text: /*
  ===========================================================================
  Copyright (C) 1999-2005 Id Software, Inc.
  
  This file is part of Quake III Arena source code.
  
  Quake III Arena source code is free software; you can redistribute it
  and/or modify it under the terms of the GNU General Public License as
  published by the Free Software Foundation; either version 2 of the License,
  or (at your option) any later version.
  
  Quake III Arena source code is distributed in the hope that it will be
  useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
  GNU General Public License for more details.
  
  You should have received a copy of the GNU General Public License
  along with Quake III Arena source code; if not, write to the Free Software
  Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
  ===========================================================================
  */
  //
  
  #include "g_local.h"
  
  
  
  /*
  ===============================================================================
  
  PUSHMOVE
  
  ===============================================================================
  */
  
  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;
  	}
  
  	// 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 = ENTITYNUM_NONE;
  	}
  
  	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 = ENTITYNUM_NONE;
  		pushed_p--;
  		return qtrue;
  	}
  
  	// blocked
  	return qfalse;
  }
  
  /*
  ==================
  G_CheckProxMinePosition
  ==================
  */
  qboolean G_CheckProxMinePosition( gentity_t *check ) {
  	vec3_t		start, end;
  	trace_t	tr;
  
  	VectorMA(check->s.pos.trBase, 0.125, check->movedir, start);
  	VectorMA(check->s.pos.trBase, 2, check->movedir, end);
  	trap_Trace( &tr, start, NULL, NULL, end, check->s.number, MASK_SOLID );
  	
  	if (tr.startsolid || tr.fraction < 1)
  		return qfalse;
  
  	return qtrue;
  }
  
  /*
  ==================
  G_TryPushingProxMine
  ==================
  */
  qboolean G_TryPushingProxMine( gentity_t *check, gentity_t *pusher, vec3_t move, vec3_t amove ) {
  	vec3_t		forward, right, up;
  	vec3_t		org, org2, move2;
  	int ret;
  
  	// we need this for pushing things later
  	VectorSubtract (vec3_origin, amove, org);
  	AngleVectors (org, forward, right, up);
  
  	// try moving the contacted entity 
  	VectorAdd (check->s.pos.trBase, move, check->s.pos.trBase);
  
  	// figure movement due to the pusher's amove
  	VectorSubtract (check->s.pos.trBase, pusher->r.currentOrigin, org);
  	org2[0] = DotProduct (org, forward);
  	org2[1] = -DotProduct (org, right);
  	org2[2] = DotProduct (org, up);
  	VectorSubtract (org2, org, move2);
  	VectorAdd (check->s.pos.trBase, move2, check->s.pos.trBase);
  
  	ret = G_CheckProxMinePosition( check );
  	if (ret) {
  		VectorCopy( check->s.pos.trBase, check->r.currentOrigin );
  		trap_LinkEntity (check);
  	}
  	return ret;
  }
  
  void G_ExplodeMissile( gentity_t *ent );
  
  /*
  ============
  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 its 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 ] ];
  
  #ifdef MISSIONPACK
  		if ( check->s.eType == ET_MISSILE ) {
  			// if it is a prox mine
  			if ( !strcmp(check->classname, "prox mine") ) {
  				// if this prox mine is attached to this mover try to move it with the pusher
  				if ( check->enemy == pusher ) {
  					if (!G_TryPushingProxMine( check, pusher, move, amove )) {
  						//explode
  						check->s.loopSound = 0;
  						G_AddEvent( check, EV_PROXIMITY_MINE_TRIGGER, 0 );
  						G_ExplodeMissile(check);
  						if (check->activator) {
  							G_FreeEntity(check->activator);
  							check->activator = NULL;
  						}
  						//G_Printf("prox mine explodes\n");
  					}
  				}
  				else {
  					//check if the prox mine is crushed by the mover
  					if (!G_CheckProxMinePosition( check )) {
  						//explode
  						check->s.loopSound = 0;
  						G_AddEvent( check, EV_PROXIMITY_MINE_TRIGGER, 0 );
  						G_ExplodeMissile(check);
  						if (check->activator) {
  							G_FreeEntity(check->activator);
  							check->activator = NULL;
  						}
  						//G_Printf("prox mine explodes\n");
  					}
  				}
  				continue;
  			}
  		}
  #endif
  		// only push items and players
  		if ( check->s.eType != ET_ITEM && 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 );
  				}
  			}
  		}
  	}
  }
  
  /*
  ================
  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 ) {
  		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;
  	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;
  	}
  	BG_EvaluateTrajectory( &ent->s.pos, level.time, ent->r.currentOrigin );	
  	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 );
  	}
  }
  
  
  /*
  ================
  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 {
  		G_Error( "Reached_BinaryMover: bad moverState" );
  	}
  }
  
  
  /*
  ================
  Use_BinaryMover
  ================
  */
  void Use_BinaryMover( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
  	int		total;
  	int		partial;
  
  	// 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 );
  		}
  		return;
  	}
  
  	// if all the way up, just delay before coming down
  	if ( ent->moverState == MOVER_POS2 ) {
  		ent->nextthink = level.time + ent->wait;
  		return;
  	}
  
  	// only partway down before reversing
  	if ( ent->moverState == MOVER_2TO1 ) {
  		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 );
  		}
  		return;
  	}
  
  	// only partway up before reversing
  	if ( ent->moverState == MOVER_1TO2 ) {
  		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 );
  		}
  		return;
  	}
  }
  
  
  
  /*
  ================
  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;
  	}
  }
  
  
  /*
  ===============================================================================
  
  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
  	if ( !other->client ) {
  		// except CTF flags!!!!
  		if( other->s.eType == ET_ITEM && other->item->giType == IT_TEAM ) {
  			Team_DroppedFlagThink( other );
  			return;
  		}
  		G_TempEntity( other->s.origin, EV_ITEM_POP );
  		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 axis;
  	float doorMin, doorMax;
  	vec3_t origin;
  
  	axis = ent->count;
  	// the constants below relate to constants in Think_SpawnNewDoorTrigger()
  	doorMin = ent->r.absmin[axis] + 100;
  	doorMax = ent->r.absmax[axis] - 100;
  
  	VectorCopy(other->client->ps.origin, origin);
  
  	if (origin[axis] < doorMin || origin[axis] > doorMax) return;
  
  	if (fabs(origin[axis] - doorMax) < fabs(origin[axis] - doorMin)) {
  		origin[axis] = doorMin - 10;
  	} else {
  		origin[axis] = doorMax + 10;
  	}
  
  	TeleportPlayer(other, origin, tv(10000000.0, 0, 0));
  }
  
  /*
  ================
  Touch_DoorTrigger
  ================
  */
  void Touch_DoorTrigger( gentity_t *ent, gentity_t *other, trace_t *trace ) {
  	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) {
  			Touch_DoorTriggerSpectator( ent, other, trace );
  		}
  	}
  	else if ( ent->parent->moverState != MOVER_1TO2 ) {
  		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;
  
  	// 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] += 120;
  	mins[best] -= 120;
  
  	// 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);
  
  	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;
  
  	ent->sound1to2 = ent->sound2to1 = G_SoundIndex("sound/movers/doors/dr1_strt.wav");
  	ent->soundPos1 = ent->soundPos2 = G_SoundIndex("sound/movers/doors/dr1_end.wav");
  
  	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;
  		}
  	}
  
  
  }
  
  /*
  ===============================================================================
  
  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 ) {
  	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;
  
  	ent->sound1to2 = ent->sound2to1 = G_SoundIndex("sound/movers/plats/pt1_strt.wav");
  	ent->soundPos1 = ent->soundPos2 = G_SoundIndex("sound/movers/plats/pt1_end.wav");
  
  	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 its angle, triggers all of its targets, waits some time, then returns to its 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;
  
  	ent->sound1to2 = G_SoundIndex("sound/movers/switches/butn2.wav");
  	
  	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_ON		1
  #define TRAIN_TOGGLE		2
  #define TRAIN_BLOCK_STOPS	4
  
  /*
  ===============
  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;
  	}
  
  	// calculate duration
  	VectorSubtract( ent->pos2, ent->pos1, move );
  	length = VectorLength( move );
  
  	ent->s.pos.trDuration = length * 1000 / speed;
  
  	// Tequila comment: Be sure to send to clients after any fast move case
  	ent->r.svFlags &= ~SVF_NOCLIENT;
  
  	// Tequila comment: Fast move case
  	if(ent->s.pos.trDuration<1) {
  		// Tequila comment: As trDuration is used later in a division, we need to avoid that case now
  		// With null trDuration,
  		// the calculated rocks bounding box becomes infinite and the engine think for a short time
  		// any entity is riding that mover but not the world entity... In rare case, I found it
  		// can also stuck every map entities after func_door are used.
  		// The desired effect with very very big speed is to have instant move, so any not null duration
  		// lower than a frame duration should be sufficient.
  		// Afaik, the negative case don't have to be supported.
  		ent->s.pos.trDuration=1;
  
  		// Tequila comment: Don't send entity to clients so it becomes really invisible 
  		ent->r.svFlags |= SVF_NOCLIENT;
  	}
  
  	// looping sound
  	ent->s.loopSound = next->soundLoop;
  
  	// start it going
  	SetMoverState( ent, MOVER_1TO2, level.time );
  
  	// 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;
  	}
  }
  
  
  /*
  ===============
  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
  }
  
  
  
  /*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;
  
  	// 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;
  }
  