        {
          client->ps.stats[ STAT_MISC ] = 0;
          client->charging = qfalse;
          client->ps.stats[ STAT_STATE ] &= ~SS_CHARGING;
        }
      }
    }

    //client is charging up an lcannon
    if( client->ps.weapon == WP_LUCIFER_CANNON )
    {
      int ammo;

      BG_UnpackAmmoArray( WP_LUCIFER_CANNON, client->ps.ammo, client->ps.powerups, &ammo, NULL );

      if( client->ps.stats[ STAT_MISC ] < LCANNON_TOTAL_CHARGE && ucmd->buttons & BUTTON_ATTACK )
        client->ps.stats[ STAT_MISC ] += ( 100.0f / LCANNON_CHARGE_TIME ) * LCANNON_TOTAL_CHARGE;

      if( client->ps.stats[ STAT_MISC ] > LCANNON_TOTAL_CHARGE )
        client->ps.stats[ STAT_MISC ] = LCANNON_TOTAL_CHARGE;

      if( client->ps.stats[ STAT_MISC ] > ( ammo * LCANNON_TOTAL_CHARGE ) / 10 )
        client->ps.stats[ STAT_MISC ] = ammo * LCANNON_TOTAL_CHARGE / 10;
    }

    switch( client->ps.weapon )
    {
      case WP_ABUILD:
      case WP_ABUILD2:
      case WP_HBUILD:
      case WP_HBUILD2:
        //set validity bit on buildable
        if( ( client->ps.stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) > BA_NONE )
        {
          int     dist = BG_FindBuildDistForClass( ent->client->ps.stats[ STAT_PCLASS ] );
          vec3_t  dummy;

          if( G_CanBuild( ent, client->ps.stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT,
                          dist, dummy ) == IBE_NONE )
            client->ps.stats[ STAT_BUILDABLE ] |= SB_VALID_TOGGLEBIT;
          else
            client->ps.stats[ STAT_BUILDABLE ] &= ~SB_VALID_TOGGLEBIT;
        }

        //update build timer
        if( client->ps.stats[ STAT_MISC ] > 0 )
          client->ps.stats[ STAT_MISC ] -= 100;

        if( client->ps.stats[ STAT_MISC ] < 0 )
          client->ps.stats[ STAT_MISC ] = 0;
        break;

      default:
        break;
    }

    if( client->ps.stats[ STAT_STATE ] & SS_MEDKIT_ACTIVE )
    {
      int remainingStartupTime = MEDKIT_STARTUP_TIME - ( level.time - client->lastMedKitTime );

      if( remainingStartupTime < 0 )
      {
        if( ent->health < ent->client->ps.stats[ STAT_MAX_HEALTH ] &&
            ent->client->medKitHealthToRestore &&
            ent->client->ps.pm_type != PM_DEAD )
        {
          ent->client->medKitHealthToRestore--;
          ent->health++;
        }
        else
          ent->client->ps.stats[ STAT_STATE ] &= ~SS_MEDKIT_ACTIVE;
      }
      else
      {
        if( ent->health < ent->client->ps.stats[ STAT_MAX_HEALTH ] &&
            ent->client->medKitHealthToRestore &&
            ent->client->ps.pm_type != PM_DEAD )
        {
          //partial increase
          if( level.time > client->medKitIncrementTime )
          {
            ent->client->medKitHealthToRestore--;
            ent->health++;

            client->medKitIncrementTime = level.time +
              ( remainingStartupTime / MEDKIT_STARTUP_SPEED );
          }
        }
        else
          ent->client->ps.stats[ STAT_STATE ] &= ~SS_MEDKIT_ACTIVE;
      }
    }
  }

  while( client->time1000 >= 1000 )
  {
    client->time1000 -= 1000;

    //client is poison clouded
    if( client->ps.stats[ STAT_STATE ] & SS_POISONCLOUDED )
      G_Damage( ent, client->lastPoisonCloudedClient, client->lastPoisonCloudedClient, NULL, NULL,
                LEVEL1_PCLOUD_DMG, 0, MOD_LEVEL1_PCLOUD );

    //client is poisoned
    if( client->ps.stats[ STAT_STATE ] & SS_POISONED )
    {
      int i;
      int seconds = ( ( level.time - client->lastPoisonTime ) / 1000 ) + 1;
      int damage = ALIEN_POISON_DMG, damage2 = 0;

      for( i = 0; i < seconds; i++ )
      {
        if( i == seconds - 1 )
          damage2 = damage;

        damage *= ALIEN_POISON_DIVIDER;
      }

      damage = damage2 - damage;

      G_Damage( ent, client->lastPoisonClient, client->lastPoisonClient, NULL, NULL,
                damage, 0, MOD_POISON );
    }

    //replenish alien health
    if( client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS )
    {
      int       entityList[ MAX_GENTITIES ];
      vec3_t    range = { LEVEL4_REGEN_RANGE, LEVEL4_REGEN_RANGE, LEVEL4_REGEN_RANGE };
      vec3_t    mins, maxs;
      int       i, num;
      gentity_t *boostEntity;
      float     modifier = 1.0f;

      VectorAdd( client->ps.origin, range, maxs );
      VectorSubtract( client->ps.origin, range, mins );

      num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
      for( i = 0; i < num; i++ )
      {
        boostEntity = &g_entities[ entityList[ i ] ];

        if( boostEntity->client && boostEntity->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS &&
            boostEntity->client->ps.stats[ STAT_PCLASS ] == PCL_ALIEN_LEVEL4 )
        {
          modifier = LEVEL4_REGEN_MOD;
          break;
        }
        else if( boostEntity->s.eType == ET_BUILDABLE &&
            boostEntity->s.modelindex == BA_A_BOOSTER &&
            boostEntity->spawned )
        {
          modifier = BOOSTER_REGEN_MOD;
          break;
        }
      }

      if( ent->health > 0 && ent->health < client->ps.stats[ STAT_MAX_HEALTH ] &&
          ( ent->lastDamageTime + ALIEN_REGEN_DAMAGE_TIME ) < level.time )
        ent->health += BG_FindRegenRateForClass( client->ps.stats[ STAT_PCLASS ] ) * modifier;

      if( ent->health > client->ps.stats[ STAT_MAX_HEALTH ] )
        ent->health = client->ps.stats[ STAT_MAX_HEALTH ];
    }
  }

  while( client->time10000 >= 10000 )
  {
    client->time10000 -= 10000;

    if( client->ps.weapon == WP_ALEVEL3_UPG )
    {
      int ammo, maxAmmo;

      BG_FindAmmoForWeapon( WP_ALEVEL3_UPG, &maxAmmo, NULL );
      BG_UnpackAmmoArray( WP_ALEVEL3_UPG, client->ps.ammo, client->ps.powerups, &ammo, NULL );

      if( ammo < maxAmmo )
      {
        ammo++;
        BG_PackAmmoArray( WP_ALEVEL3_UPG, client->ps.ammo, client->ps.powerups, ammo, 0 );
      }
    }
  }
}

/*
====================
ClientIntermissionThink
====================
*/
void ClientIntermissionThink( gclient_t *client )
{
  client->ps.eFlags &= ~EF_TALK;
  client->ps.eFlags &= ~EF_FIRING;
  client->ps.eFlags &= ~EF_FIRING2;

  // the level will exit when everyone wants to or after timeouts

  // swap and latch button actions
  client->oldbuttons = client->buttons;
  client->buttons = client->pers.cmd.buttons;
  if( client->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) & ( client->oldbuttons ^ client->buttons ) )
    client->readyToExit = 1;
}


/*
================
ClientEvents

Events will be passed on to the clients for presentation,
but any server game effects are handled here
================
*/
void ClientEvents( gentity_t *ent, int oldEventSequence )
{
  int       i;
  int       event;
  gclient_t *client;
  int       damage;
  vec3_t    dir;
  vec3_t    point, mins;
  float     fallDistance;
  pClass_t  class;

  client = ent->client;
  class = client->ps.stats[ STAT_PCLASS ];

  if( oldEventSequence < client->ps.eventSequence - MAX_PS_EVENTS )
    oldEventSequence = client->ps.eventSequence - MAX_PS_EVENTS;

  for( i = oldEventSequence; i < client->ps.eventSequence; i++ )
  {
    event = client->ps.events[ i & ( MAX_PS_EVENTS - 1 ) ];

    switch( event )
    {
      case EV_FALL_MEDIUM:
      case EV_FALL_FAR:
        if( ent->s.eType != ET_PLAYER )
          break;    // not in the player model

        fallDistance = ( (float)client->ps.stats[ STAT_FALLDIST ] - MIN_FALL_DISTANCE ) /
                         ( MAX_FALL_DISTANCE - MIN_FALL_DISTANCE );

        if( fallDistance < 0.0f )
          fallDistance = 0.0f;
        else if( fallDistance > 1.0f )
          fallDistance = 1.0f;

        damage = (int)( (float)BG_FindHealthForClass( class ) *
                 BG_FindFallDamageForClass( class ) * fallDistance );

        VectorSet( dir, 0, 0, 1 );
        BG_FindBBoxForClass( class, mins, NULL, NULL, NULL, NULL );
        mins[ 0 ] = mins[ 1 ] = 0.0f;
        VectorAdd( client->ps.origin, mins, point );

        ent->pain_debounce_time = level.time + 200; // no normal pain sound
        G_Damage( ent, NULL, NULL, dir, point, damage, DAMAGE_NO_LOCDAMAGE, MOD_FALLING );
        break;

      case EV_FIRE_WEAPON:
        FireWeapon( ent );
        break;

      case EV_FIRE_WEAPON2:
        FireWeapon2( ent );
        break;

      case EV_FIRE_WEAPON3:
        FireWeapon3( ent );
        break;

      case EV_NOAMMO:
        break;

      default:
        break;
    }
  }
}


/*
==============
SendPendingPredictableEvents
==============
*/
void SendPendingPredictableEvents( playerState_t *ps )
{
  gentity_t *t;
  int       event, seq;
  int       extEvent, number;

  // if there are still events pending
  if( ps->entityEventSequence < ps->eventSequence )
  {
    // create a temporary entity for this event which is sent to everyone
    // except the client who generated the event
    seq = ps->entityEventSequence & ( MAX_PS_EVENTS - 1 );
    event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 );
    // set external event to zero before calling BG_PlayerStateToEntityState
    extEvent = ps->externalEvent;
    ps->externalEvent = 0;
    // create temporary entity for event
    t = G_TempEntity( ps->origin, event );
    number = t->s.number;
    BG_PlayerStateToEntityState( ps, &t->s, qtrue );
    t->s.number = number;
    t->s.eType = ET_EVENTS + event;
    t->s.eFlags |= EF_PLAYER_EVENT;
    t->s.otherEntityNum = ps->clientNum;
    // send to everyone except the client who generated the event
    t->r.svFlags |= SVF_NOTSINGLECLIENT;
    t->r.singleClient = ps->clientNum;
    // set back external event
    ps->externalEvent = extEvent;
  }
}

/*
==============
 G_UnlaggedStore

 Called on every server frame.  Stores position data for the client at that 
 into client->unlaggedHist[] and the time into level.unlaggedTimes[].  
 This data is used by G_UnlaggedCalc()
==============
*/
void G_UnlaggedStore( void )
{
  int i = 0;
  gentity_t *ent;
  unlagged_t *save;
  
  if( !g_unlagged.integer )
    return;
  level.unlaggedIndex++; 
  if( level.unlaggedIndex >= MAX_UNLAGGED_MARKERS )
    level.unlaggedIndex = 0;

  level.unlaggedTimes[ level.unlaggedIndex ] = level.time;
 
  for( i = 0; i < level.maxclients; i++ )
  {
    ent = &g_entities[ i ];
    save = &ent->client->unlaggedHist[ level.unlaggedIndex ];
    save->used = qfalse; 
    if( !ent->r.linked || !( ent->r.contents & CONTENTS_BODY ) )
      continue;
    if( ent->client->pers.connected != CON_CONNECTED )
      continue; 
    VectorCopy( ent->r.mins, save->mins );
    VectorCopy( ent->r.maxs, save->maxs );
    VectorCopy( ent->s.pos.trBase, save->origin );
    save->used = qtrue;
  }
}

/*
==============
 G_UnlaggedClear
 
 Mark all unlaggedHist[] markers for this client invalid.  Useful for
 preventing teleporting and death.
==============
*/
void G_UnlaggedClear( gentity_t *ent )
{
  int i;

  for( i = 0; i < MAX_UNLAGGED_MARKERS; i++ )
    ent->client->unlaggedHist[ i ].used = qfalse;
}

/*
==============
 G_UnlaggedCalc

 Loops through all active clients and calculates their predicted position
 for time then stores it in client->unlaggedCalc
==============
*/
void G_UnlaggedCalc( int time, gentity_t *rewindEnt )
{
  int i = 0;
  gentity_t *ent;
  int startIndex = level.unlaggedIndex;
  int stopIndex = -1;
  int frameMsec = 0;
  float lerp = 0.5f;

  if( !g_unlagged.integer )
    return;
 
  // clear any calculated values from a previous run
  for( i = 0; i < level.maxclients; i++ )
  {
    ent = &g_entities[ i ];
    ent->client->unlaggedCalc.used = qfalse;
  }

  for( i = 0; i < MAX_UNLAGGED_MARKERS; i++ )
  {
    if( level.unlaggedTimes[ startIndex ] <= time )
      break;
    stopIndex = startIndex;
    if( --startIndex < 0 )
      startIndex = MAX_UNLAGGED_MARKERS - 1;
  }
  if( i == MAX_UNLAGGED_MARKERS )
  {
    // if we searched all markers and the oldest one still isn't old enough
    // just use the oldest marker with no lerping
    lerp = 0.0f;
  }

  // client is on the current frame, no need for unlagged
  if( stopIndex == -1 )
    return;

  // lerp between two markers
  frameMsec = level.unlaggedTimes[ stopIndex ] -
    level.unlaggedTimes[ startIndex ];
  if( frameMsec > 0 )
  {
    lerp = ( float )( time - level.unlaggedTimes[ startIndex ] )
      / ( float )frameMsec; 
  }
  
  for( i = 0; i < level.maxclients; i++ )
  {
    ent = &g_entities[ i ];
    if( ent == rewindEnt )
      continue;
    if( !ent->r.linked || !( ent->r.contents & CONTENTS_BODY ) )
      continue;
    if( ent->client->pers.connected != CON_CONNECTED )
      continue;
    if( !ent->client->unlaggedHist[ startIndex ].used )
      continue;
    if( !ent->client->unlaggedHist[ stopIndex ].used )
      continue;

    // between two unlagged markers
    VectorLerp( lerp, ent->client->unlaggedHist[ startIndex ].mins,
      ent->client->unlaggedHist[ stopIndex ].mins,
      ent->client->unlaggedCalc.mins );
    VectorLerp( lerp, ent->client->unlaggedHist[ startIndex ].maxs,
      ent->client->unlaggedHist[ stopIndex ].maxs,
      ent->client->unlaggedCalc.maxs );
    VectorLerp( lerp, ent->client->unlaggedHist[ startIndex ].origin,
      ent->client->unlaggedHist[ stopIndex ].origin,
      ent->client->unlaggedCalc.origin );

    ent->client->unlaggedCalc.used = qtrue;
  }
}

/*
==============
 G_UnlaggedOff

 Reverses the changes made to all active clients by G_UnlaggedOn()
==============
*/
void G_UnlaggedOff( void )
{
  int i = 0;
  gentity_t *ent;
  
  if( !g_unlagged.integer )
    return;
  
  for( i = 0; i < level.maxclients; i++ )
  {
    ent = &g_entities[ i ];
    if( !ent->client->unlaggedBackup.used )
      continue;
    VectorCopy( ent->client->unlaggedBackup.mins, ent->r.mins );
    VectorCopy( ent->client->unlaggedBackup.maxs, ent->r.maxs );
    VectorCopy( ent->client->unlaggedBackup.origin, ent->r.currentOrigin );
    ent->client->unlaggedBackup.used = qfalse;
    trap_LinkEntity( ent );
  }
}

/*
==============
 G_UnlaggedOn

 Called after G_UnlaggedCalc() to apply the calculated values to all active
 clients.  Once finished tracing, G_UnlaggedOff() must be called to restore
 the clients' position data

 As an optimization, all clients that have an unlagged position that is
 not touchable at "range" from "muzzle" will be ignored.  This is required
 to prevent a huge amount of trap_LinkEntity() calls per user cmd.
==============
*/

void G_UnlaggedOn( vec3_t muzzle, float range )
{
  int i = 0;
  gentity_t *ent;
  unlagged_t *calc;
  
  if( !g_unlagged.integer )
    return;
  
  for( i = 0; i < level.maxclients; i++ )
  {
    ent = &g_entities[ i ];
    calc = &ent->client->unlaggedCalc;

    if( !calc->used )
      continue;
    if( ent->client->unlaggedBackup.used )
      continue;
    if( !ent->r.linked || !( ent->r.contents & CONTENTS_BODY ) )
      continue;
    if( VectorCompare( ent->r.currentOrigin, calc->origin ) )
      continue;
    if( muzzle )
    {
      float r1 = Distance( calc->origin, calc->maxs );
      float r2 = Distance( calc->origin, calc->mins );
      float maxRadius = ( r1 > r2 ) ? r1 : r2;

      if( Distance( muzzle, calc->origin ) > range + maxRadius )
        continue; 
    }

    // create a backup of the real positions
    VectorCopy( ent->r.mins, ent->client->unlaggedBackup.mins );
    VectorCopy( ent->r.maxs, ent->client->unlaggedBackup.maxs );
    VectorCopy( ent->r.currentOrigin, ent->client->unlaggedBackup.origin );
    ent->client->unlaggedBackup.used = qtrue;

    // move the client to the calculated unlagged position
    VectorCopy( calc->mins, ent->r.mins );
    VectorCopy( calc->maxs, ent->r.maxs );
    VectorCopy( calc->origin, ent->r.currentOrigin );
    trap_LinkEntity( ent );
  }
}
/*
==============
 G_UnlaggedDetectCollisions

 cgame prediction will predict a client's own position all the way up to
 the current time, but only updates other player's positions up to the
 postition sent in the most recent snapshot.

 This allows player X to essentially "move through" the position of player Y 
 when player X's cmd is processed with Pmove() on the server.  This is because
 player Y was clipping player X's Pmove() on his client, but when the same
 cmd is processed with Pmove on the server it is not clipped.

 Long story short (too late): don't use unlagged positions for players who
 were blocking this player X's client-side Pmove().  This makes the assumption
 that if player X's movement was blocked in the client he's going to still
 be up against player Y when the Pmove() is run on the server with the
 same cmd.

 NOTE: this must be called after Pmove() and G_UnlaggedCalc()
==============
*/
static void G_UnlaggedDetectCollisions( gentity_t *ent )
{
  unlagged_t *calc;
  trace_t tr;
  float r1, r2;
  float range;

  if( !g_unlagged.integer )
    return;

  calc = &ent->client->unlaggedCalc;

  // if the client isn't moving, this is not necessary
  if( VectorCompare( ent->client->oldOrigin, ent->client->ps.origin ) )
    return;

  range = Distance( ent->client->oldOrigin, ent->client->ps.origin );

  // increase the range by the player's largest possible radius since it's
  // the players bounding box that collides, not their origin
  r1 = Distance( calc->origin, calc->mins );
  r2 = Distance( calc->origin, calc->maxs );
  range += ( r1 > r2 ) ? r1 : r2;

  G_UnlaggedOn( ent->client->oldOrigin, range );

  trap_Trace(&tr, ent->client->oldOrigin, ent->r.mins, ent->r.maxs,
    ent->client->ps.origin, ent->s.number,  MASK_PLAYERSOLID );
  if( tr.entityNum >= 0 && tr.entityNum < MAX_CLIENTS )
    g_entities[ tr.entityNum ].client->unlaggedCalc.used = qfalse; 

  G_UnlaggedOff( );
}

/*
==============
ClientThink

This will be called once for each client frame, which will
usually be a couple times for each server frame on fast clients.

If "g_synchronousClients 1" is set, this will be called exactly
once for each server frame, which makes for smooth demo recording.
==============
*/
void ClientThink_real( gentity_t *ent )
{
  gclient_t *client;
  pmove_t   pm;
  int       oldEventSequence;
  int       msec;
  usercmd_t *ucmd;

  client = ent->client;

  // don't think if the client is not yet connected (and thus not yet spawned in)
  if( client->pers.connected != CON_CONNECTED )
    return;

  // mark the time, so the connection sprite can be removed
  ucmd = &ent->client->pers.cmd;

  // sanity check the command time to prevent speedup cheating
  if( ucmd->serverTime > level.time + 200 )
  {
    ucmd->serverTime = level.time + 200;
//    G_Printf("serverTime <<<<<\n" );
  }

  if( ucmd->serverTime < level.time - 1000 )
  {
    ucmd->serverTime = level.time - 1000;
//    G_Printf("serverTime >>>>>\n" );
  }

  msec = ucmd->serverTime - client->ps.commandTime;
  // following others may result in bad times, but we still want
  // to check for follow toggles
  if( msec < 1 && client->sess.spectatorState != SPECTATOR_FOLLOW )
    return;

  if( msec > 200 )
    msec = 200;

  client->unlaggedTime = ucmd->serverTime;

  if( pmove_msec.integer < 8 )
    trap_Cvar_Set( "pmove_msec", "8" );
  else if( pmove_msec.integer > 33 )
    trap_Cvar_Set( "pmove_msec", "33" );

  if( pmove_fixed.integer || client->pers.pmoveFixed )
  {
    ucmd->serverTime = ( ( ucmd->serverTime + pmove_msec.integer - 1 ) / pmove_msec.integer ) * pmove_msec.integer;
    //if (ucmd->serverTime - client->ps.commandTime <= 0)
    //  return;
  }

  //
  // check for exiting intermission
  //
  if( level.intermissiontime )
  {
    ClientIntermissionThink( client );
    return;
  }

  // spectators don't do much
  if( client->sess.sessionTeam == TEAM_SPECTATOR )
  {
    if( client->sess.spectatorState == SPECTATOR_SCOREBOARD )
      return;

    SpectatorThink( ent, ucmd );
    return;
  }

  G_UpdatePTRConnection( client );

  // check for inactivity timer, but never drop the local client of a non-dedicated server
  if( !ClientInactivityTimer( client ) )
    return;

  // calculate where ent is currently seeing all the other active clients 
  G_UnlaggedCalc( ent->client->unlaggedTime, ent );

  if( client->noclip )
    client->ps.pm_type = PM_NOCLIP;
  else if( client->ps.stats[ STAT_HEALTH ] <= 0 )
    client->ps.pm_type = PM_DEAD;
  else if( client->ps.stats[ STAT_STATE ] & SS_INFESTING ||
           client->ps.stats[ STAT_STATE ] & SS_HOVELING )
    client->ps.pm_type = PM_FREEZE;
  else if( client->ps.stats[ STAT_STATE ] & SS_BLOBLOCKED ||
           client->ps.stats[ STAT_STATE ] & SS_GRABBED )
    client->ps.pm_type = PM_GRABBED;
  else if( BG_InventoryContainsUpgrade( UP_JETPACK, client->ps.stats ) && BG_UpgradeIsActive( UP_JETPACK, client->ps.stats ) )
    client->ps.pm_type = PM_JETPACK;
  else
    client->ps.pm_type = PM_NORMAL;

  if( client->ps.stats[ STAT_STATE ] & SS_GRABBED &&
      client->grabExpiryTime < level.time )
    client->ps.stats[ STAT_STATE ] &= ~SS_GRABBED;

  if( client->ps.stats[ STAT_STATE ] & SS_BLOBLOCKED &&
      client->lastLockTime + LOCKBLOB_LOCKTIME < level.time )
    client->ps.stats[ STAT_STATE ] &= ~SS_BLOBLOCKED;

  if( client->ps.stats[ STAT_STATE ] & SS_SLOWLOCKED &&
      client->lastSlowTime + ABUILDER_BLOB_TIME < level.time )
    client->ps.stats[ STAT_STATE ] &= ~SS_SLOWLOCKED;

  client->ps.stats[ STAT_BOOSTTIME ] = level.time - client->lastBoostedTime;

  if( client->ps.stats[ STAT_STATE ] & SS_BOOSTED &&
      client->lastBoostedTime + BOOST_TIME < level.time )
    client->ps.stats[ STAT_STATE ] &= ~SS_BOOSTED;

  if( client->ps.stats[ STAT_STATE ] & SS_POISONCLOUDED &&
      client->lastPoisonCloudedTime + LEVEL1_PCLOUD_TIME < level.time )
    client->ps.stats[ STAT_STATE ] &= ~SS_POISONCLOUDED;

  if( client->ps.stats[ STAT_STATE ] & SS_POISONED &&
      client->lastPoisonTime + ALIEN_POISON_TIME < level.time )
    client->ps.stats[ STAT_STATE ] &= ~SS_POISONED;

  client->ps.gravity = g_gravity.value;

  if( BG_InventoryContainsUpgrade( UP_MEDKIT, client->ps.stats ) &&
      BG_UpgradeIsActive( UP_MEDKIT, client->ps.stats ) )
  {
    //if currently using a medkit or have no need for a medkit now
    if( client->ps.stats[ STAT_STATE ] & SS_MEDKIT_ACTIVE ||
        ( client->ps.stats[ STAT_HEALTH ] == client->ps.stats[ STAT_MAX_HEALTH ] &&
          !( client->ps.stats[ STAT_STATE ] & SS_POISONED ) ) )
    {
      BG_DeactivateUpgrade( UP_MEDKIT, client->ps.stats );
    }
    else if( client->ps.stats[ STAT_HEALTH ] > 0 )
    {
      //remove anti toxin
      BG_DeactivateUpgrade( UP_MEDKIT, client->ps.stats );
      BG_RemoveUpgradeFromInventory( UP_MEDKIT, client->ps.stats );

      client->ps.stats[ STAT_STATE ] &= ~SS_POISONED;
      client->poisonImmunityTime = level.time + MEDKIT_POISON_IMMUNITY_TIME;

      client->ps.stats[ STAT_STATE ] |= SS_MEDKIT_ACTIVE;
      client->lastMedKitTime = level.time;
      client->medKitHealthToRestore =
        client->ps.stats[ STAT_MAX_HEALTH ] - client->ps.stats[ STAT_HEALTH ];
      client->medKitIncrementTime = level.time +
        ( MEDKIT_STARTUP_TIME / MEDKIT_STARTUP_SPEED );

      G_AddEvent( ent, EV_MEDKIT_USED, 0 );
    }
  }

  if( BG_InventoryContainsUpgrade( UP_GRENADE, client->ps.stats ) &&
      BG_UpgradeIsActive( UP_GRENADE, client->ps.stats ) )
  {
    int lastWeapon = ent->s.weapon;

    //remove grenade
    BG_DeactivateUpgrade( UP_GRENADE, client->ps.stats );
    BG_RemoveUpgradeFromInventory( UP_GRENADE, client->ps.stats );

    //M-M-M-M-MONSTER HACK
    ent->s.weapon = WP_GRENADE;
    FireWeapon( ent );
    ent->s.weapon = lastWeapon;
  }

  // set speed
  client->ps.speed = g_speed.value * BG_FindSpeedForClass( client->ps.stats[ STAT_PCLASS ] );

  if( client->lastCreepSlowTime + CREEP_TIMEOUT < level.time )
    client->ps.stats[ STAT_STATE ] &= ~SS_CREEPSLOWED;

  //randomly disable the jet pack if damaged
  if( BG_InventoryContainsUpgrade( UP_JETPACK, client->ps.stats ) &&
      BG_UpgradeIsActive( UP_JETPACK, client->ps.stats ) )
  {
    if( ent->lastDamageTime + JETPACK_DISABLE_TIME > level.time )
    {
      if( random( ) > JETPACK_DISABLE_CHANCE )
        client->ps.pm_type = PM_NORMAL;
    }

    //switch jetpack off if no reactor
    if( !level.reactorPresent )
      BG_DeactivateUpgrade( UP_JETPACK, client->ps.stats );
  }

  // set up for pmove
  oldEventSequence = client->ps.eventSequence;

  memset( &pm, 0, sizeof( pm ) );

  if( !( ucmd->buttons & BUTTON_TALK ) && !( client->ps.pm_flags & PMF_RESPAWNED ) )
  {
    switch( client->ps.weapon )
    {
      case WP_ALEVEL0:
        if( client->ps.weaponTime <= 0 )
          pm.autoWeaponHit[ client->ps.weapon ] = CheckVenomAttack( ent );
        break;

      case WP_ALEVEL1:
      case WP_ALEVEL1_UPG:
        CheckGrabAttack( ent );
        break;

      case WP_ALEVEL3:
      case WP_ALEVEL3_UPG:
        if( client->ps.weaponTime <= 0 )
          pm.autoWeaponHit[ client->ps.weapon ] = CheckPounceAttack( ent );
        break;

      default:
        break;
    }
  }

  if( ent->flags & FL_FORCE_GESTURE )
  {
    ent->flags &= ~FL_FORCE_GESTURE;
    ent->client->pers.cmd.buttons |= BUTTON_GESTURE;
  }

  pm.ps = &client->ps;
  pm.pmext = &client->pmext;
  pm.cmd = *ucmd;

  if( pm.ps->pm_type == PM_DEAD )
    pm.tracemask = MASK_PLAYERSOLID; // & ~CONTENTS_BODY;

  if( pm.ps->stats[ STAT_STATE ] & SS_INFESTING ||
      pm.ps->stats[ STAT_STATE ] & SS_HOVELING )
    pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY;
  else
    pm.tracemask = MASK_PLAYERSOLID;

  pm.trace = trap_Trace;
  pm.pointcontents = trap_PointContents;
  pm.debugLevel = g_debugMove.integer;
  pm.noFootsteps = 0;

  pm.pmove_fixed = pmove_fixed.integer | client->pers.pmoveFixed;
  pm.pmove_msec = pmove_msec.integer;

  VectorCopy( client->ps.origin, client->oldOrigin );

  // moved from after Pmove -- potentially the cause of
  // future triggering bugs
  if( !ent->client->noclip )
    G_TouchTriggers( ent );

  Pmove( &pm );

  G_UnlaggedDetectCollisions( ent );

  // save results of pmove
  if( ent->client->ps.eventSequence != oldEventSequence )
    ent->eventTime = level.time;

  if( g_smoothClients.integer )
    BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, qtrue );
  else
    BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue );

  SendPendingPredictableEvents( &ent->client->ps );

  if( !( ent->client->ps.eFlags & EF_FIRING ) )
    client->fireHeld = qfalse;    // for grapple
  if( !( ent->client->ps.eFlags & EF_FIRING2 ) )
    client->fire2Held = qfalse;

  // use the snapped origin for linking so it matches client predicted versions
  VectorCopy( ent->s.pos.trBase, ent->r.currentOrigin );

  VectorCopy( pm.mins, ent->r.mins );
  VectorCopy( pm.maxs, ent->r.maxs );

  ent->waterlevel = pm.waterlevel;
  ent->watertype = pm.watertype;

  // touch other objects
  ClientImpacts( ent, &pm );
  
  // execute client events
  ClientEvents( ent, oldEventSequence );

  // link entity now, after any personal teleporters have been used
  trap_LinkEntity( ent );

  // NOTE: now copy the exact origin over otherwise clients can be snapped into solid
  VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );
  VectorCopy( ent->client->ps.origin, ent->s.origin );

  // save results of triggers and client events
  if( ent->client->ps.eventSequence != oldEventSequence )
    ent->eventTime = level.time;

  // swap and latch button actions
  client->oldbuttons = client->buttons;
  client->buttons = ucmd->buttons;
  client->latched_buttons |= client->buttons & ~client->oldbuttons;

  if( ( client->buttons & BUTTON_GETFLAG ) && !( client->oldbuttons & BUTTON_GETFLAG ) &&
       client->ps.stats[ STAT_HEALTH ] > 0 )
  {
    trace_t   trace;
    vec3_t    view, point;
    gentity_t *traceEnt;

    if( client->ps.stats[ STAT_STATE ] & SS_HOVELING )
    {
      gentity_t *hovel = client->hovel;

      //only let the player out if there is room
      if( !AHovel_Blocked( hovel, ent, qtrue ) )
      {
        //prevent lerping
        client->ps.eFlags ^= EF_TELEPORT_BIT;
        client->ps.eFlags &= ~EF_NODRAW;
        G_UnlaggedClear( ent );

        //client leaves hovel
        client->ps.stats[ STAT_STATE ] &= ~SS_HOVELING;

        //hovel is empty
        G_SetBuildableAnim( hovel, BANIM_ATTACK2, qfalse );
        hovel->active = qfalse;
      }
      else
      {
        //exit is blocked
        G_TriggerMenu( ent->client->ps.clientNum, MN_A_HOVEL_BLOCKED );
      }
    }
    else
    {
#define USE_OBJECT_RANGE 64

      int       entityList[ MAX_GENTITIES ];
      vec3_t    range = { USE_OBJECT_RANGE, USE_OBJECT_RANGE, USE_OBJECT_RANGE };
      vec3_t    mins, maxs;
      int       i, num;

      //TA: look for object infront of player
      AngleVectors( client->ps.viewangles, view, NULL, NULL );
      VectorMA( client->ps.origin, USE_OBJECT_RANGE, view, point );
      trap_Trace( &trace, client->ps.origin, NULL, NULL, point, ent->s.number, MASK_SHOT );

      traceEnt = &g_entities[ trace.entityNum ];

      if( traceEnt && traceEnt->biteam == client->ps.stats[ STAT_PTEAM ] && traceEnt->use )
        traceEnt->use( traceEnt, ent, ent ); //other and activator are the same in this context
      else
      {
        //no entity in front of player - do a small area search

        VectorAdd( client->ps.origin, range, maxs );
        VectorSubtract( client->ps.origin, range, mins );

        num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
        for( i = 0; i < num; i++ )
        {
          traceEnt = &g_entities[ entityList[ i ] ];

          if( traceEnt && traceEnt->biteam == client->ps.stats[ STAT_PTEAM ] && traceEnt->use )
          {
            traceEnt->use( traceEnt, ent, ent ); //other and activator are the same in this context
            break;
          }
        }

        if( i == num && client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS )
        {
          if( BG_UpgradeClassAvailable( &client->ps ) )
          {
            //no nearby objects and alien - show class menu
            G_TriggerMenu( ent->client->ps.clientNum, MN_A_INFEST );
          }
          else
          {
            //flash frags
            G_AddEvent( ent, EV_ALIEN_EVOLVE_FAILED, 0 );
          }
        }
      }
    }
  }

  // check for respawning
  if( client->ps.stats[ STAT_HEALTH ] <= 0 )
  {
    // wait for the attack button to be pressed
    if( level.time > client->respawnTime )
    {
      // forcerespawn is to prevent users from waiting out powerups
      if( g_forcerespawn.integer > 0 &&
        ( level.time - client->respawnTime ) > 0 )
      {
        respawn( ent );
        return;
      }

      // pressing attack or use is the normal respawn method
      if( ucmd->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) )
      {
        respawn( ent );
      }
    }
    return;
  }

  if( level.framenum > client->retriggerArmouryMenu && client->retriggerArmouryMenu )
  {
    G_TriggerMenu( client->ps.clientNum, MN_H_ARMOURY );

    client->retriggerArmouryMenu = 0;
  }

  // Give clients some credit periodically
  if( ent->client->lastKillTime + FREEKILL_PERIOD < level.time )
  {
    if( G_TimeTilSuddenDeath( ) <= 0 )
    {
      //gotta love logic like this eh?
    }
    else if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS )
      G_AddCreditToClient( ent->client, FREEKILL_ALIEN, qtrue );
    else if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
      G_AddCreditToClient( ent->client, FREEKILL_HUMAN, qtrue );

    ent->client->lastKillTime = level.time;
  }

  // perform once-a-second actions
  ClientTimerActions( ent, msec );
  
  if( ent->suicideTime > 0 && ent->suicideTime < level.time )
  {
    ent->flags &= ~FL_GODMODE;
    ent->client->ps.stats[ STAT_HEALTH ] = ent->health = 0;
    player_die( ent, ent, ent, 100000, MOD_SUICIDE );

    ent->suicideTime = 0;
  }
}

/*
==================
ClientThink

A new command has arrived from the client
==================
*/
void ClientThink( int clientNum )
{
  gentity_t *ent;

  ent = g_entities + clientNum;
  trap_GetUsercmd( clientNum, &ent->client->pers.cmd );

  // mark the time we got info, so we can display the
  // phone jack if they don't get any for a while
  ent->client->lastCmdTime = level.time;

  if( !g_synchronousClients.integer )
    ClientThink_real( ent );
}


void G_RunClient( gentity_t *ent )
{
  if( !g_synchronousClients.integer )
    return;

  ent->client->pers.cmd.serverTime = level.time;
  ClientThink_real( ent );
}


/*
==================
SpectatorClientEndFrame

==================
*/
void SpectatorClientEndFrame( gentity_t *ent )
{
  gclient_t *cl;
  int       clientNum, flags;

  // if we are doing a chase cam or a remote view, grab the latest info
  if( ent->client->sess.spectatorState == SPECTATOR_FOLLOW )
  {
    clientNum = ent->client->sess.spectatorClient;

    if( clientNum >= 0 )
    {
      cl = &level.clients[ clientNum ];

      if( cl->pers.connected == CON_CONNECTED && cl->sess.sessionTeam != TEAM_SPECTATOR )
      {
        flags = ( cl->ps.eFlags & ~( EF_VOTED | EF_TEAMVOTED ) ) |
          ( ent->client->ps.eFlags & ( EF_VOTED | EF_TEAMVOTED ) );
        ent->client->ps = cl->ps;
        ent->client->ps.pm_flags |= PMF_FOLLOW;
        ent->client->ps.eFlags = flags;
      }
    }
  }
}

/*
==============
ClientEndFrame

Called at the end of each server frame for each connected client
A fast client will have multiple ClientThink for each ClientEdFrame,
while a slow client may have multiple ClientEndFrame between ClientThink.
==============
*/
void ClientEndFrame( gentity_t *ent )
{
  clientPersistant_t  *pers;

  if( ent->client->sess.sessionTeam == TEAM_SPECTATOR )
  {
    SpectatorClientEndFrame( ent );
    return;
  }

  pers = &ent->client->pers;

  //
  // If the end of unit layout is displayed, don't give
  // the player any normal movement attributes
  //
  if( level.intermissiontime )
    return;

  // burn from lava, etc
  P_WorldEffects( ent );

  // apply all the damage taken this frame
  P_DamageFeedback( ent );

  // add the EF_CONNECTION flag if we haven't gotten commands recently
  if( level.time - ent->client->lastCmdTime > 1000 )
    ent->s.eFlags |= EF_CONNECTION;
  else
    ent->s.eFlags &= ~EF_CONNECTION;

  ent->client->ps.stats[ STAT_HEALTH ] = ent->health; // FIXME: get rid of ent->health...

  G_SetClientSound( ent );

  // set the latest infor
  if( g_smoothClients.integer )
    BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, qtrue );
  else
    BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue );

  SendPendingPredictableEvents( &ent->client->ps );
}