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

Return to Castle Wolfenstein multiplayer GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. 

This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (RTCW MP Source Code).  

RTCW MP Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

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

You should have received a copy of the GNU General Public License
along with RTCW MP Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

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



/*****************************************************************************
 * name:		be_aas_reach.c
 *
 * desc:		reachability calculations
 *
 *
 *****************************************************************************/

#include "../qcommon/q_shared.h"
#include "l_log.h"
#include "l_memory.h"
#include "l_script.h"
#include "l_libvar.h"
#include "l_precomp.h"
#include "l_struct.h"
#include "aasfile.h"
#include "botlib.h"
#include "be_aas.h"
#include "be_aas_funcs.h"
#include "be_aas_def.h"

extern int Sys_MilliSeconds( void );

//#include "../../../gladiator/bspc/aas_store.h"

extern botlib_import_t botimport;

//#define REACHDEBUG

//NOTE: all travel times are in hundreth of a second
//maximum fall delta before getting damaged

// Ridah, tweaked for Wolf AI
#define FALLDELTA_5DAMAGE                   25  //40
#define FALLDELTA_10DAMAGE                  40  //60
// done.

//maximum number of reachability links
#define AAS_MAX_REACHABILITYSIZE            65536
//number of areas reachability is calculated for each frame
#define REACHABILITYAREASPERCYCLE           15
//number of units reachability points are placed inside the areas
#define INSIDEUNITS                         2

// Ridah, tweaked this, routing issues around small areas
#define INSIDEUNITS_WALKEND             5   // original
//#define INSIDEUNITS_WALKEND					0.2		// new

// Ridah, added this for better walking off ledges
#define INSIDEUNITS_WALKOFFLEDGEEND         15

#define INSIDEUNITS_WALKSTART               0.1
#define INSIDEUNITS_WATERJUMP               15
//travel times in hundreth of a second

// Ridah, tweaked these for Wolf AI
#define WATERJUMP_TIME                      700 //7 seconds
#define TELEPORT_TIME                       50  //0.5 seconds
#define BARRIERJUMP_TIME                    900 //fixed value?
#define STARTCROUCH_TIME                    300 //3 sec to start crouching
#define STARTGRAPPLE_TIME                   500 //using the grapple costs a lot of time
#define STARTWALKOFFLEDGE_TIME              300 //3 seconds
#define STARTJUMP_TIME                      500 //3 seconds for jumping

#define FALLDAMAGE_5_TIME                   400 //extra travel time when falling hurts
#define FALLDAMAGE_10_TIME                  900 //extra travel time when falling hurts
// done.

//maximum height the bot may fall down when jumping
#define MAX_JUMPFALLHEIGHT                  450
//area flag used for weapon jumping
#define AREA_WEAPONJUMP                     8192    //valid area to weapon jump to
//number of reachabilities of each type
int reach_swim;         //swim
int reach_equalfloor;   //walk on floors with equal height
int reach_step;         //step up
int reach_walk;         //walk of step
int reach_barrier;      //jump up to a barrier
int reach_waterjump;    //jump out of water
int reach_walkoffledge; //walk of a ledge
int reach_jump;         //jump
int reach_ladder;       //climb or descent a ladder
int reach_teleport;     //teleport
int reach_elevator;     //use an elevator
int reach_funcbob;      //use a func bob
int reach_grapple;      //grapple hook
int reach_doublejump;   //double jump
int reach_rampjump;     //ramp jump
int reach_strafejump;   //strafe jump (just normal jump but further)
int reach_rocketjump;   //rocket jump
int reach_bfgjump;      //bfg jump
int reach_jumppad;      //jump pads
//if true grapple reachabilities are skipped
int calcgrapplereach;
//linked reachability
typedef struct aas_lreachability_s
{
	int areanum;                    //number of the reachable area
	int facenum;                    //number of the face towards the other area
	int edgenum;                    //number of the edge towards the other area
	vec3_t start;                   //start point of inter area movement
	vec3_t end;                     //end point of inter area movement
	int traveltype;                 //type of travel required to get to the area
	unsigned short int traveltime;  //travel time of the inter area movement
	//
	struct aas_lreachability_s *next;
} aas_lreachability_t;
//temporary reachabilities
aas_lreachability_t *reachabilityheap;  //heap with reachabilities
aas_lreachability_t *nextreachability;  //next free reachability from the heap
aas_lreachability_t **areareachability; //reachability links for every area
int numlreachabilities;

//===========================================================================
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
int AAS_BestReachableLinkArea( aas_link_t *areas ) {
	aas_link_t *link;

	for ( link = areas; link; link = link->next_area )
	{
		if ( AAS_AreaGrounded( link->areanum ) || AAS_AreaSwim( link->areanum ) ) {
			return link->areanum;
		} //end if
	} //end for
	  //
	for ( link = areas; link; link = link->next_area )
	{
		if ( link->areanum ) {
			return link->areanum;
		}
		//FIXME: cannot enable next line right now because the reachability
		// does not have to be calculated when the level items are loaded
		//if (AAS_AreaReachability(link->areanum)) return link->areanum;
	} //end for
	return 0;
} //end of the function AAS_BestReachableLinkArea
//===========================================================================
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
int AAS_BestReachableArea( vec3_t origin, vec3_t mins, vec3_t maxs, vec3_t goalorigin ) {
	int areanum, i, j, k, l;
	aas_link_t *areas;
	vec3_t absmins, absmaxs;
	//vec3_t bbmins, bbmaxs;
	vec3_t start, end;
	aas_trace_t trace;

	if ( !( *aasworld ).loaded ) {
		botimport.Print( PRT_ERROR, "AAS_BestReachableArea: aas not loaded\n" );
		return 0;
	} //end if
	  //find a point in an area
	VectorCopy( origin, start );
	areanum = AAS_PointAreaNum( start );
	//while no area found fudge around a little
	for ( i = 0; i < 5 && !areanum; i++ )
	{
		for ( j = 0; j < 5 && !areanum; j++ )
		{
			for ( k = -1; k <= 1 && !areanum; k++ )
			{
				for ( l = -1; l <= 1 && !areanum; l++ )
				{
					VectorCopy( origin, start );
					start[0] += (float) j * 4 * k;
					start[1] += (float) j * 4 * l;
					start[2] += (float) i * 4;
					areanum = AAS_PointAreaNum( start );
				} //end for
			} //end for
		} //end for
	} //end for
	  //if an area was found
	if ( areanum ) {
		//drop client bbox down and try again
		VectorCopy( start, end );
		start[2] += 0.25;
		end[2] -= 50;
		trace = AAS_TraceClientBBox( start, end, PRESENCE_CROUCH, -1 );
		if ( !trace.startsolid ) {
			areanum = AAS_PointAreaNum( trace.endpos );
			VectorCopy( trace.endpos, goalorigin );
			//FIXME: cannot enable next line right now because the reachability
			// does not have to be calculated when the level items are loaded
			//if the origin is in an area with reachability
			//if (AAS_AreaReachability(areanum)) return areanum;
			if ( areanum ) {
				return areanum;
			}
		} //end if
		else
		{
			//it can very well happen that the AAS_PointAreaNum function tells that
			//a point is in an area and that starting an AAS_TraceClientBBox from that
			//point will return trace.startsolid qtrue
			/*
			if (AAS_PointAreaNum(start))
			{
				Log_Write("point %f %f %f in area %d but trace startsolid", start[0], start[1], start[2], areanum);
				AAS_DrawPermanentCross(start, 4, LINECOLOR_RED);
			} //end if
			botimport.Print(PRT_MESSAGE, "AAS_BestReachableArea: start solid\n");
			*/
			VectorCopy( start, goalorigin );
			return areanum;
		} //end else
	} //end if
	  //
	  //AAS_PresenceTypeBoundingBox(PRESENCE_CROUCH, bbmins, bbmaxs);
	  //NOTE: the goal origin does not have to be in the goal area
	  // because the bot will have to move towards the item origin anyway
	VectorCopy( origin, goalorigin );
	//
	VectorAdd( origin, mins, absmins );
	VectorAdd( origin, maxs, absmaxs );
	//add bounding box size
	//VectorSubtract(absmins, bbmaxs, absmins);
	//VectorSubtract(absmaxs, bbmins, absmaxs);
	//link an invalid (-1) entity
	areas = AAS_AASLinkEntity( absmins, absmaxs, -1 );
	//get the reachable link arae
	areanum = AAS_BestReachableLinkArea( areas );
	//unlink the invalid entity
	AAS_UnlinkFromAreas( areas );
	//
	return areanum;
} //end of the function AAS_BestReachableArea
//===========================================================================
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
void AAS_SetupReachabilityHeap( void ) {
	int i;

	reachabilityheap = (aas_lreachability_t *) GetClearedMemory(
		AAS_MAX_REACHABILITYSIZE * sizeof( aas_lreachability_t ) );
	for ( i = 0; i < AAS_MAX_REACHABILITYSIZE - 1; i++ )
	{
		reachabilityheap[i].next = &reachabilityheap[i + 1];
	} //end for
	reachabilityheap[AAS_MAX_REACHABILITYSIZE - 1].next = NULL;
	nextreachability = reachabilityheap;
	numlreachabilities = 0;
} //end of the function AAS_InitReachabilityHeap
//===========================================================================
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
void AAS_ShutDownReachabilityHeap( void ) {
	FreeMemory( reachabilityheap );
	numlreachabilities = 0;
} //end of the function AAS_ShutDownReachabilityHeap
//===========================================================================
// returns a reachability link
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
aas_lreachability_t *AAS_AllocReachability( void ) {
	aas_lreachability_t *r;

	if ( !nextreachability ) {
		return NULL;
	}
	//make sure the error message only shows up once
	if ( !nextreachability->next ) {
		AAS_Error( "AAS_MAX_REACHABILITYSIZE\n" );
	}
	//
	r = nextreachability;
	nextreachability = nextreachability->next;
	numlreachabilities++;
	return r;
} //end of the function AAS_AllocReachability
//===========================================================================
// frees a reachability link
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
void AAS_FreeReachability( aas_lreachability_t *lreach ) {
	memset( lreach, 0, sizeof( aas_lreachability_t ) );

	lreach->next = nextreachability;
	nextreachability = lreach;
	numlreachabilities--;
} //end of the function AAS_FreeReachability
//===========================================================================
// returns qtrue if the area has reachability links
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
int AAS_AreaReachability( int areanum ) {
	if ( areanum < 0 || areanum >= ( *aasworld ).numareas ) {
		AAS_Error( "AAS_AreaReachability: areanum %d out of range\n", areanum );
		return 0;
	} //end if
	return ( *aasworld ).areasettings[areanum].numreachableareas;
} //end of the function AAS_AreaReachability
//===========================================================================
// returns the surface area of the given face
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
float AAS_FaceArea( aas_face_t *face ) {
	int i, edgenum, side;
	float total;
	vec_t *v;
	vec3_t d1, d2, cross;
	aas_edge_t *edge;

	edgenum = ( *aasworld ).edgeindex[face->firstedge];
	side = edgenum < 0;
	edge = &( *aasworld ).edges[abs( edgenum )];
	v = ( *aasworld ).vertexes[edge->v[side]];

	total = 0;
	for ( i = 1; i < face->numedges - 1; i++ )
	{
		edgenum = ( *aasworld ).edgeindex[face->firstedge + i];
		side = edgenum < 0;
		edge = &( *aasworld ).edges[abs( edgenum )];
		VectorSubtract( ( *aasworld ).vertexes[edge->v[side]], v, d1 );
		VectorSubtract( ( *aasworld ).vertexes[edge->v[!side]], v, d2 );
		CrossProduct( d1, d2, cross );
		total += 0.5 * VectorLength( cross );
	} //end for
	return total;
} //end of the function AAS_FaceArea
//===========================================================================
// returns the volume of an area
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
float AAS_AreaVolume( int areanum ) {
	int i, edgenum, facenum;
	vec_t d, a, volume;
	vec3_t corner;
	aas_plane_t *plane;
	aas_edge_t *edge;
	aas_face_t *face;
	aas_area_t *area;

	area = &( *aasworld ).areas[areanum];
	facenum = ( *aasworld ).faceindex[area->firstface];
	face = &( *aasworld ).faces[abs( facenum )];
	edgenum = ( *aasworld ).edgeindex[face->firstedge];
	edge = &( *aasworld ).edges[abs( edgenum )];
	//
	VectorCopy( ( *aasworld ).vertexes[edge->v[0]], corner );

	//make tetrahedrons to all other faces
	volume = 0;
	for ( i = 0; i < area->numfaces; i++ )
	{
		facenum = abs( ( *aasworld ).faceindex[area->firstface + i] );
		face = &( *aasworld ).faces[facenum];
		plane = &( *aasworld ).planes[face->planenum];
		d = -( DotProduct( corner, plane->normal ) - plane->dist );
		a = AAS_FaceArea( face );
		volume += d * a;
	} //end for

	volume /= 3;
	return volume;
} //end of the function AAS_AreaVolume
//===========================================================================
// returns the surface area of all ground faces together of the area
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
float AAS_AreaGroundFaceArea( int areanum ) {
	int i;
	float total;
	aas_area_t *area;
	aas_face_t *face;

	total = 0;
	area = &( *aasworld ).areas[areanum];
	for ( i = 0; i < area->numfaces; i++ )
	{
		face = &( *aasworld ).faces[abs( ( *aasworld ).faceindex[area->firstface + i] )];
		if ( !( face->faceflags & FACE_GROUND ) ) {
			continue;
		}
		//
		total += AAS_FaceArea( face );
	} //end for
	return total;
} //end of the function AAS_AreaGroundFaceArea
//===========================================================================
// returns the center of a face
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
void AAS_FaceCenter( int facenum, vec3_t center ) {
	int i;
	float scale;
	aas_face_t *face;
	aas_edge_t *edge;

	face = &( *aasworld ).faces[facenum];

	VectorClear( center );
	for ( i = 0; i < face->numedges; i++ )
	{
		edge = &( *aasworld ).edges[abs( ( *aasworld ).edgeindex[face->firstedge + i] )];
		VectorAdd( center, ( *aasworld ).vertexes[edge->v[0]], center );
		VectorAdd( center, ( *aasworld ).vertexes[edge->v[1]], center );
	} //end for
	scale = 0.5 / face->numedges;
	VectorScale( center, scale, center );
} //end of the function AAS_FaceCenter
//===========================================================================
// returns the maximum distance a player can fall before being damaged
// damage = deltavelocity*deltavelocity  * 0.0001
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
int AAS_FallDamageDistance( void ) {
	float maxzvelocity, gravity, t;

	maxzvelocity = sqrt( 30 * 10000 );
	gravity = aassettings.sv_gravity;
	t = maxzvelocity / gravity;
	return 0.5 * gravity * t * t;
} //end of the function AAS_FallDamageDistance
//===========================================================================
// distance = 0.5 * gravity * t * t
// vel = t * gravity
// damage = vel * vel * 0.0001
//
// Parameter:			-
// Returns:				-
// Changes Globals:		-
//===========================================================================
float AAS_FallDelta( float distance ) {
	float t, delta, gravity;

	gravity = aassettings.sv_gravity;
	t = sqrt( fabs( distance ) * 2 / gravity );
	delta = t * gravity;
	return delta * delta * 0.0001;
} //end of the function AAS_FallDelta
//===========================================================================
//
// Parameter:			-
// Returns:				-
// Changes Globals:		-
//===========================================================================
float AAS_MaxJumpHeight( float sv_jumpvel ) {
	float sv_gravity;

	sv_gravity = aassettings.sv_gravity;
	//maximum height a player can jump with the given initial z velocity
	return 0.5 * sv_gravity * ( sv_jumpvel / sv_gravity ) * ( sv_jumpvel / sv_gravity );
} //end of the function MaxJumpHeight
//===========================================================================
// returns true if a player can only crouch in the area
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
float AAS_MaxJumpDistance( float sv_jumpvel ) {
	float sv_gravity, sv_maxvelocity, t;

	sv_gravity = aassettings.sv_gravity;
	sv_maxvelocity = aassettings.sv_maxvelocity;
	//time a player takes to fall the height
	t = sqrt( MAX_JUMPFALLHEIGHT / ( 0.5 * sv_gravity ) );
	//maximum distance
	return sv_maxvelocity * ( t + sv_jumpvel / sv_gravity );
} //end of the function AAS_MaxJumpDistance
//===========================================================================
// returns true if a player can only crouch in the area
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
int AAS_AreaCrouch( int areanum ) {
	if ( !( ( *aasworld ).areasettings[areanum].presencetype & PRESENCE_NORMAL ) ) {
		return qtrue;
	} else { return qfalse;}
} //end of the function AAS_AreaCrouch
//===========================================================================
// returns qtrue if it is possible to swim in the area
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
int AAS_AreaSwim( int areanum ) {
	if ( ( *aasworld ).areasettings[areanum].areaflags & AREA_LIQUID ) {
		return qtrue;
	} else { return qfalse;}
} //end of the function AAS_AreaSwim
//===========================================================================
// returns qtrue if the area contains a liquid
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
int AAS_AreaLiquid( int areanum ) {
	if ( ( *aasworld ).areasettings[areanum].areaflags & AREA_LIQUID ) {
		return qtrue;
	} else { return qfalse;}
} //end of the function AAS_AreaLiquid
//===========================================================================
//
// Parameter:			-
// Returns:				-
// Changes Globals:		-
//===========================================================================
int AAS_AreaLava( int areanum ) {
	return ( ( *aasworld ).areasettings[areanum].contents & AREACONTENTS_LAVA );
} //end of the function AAS_AreaLava
//===========================================================================
//
// Parameter:			-
// Returns:				-
// Changes Globals:		-
//===========================================================================
int AAS_AreaSlime( int areanum ) {
	return ( ( *aasworld ).areasettings[areanum].contents & AREACONTENTS_SLIME );
} //end of the function AAS_AreaSlime
//===========================================================================
// returns qtrue if the area contains ground faces
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
int AAS_AreaGrounded( int areanum ) {
	return ( ( *aasworld ).areasettings[areanum].areaflags & AREA_GROUNDED );
} //end of the function AAS_AreaGround
//===========================================================================
// returns true if the area contains ladder faces
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
int AAS_AreaLadder( int areanum ) {
	return ( ( *aasworld ).areasettings[areanum].areaflags & AREA_LADDER );
} //end of the function AAS_AreaLadder
//===========================================================================
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
int AAS_AreaJumpPad( int areanum ) {
	return ( ( *aasworld ).areasettings[areanum].contents & AREACONTENTS_JUMPPAD );
} //end of the function AAS_AreaJumpPad
//===========================================================================
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
int AAS_AreaTeleporter( int areanum ) {
	return ( ( *aasworld ).areasettings[areanum].contents & AREACONTENTS_TELEPORTER );
} //end of the function AAS_AreaTeleporter
//===========================================================================
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
int AAS_AreaDoNotEnter( int areanum ) {
	return ( ( *aasworld ).areasettings[areanum].contents & AREACONTENTS_DONOTENTER );
} //end of the function AAS_AreaDoNotEnter
//===========================================================================
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
int AAS_AreaDoNotEnterLarge( int areanum ) {
	return ( ( *aasworld ).areasettings[areanum].contents & AREACONTENTS_DONOTENTER_LARGE );
} //end of the function AAS_AreaDoNotEnter
//===========================================================================
// returns the time it takes perform a barrier jump
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
unsigned short int AAS_BarrierJumpTravelTime( void ) {
	return aassettings.sv_jumpvel / ( aassettings.sv_gravity * 0.1 );
} //end op the function AAS_BarrierJumpTravelTime
//===========================================================================
// returns true if there already exists a reachability from area1 to area2
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
qboolean AAS_ReachabilityExists( int area1num, int area2num ) {
	aas_lreachability_t *r;

	for ( r = areareachability[area1num]; r; r = r->next )
	{
		if ( r->areanum == area2num ) {
			return qtrue;
		}
	} //end for
	return qfalse;
} //end of the function AAS_ReachabilityExists
//===========================================================================
// returns true if there is a solid just after the end point when going
// from start to end
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
int AAS_NearbySolidOrGap( vec3_t start, vec3_t end ) {
	vec3_t dir, testpoint;
	int areanum;

	VectorSubtract( end, start, dir );
	dir[2] = 0;
	VectorNormalize( dir );
	VectorMA( end, 48, dir, testpoint );

	areanum = AAS_PointAreaNum( testpoint );
	if ( !areanum ) {
		testpoint[2] += 16;
		areanum = AAS_PointAreaNum( testpoint );
		if ( !areanum ) {
			return qtrue;
		}
	} //end if
	VectorMA( end, 64, dir, testpoint );
	areanum = AAS_PointAreaNum( testpoint );
	if ( areanum ) {
		if ( !AAS_AreaSwim( areanum ) && !AAS_AreaGrounded( areanum ) ) {
			return qtrue;
		}
	} //end if
	return qfalse;
} //end of the function AAS_SolidGapTime
//===========================================================================
// searches for swim reachabilities between adjacent areas
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
int AAS_Reachability_Swim( int area1num, int area2num ) {
	int i, j, face1num, face2num, side1;
	aas_area_t *area1, *area2;
	aas_lreachability_t *lreach;
	aas_face_t *face1;
	aas_plane_t *plane;
	vec3_t start;

	if ( !AAS_AreaSwim( area1num ) || !AAS_AreaSwim( area2num ) ) {
		return qfalse;
	}
	//if the second area is crouch only
	if ( !( ( *aasworld ).areasettings[area2num].presencetype & PRESENCE_NORMAL ) ) {
		return qfalse;
	}

	area1 = &( *aasworld ).areas[area1num];
	area2 = &( *aasworld ).areas[area2num];

	//if the areas are not near enough
	for ( i = 0; i < 3; i++ )
	{
		if ( area1->mins[i] > area2->maxs[i] + 10 ) {
			return qfalse;
		}
		if ( area1->maxs[i] < area2->mins[i] - 10 ) {
			return qfalse;
		}
	} //end for
	  //find a shared face and create a reachability link
	for ( i = 0; i < area1->numfaces; i++ )
	{
		face1num = ( *aasworld ).faceindex[area1->firstface + i];
		side1 = face1num < 0;
		face1num = abs( face1num );
		//
		for ( j = 0; j < area2->numfaces; j++ )
		{
			face2num = abs( ( *aasworld ).faceindex[area2->firstface + j] );
			//
			if ( face1num == face2num ) {
				AAS_FaceCenter( face1num, start );
				//
				if ( AAS_PointContents( start ) & ( CONTENTS_LAVA | CONTENTS_SLIME | CONTENTS_WATER ) ) {
					//
					face1 = &( *aasworld ).faces[face1num];
					//create a new reachability link
					lreach = AAS_AllocReachability();
					if ( !lreach ) {
						return qfalse;
					}
					lreach->areanum = area2num;
					lreach->facenum = face1num;
					lreach->edgenum = 0;
					VectorCopy( start, lreach->start );
					plane = &( *aasworld ).planes[face1->planenum ^ side1];
					VectorMA( lreach->start, INSIDEUNITS, plane->normal, lreach->end );
					lreach->traveltype = TRAVEL_SWIM;
					lreach->traveltime = 1;
					//if the volume of the area is rather small
					if ( AAS_AreaVolume( area2num ) < 800 ) {
						lreach->traveltime += 200;
					}
					//if (!(AAS_PointContents(start) & MASK_WATER)) lreach->traveltime += 500;
					//link the reachability
					lreach->next = areareachability[area1num];
					areareachability[area1num] = lreach;
					reach_swim++;
					return qtrue;
				} //end if
			} //end if
		} //end for
	} //end for
	return qfalse;
} //end of the function AAS_Reachability_Swim
//===========================================================================
// searches for reachabilities between adjacent areas with equal floor
// heights
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
int AAS_Reachability_EqualFloorHeight( int area1num, int area2num ) {
	int i, j, edgenum, edgenum1, edgenum2, foundreach, side;
	float height, bestheight, length, bestlength;
	vec3_t dir, start, end, normal, invgravity, gravitydirection = {0, 0, -1};
	vec3_t edgevec;
	aas_area_t *area1, *area2;
	aas_face_t *face1, *face2;
	aas_edge_t *edge;
	aas_plane_t *plane2;
	aas_lreachability_t lr, *lreach;

	if ( !AAS_AreaGrounded( area1num ) || !AAS_AreaGrounded( area2num ) ) {
		return qfalse;
	}

	area1 = &( *aasworld ).areas[area1num];
	area2 = &( *aasworld ).areas[area2num];
	//if the areas are not near enough in the x-y direction
	for ( i = 0; i < 2; i++ )
	{
		if ( area1->mins[i] > area2->maxs[i] + 10 ) {
			return qfalse;
		}
		if ( area1->maxs[i] < area2->mins[i] - 10 ) {
			return qfalse;
		}
	} //end for
	  //if area 2 is too high above area 1
	if ( area2->mins[2] > area1->maxs[2] ) {
		return qfalse;
	}
	//
	VectorCopy( gravitydirection, invgravity );
	VectorInverse( invgravity );
	//
	bestheight = 99999;
	bestlength = 0;
	foundreach = qfalse;
	memset( &lr, 0, sizeof( aas_lreachability_t ) ); //make the compiler happy
	//
	//check if the areas have ground faces with a common edge
	//if existing use the lowest common edge for a reachability link
	for ( i = 0; i < area1->numfaces; i++ )
	{
		face1 = &( *aasworld ).faces[abs( ( *aasworld ).faceindex[area1->firstface + i] )];
		if ( !( face1->faceflags & FACE_GROUND ) ) {
			continue;
		}
		//
		for ( j = 0; j < area2->numfaces; j++ )
		{
			face2 = &( *aasworld ).faces[abs( ( *aasworld ).faceindex[area2->firstface + j] )];
			if ( !( face2->faceflags & FACE_GROUND ) ) {
				continue;
			}
			//if there is a common edge
			for ( edgenum1 = 0; edgenum1 < face1->numedges; edgenum1++ )
			{
				for ( edgenum2 = 0; edgenum2 < face2->numedges; edgenum2++ )
				{
					if ( abs( ( *aasworld ).edgeindex[face1->firstedge + edgenum1] ) !=
						 abs( ( *aasworld ).edgeindex[face2->firstedge + edgenum2] ) ) {
						continue;
					}
					edgenum = ( *aasworld ).edgeindex[face1->firstedge + edgenum1];
					side = edgenum < 0;
					edge = &( *aasworld ).edges[abs( edgenum )];
					//get the length of the edge
					VectorSubtract( ( *aasworld ).vertexes[edge->v[1]],
									( *aasworld ).vertexes[edge->v[0]], dir );
					length = VectorLength( dir );
					//get the start point
					VectorAdd( ( *aasworld ).vertexes[edge->v[0]],
							   ( *aasworld ).vertexes[edge->v[1]], start );
					VectorScale( start, 0.5, start );
					VectorCopy( start, end );
					//get the end point several units inside area2
					//and the start point several units inside area1
					//NOTE: normal is pointing into area2 because the
					//face edges are stored counter clockwise
					VectorSubtract( ( *aasworld ).vertexes[edge->v[side]],
									( *aasworld ).vertexes[edge->v[!side]], edgevec );
					plane2 = &( *aasworld ).planes[face2->planenum];
					CrossProduct( edgevec, plane2->normal, normal );
					VectorNormalize( normal );
					//
					//VectorMA(start, -1, normal, start);
					VectorMA( end, INSIDEUNITS_WALKEND, normal, end );
					VectorMA( start, INSIDEUNITS_WALKSTART, normal, start );
					end[2] += 0.125;
					//
					height = DotProduct( invgravity, start );
					//NOTE: if there's nearby solid or a gap area after this area
					//disabled this crap
					//if (AAS_NearbySolidOrGap(start, end)) height += 200;
					//NOTE: disabled because it disables reachabilities to very small areas
					//if (AAS_PointAreaNum(end) != area2num) continue;
					//get the longest lowest edge
					if ( height < bestheight ||
						 ( height < bestheight + 1 && length > bestlength ) ) {
						bestheight = height;
						bestlength = length;
						//create a new reachability link
						lr.areanum = area2num;
						lr.facenum = 0;
						lr.edgenum = edgenum;
						VectorCopy( start, lr.start );
						VectorCopy( end, lr.end );
						lr.traveltype = TRAVEL_WALK;
						lr.traveltime = 1;
						foundreach = qtrue;
					} //end if
				} //end for
			} //end for
		} //end for
	} //end for
	if ( foundreach ) {
		//create a new reachability link
		lreach = AAS_AllocReachability();
		if ( !lreach ) {
			return qfalse;
		}
		lreach->areanum = lr.areanum;
		lreach->facenum = lr.facenum;
		lreach->edgenum = lr.edgenum;
		VectorCopy( lr.start, lreach->start );
		VectorCopy( lr.end, lreach->end );
		lreach->traveltype = lr.traveltype;
		lreach->traveltime = lr.traveltime;
		lreach->next = areareachability[area1num];
		areareachability[area1num] = lreach;
		//if going into a crouch area
		if ( !AAS_AreaCrouch( area1num ) && AAS_AreaCrouch( area2num ) ) {
			lreach->traveltime += STARTCROUCH_TIME;
		} //end if
		  /*
		  //NOTE: if there's nearby solid or a gap area after this area
		  if (!AAS_NearbySolidOrGap(lreach->start, lreach->end))
		  {
			  lreach->traveltime += 100;
		  } //end if
		  */
		  //avoid rather small areas
		  //if (AAS_AreaGroundFaceArea(lreach->areanum) < 500) lreach->traveltime += 100;
		  //
		reach_equalfloor++;
		return qtrue;
	} //end if
	return qfalse;
} //end of the function AAS_Reachability_EqualFloorHeight
//===========================================================================
// searches step, barrier, waterjump and walk off ledge reachabilities
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
int AAS_Reachability_Step_Barrier_WaterJump_WalkOffLedge( int area1num, int area2num ) {
	int i, j, k, l, edge1num, edge2num;
	int ground_bestarea2groundedgenum, ground_foundreach;
	int water_bestarea2groundedgenum, water_foundreach;
	int side1, area1swim, faceside1, groundface1num;
	float dist, dist1, dist2, diff, ortdot;
	//float invgravitydot;
	float x1, x2, x3, x4, y1, y2, y3, y4, tmp, y;
	float length, ground_bestlength, water_bestlength, ground_bestdist, water_bestdist;
	vec3_t v1, v2, v3, v4, tmpv, p1area1, p1area2, p2area1, p2area2;
	vec3_t normal, ort, edgevec, start, end, dir;
	vec3_t ground_beststart = {0, 0, 0}, ground_bestend = {0, 0, 0}, ground_bestnormal = {0, 0, 0};
	vec3_t water_beststart = {0, 0, 0}, water_bestend = {0, 0, 0}, water_bestnormal = {0, 0, 0};
	vec3_t invgravity = {0, 0, 1};
	vec3_t testpoint;
	aas_plane_t *plane;
	aas_area_t *area1, *area2;
	aas_face_t *groundface1, *groundface2;
	aas_edge_t *edge1, *edge2;
	aas_lreachability_t *lreach;
	aas_trace_t trace;

	//must be able to walk or swim in the first area
	if ( !AAS_AreaGrounded( area1num ) && !AAS_AreaSwim( area1num ) ) {
		return qfalse;
	}
	//
	if ( !AAS_AreaGrounded( area2num ) && !AAS_AreaSwim( area2num ) ) {
		return qfalse;
	}
	//
	area1 = &( *aasworld ).areas[area1num];
	area2 = &( *aasworld ).areas[area2num];
	//if the first area contains a liquid
	area1swim = AAS_AreaSwim( area1num );
	//if the areas are not near enough in the x-y direction
	for ( i = 0; i < 2; i++ )
	{
		if ( area1->mins[i] > area2->maxs[i] + 10 ) {
			return qfalse;
		}
		if ( area1->maxs[i] < area2->mins[i] - 10 ) {
			return qfalse;
		}
	} //end for
	  //
	ground_foundreach = qfalse;
	ground_bestdist = 99999;
	ground_bestlength = 0;
	ground_bestarea2groundedgenum = 0;
	//
	water_foundreach = qfalse;
	water_bestdist = 99999;
	water_bestlength = 0;
	water_bestarea2groundedgenum = 0;
	//
	for ( i = 0; i < area1->numfaces; i++ )
	{
		groundface1num = ( *aasworld ).faceindex[area1->firstface + i];
		faceside1 = groundface1num < 0;
		groundface1 = &( *aasworld ).faces[abs( groundface1num )];
		//if this isn't a ground face
		if ( !( groundface1->faceflags & FACE_GROUND ) ) {
			//if we can swim in the first area
			if ( area1swim ) {
				//face plane must be more or less horizontal
				plane = &( *aasworld ).planes[groundface1->planenum ^ ( !faceside1 )];
				if ( DotProduct( plane->normal, invgravity ) < 0.7 ) {
					continue;
				}
			} //end if
			else
			{
				//if we can't swim in the area it must be a ground face
				continue;
			} //end else
		} //end if
		  //
		for ( k = 0; k < groundface1->numedges; k++ )
		{
			edge1num = ( *aasworld ).edgeindex[groundface1->firstedge + k];
			side1 = ( edge1num < 0 );
			//NOTE: for water faces we must take the side area 1 is
			// on into account because the face is shared and doesn't
			// have to be oriented correctly
			if ( !( groundface1->faceflags & FACE_GROUND ) ) {
				side1 = ( side1 == faceside1 );
			}
			edge1num = abs( edge1num );
			edge1 = &( *aasworld ).edges[edge1num];
			//vertexes of the edge
			VectorCopy( ( *aasworld ).vertexes[edge1->v[!side1]], v1 );
			VectorCopy( ( *aasworld ).vertexes[edge1->v[side1]], v2 );
			//get a vertical plane through the edge
			//NOTE: normal is pointing into area 2 because the
			//face edges are stored counter clockwise
			VectorSubtract( v2, v1, edgevec );
			CrossProduct( edgevec, invgravity, normal );
			VectorNormalize( normal );
			dist = DotProduct( normal, v1 );
			//check the faces from the second area
			for ( j = 0; j < area2->numfaces; j++ )
			{
				groundface2 = &( *aasworld ).faces[abs( ( *aasworld ).faceindex[area2->firstface + j] )];
				//must be a ground face
				if ( !( groundface2->faceflags & FACE_GROUND ) ) {
					continue;
				}
				//check the edges of this ground face
				for ( l = 0; l < groundface2->numedges; l++ )
				{
					edge2num = abs( ( *aasworld ).edgeindex[groundface2->firstedge + l] );
					edge2 = &( *aasworld ).edges[edge2num];
					//vertexes of the edge
					VectorCopy( ( *aasworld ).vertexes[edge2->v[0]], v3 );
					VectorCopy( ( *aasworld ).vertexes[edge2->v[1]], v4 );
					//check the distance between the two points and the vertical plane
					//through the edge of area1
					diff = DotProduct( normal, v3 ) - dist;
					if ( diff < -0.1 || diff > 0.1 ) {
						continue;
					}
					diff = DotProduct( normal, v4 ) - dist;
					if ( diff < -0.1 || diff > 0.1 ) {
						continue;
					}
					//
					//project the two ground edges into the step side plane
					//and calculate the shortest distance between the two
					//edges if they overlap in the direction orthogonal to
					//the gravity direction
					CrossProduct( invgravity, normal, ort );
					//invgravitydot = DotProduct( invgravity, invgravity );
					ortdot = DotProduct( ort, ort );
					//projection into the step plane
					//NOTE: since gravity is vertical this is just the z coordinate
					y1 = v1[2]; //DotProduct(v1, invgravity) / invgravitydot;
					y2 = v2[2]; //DotProduct(v2, invgravity) / invgravitydot;
					y3 = v3[2]; //DotProduct(v3, invgravity) / invgravitydot;
					y4 = v4[2]; //DotProduct(v4, invgravity) / invgravitydot;
					//
					x1 = DotProduct( v1, ort ) / ortdot;
					x2 = DotProduct( v2, ort ) / ortdot;
					x3 = DotProduct( v3, ort ) / ortdot;
					x4 = DotProduct( v4, ort ) / ortdot;
					//
					if ( x1 > x2 ) {
						tmp = x1; x1 = x2; x2 = tmp;
						tmp = y1; y1 = y2; y2 = tmp;
						VectorCopy( v1, tmpv ); VectorCopy( v2, v1 ); VectorCopy( tmpv, v2 );
					} //end if
					if ( x3 > x4 ) {
						tmp = x3; x3 = x4; x4 = tmp;
						tmp = y3; y3 = y4; y4 = tmp;
						VectorCopy( v3, tmpv ); VectorCopy( v4, v3 ); VectorCopy( tmpv, v4 );
					} //end if
					  //if the two projected edge lines have no overlap
					if ( x2 <= x3 || x4 <= x1 ) {
//						Log_Write("lines no overlap: from area %d to %d\r\n", area1num, area2num);
						continue;
					} //end if
					  //if the two lines fully overlap
					if ( ( x1 - 0.5 < x3 && x4 < x2 + 0.5 ) &&
						 ( x3 - 0.5 < x1 && x2 < x4 + 0.5 ) ) {
						dist1 = y3 - y1;
						dist2 = y4 - y2;
						VectorCopy( v1, p1area1 );
						VectorCopy( v2, p2area1 );
						VectorCopy( v3, p1area2 );
						VectorCopy( v4, p2area2 );
					} //end if
					else
					{
						//if the points are equal
						if ( x1 > x3 - 0.1 && x1 < x3 + 0.1 ) {
							dist1 = y3 - y1;
							VectorCopy( v1, p1area1 );
							VectorCopy( v3, p1area2 );
						} //end if
						else if ( x1 < x3 ) {
							y = y1 + ( x3 - x1 ) * ( y2 - y1 ) / ( x2 - x1 );
							dist1 = y3 - y;
							VectorCopy( v3, p1area1 );
							p1area1[2] = y;
							VectorCopy( v3, p1area2 );
						} //end if
						else
						{
							y = y3 + ( x1 - x3 ) * ( y4 - y3 ) / ( x4 - x3 );
							dist1 = y - y1;
							VectorCopy( v1, p1area1 );
							VectorCopy( v1, p1area2 );
							p1area2[2] = y;
						} //end if
						  //if the points are equal
						if ( x2 > x4 - 0.1 && x2 < x4 + 0.1 ) {
							dist2 = y4 - y2;
							VectorCopy( v2, p2area1 );
							VectorCopy( v4, p2area2 );
						} //end if
						else if ( x2 < x4 ) {
							y = y3 + ( x2 - x3 ) * ( y4 - y3 ) / ( x4 - x3 );
							dist2 = y - y2;
							VectorCopy( v2, p2area1 );
							VectorCopy( v2, p2area2 );
							p2area2[2] = y;
						} //end if
						else
						{
							y = y1 + ( x4 - x1 ) * ( y2 - y1 ) / ( x2 - x1 );
							dist2 = y4 - y;
							VectorCopy( v4, p2area1 );
							p2area1[2] = y;
							VectorCopy( v4, p2area2 );
						} //end else
					} //end else
					  //if both distances are pretty much equal
					  //then we take the middle of the points
					if ( dist1 > dist2 - 1 && dist1 < dist2 + 1 ) {
						dist = dist1;
						VectorAdd( p1area1, p2area1, start );
						VectorScale( start, 0.5, start );
						VectorAdd( p1area2, p2area2, end );
						VectorScale( end, 0.5, end );
					} //end if
					else if ( dist1 < dist2 ) {
						dist = dist1;
						VectorCopy( p1area1, start );
						VectorCopy( p1area2, end );
					} //end else if
					else
					{
						dist = dist2;
						VectorCopy( p2area1, start );
						VectorCopy( p2area2, end );
					} //end else
					  //get the length of the overlapping part of the edges of the two areas
					VectorSubtract( p2area2, p1area2, dir );
					length = VectorLength( dir );
					//
					if ( groundface1->faceflags & FACE_GROUND ) {
						//if the vertical distance is smaller
						if ( dist < ground_bestdist ||
							 //or the vertical distance is pretty much the same
							 //but the overlapping part of the edges is longer
							 ( dist < ground_bestdist + 1 && length > ground_bestlength ) ) {
							ground_bestdist = dist;
							ground_bestlength = length;
							ground_foundreach = qtrue;
							ground_bestarea2groundedgenum = edge1num;
							//best point towards area1
							VectorCopy( start, ground_beststart );
							//normal is pointing into area2
							VectorCopy( normal, ground_bestnormal );
							//best point towards area2
							VectorCopy( end, ground_bestend );
						} //end if
					} //end if
					else
					{
						//if the vertical distance is smaller
						if ( dist < water_bestdist ||
							 //or the vertical distance is pretty much the same
							 //but the overlapping part of the edges is longer
							 ( dist < water_bestdist + 1 && length > water_bestlength ) ) {
							water_bestdist = dist;
							water_bestlength = length;
							water_foundreach = qtrue;
							water_bestarea2groundedgenum = edge1num;
							//best point towards area1
							VectorCopy( start, water_beststart );
							//normal is pointing into area2
							VectorCopy( normal, water_bestnormal );
							//best point towards area2
							VectorCopy( end, water_bestend );
						} //end if
					} //end else
				} //end for
			} //end for
		} //end for
	} //end for
	  //
	  // NOTE: swim reachabilities are already filtered out
	  //
	  // Steps
	  //
	  //        ---------
	  //        |          step height -> TRAVEL_WALK
	  //--------|
	  //
	  //        ---------
	  //~~~~~~~~|          step height and low water -> TRAVEL_WALK
	  //--------|
	  //
	  //~~~~~~~~~~~~~~~~~~
	  //        ---------
	  //        |          step height and low water up to the step -> TRAVEL_WALK
	  //--------|
	  //
	  //check for a step reachability
	if ( ground_foundreach ) {
		//if area2 is higher but lower than the maximum step height
		//NOTE: ground_bestdist >= 0 also catches equal floor reachabilities
		if ( ground_bestdist >= 0 && ground_bestdist < aassettings.sv_maxstep ) {
			//create walk reachability from area1 to area2
			lreach = AAS_AllocReachability();
			if ( !lreach ) {
				return qfalse;
			}
			lreach->areanum = area2num;
			lreach->facenum = 0;
			lreach->edgenum = ground_bestarea2groundedgenum;
			VectorMA( ground_beststart, INSIDEUNITS_WALKSTART, ground_bestnormal, lreach->start );
			VectorMA( ground_bestend, INSIDEUNITS_WALKEND, ground_bestnormal, lreach->end );
			lreach->traveltype = TRAVEL_WALK;
			lreach->traveltime = 0; //1;
			//if going into a crouch area
			if ( !AAS_AreaCrouch( area1num ) && AAS_AreaCrouch( area2num ) ) {
				lreach->traveltime += STARTCROUCH_TIME;
			} //end if
			lreach->next = areareachability[area1num];
			areareachability[area1num] = lreach;
			//NOTE: if there's nearby solid or a gap area after this area
			/*
			if (!AAS_NearbySolidOrGap(lreach->start, lreach->end))
			{
				lreach->traveltime += 100;
			} //end if
			*/
			//avoid rather small areas
			//if (AAS_AreaGroundFaceArea(lreach->areanum) < 500) lreach->traveltime += 100;
			//
			reach_step++;
			return qtrue;
		} //end if
	} //end if
	  //
	  // Water Jumps
	  //
	  //        ---------
	  //        |
	  //~~~~~~~~|
	  //        |
	  //        |          higher than step height and water up to waterjump height -> TRAVEL_WATERJUMP
	  //--------|
	  //
	  //~~~~~~~~~~~~~~~~~~
	  //        ---------
	  //        |
	  //        |
	  //        |
	  //        |          higher than step height and low water up to the step -> TRAVEL_WATERJUMP
	  //--------|
	  //
	  //check for a waterjump reachability
	if ( water_foundreach ) {
		//get a test point a little bit towards area1
		VectorMA( water_bestend, -INSIDEUNITS, water_bestnormal, testpoint );
		//go down the maximum waterjump height
		testpoint[2] -= aassettings.sv_maxwaterjump;
		//if there IS water the sv_maxwaterjump height below the bestend point
		if ( ( *aasworld ).areasettings[AAS_PointAreaNum( testpoint )].areaflags & AREA_LIQUID ) {
			//don't create rediculous water jump reachabilities from areas very far below
			//the water surface
			if ( water_bestdist < aassettings.sv_maxwaterjump + 24 ) {
				//waterjumping from or towards a crouch only area is not possible in Quake2
				if ( ( ( *aasworld ).areasettings[area1num].presencetype & PRESENCE_NORMAL ) &&
					 ( ( *aasworld ).areasettings[area2num].presencetype & PRESENCE_NORMAL ) ) {
					//create water jump reachability from area1 to area2
					lreach = AAS_AllocReachability();
					if ( !lreach ) {
						return qfalse;
					}
					lreach->areanum = area2num;
					lreach->facenum = 0;
					lreach->edgenum = water_bestarea2groundedgenum;
					VectorCopy( water_beststart, lreach->start );
					VectorMA( water_bestend, INSIDEUNITS_WATERJUMP, water_bestnormal, lreach->end );
					lreach->traveltype = TRAVEL_WATERJUMP;
					lreach->traveltime = WATERJUMP_TIME;
					lreach->next = areareachability[area1num];
					areareachability[area1num] = lreach;
					//we've got another waterjump reachability
					reach_waterjump++;
					return qtrue;
				} //end if
			} //end if
		} //end if
	} //end if
	  //
	  // Barrier Jumps
	  //
	  //        ---------
	  //        |
	  //        |
	  //        |
	  //        |         higher than step height lower than barrier height -> TRAVEL_BARRIERJUMP
	  //--------|
	  //
	  //        ---------
	  //        |
	  //        |
	  //        |
	  //~~~~~~~~|         higher than step height lower than barrier height
	  //--------|         and a thin layer of water in the area to jump from -> TRAVEL_BARRIERJUMP
	  //
	  //check for a barrier jump reachability
	if ( ground_foundreach ) {
		//if area2 is higher but lower than the maximum barrier jump height
		if ( ground_bestdist > 0 && ground_bestdist < aassettings.sv_maxbarrier ) {
			//if no water in area1 or a very thin layer of water on the ground
			if ( !water_foundreach || ( ground_bestdist - water_bestdist < 16 ) ) {
				//cannot perform a barrier jump towards or from a crouch area in Quake2
				if ( !AAS_AreaCrouch( area1num ) && !AAS_AreaCrouch( area2num ) ) {
					//create barrier jump reachability from area1 to area2
					lreach = AAS_AllocReachability();
					if ( !lreach ) {
						return qfalse;
					}
					lreach->areanum = area2num;
					lreach->facenum = 0;
					lreach->edgenum = ground_bestarea2groundedgenum;
					VectorMA( ground_beststart, INSIDEUNITS_WALKSTART, ground_bestnormal, lreach->start );
					VectorMA( ground_bestend, INSIDEUNITS_WALKEND, ground_bestnormal, lreach->end );
					lreach->traveltype = TRAVEL_BARRIERJUMP;
					lreach->traveltime = BARRIERJUMP_TIME; //AAS_BarrierJumpTravelTime();
					lreach->next = areareachability[area1num];
					areareachability[area1num] = lreach;
					//we've got another barrierjump reachability
					reach_barrier++;
					return qtrue;
				} //end if
			} //end if
		} //end if
	} //end if
	  //
	  // Walk and Walk Off Ledge
	  //
	  //--------|
	  //        |          can walk or step back -> TRAVEL_WALK
	  //        ---------
	  //
	  //--------|
	  //        |
	  //        |
	  //        |
	  //        |          cannot walk/step back -> TRAVEL_WALKOFFLEDGE
	  //        ---------
	  //
	  //--------|
	  //        |
	  //        |~~~~~~~~
	  //        |
	  //        |          cannot step back but can waterjump back -> TRAVEL_WALKOFFLEDGE
	  //        ---------  FIXME: create TRAVEL_WALK reach??
	  //
	  //check for a walk or walk off ledge reachability
	if ( ground_foundreach ) {
		if ( ground_bestdist < 0 ) {
			if ( ground_bestdist > -aassettings.sv_maxstep ) {
				//create walk reachability from area1 to area2
				lreach = AAS_AllocReachability();
				if ( !lreach ) {
					return qfalse;
				}
				lreach->areanum = area2num;
				lreach->facenum = 0;
				lreach->edgenum = ground_bestarea2groundedgenum;
				VectorMA( ground_beststart, INSIDEUNITS_WALKSTART, ground_bestnormal, lreach->start );

				// Ridah
//				VectorMA(ground_bestend, INSIDEUNITS_WALKEND, ground_bestnormal, lreach->end);
				VectorMA( ground_bestend, INSIDEUNITS_WALKOFFLEDGEEND, ground_bestnormal, lreach->end );

				lreach->traveltype = TRAVEL_WALK;
				lreach->traveltime = 1;
				lreach->next = areareachability[area1num];
				areareachability[area1num] = lreach;
				//we've got another walk reachability
				reach_walk++;
				return qtrue;
			} //end if
			  //trace a bounding box vertically to check for solids
			VectorMA( ground_bestend, INSIDEUNITS, ground_bestnormal, ground_bestend );
			VectorCopy( ground_bestend, start );
			start[2] = ground_beststart[2];
			VectorCopy( ground_bestend, end );
			end[2] += 4;
			trace = AAS_TraceClientBBox( start, end, PRESENCE_NORMAL, -1 );
			//if no solids were found
			if ( !trace.startsolid && trace.fraction >= 1.0 ) {
				//the trace end point must be in the goal area
				trace.endpos[2] += 1;
				if ( AAS_PointAreaNum( trace.endpos ) == area2num ) {
					//create a walk off ledge reachability from area1 to area2
					lreach = AAS_AllocReachability();
					if ( !lreach ) {
						return qfalse;
					}
					lreach->areanum = area2num;
					lreach->facenum = 0;
					lreach->edgenum = ground_bestarea2groundedgenum;
					VectorCopy( ground_beststart, lreach->start );
					VectorCopy( ground_bestend, lreach->end );
					lreach->traveltype = TRAVEL_WALKOFFLEDGE;
					lreach->traveltime = STARTWALKOFFLEDGE_TIME + fabs( ground_bestdist ) * 50 / aassettings.sv_gravity;
					//if falling from too high and not falling into water
					if ( !AAS_AreaSwim( area2num ) && !AAS_AreaJumpPad( area2num ) ) {
						if ( AAS_FallDelta( ground_bestdist ) > FALLDELTA_5DAMAGE ) {
							lreach->traveltime += FALLDAMAGE_5_TIME;
						} //end if
						if ( AAS_FallDelta( ground_bestdist ) > FALLDELTA_10DAMAGE ) {
							lreach->traveltime += FALLDAMAGE_10_TIME;
						} //end if
					} //end if
					lreach->next = areareachability[area1num];
					areareachability[area1num] = lreach;
					//
					reach_walkoffledge++;
					//NOTE: don't create a weapon (rl, bfg) jump reachability here
					//because it interferes with other reachabilities
					//like the ladder reachability
					return qtrue;
				} //end if
			} //end if
		} //end else
	} //end if
	return qfalse;
} //end of the function AAS_Reachability_Step_Barrier_WaterJump_WalkOffLedge
//===========================================================================
// returns the distance between the two vectors
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
// Ridah, moved to q_math.c
/*
float VectorDistance(vec3_t v1, vec3_t v2)
{
	vec3_t dir;

	VectorSubtract(v2, v1, dir);
	return VectorLength(dir);
} //end of the function VectorDistance
*/
//===========================================================================
// returns true if the first vector is between the last two vectors
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
int VectorBetweenVectors( vec3_t v, vec3_t v1, vec3_t v2 ) {
	vec3_t dir1, dir2;

	VectorSubtract( v, v1, dir1 );
	VectorSubtract( v, v2, dir2 );
	return ( DotProduct( dir1, dir2 ) <= 0 );
} //end of the function VectorBetweenVectors
//===========================================================================
// returns the mid point between the two vectors
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
void VectorMiddle( vec3_t v1, vec3_t v2, vec3_t middle ) {
	VectorAdd( v1, v2, middle );
	VectorScale( middle, 0.5, middle );
} //end of the function VectorMiddle
//===========================================================================
// calculate a range of points closest to each other on both edges
//
// Parameter:			beststart1		start of the range of points on edge v1-v2
//						beststart2		end of the range of points  on edge v1-v2
//						bestend1		start of the range of points on edge v3-v4
//						bestend2		end of the range of points  on edge v3-v4
//						bestdist		best distance so far
// Returns:				-
// Changes Globals:		-
//===========================================================================
/*
float AAS_ClosestEdgePoints(vec3_t v1, vec3_t v2, vec3_t v3, vec3_t v4,
							aas_plane_t *plane1, aas_plane_t *plane2,
							vec3_t beststart, vec3_t bestend, float bestdist)
{
	vec3_t dir1, dir2, p1, p2, p3, p4;
	float a1, a2, b1, b2, dist;
	int founddist;

	//edge vectors
	VectorSubtract(v2, v1, dir1);
	VectorSubtract(v4, v3, dir2);
	//get the horizontal directions
	dir1[2] = 0;
	dir2[2] = 0;
	//
	// p1 = point on an edge vector of area2 closest to v1
	// p2 = point on an edge vector of area2 closest to v2
	// p3 = point on an edge vector of area1 closest to v3
	// p4 = point on an edge vector of area1 closest to v4
	//
	if (dir2[0])
	{
		a2 = dir2[1] / dir2[0];
		b2 = v3[1] - a2 * v3[0];
		//point on the edge vector of area2 closest to v1
		p1[0] = (DotProduct(v1, dir2) - (a2 * dir2[0] + b2 * dir2[1])) / dir2[0];
		p1[1] = a2 * p1[0] + b2;
		//point on the edge vector of area2 closest to v2
		p2[0] = (DotProduct(v2, dir2) - (a2 * dir2[0] + b2 * dir2[1])) / dir2[0];
		p2[1] = a2 * p2[0] + b2;
	} //end if
	else
	{
		//point on the edge vector of area2 closest to v1
		p1[0] = v3[0];
		p1[1] = v1[1];
		//point on the edge vector of area2 closest to v2
		p2[0] = v3[0];
		p2[1] = v2[1];
	} //end else
	//
	if (dir1[0])
	{
		//
		a1 = dir1[1] / dir1[0];
		b1 = v1[1] - a1 * v1[0];
		//point on the edge vector of area1 closest to v3
		p3[0] = (DotProduct(v3, dir1) - (a1 * dir1[0] + b1 * dir1[1])) / dir1[0];
		p3[1] = a1 * p3[0] + b1;
		//point on the edge vector of area1 closest to v4
		p4[0] = (DotProduct(v4, dir1) - (a1 * dir1[0] + b1 * dir1[1])) / dir1[0];
		p4[1] = a1 * p4[0] + b1;
	} //end if
	else
	{
		//point on the edge vector of area1 closest to v3
		p3[0] = v1[0];
		p3[1] = v3[1];
		//point on the edge vector of area1 closest to v4
		p4[0] = v1[0];
		p4[1] = v4[1];
	} //end else
	//start with zero z-coordinates
	p1[2] = 0;
	p2[2] = 0;
	p3[2] = 0;
	p4[2] = 0;
	//calculate the z-coordinates from the ground planes
	p1[2] = (plane2->dist - DotProduct(plane2->normal, p1)) / plane2->normal[2];
	p2[2] = (plane2->dist - DotProduct(plane2->normal, p2)) / plane2->normal[2];
	p3[2] = (plane1->dist - DotProduct(plane1->normal, p3)) / plane1->normal[2];
	p4[2] = (plane1->dist - DotProduct(plane1->normal, p4)) / plane1->normal[2];
	//
	founddist = qfalse;
	//
	if (VectorBetweenVectors(p1, v3, v4))
	{
		dist = VectorDistance(v1, p1);
		if (dist > bestdist - 0.5 && dist < bestdist + 0.5)
		{
			VectorMiddle(beststart, v1, beststart);
			VectorMiddle(bestend, p1, bestend);
		} //end if
		else if (dist < bestdist)
		{
			bestdist = dist;
			VectorCopy(v1, beststart);
			VectorCopy(p1, bestend);
		} //end if
		founddist = qtrue;
	} //end if
	if (VectorBetweenVectors(p2, v3, v4))
	{
		dist = VectorDistance(v2, p2);
		if (dist > bestdist - 0.5 && dist < bestdist + 0.5)
		{
			VectorMiddle(beststart, v2, beststart);
			VectorMiddle(bestend, p2, bestend);
		} //end if
		else if (dist < bestdist)
		{
			bestdist = dist;
			VectorCopy(v2, beststart);
			VectorCopy(p2, bestend);
		} //end if
		founddist = qtrue;
	} //end else if
	if (VectorBetweenVectors(p3, v1, v2))
	{
		dist = VectorDistance(v3, p3);
		if (dist > bestdist - 0.5 && dist < bestdist + 0.5)
		{
			VectorMiddle(beststart, p3, beststart);
			VectorMiddle(bestend, v3, bestend);
		} //end if
		else if (dist < bestdist)
		{
			bestdist = dist;
			VectorCopy(p3, beststart);
			VectorCopy(v3, bestend);
		} //end if
		founddist = qtrue;
	} //end else if
	if (VectorBetweenVectors(p4, v1, v2))
	{
		dist = VectorDistance(v4, p4);
		if (dist > bestdist - 0.5 && dist < bestdist + 0.5)
		{
			VectorMiddle(beststart, p4, beststart);
			VectorMiddle(bestend, v4, bestend);
		} //end if
		else if (dist < bestdist)
		{
			bestdist = dist;
			VectorCopy(p4, beststart);
			VectorCopy(v4, bestend);
		} //end if
		founddist = qtrue;
	} //end else if
	//if no shortest distance was found the shortest distance
	//is between one of the vertexes of edge1 and one of edge2
	if (!founddist)
	{
		dist = VectorDistance(v1, v3);
		if (dist < bestdist)
		{
			bestdist = dist;
			VectorCopy(v1, beststart);
			VectorCopy(v3, bestend);
		} //end if
		dist = VectorDistance(v1, v4);
		if (dist < bestdist)
		{
			bestdist = dist;
			VectorCopy(v1, beststart);
			VectorCopy(v4, bestend);
		} //end if
		dist = VectorDistance(v2, v3);
		if (dist < bestdist)
		{
			bestdist = dist;
			VectorCopy(v2, beststart);
			VectorCopy(v3, bestend);
		} //end if
		dist = VectorDistance(v2, v4);
		if (dist < bestdist)
		{
			bestdist = dist;
			VectorCopy(v2, beststart);
			VectorCopy(v4, bestend);
		} //end if
	} //end if
	return bestdist;
} //end of the function AAS_ClosestEdgePoints*/

float AAS_ClosestEdgePoints( vec3_t v1, vec3_t v2, vec3_t v3, vec3_t v4,
							 aas_plane_t *plane1, aas_plane_t *plane2,
							 vec3_t beststart1, vec3_t bestend1,
							 vec3_t beststart2, vec3_t bestend2, float bestdist ) {
	vec3_t dir1, dir2, p1, p2, p3, p4;
	float a1, a2, b1, b2, dist, dist1, dist2;
	int founddist;

	//edge vectors
	VectorSubtract( v2, v1, dir1 );
	VectorSubtract( v4, v3, dir2 );
	//get the horizontal directions
	dir1[2] = 0;
	dir2[2] = 0;
	//
	// p1 = point on an edge vector of area2 closest to v1
	// p2 = point on an edge vector of area2 closest to v2
	// p3 = point on an edge vector of area1 closest to v3
	// p4 = point on an edge vector of area1 closest to v4
	//
	if ( dir2[0] ) {
		a2 = dir2[1] / dir2[0];
		b2 = v3[1] - a2 * v3[0];
		//point on the edge vector of area2 closest to v1
		p1[0] = ( DotProduct( v1, dir2 ) - ( a2 * dir2[0] + b2 * dir2[1] ) ) / dir2[0];
		p1[1] = a2 * p1[0] + b2;
		//point on the edge vector of area2 closest to v2
		p2[0] = ( DotProduct( v2, dir2 ) - ( a2 * dir2[0] + b2 * dir2[1] ) ) / dir2[0];
		p2[1] = a2 * p2[0] + b2;
	} //end if
	else
	{
		//point on the edge vector of area2 closest to v1
		p1[0] = v3[0];
		p1[1] = v1[1];
		//point on the edge vector of area2 closest to v2
		p2[0] = v3[0];
		p2[1] = v2[1];
	} //end else
	  //
	if ( dir1[0] ) {
		//
		a1 = dir1[1] / dir1[0];
		b1 = v1[1] - a1 * v1[0];
		//point on the edge vector of area1 closest to v3
		p3[0] = ( DotProduct( v3, dir1 ) - ( a1 * dir1[0] + b1 * dir1[1] ) ) / dir1[0];
		p3[1] = a1 * p3[0] + b1;
		//point on the edge vector of area1 closest to v4
		p4[0] = ( DotProduct( v4, dir1 ) - ( a1 * dir1[0] + b1 * dir1[1] ) ) / dir1[0];
		p4[1] = a1 * p4[0] + b1;
	} //end if
	else
	{
		//point on the edge vector of area1 closest to v3
		p3[0] = v1[0];
		p3[1] = v3[1];
		//point on the edge vector of area1 closest to v4
		p4[0] = v1[0];
		p4[1] = v4[1];
	} //end else
	  //start with zero z-coordinates
	p1[2] = 0;
	p2[2] = 0;
	p3[2] = 0;
	p4[2] = 0;
	//calculate the z-coordinates from the ground planes
	p1[2] = ( plane2->dist - DotProduct( plane2->normal, p1 ) ) / plane2->normal[2];
	p2[2] = ( plane2->dist - DotProduct( plane2->normal, p2 ) ) / plane2->normal[2];
	p3[2] = ( plane1->dist - DotProduct( plane1->normal, p3 ) ) / plane1->normal[2];
	p4[2] = ( plane1->dist - DotProduct( plane1->normal, p4 ) ) / plane1->normal[2];
	//
	founddist = qfalse;
	//
	if ( VectorBetweenVectors( p1, v3, v4 ) ) {
		dist = VectorDistance( v1, p1 );
		if ( dist > bestdist - 0.5 && dist < bestdist + 0.5 ) {
			dist1 = VectorDistance( beststart1, v1 );
			dist2 = VectorDistance( beststart2, v1 );
			if ( dist1 > dist2 ) {
				if ( dist1 > VectorDistance( beststart1, beststart2 ) ) {
					VectorCopy( v1, beststart2 );
				}
			} //end if
			else
			{
				if ( dist2 > VectorDistance( beststart1, beststart2 ) ) {
					VectorCopy( v1, beststart1 );
				}
			} //end else
			dist1 = VectorDistance( bestend1, p1 );
			dist2 = VectorDistance( bestend2, p1 );
			if ( dist1 > dist2 ) {
				if ( dist1 > VectorDistance( bestend1, bestend2 ) ) {
					VectorCopy( p1, bestend2 );
				}
			} //end if
			else
			{
				if ( dist2 > VectorDistance( bestend1, bestend2 ) ) {
					VectorCopy( p1, bestend1 );
				}
			} //end else
		} //end if
		else if ( dist < bestdist ) {
			bestdist = dist;
			VectorCopy( v1, beststart1 );
			VectorCopy( v1, beststart2 );
			VectorCopy( p1, bestend1 );
			VectorCopy( p1, bestend2 );
		} //end if
		founddist = qtrue;
	} //end if
	if ( VectorBetweenVectors( p2, v3, v4 ) ) {
		dist = VectorDistance( v2, p2 );
		if ( dist > bestdist - 0.5 && dist < bestdist + 0.5 ) {
			dist1 = VectorDistance( beststart1, v2 );
			dist2 = VectorDistance( beststart2, v2 );
			if ( dist1 > dist2 ) {
				if ( dist1 > VectorDistance( beststart1, beststart2 ) ) {
					VectorCopy( v2, beststart2 );
				}
			} //end if
			else
			{
				if ( dist2 > VectorDistance( beststart1, beststart2 ) ) {
					VectorCopy( v2, beststart1 );
				}
			} //end else
			dist1 = VectorDistance( bestend1, p2 );
			dist2 = VectorDistance( bestend2, p2 );
			if ( dist1 > dist2 ) {
				if ( dist1 > VectorDistance( bestend1, bestend2 ) ) {
					VectorCopy( p2, bestend2 );
				}
			} //end if
			else
			{
				if ( dist2 > VectorDistance( bestend1, bestend2 ) ) {
					VectorCopy( p2, bestend1 );
				}
			} //end else
		} //end if
		else if ( dist < bestdist ) {
			bestdist = dist;
			VectorCopy( v2, beststart1 );
			VectorCopy( v2, beststart2 );
			VectorCopy( p2, bestend1 );
			VectorCopy( p2, bestend2 );
		} //end if
		founddist = qtrue;
	} //end else if
	if ( VectorBetweenVectors( p3, v1, v2 ) ) {
		dist = VectorDistance( v3, p3 );
		if ( dist > bestdist - 0.5 && dist < bestdist + 0.5 ) {
			dist1 = VectorDistance( beststart1, p3 );
			dist2 = VectorDistance( beststart2, p3 );
			if ( dist1 > dist2 ) {
				if ( dist1 > VectorDistance( beststart1, beststart2 ) ) {
					VectorCopy( p3, beststart2 );
				}
			} //end if
			else
			{
				if ( dist2 > VectorDistance( beststart1, beststart2 ) ) {
					VectorCopy( p3, beststart1 );
				}
			} //end else
			dist1 = VectorDistance( bestend1, v3 );
			dist2 = VectorDistance( bestend2, v3 );
			if ( dist1 > dist2 ) {
				if ( dist1 > VectorDistance( bestend1, bestend2 ) ) {
					VectorCopy( v3, bestend2 );
				}
			} //end if
			else
			{
				if ( dist2 > VectorDistance( bestend1, bestend2 ) ) {
					VectorCopy( v3, bestend1 );
				}
			} //end else
		} //end if
		else if ( dist < bestdist ) {
			bestdist = dist;
			VectorCopy( p3, beststart1 );
			VectorCopy( p3, beststart2 );
			VectorCopy( v3, bestend1 );
			VectorCopy( v3, bestend2 );
		} //end if
		founddist = qtrue;
	} //end else if
	if ( VectorBetweenVectors( p4, v1, v2 ) ) {
		dist = VectorDistance( v4, p4 );
		if ( dist > bestdist - 0.5 && dist < bestdist + 0.5 ) {
			dist1 = VectorDistance( beststart1, p4 );
			dist2 = VectorDistance( beststart2, p4 );
			if ( dist1 > dist2 ) {
				if ( dist1 > VectorDistance( beststart1, beststart2 ) ) {
					VectorCopy( p4, beststart2 );
				}
			} //end if
			else
			{
				if ( dist2 > VectorDistance( beststart1, beststart2 ) ) {
					VectorCopy( p4, beststart1 );
				}
			} //end else
			dist1 = VectorDistance( bestend1, v4 );
			dist2 = VectorDistance( bestend2, v4 );
			if ( dist1 > dist2 ) {
				if ( dist1 > VectorDistance( bestend1, bestend2 ) ) {
					VectorCopy( v4, bestend2 );
				}
			} //end if
			else
			{
				if ( dist2 > VectorDistance( bestend1, bestend2 ) ) {
					VectorCopy( v4, bestend1 );
				}
			} //end else
		} //end if
		else if ( dist < bestdist ) {
			bestdist = dist;
			VectorCopy( p4, beststart1 );
			VectorCopy( p4, beststart2 );
			VectorCopy( v4, bestend1 );
			VectorCopy( v4, bestend2 );
		} //end if
		founddist = qtrue;
	} //end else if
	  //if no shortest distance was found the shortest distance
	  //is between one of the vertexes of edge1 and one of edge2
	if ( !founddist ) {
		dist = VectorDistance( v1, v3 );
		if ( dist < bestdist ) {
			bestdist = dist;
			VectorCopy( v1, beststart1 );
			VectorCopy( v1, beststart2 );
			VectorCopy( v3, bestend1 );
			VectorCopy( v3, bestend2 );
		} //end if
		dist = VectorDistance( v1, v4 );
		if ( dist < bestdist ) {
			bestdist = dist;
			VectorCopy( v1, beststart1 );
			VectorCopy( v1, beststart2 );
			VectorCopy( v4, bestend1 );
			VectorCopy( v4, bestend2 );
		} //end if
		dist = VectorDistance( v2, v3 );
		if ( dist < bestdist ) {
			bestdist = dist;
			VectorCopy( v2, beststart1 );
			VectorCopy( v2, beststart2 );
			VectorCopy( v3, bestend1 );
			VectorCopy( v3, bestend2 );
		} //end if
		dist = VectorDistance( v2, v4 );
		if ( dist < bestdist ) {
			bestdist = dist;
			VectorCopy( v2, beststart1 );
			VectorCopy( v2, beststart2 );
			VectorCopy( v4, bestend1 );
			VectorCopy( v4, bestend2 );
		} //end if
	} //end if
	return bestdist;
} //end of the function AAS_ClosestEdgePoints
//===========================================================================
// creates possible jump reachabilities between the areas
//
// The two closest points on the ground of the areas are calculated
// One of the points will be on an edge of a ground face of area1 and
// one on an edge of a ground face of area2.
// If there is a range of closest points the point in the middle of this range
// is selected.
// Between these two points there must be one or more gaps.
// If the gaps exist a potential jump is predicted.
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
int AAS_Reachability_Jump( int area1num, int area2num ) {
	int i, j, k, l, face1num, face2num, edge1num, edge2num, traveltype;
	float sv_jumpvel, maxjumpdistance, maxjumpheight, height, bestdist, speed;
	vec_t *v1, *v2, *v3, *v4;
	vec3_t beststart = {0}, beststart2 = {0}, bestend = {0}, bestend2 = {0};
	vec3_t teststart, testend, dir, velocity, cmdmove, up = {0, 0, 1};
	aas_area_t *area1, *area2;
	aas_face_t *face1, *face2;
	aas_edge_t *edge1, *edge2;
	aas_plane_t *plane1, *plane2, *plane;
	aas_trace_t trace;
	aas_clientmove_t move;
	aas_lreachability_t *lreach;

	if ( !AAS_AreaGrounded( area1num ) || !AAS_AreaGrounded( area2num ) ) {
		return qfalse;
	}
	//cannot jump from or to a crouch area
	if ( AAS_AreaCrouch( area1num ) || AAS_AreaCrouch( area2num ) ) {
		return qfalse;
	}
	//
	area1 = &( *aasworld ).areas[area1num];
	area2 = &( *aasworld ).areas[area2num];
	//
	sv_jumpvel = aassettings.sv_jumpvel;
	//maximum distance a player can jump
	maxjumpdistance = 2 * AAS_MaxJumpDistance( sv_jumpvel );
	//maximum height a player can jump with the given initial z velocity
	maxjumpheight = AAS_MaxJumpHeight( sv_jumpvel );

	//if the areas are not near enough in the x-y direction
	for ( i = 0; i < 2; i++ )
	{
		if ( area1->mins[i] > area2->maxs[i] + maxjumpdistance ) {
			return qfalse;
		}
		if ( area1->maxs[i] < area2->mins[i] - maxjumpdistance ) {
			return qfalse;
		}
	} //end for
	  //if area2 is way to high to jump up to
	if ( area2->mins[2] > area1->maxs[2] + maxjumpheight ) {
		return qfalse;
	}
	//
	bestdist = 999999;
	//
	for ( i = 0; i < area1->numfaces; i++ )
	{
		face1num = ( *aasworld ).faceindex[area1->firstface + i];
		face1 = &( *aasworld ).faces[abs( face1num )];
		//if not a ground face
		if ( !( face1->faceflags & FACE_GROUND ) ) {
			continue;
		}
		//
		for ( j = 0; j < area2->numfaces; j++ )
		{
			face2num = ( *aasworld ).faceindex[area2->firstface + j];
			face2 = &( *aasworld ).faces[abs( face2num )];
			//if not a ground face
			if ( !( face2->faceflags & FACE_GROUND ) ) {
				continue;
			}
			//
			for ( k = 0; k < face1->numedges; k++ )
			{
				edge1num = abs( ( *aasworld ).edgeindex[face1->firstedge + k] );
				edge1 = &( *aasworld ).edges[edge1num];
				for ( l = 0; l < face2->numedges; l++ )
				{
					edge2num = abs( ( *aasworld ).edgeindex[face2->firstedge + l] );
					edge2 = &( *aasworld ).edges[edge2num];
					//calculate the minimum distance between the two edges
					v1 = ( *aasworld ).vertexes[edge1->v[0]];
					v2 = ( *aasworld ).vertexes[edge1->v[1]];
					v3 = ( *aasworld ).vertexes[edge2->v[0]];
					v4 = ( *aasworld ).vertexes[edge2->v[1]];
					//get the ground planes
					plane1 = &( *aasworld ).planes[face1->planenum];
					plane2 = &( *aasworld ).planes[face2->planenum];
					//
					bestdist = AAS_ClosestEdgePoints( v1, v2, v3, v4, plane1, plane2,
													  beststart, bestend,
													  beststart2, bestend2, bestdist );
				} //end for
			} //end for
		} //end for
	} //end for
	VectorMiddle( beststart, beststart2, beststart );
	VectorMiddle( bestend, bestend2, bestend );
	if ( bestdist > 4 && bestdist < maxjumpdistance ) {
//		Log_Write("shortest distance between %d and %d is %f\r\n", area1num, area2num, bestdist);
		//if the fall would damage the bot
		//
		if ( AAS_HorizontalVelocityForJump( 0, beststart, bestend, &speed ) ) {
			//FIXME: why multiply with 1.2???
			speed *= 1.2;
			traveltype = TRAVEL_WALKOFFLEDGE;
		} //end if
		else if ( bestdist <= 48 && fabs( beststart[2] - bestend[2] ) < 8 ) {
			speed = 400;
			traveltype = TRAVEL_WALKOFFLEDGE;
		} //end else if
		else
		{
			//get the horizontal speed for the jump, if it isn't possible to calculate this
			//speed (the jump is not possible) then there's no jump reachability created
			if ( !AAS_HorizontalVelocityForJump( sv_jumpvel, beststart, bestend, &speed ) ) {
				return qfalse;
			}
			traveltype = TRAVEL_JUMP;
			//
			//NOTE: test if the horizontal distance isn't too small
			VectorSubtract( bestend, beststart, dir );
			dir[2] = 0;
			if ( VectorLength( dir ) < 10 ) {
				return qfalse;
			}
		} //end if
		  //
		VectorSubtract( bestend, beststart, dir );
		VectorNormalize( dir );
		VectorMA( beststart, 1, dir, teststart );
		//
		VectorCopy( teststart, testend );
		testend[2] -= 100;
		trace = AAS_TraceClientBBox( teststart, testend, PRESENCE_NORMAL, -1 );
		//
		if ( trace.startsolid ) {
			return qfalse;
		}
		if ( trace.fraction < 1 ) {
			plane = &( *aasworld ).planes[trace.planenum];
			if ( DotProduct( plane->normal, up ) >= 0.7 ) {
				if ( !( AAS_PointContents( trace.endpos ) & CONTENTS_LAVA ) ) { //----(SA)	modified since slime is no longer deadly
//				if (!(AAS_PointContents(trace.endpos) & (CONTENTS_LAVA|CONTENTS_SLIME)))
					if ( teststart[2] - trace.endpos[2] <= aassettings.sv_maxbarrier ) {
						return qfalse;
					}
				} //end if
			} //end if
		} //end if
		  //
		VectorMA( bestend, -1, dir, teststart );
		//
		VectorCopy( teststart, testend );
		testend[2] -= 100;
		trace = AAS_TraceClientBBox( teststart, testend, PRESENCE_NORMAL, -1 );
		//
		if ( trace.startsolid ) {
			return qfalse;
		}
		if ( trace.fraction < 1 ) {
			plane = &( *aasworld ).planes[trace.planenum];
			if ( DotProduct( plane->normal, up ) >= 0.7 ) {
				if ( !( AAS_PointContents( trace.endpos ) & ( CONTENTS_LAVA | CONTENTS_SLIME ) ) ) {
					if ( teststart[2] - trace.endpos[2] <= aassettings.sv_maxbarrier ) {
						return qfalse;
					}
				} //end if
			} //end if
		} //end if
		  //
		VectorSubtract( bestend, beststart, dir );
		dir[2] = 0;
		VectorNormalize( dir );
		//
		VectorScale( dir, speed, velocity );
		//get command movement
		VectorClear( cmdmove );
		if ( traveltype == TRAVEL_JUMP ) {
			cmdmove[2] = aassettings.sv_jumpvel;
		} else { cmdmove[2] = 0;}
		//
		AAS_PredictClientMovement( &move, -1, beststart, PRESENCE_NORMAL, qtrue,
								   velocity, cmdmove, 3, 30, 0.1,
								   SE_HITGROUND | SE_ENTERWATER | SE_ENTERSLIME |
								   SE_ENTERLAVA | SE_HITGROUNDDAMAGE, 0, qfalse );
		//if prediction time wasn't enough to fully predict the movement
		if ( move.frames >= 30 ) {
			return qfalse;
		}
		//don't enter slime or lava and don't fall from too high
		if ( move.stopevent & SE_ENTERLAVA ) {
			return qfalse;                                  //----(SA)	modified since slime is no longer deadly
		}
//		if (move.stopevent & (SE_ENTERSLIME|SE_ENTERLAVA)) return qfalse;
		//the end position should be in area2, also test a little bit back
		//because the predicted jump could have rushed through the area
		for ( i = 0; i <= 32; i += 8 )
		{
			VectorMA( move.endpos, -i, dir, teststart );
			teststart[2] += 0.125;
			if ( AAS_PointAreaNum( teststart ) == area2num ) {
				break;
			}
		} //end for
		if ( i > 32 ) {
			return qfalse;
		}
		//
#ifdef REACHDEBUG
		//create the reachability
		Log_Write( "jump reachability between %d and %d\r\n", area1num, area2num );
#endif //REACHDEBUG
	   //create a new reachability link
		lreach = AAS_AllocReachability();
		if ( !lreach ) {
			return qfalse;
		}
		lreach->areanum = area2num;
		lreach->facenum = 0;
		lreach->edgenum = 0;
		VectorCopy( beststart, lreach->start );
		VectorCopy( bestend, lreach->end );
		lreach->traveltype = traveltype;

		VectorSubtract( bestend, beststart, dir );
		height = dir[2];
		dir[2] = 0;
		if ( traveltype == TRAVEL_WALKOFFLEDGE && height > VectorLength( dir ) ) {
			lreach->traveltime = STARTWALKOFFLEDGE_TIME +  height * 50 / aassettings.sv_gravity;
		} else
		{
			lreach->traveltime = STARTJUMP_TIME + VectorDistance( bestend, beststart ) * 240 / aassettings.sv_maxwalkvelocity;
		} //end if
		  //
		if ( !AAS_AreaJumpPad( area2num ) ) {
			if ( AAS_FallDelta( beststart[2] - bestend[2] ) > FALLDELTA_5DAMAGE ) {
				lreach->traveltime += FALLDAMAGE_5_TIME;
			} //end if
			else if ( AAS_FallDelta( beststart[2] - bestend[2] ) > FALLDELTA_10DAMAGE ) {
				lreach->traveltime += FALLDAMAGE_10_TIME;
			} //end if
		} //end if
		lreach->next = areareachability[area1num];
		areareachability[area1num] = lreach;
		//
		if ( traveltype == TRAVEL_JUMP ) {
			reach_jump++;
		} else { reach_walkoffledge++;}
	} //end if
	return qfalse;
} //end of the function AAS_Reachability_Jump
//===========================================================================
// create a possible ladder reachability from area1 to area2
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
int AAS_Reachability_Ladder( int area1num, int area2num ) {
	int i, j, k, l, edge1num, edge2num, sharededgenum = 0, lowestedgenum = 0;
	int face1num, face2num, ladderface1num = 0, ladderface2num = 0;
	int ladderface1vertical, ladderface2vertical, firstv;
	float face1area, face2area, bestface1area = -9999, bestface2area = -9999;
	float sv_jumpvel, maxjumpheight;
	vec3_t area1point, area2point, v1, v2, up = {0, 0, 1};
	vec3_t mid, lowestpoint = {0, 0}, start, end, sharededgevec, dir;
	aas_area_t *area1, *area2;
	aas_face_t *face1, *face2, *ladderface1 = NULL, *ladderface2 = NULL;
	aas_plane_t *plane1, *plane2;
	aas_edge_t *sharededge, *edge1;
	aas_lreachability_t *lreach;
	aas_trace_t trace;

	if ( !AAS_AreaLadder( area1num ) || !AAS_AreaLadder( area2num ) ) {
		return qfalse;
	}
	//
	sv_jumpvel = aassettings.sv_jumpvel;
	//maximum height a player can jump with the given initial z velocity
	maxjumpheight = AAS_MaxJumpHeight( sv_jumpvel );

	area1 = &( *aasworld ).areas[area1num];
	area2 = &( *aasworld ).areas[area2num];

	for ( i = 0; i < area1->numfaces; i++ )
	{
		face1num = ( *aasworld ).faceindex[area1->firstface + i];
		face1 = &( *aasworld ).faces[abs( face1num )];
		//if not a ladder face
		if ( !( face1->faceflags & FACE_LADDER ) ) {
			continue;
		}
		//
		for ( j = 0; j < area2->numfaces; j++ )
		{
			face2num = ( *aasworld ).faceindex[area2->firstface + j];
			face2 = &( *aasworld ).faces[abs( face2num )];
			//if not a ladder face
			if ( !( face2->faceflags & FACE_LADDER ) ) {
				continue;
			}
			//check if the faces share an edge
			for ( k = 0; k < face1->numedges; k++ )
			{
				edge1num = ( *aasworld ).edgeindex[face1->firstedge + k];
				for ( l = 0; l < face2->numedges; l++ )
				{
					edge2num = ( *aasworld ).edgeindex[face2->firstedge + l];
					if ( abs( edge1num ) == abs( edge2num ) ) {
						//get the face with the largest area
						face1area = AAS_FaceArea( face1 );
						face2area = AAS_FaceArea( face2 );
						if ( face1area > bestface1area && face2area > bestface2area ) {
							bestface1area = face1area;
							bestface2area = face2area;
							ladderface1 = face1;
							ladderface2 = face2;
							ladderface1num = face1num;
							ladderface2num = face2num;
							sharededgenum = edge1num;
						} //end if
						break;
					} //end if
				} //end for
				if ( l != face2->numedges ) {
					break;
				}
			} //end for
		} //end for
	} //end for
	  //
	if ( ladderface1 && ladderface2 ) {
		//get the middle of the shared edge
		sharededge = &( *aasworld ).edges[abs( sharededgenum )];
		firstv = sharededgenum < 0;
		//
		VectorCopy( ( *aasworld ).vertexes[sharededge->v[firstv]], v1 );
		VectorCopy( ( *aasworld ).vertexes[sharededge->v[!firstv]], v2 );
		VectorAdd( v1, v2, area1point );
		VectorScale( area1point, 0.5, area1point );
		VectorCopy( area1point, area2point );
		//
		//if the face plane in area 1 is pretty much vertical
		plane1 = &( *aasworld ).planes[ladderface1->planenum ^ ( ladderface1num < 0 )];
		plane2 = &( *aasworld ).planes[ladderface2->planenum ^ ( ladderface2num < 0 )];
		//
		//get the points really into the areas
		VectorSubtract( v2, v1, sharededgevec );
		CrossProduct( plane1->normal, sharededgevec, dir );
		VectorNormalize( dir );
		//NOTE: 32 because that's larger than 16 (bot bbox x,y)
		VectorMA( area1point, -32, dir, area1point );
		VectorMA( area2point, 32, dir, area2point );
		//
		ladderface1vertical = fabs( DotProduct( plane1->normal, up ) ) < 0.1;
		ladderface2vertical = fabs( DotProduct( plane2->normal, up ) ) < 0.1;
		//there's only reachability between vertical ladder faces
		if ( !ladderface1vertical && !ladderface2vertical ) {
			return qfalse;
		}
		//if both vertical ladder faces
		if ( ladderface1vertical && ladderface2vertical
			 //and the ladder faces do not make a sharp corner
			 && DotProduct( plane1->normal, plane2->normal ) > 0.7
			 //and the shared edge is not too vertical
			 && fabs( DotProduct( sharededgevec, up ) ) < 0.7 ) {
			//create a new reachability link
			lreach = AAS_AllocReachability();
			if ( !lreach ) {
				return qfalse;
			}
			lreach->areanum = area2num;
			lreach->facenum = ladderface1num;
			lreach->edgenum = abs( sharededgenum );
			VectorCopy( area1point, lreach->start );
			//VectorCopy(area2point, lreach->end);
			VectorMA( area2point, -3, plane1->normal, lreach->end );
			lreach->traveltype = TRAVEL_LADDER;
			lreach->traveltime = 10;
			lreach->next = areareachability[area1num];
			areareachability[area1num] = lreach;
			//
			reach_ladder++;
			//create a new reachability link
			lreach = AAS_AllocReachability();
			if ( !lreach ) {
				return qfalse;
			}
			lreach->areanum = area1num;
			lreach->facenum = ladderface2num;
			lreach->edgenum = abs( sharededgenum );
			VectorCopy( area2point, lreach->start );
			//VectorCopy(area1point, lreach->end);
			VectorMA( area1point, -3, plane1->normal, lreach->end );
			lreach->traveltype = TRAVEL_LADDER;
			lreach->traveltime = 10;
			lreach->next = areareachability[area2num];
			areareachability[area2num] = lreach;
			//
			reach_ladder++;
			//
			return qtrue;
		} //end if
		  //if the second ladder face is also a ground face
		  //create ladder end (just ladder) reachability and
		  //walk off a ladder (ledge) reachability
		if ( ladderface1vertical && ( ladderface2->faceflags & FACE_GROUND ) ) {
			//create a new reachability link
			lreach = AAS_AllocReachability();
			if ( !lreach ) {
				return qfalse;
			}
			lreach->areanum = area2num;
			lreach->facenum = ladderface1num;
			lreach->edgenum = abs( sharededgenum );
			VectorCopy( area1point, lreach->start );
			VectorCopy( area2point, lreach->end );
			lreach->end[2] += 16;
			VectorMA( lreach->end, -15, plane1->normal, lreach->end );
			lreach->traveltype = TRAVEL_LADDER;
			lreach->traveltime = 10;
			lreach->next = areareachability[area1num];
			areareachability[area1num] = lreach;
			//
			reach_ladder++;
			//create a new reachability link
			lreach = AAS_AllocReachability();
			if ( !lreach ) {
				return qfalse;
			}
			lreach->areanum = area1num;
			lreach->facenum = ladderface2num;
			lreach->edgenum = abs( sharededgenum );
			VectorCopy( area2point, lreach->start );
			VectorCopy( area1point, lreach->end );
			lreach->traveltype = TRAVEL_WALKOFFLEDGE;
			lreach->traveltime = 10;
			lreach->next = areareachability[area2num];
			areareachability[area2num] = lreach;
			//
			reach_walkoffledge++;
			//
			return qtrue;
		} //end if
		  //
		if ( ladderface1vertical ) {
			//find lowest edge of the ladder face
			lowestpoint[2] = 99999;
			for ( i = 0; i < ladderface1->numedges; i++ )
			{
				edge1num = abs( ( *aasworld ).edgeindex[ladderface1->firstedge + i] );
				edge1 = &( *aasworld ).edges[edge1num];
				//
				VectorCopy( ( *aasworld ).vertexes[edge1->v[0]], v1 );
				VectorCopy( ( *aasworld ).vertexes[edge1->v[1]], v2 );
				//
				VectorAdd( v1, v2, mid );
				VectorScale( mid, 0.5, mid );
				//
				if ( mid[2] < lowestpoint[2] ) {
					VectorCopy( mid, lowestpoint );
					lowestedgenum = edge1num;
				} //end if
			} //end for
			  //
			plane1 = &( *aasworld ).planes[ladderface1->planenum];
			//trace down in the middle of this edge
			VectorMA( lowestpoint, 5, plane1->normal, start );
			VectorCopy( start, end );
			start[2] += 5;
			end[2] -= 100;
			//trace without entity collision
			trace = AAS_TraceClientBBox( start, end, PRESENCE_NORMAL, -1 );
			//
			//
#ifdef REACHDEBUG
			if ( trace.startsolid ) {
				Log_Write( "trace from area %d started in solid\r\n", area1num );
			} //end if
#endif //REACHDEBUG
			//
			trace.endpos[2] += 1;
			area2num = AAS_PointAreaNum( trace.endpos );
			//
			area2 = &( *aasworld ).areas[area2num];
			for ( i = 0; i < area2->numfaces; i++ )
			{
				face2num = ( *aasworld ).faceindex[area2->firstface + i];
				face2 = &( *aasworld ).faces[abs( face2num )];
				//
				if ( face2->faceflags & FACE_LADDER ) {
					plane2 = &( *aasworld ).planes[face2->planenum];
					if ( fabs( DotProduct( plane2->normal, up ) ) < 0.1 ) {
						break;
					}
				} //end if
			} //end for
			  //if from another area without vertical ladder faces
			if ( i >= area2->numfaces && area2num != area1num &&
				 //the reachabilities shouldn't exist already
				 !AAS_ReachabilityExists( area1num, area2num ) &&
				 !AAS_ReachabilityExists( area2num, area1num ) ) {
				//if the height is jumpable
				if ( start[2] - trace.endpos[2] < maxjumpheight ) {
					//create a new reachability link
					lreach = AAS_AllocReachability();
					if ( !lreach ) {
						return qfalse;
					}
					lreach->areanum = area2num;
					lreach->facenum = ladderface1num;
					lreach->edgenum = lowestedgenum;
					VectorCopy( lowestpoint, lreach->start );
					VectorCopy( trace.endpos, lreach->end );
					lreach->traveltype = TRAVEL_LADDER;
					lreach->traveltime = 10;
					lreach->next = areareachability[area1num];
					areareachability[area1num] = lreach;
					//
					reach_ladder++;
					//create a new reachability link
					lreach = AAS_AllocReachability();
					if ( !lreach ) {
						return qfalse;
					}
					lreach->areanum = area1num;
					lreach->facenum = ladderface1num;
					lreach->edgenum = lowestedgenum;
					VectorCopy( trace.endpos, lreach->start );
					//get the end point a little bit into the ladder
					VectorMA( lowestpoint, -5, plane1->normal, lreach->end );
					//get the end point a little higher
					lreach->end[2] += 10;
					lreach->traveltype = TRAVEL_JUMP;
					lreach->traveltime = 10;
					lreach->next = areareachability[area2num];
					areareachability[area2num] = lreach;
					//
					reach_jump++;
					//
					return qtrue;
#ifdef REACHDEBUG
					Log_Write( "jump up to ladder reach between %d and %d\r\n", area2num, area1num );
#endif //REACHDEBUG
				} //end if
#ifdef REACHDEBUG
				else {Log_Write( "jump too high between area %d and %d\r\n", area2num, area1num );}
#endif //REACHDEBUG
			} //end if
			  /*//if slime or lava below the ladder
			  //try jump reachability from far towards the ladder
			  if ((*aasworld).areasettings[area2num].contents & (AREACONTENTS_SLIME
													  | AREACONTENTS_LAVA))
			  {
				  for (i = 20; i <= 120; i += 20)
				  {
					  //trace down in the middle of this edge
					  VectorMA(lowestpoint, i, plane1->normal, start);
					  VectorCopy(start, end);
					  start[2] += 5;
					  end[2] -= 100;
					  //trace without entity collision
					  trace = AAS_TraceClientBBox(start, end, PRESENCE_NORMAL, -1);
					  //
					  if (trace.startsolid) break;
					  trace.endpos[2] += 1;
					  area2num = AAS_PointAreaNum(trace.endpos);
					  if (area2num == area1num) continue;
					  //
					  if (start[2] - trace.endpos[2] > maxjumpheight) continue;
					  if ((*aasworld).areasettings[area2num].contents & (AREACONTENTS_SLIME
												  | AREACONTENTS_LAVA)) continue;
					  //
					  //create a new reachability link
					  lreach = AAS_AllocReachability();
					  if (!lreach) return qfalse;
					  lreach->areanum = area1num;
					  lreach->facenum = ladderface1num;
					  lreach->edgenum = lowestedgenum;
					  VectorCopy(trace.endpos, lreach->start);
					  VectorCopy(lowestpoint, lreach->end);
					  lreach->end[2] += 5;
					  lreach->traveltype = TRAVEL_JUMP;
					  lreach->traveltime = 10;
					  lreach->next = areareachability[area2num];
					  areareachability[area2num] = lreach;
					  //
					  reach_jump++;
					  //
					  Log_Write("jump far to ladder reach between %d and %d\r\n", area2num, area1num);
					  //
					  break;
				  } //end for
			  } //end if*/
		} //end if
	} //end if
	return qfalse;
} //end of the function AAS_Reachability_Ladder
//===========================================================================
// create possible teleporter reachabilities
// this is very game dependent.... :(
//
// classname = trigger_multiple or trigger_teleport
// target = "t1"
//
// classname = target_teleporter
// targetname = "t1"
// target = "t2"
//
// classname = misc_teleporter_dest
// targetname = "t2"
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
void AAS_Reachability_Teleport( void ) {
	int area1num, area2num;
	char target[MAX_EPAIRKEY], targetname[MAX_EPAIRKEY];
	char classname[MAX_EPAIRKEY], model[MAX_EPAIRKEY];
	int ent, dest;
	vec3_t origin, destorigin, mins, maxs, end, angles = {0, 0, 0};
	vec3_t mid;
	aas_lreachability_t *lreach;
	aas_trace_t trace;
	aas_link_t *areas, *link;

	for ( ent = AAS_NextBSPEntity( 0 ); ent; ent = AAS_NextBSPEntity( ent ) )
	{
		if ( !AAS_ValueForBSPEpairKey( ent, "classname", classname, MAX_EPAIRKEY ) ) {
			continue;
		}
		if ( !strcmp( classname, "trigger_multiple" ) ) {
			AAS_ValueForBSPEpairKey( ent, "model", model, MAX_EPAIRKEY );
//#ifdef REACHDEBUG
			botimport.Print( PRT_MESSAGE, "trigger_multiple model = \"%s\"\n", model );
//#endif REACHDEBUG
			AAS_BSPModelMinsMaxsOrigin( atoi( model + 1 ), angles, mins, maxs, origin );
			//
			if ( !AAS_ValueForBSPEpairKey( ent, "target", target, MAX_EPAIRKEY ) ) {
				botimport.Print( PRT_ERROR, "trigger_multiple at %1.0f %1.0f %1.0f without target\n",
								 origin[0], origin[1], origin[2] );
				continue;
			} //end if
			for ( dest = AAS_NextBSPEntity( 0 ); dest; dest = AAS_NextBSPEntity( dest ) )
			{
				if ( !AAS_ValueForBSPEpairKey( dest, "classname", classname, MAX_EPAIRKEY ) ) {
					continue;
				}
				if ( !strcmp( classname, "target_teleporter" ) ) {
					if ( !AAS_ValueForBSPEpairKey( dest, "targetname", targetname, MAX_EPAIRKEY ) ) {
						continue;
					}
					if ( !strcmp( targetname, target ) ) {
						break;
					} //end if
				} //end if
			} //end for
			if ( !dest ) {
				continue;
			} //end if
			if ( !AAS_ValueForBSPEpairKey( dest, "target", target, MAX_EPAIRKEY ) ) {
				botimport.Print( PRT_ERROR, "target_teleporter without target\n" );
				continue;
			} //end if
		} //end else
		else if ( !strcmp( classname, "trigger_teleport" ) ) {
			AAS_ValueForBSPEpairKey( ent, "model", model, MAX_EPAIRKEY );
//#ifdef REACHDEBUG
			botimport.Print( PRT_MESSAGE, "trigger_teleport model = \"%s\"\n", model );
//#endif REACHDEBUG
			AAS_BSPModelMinsMaxsOrigin( atoi( model + 1 ), angles, mins, maxs, origin );
			//
			if ( !AAS_ValueForBSPEpairKey( ent, "target", target, MAX_EPAIRKEY ) ) {
				botimport.Print( PRT_ERROR, "trigger_teleport at %1.0f %1.0f %1.0f without target\n",
								 origin[0], origin[1], origin[2] );
				continue;
			} //end if
		} //end if
		else
		{
			continue;
		} //end else
		  //
		for ( dest = AAS_NextBSPEntity( 0 ); dest; dest = AAS_NextBSPEntity( dest ) )
		{
			//classname should be misc_teleporter_dest
			//but I've also seen target_position and actually any
			//entity could be used... burp
			if ( AAS_ValueForBSPEpairKey( dest, "targetname", targetname, MAX_EPAIRKEY ) ) {
				if ( !strcmp( targetname, target ) ) {
					break;
				} //end if
			} //end if
		} //end for
		if ( !dest ) {
			botimport.Print( PRT_ERROR, "teleporter without misc_teleporter_dest (%s)\n", target );
			continue;
		} //end if
		if ( !AAS_VectorForBSPEpairKey( dest, "origin", destorigin ) ) {
			botimport.Print( PRT_ERROR, "teleporter destination (%s) without origin\n", target );
			continue;
		} //end if
		  //
		area2num = AAS_PointAreaNum( destorigin );
		//if not teleported into a teleporter or into a jumppad
		if ( !AAS_AreaTeleporter( area2num ) && !AAS_AreaJumpPad( area2num ) ) {
			destorigin[2] += 24; //just for q2e1m2, the dork has put the telepads in the ground
			VectorCopy( destorigin, end );
			end[2] -= 100;
			trace = AAS_TraceClientBBox( destorigin, end, PRESENCE_CROUCH, -1 );
			if ( trace.startsolid ) {
				botimport.Print( PRT_ERROR, "teleporter destination (%s) in solid\n", target );
				continue;
			} //end if
			VectorCopy( trace.endpos, destorigin );
			area2num = AAS_PointAreaNum( destorigin );
		} //end if
		  //
		  //botimport.Print(PRT_MESSAGE, "teleporter brush origin at %f %f %f\n", origin[0], origin[1], origin[2]);
		  //botimport.Print(PRT_MESSAGE, "teleporter brush mins = %f %f %f\n", mins[0], mins[1], mins[2]);
		  //botimport.Print(PRT_MESSAGE, "teleporter brush maxs = %f %f %f\n", maxs[0], maxs[1], maxs[2]);
		VectorAdd( origin, mins, mins );
		VectorAdd( origin, maxs, maxs );
		//
		VectorAdd( mins, maxs, mid );
		VectorScale( mid, 0.5, mid );
		//link an invalid (-1) entity
		areas = AAS_LinkEntityClientBBox( mins, maxs, -1, PRESENCE_CROUCH );
		if ( !areas ) {
			botimport.Print( PRT_MESSAGE, "trigger_multiple not in any area\n" );
		}
		//
		for ( link = areas; link; link = link->next_area )
		{
			//if (!AAS_AreaGrounded(link->areanum)) continue;
			if ( !AAS_AreaTeleporter( link->areanum ) ) {
				continue;
			}
			//
			area1num = link->areanum;
			//create a new reachability link
			lreach = AAS_AllocReachability();
			if ( !lreach ) {
				break;
			}
			lreach->areanum = area2num;
			lreach->facenum = 0;
			lreach->edgenum = 0;
			VectorCopy( mid, lreach->start );
			VectorCopy( destorigin, lreach->end );
			lreach->traveltype = TRAVEL_TELEPORT;
			lreach->traveltime = TELEPORT_TIME;
			lreach->next = areareachability[area1num];
			areareachability[area1num] = lreach;
			//
			reach_teleport++;
		} //end for
		  //unlink the invalid entity
		AAS_UnlinkFromAreas( areas );
	} //end for
} //end of the function AAS_Reachability_Teleport
//===========================================================================
// create possible elevator (func_plat) reachabilities
// this is very game dependent.... :(
//
// Parameter:			-
// Returns:				-
// Changes Globals:		-
//===========================================================================
#define REACHDEBUG
void AAS_Reachability_Elevator( void ) {
	int area1num, area2num, modelnum, i, j, k, l, n, p;
	float lip, height, speed;
	char model[MAX_EPAIRKEY], classname[MAX_EPAIRKEY];
	int ent;
	vec3_t mins, maxs, origin, angles = {0, 0, 0};
	vec3_t pos1, pos2, mids, platbottom, plattop;
	vec3_t bottomorg, toporg, start, end, dir;
	vec_t xvals[8], yvals[8], xvals_top[8], yvals_top[8];
	aas_lreachability_t *lreach;
	aas_trace_t trace;

#ifdef REACHDEBUG
	Log_Write( "AAS_Reachability_Elevator\r\n" );
#endif //REACHDEBUG
	for ( ent = AAS_NextBSPEntity( 0 ); ent; ent = AAS_NextBSPEntity( ent ) )
	{
		if ( !AAS_ValueForBSPEpairKey( ent, "classname", classname, MAX_EPAIRKEY ) ) {
			continue;
		}
		if ( !strcmp( classname, "func_plat" ) ) {
#ifdef REACHDEBUG
			Log_Write( "found func plat\r\n" );
#endif //REACHDEBUG
			if ( !AAS_ValueForBSPEpairKey( ent, "model", model, MAX_EPAIRKEY ) ) {
				botimport.Print( PRT_ERROR, "func_plat without model\n" );
				continue;
			} //end if
			  //get the model number, and skip the leading *
			modelnum = atoi( model + 1 );
			if ( modelnum <= 0 ) {
				botimport.Print( PRT_ERROR, "func_plat with invalid model number\n" );
				continue;
			} //end if
			  //get the mins, maxs and origin of the model
			  //NOTE: the origin is usually (0,0,0) and the mins and maxs
			  //      are the absolute mins and maxs
			AAS_BSPModelMinsMaxsOrigin( modelnum, angles, mins, maxs, origin );
			//
			AAS_VectorForBSPEpairKey( ent, "origin", origin );
			//pos1 is the top position, pos2 is the bottom
			VectorCopy( origin, pos1 );
			VectorCopy( origin, pos2 );
			//get the lip of the plat
			AAS_FloatForBSPEpairKey( ent, "lip", &lip );
			if ( !lip ) {
				lip = 8;
			}
			//get the movement height of the plat
			AAS_FloatForBSPEpairKey( ent, "height", &height );
			if ( !height ) {
				height = ( maxs[2] - mins[2] ) - lip;
			}
			//get the speed of the plat
			AAS_FloatForBSPEpairKey( ent, "speed", &speed );
			if ( !speed ) {
				speed = 200;
			}
			//get bottom position below pos1
			pos2[2] -= height;
			//
			botimport.Print( PRT_MESSAGE, "pos2[2] = %1.1f pos1[2] = %1.1f\n", pos2[2], pos1[2] );
			//get a point just above the plat in the bottom position
			VectorAdd( mins, maxs, mids );
			VectorMA( pos2, 0.5, mids, platbottom );
			platbottom[2] = maxs[2] - ( pos1[2] - pos2[2] ) + 2;
			//get a point just above the plat in the top position
			VectorAdd( mins, maxs, mids );
			VectorMA( pos2, 0.5, mids, plattop );
			plattop[2] = maxs[2] + 2;
			//
			/*if (!area1num)
			{
				Log_Write("no grounded area near plat bottom\r\n");
				continue;
			} //end if*/
			//get the mins and maxs a little larger
			for ( i = 0; i < 3; i++ )
			{
				mins[i] -= 1;
				maxs[i] += 1;
			} //end for
			  //
			botimport.Print( PRT_MESSAGE, "platbottom[2] = %1.1f plattop[2] = %1.1f\n", platbottom[2], plattop[2] );
			//
			VectorAdd( mins, maxs, mids );
			VectorScale( mids, 0.5, mids );
			//
			xvals[0] = mins[0]; xvals[1] = mids[0]; xvals[2] = maxs[0]; xvals[3] = mids[0];
			yvals[0] = mids[1]; yvals[1] = maxs[1]; yvals[2] = mids[1]; yvals[3] = mins[1];
			//
			xvals[4] = mins[0]; xvals[5] = maxs[0]; xvals[6] = maxs[0]; xvals[7] = mins[0];
			yvals[4] = maxs[1]; yvals[5] = maxs[1]; yvals[6] = mins[1]; yvals[7] = mins[1];
			//find adjacent areas around the bottom of the plat
			for ( i = 0; i < 9; i++ )
			{
				if ( i < 8 ) { //check at the sides of the plat
					bottomorg[0] = origin[0] + xvals[i];
					bottomorg[1] = origin[1] + yvals[i];
					bottomorg[2] = platbottom[2] + 16;
					//get a grounded or swim area near the plat in the bottom position
					area1num = AAS_PointAreaNum( bottomorg );
					for ( k = 0; k < 16; k++ )
					{
						if ( area1num ) {
							if ( AAS_AreaGrounded( area1num ) || AAS_AreaSwim( area1num ) ) {
								break;
							}
						} //end if
						bottomorg[2] += 4;
						area1num = AAS_PointAreaNum( bottomorg );
					} //end if
					  //if in solid
					if ( k >= 16 ) {
						continue;
					} //end if
				} //end if
				else //at the middle of the plat
				{
					VectorCopy( plattop, bottomorg );
					bottomorg[2] += 24;
					area1num = AAS_PointAreaNum( bottomorg );
					if ( !area1num ) {
						continue;
					}
					VectorCopy( platbottom, bottomorg );
					bottomorg[2] += 24;
				} //end else
				  //look at adjacent areas around the top of the plat
				  //make larger steps to outside the plat everytime
				for ( n = 0; n < 3; n++ )
				{
					for ( k = 0; k < 3; k++ )
					{
						mins[k] -= 4;
						maxs[k] += 4;
					} //end for
					xvals_top[0] = mins[0]; xvals_top[1] = mids[0]; xvals_top[2] = maxs[0]; xvals_top[3] = mids[0];
					yvals_top[0] = mids[1]; yvals_top[1] = maxs[1]; yvals_top[2] = mids[1]; yvals_top[3] = mins[1];
					//
					xvals_top[4] = mins[0]; xvals_top[5] = maxs[0]; xvals_top[6] = maxs[0]; xvals_top[7] = mins[0];
					yvals_top[4] = maxs[1]; yvals_top[5] = maxs[1]; yvals_top[6] = mins[1]; yvals_top[7] = mins[1];
					//
					for ( j = 0; j < 8; j++ )
					{
						toporg[0] = origin[0] + xvals_top[j];
						toporg[1] = origin[1] + yvals_top[j];
						toporg[2] = plattop[2] + 16;
						//get a grounded or swim area near the plat in the top position
						area2num = AAS_PointAreaNum( toporg );
						for ( l = 0; l < 16; l++ )
						{
							if ( area2num ) {
								if ( AAS_AreaGrounded( area2num ) || AAS_AreaSwim( area2num ) ) {
									VectorCopy( plattop, start );
									start[2] += 32;
									VectorCopy( toporg, end );
									end[2] += 1;
									trace = AAS_TraceClientBBox( start, end, PRESENCE_CROUCH, -1 );
									if ( trace.fraction >= 1 ) {
										break;
									}
								} //end if
							} //end if
							toporg[2] += 4;
							area2num = AAS_PointAreaNum( toporg );
						} //end if
						  //if in solid
						if ( l >= 16 ) {
							continue;
						}
						//never create a reachability in the same area
						if ( area2num == area1num ) {
							continue;
						}
						//if the area isn't grounded
						if ( !AAS_AreaGrounded( area2num ) ) {
							continue;
						}
						//if there already exists reachability between the areas
						if ( AAS_ReachabilityExists( area1num, area2num ) ) {
							continue;
						}
						//if the reachability start is within the elevator bounding box
						VectorSubtract( bottomorg, platbottom, dir );
						VectorNormalize( dir );
						dir[0] = bottomorg[0] + 24 * dir[0];
						dir[1] = bottomorg[1] + 24 * dir[1];
						dir[2] = bottomorg[2];
						//
						for ( p = 0; p < 3; p++ )
							if ( dir[p] < origin[p] + mins[p] || dir[p] > origin[p] + maxs[p] ) {
								break;
							}
						if ( p >= 3 ) {
							continue;
						}
						//create a new reachability link
						lreach = AAS_AllocReachability();
						if ( !lreach ) {
							continue;
						}
						lreach->areanum = area2num;
						//the facenum is the model number
						lreach->facenum = modelnum;
						//the edgenum is the height
						lreach->edgenum = (int) height;
						//
						VectorCopy( dir, lreach->start );
						VectorCopy( toporg, lreach->end );
						lreach->traveltype = TRAVEL_ELEVATOR;
						lreach->traveltime = height * 100 / speed;
						if ( !lreach->traveltime ) {
							lreach->traveltime = 50;
						}
						lreach->next = areareachability[area1num];
						areareachability[area1num] = lreach;
						//don't go any further to the outside
						n = 9999;
						//
#ifdef REACHDEBUG
						Log_Write( "elevator reach from %d to %d\r\n", area1num, area2num );
#endif //REACHDEBUG
						//
						reach_elevator++;
					} //end for
				} //end for
			} //end for
		} //end if
	} //end for
} //end of the function AAS_Reachability_Elevator
//===========================================================================
//
// Parameter:			-
// Returns:				-
// Changes Globals:		-
//===========================================================================
aas_lreachability_t *AAS_FindFaceReachabilities( vec3_t *facepoints, int numpoints, aas_plane_t *plane, int towardsface ) {
	int i, j, k, l;
	int facenum, edgenum, bestfacenum;
	float *v1, *v2, *v3, *v4;
	float bestdist, speed, hordist, dist;
	vec3_t beststart = {0}, beststart2 = {0}, bestend = {0}, bestend2 = {0}, tmp, hordir, testpoint;
	aas_lreachability_t *lreach, *lreachabilities;
	aas_area_t *area;
	aas_face_t *face;
	aas_edge_t *edge;
	aas_plane_t *faceplane, *bestfaceplane;

	//
	lreachabilities = NULL;
	bestfacenum = 0;
	bestfaceplane = NULL;
	//
	for ( i = 1; i < ( *aasworld ).numareas; i++ )
	{
		area = &( *aasworld ).areas[i];
		// get the shortest distance between one of the func_bob start edges and
		// one of the face edges of area1
		bestdist = 999999;
		for ( j = 0; j < area->numfaces; j++ )
		{
			facenum = ( *aasworld ).faceindex[area->firstface + j];
			face = &( *aasworld ).faces[abs( facenum )];
			//if not a ground face
			if ( !( face->faceflags & FACE_GROUND ) ) {
				continue;
			}
			//get the ground planes
			faceplane = &( *aasworld ).planes[face->planenum];
			//
			for ( k = 0; k < face->numedges; k++ )
			{
				edgenum = abs( ( *aasworld ).edgeindex[face->firstedge + k] );
				edge = &( *aasworld ).edges[edgenum];
				//calculate the minimum distance between the two edges
				v1 = ( *aasworld ).vertexes[edge->v[0]];
				v2 = ( *aasworld ).vertexes[edge->v[1]];
				//
				for ( l = 0; l < numpoints; l++ )
				{
					v3 = facepoints[l];
					v4 = facepoints[( l + 1 ) % numpoints];
					dist = AAS_ClosestEdgePoints( v1, v2, v3, v4, faceplane, plane,
												  beststart, bestend,
												  beststart2, bestend2, bestdist );
					if ( dist < bestdist ) {
						bestfacenum = facenum;
						bestfaceplane = faceplane;
						bestdist = dist;
					} //end if
				} //end for
			} //end for
		} //end for
		  //
		if ( bestdist > 192 ) {
			continue;
		}
		//
		VectorMiddle( beststart, beststart2, beststart );
		VectorMiddle( bestend, bestend2, bestend );
		//
		if ( !towardsface ) {
			VectorCopy( beststart, tmp );
			VectorCopy( bestend, beststart );
			VectorCopy( tmp, bestend );
		} //end if
		  //
		VectorSubtract( bestend, beststart, hordir );
		hordir[2] = 0;
		hordist = VectorLength( hordir );
		//
		if ( hordist > 2 * AAS_MaxJumpDistance( aassettings.sv_jumpvel ) ) {
			continue;
		}
		//the end point should not be significantly higher than the start point
		if ( bestend[2] - 32 > beststart[2] ) {
			continue;
		}
		//don't fall down too far
		if ( bestend[2] < beststart[2] - 128 ) {
			continue;
		}
		//the distance should not be too far
		if ( hordist > 32 ) {
			//check for walk off ledge
			if ( !AAS_HorizontalVelocityForJump( 0, beststart, bestend, &speed ) ) {
				continue;
			}
		} //end if
		  //
		beststart[2] += 1;
		bestend[2] += 1;
		//
		if ( towardsface ) {
			VectorCopy( bestend, testpoint );
		} else { VectorCopy( beststart, testpoint );}
		if (bestfaceplane != NULL)
			testpoint[2] = (bestfaceplane->dist - DotProduct(bestfaceplane->normal, testpoint)) / bestfaceplane->normal[2];
		else
			testpoint[2] = 0;
		//
		if ( !AAS_PointInsideFace( bestfacenum, testpoint, 0.1 ) ) {
			//if the faces are not overlapping then only go down
			if ( bestend[2] - 16 > beststart[2] ) {
				continue;
			}
		} //end if
		lreach = AAS_AllocReachability();
		if ( !lreach ) {
			return lreachabilities;
		}
		lreach->areanum = i;
		lreach->facenum = 0;
		lreach->edgenum = 0;
		VectorCopy( beststart, lreach->start );
		VectorCopy( bestend, lreach->end );
		lreach->traveltype = 0;
		lreach->traveltime = 0;
		lreach->next = lreachabilities;
		lreachabilities = lreach;
#ifndef BSPC
		if ( towardsface ) {
			AAS_PermanentLine( lreach->start, lreach->end, 1 );
		} else { AAS_PermanentLine( lreach->start, lreach->end, 2 );}
#endif
	} //end for
	return lreachabilities;
} //end of the function AAS_FindFaceReachabilities
//===========================================================================
//
// Parameter:			-
// Returns:				-
// Changes Globals:		-
//===========================================================================
void AAS_Reachability_FuncBobbing( void ) {
	int ent, spawnflags, modelnum, axis;
	int i, numareas, areas[10];
	char classname[MAX_EPAIRKEY], model[MAX_EPAIRKEY];
	vec3_t origin, move_end, move_start, move_start_top, move_end_top;
	vec3_t mins, maxs, angles = {0, 0, 0};
	vec3_t start_edgeverts[4], end_edgeverts[4], mid;
	vec3_t org, start, end, dir, points[10];
	float height;
	aas_plane_t start_plane, end_plane;
	aas_lreachability_t *startreach, *endreach, *nextstartreach, *nextendreach, *lreach;
	aas_lreachability_t *firststartreach, *firstendreach;

	for ( ent = AAS_NextBSPEntity( 0 ); ent; ent = AAS_NextBSPEntity( ent ) )
	{
		if ( !AAS_ValueForBSPEpairKey( ent, "classname", classname, MAX_EPAIRKEY ) ) {
			continue;
		}
		if ( strcmp( classname, "func_bobbing" ) ) {
			continue;
		}
		AAS_FloatForBSPEpairKey( ent, "height", &height );
		if ( !height ) {
			height = 32;
		}
		//
		if ( !AAS_ValueForBSPEpairKey( ent, "model", model, MAX_EPAIRKEY ) ) {
			botimport.Print( PRT_ERROR, "func_bobbing without model\n" );
			continue;
		} //end if
		  //get the model number, and skip the leading *
		modelnum = atoi( model + 1 );
		if ( modelnum <= 0 ) {
			botimport.Print( PRT_ERROR, "func_bobbing with invalid model number\n" );
			continue;
		} //end if
		  //
		AAS_BSPModelMinsMaxsOrigin( modelnum, angles, mins, maxs, NULL );
		//
		VectorAdd( mins, maxs, mid );
		VectorScale( mid, 0.5, mid );
		//VectorAdd(mid, origin, mid);
		VectorCopy( mid, origin );
		//
		VectorCopy( origin, move_end );
		VectorCopy( origin, move_start );
		//
		AAS_IntForBSPEpairKey( ent, "spawnflags", &spawnflags );
		// set the axis of bobbing
		if ( spawnflags & 1 ) {
			axis = 0;
		} else if ( spawnflags & 2 ) {
			axis = 1;
		} else { axis = 2;}
		//
		move_start[axis] -= height;
		move_end[axis] += height;
		//
		Log_Write( "funcbob model %d, start = {%1.1f, %1.1f, %1.1f} end = {%1.1f, %1.1f, %1.1f}\n",
				   modelnum, move_start[0], move_start[1], move_start[2], move_end[0], move_end[1], move_end[2] );
		//
#ifndef BSPC
		/*
		AAS_DrawPermanentCross(move_start, 4, 1);
		AAS_DrawPermanentCross(move_end, 4, 2);
		*/
#endif
		//
		for ( i = 0; i < 4; i++ )
		{
			VectorCopy( move_start, start_edgeverts[i] );
			start_edgeverts[i][2] += maxs[2] - mid[2]; //+ bbox maxs z
			start_edgeverts[i][2] += 24;    //+ player origin to ground dist
		} //end for
		start_edgeverts[0][0] += maxs[0] - mid[0];
		start_edgeverts[0][1] += maxs[1] - mid[1];
		start_edgeverts[1][0] += maxs[0] - mid[0];
		start_edgeverts[1][1] += mins[1] - mid[1];
		start_edgeverts[2][0] += mins[0] - mid[0];
		start_edgeverts[2][1] += mins[1] - mid[1];
		start_edgeverts[3][0] += mins[0] - mid[0];
		start_edgeverts[3][1] += maxs[1] - mid[1];
		//
		start_plane.dist = start_edgeverts[0][2];
		VectorSet( start_plane.normal, 0, 0, 1 );
		//
		for ( i = 0; i < 4; i++ )
		{
			VectorCopy( move_end, end_edgeverts[i] );
			end_edgeverts[i][2] += maxs[2] - mid[2]; //+ bbox maxs z
			end_edgeverts[i][2] += 24;  //+ player origin to ground dist
		} //end for
		end_edgeverts[0][0] += maxs[0] - mid[0];
		end_edgeverts[0][1] += maxs[1] - mid[1];
		end_edgeverts[1][0] += maxs[0] - mid[0];
		end_edgeverts[1][1] += mins[1] - mid[1];
		end_edgeverts[2][0] += mins[0] - mid[0];
		end_edgeverts[2][1] += mins[1] - mid[1];
		end_edgeverts[3][0] += mins[0] - mid[0];
		end_edgeverts[3][1] += maxs[1] - mid[1];
		//
		end_plane.dist = end_edgeverts[0][2];
		VectorSet( end_plane.normal, 0, 0, 1 );
		//
#ifndef BSPC
		/*
		for (i = 0; i < 4; i++)
		{
			AAS_PermanentLine(start_edgeverts[i], start_edgeverts[(i+1)%4], 1);
			AAS_PermanentLine(end_edgeverts[i], end_edgeverts[(i+1)%4], 1);
		} //end for
		*/
#endif
		VectorCopy( move_start, move_start_top );
		move_start_top[2] += maxs[2] - mid[2] + 24; //+ bbox maxs z
		VectorCopy( move_end, move_end_top );
		move_end_top[2] += maxs[2] - mid[2] + 24; //+ bbox maxs z
		//
		if ( !AAS_PointAreaNum( move_start_top ) ) {
			continue;
		}
		if ( !AAS_PointAreaNum( move_end_top ) ) {
			continue;
		}
		//
		for ( i = 0; i < 2; i++ )
		{
			//
			if ( i == 0 ) {
				firststartreach = AAS_FindFaceReachabilities( start_edgeverts, 4, &start_plane, qtrue );
				firstendreach = AAS_FindFaceReachabilities( end_edgeverts, 4, &end_plane, qfalse );
			} //end if
			else
			{
				firststartreach = AAS_FindFaceReachabilities( end_edgeverts, 4, &end_plane, qtrue );
				firstendreach = AAS_FindFaceReachabilities( start_edgeverts, 4, &start_plane, qfalse );
			} //end else
			  //
			  //create reachabilities from start to end
			for ( startreach = firststartreach; startreach; startreach = nextstartreach )
			{
				nextstartreach = startreach->next;
				//
				//trace = AAS_TraceClientBBox(startreach->start, move_start_top, PRESENCE_NORMAL, -1);
				//if (trace.fraction < 1) continue;
				//
				for ( endreach = firstendreach; endreach; endreach = nextendreach )
				{
					nextendreach = endreach->next;
					//
					//trace = AAS_TraceClientBBox(endreach->end, move_end_top, PRESENCE_NORMAL, -1);
					//if (trace.fraction < 1) continue;
					//
					Log_Write( "funcbob reach from area %d to %d\n", startreach->areanum, endreach->areanum );
					//
					//
					if ( i == 0 ) {
						VectorCopy( move_start_top, org );
					} else { VectorCopy( move_end_top, org );}
					VectorSubtract( startreach->start, org, dir );
					dir[2] = 0;
					VectorNormalize( dir );
					VectorCopy( startreach->start, start );
					VectorMA( startreach->start, 1, dir, start );
					start[2] += 1;
					VectorMA( startreach->start, 16, dir, end );
					end[2] += 1;
					//
					numareas = AAS_TraceAreas( start, end, areas, points, 10 );
					if ( numareas <= 0 ) {
						continue;
					}
					if ( numareas > 1 ) {
						VectorCopy( points[1], startreach->start );
					} else { VectorCopy( end, startreach->start );}
					//
					if ( !AAS_PointAreaNum( startreach->start ) ) {
						continue;
					}
					if ( !AAS_PointAreaNum( endreach->end ) ) {
						continue;
					}
					//
					lreach = AAS_AllocReachability();
					lreach->areanum = endreach->areanum;
					if ( i == 0 ) {
						lreach->edgenum = ( (int)move_start[axis] << 16 ) | ( (int) move_end[axis] & 0x0000ffff );
					} else { lreach->edgenum = ( (int)move_end[axis] << 16 ) | ( (int) move_start[axis] & 0x0000ffff );}
					lreach->facenum = ( spawnflags << 16 ) | modelnum;
					VectorCopy( startreach->start, lreach->start );
					VectorCopy( endreach->end, lreach->end );
#ifndef BSPC
//					AAS_DrawArrow(lreach->start, lreach->end, LINECOLOR_BLUE, LINECOLOR_YELLOW);
//					AAS_PermanentLine(lreach->start, lreach->end, 1);
#endif
					lreach->traveltype = TRAVEL_FUNCBOB;
					lreach->traveltime = 300;
					reach_funcbob++;
					lreach->next = areareachability[startreach->areanum];
					areareachability[startreach->areanum] = lreach;
					//
				} //end for
			} //end for
			for ( startreach = firststartreach; startreach; startreach = nextstartreach )
			{
				nextstartreach = startreach->next;
				AAS_FreeReachability( startreach );
			} //end for
			for ( endreach = firstendreach; endreach; endreach = nextendreach )
			{
				nextendreach = endreach->next;
				AAS_FreeReachability( endreach );
			} //end for
			  //only go up with func_bobbing entities that go up and down
			if ( !( spawnflags & 1 ) && !( spawnflags & 2 ) ) {
				break;
			}
		} //end for
	} //end for
} //end of the function AAS_Reachability_FuncBobbing
//===========================================================================
//
// Parameter:			-
// Returns:				-
// Changes Globals:		-
//===========================================================================
void AAS_Reachability_JumpPad( void ) {
	int face2num, i, ret, modelnum, area2num, visualize;
	float speed, zvel, dist, time, height, gravity, forward;
	aas_face_t *face2;
	aas_area_t *area2;
	aas_lreachability_t *lreach;
	vec3_t areastart, facecenter, dir, cmdmove, teststart;
	vec3_t velocity, origin, ent2origin, angles, absmins, absmaxs;
	aas_clientmove_t move;
	aas_trace_t trace;
	int ent, ent2;
	aas_link_t *areas, *link;
	char target[MAX_EPAIRKEY], targetname[MAX_EPAIRKEY];
	char classname[MAX_EPAIRKEY], model[MAX_EPAIRKEY];

	for ( ent = AAS_NextBSPEntity( 0 ); ent; ent = AAS_NextBSPEntity( ent ) )
	{
		if ( !AAS_ValueForBSPEpairKey( ent, "classname", classname, MAX_EPAIRKEY ) ) {
			continue;
		}
		if ( strcmp( classname, "trigger_push" ) ) {
			continue;
		}
		//
		AAS_FloatForBSPEpairKey( ent, "speed", &speed );
		if ( !speed ) {
			speed = 1000;
		}
//		AAS_VectorForBSPEpairKey(ent, "angles", angles);
//		AAS_SetMovedir(angles, velocity);
//		VectorScale(velocity, speed, velocity);
		VectorClear( angles );
		//get the mins, maxs and origin of the model
		AAS_ValueForBSPEpairKey( ent, "model", model, MAX_EPAIRKEY );
		if ( model[0] ) {
			modelnum = atoi( model + 1 );
		} else { modelnum = 0;}
		AAS_BSPModelMinsMaxsOrigin( modelnum, angles, absmins, absmaxs, origin );
		VectorAdd( origin, absmins, absmins );
		VectorAdd( origin, absmaxs, absmaxs );
		//
#ifdef REACHDEBUG
		botimport.Print( PRT_MESSAGE, "absmins = %f %f %f\n", absmins[0], absmins[1], absmins[2] );
		botimport.Print( PRT_MESSAGE, "absmaxs = %f %f %f\n", absmaxs[0], absmaxs[1], absmaxs[2] );
#endif
		VectorAdd( absmins, absmaxs, origin );
		VectorScale( origin, 0.5, origin );

		//get the start areas
		VectorCopy( origin, teststart );
		teststart[2] += 64;
		trace = AAS_TraceClientBBox( teststart, origin, PRESENCE_CROUCH, -1 );
		if ( trace.startsolid ) {
			botimport.Print( PRT_MESSAGE, "trigger_push start solid\n" );
			VectorCopy( origin, areastart );
		} //end if
		else
		{
			VectorCopy( trace.endpos, areastart );
		} //end else
		areastart[2] += 0.125;
		//
		//AAS_DrawPermanentCross(origin, 4, 4);
		//get the target entity
		AAS_ValueForBSPEpairKey( ent, "target", target, MAX_EPAIRKEY );
		for ( ent2 = AAS_NextBSPEntity( 0 ); ent2; ent2 = AAS_NextBSPEntity( ent2 ) )
		{
			if ( !AAS_ValueForBSPEpairKey( ent2, "targetname", targetname, MAX_EPAIRKEY ) ) {
				continue;
			}
			if ( !strcmp( targetname, target ) ) {
				break;
			}
		} //end for
		if ( !ent2 ) {
			botimport.Print( PRT_MESSAGE, "trigger_push without target entity %s\n", target );
			continue;
		} //end if
		AAS_VectorForBSPEpairKey( ent2, "origin", ent2origin );
		//
		height = ent2origin[2] - origin[2];
		gravity = aassettings.sv_gravity;
		time = sqrt( height / ( 0.5 * gravity ) );
		if ( !time ) {
			botimport.Print( PRT_MESSAGE, "trigger_push without time\n" );
			continue;
		} //end if
		  // set s.origin2 to the push velocity
		VectorSubtract( ent2origin, origin, velocity );
		dist = VectorNormalize( velocity );
		forward = dist / time;
		//FIXME: why multiply by 1.1
		forward *= 1.1;
		VectorScale( velocity, forward, velocity );
		velocity[2] = time * gravity;
		//get the areas the jump pad brush is in
		areas = AAS_LinkEntityClientBBox( absmins, absmaxs, -1, PRESENCE_CROUCH );
		/*
		for ( link = areas; link; link = link->next_area )
		{
			if ( link->areanum == 5772 ) {
				ret = qfalse;
			}
		}
		*/
		for ( link = areas; link; link = link->next_area )
		{
			if ( AAS_AreaJumpPad( link->areanum ) ) {
				break;
			}
		} //end for
		if ( !link ) {
			botimport.Print( PRT_MESSAGE, "trigger_multiple not in any jump pad area\n" );
			AAS_UnlinkFromAreas( areas );
			continue;
		} //end if
		//
		botimport.Print( PRT_MESSAGE, "found a trigger_push with velocity %f %f %f\n", velocity[0], velocity[1], velocity[2] );
		//if there is a horizontal velocity check for a reachability without air control
		if ( velocity[0] || velocity[1] ) {
			VectorSet( cmdmove, 0, 0, 0 );
			//VectorCopy(velocity, cmdmove);
			//cmdmove[2] = 0;
			memset( &move, 0, sizeof( aas_clientmove_t ) );
			area2num = 0;
			for ( i = 0; i < 20; i++ )
			{
				AAS_PredictClientMovement( &move, -1, areastart, PRESENCE_NORMAL, qfalse,
										   velocity, cmdmove, 0, 30, 0.1,
										   SE_HITGROUND | SE_ENTERWATER | SE_ENTERSLIME |
										   SE_ENTERLAVA | SE_HITGROUNDDAMAGE | SE_TOUCHJUMPPAD | SE_TOUCHTELEPORTER, 0, qfalse ); //qtrue);
				area2num = AAS_PointAreaNum( move.endpos );
				for ( link = areas; link; link = link->next_area )
				{
					if ( !AAS_AreaJumpPad( link->areanum ) ) {
						continue;
					}
					if ( link->areanum == area2num ) {
						break;
					}
				} //end if
				if ( !link ) {
					break;
				}
				VectorCopy( move.endpos, areastart );
				VectorCopy( move.velocity, velocity );
			} //end for
			if ( area2num && i < 20 ) {
				for ( link = areas; link; link = link->next_area )
				{
					if ( !AAS_AreaJumpPad( link->areanum ) ) {
						continue;
					}
					if ( AAS_ReachabilityExists( link->areanum, area2num ) ) {
						continue;
					}
					//create a rocket or bfg jump reachability from area1 to area2
					lreach = AAS_AllocReachability();
					if ( !lreach ) {
						AAS_UnlinkFromAreas( areas );
						return;
					} //end if
					lreach->areanum = area2num;
					//NOTE: the facenum is the Z velocity
					lreach->facenum = velocity[2];
					//NOTE: the edgenum is the horizontal velocity
					lreach->edgenum = sqrt( velocity[0] * velocity[0] + velocity[1] * velocity[1] );
					VectorCopy( areastart, lreach->start );
					VectorCopy( move.endpos, lreach->end );
					lreach->traveltype = TRAVEL_JUMPPAD;
					lreach->traveltime = 200;
					lreach->next = areareachability[link->areanum];
					areareachability[link->areanum] = lreach;
					//
					reach_jumppad++;
				} //end for
			} //end if
		} //end if
		  //
		if ( fabs( velocity[0] ) > 100 || fabs( velocity[1] ) > 100 ) {
			continue;
		}
		//check for areas we can reach with air control
		for ( area2num = 1; area2num < ( *aasworld ).numareas; area2num++ )
		{
			visualize = qfalse;
			/*
			if (area2num == 3568)
			{
				for (link = areas; link; link = link->next_area)
				{
					if (link->areanum == 3380)
					{
						visualize = qtrue;
						botimport.Print(PRT_MESSAGE, "bah\n");
					} //end if
				} //end for
			} //end if*/
			//never try to go back to one of the original jumppad areas
			//and don't create reachabilities if they already exist
			for ( link = areas; link; link = link->next_area )
			{
				if ( AAS_ReachabilityExists( link->areanum, area2num ) ) {
					break;
				}
				if ( AAS_AreaJumpPad( link->areanum ) ) {
					if ( link->areanum == area2num ) {
						break;
					}
				} //end if
			} //end if
			if ( link ) {
				continue;
			}
			//
			area2 = &( *aasworld ).areas[area2num];
			for ( i = 0; i < area2->numfaces; i++ )
			{
				face2num = ( *aasworld ).faceindex[area2->firstface + i];
				face2 = &( *aasworld ).faces[abs( face2num )];
				//if it is not a ground face
				if ( !( face2->faceflags & FACE_GROUND ) ) {
					continue;
				}
				//get the center of the face
				AAS_FaceCenter( face2num, facecenter );
				//only go higher up
				if ( facecenter[2] < areastart[2] ) {
					continue;
				}
				//get the jumppad jump z velocity
				zvel = velocity[2];
				//get the horizontal speed for the jump, if it isn't possible to calculate this
				//speed (the jump is not possible) then there's no jump reachability created
				ret = AAS_HorizontalVelocityForJump( zvel, areastart, facecenter, &speed );
				if ( ret && speed < 150 ) {
					//direction towards the face center
					VectorSubtract( facecenter, areastart, dir );
					dir[2] = 0;
					//hordist = VectorNormalize( dir );
					//if (hordist < 1.6 * facecenter[2] - areastart[2])
					{
						//get command movement
						VectorScale( dir, speed, cmdmove );
						//
						AAS_PredictClientMovement( &move, -1, areastart, PRESENCE_NORMAL, qfalse,
												   velocity, cmdmove, 30, 30, 0.1,
												   SE_ENTERWATER | SE_ENTERSLIME |
												   SE_ENTERLAVA | SE_HITGROUNDDAMAGE |
												   SE_TOUCHJUMPPAD | SE_TOUCHTELEPORTER | SE_HITGROUNDAREA, area2num, visualize );
						//if prediction time wasn't enough to fully predict the movement
						//don't enter slime or lava and don't fall from too high
						if ( move.frames < 30 &&
							 !( move.stopevent & ( SE_ENTERSLIME | SE_ENTERLAVA | SE_HITGROUNDDAMAGE ) )
							 && ( move.stopevent & ( SE_HITGROUNDAREA | SE_TOUCHJUMPPAD | SE_TOUCHTELEPORTER ) ) ) {
							for ( link = areas; link; link = link->next_area )
							{
								if ( !AAS_AreaJumpPad( link->areanum ) ) {
									continue;
								}
								if ( AAS_ReachabilityExists( link->areanum, area2num ) ) {
									continue;
								}
								//create a jumppad reachability from area1 to area2
								lreach = AAS_AllocReachability();
								if ( !lreach ) {
									AAS_UnlinkFromAreas( areas );
									return;
								} //end if
								lreach->areanum = area2num;
								//NOTE: the facenum is the Z velocity
								lreach->facenum = velocity[2];
								//NOTE: the edgenum is the horizontal velocity
								lreach->edgenum = sqrt( cmdmove[0] * cmdmove[0] + cmdmove[1] * cmdmove[1] );
								VectorCopy( areastart, lreach->start );
								VectorCopy( facecenter, lreach->end );
								lreach->traveltype = TRAVEL_JUMPPAD;
								lreach->traveltime = 250;
								lreach->next = areareachability[link->areanum];
								areareachability[link->areanum] = lreach;
								//
								reach_jumppad++;
							} //end for
						} //end if
					} //end if
				} //end for
			} //end for
		} //end for
		AAS_UnlinkFromAreas( areas );
	} //end for
} //end of the function AAS_Reachability_JumpPad
//===========================================================================
// never point at ground faces
// always a higher and pretty far area
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
int AAS_Reachability_Grapple( int area1num, int area2num ) {
	int face2num, i, j, areanum, numareas, areas[20];
	float mingrappleangle, z, hordist;
	bsp_trace_t bsptrace;
	aas_trace_t trace;
	aas_face_t *face2;
	aas_area_t *area1, *area2;
	aas_lreachability_t *lreach;
	vec3_t areastart = {0, 0, 0}, facecenter, start, end, dir, down = {0, 0, -1};
	vec_t *v;

	//only grapple when on the ground or swimming
	if ( !AAS_AreaGrounded( area1num ) && !AAS_AreaSwim( area1num ) ) {
		return qfalse;
	}
	//don't grapple from a crouch area
	if ( !( AAS_AreaPresenceType( area1num ) & PRESENCE_NORMAL ) ) {
		return qfalse;
	}
	//NOTE: disabled area swim it doesn't work right
	if ( AAS_AreaSwim( area1num ) ) {
		return qfalse;
	}
	//
	area1 = &( *aasworld ).areas[area1num];
	area2 = &( *aasworld ).areas[area2num];
	//don't grapple towards way lower areas
	if ( area2->maxs[2] < area1->mins[2] ) {
		return qfalse;
	}
	//
	VectorCopy( ( *aasworld ).areas[area1num].center, start );
	//if not a swim area
	if ( !AAS_AreaSwim( area1num ) ) {
		if ( !AAS_PointAreaNum( start ) ) {
			Log_Write( "area %d center %f %f %f in solid?\r\n", area1num,
					   start[0], start[1], start[2] );
		}
		VectorCopy( start, end );
		end[2] -= 1000;
		trace = AAS_TraceClientBBox( start, end, PRESENCE_CROUCH, -1 );
		if ( trace.startsolid ) {
			return qfalse;
		}
		VectorCopy( trace.endpos, areastart );
	} //end if
	else
	{
		if ( !( AAS_PointContents( start ) & ( CONTENTS_LAVA | CONTENTS_SLIME | CONTENTS_WATER ) ) ) {
			return qfalse;
		}
	} //end else
	  //
	  //start is now the start point
	  //
	for ( i = 0; i < area2->numfaces; i++ )
	{
		face2num = ( *aasworld ).faceindex[area2->firstface + i];
		face2 = &( *aasworld ).faces[abs( face2num )];
		//if it is not a solid face
		if ( !( face2->faceflags & FACE_SOLID ) ) {
			continue;
		}
		//direction towards the first vertex of the face
		v = ( *aasworld ).vertexes[( *aasworld ).edges[abs( ( *aasworld ).edgeindex[face2->firstedge] )].v[0]];
		VectorSubtract( v, areastart, dir );
		//if the face plane is facing away
		if ( DotProduct( ( *aasworld ).planes[face2->planenum].normal, dir ) > 0 ) {
			continue;
		}
		//get the center of the face
		AAS_FaceCenter( face2num, facecenter );
		//only go higher up with the grapple
		if ( facecenter[2] < areastart[2] + 64 ) {
			continue;
		}
		//only use vertical faces or downward facing faces
		if ( DotProduct( ( *aasworld ).planes[face2->planenum].normal, down ) < 0 ) {
			continue;
		}
		//direction towards the face center
		VectorSubtract( facecenter, areastart, dir );
		//
		z = dir[2];
		dir[2] = 0;
		hordist = VectorLength( dir );
		if ( !hordist ) {
			continue;
		}
		//if too far
		if ( hordist > 2000 ) {
			continue;
		}
		//check the minimal angle of the movement
		mingrappleangle = 15; //15 degrees
		if ( z / hordist < tan( 2 * M_PI * mingrappleangle / 360 ) ) {
			continue;
		}
		//
		VectorCopy( facecenter, start );
		VectorMA( facecenter, -500, ( *aasworld ).planes[face2->planenum].normal, end );
		//
		bsptrace = AAS_Trace( start, NULL, NULL, end, 0, CONTENTS_SOLID );
		//the grapple won't stick to the sky and the grapple point should be near the AAS wall
		if ( ( bsptrace.surface.flags & SURF_SKY ) || ( bsptrace.fraction * 500 > 32 ) ) {
			continue;
		}
		//trace a full bounding box from the area center on the ground to
		//the center of the face
		VectorSubtract( facecenter, areastart, dir );
		VectorNormalize( dir );
		VectorMA( areastart, 4, dir, start );
		VectorCopy( bsptrace.endpos, end );
		trace = AAS_TraceClientBBox( start, end, PRESENCE_NORMAL, -1 );
		VectorSubtract( trace.endpos, facecenter, dir );
		if ( VectorLength( dir ) > 24 ) {
			continue;
		}
		//
		VectorCopy( trace.endpos, start );
		VectorCopy( trace.endpos, end );
		end[2] -= AAS_FallDamageDistance();
		trace = AAS_TraceClientBBox( start, end, PRESENCE_NORMAL, -1 );
		if ( trace.fraction >= 1 ) {
			continue;
		}
		//area to end in
		areanum = AAS_PointAreaNum( trace.endpos );
		//if not in lava or slime
		if ( ( *aasworld ).areasettings[areanum].contents & AREACONTENTS_LAVA ) { //----(SA)	modified since slime is no longer deadly
//		if ((*aasworld).areasettings[areanum].contents & (AREACONTENTS_SLIME|AREACONTENTS_LAVA))
			continue;
		} //end if
		  //do not go the the source area
		if ( areanum == area1num ) {
			continue;
		}
		//don't create reachabilities if they already exist
		if ( AAS_ReachabilityExists( area1num, areanum ) ) {
			continue;
		}
		//only end in areas we can stand
		if ( !AAS_AreaGrounded( areanum ) ) {
			continue;
		}
		//never go through cluster portals!!
		numareas = AAS_TraceAreas( areastart, bsptrace.endpos, areas, NULL, 20 );
		if ( numareas >= 20 ) {
			continue;
		}
		for ( j = 0; j < numareas; j++ )
		{
			if ( ( *aasworld ).areasettings[areas[j]].contents & AREACONTENTS_CLUSTERPORTAL ) {
				break;
			}
		} //end for
		if ( j < numareas ) {
			continue;
		}
		//create a new reachability link
		lreach = AAS_AllocReachability();
		if ( !lreach ) {
			return qfalse;
		}
		lreach->areanum = areanum;
		lreach->facenum = face2num;
		lreach->edgenum = 0;
		VectorCopy( areastart, lreach->start );
		//VectorCopy(facecenter, lreach->end);
		VectorCopy( bsptrace.endpos, lreach->end );
		lreach->traveltype = TRAVEL_GRAPPLEHOOK;
		VectorSubtract( lreach->end, lreach->start, dir );
		lreach->traveltime = STARTGRAPPLE_TIME + VectorLength( dir ) * 0.25;
		lreach->next = areareachability[area1num];
		areareachability[area1num] = lreach;
		//
		reach_grapple++;
	} //end for
	  //
	return qfalse;
} //end of the function AAS_Reachability_Grapple
//===========================================================================
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
void AAS_SetWeaponJumpAreaFlags( void ) {
	int ent, i;
	vec3_t mins = {-15, -15, -15}, maxs = {15, 15, 15};
	vec3_t origin;
	int areanum, weaponjumpareas, spawnflags;
	char classname[MAX_EPAIRKEY];

	weaponjumpareas = 0;
	for ( ent = AAS_NextBSPEntity( 0 ); ent; ent = AAS_NextBSPEntity( ent ) )
	{
		if ( !AAS_ValueForBSPEpairKey( ent, "classname", classname, MAX_EPAIRKEY ) ) {
			continue;
		}
		if (
			!strcmp( classname, "item_armor_body" ) ||
			!strcmp( classname, "item_armor_combat" ) ||
			!strcmp( classname, "item_health_mega" ) ||
			!strcmp( classname, "weapon_grenadelauncher" ) ||
			!strcmp( classname, "weapon_rocketlauncher" ) ||
			!strcmp( classname, "weapon_lightning" ) ||
			!strcmp( classname, "weapon_sp5" ) ||
			!strcmp( classname, "weapon_railgun" ) ||
			!strcmp( classname, "weapon_bfg" ) ||
			!strcmp( classname, "item_quad" ) ||
			!strcmp( classname, "item_regen" ) ||
			!strcmp( classname, "item_invulnerability" ) ) {
			if ( AAS_VectorForBSPEpairKey( ent, "origin", origin ) ) {
				spawnflags = 0;
				AAS_IntForBSPEpairKey( ent, "spawnflags", &spawnflags );
				//if not a stationary item
				if ( !( spawnflags & 1 ) ) {
					if ( !AAS_DropToFloor( origin, mins, maxs ) ) {
						botimport.Print( PRT_MESSAGE, "%s in solid at (%1.1f %1.1f %1.1f)\n",
										 classname, origin[0], origin[1], origin[2] );
					} //end if
				} //end if
				  //areanum = AAS_PointAreaNum(origin);
				areanum = AAS_BestReachableArea( origin, mins, maxs, origin );
				//the bot may rocket jump towards this area
				( *aasworld ).areasettings[areanum].areaflags |= AREA_WEAPONJUMP;
				//
				if ( !AAS_AreaGrounded( areanum ) ) {
					botimport.Print( PRT_MESSAGE, "area not grounded\n" );
				}
				//
				weaponjumpareas++;
			} //end if
		} //end if
	} //end for
	for ( i = 1; i < ( *aasworld ).numareas; i++ )
	{
		if ( ( *aasworld ).areasettings[i].contents & AREACONTENTS_JUMPPAD ) {
			( *aasworld ).areasettings[i].areaflags |= AREA_WEAPONJUMP;
			weaponjumpareas++;
		} //end if
	} //end for
	botimport.Print( PRT_MESSAGE, "%d weapon jump areas\n", weaponjumpareas );
} //end of the function AAS_SetWeaponJumpAreaFlags
//===========================================================================
// create a possible weapon jump reachability from area1 to area2
//
// check if there's a cool item in the second area
// check if area1 is lower than area2
// check if the bot can rocketjump from area1 to area2
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
int AAS_Reachability_WeaponJump( int area1num, int area2num ) {
	int face2num, i, n, ret;
	float speed, zvel;
	aas_face_t *face2;
	aas_area_t *area1, *area2;
	aas_lreachability_t *lreach;
	vec3_t areastart, facecenter, start, end, dir, cmdmove; // teststart;
	vec3_t velocity;
	aas_clientmove_t move;
	aas_trace_t trace;

	if ( !AAS_AreaGrounded( area1num ) || AAS_AreaSwim( area1num ) ) {
		return qfalse;
	}
	if ( !AAS_AreaGrounded( area2num ) ) {
		return qfalse;
	}
	//NOTE: only weapon jump towards areas with an interesting item in it??
	if ( !( ( *aasworld ).areasettings[area2num].areaflags & AREA_WEAPONJUMP ) ) {
		return qfalse;
	}
	//
	area1 = &( *aasworld ).areas[area1num];
	area2 = &( *aasworld ).areas[area2num];
	//don't weapon jump towards way lower areas
	if ( area2->maxs[2] < area1->mins[2] ) {
		return qfalse;
	}
	//
	VectorCopy( ( *aasworld ).areas[area1num].center, start );
	//if not a swim area
	if ( !AAS_PointAreaNum( start ) ) {
		Log_Write( "area %d center %f %f %f in solid?\r\n", area1num,
				   start[0], start[1], start[2] );
	}
	VectorCopy( start, end );
	end[2] -= 1000;
	trace = AAS_TraceClientBBox( start, end, PRESENCE_CROUCH, -1 );
	if ( trace.startsolid ) {
		return qfalse;
	}
	VectorCopy( trace.endpos, areastart );
	//
	//areastart is now the start point
	//
	for ( i = 0; i < area2->numfaces; i++ )
	{
		face2num = ( *aasworld ).faceindex[area2->firstface + i];
		face2 = &( *aasworld ).faces[abs( face2num )];
		//if it is not a solid face
		if ( !( face2->faceflags & FACE_GROUND ) ) {
			continue;
		}
		//get the center of the face
		AAS_FaceCenter( face2num, facecenter );
		//only go higher up with weapon jumps
		if ( facecenter[2] < areastart[2] + 64 ) {
			continue;
		}
		//NOTE: set to 2 to allow bfg jump reachabilities
		for ( n = 0; n < 1 /*2*/; n++ )
		{
			//get the rocket jump z velocity
			if ( n ) {
				zvel = AAS_BFGJumpZVelocity( areastart );
			} else { zvel = AAS_RocketJumpZVelocity( areastart );}
			//get the horizontal speed for the jump, if it isn't possible to calculate this
			//speed (the jump is not possible) then there's no jump reachability created
			ret = AAS_HorizontalVelocityForJump( zvel, areastart, facecenter, &speed );
			if ( ret && speed < 270 ) {
				//direction towards the face center
				VectorSubtract( facecenter, areastart, dir );
				dir[2] = 0;
				//hordist = VectorNormalize( dir );
				//if (hordist < 1.6 * (facecenter[2] - areastart[2]))
				{
					//get command movement
					VectorScale( dir, speed, cmdmove );
					VectorSet( velocity, 0, 0, zvel );
					/*
					//get command movement
					VectorScale(dir, speed, velocity);
					velocity[2] = zvel;
					VectorSet(cmdmove, 0, 0, 0);
					*/
					//
					AAS_PredictClientMovement( &move, -1, areastart, PRESENCE_NORMAL, qtrue,
											   velocity, cmdmove, 30, 30, 0.1,
											   SE_ENTERWATER | SE_ENTERSLIME |
											   SE_ENTERLAVA | SE_HITGROUNDDAMAGE |
											   SE_TOUCHJUMPPAD | SE_HITGROUNDAREA, area2num, qfalse );
					//if prediction time wasn't enough to fully predict the movement
					//don't enter slime or lava and don't fall from too high
					if ( move.frames < 30 &&
						 !( move.stopevent & ( SE_ENTERSLIME | SE_ENTERLAVA | SE_HITGROUNDDAMAGE ) )
						 && ( move.stopevent & ( SE_HITGROUNDAREA | SE_TOUCHJUMPPAD ) ) ) {
						//create a rocket or bfg jump reachability from area1 to area2
						lreach = AAS_AllocReachability();
						if ( !lreach ) {
							return qfalse;
						}
						lreach->areanum = area2num;
						lreach->facenum = 0;
						lreach->edgenum = 0;
						VectorCopy( areastart, lreach->start );
						VectorCopy( facecenter, lreach->end );
						if ( n ) {
							lreach->traveltype = TRAVEL_BFGJUMP;
						} else { lreach->traveltype = TRAVEL_ROCKETJUMP;}
						lreach->traveltime = 300;
						lreach->next = areareachability[area1num];
						areareachability[area1num] = lreach;
						//
						reach_rocketjump++;
						return qtrue;
					} //end if
				} //end if
			} //end if
		} //end for
	} //end for
	  //
	return qfalse;
} //end of the function AAS_Reachability_WeaponJump
//===========================================================================
// calculates additional walk off ledge reachabilities for the given area
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
void AAS_Reachability_WalkOffLedge( int areanum ) {
	int i, j, k, l, m, n;
	int face1num, face2num, face3num, edge1num, edge2num, edge3num;
	int otherareanum, gap, reachareanum, side;
	aas_area_t *area, *area2;
	aas_face_t *face1, *face2, *face3;
	aas_edge_t *edge;
	aas_plane_t *plane;
	vec_t *v1, *v2;
	vec3_t sharededgevec, mid, dir, testend;
	aas_lreachability_t *lreach;
	aas_trace_t trace;

	if ( !AAS_AreaGrounded( areanum ) || AAS_AreaSwim( areanum ) ) {
		return;
	}
	//
	area = &( *aasworld ).areas[areanum];
	//
	for ( i = 0; i < area->numfaces; i++ )
	{
		face1num = ( *aasworld ).faceindex[area->firstface + i];
		face1 = &( *aasworld ).faces[abs( face1num )];
		//face 1 must be a ground face
		if ( !( face1->faceflags & FACE_GROUND ) ) {
			continue;
		}
		//go through all the edges of this ground face
		for ( k = 0; k < face1->numedges; k++ )
		{
			edge1num = ( *aasworld ).edgeindex[face1->firstedge + k];
			//find another not ground face using this same edge
			for ( j = 0; j < area->numfaces; j++ )
			{
				face2num = ( *aasworld ).faceindex[area->firstface + j];
				face2 = &( *aasworld ).faces[abs( face2num )];
				//face 2 may not be a ground face
				if ( face2->faceflags & FACE_GROUND ) {
					continue;
				}
				//compare all the edges
				for ( l = 0; l < face2->numedges; l++ )
				{
					edge2num = ( *aasworld ).edgeindex[face2->firstedge + l];
					if ( abs( edge1num ) == abs( edge2num ) ) {
						//get the area at the other side of the face
						if ( face2->frontarea == areanum ) {
							otherareanum = face2->backarea;
						} else { otherareanum = face2->frontarea;}
						//
						area2 = &( *aasworld ).areas[otherareanum];
						//if the other area is grounded!
						if ( ( *aasworld ).areasettings[otherareanum].areaflags & AREA_GROUNDED ) {
							//check for a possible gap
							gap = qfalse;
							for ( n = 0; n < area2->numfaces; n++ )
							{
								face3num = ( *aasworld ).faceindex[area2->firstface + n];
								//may not be the shared face of the two areas
								if ( abs( face3num ) == abs( face2num ) ) {
									continue;
								}
								//
								face3 = &( *aasworld ).faces[abs( face3num )];
								//find an edge shared by all three faces
								for ( m = 0; m < face3->numedges; m++ )
								{
									edge3num = ( *aasworld ).edgeindex[face3->firstedge + m];
									//but the edge should be shared by all three faces
									if ( abs( edge3num ) == abs( edge1num ) ) {
										if ( !( face3->faceflags & FACE_SOLID ) ) {
											gap = qtrue;
											break;
										} //end if
										  //
										if ( face3->faceflags & FACE_GROUND ) {
											gap = qfalse;
											break;
										} //end if
										  //FIXME: there are more situations to be handled
										gap = qtrue;
										break;
									} //end if
								} //end for
								if ( m < face3->numedges ) {
									break;
								}
							} //end for
							if ( !gap ) {
								break;
							}
						} //end if
						  //check for a walk off ledge reachability
						edge = &( *aasworld ).edges[abs( edge1num )];
						side = edge1num < 0;
						//
						v1 = ( *aasworld ).vertexes[edge->v[side]];
						v2 = ( *aasworld ).vertexes[edge->v[!side]];
						//
						plane = &( *aasworld ).planes[face1->planenum];
						//get the points really into the areas
						VectorSubtract( v2, v1, sharededgevec );
						CrossProduct( plane->normal, sharededgevec, dir );
						VectorNormalize( dir );
						//
						VectorAdd( v1, v2, mid );
						VectorScale( mid, 0.5, mid );
						VectorMA( mid, 8, dir, mid );
						//
						VectorCopy( mid, testend );
						testend[2] -= 1000;
						trace = AAS_TraceClientBBox( mid, testend, PRESENCE_CROUCH, -1 );
						//
						if ( trace.startsolid ) {
							//Log_Write("area %d: trace.startsolid\r\n", areanum);
							break;
						} //end if
						reachareanum = AAS_PointAreaNum( trace.endpos );
						if ( reachareanum == areanum ) {
							//Log_Write("area %d: same area\r\n", areanum);
							break;
						} //end if
						if ( AAS_ReachabilityExists( areanum, reachareanum ) ) {
							//Log_Write("area %d: reachability already exists\r\n", areanum);
							break;
						} //end if
						if ( !AAS_AreaGrounded( reachareanum ) && !AAS_AreaSwim( reachareanum ) ) {
							//Log_Write("area %d, reach area %d: not grounded and not swim\r\n", areanum, reachareanum);
							break;
						} //end if
						  //
						if ( ( *aasworld ).areasettings[reachareanum].contents & AREACONTENTS_LAVA ) {  //----(SA)	modified since slime is no longer deadly
//						if ((*aasworld).areasettings[reachareanum].contents & (AREACONTENTS_SLIME | AREACONTENTS_LAVA))
							//Log_Write("area %d, reach area %d: lava or slime\r\n", areanum, reachareanum);
							break;
						} //end if
						lreach = AAS_AllocReachability();
						if ( !lreach ) {
							break;
						}
						lreach->areanum = reachareanum;
						lreach->facenum = 0;
						lreach->edgenum = edge1num;
						VectorCopy( mid, lreach->start );
						VectorCopy( trace.endpos, lreach->end );
						lreach->traveltype = TRAVEL_WALKOFFLEDGE;
						lreach->traveltime = STARTWALKOFFLEDGE_TIME + fabs( mid[2] - trace.endpos[2] ) * 50 / aassettings.sv_gravity;
						if ( !AAS_AreaSwim( reachareanum ) && !AAS_AreaJumpPad( reachareanum ) ) {
							if ( AAS_FallDelta( mid[2] - trace.endpos[2] ) > FALLDELTA_5DAMAGE ) {
								lreach->traveltime += FALLDAMAGE_5_TIME;
							} //end if
							else if ( AAS_FallDelta( mid[2] - trace.endpos[2] ) > FALLDELTA_10DAMAGE ) {
								lreach->traveltime += FALLDAMAGE_10_TIME;
							} //end if
						} //end if
						lreach->next = areareachability[areanum];
						areareachability[areanum] = lreach;
						//we've got another walk off ledge reachability
						reach_walkoffledge++;
					} //end if
				} //end for
			} //end for
		} //end for
	} //end for
} //end of the function AAS_Reachability_WalkOffLedge
//===========================================================================
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
void AAS_StoreReachability( void ) {
	int i;
	aas_areasettings_t *areasettings;
	aas_lreachability_t *lreach;
	aas_reachability_t *reach;

	if ( ( *aasworld ).reachability ) {
		FreeMemory( ( *aasworld ).reachability );
	}
	( *aasworld ).reachability = (aas_reachability_t *) GetClearedMemory( ( numlreachabilities + 10 ) * sizeof( aas_reachability_t ) );
	( *aasworld ).reachabilitysize = 1;
	for ( i = 0; i < ( *aasworld ).numareas; i++ )
	{
		areasettings = &( *aasworld ).areasettings[i];
		areasettings->firstreachablearea = ( *aasworld ).reachabilitysize;
		areasettings->numreachableareas = 0;
		for ( lreach = areareachability[i]; lreach; lreach = lreach->next )
		{
			reach = &( *aasworld ).reachability[areasettings->firstreachablearea +
												areasettings->numreachableareas];
			reach->areanum = lreach->areanum;
			reach->facenum = lreach->facenum;
			reach->edgenum = lreach->edgenum;
			VectorCopy( lreach->start, reach->start );
			VectorCopy( lreach->end, reach->end );
			reach->traveltype = lreach->traveltype;
			reach->traveltime = lreach->traveltime;
			//
			areasettings->numreachableareas++;
		} //end for
		( *aasworld ).reachabilitysize += areasettings->numreachableareas;
	} //end for
} //end of the function AAS_StoreReachability
//===========================================================================
//
// TRAVEL_WALK					100%	equal floor height + steps
// TRAVEL_CROUCH				100%
// TRAVEL_BARRIERJUMP			100%
// TRAVEL_JUMP					 80%
// TRAVEL_LADDER				100%	+ fall down from ladder + jump up to ladder
// TRAVEL_WALKOFFLEDGE			 90%	walk off very steep walls?
// TRAVEL_SWIM					100%
// TRAVEL_WATERJUMP				100%
// TRAVEL_TELEPORT				100%
// TRAVEL_ELEVATOR				100%
// TRAVEL_GRAPPLEHOOK			100%
// TRAVEL_DOUBLEJUMP			  0%
// TRAVEL_RAMPJUMP				  0%
// TRAVEL_STRAFEJUMP			  0%
// TRAVEL_ROCKETJUMP			100%	(currently limited towards areas with items)
// TRAVEL_BFGJUMP				  0%	(currently disabled)
// TRAVEL_JUMPPAD				100%
// TRAVEL_FUNCBOB				100%
//
// Parameter:			-
// Returns:				true if NOT finished
// Changes Globals:		-
//===========================================================================
int AAS_ContinueInitReachability( float time ) {
	int i, j, todo, start_time;
	static float framereachability, reachability_delay;
	static int lastpercentage;

	if ( !( *aasworld ).loaded ) {
		return qfalse;
	}
	//if reachability is calculated for all areas
	if ( ( *aasworld ).reachabilityareas >= ( *aasworld ).numareas + 2 ) {
		return qfalse;
	}
	//if starting with area 1 (area 0 is a dummy)
	if ( ( *aasworld ).reachabilityareas == 1 ) {
		botimport.Print( PRT_MESSAGE, "calculating reachability...\n" );
		lastpercentage = 0;
		framereachability = 2000;
		reachability_delay = 1000;
	} //end if
	  //number of areas to calculate reachability for this cycle
	todo = ( *aasworld ).reachabilityareas + (int) framereachability;
	start_time = Sys_MilliSeconds();
	//loop over the areas
	for ( i = ( *aasworld ).reachabilityareas; i < ( *aasworld ).numareas && i < todo; i++ )
	{
		( *aasworld ).reachabilityareas++;
		//only create jumppad reachabilities from jumppad areas
		if ( ( *aasworld ).areasettings[i].contents & AREACONTENTS_JUMPPAD ) {
			continue;
		} //end if
		  //loop over the areas
		for ( j = 1; j < ( *aasworld ).numareas; j++ )
		{
			if ( i == j ) {
				continue;
			}
			//never create reachabilities from teleporter or jumppad areas to regular areas
			if ( ( *aasworld ).areasettings[i].contents & ( AREACONTENTS_TELEPORTER | AREACONTENTS_JUMPPAD ) ) {
				if ( !( ( *aasworld ).areasettings[j].contents & ( AREACONTENTS_TELEPORTER | AREACONTENTS_JUMPPAD ) ) ) {
					continue;
				} //end if
			} //end if
			  //if there already is a reachability link from area i to j
			if ( AAS_ReachabilityExists( i, j ) ) {
				continue;
			}
			//check for a swim reachability
			if ( AAS_Reachability_Swim( i, j ) ) {
				continue;
			}
			//check for a simple walk on equal floor height reachability
			if ( AAS_Reachability_EqualFloorHeight( i, j ) ) {
				continue;
			}
			//check for step, barrier, waterjump and walk off ledge reachabilities
			if ( AAS_Reachability_Step_Barrier_WaterJump_WalkOffLedge( i, j ) ) {
				continue;
			}
			//check for ladder reachabilities
			if ( AAS_Reachability_Ladder( i, j ) ) {
				continue;
			}
			//check for a jump reachability
			if ( AAS_Reachability_Jump( i, j ) ) {
				continue;
			}
		} //end for
		  //never create these reachabilities from teleporter or jumppad areas
		if ( ( *aasworld ).areasettings[i].contents & ( AREACONTENTS_TELEPORTER | AREACONTENTS_JUMPPAD ) ) {
			continue;
		} //end if
		  //loop over the areas
		for ( j = 1; j < ( *aasworld ).numareas; j++ )
		{
			if ( i == j ) {
				continue;
			}
			//
			if ( AAS_ReachabilityExists( i, j ) ) {
				continue;
			}
			//check for a grapple hook reachability
// Ridah, no grapple
//			AAS_Reachability_Grapple(i, j);
			//check for a weapon jump reachability
// Ridah, no weapon jumping
//			AAS_Reachability_WeaponJump(i, j);
		} //end for
		  //if the calculation took more time than the max reachability delay
		if ( Sys_MilliSeconds() - start_time > (int) reachability_delay ) {
			break;
		}
		//
		if ( ( *aasworld ).reachabilityareas * 1000 / ( *aasworld ).numareas > lastpercentage ) {
			break;
		}
	} //end for
	  //
	if ( ( *aasworld ).reachabilityareas == ( *aasworld ).numareas ) {
		botimport.Print( PRT_MESSAGE, "\r%6.1f%%", (float) 100.0 );
		botimport.Print( PRT_MESSAGE, "\nplease wait while storing reachability...\n" );
		( *aasworld ).reachabilityareas++;
	} //end if
	  //if this is the last step in the reachability calculations
	else if ( ( *aasworld ).reachabilityareas == ( *aasworld ).numareas + 1 ) {
		//create additional walk off ledge reachabilities for every area
		for ( i = 1; i < ( *aasworld ).numareas; i++ )
		{
			//only create jumppad reachabilities from jumppad areas
			if ( ( *aasworld ).areasettings[i].contents & AREACONTENTS_JUMPPAD ) {
				continue;
			} //end if
			AAS_Reachability_WalkOffLedge( i );
		} //end for
		  //create jump pad reachabilities
		AAS_Reachability_JumpPad();
		//create teleporter reachabilities
		AAS_Reachability_Teleport();
		//create elevator (func_plat) reachabilities
		AAS_Reachability_Elevator();
		//create func_bobbing reachabilities
		AAS_Reachability_FuncBobbing();
		//
//#ifdef DEBUG
		botimport.Print( PRT_MESSAGE, "%6d reach swim\n", reach_swim );
		botimport.Print( PRT_MESSAGE, "%6d reach equal floor\n", reach_equalfloor );
		botimport.Print( PRT_MESSAGE, "%6d reach step\n", reach_step );
		botimport.Print( PRT_MESSAGE, "%6d reach barrier\n", reach_barrier );
		botimport.Print( PRT_MESSAGE, "%6d reach waterjump\n", reach_waterjump );
		botimport.Print( PRT_MESSAGE, "%6d reach walkoffledge\n", reach_walkoffledge );
		botimport.Print( PRT_MESSAGE, "%6d reach jump\n", reach_jump );
		botimport.Print( PRT_MESSAGE, "%6d reach ladder\n", reach_ladder );
		botimport.Print( PRT_MESSAGE, "%6d reach walk\n", reach_walk );
		botimport.Print( PRT_MESSAGE, "%6d reach teleport\n", reach_teleport );
		botimport.Print( PRT_MESSAGE, "%6d reach funcbob\n", reach_funcbob );
		botimport.Print( PRT_MESSAGE, "%6d reach elevator\n", reach_elevator );
		botimport.Print( PRT_MESSAGE, "%6d reach grapple\n", reach_grapple );
		botimport.Print( PRT_MESSAGE, "%6d reach rocketjump\n", reach_rocketjump );
		botimport.Print( PRT_MESSAGE, "%6d reach jumppad\n", reach_jumppad );
//#endif
		//*/
		//store all the reachabilities
		AAS_StoreReachability();
		//free the reachability link heap
		AAS_ShutDownReachabilityHeap();
		//
		FreeMemory( areareachability );
		//
		( *aasworld ).reachabilityareas++;
		//
		botimport.Print( PRT_MESSAGE, "calculating clusters...\n" );
	} //end if
	else
	{
		lastpercentage = ( *aasworld ).reachabilityareas * 1000 / ( *aasworld ).numareas;
		botimport.Print( PRT_MESSAGE, "\r%6.1f%%", (float) lastpercentage / 10 );
	} //end else
	  //not yet finished
	return qtrue;
} //end of the function AAS_ContinueInitReachability
//===========================================================================
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
void AAS_InitReachability( void ) {
	if ( !( *aasworld ).loaded ) {
		return;
	}

	if ( ( *aasworld ).reachabilitysize ) {
#ifndef BSPC
		if ( !( (int)LibVarGetValue( "forcereachability" ) ) ) {
			( *aasworld ).reachabilityareas = ( *aasworld ).numareas + 2;
			return;
		} //end if
#else
		( *aasworld ).reachabilityareas = ( *aasworld ).numareas + 2;
		return;
#endif //BSPC
	} //end if
	( *aasworld ).savefile = qtrue;
	//start with area 1 because area zero is a dummy
	( *aasworld ).reachabilityareas = 1;
	//setup the heap with reachability links
	AAS_SetupReachabilityHeap();
	//allocate area reachability link array
	areareachability = (aas_lreachability_t **) GetClearedMemory(
		( *aasworld ).numareas * sizeof( aas_lreachability_t * ) );
	//
	AAS_SetWeaponJumpAreaFlags();
} //end of the function AAS_InitReachable
