text: 	/***
  *
  *	Copyright (c) 1996-2001, Valve LLC. All rights reserved.
  *	
  *	This product contains software technology licensed from Id 
  *	Software, Inc. ("Id Technology").  Id Technology (c) 1996 Id Software, Inc. 
  *	All Rights Reserved.
  *
  *   Use, distribution, and modification of this source code and/or resulting
  *   object code is restricted to non-commercial enhancements to products from
  *   Valve LLC.  All other use, distribution, or modification is prohibited
  *   without written permission from Valve LLC.
  *
  ****/
  /*
  
  ===== player.cpp ========================================================
  
    functions dealing with the player
  
  */
  
  #include "extdll.h"
  #include "util.h"
  
  #include "cbase.h"
  #include "player.h"
  #include "trains.h"
  #include "nodes.h"
  #include "weapons.h"
  #include "soundent.h"
  #include "monsters.h"
  #include "shake.h"
  #include "decals.h"
  #include "gamerules.h"
  #include "game.h"
  #include "pm_shared.h"
  #include "hltv.h"
  #include "UserMessages.h"
  
  // #define DUCKFIX
  
  extern DLL_GLOBAL ULONG		g_ulModelIndexPlayer;
  extern DLL_GLOBAL BOOL		g_fGameOver;
  extern DLL_GLOBAL	BOOL	g_fDrawLines;
  int gEvilImpulse101;
  extern DLL_GLOBAL int		g_iSkillLevel, gDisplayTitle;
  
  
  BOOL gInitHUD = TRUE;
  
  extern void CopyToBodyQue(entvars_t* pev);
  extern void respawn(entvars_t *pev, BOOL fCopyCorpse);
  extern Vector VecBModelOrigin(entvars_t *pevBModel );
  extern edict_t *EntSelectSpawnPoint( CBaseEntity *pPlayer );
  
  // the world node graph
  extern CGraph	WorldGraph;
  
  #define TRAIN_ACTIVE	0x80 
  #define TRAIN_NEW		0xc0
  #define TRAIN_OFF		0x00
  #define TRAIN_NEUTRAL	0x01
  #define TRAIN_SLOW		0x02
  #define TRAIN_MEDIUM	0x03
  #define TRAIN_FAST		0x04 
  #define TRAIN_BACK		0x05
  
  #define	FLASH_DRAIN_TIME	 1.2 //100 units/3 minutes
  #define	FLASH_CHARGE_TIME	 0.2 // 100 units/20 seconds  (seconds per unit)
  
  // Global Savedata for player
  TYPEDESCRIPTION	CBasePlayer::m_playerSaveData[] = 
  {
  	DEFINE_FIELD( CBasePlayer, m_flFlashLightTime, FIELD_TIME ),
  	DEFINE_FIELD( CBasePlayer, m_iFlashBattery, FIELD_INTEGER ),
  
  	DEFINE_FIELD( CBasePlayer, m_afButtonLast, FIELD_INTEGER ),
  	DEFINE_FIELD( CBasePlayer, m_afButtonPressed, FIELD_INTEGER ),
  	DEFINE_FIELD( CBasePlayer, m_afButtonReleased, FIELD_INTEGER ),
  
  	DEFINE_ARRAY( CBasePlayer, m_rgItems, FIELD_INTEGER, MAX_ITEMS ),
  	DEFINE_FIELD( CBasePlayer, m_afPhysicsFlags, FIELD_INTEGER ),
  
  	DEFINE_FIELD( CBasePlayer, m_flTimeStepSound, FIELD_TIME ),
  	DEFINE_FIELD( CBasePlayer, m_flTimeWeaponIdle, FIELD_TIME ),
  	DEFINE_FIELD( CBasePlayer, m_flSwimTime, FIELD_TIME ),
  	DEFINE_FIELD( CBasePlayer, m_flDuckTime, FIELD_TIME ),
  	DEFINE_FIELD( CBasePlayer, m_flWallJumpTime, FIELD_TIME ),
  
  	DEFINE_FIELD( CBasePlayer, m_flSuitUpdate, FIELD_TIME ),
  	DEFINE_ARRAY( CBasePlayer, m_rgSuitPlayList, FIELD_INTEGER, CSUITPLAYLIST ),
  	DEFINE_FIELD( CBasePlayer, m_iSuitPlayNext, FIELD_INTEGER ),
  	DEFINE_ARRAY( CBasePlayer, m_rgiSuitNoRepeat, FIELD_INTEGER, CSUITNOREPEAT ),
  	DEFINE_ARRAY( CBasePlayer, m_rgflSuitNoRepeatTime, FIELD_TIME, CSUITNOREPEAT ),
  	DEFINE_FIELD( CBasePlayer, m_lastDamageAmount, FIELD_INTEGER ),
  
  	DEFINE_ARRAY( CBasePlayer, m_rgpPlayerItems, FIELD_CLASSPTR, MAX_ITEM_TYPES ),
  	DEFINE_FIELD( CBasePlayer, m_pActiveItem, FIELD_CLASSPTR ),
  	DEFINE_FIELD( CBasePlayer, m_pLastItem, FIELD_CLASSPTR ),
  	
  	DEFINE_ARRAY( CBasePlayer, m_rgAmmo, FIELD_INTEGER, MAX_AMMO_SLOTS ),
  	DEFINE_FIELD( CBasePlayer, m_idrowndmg, FIELD_INTEGER ),
  	DEFINE_FIELD( CBasePlayer, m_idrownrestored, FIELD_INTEGER ),
  	DEFINE_FIELD( CBasePlayer, m_tSneaking, FIELD_TIME ),
  
  	DEFINE_FIELD( CBasePlayer, m_iTrain, FIELD_INTEGER ),
  	DEFINE_FIELD( CBasePlayer, m_bitsHUDDamage, FIELD_INTEGER ),
  	DEFINE_FIELD( CBasePlayer, m_flFallVelocity, FIELD_FLOAT ),
  	DEFINE_FIELD( CBasePlayer, m_iTargetVolume, FIELD_INTEGER ),
  	DEFINE_FIELD( CBasePlayer, m_iWeaponVolume, FIELD_INTEGER ),
  	DEFINE_FIELD( CBasePlayer, m_iExtraSoundTypes, FIELD_INTEGER ),
  	DEFINE_FIELD( CBasePlayer, m_iWeaponFlash, FIELD_INTEGER ),
  	DEFINE_FIELD( CBasePlayer, m_fLongJump, FIELD_BOOLEAN ),
  	DEFINE_FIELD( CBasePlayer, m_fInitHUD, FIELD_BOOLEAN ),
  	DEFINE_FIELD( CBasePlayer, m_tbdPrev, FIELD_TIME ),
  
  	DEFINE_FIELD( CBasePlayer, m_pTank, FIELD_EHANDLE ),
  	DEFINE_FIELD(CBasePlayer, m_hViewEntity, FIELD_EHANDLE),
  	DEFINE_FIELD( CBasePlayer, m_iHideHUD, FIELD_INTEGER ),
  	DEFINE_FIELD( CBasePlayer, m_iFOV, FIELD_INTEGER ),
  	
  	//DEFINE_FIELD( CBasePlayer, m_fDeadTime, FIELD_FLOAT ), // only used in multiplayer games
  	//DEFINE_FIELD( CBasePlayer, m_fGameHUDInitialized, FIELD_INTEGER ), // only used in multiplayer games
  	//DEFINE_FIELD( CBasePlayer, m_flStopExtraSoundTime, FIELD_TIME ),
  	//DEFINE_FIELD( CBasePlayer, m_fKnownItem, FIELD_INTEGER ), // reset to zero on load
  	//DEFINE_FIELD( CBasePlayer, m_iPlayerSound, FIELD_INTEGER ),	// Don't restore, set in Precache()
  	//DEFINE_FIELD( CBasePlayer, m_pentSndLast, FIELD_EDICT ),	// Don't restore, client needs reset
  	//DEFINE_FIELD( CBasePlayer, m_flSndRoomtype, FIELD_FLOAT ),	// Don't restore, client needs reset
  	//DEFINE_FIELD( CBasePlayer, m_flSndRange, FIELD_FLOAT ),	// Don't restore, client needs reset
  	//DEFINE_FIELD( CBasePlayer, m_fNewAmmo, FIELD_INTEGER ), // Don't restore, client needs reset
  	//DEFINE_FIELD( CBasePlayer, m_flgeigerRange, FIELD_FLOAT ),	// Don't restore, reset in Precache()
  	//DEFINE_FIELD( CBasePlayer, m_flgeigerDelay, FIELD_FLOAT ),	// Don't restore, reset in Precache()
  	//DEFINE_FIELD( CBasePlayer, m_igeigerRangePrev, FIELD_FLOAT ),	// Don't restore, reset in Precache()
  	//DEFINE_FIELD( CBasePlayer, m_iStepLeft, FIELD_INTEGER ), // Don't need to restore
  	//DEFINE_ARRAY( CBasePlayer, m_szTextureName, FIELD_CHARACTER, CBTEXTURENAMEMAX ), // Don't need to restore
  	//DEFINE_FIELD( CBasePlayer, m_chTextureType, FIELD_CHARACTER ), // Don't need to restore
  	//DEFINE_FIELD( CBasePlayer, m_fNoPlayerSound, FIELD_BOOLEAN ), // Don't need to restore, debug
  	//DEFINE_FIELD( CBasePlayer, m_iUpdateTime, FIELD_INTEGER ), // Don't need to restore
  	//DEFINE_FIELD( CBasePlayer, m_iClientHealth, FIELD_INTEGER ), // Don't restore, client needs reset
  	//DEFINE_FIELD( CBasePlayer, m_iClientBattery, FIELD_INTEGER ), // Don't restore, client needs reset
  	//DEFINE_FIELD( CBasePlayer, m_iClientHideHUD, FIELD_INTEGER ), // Don't restore, client needs reset
  	//DEFINE_FIELD( CBasePlayer, m_fWeapon, FIELD_BOOLEAN ),  // Don't restore, client needs reset
  	//DEFINE_FIELD( CBasePlayer, m_nCustomSprayFrames, FIELD_INTEGER ), // Don't restore, depends on server message after spawning and only matters in multiplayer
  	//DEFINE_FIELD( CBasePlayer, m_vecAutoAim, FIELD_VECTOR ), // Don't save/restore - this is recomputed
  	//DEFINE_ARRAY( CBasePlayer, m_rgAmmoLast, FIELD_INTEGER, MAX_AMMO_SLOTS ), // Don't need to restore
  	//DEFINE_FIELD( CBasePlayer, m_fOnTarget, FIELD_BOOLEAN ), // Don't need to restore
  	//DEFINE_FIELD( CBasePlayer, m_nCustomSprayFrames, FIELD_INTEGER ), // Don't need to restore
  	
  };	
  
  
  int giPrecacheGrunt = 0;
  
  LINK_ENTITY_TO_CLASS( player, CBasePlayer );
  
  
  
  void CBasePlayer :: Pain( void )
  {
  	float	flRndSound;//sound randomizer
  
  	flRndSound = RANDOM_FLOAT ( 0 , 1 ); 
  	
  	if ( flRndSound <= 0.33 )
  		EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/pl_pain5.wav", 1, ATTN_NORM);
  	else if ( flRndSound <= 0.66 )	
  		EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/pl_pain6.wav", 1, ATTN_NORM);
  	else
  		EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/pl_pain7.wav", 1, ATTN_NORM);
  }
  
  /* 
   *
   */
  Vector VecVelocityForDamage(float flDamage)
  {
  	Vector vec(RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(200,300));
  
  	if (flDamage > -50)
  		vec = vec * 0.7;
  	else if (flDamage > -200)
  		vec = vec * 2;
  	else
  		vec = vec * 10;
  	
  	return vec;
  }
  
  #if 0 /*
  static void ThrowGib(entvars_t *pev, char *szGibModel, float flDamage)
  {
  	edict_t *pentNew = CREATE_ENTITY();
  	entvars_t *pevNew = VARS(pentNew);
  
  	pevNew->origin = pev->origin;
  	SET_MODEL(ENT(pevNew), szGibModel);
  	UTIL_SetSize(pevNew, g_vecZero, g_vecZero);
  
  	pevNew->velocity		= VecVelocityForDamage(flDamage);
  	pevNew->movetype		= MOVETYPE_BOUNCE;
  	pevNew->solid			= SOLID_NOT;
  	pevNew->avelocity.x		= RANDOM_FLOAT(0,600);
  	pevNew->avelocity.y		= RANDOM_FLOAT(0,600);
  	pevNew->avelocity.z		= RANDOM_FLOAT(0,600);
  	CHANGE_METHOD(ENT(pevNew), em_think, SUB_Remove);
  	pevNew->ltime		= gpGlobals->time;
  	pevNew->nextthink	= gpGlobals->time + RANDOM_FLOAT(10,20);
  	pevNew->frame		= 0;
  	pevNew->flags		= 0;
  }
  	
  	
  static void ThrowHead(entvars_t *pev, char *szGibModel, floatflDamage)
  {
  	SET_MODEL(ENT(pev), szGibModel);
  	pev->frame			= 0;
  	pev->nextthink		= -1;
  	pev->movetype		= MOVETYPE_BOUNCE;
  	pev->takedamage		= DAMAGE_NO;
  	pev->solid			= SOLID_NOT;
  	pev->view_ofs		= Vector(0,0,8);
  	UTIL_SetSize(pev, Vector(-16,-16,0), Vector(16,16,56));
  	pev->velocity		= VecVelocityForDamage(flDamage);
  	pev->avelocity		= RANDOM_FLOAT(-1,1) * Vector(0,600,0);
  	pev->origin.z -= 24;
  	ClearBits(pev->flags, FL_ONGROUND);
  }
  
  
  */ 
  #endif
  
  int TrainSpeed(int iSpeed, int iMax)
  {
  	float fSpeed, fMax;
  	int iRet = 0;
  
  	fMax = (float)iMax;
  	fSpeed = iSpeed;
  
  	fSpeed = fSpeed/fMax;
  
  	if (iSpeed < 0)
  		iRet = TRAIN_BACK;
  	else if (iSpeed == 0)
  		iRet = TRAIN_NEUTRAL;
  	else if (fSpeed < 0.33)
  		iRet = TRAIN_SLOW;
  	else if (fSpeed < 0.66)
  		iRet = TRAIN_MEDIUM;
  	else
  		iRet = TRAIN_FAST;
  
  	return iRet;
  }
  
  void CBasePlayer :: DeathSound( void )
  {
  	// water death sounds
  	/*
  	if (pev->waterlevel == 3)
  	{
  		EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE);
  		return;
  	}
  	*/
  
  	// temporarily using pain sounds for death sounds
  	switch (RANDOM_LONG(1,5)) 
  	{
  	case 1: 
  		EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/pl_pain5.wav", 1, ATTN_NORM);
  		break;
  	case 2: 
  		EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/pl_pain6.wav", 1, ATTN_NORM);
  		break;
  	case 3: 
  		EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/pl_pain7.wav", 1, ATTN_NORM);
  		break;
  	}
  
  	// play one of the suit death alarms
  	EMIT_GROUPNAME_SUIT(ENT(pev), "HEV_DEAD");
  }
  
  // override takehealth
  // bitsDamageType indicates type of damage healed. 
  
  int CBasePlayer :: TakeHealth( float flHealth, int bitsDamageType )
  {
  	return CBaseMonster :: TakeHealth (flHealth, bitsDamageType);
  
  }
  
  Vector CBasePlayer :: GetGunPosition( )
  {
  //	UTIL_MakeVectors(pev->v_angle);
  //	m_HackedGunPos = pev->view_ofs;
  	Vector origin;
  	
  	origin = pev->origin + pev->view_ofs;
  
  	return origin;
  }
  
  //=========================================================
  // TraceAttack
  //=========================================================
  void CBasePlayer :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
  {
  	if ( pev->takedamage )
  	{
  		m_LastHitGroup = ptr->iHitgroup;
  
  		switch ( ptr->iHitgroup )
  		{
  		case HITGROUP_GENERIC:
  			break;
  		case HITGROUP_HEAD:
  			flDamage *= gSkillData.plrHead;
  			break;
  		case HITGROUP_CHEST:
  			flDamage *= gSkillData.plrChest;
  			break;
  		case HITGROUP_STOMACH:
  			flDamage *= gSkillData.plrStomach;
  			break;
  		case HITGROUP_LEFTARM:
  		case HITGROUP_RIGHTARM:
  			flDamage *= gSkillData.plrArm;
  			break;
  		case HITGROUP_LEFTLEG:
  		case HITGROUP_RIGHTLEG:
  			flDamage *= gSkillData.plrLeg;
  			break;
  		default:
  			break;
  		}
  
  		SpawnBlood(ptr->vecEndPos, BloodColor(), flDamage);// a little surface blood.
  		TraceBleed( flDamage, vecDir, ptr, bitsDamageType );
  		AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType );
  	}
  }
  
  /*
  	Take some damage.  
  	NOTE: each call to TakeDamage with bitsDamageType set to a time-based damage
  	type will cause the damage time countdown to be reset.  Thus the ongoing effects of poison, radiation
  	etc are implemented with subsequent calls to TakeDamage using DMG_GENERIC.
  */
  
  #define ARMOR_RATIO	 0.2	// Armor Takes 80% of the damage
  #define ARMOR_BONUS  0.5	// Each Point of Armor is work 1/x points of health
  
  int CBasePlayer :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
  {
  	// have suit diagnose the problem - ie: report damage type
  	int bitsDamage = bitsDamageType;
  	int ffound = TRUE;
  	int fmajor;
  	int fcritical;
  	int fTookDamage;
  	int ftrivial;
  	float flRatio;
  	float flBonus;
  	float flHealthPrev = pev->health;
  
  	flBonus = ARMOR_BONUS;
  	flRatio = ARMOR_RATIO;
  
  	if ( ( bitsDamageType & DMG_BLAST ) && g_pGameRules->IsMultiplayer() )
  	{
  		// blasts damage armor more.
  		flBonus *= 2;
  	}
  
  	// Already dead
  	if ( !IsAlive() )
  		return 0;
  	// go take the damage first
  
  	
  	CBaseEntity *pAttacker = CBaseEntity::Instance(pevAttacker);
  
  	if ( !g_pGameRules->FPlayerCanTakeDamage( this, pAttacker ) )
  	{
  		// Refuse the damage
  		return 0;
  	}
  
  	// keep track of amount of damage last sustained
  	m_lastDamageAmount = flDamage;
  
  	// Armor. 
  	if (pev->armorvalue && !(bitsDamageType & (DMG_FALL | DMG_DROWN)) )// armor doesn't protect against fall or drown damage!
  	{
  		float flNew = flDamage * flRatio;
  
  		float flArmor;
  
  		flArmor = (flDamage - flNew) * flBonus;
  
  		// Does this use more armor than we have?
  		if (flArmor > pev->armorvalue)
  		{
  			flArmor = pev->armorvalue;
  			flArmor *= (1/flBonus);
  			flNew = flDamage - flArmor;
  			pev->armorvalue = 0;
  		}
  		else
  			pev->armorvalue -= flArmor;
  		
  		flDamage = flNew;
  	}
  
  	// this cast to INT is critical!!! If a player ends up with 0.5 health, the engine will get that
  	// as an int (zero) and think the player is dead! (this will incite a clientside screentilt, etc)
  	fTookDamage = CBaseMonster::TakeDamage(pevInflictor, pevAttacker, (int)flDamage, bitsDamageType);
  
  	// reset damage time countdown for each type of time based damage player just sustained
  
  	{
  		for (int i = 0; i < CDMG_TIMEBASED; i++)
  			if (bitsDamageType & (DMG_PARALYZE << i))
  				m_rgbTimeBasedDamage[i] = 0;
  	}
  
  	// tell director about it
  	MESSAGE_BEGIN( MSG_SPEC, SVC_DIRECTOR );
  		WRITE_BYTE ( 9 );	// command length in bytes
  		WRITE_BYTE ( DRC_CMD_EVENT );	// take damage event
  		WRITE_SHORT( ENTINDEX(this->edict()) );	// index number of primary entity
  		WRITE_SHORT( ENTINDEX(ENT(pevInflictor)) );	// index number of secondary entity
  		WRITE_LONG( 5 );   // eventflags (priority and flags)
  	MESSAGE_END();
  
  
  	// how bad is it, doc?
  
  	ftrivial = (pev->health > 75 || m_lastDamageAmount < 5);
  	fmajor = (m_lastDamageAmount > 25);
  	fcritical = (pev->health < 30);
  
  	// handle all bits set in this damage message,
  	// let the suit give player the diagnosis
  
  	// UNDONE: add sounds for types of damage sustained (ie: burn, shock, slash )
  
  	// UNDONE: still need to record damage and heal messages for the following types
  
  		// DMG_BURN	
  		// DMG_FREEZE
  		// DMG_BLAST
  		// DMG_SHOCK
  
  	m_bitsDamageType |= bitsDamage; // Save this so we can report it to the client
  	m_bitsHUDDamage = -1;  // make sure the damage bits get resent
  
  	while (fTookDamage && (!ftrivial || (bitsDamage & DMG_TIMEBASED)) && ffound && bitsDamage)
  	{
  		ffound = FALSE;
  
  		if (bitsDamage & DMG_CLUB)
  		{
  			if (fmajor)
  				SetSuitUpdate("!HEV_DMG4", FALSE, SUIT_NEXT_IN_30SEC);	// minor fracture
  			bitsDamage &= ~DMG_CLUB;
  			ffound = TRUE;
  		}
  		if (bitsDamage & (DMG_FALL | DMG_CRUSH))
  		{
  			if (fmajor)
  				SetSuitUpdate("!HEV_DMG5", FALSE, SUIT_NEXT_IN_30SEC);	// major fracture
  			else
  				SetSuitUpdate("!HEV_DMG4", FALSE, SUIT_NEXT_IN_30SEC);	// minor fracture
  	
  			bitsDamage &= ~(DMG_FALL | DMG_CRUSH);
  			ffound = TRUE;
  		}
  		
  		if (bitsDamage & DMG_BULLET)
  		{
  			if (m_lastDamageAmount > 5)
  				SetSuitUpdate("!HEV_DMG6", FALSE, SUIT_NEXT_IN_30SEC);	// blood loss detected
  			//else
  			//	SetSuitUpdate("!HEV_DMG0", FALSE, SUIT_NEXT_IN_30SEC);	// minor laceration
  			
  			bitsDamage &= ~DMG_BULLET;
  			ffound = TRUE;
  		}
  
  		if (bitsDamage & DMG_SLASH)
  		{
  			if (fmajor)
  				SetSuitUpdate("!HEV_DMG1", FALSE, SUIT_NEXT_IN_30SEC);	// major laceration
  			else
  				SetSuitUpdate("!HEV_DMG0", FALSE, SUIT_NEXT_IN_30SEC);	// minor laceration
  
  			bitsDamage &= ~DMG_SLASH;
  			ffound = TRUE;
  		}
  		
  		if (bitsDamage & DMG_SONIC)
  		{
  			if (fmajor)
  				SetSuitUpdate("!HEV_DMG2", FALSE, SUIT_NEXT_IN_1MIN);	// internal bleeding
  			bitsDamage &= ~DMG_SONIC;
  			ffound = TRUE;
  		}
  
  		if (bitsDamage & (DMG_POISON | DMG_PARALYZE))
  		{
  			SetSuitUpdate("!HEV_DMG3", FALSE, SUIT_NEXT_IN_1MIN);	// blood toxins detected
  			bitsDamage &= ~(DMG_POISON | DMG_PARALYZE);
  			ffound = TRUE;
  		}
  
  		if (bitsDamage & DMG_ACID)
  		{
  			SetSuitUpdate("!HEV_DET1", FALSE, SUIT_NEXT_IN_1MIN);	// hazardous chemicals detected
  			bitsDamage &= ~DMG_ACID;
  			ffound = TRUE;
  		}
  
  		if (bitsDamage & DMG_NERVEGAS)
  		{
  			SetSuitUpdate("!HEV_DET0", FALSE, SUIT_NEXT_IN_1MIN);	// biohazard detected
  			bitsDamage &= ~DMG_NERVEGAS;
  			ffound = TRUE;
  		}
  
  		if (bitsDamage & DMG_RADIATION)
  		{
  			SetSuitUpdate("!HEV_DET2", FALSE, SUIT_NEXT_IN_1MIN);	// radiation detected
  			bitsDamage &= ~DMG_RADIATION;
  			ffound = TRUE;
  		}
  		if (bitsDamage & DMG_SHOCK)
  		{
  			bitsDamage &= ~DMG_SHOCK;
  			ffound = TRUE;
  		}
  	}
  
  	pev->punchangle.x = -2;
  
  	if (fTookDamage && !ftrivial && fmajor && flHealthPrev >= 75) 
  	{
  		// first time we take major damage...
  		// turn automedic on if not on
  		SetSuitUpdate("!HEV_MED1", FALSE, SUIT_NEXT_IN_30MIN);	// automedic on
  
  		// give morphine shot if not given recently
  		SetSuitUpdate("!HEV_HEAL7", FALSE, SUIT_NEXT_IN_30MIN);	// morphine shot
  	}
  	
  	if (fTookDamage && !ftrivial && fcritical && flHealthPrev < 75)
  	{
  
  		// already took major damage, now it's critical...
  		if (pev->health < 6)
  			SetSuitUpdate("!HEV_HLTH3", FALSE, SUIT_NEXT_IN_10MIN);	// near death
  		else if (pev->health < 20)
  			SetSuitUpdate("!HEV_HLTH2", FALSE, SUIT_NEXT_IN_10MIN);	// health critical
  	
  		// give critical health warnings
  		if (!RANDOM_LONG(0,3) && flHealthPrev < 50)
  			SetSuitUpdate("!HEV_DMG7", FALSE, SUIT_NEXT_IN_5MIN); //seek medical attention
  	}
  
  	// if we're taking time based damage, warn about its continuing effects
  	if (fTookDamage && (bitsDamageType & DMG_TIMEBASED) && flHealthPrev < 75)
  		{
  			if (flHealthPrev < 50)
  			{
  				if (!RANDOM_LONG(0,3))
  					SetSuitUpdate("!HEV_DMG7", FALSE, SUIT_NEXT_IN_5MIN); //seek medical attention
  			}
  			else
  				SetSuitUpdate("!HEV_HLTH1", FALSE, SUIT_NEXT_IN_10MIN);	// health dropping
  		}
  
  	return fTookDamage;
  }
  
  //=========================================================
  // PackDeadPlayerItems - call this when a player dies to
  // pack up the appropriate weapons and ammo items, and to
  // destroy anything that shouldn't be packed.
  //
  // This is pretty brute force :(
  //=========================================================
  void CBasePlayer::PackDeadPlayerItems( void )
  {
  	int iWeaponRules;
  	int iAmmoRules;
  	int i;
  	CBasePlayerWeapon *rgpPackWeapons[ MAX_WEAPONS ];
  	int iPackAmmo[ MAX_AMMO_SLOTS + 1];
  	int iPW = 0;// index into packweapons array
  	int iPA = 0;// index into packammo array
  
  	memset(rgpPackWeapons, 0, sizeof(rgpPackWeapons) );
  	memset(iPackAmmo, -1, sizeof(iPackAmmo) );
  
  	// get the game rules 
  	iWeaponRules = g_pGameRules->DeadPlayerWeapons( this );
   	iAmmoRules = g_pGameRules->DeadPlayerAmmo( this );
  
  	if ( iWeaponRules == GR_PLR_DROP_GUN_NO && iAmmoRules == GR_PLR_DROP_AMMO_NO )
  	{
  		// nothing to pack. Remove the weapons and return. Don't call create on the box!
  		RemoveAllItems( TRUE );
  		return;
  	}
  
  // go through all of the weapons and make a list of the ones to pack
  	for ( i = 0 ; i < MAX_ITEM_TYPES ; i++ )
  	{
  		if ( m_rgpPlayerItems[ i ] )
  		{
  			// there's a weapon here. Should I pack it?
  			CBasePlayerItem *pPlayerItem = m_rgpPlayerItems[ i ];
  
  			while ( pPlayerItem )
  			{
  				switch( iWeaponRules )
  				{
  				case GR_PLR_DROP_GUN_ACTIVE:
  					if ( m_pActiveItem && pPlayerItem == m_pActiveItem )
  					{
  						// this is the active item. Pack it.
  						rgpPackWeapons[ iPW++ ] = (CBasePlayerWeapon *)pPlayerItem;
  					}
  					break;
  
  				case GR_PLR_DROP_GUN_ALL:
  					rgpPackWeapons[ iPW++ ] = (CBasePlayerWeapon *)pPlayerItem;
  					break;
  
  				default:
  					break;
  				}
  
  				pPlayerItem = pPlayerItem->m_pNext;
  			}
  		}
  	}
  
  // now go through ammo and make a list of which types to pack.
  	if ( iAmmoRules != GR_PLR_DROP_AMMO_NO )
  	{
  		for ( i = 0 ; i < MAX_AMMO_SLOTS ; i++ )
  		{
  			if ( m_rgAmmo[ i ] > 0 )
  			{
  				// player has some ammo of this type.
  				switch ( iAmmoRules )
  				{
  				case GR_PLR_DROP_AMMO_ALL:
  					iPackAmmo[ iPA++ ] = i;
  					break;
  
  				case GR_PLR_DROP_AMMO_ACTIVE:
  					if ( m_pActiveItem && i == m_pActiveItem->PrimaryAmmoIndex() ) 
  					{
  						// this is the primary ammo type for the active weapon
  						iPackAmmo[ iPA++ ] = i;
  					}
  					else if ( m_pActiveItem && i == m_pActiveItem->SecondaryAmmoIndex() ) 
  					{
  						// this is the secondary ammo type for the active weapon
  						iPackAmmo[ iPA++ ] = i;
  					}
  					break;
  
  				default:
  					break;
  				}
  			}
  		}
  	}
  
  // create a box to pack the stuff into.
  	CWeaponBox *pWeaponBox = (CWeaponBox *)CBaseEntity::Create( "weaponbox", pev->origin, pev->angles, edict() );
  
  	pWeaponBox->pev->angles.x = 0;// don't let weaponbox tilt.
  	pWeaponBox->pev->angles.z = 0;
  
  	pWeaponBox->SetThink( &CWeaponBox::Kill );
  	pWeaponBox->pev->nextthink = gpGlobals->time + 120;
  
  // back these two lists up to their first elements
  	iPA = 0;
  	iPW = 0;
  
  // pack the ammo
  	while ( iPackAmmo[ iPA ] != -1 )
  	{
  		pWeaponBox->PackAmmo( MAKE_STRING( CBasePlayerItem::AmmoInfoArray[ iPackAmmo[ iPA ] ].pszName ), m_rgAmmo[ iPackAmmo[ iPA ] ] );
  		iPA++;
  	}
  
  // now pack all of the items in the lists
  	while ( rgpPackWeapons[ iPW ] )
  	{
  		// weapon unhooked from the player. Pack it into der box.
  		pWeaponBox->PackWeapon( rgpPackWeapons[ iPW ] );
  
  		iPW++;
  	}
  
  	pWeaponBox->pev->velocity = pev->velocity * 1.2;// weaponbox has player's velocity, then some.
  
  	RemoveAllItems( TRUE );// now strip off everything that wasn't handled by the code above.
  }
  
  void CBasePlayer::RemoveAllItems( BOOL removeSuit )
  {
  	if (m_pActiveItem)
  	{
  		ResetAutoaim( );
  		m_pActiveItem->Holster( );
  		m_pActiveItem = NULL;
  	}
  
  	m_pLastItem = NULL;
  
  	if ( m_pTank != NULL )
  	{
  		m_pTank->Use( this, this, USE_OFF, 0 );
  		m_pTank = NULL;
  	}
  
  	int i;
  	CBasePlayerItem *pPendingItem;
  	for (i = 0; i < MAX_ITEM_TYPES; i++)
  	{
  		m_pActiveItem = m_rgpPlayerItems[i];
  		while (m_pActiveItem)
  		{
  			pPendingItem = m_pActiveItem->m_pNext; 
  			m_pActiveItem->Drop( );
  			m_pActiveItem = pPendingItem;
  		}
  		m_rgpPlayerItems[i] = NULL;
  	}
  	m_pActiveItem = NULL;
  
  	pev->viewmodel		= 0;
  	pev->weaponmodel	= 0;
  	
  	if ( removeSuit )
  		pev->weapons = 0;
  	else
  		pev->weapons &= ~WEAPON_ALLWEAPONS;
  
  	for ( i = 0; i < MAX_AMMO_SLOTS;i++)
  		m_rgAmmo[i] = 0;
  
  	UpdateClientData();
  	// send Selected Weapon Message to our client
  	MESSAGE_BEGIN( MSG_ONE, gmsgCurWeapon, NULL, pev );
  		WRITE_BYTE(0);
  		WRITE_BYTE(0);
  		WRITE_BYTE(0);
  	MESSAGE_END();
  }
  
  /*
   * GLOBALS ASSUMED SET:  g_ulModelIndexPlayer
   *
   * ENTITY_METHOD(PlayerDie)
   */
  entvars_t *g_pevLastInflictor;  // Set in combat.cpp.  Used to pass the damage inflictor for death messages.
  								// Better solution:  Add as parameter to all Killed() functions.
  
  void CBasePlayer::Killed( entvars_t *pevAttacker, int iGib )
  {
  	CSound *pSound;
  
  	// Holster weapon immediately, to allow it to cleanup
  	if ( m_pActiveItem )
  		m_pActiveItem->Holster( );
  
  	g_pGameRules->PlayerKilled( this, pevAttacker, g_pevLastInflictor );
  
  	if ( m_pTank != NULL )
  	{
  		m_pTank->Use( this, this, USE_OFF, 0 );
  		m_pTank = NULL;
  	}
  
  	// this client isn't going to be thinking for a while, so reset the sound until they respawn
  	pSound = CSoundEnt::SoundPointerForIndex( CSoundEnt::ClientSoundIndex( edict() ) );
  	{
  		if ( pSound )
  		{
  			pSound->Reset();
  		}
  	}
  
  	SetAnimation( PLAYER_DIE );
  	
  	m_iRespawnFrames = 0;
  
  	pev->modelindex = g_ulModelIndexPlayer;    // don't use eyes
  
  	pev->deadflag		= DEAD_DYING;
  	pev->movetype		= MOVETYPE_TOSS;
  	ClearBits( pev->flags, FL_ONGROUND );
  	if (pev->velocity.z < 10)
  		pev->velocity.z += RANDOM_FLOAT(0,300);
  
  	// clear out the suit message cache so we don't keep chattering
  	SetSuitUpdate(NULL, FALSE, 0);
  
  	// send "health" update message to zero
  	m_iClientHealth = 0;
  	MESSAGE_BEGIN( MSG_ONE, gmsgHealth, NULL, pev );
  		WRITE_BYTE( m_iClientHealth );
  	MESSAGE_END();
  
  	// Tell Ammo Hud that the player is dead
  	MESSAGE_BEGIN( MSG_ONE, gmsgCurWeapon, NULL, pev );
  		WRITE_BYTE(0);
  		WRITE_BYTE(0XFF);
  		WRITE_BYTE(0xFF);
  	MESSAGE_END();
  
  	// reset FOV
  	m_iFOV = m_iClientFOV = 0;
  
  	MESSAGE_BEGIN( MSG_ONE, gmsgSetFOV, NULL, pev );
  		WRITE_BYTE(0);
  	MESSAGE_END();
  
  
  	// UNDONE: Put this in, but add FFADE_PERMANENT and make fade time 8.8 instead of 4.12
  	// UTIL_ScreenFade( edict(), Vector(128,0,0), 6, 15, 255, FFADE_OUT | FFADE_MODULATE );
  
  	if ( ( pev->health < -40 && iGib != GIB_NEVER ) || iGib == GIB_ALWAYS )
  	{
  		pev->solid			= SOLID_NOT;
  		GibMonster();	// This clears pev->model
  		pev->effects |= EF_NODRAW;
  		return;
  	}
  
  	DeathSound();
  	
  	pev->angles.x = 0;
  	pev->angles.z = 0;
  
  	SetThink(&CBasePlayer::PlayerDeathThink);
  	pev->nextthink = gpGlobals->time + 0.1;
  }
  
  
  // Set the activity based on an event or current state
  void CBasePlayer::SetAnimation( PLAYER_ANIM playerAnim )
  {
  	int animDesired;
  	float speed;
  	char szAnim[64];
  
  	speed = pev->velocity.Length2D();
  
  	if (pev->flags & FL_FROZEN)
  	{
  		speed = 0;
  		playerAnim = PLAYER_IDLE;
  	}
  
  	switch (playerAnim) 
  	{
  	case PLAYER_JUMP:
  		m_IdealActivity = ACT_HOP;
  		break;
  	
  	case PLAYER_SUPERJUMP:
  		m_IdealActivity = ACT_LEAP;
  		break;
  	
  	case PLAYER_DIE:
  		m_IdealActivity = ACT_DIESIMPLE;
  		m_IdealActivity = GetDeathActivity( );
  		break;
  
  	case PLAYER_ATTACK1:	
  		switch( m_Activity )
  		{
  		case ACT_HOVER:
  		case ACT_SWIM:
  		case ACT_HOP:
  		case ACT_LEAP:
  		case ACT_DIESIMPLE:
  			m_IdealActivity = m_Activity;
  			break;
  		default:
  			m_IdealActivity = ACT_RANGE_ATTACK1;
  			break;
  		}
  		break;
  	case PLAYER_IDLE:
  	case PLAYER_WALK:
  		if ( !FBitSet( pev->flags, FL_ONGROUND ) && (m_Activity == ACT_HOP || m_Activity == ACT_LEAP) )	// Still jumping
  		{
  			m_IdealActivity = m_Activity;
  		}
  		else if ( pev->waterlevel > 1 )
  		{
  			if ( speed == 0 )
  				m_IdealActivity = ACT_HOVER;
  			else
  				m_IdealActivity = ACT_SWIM;
  		}
  		else
  		{
  			m_IdealActivity = ACT_WALK;
  		}
  		break;
  	}
  
  	switch (m_IdealActivity)
  	{
  	case ACT_HOVER:
  	case ACT_LEAP:
  	case ACT_SWIM:
  	case ACT_HOP:
  	case ACT_DIESIMPLE:
  	default:
  		if ( m_Activity == m_IdealActivity)
  			return;
  		m_Activity = m_IdealActivity;
  
  		animDesired = LookupActivity( m_Activity );
  		// Already using the desired animation?
  		if (pev->sequence == animDesired)
  			return;
  
  		pev->gaitsequence = 0;
  		pev->sequence		= animDesired;
  		pev->frame			= 0;
  		ResetSequenceInfo( );
  		return;
  
  	case ACT_RANGE_ATTACK1:
  		if ( FBitSet( pev->flags, FL_DUCKING ) )	// crouching
  			strcpy( szAnim, "crouch_shoot_" );
  		else
  			strcpy( szAnim, "ref_shoot_" );
  		strcat( szAnim, m_szAnimExtention );
  		animDesired = LookupSequence( szAnim );
  		if (animDesired == -1)
  			animDesired = 0;
  
  		if ( pev->sequence != animDesired || !m_fSequenceLoops )
  		{
  			pev->frame = 0;
  		}
  
  		if (!m_fSequenceLoops)
  		{
  			pev->effects |= EF_NOINTERP;
  		}
  
  		m_Activity = m_IdealActivity;
  
  		pev->sequence		= animDesired;
  		ResetSequenceInfo( );
  		break;
  
  	case ACT_WALK:
  		if (m_Activity != ACT_RANGE_ATTACK1 || m_fSequenceFinished)
  		{
  			if ( FBitSet( pev->flags, FL_DUCKING ) )	// crouching
  				strcpy( szAnim, "crouch_aim_" );
  			else
  				strcpy( szAnim, "ref_aim_" );
  			strcat( szAnim, m_szAnimExtention );
  			animDesired = LookupSequence( szAnim );
  			if (animDesired == -1)
  				animDesired = 0;
  			m_Activity = ACT_WALK;
  		}
  		else
  		{
  			animDesired = pev->sequence;
  		}
  	}
  
  	if ( FBitSet( pev->flags, FL_DUCKING ) )
  	{
  		if ( speed == 0)
  		{
  			pev->gaitsequence	= LookupActivity( ACT_CROUCHIDLE );
  			// pev->gaitsequence	= LookupActivity( ACT_CROUCH );
  		}
  		else
  		{
  			pev->gaitsequence	= LookupActivity( ACT_CROUCH );
  		}
  	}
  	else if ( speed > 220 )
  	{
  		pev->gaitsequence	= LookupActivity( ACT_RUN );
  	}
  	else if (speed > 0)
  	{
  		pev->gaitsequence	= LookupActivity( ACT_WALK );
  	}
  	else
  	{
  		// pev->gaitsequence	= LookupActivity( ACT_WALK );
  		pev->gaitsequence	= LookupSequence( "deep_idle" );
  	}
  
  
  	// Already using the desired animation?
  	if (pev->sequence == animDesired)
  		return;
  
  	//ALERT( at_console, "Set animation to %d\n", animDesired );
  	// Reset to first frame of desired animation
  	pev->sequence		= animDesired;
  	pev->frame			= 0;
  	ResetSequenceInfo( );
  }
  
  /*
  ===========
  TabulateAmmo
  This function is used to find and store 
  all the ammo we have into the ammo vars.
  ============
  */
  void CBasePlayer::TabulateAmmo()
  {
  	ammo_9mm = AmmoInventory( GetAmmoIndex( "9mm" ) );
  	ammo_357 = AmmoInventory( GetAmmoIndex( "357" ) );
  	ammo_argrens = AmmoInventory( GetAmmoIndex( "ARgrenades" ) );
  	ammo_bolts = AmmoInventory( GetAmmoIndex( "bolts" ) );
  	ammo_buckshot = AmmoInventory( GetAmmoIndex( "buckshot" ) );
  	ammo_rockets = AmmoInventory( GetAmmoIndex( "rockets" ) );
  	ammo_uranium = AmmoInventory( GetAmmoIndex( "uranium" ) );
  	ammo_hornets = AmmoInventory( GetAmmoIndex( "Hornets" ) );
  }
  
  
  /*
  ===========
  WaterMove
  ============
  */
  #define AIRTIME	12		// lung full of air lasts this many seconds
  
  void CBasePlayer::WaterMove()
  {
  	int air;
  
  	if (pev->movetype == MOVETYPE_NOCLIP)
  		return;
  
  	if (pev->health < 0)
  		return;
  
  	// waterlevel 0 - not in water
  	// waterlevel 1 - feet in water
  	// waterlevel 2 - waist in water
  	// waterlevel 3 - head in water
  
  	if (pev->waterlevel != 3) 
  	{
  		// not underwater
  		
  		// play 'up for air' sound
  		if (pev->air_finished < gpGlobals->time)
  			EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/pl_wade1.wav", 1, ATTN_NORM);
  		else if (pev->air_finished < gpGlobals->time + 9)
  			EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/pl_wade2.wav", 1, ATTN_NORM);
  
  		pev->air_finished = gpGlobals->time + AIRTIME;
  		pev->dmg = 2;
  
  		// if we took drowning damage, give it back slowly
  		if (m_idrowndmg > m_idrownrestored)
  		{
  			// set drowning damage bit.  hack - dmg_drownrecover actually
  			// makes the time based damage code 'give back' health over time.
  			// make sure counter is cleared so we start count correctly.
  			
  			// NOTE: this actually causes the count to continue restarting
  			// until all drowning damage is healed.
  
  			m_bitsDamageType |= DMG_DROWNRECOVER;
  			m_bitsDamageType &= ~DMG_DROWN;
  			m_rgbTimeBasedDamage[itbd_DrownRecover] = 0;
  		}
  
  	}
  	else
  	{	// fully under water
  		// stop restoring damage while underwater
  		m_bitsDamageType &= ~DMG_DROWNRECOVER;
  		m_rgbTimeBasedDamage[itbd_DrownRecover] = 0;
  
  		if (pev->air_finished < gpGlobals->time)		// drown!
  		{
  			if (pev->pain_finished < gpGlobals->time)
  			{
  				// take drowning damage
  				pev->dmg += 1;
  				if (pev->dmg > 5)
  					pev->dmg = 5;
  				TakeDamage(VARS(eoNullEntity), VARS(eoNullEntity), pev->dmg, DMG_DROWN);
  				pev->pain_finished = gpGlobals->time + 1;
  				
  				// track drowning damage, give it back when
  				// player finally takes a breath
  
  				m_idrowndmg += pev->dmg;
  			} 
  		}
  		else
  		{
  			m_bitsDamageType &= ~DMG_DROWN;
  		}
  	}
  
  	if (!pev->waterlevel)
  	{
  		if (FBitSet(pev->flags, FL_INWATER))
  		{       
  			ClearBits(pev->flags, FL_INWATER);
  		}
  		return;
  	}
  	
  	// make bubbles
  
  	air = (int)(pev->air_finished - gpGlobals->time);
  	if (!RANDOM_LONG(0,0x1f) && RANDOM_LONG(0,AIRTIME-1) >= air)
  	{
  		switch (RANDOM_LONG(0,3))
  			{
  			case 0:	EMIT_SOUND(ENT(pev), CHAN_BODY, "player/pl_swim1.wav", 0.8, ATTN_NORM); break;
  			case 1:	EMIT_SOUND(ENT(pev), CHAN_BODY, "player/pl_swim2.wav", 0.8, ATTN_NORM); break;
  			case 2:	EMIT_SOUND(ENT(pev), CHAN_BODY, "player/pl_swim3.wav", 0.8, ATTN_NORM); break;
  			case 3:	EMIT_SOUND(ENT(pev), CHAN_BODY, "player/pl_swim4.wav", 0.8, ATTN_NORM); break;
  		}
  	}
  
  	if (pev->watertype == CONTENT_LAVA)		// do damage
  	{
  		if (pev->dmgtime < gpGlobals->time)
  			TakeDamage(VARS(eoNullEntity), VARS(eoNullEntity), 10 * pev->waterlevel, DMG_BURN);
  	}
  	else if (pev->watertype == CONTENT_SLIME)		// do damage
  	{
  		pev->dmgtime = gpGlobals->time + 1;
  		TakeDamage(VARS(eoNullEntity), VARS(eoNullEntity), 4 * pev->waterlevel, DMG_ACID);
  	}
  	
  	if (!FBitSet(pev->flags, FL_INWATER))
  	{
  		SetBits(pev->flags, FL_INWATER);
  		pev->dmgtime = 0;
  	}
  }
  
  
  // TRUE if the player is attached to a ladder
  BOOL CBasePlayer::IsOnLadder( void )
  { 
  	return ( pev->movetype == MOVETYPE_FLY );
  }
  
  void CBasePlayer::PlayerDeathThink(void)
  {
  	float flForward;
  
  	if (FBitSet(pev->flags, FL_ONGROUND))
  	{
  		flForward = pev->velocity.Length() - 20;
  		if (flForward <= 0)
  			pev->velocity = g_vecZero;
  		else    
  			pev->velocity = flForward * pev->velocity.Normalize();
  	}
  
  	if ( HasWeapons() )
  	{
  		// we drop the guns here because weapons that have an area effect and can kill their user
  		// will sometimes crash coming back from CBasePlayer::Killed() if they kill their owner because the
  		// player class sometimes is freed. It's safer to manipulate the weapons once we know
  		// we aren't calling into any of their code anymore through the player pointer.
  		PackDeadPlayerItems();
  	}
  
  
  	if (pev->modelindex && (!m_fSequenceFinished) && (pev->deadflag == DEAD_DYING))
  	{
  		StudioFrameAdvance( );
  
  		m_iRespawnFrames++;				// Note, these aren't necessarily real "frames", so behavior is dependent on # of client movement commands
  		if ( m_iRespawnFrames < 120 )   // Animations should be no longer than this
  			return;
  	}
  
  	// once we're done animating our death and we're on the ground, we want to set movetype to None so our dead body won't do collisions and stuff anymore
  	// this prevents a bug where the dead body would go to a player's head if he walked over it while the dead player was clicking their button to respawn
  	if ( pev->movetype != MOVETYPE_NONE && FBitSet(pev->flags, FL_ONGROUND) )
  		pev->movetype = MOVETYPE_NONE;
  
  	if (pev->deadflag == DEAD_DYING)
  		pev->deadflag = DEAD_DEAD;
  	
  	StopAnimation();
  
  	pev->effects |= EF_NOINTERP;
  	pev->framerate = 0.0;
  
  	BOOL fAnyButtonDown = (pev->button & ~IN_SCORE );
  	
  	// wait for all buttons released
  	if (pev->deadflag == DEAD_DEAD)
  	{
  		if (fAnyButtonDown)
  			return;
  
  		if ( g_pGameRules->FPlayerCanRespawn( this ) )
  		{
  			m_fDeadTime = gpGlobals->time;
  			pev->deadflag = DEAD_RESPAWNABLE;
  		}
  		
  		return;
  	}
  
  // if the player has been dead for one second longer than allowed by forcerespawn, 
  // forcerespawn isn't on. Send the player off to an intermission camera until they 
  // choose to respawn.
  	if ( g_pGameRules->IsMultiplayer() && ( gpGlobals->time > (m_fDeadTime + 6) ) && !(m_afPhysicsFlags & PFLAG_OBSERVER) )
  	{
  		// go to dead camera. 
  		StartDeathCam();
  	}
  
  	if ( pev->iuser1 )	// player is in spectator mode
  		return;	
  	
  // wait for any button down,  or mp_forcerespawn is set and the respawn time is up
  	if (!fAnyButtonDown 
  		&& !( g_pGameRules->IsMultiplayer() && forcerespawn.value > 0 && (gpGlobals->time > (m_fDeadTime + 5))) )
  		return;
  
  	pev->button = 0;
  	m_iRespawnFrames = 0;
  
  	//ALERT(at_console, "Respawn\n");
  
  	respawn(pev, !(m_afPhysicsFlags & PFLAG_OBSERVER) );// don't copy a corpse if we're in deathcam.
  	pev->nextthink = -1;
  }
  
  //=========================================================
  // StartDeathCam - find an intermission spot and send the
  // player off into observer mode
  //=========================================================
  void CBasePlayer::StartDeathCam( void )
  {
  	edict_t *pSpot, *pNewSpot;
  	int iRand;
  
  	if ( pev->view_ofs == g_vecZero )
  	{
  		// don't accept subsequent attempts to StartDeathCam()
  		return;
  	}
  
  	pSpot = FIND_ENTITY_BY_CLASSNAME( NULL, "info_intermission");	
  
  	if ( !FNullEnt( pSpot ) )
  	{
  		// at least one intermission spot in the world.
  		iRand = RANDOM_LONG( 0, 3 );
  
  		while ( iRand > 0 )
  		{
  			pNewSpot = FIND_ENTITY_BY_CLASSNAME( pSpot, "info_intermission");
  			
  			if ( pNewSpot )
  			{
  				pSpot = pNewSpot;
  			}
  
  			iRand--;
  		}
  
  		CopyToBodyQue( pev );
  
  		UTIL_SetOrigin( pev, pSpot->v.origin );
  		pev->angles = pev->v_angle = pSpot->v.v_angle;
  	}
  	else
  	{
  		// no intermission spot. Push them up in the air, looking down at their corpse
  		TraceResult tr;
  		CopyToBodyQue( pev );
  		UTIL_TraceLine( pev->origin, pev->origin + Vector( 0, 0, 128 ), ignore_monsters, edict(), &tr );
  
  		UTIL_SetOrigin( pev, tr.vecEndPos );
  		pev->angles = pev->v_angle = UTIL_VecToAngles( tr.vecEndPos - pev->origin  );
  	}
  
  	// start death cam
  
  	m_afPhysicsFlags |= PFLAG_OBSERVER;
  	pev->view_ofs = g_vecZero;
  	pev->fixangle = TRUE;
  	pev->solid = SOLID_NOT;
  	pev->takedamage = DAMAGE_NO;
  	pev->movetype = MOVETYPE_NONE;
  	pev->modelindex = 0;
  }
  
  void CBasePlayer::StartObserver( Vector vecPosition, Vector vecViewAngle )
  {
  	// clear any clientside entities attached to this player
  	MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
  		WRITE_BYTE( TE_KILLPLAYERATTACHMENTS );
  		WRITE_BYTE( (BYTE)entindex() );
  	MESSAGE_END();
  
  	// Holster weapon immediately, to allow it to cleanup
  	if (m_pActiveItem)
  		m_pActiveItem->Holster( );
  
  	if ( m_pTank != NULL )
  	{
  		m_pTank->Use( this, this, USE_OFF, 0 );
  		m_pTank = NULL;
  	}
  
  	// clear out the suit message cache so we don't keep chattering
  	SetSuitUpdate(NULL, FALSE, 0);
  
  	// Tell Ammo Hud that the player is dead
  	MESSAGE_BEGIN( MSG_ONE, gmsgCurWeapon, NULL, pev );
  		WRITE_BYTE(0);
  		WRITE_BYTE(0XFF);
  		WRITE_BYTE(0xFF);
  	MESSAGE_END();
  
  	// reset FOV
  	m_iFOV = m_iClientFOV = 0;
  	MESSAGE_BEGIN( MSG_ONE, gmsgSetFOV, NULL, pev );
  		WRITE_BYTE(0);
  	MESSAGE_END();
  
  	// Setup flags
  	m_iHideHUD = (HIDEHUD_HEALTH | HIDEHUD_WEAPONS);
  	m_afPhysicsFlags |= PFLAG_OBSERVER;
  	pev->effects = EF_NODRAW;
  	pev->view_ofs = g_vecZero;
  	pev->angles = pev->v_angle = vecViewAngle;
  	pev->fixangle = TRUE;
  	pev->solid = SOLID_NOT;
  	pev->takedamage = DAMAGE_NO;
  	pev->movetype = MOVETYPE_NONE;
  	ClearBits( m_afPhysicsFlags, PFLAG_DUCKING );
  	ClearBits( pev->flags, FL_DUCKING );
  	pev->deadflag = DEAD_RESPAWNABLE;
  	pev->health = 1;
  
  	// Clear out the status bar
  	m_fInitHUD = TRUE;
  
  	pev->team =  0;
  	MESSAGE_BEGIN( MSG_ALL, gmsgTeamInfo );
  		WRITE_BYTE( ENTINDEX(edict()) );
  		WRITE_STRING( "" );
  	MESSAGE_END();
  
  	// Remove all the player's stuff
  	RemoveAllItems( FALSE );
  
  	// Move them to the new position
  	UTIL_SetOrigin( pev, vecPosition );
  
  	// Find a player to watch
  	m_flNextObserverInput = 0;
  	Observer_SetMode( m_iObserverLastMode );
  }
  
  // 
  // PlayerUse - handles USE keypress
  //
  #define	PLAYER_SEARCH_RADIUS	(float)64
  
  void CBasePlayer::PlayerUse ( void )
  {
  	if ( IsObserver() )
  		return;
  
  	// Was use pressed or released?
  	if ( ! ((pev->button | m_afButtonPressed | m_afButtonReleased) & IN_USE) )
  		return;
  
  	// Hit Use on a train?
  	if ( m_afButtonPressed & IN_USE )
  	{
  		if ( m_pTank != NULL )
  		{
  			// Stop controlling the tank
  			// TODO: Send HUD Update
  			m_pTank->Use( this, this, USE_OFF, 0 );
  			m_pTank = NULL;
  			return;
  		}
  		else
  		{
  			if ( m_afPhysicsFlags & PFLAG_ONTRAIN )
  			{
  				m_afPhysicsFlags &= ~PFLAG_ONTRAIN;
  				m_iTrain = TRAIN_NEW|TRAIN_OFF;
  				return;
  			}
  			else
  			{	// Start controlling the train!
  				CBaseEntity *pTrain = CBaseEntity::Instance( pev->groundentity );
  
  				if ( pTrain && !(pev->button & IN_JUMP) && FBitSet(pev->flags, FL_ONGROUND) && (pTrain->ObjectCaps() & FCAP_DIRECTIONAL_USE) && pTrain->OnControls(pev) )
  				{
  					m_afPhysicsFlags |= PFLAG_ONTRAIN;
  					m_iTrain = TrainSpeed(pTrain->pev->speed, pTrain->pev->impulse);
  					m_iTrain |= TRAIN_NEW;
  					EMIT_SOUND( ENT(pev), CHAN_ITEM, "plats/train_use1.wav", 0.8, ATTN_NORM);
  					return;
  				}
  			}
  		}
  	}
  
  	CBaseEntity *pObject = NULL;
  	CBaseEntity *pClosest = NULL;
  	Vector		vecLOS;
  	float flMaxDot = VIEW_FIELD_NARROW;
  	float flDot;
  
  	UTIL_MakeVectors ( pev->v_angle );// so we know which way we are facing
  	
  	while ((pObject = UTIL_FindEntityInSphere( pObject, pev->origin, PLAYER_SEARCH_RADIUS )) != NULL)
  	{
  
  		if (pObject->ObjectCaps() & (FCAP_IMPULSE_USE | FCAP_CONTINUOUS_USE | FCAP_ONOFF_USE))
  		{
  			// !!!PERFORMANCE- should this check be done on a per case basis AFTER we've determined that
  			// this object is actually usable? This dot is being done for every object within PLAYER_SEARCH_RADIUS
  			// when player hits the use key. How many objects can be in that area, anyway? (sjb)
  			vecLOS = (VecBModelOrigin( pObject->pev ) - (pev->origin + pev->view_ofs));
  			
  			// This essentially moves the origin of the target to the corner nearest the player to test to see 
  			// if it's "hull" is in the view cone
  			vecLOS = UTIL_ClampVectorToBox( vecLOS, pObject->pev->size * 0.5 );
  			
  			flDot = DotProduct (vecLOS , gpGlobals->v_forward);
  			if (flDot > flMaxDot )
  			{// only if the item is in front of the user
  				pClosest = pObject;
  				flMaxDot = flDot;
  //				ALERT( at_console, "%s : %f\n", STRING( pObject->pev->classname ), flDot );
  			}
  //			ALERT( at_console, "%s : %f\n", STRING( pObject->pev->classname ), flDot );
  		}
  	}
  	pObject = pClosest;
  
  	// Found an object
  	if (pObject )
  	{
  		//!!!UNDONE: traceline here to prevent USEing buttons through walls			
  		int caps = pObject->ObjectCaps();
  
  		if ( m_afButtonPressed & IN_USE )
  			EMIT_SOUND( ENT(pev), CHAN_ITEM, "common/wpn_select.wav", 0.4, ATTN_NORM);
  
  		if ( ( (pev->button & IN_USE) && (caps & FCAP_CONTINUOUS_USE) ) ||
  			 ( (m_afButtonPressed & IN_USE) && (caps & (FCAP_IMPULSE_USE|FCAP_ONOFF_USE)) ) )
  		{
  			if ( caps & FCAP_CONTINUOUS_USE )
  				m_afPhysicsFlags |= PFLAG_USING;
  
  			pObject->Use( this, this, USE_SET, 1 );
  		}
  		// UNDONE: Send different USE codes for ON/OFF.  Cache last ONOFF_USE object to send 'off' if you turn away
  		else if ( (m_afButtonReleased & IN_USE) && (pObject->ObjectCaps() & FCAP_ONOFF_USE) )	// BUGBUG This is an "off" use
  		{
  			pObject->Use( this, this, USE_SET, 0 );
  		}
  	}
  	else
  	{
  		if ( m_afButtonPressed & IN_USE )
  			EMIT_SOUND( ENT(pev), CHAN_ITEM, "common/wpn_denyselect.wav", 0.4, ATTN_NORM);
  	}
  }
  
  
  
  void CBasePlayer::Jump()
  {
  	Vector		vecWallCheckDir;// direction we're tracing a line to find a wall when walljumping
  	Vector		vecAdjustedVelocity;
  	Vector		vecSpot;
  	TraceResult	tr;
  	
  	if (FBitSet(pev->flags, FL_WATERJUMP))
  		return;
  	
  	if (pev->waterlevel >= 2)
  	{
  		return;
  	}
  
  	// jump velocity is sqrt( height * gravity * 2)
  
  	// If this isn't the first frame pressing the jump button, break out.
  	if ( !FBitSet( m_afButtonPressed, IN_JUMP ) )
  		return;         // don't pogo stick
  
  	if ( !(pev->flags & FL_ONGROUND) || !pev->groundentity )
  	{
  		return;
  	}
  
  // many features in this function use v_forward, so makevectors now.
  	UTIL_MakeVectors (pev->angles);
  
  	// ClearBits(pev->flags, FL_ONGROUND);		// don't stairwalk
  	
  	SetAnimation( PLAYER_JUMP );
  
  	if ( m_fLongJump &&
  		(pev->button & IN_DUCK) &&
  		( pev->flDuckTime > 0 ) &&
  		pev->velocity.Length() > 50 )
  	{
  		SetAnimation( PLAYER_SUPERJUMP );
  	}
  
  	// If you're standing on a conveyor, add it's velocity to yours (for momentum)
  	entvars_t *pevGround = VARS(pev->groundentity);
  	if ( pevGround && (pevGround->flags & FL_CONVEYOR) )
  	{
  		pev->velocity = pev->velocity + pev->basevelocity;
  	}
  }
  
  
  
  // This is a glorious hack to find free space when you've crouched into some solid space
  // Our crouching collisions do not work correctly for some reason and this is easier
  // than fixing the problem :(
  void FixPlayerCrouchStuck( edict_t *pPlayer )
  {
  	TraceResult trace;
  
  	// Move up as many as 18 pixels if the player is stuck.
  	for ( int i = 0; i < 18; i++ )
  	{
  		UTIL_TraceHull( pPlayer->v.origin, pPlayer->v.origin, dont_ignore_monsters, head_hull, pPlayer, &trace );
  		if ( trace.fStartSolid )
  			pPlayer->v.origin.z ++;
  		else
  			break;
  	}
  }
  
  void CBasePlayer::Duck( )
  {
  	if (pev->button & IN_DUCK) 
  	{
  		if ( m_IdealActivity != ACT_LEAP )
  		{
  			SetAnimation( PLAYER_WALK );
  		}
  	}
  }
  
  //
  // ID's player as such.
  //
  int  CBasePlayer::Classify ( void )
  {
  	return CLASS_PLAYER;
  }
  
  
  void CBasePlayer::AddPoints( int score, BOOL bAllowNegativeScore )
  {
  	// Positive score always adds
  	if ( score < 0 )
  	{
  		if ( !bAllowNegativeScore )
  		{
  			if ( pev->frags < 0 )		// Can't go more negative
  				return;
  			
  			if ( -score > pev->frags )	// Will this go negative?
  			{
  				score = -pev->frags;		// Sum will be 0
  			}
  		}
  	}
  
  	pev->frags += score;
  
  	MESSAGE_BEGIN( MSG_ALL, gmsgScoreInfo );
  		WRITE_BYTE( ENTINDEX(edict()) );
  		WRITE_SHORT( pev->frags );
  		WRITE_SHORT( m_iDeaths );
  		WRITE_SHORT( 0 );
  		WRITE_SHORT( g_pGameRules->GetTeamIndex( m_szTeamName ) + 1 );
  	MESSAGE_END();
  }
  
  
  void CBasePlayer::AddPointsToTeam( int score, BOOL bAllowNegativeScore )
  {
  	int index = entindex();
  
  	for ( int i = 1; i <= gpGlobals->maxClients; i++ )
  	{
  		CBaseEntity *pPlayer = UTIL_PlayerByIndex( i );
  
  		if ( pPlayer && i != index )
  		{
  			if ( g_pGameRules->PlayerRelationship( this, pPlayer ) == GR_TEAMMATE )
  			{
  				pPlayer->AddPoints( score, bAllowNegativeScore );
  			}
  		}
  	}
  }
  
  //Player ID
  void CBasePlayer::InitStatusBar()
  {
  	m_flStatusBarDisappearDelay = 0;
  	m_SbarString1[0] = m_SbarString0[0] = 0; 
  }
  
  void CBasePlayer::UpdateStatusBar()
  {
  	int newSBarState[ SBAR_END ];
  	char sbuf0[ SBAR_STRING_SIZE ];
  	char sbuf1[ SBAR_STRING_SIZE ];
  
  	memset( newSBarState, 0, sizeof(newSBarState) );
  	strcpy( sbuf0, m_SbarString0 );
  	strcpy( sbuf1, m_SbarString1 );
  
  	// Find an ID Target
  	TraceResult tr;
  	UTIL_MakeVectors( pev->v_angle + pev->punchangle );
  	Vector vecSrc = EyePosition();
  	Vector vecEnd = vecSrc + (gpGlobals->v_forward * MAX_ID_RANGE);
  	UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, edict(), &tr);
  
  	if (tr.flFraction != 1.0)
  	{
  		if ( !FNullEnt( tr.pHit ) )
  		{
  			CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit );
  
  			if (pEntity->Classify() == CLASS_PLAYER )
  			{
  				newSBarState[ SBAR_ID_TARGETNAME ] = ENTINDEX( pEntity->edict() );
  				strcpy( sbuf1, "1 %p1\n2 Health: %i2%%\n3 Armor: %i3%%" );
  
  				// allies and medics get to see the targets health
  				if ( g_pGameRules->PlayerRelationship( this, pEntity ) == GR_TEAMMATE )
  				{
  					newSBarState[ SBAR_ID_TARGETHEALTH ] = 100 * (pEntity->pev->health / pEntity->pev->max_health);
  					newSBarState[ SBAR_ID_TARGETARMOR ] = pEntity->pev->armorvalue; //No need to get it % based since 100 it's the max.
  				}
  
  				m_flStatusBarDisappearDelay = gpGlobals->time + 1.0;
  			}
  		}
  		else if ( m_flStatusBarDisappearDelay > gpGlobals->time )
  		{
  			// hold the values for a short amount of time after viewing the object
  			newSBarState[ SBAR_ID_TARGETNAME ] = m_izSBarState[ SBAR_ID_TARGETNAME ];
  			newSBarState[ SBAR_ID_TARGETHEALTH ] = m_izSBarState[ SBAR_ID_TARGETHEALTH ];
  			newSBarState[ SBAR_ID_TARGETARMOR ] = m_izSBarState[ SBAR_ID_TARGETARMOR ];
  		}
  	}
  
  	BOOL bForceResend = FALSE;
  
  	if ( strcmp( sbuf0, m_SbarString0 ) )
  	{
  		MESSAGE_BEGIN( MSG_ONE, gmsgStatusText, NULL, pev );
  			WRITE_BYTE( 0 );
  			WRITE_STRING( sbuf0 );
  		MESSAGE_END();
  
  		strcpy( m_SbarString0, sbuf0 );
  
  		// make sure everything's resent
  		bForceResend = TRUE;
  	}
  
  	if ( strcmp( sbuf1, m_SbarString1 ) )
  	{
  		MESSAGE_BEGIN( MSG_ONE, gmsgStatusText, NULL, pev );
  			WRITE_BYTE( 1 );
  			WRITE_STRING( sbuf1 );
  		MESSAGE_END();
  
  		strcpy( m_SbarString1, sbuf1 );
  
  		// make sure everything's resent
  		bForceResend = TRUE;
  	}
  
  	// Check values and send if they don't match
  	for (int i = 1; i < SBAR_END; i++)
  	{
  		if ( newSBarState[i] != m_izSBarState[i] || bForceResend )
  		{
  			MESSAGE_BEGIN( MSG_ONE, gmsgStatusValue, NULL, pev );
  				WRITE_BYTE( i );
  				WRITE_SHORT( newSBarState[i] );
  			MESSAGE_END();
  
  			m_izSBarState[i] = newSBarState[i];
  		}
  	}
  }
  
  
  
  
  
  
  
  
  
  #define CLIMB_SHAKE_FREQUENCY	22	// how many frames in between screen shakes when climbing
  #define	MAX_CLIMB_SPEED			200	// fastest vertical climbing speed possible
  #define	CLIMB_SPEED_DEC			15	// climbing deceleration rate
  #define	CLIMB_PUNCH_X			-7  // how far to 'punch' client X axis when climbing
  #define CLIMB_PUNCH_Z			7	// how far to 'punch' client Z axis when climbing
  
  void CBasePlayer::PreThink(void)
  {
  	int buttonsChanged = (m_afButtonLast ^ pev->button);	// These buttons have changed this frame
  	
  	// Debounced button codes for pressed/released
  	// UNDONE: Do we need auto-repeat?
  	m_afButtonPressed =  buttonsChanged & pev->button;		// The changed ones still down are "pressed"
  	m_afButtonReleased = buttonsChanged & (~pev->button);	// The ones not down are "released"
  
  	g_pGameRules->PlayerThink( this );
  
  	if ( g_fGameOver )
  		return;         // intermission or finale
  
  	UTIL_MakeVectors(pev->v_angle);             // is this still used?
  	
  	ItemPreFrame( );
  	WaterMove();
  
  	if ( g_pGameRules && g_pGameRules->FAllowFlashlight() )
  		m_iHideHUD &= ~HIDEHUD_FLASHLIGHT;
  	else
  		m_iHideHUD |= HIDEHUD_FLASHLIGHT;
  
  	if (m_bResetViewEntity)
  	{
  		m_bResetViewEntity = false;
  
  		CBaseEntity* viewEntity = m_hViewEntity;
  
  		if (viewEntity)
  		{
  			SET_VIEW(edict(), viewEntity->edict());
  		}
  	}
  
  	// JOHN: checks if new client data (for HUD and view control) needs to be sent to the client
  	UpdateClientData();
  	
  	CheckTimeBasedDamage();
  
  	CheckSuitUpdate();
  
  	// Observer Button Handling
  	if ( IsObserver() )
  	{
  		Observer_HandleButtons();
  		Observer_CheckTarget();
  		Observer_CheckProperties();
  		pev->impulse = 0;
  		return;
  	}
  
  	if (pev->deadflag >= DEAD_DYING)
  	{
  		PlayerDeathThink();
  		return;
  	}
  
  	// So the correct flags get sent to client asap.
  	//
  	if ( m_afPhysicsFlags & PFLAG_ONTRAIN )
  		pev->flags |= FL_ONTRAIN;
  	else 
  		pev->flags &= ~FL_ONTRAIN;
  
  	// Train speed control
  	if ( m_afPhysicsFlags & PFLAG_ONTRAIN )
  	{
  		CBaseEntity *pTrain = CBaseEntity::Instance( pev->groundentity );
  		float vel;
  		
  		if ( !pTrain )
  		{
  			TraceResult trainTrace;
  			// Maybe this is on the other side of a level transition
  			UTIL_TraceLine( pev->origin, pev->origin + Vector(0,0,-38), ignore_monsters, ENT(pev), &trainTrace );
  
  			// HACKHACK - Just look for the func_tracktrain classname
  			if ( trainTrace.flFraction != 1.0 && trainTrace.pHit )
  			pTrain = CBaseEntity::Instance( trainTrace.pHit );
  
  
  			if ( !pTrain || !(pTrain->ObjectCaps() & FCAP_DIRECTIONAL_USE) || !pTrain->OnControls(pev) )
  			{
  				//ALERT( at_error, "In train mode with no train!\n" );
  				m_afPhysicsFlags &= ~PFLAG_ONTRAIN;
  				m_iTrain = TRAIN_NEW|TRAIN_OFF;
  				return;
  			}
  		}
  		else if ( !FBitSet( pev->flags, FL_ONGROUND ) || FBitSet( pTrain->pev->spawnflags, SF_TRACKTRAIN_NOCONTROL ) || (pev->button & (IN_MOVELEFT|IN_MOVERIGHT) ) )
  		{
  			// Turn off the train if you jump, strafe, or the train controls go dead
  			m_afPhysicsFlags &= ~PFLAG_ONTRAIN;
  			m_iTrain = TRAIN_NEW|TRAIN_OFF;
  			return;
  		}
  
  		pev->velocity = g_vecZero;
  		vel = 0;
  		if ( m_afButtonPressed & IN_FORWARD )
  		{
  			vel = 1;
  			pTrain->Use( this, this, USE_SET, (float)vel );
  		}
  		else if ( m_afButtonPressed & IN_BACK )
  		{
  			vel = -1;
  			pTrain->Use( this, this, USE_SET, (float)vel );
  		}
  
  		if (vel)
  		{
  			m_iTrain = TrainSpeed(pTrain->pev->speed, pTrain->pev->impulse);
  			m_iTrain |= TRAIN_ACTIVE|TRAIN_NEW;
  		}
  
  	} else if (m_iTrain & TRAIN_ACTIVE)
  		m_iTrain = TRAIN_NEW; // turn off train
  
  	if (pev->button & IN_JUMP)
  	{
  		// If on a ladder, jump off the ladder
  		// else Jump
  		Jump();
  	}
  
  
  	// If trying to duck, already ducked, or in the process of ducking
  	if ((pev->button & IN_DUCK) || FBitSet(pev->flags,FL_DUCKING) || (m_afPhysicsFlags & PFLAG_DUCKING) )
  		Duck();
  
  	if ( !FBitSet ( pev->flags, FL_ONGROUND ) )
  	{
  		m_flFallVelocity = -pev->velocity.z;
  	}
  
  	// StudioFrameAdvance( );//!!!HACKHACK!!! Can't be hit by traceline when not animating?
  
  	// Clear out ladder pointer
  	m_hEnemy = NULL;
  
  	if ( m_afPhysicsFlags & PFLAG_ONBARNACLE )
  	{
  		pev->velocity = g_vecZero;
  	}
  }
  /* Time based Damage works as follows: 
  	1) There are several types of timebased damage:
  
  		#define DMG_PARALYZE		(1 << 14)	// slows affected creature down
  		#define DMG_NERVEGAS		(1 << 15)	// nerve toxins, very bad
  		#define DMG_POISON			(1 << 16)	// blood poisioning
  		#define DMG_RADIATION		(1 << 17)	// radiation exposure
  		#define DMG_DROWNRECOVER	(1 << 18)	// drown recovery
  		#define DMG_ACID			(1 << 19)	// toxic chemicals or acid burns
  		#define DMG_SLOWBURN		(1 << 20)	// in an oven
  		#define DMG_SLOWFREEZE		(1 << 21)	// in a subzero freezer
  
  	2) A new hit inflicting tbd restarts the tbd counter - each monster has an 8bit counter,
  		per damage type. The counter is decremented every second, so the maximum time 
  		an effect will last is 255/60 = 4.25 minutes.  Of course, staying within the radius
  		of a damaging effect like fire, nervegas, radiation will continually reset the counter to max.
  
  	3) Every second that a tbd counter is running, the player takes damage.  The damage
  		is determined by the type of tdb.  
  			Paralyze		- 1/2 movement rate, 30 second duration.
  			Nervegas		- 5 points per second, 16 second duration = 80 points max dose.
  			Poison			- 2 points per second, 25 second duration = 50 points max dose.
  			Radiation		- 1 point per second, 50 second duration = 50 points max dose.
  			Drown			- 5 points per second, 2 second duration.
  			Acid/Chemical	- 5 points per second, 10 second duration = 50 points max.
  			Burn			- 10 points per second, 2 second duration.
  			Freeze			- 3 points per second, 10 second duration = 30 points max.
  
  	4) Certain actions or countermeasures counteract the damaging effects of tbds:
  
  		Armor/Heater/Cooler - Chemical(acid),burn, freeze all do damage to armor power, then to body
  							- recharged by suit recharger
  		Air In Lungs		- drowning damage is done to air in lungs first, then to body
  							- recharged by poking head out of water
  							- 10 seconds if swiming fast
  		Air In SCUBA		- drowning damage is done to air in tanks first, then to body
  							- 2 minutes in tanks. Need new tank once empty.
  		Radiation Syringe	- Each syringe full provides protection vs one radiation dosage
  		Antitoxin Syringe	- Each syringe full provides protection vs one poisoning (nervegas or poison).
  		Health kit			- Immediate stop to acid/chemical, fire or freeze damage.
  		Radiation Shower	- Immediate stop to radiation damage, acid/chemical or fire damage.
  		
  	
  */
  
  // If player is taking time based damage, continue doing damage to player -
  // this simulates the effect of being poisoned, gassed, dosed with radiation etc -
  // anything that continues to do damage even after the initial contact stops.
  // Update all time based damage counters, and shut off any that are done.
  
  // The m_bitsDamageType bit MUST be set if any damage is to be taken.
  // This routine will detect the initial on value of the m_bitsDamageType
  // and init the appropriate counter.  Only processes damage every second.
  
  //#define PARALYZE_DURATION	30		// number of 2 second intervals to take damage
  //#define PARALYZE_DAMAGE		0.0		// damage to take each 2 second interval
  
  //#define NERVEGAS_DURATION	16
  //#define NERVEGAS_DAMAGE		5.0
  
  //#define POISON_DURATION		25
  //#define POISON_DAMAGE		2.0
  
  //#define RADIATION_DURATION	50
  //#define RADIATION_DAMAGE	1.0
  
  //#define ACID_DURATION		10
  //#define ACID_DAMAGE			5.0
  
  //#define SLOWBURN_DURATION	2
  //#define SLOWBURN_DAMAGE		1.0
  
  //#define SLOWFREEZE_DURATION	1.0
  //#define SLOWFREEZE_DAMAGE	3.0
  
  /* */
  
  
  void CBasePlayer::CheckTimeBasedDamage() 
  {
  	int i;
  	BYTE bDuration = 0;
  
  	static float gtbdPrev = 0.0;
  
  	if (!(m_bitsDamageType & DMG_TIMEBASED))
  		return;
  
  	// only check for time based damage approx. every 2 seconds
  	if ( fabs(gpGlobals->time - m_tbdPrev) < 2.0)
  		return;
  	
  	m_tbdPrev = gpGlobals->time;
  
  	for (i = 0; i < CDMG_TIMEBASED; i++)
  	{
  		// make sure bit is set for damage type
  		if (m_bitsDamageType & (DMG_PARALYZE << i))
  		{
  			switch (i)
  			{
  			case itbd_Paralyze:
  				// UNDONE - flag movement as half-speed
  				bDuration = PARALYZE_DURATION;
  				break;
  			case itbd_NerveGas:
  //				TakeDamage(pev, pev, NERVEGAS_DAMAGE, DMG_GENERIC);	
  				bDuration = NERVEGAS_DURATION;
  				break;
  			case itbd_Poison:
  				TakeDamage(pev, pev, POISON_DAMAGE, DMG_GENERIC);
  				bDuration = POISON_DURATION;
  				break;
  			case itbd_Radiation:
  //				TakeDamage(pev, pev, RADIATION_DAMAGE, DMG_GENERIC);
  				bDuration = RADIATION_DURATION;
  				break;
  			case itbd_DrownRecover:
  				// NOTE: this hack is actually used to RESTORE health
  				// after the player has been drowning and finally takes a breath
  				if (m_idrowndmg > m_idrownrestored)
  				{
  					int idif = V_min(m_idrowndmg - m_idrownrestored, 10);
  
  					TakeHealth(idif, DMG_GENERIC);
  					m_idrownrestored += idif;
  				}
  				bDuration = 4;	// get up to 5*10 = 50 points back
  				break;
  			case itbd_Acid:
  //				TakeDamage(pev, pev, ACID_DAMAGE, DMG_GENERIC);
  				bDuration = ACID_DURATION;
  				break;
  			case itbd_SlowBurn:
  //				TakeDamage(pev, pev, SLOWBURN_DAMAGE, DMG_GENERIC);
  				bDuration = SLOWBURN_DURATION;
  				break;
  			case itbd_SlowFreeze:
  //				TakeDamage(pev, pev, SLOWFREEZE_DAMAGE, DMG_GENERIC);
  				bDuration = SLOWFREEZE_DURATION;
  				break;
  			default:
  				bDuration = 0;
  			}
  
  			if (m_rgbTimeBasedDamage[i])
  			{
  				// use up an antitoxin on poison or nervegas after a few seconds of damage					
  				if (((i == itbd_NerveGas) && (m_rgbTimeBasedDamage[i] < NERVEGAS_DURATION)) ||
  					((i == itbd_Poison)   && (m_rgbTimeBasedDamage[i] < POISON_DURATION)))
  				{
  					if (m_rgItems[ITEM_ANTIDOTE])
  					{
  						m_rgbTimeBasedDamage[i] = 0;
  						m_rgItems[ITEM_ANTIDOTE]--;
  						SetSuitUpdate("!HEV_HEAL4", FALSE, SUIT_REPEAT_OK);
  					}
  				}
  
  
  				// decrement damage duration, detect when done.
  				if (!m_rgbTimeBasedDamage[i] || --m_rgbTimeBasedDamage[i] == 0)
  				{
  					m_rgbTimeBasedDamage[i] = 0;
  					// if we're done, clear damage bits
  					m_bitsDamageType &= ~(DMG_PARALYZE << i);	
  				}
  			}
  			else
  				// first time taking this damage type - init damage duration
  				m_rgbTimeBasedDamage[i] = bDuration;
  		}
  	}
  }
  
  /*
  THE POWER SUIT
  
  The Suit provides 3 main functions: Protection, Notification and Augmentation. 
  Some functions are automatic, some require power. 
  The player gets the suit shortly after getting off the train in C1A0 and it stays
  with him for the entire game.
  
  Protection
  
  	Heat/Cold
  		When the player enters a hot/cold area, the heating/cooling indicator on the suit 
  		will come on and the battery will drain while the player stays in the area. 
  		After the battery is dead, the player starts to take damage. 
  		This feature is built into the suit and is automatically engaged.
  	Radiation Syringe
  		This will cause the player to be immune from the effects of radiation for N seconds. Single use item.
  	Anti-Toxin Syringe
  		This will cure the player from being poisoned. Single use item.
  	Health
  		Small (1st aid kits, food, etc.)
  		Large (boxes on walls)
  	Armor
  		The armor works using energy to create a protective field that deflects a
  		percentage of damage projectile and explosive attacks. After the armor has been deployed,
  		it will attempt to recharge itself to full capacity with the energy reserves from the battery.
  		It takes the armor N seconds to fully charge. 
  
  Notification (via the HUD)
  
  x	Health
  x	Ammo  
  x	Automatic Health Care
  		Notifies the player when automatic healing has been engaged. 
  x	Geiger counter
  		Classic Geiger counter sound and status bar at top of HUD 
  		alerts player to dangerous levels of radiation. This is not visible when radiation levels are normal.
  x	Poison
  	Armor
  		Displays the current level of armor. 
  
  Augmentation 
  
  	Reanimation (w/adrenaline)
  		Causes the player to come back to life after he has been dead for 3 seconds. 
  		Will not work if player was gibbed. Single use.
  	Long Jump
  		Used by hitting the ??? key(s). Caused the player to further than normal.
  	SCUBA	
  		Used automatically after picked up and after player enters the water. 
  		Works for N seconds. Single use.	
  	
  Things powered by the battery
  
  	Armor		
  		Uses N watts for every M units of damage.
  	Heat/Cool	
  		Uses N watts for every second in hot/cold area.
  	Long Jump	
  		Uses N watts for every jump.
  	Alien Cloak	
  		Uses N watts for each use. Each use lasts M seconds.
  	Alien Shield	
  		Augments armor. Reduces Armor drain by one half
   
  */
  
  // if in range of radiation source, ping geiger counter
  
  #define GEIGERDELAY 0.25
  
  void CBasePlayer :: UpdateGeigerCounter( void )
  {
  	BYTE range;
  
  	// delay per update ie: don't flood net with these msgs
  	if (gpGlobals->time < m_flgeigerDelay)
  		return;
  
  	m_flgeigerDelay = gpGlobals->time + GEIGERDELAY;
  		
  	// send range to radition source to client
  
  	range = (BYTE) (m_flgeigerRange / 4);
  
  	if (range != m_igeigerRangePrev)
  	{
  		m_igeigerRangePrev = range;
  
  		MESSAGE_BEGIN( MSG_ONE, gmsgGeigerRange, NULL, pev );
  			WRITE_BYTE( range );
  		MESSAGE_END();
  	}
  
  	// reset counter and semaphore
  	if (!RANDOM_LONG(0,3))
  		m_flgeigerRange = 1000;
  
  }
  
  /*
  ================
  CheckSuitUpdate
  
  Play suit update if it's time
  ================
  */
  
  #define SUITUPDATETIME	3.5
  #define SUITFIRSTUPDATETIME 0.1
  
  void CBasePlayer::CheckSuitUpdate()
  {
  	int i;
  	int isentence = 0;
  	int isearch = m_iSuitPlayNext;
  	
  	// Ignore suit updates if no suit
  	if ( !(pev->weapons & (1<<WEAPON_SUIT)) )
  		return;
  
  	// if in range of radiation source, ping geiger counter
  	UpdateGeigerCounter();
  
  	if ( g_pGameRules->IsMultiplayer() )
  	{
  		// don't bother updating HEV voice in multiplayer.
  		return;
  	}
  
  	if ( gpGlobals->time >= m_flSuitUpdate && m_flSuitUpdate > 0)
  	{
  		// play a sentence off of the end of the queue
  		for (i = 0; i < CSUITPLAYLIST; i++)
  			{
  			if (isentence = m_rgSuitPlayList[isearch])
  				break;
  			
  			if (++isearch == CSUITPLAYLIST)
  				isearch = 0;
  			}
  
  		if (isentence)
  		{
  			m_rgSuitPlayList[isearch] = 0;
  			if (isentence > 0)
  			{
  				// play sentence number
  
  				char sentence[CBSENTENCENAME_MAX+1];
  				strcpy(sentence, "!");
  				strcat(sentence, gszallsentencenames[isentence]);
  				EMIT_SOUND_SUIT(ENT(pev), sentence);
  			}
  			else
  			{
  				// play sentence group
  				EMIT_GROUPID_SUIT(ENT(pev), -isentence);
  			}
  		m_flSuitUpdate = gpGlobals->time + SUITUPDATETIME;
  		}
  		else
  			// queue is empty, don't check 
  			m_flSuitUpdate = 0;
  	}
  }
   
  // add sentence to suit playlist queue. if fgroup is true, then
  // name is a sentence group (HEV_AA), otherwise name is a specific
  // sentence name ie: !HEV_AA0.  If iNoRepeat is specified in
  // seconds, then we won't repeat playback of this word or sentence
  // for at least that number of seconds.
  
  void CBasePlayer::SetSuitUpdate(const char *name, int fgroup, int iNoRepeatTime)
  {
  	int i;
  	int isentence;
  	int iempty = -1;
  	
  	
  	// Ignore suit updates if no suit
  	if ( !(pev->weapons & (1<<WEAPON_SUIT)) )
  		return;
  
  	if ( g_pGameRules->IsMultiplayer() )
  	{
  		// due to static channel design, etc. We don't play HEV sounds in multiplayer right now.
  		return;
  	}
  
  	// if name == NULL, then clear out the queue
  
  	if (!name)
  	{
  		for (i = 0; i < CSUITPLAYLIST; i++)
  			m_rgSuitPlayList[i] = 0;
  		return;
  	}
  	// get sentence or group number
  	if (!fgroup)
  	{
  		isentence = SENTENCEG_Lookup(name, NULL);
  		if (isentence < 0)
  			return;
  	}
  	else
  		// mark group number as negative
  		isentence = -SENTENCEG_GetIndex(name);
  
  	// check norepeat list - this list lets us cancel
  	// the playback of words or sentences that have already
  	// been played within a certain time.
  
  	for (i = 0; i < CSUITNOREPEAT; i++)
  	{
  		if (isentence == m_rgiSuitNoRepeat[i])
  			{
  			// this sentence or group is already in 
  			// the norepeat list
  
  			if (m_rgflSuitNoRepeatTime[i] < gpGlobals->time)
  				{
  				// norepeat time has expired, clear it out
  				m_rgiSuitNoRepeat[i] = 0;
  				m_rgflSuitNoRepeatTime[i] = 0.0;
  				iempty = i;
  				break;
  				}
  			else
  				{
  				// don't play, still marked as norepeat
  				return;
  				}
  			}
  		// keep track of empty slot
  		if (!m_rgiSuitNoRepeat[i])
  			iempty = i;
  	}
  
  	// sentence is not in norepeat list, save if norepeat time was given
  
  	if (iNoRepeatTime)
  	{
  		if (iempty < 0)
  			iempty = RANDOM_LONG(0, CSUITNOREPEAT-1); // pick random slot to take over
  		m_rgiSuitNoRepeat[iempty] = isentence;
  		m_rgflSuitNoRepeatTime[iempty] = iNoRepeatTime + gpGlobals->time;
  	}
  
  	// find empty spot in queue, or overwrite last spot
  	
  	m_rgSuitPlayList[m_iSuitPlayNext++] = isentence;
  	if (m_iSuitPlayNext == CSUITPLAYLIST)
  		m_iSuitPlayNext = 0;
  
  	if (m_flSuitUpdate <= gpGlobals->time)
  	{
  		if (m_flSuitUpdate == 0)
  			// play queue is empty, don't delay too long before playback
  			m_flSuitUpdate = gpGlobals->time + SUITFIRSTUPDATETIME;
  		else 
  			m_flSuitUpdate = gpGlobals->time + SUITUPDATETIME; 
  	}
  
  }
  
  /*
  ================
  CheckPowerups
  
  Check for turning off powerups
  
  GLOBALS ASSUMED SET:  g_ulModelIndexPlayer
  ================
  */
  	static void
  CheckPowerups(entvars_t *pev)
  {
  	if (pev->health <= 0)
  		return;
  
  	pev->modelindex = g_ulModelIndexPlayer;    // don't use eyes
  }
  
  
  //=========================================================
  // UpdatePlayerSound - updates the position of the player's
  // reserved sound slot in the sound list.
  //=========================================================
  void CBasePlayer :: UpdatePlayerSound ( void )
  {
  	int iBodyVolume;
  	int iVolume;
  	CSound *pSound;
  
  	pSound = CSoundEnt::SoundPointerForIndex( CSoundEnt :: ClientSoundIndex( edict() ) );
  
  	if ( !pSound )
  	{
  		ALERT ( at_console, "Client lost reserved sound!\n" );
  		return;
  	}
  
  	pSound->m_iType = bits_SOUND_NONE;
  
  	// now calculate the best target volume for the sound. If the player's weapon
  	// is louder than his body/movement, use the weapon volume, else, use the body volume.
  	
  	if ( FBitSet ( pev->flags, FL_ONGROUND ) )
  	{	
  		iBodyVolume = pev->velocity.Length(); 
  
  		// clamp the noise that can be made by the body, in case a push trigger,
  		// weapon recoil, or anything shoves the player abnormally fast. 
  		if ( iBodyVolume > 512 )
  		{
  			iBodyVolume = 512;
  		}
  	}
  	else
  	{
  		iBodyVolume = 0;
  	}
  
  	if ( pev->button & IN_JUMP )
  	{
  		iBodyVolume += 100;
  	}
  
  // convert player move speed and actions into sound audible by monsters.
  	if ( m_iWeaponVolume > iBodyVolume )
  	{
  		m_iTargetVolume = m_iWeaponVolume;
  
  		// OR in the bits for COMBAT sound if the weapon is being louder than the player. 
  		pSound->m_iType |= bits_SOUND_COMBAT;
  	}
  	else
  	{
  		m_iTargetVolume = iBodyVolume;
  	}
  
  	// decay weapon volume over time so bits_SOUND_COMBAT stays set for a while
  	m_iWeaponVolume -= 250 * gpGlobals->frametime;
  	if ( m_iWeaponVolume < 0 )
  	{
  		iVolume = 0;
  	}
  
  
  	// if target volume is greater than the player sound's current volume, we paste the new volume in 
  	// immediately. If target is less than the current volume, current volume is not set immediately to the
  	// lower volume, rather works itself towards target volume over time. This gives monsters a much better chance
  	// to hear a sound, especially if they don't listen every frame.
  	iVolume = pSound->m_iVolume;
  
  	if ( m_iTargetVolume > iVolume )
  	{
  		iVolume = m_iTargetVolume;
  	}
  	else if ( iVolume > m_iTargetVolume )
  	{
  		iVolume -= 250 * gpGlobals->frametime;
  
  		if ( iVolume < m_iTargetVolume )
  		{
  			iVolume = 0;
  		}
  	}
  
  	if ( m_fNoPlayerSound )
  	{
  		// debugging flag, lets players move around and shoot without monsters hearing.
  		iVolume = 0;
  	}
  
  	if ( gpGlobals->time > m_flStopExtraSoundTime )
  	{
  		// since the extra sound that a weapon emits only lasts for one client frame, we keep that sound around for a server frame or two 
  		// after actual emission to make sure it gets heard.
  		m_iExtraSoundTypes = 0;
  	}
  
  	if ( pSound )
  	{
  		pSound->m_vecOrigin = pev->origin;
  		pSound->m_iType |= ( bits_SOUND_PLAYER | m_iExtraSoundTypes );
  		pSound->m_iVolume = iVolume;
  	}
  
  	// keep track of virtual muzzle flash
  	m_iWeaponFlash -= 256 * gpGlobals->frametime;
  	if (m_iWeaponFlash < 0)
  		m_iWeaponFlash = 0;
  
  	//UTIL_MakeVectors ( pev->angles );
  	//gpGlobals->v_forward.z = 0;
  
  	// Below are a couple of useful little bits that make it easier to determine just how much noise the 
  	// player is making. 
  	// UTIL_ParticleEffect ( pev->origin + gpGlobals->v_forward * iVolume, g_vecZero, 255, 25 );
  	//ALERT ( at_console, "%d/%d\n", iVolume, m_iTargetVolume );
  }
  
  
  void CBasePlayer::PostThink()
  {
  	if ( g_fGameOver )
  		goto pt_end;         // intermission or finale
  
  	if (!IsAlive())
  		goto pt_end;
  
  	// Handle Tank controlling
  	if ( m_pTank != NULL )
  	{ // if they've moved too far from the gun,  or selected a weapon, unuse the gun
  		if ( m_pTank->OnControls( pev ) && !pev->weaponmodel )
  		{  
  			m_pTank->Use( this, this, USE_SET, 2 );	// try fire the gun
  		}
  		else
  		{  // they've moved off the platform
  			m_pTank->Use( this, this, USE_OFF, 0 );
  			m_pTank = NULL;
  		}
  	}
  
  // do weapon stuff
  	ItemPostFrame( );
  
  // check to see if player landed hard enough to make a sound
  // falling farther than half of the maximum safe distance, but not as far a max safe distance will
  // play a bootscrape sound, and no damage will be inflicted. Fallling a distance shorter than half
  // of maximum safe distance will make no sound. Falling farther than max safe distance will play a 
  // fallpain sound, and damage will be inflicted based on how far the player fell
  
  	if ( (FBitSet(pev->flags, FL_ONGROUND)) && (pev->health > 0) && m_flFallVelocity >= PLAYER_FALL_PUNCH_THRESHHOLD )
  	{
  		// ALERT ( at_console, "%f\n", m_flFallVelocity );
  
  		if (pev->watertype == CONTENT_WATER)
  		{
  			// Did he hit the world or a non-moving entity?
  			// BUG - this happens all the time in water, especially when 
  			// BUG - water has current force
  			// if ( !pev->groundentity || VARS(pev->groundentity)->velocity.z == 0 )
  				// EMIT_SOUND(ENT(pev), CHAN_BODY, "player/pl_wade1.wav", 1, ATTN_NORM);
  		}
  		else if ( m_flFallVelocity > PLAYER_MAX_SAFE_FALL_SPEED )
  		{// after this point, we start doing damage
  			
  			float flFallDamage = g_pGameRules->FlPlayerFallDamage( this );
  
  			if ( flFallDamage > pev->health )
  			{//splat
  				// note: play on item channel because we play footstep landing on body channel
  				EMIT_SOUND(ENT(pev), CHAN_ITEM, "common/bodysplat.wav", 1, ATTN_NORM);
  			}
  
  			if ( flFallDamage > 0 )
  			{
  				TakeDamage(VARS(eoNullEntity), VARS(eoNullEntity), flFallDamage, DMG_FALL ); 
  				pev->punchangle.x = 0;
  			}
  		}
  
  		if ( IsAlive() )
  		{
  			SetAnimation( PLAYER_WALK );
  		}
      }
  
  	if (FBitSet(pev->flags, FL_ONGROUND))
  	{		
  		if (m_flFallVelocity > 64 && !g_pGameRules->IsMultiplayer())
  		{
  			CSoundEnt::InsertSound ( bits_SOUND_PLAYER, pev->origin, m_flFallVelocity, 0.2 );
  			// ALERT( at_console, "fall %f\n", m_flFallVelocity );
  		}
  		m_flFallVelocity = 0;
  	}
  
  	// select the proper animation for the player character	
  	if ( IsAlive() )
  	{
  		if (!pev->velocity.x && !pev->velocity.y)
  			SetAnimation( PLAYER_IDLE );
  		else if ((pev->velocity.x || pev->velocity.y) && (FBitSet(pev->flags, FL_ONGROUND)))
  			SetAnimation( PLAYER_WALK );
  		else if (pev->waterlevel > 1)
  			SetAnimation( PLAYER_WALK );
  	}
  
  	StudioFrameAdvance( );
  	CheckPowerups(pev);
  
  	UpdatePlayerSound();
  
  pt_end:
  #if defined( CLIENT_WEAPONS )
  		// Decay timers on weapons
  	// go through all of the weapons and make a list of the ones to pack
  	for ( int i = 0 ; i < MAX_ITEM_TYPES ; i++ )
  	{
  		if ( m_rgpPlayerItems[ i ] )
  		{
  			CBasePlayerItem *pPlayerItem = m_rgpPlayerItems[ i ];
  
  			while ( pPlayerItem )
  			{
  				CBasePlayerWeapon *gun;
  
  				gun = (CBasePlayerWeapon *)pPlayerItem->GetWeaponPtr();
  				
  				if ( gun && gun->UseDecrement() )
  				{
  					gun->m_flNextPrimaryAttack		= V_max( gun->m_flNextPrimaryAttack - gpGlobals->frametime, -1.0 );
  					gun->m_flNextSecondaryAttack	= V_max( gun->m_flNextSecondaryAttack - gpGlobals->frametime, -0.001 );
  
  					if ( gun->m_flTimeWeaponIdle != 1000 )
  					{
  						gun->m_flTimeWeaponIdle		= V_max( gun->m_flTimeWeaponIdle - gpGlobals->frametime, -0.001 );
  					}
  
  					if ( gun->pev->fuser1 != 1000 )
  					{
  						gun->pev->fuser1	= V_max( gun->pev->fuser1 - gpGlobals->frametime, -0.001 );
  					}
  
  					// Only decrement if not flagged as NO_DECREMENT
  //					if ( gun->m_flPumpTime != 1000 )
  				//	{
  				//		gun->m_flPumpTime	= V_max( gun->m_flPumpTime - gpGlobals->frametime, -0.001 );
  				//	}
  					
  				}
  
  				pPlayerItem = pPlayerItem->m_pNext;
  			}
  		}
  	}
  
  	m_flNextAttack -= gpGlobals->frametime;
  	if ( m_flNextAttack < -0.001 )
  		m_flNextAttack = -0.001;
  	
  	if ( m_flNextAmmoBurn != 1000 )
  	{
  		m_flNextAmmoBurn -= gpGlobals->frametime;
  		
  		if ( m_flNextAmmoBurn < -0.001 )
  			m_flNextAmmoBurn = -0.001;
  	}
  
  	if ( m_flAmmoStartCharge != 1000 )
  	{
  		m_flAmmoStartCharge -= gpGlobals->frametime;
  		
  		if ( m_flAmmoStartCharge < -0.001 )
  			m_flAmmoStartCharge = -0.001;
  	}
  #endif
  
  	// Track button info so we can detect 'pressed' and 'released' buttons next frame
  	m_afButtonLast = pev->button;
  }
  
  
  // checks if the spot is clear of players
  BOOL IsSpawnPointValid( CBaseEntity *pPlayer, CBaseEntity *pSpot )
  {
  	CBaseEntity *ent = NULL;
  
  	if ( !pSpot->IsTriggered( pPlayer ) )
  	{
  		return FALSE;
  	}
  
  	while ( (ent = UTIL_FindEntityInSphere( ent, pSpot->pev->origin, 128 )) != NULL )
  	{
  		// if ent is a client, don't spawn on 'em
  		if ( ent->IsPlayer() && ent != pPlayer )
  			return FALSE;
  	}
  
  	return TRUE;
  }
  
  
  DLL_GLOBAL CBaseEntity	*g_pLastSpawn;
  inline int FNullEnt( CBaseEntity *ent ) { return (ent == NULL) || FNullEnt( ent->edict() ); }
  
  /*
  ============
  EntSelectSpawnPoint
  
  Returns the entity to spawn at
  
  USES AND SETS GLOBAL g_pLastSpawn
  ============
  */
  edict_t *EntSelectSpawnPoint( CBaseEntity *pPlayer )
  {
  	CBaseEntity *pSpot;
  	edict_t		*player;
  
  	player = pPlayer->edict();
  
  // choose a info_player_deathmatch point
  	if (g_pGameRules->IsCoOp())
  	{
  		pSpot = UTIL_FindEntityByClassname( g_pLastSpawn, "info_player_coop");
  		if ( !FNullEnt(pSpot) )
  			goto ReturnSpot;
  		pSpot = UTIL_FindEntityByClassname( g_pLastSpawn, "info_player_start");
  		if ( !FNullEnt(pSpot) ) 
  			goto ReturnSpot;
  	}
  	else if ( g_pGameRules->IsDeathmatch() )
  	{
  		pSpot = g_pLastSpawn;
  		// Randomize the start spot
  		for ( int i = RANDOM_LONG(1,5); i > 0; i-- )
  			pSpot = UTIL_FindEntityByClassname( pSpot, "info_player_deathmatch" );
  		if ( FNullEnt( pSpot ) )  // skip over the null point
  			pSpot = UTIL_FindEntityByClassname( pSpot, "info_player_deathmatch" );
  
  		CBaseEntity *pFirstSpot = pSpot;
  
  		do 
  		{
  			if ( pSpot )
  			{
  				// check if pSpot is valid
  				if ( IsSpawnPointValid( pPlayer, pSpot ) )
  				{
  					if ( pSpot->pev->origin == Vector( 0, 0, 0 ) )
  					{
  						pSpot = UTIL_FindEntityByClassname( pSpot, "info_player_deathmatch" );
  						continue;
  					}
  
  					// if so, go to pSpot
  					goto ReturnSpot;
  				}
  			}
  			// increment pSpot
  			pSpot = UTIL_FindEntityByClassname( pSpot, "info_player_deathmatch" );
  		} while ( pSpot != pFirstSpot ); // loop if we're not back to the start
  
  		// we haven't found a place to spawn yet,  so kill any guy at the first spawn point and spawn there
  		if ( !FNullEnt( pSpot ) )
  		{
  			CBaseEntity *ent = NULL;
  			while ( (ent = UTIL_FindEntityInSphere( ent, pSpot->pev->origin, 128 )) != NULL )
  			{
  				// if ent is a client, kill em (unless they are ourselves)
  				if ( ent->IsPlayer() && !(ent->edict() == player) )
  					ent->TakeDamage( VARS(INDEXENT(0)), VARS(INDEXENT(0)), 300, DMG_GENERIC );
  			}
  			goto ReturnSpot;
  		}
  	}
  
  	// If startspot is set, (re)spawn there.
  	if ( FStringNull( gpGlobals->startspot ) || !strlen(STRING(gpGlobals->startspot)))
  	{
  		pSpot = UTIL_FindEntityByClassname(NULL, "info_player_start");
  		if ( !FNullEnt(pSpot) )
  			goto ReturnSpot;
  	}
  	else
  	{
  		pSpot = UTIL_FindEntityByTargetname( NULL, STRING(gpGlobals->startspot) );
  		if ( !FNullEnt(pSpot) )
  			goto ReturnSpot;
  	}
  
  ReturnSpot:
  	if ( FNullEnt( pSpot ) )
  	{
  		ALERT(at_error, "PutClientInServer: no info_player_start on level");
  		return INDEXENT(0);
  	}
  
  	g_pLastSpawn = pSpot;
  	return pSpot->edict();
  }
  
  void CBasePlayer::Spawn( void )
  {
  	pev->classname		= MAKE_STRING("player");
  	pev->health			= 100;
  	pev->armorvalue		= 0;
  	pev->takedamage		= DAMAGE_AIM;
  	pev->solid			= SOLID_SLIDEBOX;
  	pev->movetype		= MOVETYPE_WALK;
  	pev->max_health		= pev->health;
  	pev->flags		   &= FL_PROXY;	// keep proxy flag sey by engine
  	pev->flags		   |= FL_CLIENT;
  	pev->air_finished	= gpGlobals->time + 12;
  	pev->dmg			= 2;				// initial water damage
  	pev->effects		= 0;
  	pev->deadflag		= DEAD_NO;
  	pev->dmg_take		= 0;
  	pev->dmg_save		= 0;
  	pev->friction		= 1.0;
  	pev->gravity		= 1.0;
  	m_bitsHUDDamage		= -1;
  	m_bitsDamageType	= 0;
  	m_afPhysicsFlags	= 0;
  	m_fLongJump			= FALSE;// no longjump module. 
  
  	g_engfuncs.pfnSetPhysicsKeyValue( edict(), "slj", "0" );
  	g_engfuncs.pfnSetPhysicsKeyValue( edict(), "hl", "1" );
  
  	m_iFOV				= 0;// init field of view.
  	m_iClientFOV		= -1; // make sure fov reset is sent
  
  	m_flNextDecalTime	= 0;// let this player decal as soon as he spawns.
  
  	m_flgeigerDelay = gpGlobals->time + 2.0;	// wait a few seconds until user-defined message registrations
  												// are recieved by all clients
  	
  	m_flTimeStepSound	= 0;
  	m_iStepLeft = 0;
  	m_flFieldOfView		= 0.5;// some monsters use this to determine whether or not the player is looking at them.
  
  	m_bloodColor	= BLOOD_COLOR_RED;
  	m_flNextAttack	= UTIL_WeaponTimeBase();
  	StartSneaking();
  
  	m_iFlashBattery = 99;
  	m_flFlashLightTime = 1; // force first message
  
  // dont let uninitialized value here hurt the player
  	m_flFallVelocity = 0;
  
  	g_pGameRules->SetDefaultPlayerTeam( this );
  	g_pGameRules->GetPlayerSpawnSpot( this );
  
      SET_MODEL(ENT(pev), "models/player.mdl");
      g_ulModelIndexPlayer = pev->modelindex;
  	pev->sequence		= LookupActivity( ACT_IDLE );
  
  	if ( FBitSet(pev->flags, FL_DUCKING) ) 
  		UTIL_SetSize(pev, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX);
  	else
  		UTIL_SetSize(pev, VEC_HULL_MIN, VEC_HULL_MAX);
  
      pev->view_ofs = VEC_VIEW;
  	Precache();
  	m_HackedGunPos		= Vector( 0, 32, 0 );
  
  	if ( m_iPlayerSound == SOUNDLIST_EMPTY )
  	{
  		ALERT ( at_console, "Couldn't alloc player sound slot!\n" );
  	}
  
  	m_fNoPlayerSound = FALSE;// normal sound behavior.
  
  	m_pLastItem = NULL;
  	m_fInitHUD = TRUE;
  	m_iClientHideHUD = -1;  // force this to be recalculated
  	m_fWeapon = FALSE;
  	m_pClientActiveItem = NULL;
  	m_iClientBattery = -1;
  
  	// reset all ammo values to 0
  	for ( int i = 0; i < MAX_AMMO_SLOTS; i++ )
  	{
  		m_rgAmmo[i] = 0;
  		m_rgAmmoLast[i] = 0;  // client ammo values also have to be reset  (the death hud clear messages does on the client side)
  	}
  
  	m_lastx = m_lasty = 0;
  	
  	m_flNextChatTime = gpGlobals->time;
  
  	g_pGameRules->PlayerSpawn( this );
  }
  
  
  void CBasePlayer :: Precache( void )
  {
  	// in the event that the player JUST spawned, and the level node graph
  	// was loaded, fix all of the node graph pointers before the game starts.
  	
  	// !!!BUGBUG - now that we have multiplayer, this needs to be moved!
  	if ( WorldGraph.m_fGraphPresent && !WorldGraph.m_fGraphPointersSet )
  	{
  		if ( !WorldGraph.FSetGraphPointers() )
  		{
  			ALERT ( at_console, "**Graph pointers were not set!\n");
  		}
  		else
  		{
  			ALERT ( at_console, "**Graph Pointers Set!\n" );
  		} 
  	}
  
  	// SOUNDS / MODELS ARE PRECACHED in ClientPrecache() (game specific)
  	// because they need to precache before any clients have connected
  
  	// init geiger counter vars during spawn and each time
  	// we cross a level transition
  
  	m_flgeigerRange = 1000;
  	m_igeigerRangePrev = 1000;
  
  	m_bitsDamageType = 0;
  	m_bitsHUDDamage = -1;
  
  	m_iClientBattery = -1;
  
  	m_iTrain = TRAIN_NEW;
  
  	// Make sure any necessary user messages have been registered
  	LinkUserMessages();
  
  	m_iUpdateTime = 5;  // won't update for 1/2 a second
  
  	if ( gInitHUD )
  		m_fInitHUD = TRUE;
  }
  
  
  int CBasePlayer::Save( CSave &save )
  {
  	if ( !CBaseMonster::Save(save) )
  		return 0;
  
  	return save.WriteFields( "PLAYER", this, m_playerSaveData, ARRAYSIZE(m_playerSaveData) );
  }
  
  
  //
  // Marks everything as new so the player will resend this to the hud.
  //
  void CBasePlayer::RenewItems(void)
  {
  
  }
  
  
  int CBasePlayer::Restore( CRestore &restore )
  {
  	if ( !CBaseMonster::Restore(restore) )
  		return 0;
  
  	int status = restore.ReadFields( "PLAYER", this, m_playerSaveData, ARRAYSIZE(m_playerSaveData) );
  
  	SAVERESTOREDATA *pSaveData = (SAVERESTOREDATA *)gpGlobals->pSaveData;
  	// landmark isn't present.
  	if ( !pSaveData->fUseLandmark )
  	{
  		ALERT( at_console, "No Landmark:%s\n", pSaveData->szLandmarkName );
  
  		// default to normal spawn
  		edict_t* pentSpawnSpot = EntSelectSpawnPoint( this );
  		pev->origin = VARS(pentSpawnSpot)->origin + Vector(0,0,1);
  		pev->angles = VARS(pentSpawnSpot)->angles;
  	}
  	pev->v_angle.z = 0;	// Clear out roll
  	pev->angles = pev->v_angle;
  
  	pev->fixangle = TRUE;           // turn this way immediately
  
  // Copied from spawn() for now
  	m_bloodColor	= BLOOD_COLOR_RED;
  
      g_ulModelIndexPlayer = pev->modelindex;
  
  	if ( FBitSet(pev->flags, FL_DUCKING) ) 
  	{
  		// Use the crouch HACK
  		//FixPlayerCrouchStuck( edict() );
  		// Don't need to do this with new player prediction code.
  		UTIL_SetSize(pev, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX);
  	}
  	else
  	{
  		UTIL_SetSize(pev, VEC_HULL_MIN, VEC_HULL_MAX);
  	}
  
  	g_engfuncs.pfnSetPhysicsKeyValue( edict(), "hl", "1" );
  
  	if ( m_fLongJump )
  	{
  		g_engfuncs.pfnSetPhysicsKeyValue( edict(), "slj", "1" );
  	}
  	else
  	{
  		g_engfuncs.pfnSetPhysicsKeyValue( edict(), "slj", "0" );
  	}
  
  	RenewItems();
  
  	TabulateAmmo();
  
  #if defined( CLIENT_WEAPONS )
  	// HACK:	This variable is saved/restored in CBaseMonster as a time variable, but we're using it
  	//			as just a counter.  Ideally, this needs its own variable that's saved as a plain float.
  	//			Barring that, we clear it out here instead of using the incorrect restored time value.
  	m_flNextAttack = UTIL_WeaponTimeBase();
  #endif
  
  	m_bResetViewEntity = true;
  
  	return status;
  }
  
  
  
  void CBasePlayer::SelectNextItem( int iItem )
  {
  	CBasePlayerItem *pItem;
  
  	pItem = m_rgpPlayerItems[ iItem ];
  	
  	if (!pItem)
  		return;
  
  	if (pItem == m_pActiveItem)
  	{
  		// select the next one in the chain
  		pItem = m_pActiveItem->m_pNext; 
  		if (! pItem)
  		{
  			return;
  		}
  
  		CBasePlayerItem *pLast;
  		pLast = pItem;
  		while (pLast->m_pNext)
  			pLast = pLast->m_pNext;
  
  		// relink chain
  		pLast->m_pNext = m_pActiveItem;
  		m_pActiveItem->m_pNext = NULL;
  		m_rgpPlayerItems[ iItem ] = pItem;
  	}
  
  	ResetAutoaim( );
  
  	// FIX, this needs to queue them up and delay
  	if (m_pActiveItem)
  	{
  		m_pActiveItem->Holster( );
  	}
  	
  	m_pActiveItem = pItem;
  
  	if (m_pActiveItem)
  	{
  		m_pActiveItem->Deploy( );
  		m_pActiveItem->UpdateItemInfo( );
  	}
  }
  
  void CBasePlayer::SelectItem(const char *pstr)
  {
  	if (!pstr)
  		return;
  
  	CBasePlayerItem *pItem = NULL;
  
  	for (int i = 0; i < MAX_ITEM_TYPES; i++)
  	{
  		if (m_rgpPlayerItems[i])
  		{
  			pItem = m_rgpPlayerItems[i];
  	
  			while (pItem)
  			{
  				if (FClassnameIs(pItem->pev, pstr))
  					break;
  				pItem = pItem->m_pNext;
  			}
  		}
  
  		if (pItem)
  			break;
  	}
  
  	if (!pItem)
  		return;
  
  	
  	if (pItem == m_pActiveItem)
  		return;
  
  	ResetAutoaim( );
  
  	// FIX, this needs to queue them up and delay
  	if (m_pActiveItem)
  		m_pActiveItem->Holster( );
  	
  	m_pLastItem = m_pActiveItem;
  	m_pActiveItem = pItem;
  
  	if (m_pActiveItem)
  	{
  		m_pActiveItem->Deploy( );
  		m_pActiveItem->UpdateItemInfo( );
  	}
  }
  
  
  void CBasePlayer::SelectLastItem(void)
  {
  	if (!m_pLastItem)
  	{
  		return;
  	}
  
  	if ( m_pActiveItem && !m_pActiveItem->CanHolster() )
  	{
  		return;
  	}
  
  	ResetAutoaim( );
  
  	// FIX, this needs to queue them up and delay
  	if (m_pActiveItem)
  		m_pActiveItem->Holster( );
  	
  	CBasePlayerItem *pTemp = m_pActiveItem;
  	m_pActiveItem = m_pLastItem;
  	m_pLastItem = pTemp;
  	m_pActiveItem->Deploy( );
  	m_pActiveItem->UpdateItemInfo( );
  }
  
  //==============================================
  // HasWeapons - do I have any weapons at all?
  //==============================================
  BOOL CBasePlayer::HasWeapons( void )
  {
  	int i;
  
  	for ( i = 0 ; i < MAX_ITEM_TYPES ; i++ )
  	{
  		if ( m_rgpPlayerItems[ i ] )
  		{
  			return TRUE;
  		}
  	}
  
  	return FALSE;
  }
  
  void CBasePlayer::SelectPrevItem( int iItem )
  {
  }
  
  
  const char *CBasePlayer::TeamID( void )
  {
  	if ( pev == NULL )		// Not fully connected yet
  		return "";
  
  	// return their team name
  	return m_szTeamName;
  }
  
  
  //==============================================
  // !!!UNDONE:ultra temporary SprayCan entity to apply
  // decal frame at a time. For PreAlpha CD
  //==============================================
  class CSprayCan : public CBaseEntity
  {
  public:
  	void	Spawn ( entvars_t *pevOwner );
  	void	Think( void );
  
  	virtual int	ObjectCaps( void ) { return FCAP_DONT_SAVE; }
  };
  
  void CSprayCan::Spawn ( entvars_t *pevOwner )
  {
  	pev->origin = pevOwner->origin + Vector ( 0 , 0 , 32 );
  	pev->angles = pevOwner->v_angle;
  	pev->owner = ENT(pevOwner);
  	pev->frame = 0;
  
  	pev->nextthink = gpGlobals->time + 0.1;
  	EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/sprayer.wav", 1, ATTN_NORM);
  }
  
  void CSprayCan::Think( void )
  {
  	TraceResult	tr;	
  	int playernum;
  	int nFrames;
  	CBasePlayer *pPlayer;
  	
  	pPlayer = (CBasePlayer *)GET_PRIVATE(pev->owner);
  
  	if (pPlayer)
  		nFrames = pPlayer->GetCustomDecalFrames();
  	else
  		nFrames = -1;
  
  	playernum = ENTINDEX(pev->owner);
  	
  	// ALERT(at_console, "Spray by player %i, %i of %i\n", playernum, (int)(pev->frame + 1), nFrames);
  
  	UTIL_MakeVectors(pev->angles);
  	UTIL_TraceLine ( pev->origin, pev->origin + gpGlobals->v_forward * 128, ignore_monsters, pev->owner, & tr);
  
  	// No customization present.
  	if (nFrames == -1)
  	{
  		UTIL_DecalTrace( &tr, DECAL_LAMBDA6 );
  		UTIL_Remove( this );
  	}
  	else
  	{
  		UTIL_PlayerDecalTrace( &tr, playernum, pev->frame, TRUE );
  		// Just painted last custom frame.
  		if ( pev->frame++ >= (nFrames - 1))
  			UTIL_Remove( this );
  	}
  
  	pev->nextthink = gpGlobals->time + 0.1;
  }
  
  class	CBloodSplat : public CBaseEntity
  {
  public:
  	void	Spawn ( entvars_t *pevOwner );
  	void	Spray ( void );
  };
  
  void CBloodSplat::Spawn ( entvars_t *pevOwner )
  {
  	pev->origin = pevOwner->origin + Vector ( 0 , 0 , 32 );
  	pev->angles = pevOwner->v_angle;
  	pev->owner = ENT(pevOwner);
  
  	SetThink ( &CBloodSplat::Spray );
  	pev->nextthink = gpGlobals->time + 0.1;
  }
  
  void CBloodSplat::Spray ( void )
  {
  	TraceResult	tr;	
  	
  	if ( g_Language != LANGUAGE_GERMAN )
  	{
  		UTIL_MakeVectors(pev->angles);
  		UTIL_TraceLine ( pev->origin, pev->origin + gpGlobals->v_forward * 128, ignore_monsters, pev->owner, & tr);
  
  		UTIL_BloodDecalTrace( &tr, BLOOD_COLOR_RED );
  	}
  	SetThink ( &CBloodSplat::SUB_Remove );
  	pev->nextthink = gpGlobals->time + 0.1;
  }
  
  //==============================================
  
  
  
  void CBasePlayer::GiveNamedItem( const char *pszName )
  {
  	edict_t	*pent;
  
  	int istr = MAKE_STRING(pszName);
  
  	pent = CREATE_NAMED_ENTITY(istr);
  	if ( FNullEnt( pent ) )
  	{
  		ALERT ( at_console, "NULL Ent in GiveNamedItem!\n" );
  		return;
  	}
  	VARS( pent )->origin = pev->origin;
  	pent->v.spawnflags |= SF_NORESPAWN;
  
  	DispatchSpawn( pent );
  	DispatchTouch( pent, ENT( pev ) );
  }
  
  
  
  CBaseEntity *FindEntityForward( CBaseEntity *pMe )
  {
  	TraceResult tr;
  
  	UTIL_MakeVectors(pMe->pev->v_angle);
  	UTIL_TraceLine(pMe->pev->origin + pMe->pev->view_ofs,pMe->pev->origin + pMe->pev->view_ofs + gpGlobals->v_forward * 8192,dont_ignore_monsters, pMe->edict(), &tr );
  	if ( tr.flFraction != 1.0 && !FNullEnt( tr.pHit) )
  	{
  		CBaseEntity *pHit = CBaseEntity::Instance( tr.pHit );
  		return pHit;
  	}
  	return NULL;
  }
  
  
  BOOL CBasePlayer :: FlashlightIsOn( void )
  {
  	return FBitSet(pev->effects, EF_DIMLIGHT);
  }
  
  
  void CBasePlayer :: FlashlightTurnOn( void )
  {
  	if ( !g_pGameRules->FAllowFlashlight() )
  	{
  		return;
  	}
  
  	if ( (pev->weapons & (1<<WEAPON_SUIT)) )
  	{
  		EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, SOUND_FLASHLIGHT_ON, 1.0, ATTN_NORM, 0, PITCH_NORM );
  		SetBits(pev->effects, EF_DIMLIGHT);
  		MESSAGE_BEGIN( MSG_ONE, gmsgFlashlight, NULL, pev );
  		WRITE_BYTE(1);
  		WRITE_BYTE(m_iFlashBattery);
  		MESSAGE_END();
  
  		m_flFlashLightTime = FLASH_DRAIN_TIME + gpGlobals->time;
  
  	}
  }
  
  
  void CBasePlayer :: FlashlightTurnOff( void )
  {
  	EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, SOUND_FLASHLIGHT_OFF, 1.0, ATTN_NORM, 0, PITCH_NORM );
      ClearBits(pev->effects, EF_DIMLIGHT);
  	MESSAGE_BEGIN( MSG_ONE, gmsgFlashlight, NULL, pev );
  	WRITE_BYTE(0);
  	WRITE_BYTE(m_iFlashBattery);
  	MESSAGE_END();
  
  	m_flFlashLightTime = FLASH_CHARGE_TIME + gpGlobals->time;
  
  }
  
  /*
  ===============
  ForceClientDllUpdate
  
  When recording a demo, we need to have the server tell us the entire client state
  so that the client side .dll can behave correctly.
  Reset stuff so that the state is transmitted.
  ===============
  */
  void CBasePlayer :: ForceClientDllUpdate( void )
  {
  	m_iClientHealth  = -1;
  	m_iClientBattery = -1;
  	m_iTrain |= TRAIN_NEW;  // Force new train message.
  	m_fWeapon = FALSE;          // Force weapon send
  	m_fKnownItem = FALSE;    // Force weaponinit messages.
  	m_fInitHUD = TRUE;		// Force HUD gmsgResetHUD message
  
  	// Now force all the necessary messages
  	//  to be sent.
  	UpdateClientData();
  }
  
  /*
  ============
  ImpulseCommands
  ============
  */
  void CBasePlayer::ImpulseCommands( )
  {
  	TraceResult	tr;// UNDONE: kill me! This is temporary for PreAlpha CDs
  
  	// Handle use events
  	PlayerUse();
  		
  	int iImpulse = (int)pev->impulse;
  	switch (iImpulse)
  	{
  	case 99:
  		{
  
  		int iOn;
  
  		if (!gmsgLogo)
  		{
  			iOn = 1;
  			gmsgLogo = REG_USER_MSG("Logo", 1);
  		} 
  		else 
  		{
  			iOn = 0;
  		}
  		
  		ASSERT( gmsgLogo > 0 );
  		// send "health" update message
  		MESSAGE_BEGIN( MSG_ONE, gmsgLogo, NULL, pev );
  			WRITE_BYTE(iOn);
  		MESSAGE_END();
  
  		if(!iOn)
  			gmsgLogo = 0;
  		break;
  		}
  	case 100:
          // temporary flashlight for level designers
          if ( FlashlightIsOn() )
  		{
  			FlashlightTurnOff();
  		}
          else 
  		{
  			FlashlightTurnOn();
  		}
  		break;
  
  	case	201:// paint decal
  		
  		if ( gpGlobals->time < m_flNextDecalTime )
  		{
  			// too early!
  			break;
  		}
  
  		UTIL_MakeVectors(pev->v_angle);
  		UTIL_TraceLine ( pev->origin + pev->view_ofs, pev->origin + pev->view_ofs + gpGlobals->v_forward * 128, ignore_monsters, ENT(pev), & tr);
  
  		if ( tr.flFraction != 1.0 )
  		{// line hit something, so paint a decal
  			m_flNextDecalTime = gpGlobals->time + decalfrequency.value;
  			CSprayCan *pCan = GetClassPtr((CSprayCan *)NULL);
  			pCan->Spawn( pev );
  		}
  
  		break;
  
  	default:
  		// check all of the cheat impulse commands now
  		CheatImpulseCommands( iImpulse );
  		break;
  	}
  	
  	pev->impulse = 0;
  }
  
  //=========================================================
  //=========================================================
  void CBasePlayer::CheatImpulseCommands( int iImpulse )
  {
  #if !defined( HLDEMO_BUILD )
  	if (!g_psv_cheats->value)
  	{
  		return;
  	}
  
  	CBaseEntity *pEntity;
  	TraceResult tr;
  
  	switch ( iImpulse )
  	{
  	case 76:
  		{
  			if (!giPrecacheGrunt)
  			{
  				giPrecacheGrunt = 1;
  				ALERT(at_console, "You must now restart to use Grunt-o-matic.\n");
  			}
  			else
  			{
  				UTIL_MakeVectors( Vector( 0, pev->v_angle.y, 0 ) );
  				Create("monster_human_grunt", pev->origin + gpGlobals->v_forward * 128, pev->angles);
  			}
  			break;
  		}
  
  
  	case 101:
  		gEvilImpulse101 = TRUE;
  		GiveNamedItem( "item_suit" );
  		GiveNamedItem( "item_battery" );
  		GiveNamedItem( "weapon_crowbar" );
  		GiveNamedItem( "weapon_9mmhandgun" );
  		GiveNamedItem( "ammo_9mmclip" );
  		GiveNamedItem( "weapon_shotgun" );
  		GiveNamedItem( "ammo_buckshot" );
  		GiveNamedItem( "weapon_9mmAR" );
  		GiveNamedItem( "ammo_9mmAR" );
  		GiveNamedItem( "ammo_ARgrenades" );
  		GiveNamedItem( "weapon_handgrenade" );
  		GiveNamedItem( "weapon_tripmine" );
  #ifndef OEM_BUILD
  		GiveNamedItem( "weapon_357" );
  		GiveNamedItem( "ammo_357" );
  		GiveNamedItem( "weapon_crossbow" );
  		GiveNamedItem( "ammo_crossbow" );
  		GiveNamedItem( "weapon_egon" );
  		GiveNamedItem( "weapon_gauss" );
  		GiveNamedItem( "ammo_gaussclip" );
  		GiveNamedItem( "weapon_rpg" );
  		GiveNamedItem( "ammo_rpgclip" );
  		GiveNamedItem( "weapon_satchel" );
  		GiveNamedItem( "weapon_snark" );
  		GiveNamedItem( "weapon_hornetgun" );
  #endif
  		gEvilImpulse101 = FALSE;
  		break;
  
  	case 102:
  		// Gibbage!!!
  		CGib::SpawnRandomGibs( pev, 1, 1 );
  		break;
  
  	case 103:
  		// What the hell are you doing?
  		pEntity = FindEntityForward( this );
  		if ( pEntity )
  		{
  			CBaseMonster *pMonster = pEntity->MyMonsterPointer();
  			if ( pMonster )
  				pMonster->ReportAIState();
  		}
  		break;
  
  	case 104:
  		// Dump all of the global state varaibles (and global entity names)
  		gGlobalState.DumpGlobals();
  		break;
  
  	case	105:// player makes no sound for monsters to hear.
  		{
  			if ( m_fNoPlayerSound )
  			{
  				ALERT ( at_console, "Player is audible\n" );
  				m_fNoPlayerSound = FALSE;
  			}
  			else
  			{
  				ALERT ( at_console, "Player is silent\n" );
  				m_fNoPlayerSound = TRUE;
  			}
  			break;
  		}
  
  	case 106:
  		// Give me the classname and targetname of this entity.
  		pEntity = FindEntityForward( this );
  		if ( pEntity )
  		{
  			ALERT ( at_console, "Classname: %s", STRING( pEntity->pev->classname ) );
  			
  			if ( !FStringNull ( pEntity->pev->targetname ) )
  			{
  				ALERT ( at_console, " - Targetname: %s\n", STRING( pEntity->pev->targetname ) );
  			}
  			else
  			{
  				ALERT ( at_console, " - TargetName: No Targetname\n" );
  			}
  
  			ALERT ( at_console, "Model: %s\n", STRING( pEntity->pev->model ) );
  			if ( pEntity->pev->globalname )
  				ALERT ( at_console, "Globalname: %s\n", STRING( pEntity->pev->globalname ) );
  		}
  		break;
  
  	case 107:
  		{
  			TraceResult tr;
  
  			edict_t		*pWorld = g_engfuncs.pfnPEntityOfEntIndex( 0 );
  
  			Vector start = pev->origin + pev->view_ofs;
  			Vector end = start + gpGlobals->v_forward * 1024;
  			UTIL_TraceLine( start, end, ignore_monsters, edict(), &tr );
  			if ( tr.pHit )
  				pWorld = tr.pHit;
  			const char *pTextureName = TRACE_TEXTURE( pWorld, start, end );
  			if ( pTextureName )
  				ALERT( at_console, "Texture: %s\n", pTextureName );
  		}
  		break;
  	case	195:// show shortest paths for entire level to nearest node
  		{
  			Create("node_viewer_fly", pev->origin, pev->angles);
  		}
  		break;
  	case	196:// show shortest paths for entire level to nearest node
  		{
  			Create("node_viewer_large", pev->origin, pev->angles);
  		}
  		break;
  	case	197:// show shortest paths for entire level to nearest node
  		{
  			Create("node_viewer_human", pev->origin, pev->angles);
  		}
  		break;
  	case	199:// show nearest node and all connections
  		{
  			ALERT ( at_console, "%d\n", WorldGraph.FindNearestNode ( pev->origin, bits_NODE_GROUP_REALM ) );
  			WorldGraph.ShowNodeConnections ( WorldGraph.FindNearestNode ( pev->origin, bits_NODE_GROUP_REALM ) );
  		}
  		break;
  	case	202:// Random blood splatter
  		UTIL_MakeVectors(pev->v_angle);
  		UTIL_TraceLine ( pev->origin + pev->view_ofs, pev->origin + pev->view_ofs + gpGlobals->v_forward * 128, ignore_monsters, ENT(pev), & tr);
  
  		if ( tr.flFraction != 1.0 )
  		{// line hit something, so paint a decal
  			CBloodSplat *pBlood = GetClassPtr((CBloodSplat *)NULL);
  			pBlood->Spawn( pev );
  		}
  		break;
  	case	203:// remove creature.
  		pEntity = FindEntityForward( this );
  		if ( pEntity )
  		{
  			if ( pEntity->pev->takedamage )
  				pEntity->SetThink(&CBaseEntity::SUB_Remove);
  		}
  		break;
  	}
  #endif	// HLDEMO_BUILD
  }
  
  //
  // Add a weapon to the player (Item == Weapon == Selectable Object)
  //
  int CBasePlayer::AddPlayerItem( CBasePlayerItem *pItem )
  {
  	CBasePlayerItem *pInsert;
  	
  	pInsert = m_rgpPlayerItems[pItem->iItemSlot()];
  
  	while (pInsert)
  	{
  		if (FClassnameIs( pInsert->pev, STRING( pItem->pev->classname) ))
  		{
  			if (pItem->AddDuplicate( pInsert ))
  			{
  				g_pGameRules->PlayerGotWeapon ( this, pItem );
  				pItem->CheckRespawn();
  
  				// ugly hack to update clip w/o an update clip message
  				pInsert->UpdateItemInfo( );
  				if (m_pActiveItem)
  					m_pActiveItem->UpdateItemInfo( );
  
  				pItem->Kill( );
  			}
  			else if (gEvilImpulse101)
  			{
  				// FIXME: remove anyway for deathmatch testing
  				pItem->Kill( );
  			}
  			return FALSE;
  		}
  		pInsert = pInsert->m_pNext;
  	}
  
  
  	if (pItem->AddToPlayer( this ))
  	{
  		g_pGameRules->PlayerGotWeapon ( this, pItem );
  		pItem->CheckRespawn();
  
  		pItem->m_pNext = m_rgpPlayerItems[pItem->iItemSlot()];
  		m_rgpPlayerItems[pItem->iItemSlot()] = pItem;
  
  		// should we switch to this item?
  		if ( g_pGameRules->FShouldSwitchWeapon( this, pItem ) )
  		{
  			SwitchWeapon( pItem );
  		}
  
  		return TRUE;
  	}
  	else if (gEvilImpulse101)
  	{
  		// FIXME: remove anyway for deathmatch testing
  		pItem->Kill( );
  	}
  	return FALSE;
  }
  
  
  
  int CBasePlayer::RemovePlayerItem( CBasePlayerItem *pItem )
  {
  	if (m_pActiveItem == pItem)
  	{
  		ResetAutoaim( );
  		pItem->Holster( );
  		pItem->pev->nextthink = 0;// crowbar may be trying to swing again, etc.
  		pItem->SetThink( NULL );
  		m_pActiveItem = NULL;
  		pev->viewmodel = 0;
  		pev->weaponmodel = 0;
  	}
  	if ( m_pLastItem == pItem )
  		m_pLastItem = NULL;
  
  	CBasePlayerItem *pPrev = m_rgpPlayerItems[pItem->iItemSlot()];
  
  	if (pPrev == pItem)
  	{
  		m_rgpPlayerItems[pItem->iItemSlot()] = pItem->m_pNext;
  		return TRUE;
  	}
  	else
  	{
  		while (pPrev && pPrev->m_pNext != pItem)
  		{
  			pPrev = pPrev->m_pNext;
  		}
  		if (pPrev)
  		{
  			pPrev->m_pNext = pItem->m_pNext;
  			return TRUE;
  		}
  	}
  	return FALSE;
  }
  
  
  //
  // Returns the unique ID for the ammo, or -1 if error
  //
  int CBasePlayer :: GiveAmmo( int iCount, const char *szName, int iMax )
  {
  	if ( !szName )
  	{
  		// no ammo.
  		return -1;
  	}
  
  	if ( !g_pGameRules->CanHaveAmmo( this, szName, iMax ) )
  	{
  		// game rules say I can't have any more of this ammo type.
  		return -1;
  	}
  
  	int i = 0;
  
  	i = GetAmmoIndex( szName );
  
  	if ( i < 0 || i >= MAX_AMMO_SLOTS )
  		return -1;
  
  	int iAdd = V_min( iCount, iMax - m_rgAmmo[i] );
  	if ( iAdd < 1 )
  		return i;
  
  	m_rgAmmo[ i ] += iAdd;
  
  
  	if ( gmsgAmmoPickup )  // make sure the ammo messages have been linked first
  	{
  		// Send the message that ammo has been picked up
  		MESSAGE_BEGIN( MSG_ONE, gmsgAmmoPickup, NULL, pev );
  			WRITE_BYTE( GetAmmoIndex(szName) );		// ammo ID
  			WRITE_BYTE( iAdd );		// amount
  		MESSAGE_END();
  	}
  
  	TabulateAmmo();
  
  	return i;
  }
  
  
  /*
  ============
  ItemPreFrame
  
  Called every frame by the player PreThink
  ============
  */
  void CBasePlayer::ItemPreFrame()
  {
  #if defined( CLIENT_WEAPONS )
      if ( m_flNextAttack > 0 )
  #else
      if ( gpGlobals->time < m_flNextAttack )
  #endif
  	{
  		return;
  	}
  
  	if (!m_pActiveItem)
  		return;
  
  	m_pActiveItem->ItemPreFrame( );
  }
  
  
  /*
  ============
  ItemPostFrame
  
  Called every frame by the player PostThink
  ============
  */
  void CBasePlayer::ItemPostFrame()
  {
  	static int fInSelect = FALSE;
  
  	// check if the player is using a tank
  	if ( m_pTank != NULL )
  		return;
  
  #if defined( CLIENT_WEAPONS )
      if ( m_flNextAttack > 0 )
  #else
      if ( gpGlobals->time < m_flNextAttack )
  #endif
  	{
  		return;
  	}
  
  	ImpulseCommands();
  
  	if (!m_pActiveItem)
  		return;
  
  	m_pActiveItem->ItemPostFrame( );
  }
  
  int CBasePlayer::AmmoInventory( int iAmmoIndex )
  {
  	if (iAmmoIndex == -1)
  	{
  		return -1;
  	}
  
  	return m_rgAmmo[ iAmmoIndex ];
  }
  
  int CBasePlayer::GetAmmoIndex(const char *psz)
  {
  	int i;
  
  	if (!psz)
  		return -1;
  
  	for (i = 1; i < MAX_AMMO_SLOTS; i++)
  	{
  		if ( !CBasePlayerItem::AmmoInfoArray[i].pszName )
  			continue;
  
  		if (stricmp( psz, CBasePlayerItem::AmmoInfoArray[i].pszName ) == 0)
  			return i;
  	}
  
  	return -1;
  }
  
  // Called from UpdateClientData
  // makes sure the client has all the necessary ammo info,  if values have changed
  void CBasePlayer::SendAmmoUpdate(void)
  {
  	for (int i=0; i < MAX_AMMO_SLOTS;i++)
  	{
  		if (m_rgAmmo[i] != m_rgAmmoLast[i])
  		{
  			m_rgAmmoLast[i] = m_rgAmmo[i];
  
  			ASSERT( m_rgAmmo[i] >= 0 );
  			ASSERT( m_rgAmmo[i] < 255 );
  
  			// send "Ammo" update message
  			MESSAGE_BEGIN( MSG_ONE, gmsgAmmoX, NULL, pev );
  				WRITE_BYTE( i );
  				WRITE_BYTE( V_max( V_min( m_rgAmmo[i], 254 ), 0 ) );  // clamp the value to one byte
  			MESSAGE_END();
  		}
  	}
  }
  
  /*
  =========================================================
  	UpdateClientData
  
  resends any changed player HUD info to the client.
  Called every frame by PlayerPreThink
  Also called at start of demo recording and playback by
  ForceClientDllUpdate to ensure the demo gets messages
  reflecting all of the HUD state info.
  =========================================================
  */
  void CBasePlayer :: UpdateClientData( void )
  {
  	if (m_fInitHUD)
  	{
  		m_fInitHUD = FALSE;
  		gInitHUD = FALSE;
  		
  		MESSAGE_BEGIN( MSG_ONE, gmsgResetHUD, NULL, pev );
  			WRITE_BYTE( 0 );
  		MESSAGE_END();
  
  		if ( !m_fGameHUDInitialized )
  		{
  			MESSAGE_BEGIN( MSG_ONE, gmsgInitHUD, NULL, pev );
  			MESSAGE_END();
  
  			g_pGameRules->InitHUD( this );
  			m_fGameHUDInitialized = TRUE;
  			
  			m_iObserverLastMode = OBS_ROAMING;
  			
  			if ( g_pGameRules->IsMultiplayer() )
  			{
  				FireTargets( "game_playerjoin", this, this, USE_TOGGLE, 0 );
  			}
  		}
  
  		FireTargets( "game_playerspawn", this, this, USE_TOGGLE, 0 );
  
  		InitStatusBar();
  	}
  
  	if ( m_iHideHUD != m_iClientHideHUD )
  	{
  		MESSAGE_BEGIN( MSG_ONE, gmsgHideWeapon, NULL, pev );
  			WRITE_BYTE( m_iHideHUD );
  		MESSAGE_END();
  
  		m_iClientHideHUD = m_iHideHUD;
  	}
  
  	if ( m_iFOV != m_iClientFOV )
  	{
  		MESSAGE_BEGIN( MSG_ONE, gmsgSetFOV, NULL, pev );
  			WRITE_BYTE( m_iFOV );
  		MESSAGE_END();
  
  		// cache FOV change at end of function, so weapon updates can see that FOV has changed
  	}
  
  	// HACKHACK -- send the message to display the game title
  	if (gDisplayTitle)
  	{
  		MESSAGE_BEGIN( MSG_ONE, gmsgShowGameTitle, NULL, pev );
  		WRITE_BYTE( 0 );
  		MESSAGE_END();
  		gDisplayTitle = 0;
  	}
  
  	if (pev->health != m_iClientHealth)
  	{
  #define clamp( val, min, max ) ( ((val) > (max)) ? (max) : ( ((val) < (min)) ? (min) : (val) ) )
  		int iHealth = clamp( pev->health, 0, 255 );  // make sure that no negative health values are sent
  		if ( pev->health > 0.0f && pev->health <= 1.0f )
  			iHealth = 1;
  
  		// send "health" update message
  		MESSAGE_BEGIN( MSG_ONE, gmsgHealth, NULL, pev );
  			WRITE_BYTE( iHealth );
  		MESSAGE_END();
  
  		m_iClientHealth = pev->health;
  	}
  
  
  	if (pev->armorvalue != m_iClientBattery)
  	{
  		m_iClientBattery = pev->armorvalue;
  
  		ASSERT( gmsgBattery > 0 );
  		// send "health" update message
  		MESSAGE_BEGIN( MSG_ONE, gmsgBattery, NULL, pev );
  			WRITE_SHORT( (int)pev->armorvalue);
  		MESSAGE_END();
  	}
  
  	if (pev->dmg_take || pev->dmg_save || m_bitsHUDDamage != m_bitsDamageType)
  	{
  		// Comes from inside me if not set
  		Vector damageOrigin = pev->origin;
  		// send "damage" message
  		// causes screen to flash, and pain compass to show direction of damage
  		edict_t *other = pev->dmg_inflictor;
  		if ( other )
  		{
  			CBaseEntity *pEntity = CBaseEntity::Instance(other);
  			if ( pEntity )
  				damageOrigin = pEntity->Center();
  		}
  
  		// only send down damage type that have hud art
  		int visibleDamageBits = m_bitsDamageType & DMG_SHOWNHUD;
  
  		MESSAGE_BEGIN( MSG_ONE, gmsgDamage, NULL, pev );
  			WRITE_BYTE( pev->dmg_save );
  			WRITE_BYTE( pev->dmg_take );
  			WRITE_LONG( visibleDamageBits );
  			WRITE_COORD( damageOrigin.x );
  			WRITE_COORD( damageOrigin.y );
  			WRITE_COORD( damageOrigin.z );
  		MESSAGE_END();
  	
  		pev->dmg_take = 0;
  		pev->dmg_save = 0;
  		m_bitsHUDDamage = m_bitsDamageType;
  		
  		// Clear off non-time-based damage indicators
  		m_bitsDamageType &= DMG_TIMEBASED;
  	}
  
  	// Update Flashlight
  	if ((m_flFlashLightTime) && (m_flFlashLightTime <= gpGlobals->time))
  	{
  		if (FlashlightIsOn())
  		{
  			if (m_iFlashBattery)
  			{
  				m_flFlashLightTime = FLASH_DRAIN_TIME + gpGlobals->time;
  				m_iFlashBattery--;
  				
  				if (!m_iFlashBattery)
  					FlashlightTurnOff();
  			}
  		}
  		else
  		{
  			if (m_iFlashBattery < 100)
  			{
  				m_flFlashLightTime = FLASH_CHARGE_TIME + gpGlobals->time;
  				m_iFlashBattery++;
  			}
  			else
  				m_flFlashLightTime = 0;
  		}
  
  		MESSAGE_BEGIN( MSG_ONE, gmsgFlashBattery, NULL, pev );
  		WRITE_BYTE(m_iFlashBattery);
  		MESSAGE_END();
  	}
  
  
  	if (m_iTrain & TRAIN_NEW)
  	{
  		ASSERT( gmsgTrain > 0 );
  		// send "health" update message
  		MESSAGE_BEGIN( MSG_ONE, gmsgTrain, NULL, pev );
  			WRITE_BYTE(m_iTrain & 0xF);
  		MESSAGE_END();
  
  		m_iTrain &= ~TRAIN_NEW;
  	}
  
  	//
  	// New Weapon?
  	//
  	if (!m_fKnownItem)
  	{
  		m_fKnownItem = TRUE;
  
  	// WeaponInit Message
  	// byte  = # of weapons
  	//
  	// for each weapon:
  	// byte		name str length (not including null)
  	// bytes... name
  	// byte		Ammo Type
  	// byte		Ammo2 Type
  	// byte		bucket
  	// byte		bucket pos
  	// byte		flags	
  	// ????		Icons
  		
  		// Send ALL the weapon info now
  		int i;
  
  		for (i = 0; i < MAX_WEAPONS; i++)
  		{
  			ItemInfo& II = CBasePlayerItem::ItemInfoArray[i];
  
  			if ( !II.iId )
  				continue;
  
  			const char *pszName;
  			if (!II.pszName)
  				pszName = "Empty";
  			else
  				pszName = II.pszName;
  
  			MESSAGE_BEGIN( MSG_ONE, gmsgWeaponList, NULL, pev );  
  				WRITE_STRING(pszName);			// string	weapon name
  				WRITE_BYTE(GetAmmoIndex(II.pszAmmo1));	// byte		Ammo Type
  				WRITE_BYTE(II.iMaxAmmo1);				// byte     Max Ammo 1
  				WRITE_BYTE(GetAmmoIndex(II.pszAmmo2));	// byte		Ammo2 Type
  				WRITE_BYTE(II.iMaxAmmo2);				// byte     Max Ammo 2
  				WRITE_BYTE(II.iSlot);					// byte		bucket
  				WRITE_BYTE(II.iPosition);				// byte		bucket pos
  				WRITE_BYTE(II.iId);						// byte		id (bit index into pev->weapons)
  				WRITE_BYTE(II.iFlags);					// byte		Flags
  			MESSAGE_END();
  		}
  	}
  
  
  	SendAmmoUpdate();
  
  	// Update all the items
  	for ( int i = 0; i < MAX_ITEM_TYPES; i++ )
  	{
  		if ( m_rgpPlayerItems[i] )  // each item updates it's successors
  			m_rgpPlayerItems[i]->UpdateClientData( this );
  	}
  
  	// Cache and client weapon change
  	m_pClientActiveItem = m_pActiveItem;
  	m_iClientFOV = m_iFOV;
  
  	// Update Status Bar
  	if ( m_flNextSBarUpdateTime < gpGlobals->time )
  	{
  		UpdateStatusBar();
  		m_flNextSBarUpdateTime = gpGlobals->time + 0.2;
  	}
  }
  
  
  //=========================================================
  // FBecomeProne - Overridden for the player to set the proper
  // physics flags when a barnacle grabs player.
  //=========================================================
  BOOL CBasePlayer :: FBecomeProne ( void )
  {
  	m_afPhysicsFlags |= PFLAG_ONBARNACLE;
  	return TRUE;
  }
  
  //=========================================================
  // BarnacleVictimBitten - bad name for a function that is called
  // by Barnacle victims when the barnacle pulls their head
  // into its mouth. For the player, just die.
  //=========================================================
  void CBasePlayer :: BarnacleVictimBitten ( entvars_t *pevBarnacle )
  {
  	TakeDamage ( pevBarnacle, pevBarnacle, pev->health + pev->armorvalue, DMG_SLASH | DMG_ALWAYSGIB );
  }
  
  //=========================================================
  // BarnacleVictimReleased - overridden for player who has
  // physics flags concerns. 
  //=========================================================
  void CBasePlayer :: BarnacleVictimReleased ( void )
  {
  	m_afPhysicsFlags &= ~PFLAG_ONBARNACLE;
  }
  
  
  //=========================================================
  // Illumination 
  // return player light level plus virtual muzzle flash
  //=========================================================
  int CBasePlayer :: Illumination( void )
  {
  	int iIllum = CBaseEntity::Illumination( );
  
  	iIllum += m_iWeaponFlash;
  	if (iIllum > 255)
  		return 255;
  	return iIllum;
  }
  
  
  void CBasePlayer :: EnableControl(BOOL fControl)
  {
  	if (!fControl)
  		pev->flags |= FL_FROZEN;
  	else
  		pev->flags &= ~FL_FROZEN;
  
  }
  
  
  #define DOT_1DEGREE   0.9998476951564
  #define DOT_2DEGREE   0.9993908270191
  #define DOT_3DEGREE   0.9986295347546
  #define DOT_4DEGREE   0.9975640502598
  #define DOT_5DEGREE   0.9961946980917
  #define DOT_6DEGREE   0.9945218953683
  #define DOT_7DEGREE   0.9925461516413
  #define DOT_8DEGREE   0.9902680687416
  #define DOT_9DEGREE   0.9876883405951
  #define DOT_10DEGREE  0.9848077530122
  #define DOT_15DEGREE  0.9659258262891
  #define DOT_20DEGREE  0.9396926207859
  #define DOT_25DEGREE  0.9063077870367
  
  //=========================================================
  // Autoaim
  // set crosshair position to point to enemey
  //=========================================================
  Vector CBasePlayer :: GetAutoaimVector( float flDelta )
  {
  	if (g_iSkillLevel == SKILL_HARD)
  	{
  		UTIL_MakeVectors( pev->v_angle + pev->punchangle );
  		return gpGlobals->v_forward;
  	}
  
  	Vector vecSrc = GetGunPosition( );
  	float flDist = 8192;
  
  	// always use non-sticky autoaim
  	// UNDONE: use sever variable to chose!
  	if (1 || g_iSkillLevel == SKILL_MEDIUM)
  	{
  		m_vecAutoAim = Vector( 0, 0, 0 );
  		// flDelta *= 0.5;
  	}
  
  	BOOL m_fOldTargeting = m_fOnTarget;
  	Vector angles = AutoaimDeflection(vecSrc, flDist, flDelta );
  
  	// update ontarget if changed
  	if ( !g_pGameRules->AllowAutoTargetCrosshair() )
  		m_fOnTarget = 0;
  	else if (m_fOldTargeting != m_fOnTarget)
  	{
  		m_pActiveItem->UpdateItemInfo( );
  	}
  
  	if (angles.x > 180)
  		angles.x -= 360;
  	if (angles.x < -180)
  		angles.x += 360;
  	if (angles.y > 180)
  		angles.y -= 360;
  	if (angles.y < -180)
  		angles.y += 360;
  
  	if (angles.x > 25)
  		angles.x = 25;
  	if (angles.x < -25)
  		angles.x = -25;
  	if (angles.y > 12)
  		angles.y = 12;
  	if (angles.y < -12)
  		angles.y = -12;
  
  
  	// always use non-sticky autoaim
  	// UNDONE: use sever variable to chose!
  	if (0 || g_iSkillLevel == SKILL_EASY)
  	{
  		m_vecAutoAim = m_vecAutoAim * 0.67 + angles * 0.33;
  	}
  	else
  	{
  		m_vecAutoAim = angles * 0.9;
  	}
  
  	// m_vecAutoAim = m_vecAutoAim * 0.99;
  
  	// Don't send across network if sv_aim is 0
  	if ( g_psv_aim->value != 0 )
  	{
  		if ( m_vecAutoAim.x != m_lastx ||
  			 m_vecAutoAim.y != m_lasty )
  		{
  			SET_CROSSHAIRANGLE( edict(), -m_vecAutoAim.x, m_vecAutoAim.y );
  			
  			m_lastx = m_vecAutoAim.x;
  			m_lasty = m_vecAutoAim.y;
  		}
  	}
  	else
  	{
  		ResetAutoaim();
  	}
  
  	// ALERT( at_console, "%f %f\n", angles.x, angles.y );
  
  	UTIL_MakeVectors( pev->v_angle + pev->punchangle + m_vecAutoAim );
  	return gpGlobals->v_forward;
  }
  
  
  Vector CBasePlayer :: AutoaimDeflection( Vector &vecSrc, float flDist, float flDelta  )
  {
  	edict_t		*pEdict = g_engfuncs.pfnPEntityOfEntIndex( 1 );
  	CBaseEntity	*pEntity;
  	float		bestdot;
  	Vector		bestdir;
  	edict_t		*bestent;
  	TraceResult tr;
  
  	if ( g_psv_aim->value == 0 )
  	{
  		m_fOnTarget = FALSE;
  		return g_vecZero;
  	}
  
  	UTIL_MakeVectors( pev->v_angle + pev->punchangle + m_vecAutoAim );
  
  	// try all possible entities
  	bestdir = gpGlobals->v_forward;
  	bestdot = flDelta; // +- 10 degrees
  	bestent = NULL;
  
  	m_fOnTarget = FALSE;
  
  	UTIL_TraceLine( vecSrc, vecSrc + bestdir * flDist, dont_ignore_monsters, edict(), &tr );
  
  
  	if ( tr.pHit && tr.pHit->v.takedamage != DAMAGE_NO)
  	{
  		// don't look through water
  		if (!((pev->waterlevel != 3 && tr.pHit->v.waterlevel == 3) 
  			|| (pev->waterlevel == 3 && tr.pHit->v.waterlevel == 0)))
  		{
  			if (tr.pHit->v.takedamage == DAMAGE_AIM)
  				m_fOnTarget = TRUE;
  
  			return m_vecAutoAim;
  		}
  	}
  
  	for ( int i = 1; i < gpGlobals->maxEntities; i++, pEdict++ )
  	{
  		Vector center;
  		Vector dir;
  		float dot;
  
  		if ( pEdict->free )	// Not in use
  			continue;
  		
  		if (pEdict->v.takedamage != DAMAGE_AIM)
  			continue;
  		if (pEdict == edict())
  			continue;
  //		if (pev->team > 0 && pEdict->v.team == pev->team)
  //			continue;	// don't aim at teammate
  		if ( !g_pGameRules->ShouldAutoAim( this, pEdict ) )
  			continue;
  
  		pEntity = Instance( pEdict );
  		if (pEntity == NULL)
  			continue;
  
  		if (!pEntity->IsAlive())
  			continue;
  
  		// don't look through water
  		if ((pev->waterlevel != 3 && pEntity->pev->waterlevel == 3) 
  			|| (pev->waterlevel == 3 && pEntity->pev->waterlevel == 0))
  			continue;
  
  		center = pEntity->BodyTarget( vecSrc );
  
  		dir = (center - vecSrc).Normalize( );
  
  		// make sure it's in front of the player
  		if (DotProduct (dir, gpGlobals->v_forward ) < 0)
  			continue;
  
  		dot = fabs( DotProduct (dir, gpGlobals->v_right ) ) 
  			+ fabs( DotProduct (dir, gpGlobals->v_up ) ) * 0.5;
  
  		// tweek for distance
  		dot *= 1.0 + 0.2 * ((center - vecSrc).Length() / flDist);
  
  		if (dot > bestdot)
  			continue;	// to far to turn
  
  		UTIL_TraceLine( vecSrc, center, dont_ignore_monsters, edict(), &tr );
  		if (tr.flFraction != 1.0 && tr.pHit != pEdict)
  		{
  			// ALERT( at_console, "hit %s, can't see %s\n", STRING( tr.pHit->v.classname ), STRING( pEdict->v.classname ) );
  			continue;
  		}
  
  		// don't shoot at friends
  		if (IRelationship( pEntity ) < 0)
  		{
  			if ( !pEntity->IsPlayer() && !g_pGameRules->IsDeathmatch())
  				// ALERT( at_console, "friend\n");
  				continue;
  		}
  
  		// can shoot at this one
  		bestdot = dot;
  		bestent = pEdict;
  		bestdir = dir;
  	}
  
  	if (bestent)
  	{
  		bestdir = UTIL_VecToAngles (bestdir);
  		bestdir.x = -bestdir.x;
  		bestdir = bestdir - pev->v_angle - pev->punchangle;
  
  		if (bestent->v.takedamage == DAMAGE_AIM)
  			m_fOnTarget = TRUE;
  
  		return bestdir;
  	}
  
  	return Vector( 0, 0, 0 );
  }
  
  
  void CBasePlayer :: ResetAutoaim( )
  {
  	if (m_vecAutoAim.x != 0 || m_vecAutoAim.y != 0)
  	{
  		m_vecAutoAim = Vector( 0, 0, 0 );
  		SET_CROSSHAIRANGLE( edict(), 0, 0 );
  	}
  	m_fOnTarget = FALSE;
  }
  
  /*
  =============
  SetCustomDecalFrames
  
    UNDONE:  Determine real frame limit, 8 is a placeholder.
    Note:  -1 means no custom frames present.
  =============
  */
  void CBasePlayer :: SetCustomDecalFrames( int nFrames )
  {
  	if (nFrames > 0 &&
  		nFrames < 8)
  		m_nCustomSprayFrames = nFrames;
  	else
  		m_nCustomSprayFrames = -1;
  }
  
  /*
  =============
  GetCustomDecalFrames
  
    Returns the # of custom frames this player's custom clan logo contains.
  =============
  */
  int CBasePlayer :: GetCustomDecalFrames( void )
  {
  	return m_nCustomSprayFrames;
  }
  
  
  //=========================================================
  // DropPlayerItem - drop the named item, or if no name,
  // the active item. 
  //=========================================================
  void CBasePlayer::DropPlayerItem ( char *pszItemName )
  {
  	if ( !g_pGameRules->IsMultiplayer() || (weaponstay.value > 0) )
  	{
  		// no dropping in single player.
  		return;
  	}
  
  	if ( !strlen( pszItemName ) )
  	{
  		// if this string has no length, the client didn't type a name!
  		// assume player wants to drop the active item.
  		// make the string null to make future operations in this function easier
  		pszItemName = NULL;
  	} 
  
  	CBasePlayerItem *pWeapon;
  	int i;
  
  	for ( i = 0 ; i < MAX_ITEM_TYPES ; i++ )
  	{
  		pWeapon = m_rgpPlayerItems[ i ];
  
  		while ( pWeapon )
  		{
  			if ( pszItemName )
  			{
  				// try to match by name. 
  				if ( !strcmp( pszItemName, STRING( pWeapon->pev->classname ) ) )
  				{
  					// match! 
  					break;
  				}
  			}
  			else
  			{
  				// trying to drop active item
  				if ( pWeapon == m_pActiveItem )
  				{
  					// active item!
  					break;
  				}
  			}
  
  			pWeapon = pWeapon->m_pNext; 
  		}
  
  		
  		// if we land here with a valid pWeapon pointer, that's because we found the 
  		// item we want to drop and hit a BREAK;  pWeapon is the item.
  		if ( pWeapon )
  		{
  			if ( !g_pGameRules->GetNextBestWeapon( this, pWeapon ) )
  				return; // can't drop the item they asked for, may be our last item or something we can't holster
  
  			UTIL_MakeVectors ( pev->angles ); 
  
  			pev->weapons &= ~(1<<pWeapon->m_iId);// take item off hud
  
  			CWeaponBox *pWeaponBox = (CWeaponBox *)CBaseEntity::Create( "weaponbox", pev->origin + gpGlobals->v_forward * 10, pev->angles, edict() );
  			pWeaponBox->pev->angles.x = 0;
  			pWeaponBox->pev->angles.z = 0;
  			pWeaponBox->PackWeapon( pWeapon );
  			pWeaponBox->pev->velocity = gpGlobals->v_forward * 300 + gpGlobals->v_forward * 100;
  			
  			// drop half of the ammo for this weapon.
  			int	iAmmoIndex;
  
  			iAmmoIndex = GetAmmoIndex ( pWeapon->pszAmmo1() ); // ???
  			
  			if ( iAmmoIndex != -1 )
  			{
  				// this weapon weapon uses ammo, so pack an appropriate amount.
  				if ( pWeapon->iFlags() & ITEM_FLAG_EXHAUSTIBLE )
  				{
  					// pack up all the ammo, this weapon is its own ammo type
  					pWeaponBox->PackAmmo( MAKE_STRING(pWeapon->pszAmmo1()), m_rgAmmo[ iAmmoIndex ] );
  					m_rgAmmo[ iAmmoIndex ] = 0; 
  
  				}
  				else
  				{
  					// pack half of the ammo
  					pWeaponBox->PackAmmo( MAKE_STRING(pWeapon->pszAmmo1()), m_rgAmmo[ iAmmoIndex ] / 2 );
  					m_rgAmmo[ iAmmoIndex ] /= 2; 
  				}
  
  			}
  
  			return;// we're done, so stop searching with the FOR loop.
  		}
  	}
  }
  
  //=========================================================
  // HasPlayerItem Does the player already have this item?
  //=========================================================
  BOOL CBasePlayer::HasPlayerItem( CBasePlayerItem *pCheckItem )
  {
  	CBasePlayerItem *pItem = m_rgpPlayerItems[pCheckItem->iItemSlot()];
  
  	while (pItem)
  	{
  		if (FClassnameIs( pItem->pev, STRING( pCheckItem->pev->classname) ))
  		{
  			return TRUE;
  		}
  		pItem = pItem->m_pNext;
  	}
  
  	return FALSE;
  }
  
  //=========================================================
  // HasNamedPlayerItem Does the player already have this item?
  //=========================================================
  BOOL CBasePlayer::HasNamedPlayerItem( const char *pszItemName )
  {
  	CBasePlayerItem *pItem;
  	int i;
   
  	for ( i = 0 ; i < MAX_ITEM_TYPES ; i++ )
  	{
  		pItem = m_rgpPlayerItems[ i ];
  		
  		while (pItem)
  		{
  			if ( !strcmp( pszItemName, STRING( pItem->pev->classname ) ) )
  			{
  				return TRUE;
  			}
  			pItem = pItem->m_pNext;
  		}
  	}
  
  	return FALSE;
  }
  
  //=========================================================
  // 
  //=========================================================
  BOOL CBasePlayer :: SwitchWeapon( CBasePlayerItem *pWeapon ) 
  {
  	if ( !pWeapon->CanDeploy() )
  	{
  		return FALSE;
  	}
  	
  	ResetAutoaim( );
  	
  	if (m_pActiveItem)
  	{
  		m_pActiveItem->Holster( );
  	}
  
  	m_pActiveItem = pWeapon;
  	pWeapon->Deploy( );
  
  	return TRUE;
  }
  
  void CBasePlayer::SetPrefsFromUserinfo(char* infobuffer)
  {
  	const char* value = g_engfuncs.pfnInfoKeyValue(infobuffer, "cl_autowepswitch");
  
  	if (*value)
  	{
  		m_iAutoWepSwitch = atoi(value);
  	}
  	else
  	{
  		m_iAutoWepSwitch = 1;
  	}
  }
  
  //=========================================================
  // Dead HEV suit prop
  //=========================================================
  class CDeadHEV : public CBaseMonster
  {
  public:
  	void Spawn( void );
  	int	Classify ( void ) { return	CLASS_HUMAN_MILITARY; }
  
  	void KeyValue( KeyValueData *pkvd );
  
  	int	m_iPose;// which sequence to display	-- temporary, don't need to save
  	static const char *m_szPoses[4];
  };
  
  const char *CDeadHEV::m_szPoses[] = { "deadback", "deadsitting", "deadstomach", "deadtable" };
  
  void CDeadHEV::KeyValue( KeyValueData *pkvd )
  {
  	if (FStrEq(pkvd->szKeyName, "pose"))
  	{
  		m_iPose = atoi(pkvd->szValue);
  		pkvd->fHandled = TRUE;
  	}
  	else 
  		CBaseMonster::KeyValue( pkvd );
  }
  
  LINK_ENTITY_TO_CLASS( monster_hevsuit_dead, CDeadHEV );
  
  //=========================================================
  // ********** DeadHEV SPAWN **********
  //=========================================================
  void CDeadHEV :: Spawn( void )
  {
  	PRECACHE_MODEL("models/player.mdl");
  	SET_MODEL(ENT(pev), "models/player.mdl");
  
  	pev->effects		= 0;
  	pev->yaw_speed		= 8;
  	pev->sequence		= 0;
  	pev->body			= 1;
  	m_bloodColor		= BLOOD_COLOR_RED;
  
  	pev->sequence = LookupSequence( m_szPoses[m_iPose] );
  
  	if (pev->sequence == -1)
  	{
  		ALERT ( at_console, "Dead hevsuit with bad pose\n" );
  		pev->sequence = 0;
  		pev->effects = EF_BRIGHTFIELD;
  	}
  
  	// Corpses have less health
  	pev->health			= 8;
  
  	MonsterInitDead();
  }
  
  
  class CStripWeapons : public CPointEntity
  {
  public:
  	void	Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
  
  private:
  };
  
  LINK_ENTITY_TO_CLASS( player_weaponstrip, CStripWeapons );
  
  void CStripWeapons :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
  {
  	CBasePlayer *pPlayer = NULL;
  
  	if ( pActivator && pActivator->IsPlayer() )
  	{
  		pPlayer = (CBasePlayer *)pActivator;
  	}
  	else if ( !g_pGameRules->IsDeathmatch() )
  	{
  		pPlayer = (CBasePlayer *)CBaseEntity::Instance( g_engfuncs.pfnPEntityOfEntIndex( 1 ) );
  	}
  
  	if ( pPlayer )
  		pPlayer->RemoveAllItems( FALSE );
  }
  
  
  class CRevertSaved : public CPointEntity
  {
  public:
  	void	Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
  	void	EXPORT MessageThink( void );
  	void	EXPORT LoadThink( void );
  	void	KeyValue( KeyValueData *pkvd );
  
  	virtual int		Save( CSave &save );
  	virtual int		Restore( CRestore &restore );
  	static	TYPEDESCRIPTION m_SaveData[];
  
  	inline	float	Duration( void ) { return pev->dmg_take; }
  	inline	float	HoldTime( void ) { return pev->dmg_save; }
  	inline	float	MessageTime( void ) { return m_messageTime; }
  	inline	float	LoadTime( void ) { return m_loadTime; }
  
  	inline	void	SetDuration( float duration ) { pev->dmg_take = duration; }
  	inline	void	SetHoldTime( float hold ) { pev->dmg_save = hold; }
  	inline	void	SetMessageTime( float time ) { m_messageTime = time; }
  	inline	void	SetLoadTime( float time ) { m_loadTime = time; }
  
  private:
  	float	m_messageTime;
  	float	m_loadTime;
  };
  
  LINK_ENTITY_TO_CLASS( player_loadsaved, CRevertSaved );
  
  TYPEDESCRIPTION	CRevertSaved::m_SaveData[] = 
  {
  	DEFINE_FIELD( CRevertSaved, m_messageTime, FIELD_FLOAT ),	// These are not actual times, but durations, so save as floats
  	DEFINE_FIELD( CRevertSaved, m_loadTime, FIELD_FLOAT ),
  };
  
  IMPLEMENT_SAVERESTORE( CRevertSaved, CPointEntity );
  
  void CRevertSaved :: KeyValue( KeyValueData *pkvd )
  {
  	if (FStrEq(pkvd->szKeyName, "duration"))
  	{
  		SetDuration( atof(pkvd->szValue) );
  		pkvd->fHandled = TRUE;
  	}
  	else if (FStrEq(pkvd->szKeyName, "holdtime"))
  	{
  		SetHoldTime( atof(pkvd->szValue) );
  		pkvd->fHandled = TRUE;
  	}
  	else if (FStrEq(pkvd->szKeyName, "messagetime"))
  	{
  		SetMessageTime( atof(pkvd->szValue) );
  		pkvd->fHandled = TRUE;
  	}
  	else if (FStrEq(pkvd->szKeyName, "loadtime"))
  	{
  		SetLoadTime( atof(pkvd->szValue) );
  		pkvd->fHandled = TRUE;
  	}
  	else 
  		CPointEntity::KeyValue( pkvd );
  }
  
  void CRevertSaved :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
  {
  	UTIL_ScreenFadeAll( pev->rendercolor, Duration(), HoldTime(), pev->renderamt, FFADE_OUT );
  	pev->nextthink = gpGlobals->time + MessageTime();
  	SetThink( &CRevertSaved::MessageThink );
  }
  
  
  void CRevertSaved :: MessageThink( void )
  {
  	UTIL_ShowMessageAll( STRING(pev->message) );
  	float nextThink = LoadTime() - MessageTime();
  	if ( nextThink > 0 ) 
  	{
  		pev->nextthink = gpGlobals->time + nextThink;
  		SetThink( &CRevertSaved::LoadThink );
  	}
  	else
  		LoadThink();
  }
  
  
  void CRevertSaved :: LoadThink( void )
  {
  	if ( !gpGlobals->deathmatch )
  	{
  		SERVER_COMMAND("reload\n");
  	}
  }
  
  
  //=========================================================
  // Multiplayer intermission spots.
  //=========================================================
  class CInfoIntermission:public CPointEntity
  {
  	void Spawn( void );
  	void Think( void );
  };
  
  void CInfoIntermission::Spawn( void )
  {
  	UTIL_SetOrigin( pev, pev->origin );
  	pev->solid = SOLID_NOT;
  	pev->effects = EF_NODRAW;
  	pev->v_angle = g_vecZero;
  
  	pev->nextthink = gpGlobals->time + 2;// let targets spawn!
  
  }
  
  void CInfoIntermission::Think ( void )
  {
  	edict_t *pTarget;
  
  	// find my target
  	pTarget = FIND_ENTITY_BY_TARGETNAME( NULL, STRING(pev->target) );
  
  	if ( !FNullEnt(pTarget) )
  	{
  		pev->v_angle = UTIL_VecToAngles( (pTarget->v.origin - pev->origin).Normalize() );
  		pev->v_angle.x = -pev->v_angle.x;
  	}
  }
  
  LINK_ENTITY_TO_CLASS( info_intermission, CInfoIntermission );
  
  