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

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.

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

#include "g_local.h"

#define MISSILE_PRESTEP_TIME    50


extern void gas_think( gentity_t *gas );
extern void gas_touch( gentity_t *gas, gentity_t *other, trace_t *trace );
extern void SP_target_smoke( gentity_t *ent );



void G_ExplodeMissilePoisonGas( gentity_t *ent );
void M_think( gentity_t *ent );


// JPW NERVE
// think func for below
void Shaker_think( gentity_t *ent ) {
	vec3_t vec;      // muzzlebounce, JPW NERVE no longer used
	gentity_t   *player;
	float len, radius = ent->splashDamage, bounceamt;
	int i;
	char cmd[64];       //DAJ
/* JPW NERVE used for trigger_concussive_dust, currently not working
	vec3_t		mins, maxs; // JPW NERVE
	static vec3_t	range; // JPW NERVE
	int			num,touch[MAX_GENTITIES],scored=0; // JPW NERVE
	gentity_t	*hit, *dirtshake; // JPW NERVE
*/

	// NERVE - SMF - we only want to call this once now
//	if (level.time > ent->delay)
	ent->think = G_FreeEntity;
	ent->nextthink = level.time + FRAMETIME;

/*
// JPW NERVE check if we're close to trigger_concussive_dust fields
	range[0] = radius/1.41f; // not exactly right, since we're doing a box trap for a radius, but wtf,
	range[1] = radius/1.41f; // this is all eye candy anyway
	range[2] = radius/1.41f;

	VectorAdd(ent->s.origin,range,maxs);
	VectorSubtract(ent->s.origin,range,mins);
	num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES ); // get a list of possibles
	for ( i=0 ; i<num ; i++ ) {
		hit = &g_entities[touch[i]];
		if (hit->s.eType & ET_CONCUSSIVE_TRIGGER) { // add a tempent to shake some shit loose
			dirtshake = G_Spawn();
			dirtshake->nextthink = level.time + radius; // 1000 for aircraft flyby, other term for tumble stagger
			VectorAdd(hit->r.maxs,hit->r.mins,vec);
			VectorScale(vec,0.5f,vec);
			VectorCopy(vec,dirtshake->s.pos.trBase);
			VectorCopy(vec,dirtshake->s.origin);
			VectorSubtract(vec,ent->s.origin,vec);
			dirtshake->nextthink = level.time + 5000;//(radius - VectorLength(vec)); // closer the explosion, the longer the dirtshake
			G_Printf("radius=%f dist=%f\n",radius,VectorLength(vec));
			dirtshake->think = G_FreeEntity;
			dirtshake->s.eType = ET_CONCUSSIVE_TRIGGER + ET_EVENTS;
			dirtshake->s.eFlags |= EF_SMOKINGBLACK;
			VectorCopy(hit->r.maxs, dirtshake->r.maxs);
			VectorCopy(hit->r.mins, dirtshake->r.mins);
			dirtshake->s.pos.trType = TR_STATIONARY;
			dirtshake->clipmask = 0;
			dirtshake->r.svFlags &= ~SVF_NOCLIENT;
			SnapVector(dirtshake->r.maxs);
			SnapVector(dirtshake->r.mins);
			SnapVector(dirtshake->s.pos.trDelta);
		}
	}
*/

	for ( i = 0; i < level.maxclients; i++ ) {
		// skip if not connected
		if ( level.clients[i].pers.connected != CON_CONNECTED ) {
			continue;
		}
		// skip if in limbo
		if ( level.clients[i].ps.pm_flags & PMF_LIMBO ) {
			continue;
		}
		// skip if not on same team
		if ( level.clients[i].sess.sessionTeam == TEAM_SPECTATOR ) {
			continue;
		}

		// found a live one
		player = &g_entities[i];
		VectorSubtract( player->r.currentOrigin, ent->s.origin, vec );
		len = VectorLength( vec );

		if ( len > radius ) { // largest bomb blast = 600
			continue;
		}

		// NERVE - SMF - client side camera shake
		//DAJ BUGFIX va() not doing %f's correctly
		bounceamt = min( 1.0f, 1.0f - ( len / radius ) );
		Com_sprintf( cmd, sizeof(cmd), "shake %.4f", bounceamt );   //DAJ
		trap_SendServerCommand( player->s.clientNum, cmd );
//DAJ BUGFIX		trap_SendServerCommand( player->s.clientNum, va( "shake %f", &bounceamt));
	}
}
// jpw

// JPW NERVE
/*
=============
Ground_Shaker
	like concussive_fx but means it
=============
*/
void Ground_Shaker( vec3_t origin, float range ) {
	gentity_t *concussive;

	concussive = G_Spawn();
	VectorCopy( origin, concussive->s.origin );
	concussive->think = Shaker_think;
	concussive->nextthink = level.time + FRAMETIME;
	concussive->splashDamage = range;
	concussive->delay = level.time + 200;       // NERVE - SMF - changed from 1000 to 200
	return;
}
// jpw


/*
================
G_BounceMissile

================
*/
void G_BounceMissile( gentity_t *ent, trace_t *trace ) {
	vec3_t velocity;
	float dot;
	int hitTime;

// Arnout: removed this for MP as well (was already gone from SP)
/*
		// Ridah, if we are a grenade, and we have hit an AI that is waiting to catch us, give them a grenade, and delete ourselves
	if ((ent->splashMethodOfDeath == MOD_GRENADE_SPLASH) && (g_entities[trace->entityNum].flags & FL_AI_GRENADE_KICK) &&
		(trace->endpos[2] > g_entities[trace->entityNum].r.currentOrigin[2])) {
		g_entities[trace->entityNum].grenadeExplodeTime = ent->nextthink;
		g_entities[trace->entityNum].flags &= ~FL_AI_GRENADE_KICK;
		Add_Ammo( &g_entities[trace->entityNum], WP_GRENADE_LAUNCHER, 1, qfalse );	//----(SA)	modified
		G_FreeEntity( ent );
		return;
	}
*/
	// reflect the velocity on the trace plane
	hitTime = level.previousTime + ( level.time - level.previousTime ) * trace->fraction;
	BG_EvaluateTrajectoryDelta( &ent->s.pos, hitTime, velocity );
	dot = DotProduct( velocity, trace->plane.normal );
	VectorMA( velocity, -2 * dot, trace->plane.normal, ent->s.pos.trDelta );

	// RF, record this for mover pushing
	if ( trace->plane.normal[2] > 0.2 /*&& VectorLength( ent->s.pos.trDelta ) < 40*/ ) {
		ent->s.groundEntityNum = trace->entityNum;
	}

	if ( ent->s.eFlags & EF_BOUNCE_HALF ) {
		if ( ent->s.eFlags & EF_BOUNCE ) {     // both flags marked, do a third type of bounce
			VectorScale( ent->s.pos.trDelta, 0.35, ent->s.pos.trDelta );
		} else {
			VectorScale( ent->s.pos.trDelta, 0.65, ent->s.pos.trDelta );
		}

		// check for stop
		if ( trace->plane.normal[2] > 0.2 && VectorLength( ent->s.pos.trDelta ) < 40 ) {
//----(SA)	make the world the owner of the dynamite, so the player can shoot it after it stops moving
			if ( ent->s.weapon == WP_DYNAMITE || ent->s.weapon == WP_DYNAMITE2 ) {
				ent->r.ownerNum = ENTITYNUM_WORLD;
			}
//----(SA)	end
			G_SetOrigin( ent, trace->endpos );
			ent->s.time = level.time / 4;
			return;
		}
	}

	SnapVector( ent->s.pos.trDelta );

	VectorAdd( ent->r.currentOrigin, trace->plane.normal, ent->r.currentOrigin );
	VectorCopy( ent->r.currentOrigin, ent->s.pos.trBase );

	SnapVector( ent->s.pos.trBase );
	ent->s.pos.trTime = level.time;
}

/*
================
G_MissileImpact
	impactDamage is how much damage the impact will do to func_explosives
================
*/
void G_MissileImpact( gentity_t *ent, trace_t *trace, int impactDamage ) {
	gentity_t       *other;
	qboolean hitClient = qfalse;
	vec3_t velocity;

	other = &g_entities[trace->entityNum];

	// handle func_explosives
	if ( other->classname && Q_stricmp( other->classname, "func_explosive" ) == 0 ) {
		// the damage is sufficient to "break" the ent (health == 0 is non-breakable)
		if ( other->health && impactDamage >= other->health ) {
			// check for other->takedamage needs to be inside the health check since it is
			// likely that, if successfully destroyed by the missile, in the next runmissile()
			// update takedamage would be set to '0' and the func_explosive would not be
			// removed yet, causing a bounce.
			if ( other->takedamage ) {
				BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity );
				G_Damage( other, ent, &g_entities[ent->r.ownerNum], velocity, ent->s.origin, impactDamage, 0, ent->methodOfDeath );
			}

			// its possible of the func_explosive not to die from this and it
			// should reflect the missile or explode it not vanish into oblivion
			if ( other->health <= 0 ) {
				return;
			}
		}
	}

	// check for bounce
	if ( !other->takedamage &&
		 ( ent->s.eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF ) ) ) {
		G_BounceMissile( ent, trace );
		// JPW NERVE -- spotter White Phosphorous rounds shouldn't bounce noise
		if ( !Q_stricmp( ent->classname,"WP" ) ) {
			return;
		}
		// jpw
		if ( !Q_stricmp( ent->classname, "flamebarrel" ) ) {
			G_AddEvent( ent, EV_FLAMEBARREL_BOUNCE, 0 );
		} else {
			G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 );
		}
		return;
	}

	if ( other->takedamage && ent->s.density == 1 ) {
		G_ExplodeMissilePoisonGas( ent );
		return;
	}

	// impact damage
	if ( other->takedamage ) {
		if ( ent->damage ) {

			if ( LogAccuracyHit( other, &g_entities[ent->r.ownerNum] ) ) {
				if ( g_entities[ent->r.ownerNum].client ) {
					g_entities[ent->r.ownerNum].client->ps.persistant[PERS_ACCURACY_HITS]++;
				}
				hitClient = qtrue;
			}
			BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity );
			if ( VectorLength( velocity ) == 0 ) {
				velocity[2] = 1;    // stepped on a grenade
			}
			G_Damage( other, ent, &g_entities[ent->r.ownerNum], velocity,
					  ent->s.origin, ent->damage,
					  0, ent->methodOfDeath );
		} else    // if no damage value, then this is a splash damage grenade only
		{
			G_BounceMissile( ent, trace );
			return;
		}
	}

	// is it cheaper in bandwidth to just remove this ent and create a new
	// one, rather than changing the missile into the explosion?

	if ( other->takedamage && other->client ) {
		G_AddEvent( ent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) );
		ent->s.otherEntityNum = other->s.number;
	} else {
		// Ridah, try projecting it in the direction it came from, for better decals
		vec3_t dir;
		BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, dir );
		BG_GetMarkDir( dir, trace->plane.normal, dir );
		G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( dir ) );
	}

	ent->freeAfterEvent = qtrue;

	// change over to a normal entity right at the point of impact
	ent->s.eType = ET_GENERAL;

	SnapVectorTowards( trace->endpos, ent->s.pos.trBase );  // save net bandwidth

	G_SetOrigin( ent, trace->endpos );

	// splash damage (doesn't apply to person directly hit)
	if ( ent->splashDamage ) {
		if ( G_RadiusDamage( trace->endpos, ent->parent, ent->splashDamage, ent->splashRadius,
							 other, ent->splashMethodOfDeath ) ) {
			if ( !hitClient && g_entities[ent->r.ownerNum].client ) {
				g_entities[ent->r.ownerNum].client->ps.persistant[PERS_ACCURACY_HITS]++;
			}
		}
	}

	trap_LinkEntity( ent );
}

/*
==============
Concussive_think
==============
*/
void Concussive_think( gentity_t *ent ) {
	gentity_t *player;
	vec3_t dir;
	vec3_t kvel;
	float grav = 24;
	vec3_t vec;
	float len;

	if ( level.time > ent->delay ) {
		ent->think = G_FreeEntity;
	}

	ent->nextthink = level.time + FRAMETIME;

	if ( g_gametype.integer == GT_SINGLE_PLAYER ) { // JPW NERVE -- in multiplayer this should be handled by ground_shaker
		player = AICast_FindEntityForName( "player" );

		if ( !player ) {
			return;
		}

		VectorSubtract( player->r.currentOrigin, ent->s.origin, vec );
		len = VectorLength( vec );

//	G_Printf ("len = %5.3f\n", len);

		if ( len > 512 ) {
			return;
		}

		VectorSet( dir, 0, 0, 1 );
		VectorScale( dir, grav, kvel );
		VectorAdd( player->client->ps.velocity, kvel, player->client->ps.velocity );

		if ( !player->client->ps.pm_time ) {
			int t;

			t = grav * 2;
			if ( t < 50 ) {
				t = 50;
			}
			if ( t > 200 ) {
				t = 200;
			}
			player->client->ps.pm_time = t;
			player->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
		}

	}
}

/*
==============
Concussive_fx
	shake the player
	caused by explosives (grenades/dynamite/etc.)
==============
*/
//void Concussive_fx (gentity_t *ent)
void Concussive_fx( vec3_t origin ) {
//	gentity_t *tent;
//	gentity_t *player;

	gentity_t *concussive;

	concussive = G_Spawn();
//	VectorCopy (ent->s.origin, concussive->s.origin);
	VectorCopy( origin, concussive->s.origin );
	concussive->think = Concussive_think;
	concussive->nextthink = level.time + FRAMETIME;
	concussive->delay = level.time + 500;
	return;

// Grenade and bomb flinching event
/*
	player = AICast_FindEntityForName( "player" );

	if (!player)
		return;

	if ( trap_InPVS (player->r.currentOrigin, ent->s.origin) )
	{
		tent = G_TempEntity (ent->s.origin, EV_CONCUSSIVE);
		VectorCopy (ent->s.origin, tent->s.origin);
		tent->s.density = player->s.number;

		// G_Printf ("sending concussive event\n");
	}
*/

}



/*
==============
M_think
==============
*/
void M_think( gentity_t *ent ) {
	gentity_t *tent;

	ent->count++;

//	if (ent->count == 1)
//		Concussive_fx (ent);	//----(SA)	moved to G_ExplodeMissile()

	if ( ent->count == ent->health ) {
		ent->think = G_FreeEntity;
	}

	tent = G_TempEntity( ent->s.origin, EV_SMOKE );
	VectorCopy( ent->s.origin, tent->s.origin );
	if ( ent->s.density == 1 ) {
		tent->s.origin[2] += 16;
	} else {
		// tent->s.origin[2]+=32;
		// Note to self Maxx said to lower the spawn loc for the smoke 16 units
		tent->s.origin[2] += 16;
	}

	tent->s.time = 3000;
	tent->s.time2 = 100;
	tent->s.density = 0;
	if ( ent->s.density == 1 ) {
		tent->s.angles2[0] = 16;
	} else {
		// Note to self Maxx changed this to 24
		tent->s.angles2[0] = 24;
	}
	tent->s.angles2[1] = 96;
	tent->s.angles2[2] = 50;

	ent->nextthink = level.time + FRAMETIME;

}

/*
================
G_ExplodeMissile

Explode a missile without an impact
================
*/
void G_ExplodeMissile( gentity_t *ent ) {
	vec3_t dir;
	vec3_t origin;
	qboolean small = qfalse;
	qboolean zombiespit = qfalse;
	int etype;

	BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );
	SnapVector( origin );
	G_SetOrigin( ent, origin );

	// we don't have a valid direction, so just point straight up
	dir[0] = dir[1] = 0;
	dir[2] = 1;

	etype = ent->s.eType;

	ent->s.eType = ET_GENERAL;

	if ( !Q_stricmp( ent->classname, "props_explosion" ) ) {
		G_AddEvent( ent, EV_MISSILE_MISS_SMALL, DirToByte( dir ) );
		small = qtrue;
	}
// JPW NERVE
	else if ( !Q_stricmp( ent->classname, "air strike" ) ) {
		G_AddEvent( ent, EV_MISSILE_MISS_LARGE, DirToByte( dir ) );
		small = qfalse;
	}
// jpw
	else if ( !Q_stricmp( ent->classname, "props_explosion_large" ) ) {
		G_AddEvent( ent, EV_MISSILE_MISS_LARGE, DirToByte( dir ) );
		small = qfalse;
	} else if ( !Q_stricmp( ent->classname, "zombiespit" ) )      {
		G_AddEvent( ent, EV_SPIT_MISS, DirToByte( dir ) );
		zombiespit = qtrue;
	} else if ( !Q_stricmp( ent->classname, "flamebarrel" ) )      {
		ent->freeAfterEvent = qtrue;
		trap_LinkEntity( ent );
		return;
	} else {
		G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( dir ) );
	}

	ent->freeAfterEvent = qtrue;

	// splash damage
	if ( ent->splashDamage ) {
		if ( G_RadiusDamage( ent->r.currentOrigin, ent->parent, ent->splashDamage, ent->splashRadius, ent, ent->splashMethodOfDeath ) ) {    //----(SA)
			if ( g_entities[ent->r.ownerNum].client ) {
				g_entities[ent->r.ownerNum].client->ps.persistant[PERS_ACCURACY_HITS]++;
			}
		}
	}

	trap_LinkEntity( ent );

	if ( etype == ET_MISSILE ) {
		// DHM - Nerve :: ... in single player anyway
		if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
			if ( ent->s.weapon == WP_VENOM_FULL ) { // no default impact smoke
				zombiespit = qtrue;
			} else if ( ent->s.weapon == WP_DYNAMITE || ent->s.weapon == WP_DYNAMITE2 ) {
//				// shot heard round the world...
				gentity_t *player;
				player = AICast_FindEntityForName( "player" );
				Concussive_fx( player->r.currentOrigin );
			}
		}
// JPW NERVE -- big nasty dynamite scoring section
		else {
			if ( g_gametype.integer >= GT_WOLF ) {
				if ( ent->s.weapon == WP_DYNAMITE ) { // do some scoring
// check if dynamite is in trigger_objective_info field
					vec3_t mins, maxs;
					//static vec3_t	range = { 18, 18, 18 }; // NOTE can use this to massage throw distance outside trigger field // TTimo unused
					int i,num,touch[MAX_GENTITIES];
					gentity_t   *hit;

					// NERVE - SMF - made this the actual bounding box of dynamite instead of range
					VectorAdd( ent->r.currentOrigin, ent->r.mins, mins );
					VectorAdd( ent->r.currentOrigin, ent->r.maxs, maxs );
					num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
					VectorAdd( ent->r.currentOrigin, ent->r.mins, mins );
					VectorAdd( ent->r.currentOrigin, ent->r.maxs, maxs );

					for ( i = 0 ; i < num ; i++ ) {
						hit = &g_entities[touch[i]];
						if ( !hit->target ) {
							continue;
						}

						if ( !( hit->r.contents & CONTENTS_TRIGGER ) ) {
							continue;
						}
						if ( !strcmp( hit->classname,"trigger_objective_info" ) ) {
							if ( !( hit->spawnflags & ( AXIS_OBJECTIVE | ALLIED_OBJECTIVE ) ) ) {
								continue;
							}

							if ( ( ( hit->spawnflags & AXIS_OBJECTIVE ) && ( ent->s.teamNum == TEAM_BLUE ) ) ||
								 ( ( hit->spawnflags & ALLIED_OBJECTIVE ) && ( ent->s.teamNum == TEAM_RED ) ) ) {
								G_UseTargets( hit,ent );
								hit->think = G_FreeEntity;
								hit->nextthink = level.time + FRAMETIME;

								if ( ent->parent->client ) {
									if ( ent->s.teamNum == ent->parent->client->sess.sessionTeam ) { // make sure player hasn't changed teams -- per atvi req
										AddScore( ent->parent, hit->accuracy ); // set from map, see g_trigger
									}
								}
							}
						}
					}
				}
			}
			// give big weapons the shakey shakey
			if ( ent->s.weapon == WP_DYNAMITE || ent->s.weapon == WP_PANZERFAUST || ent->s.weapon == WP_GRENADE_LAUNCHER ||
				 ent->s.weapon == WP_GRENADE_PINEAPPLE || ent->s.weapon == WP_ROCKET_LAUNCHER || ent->s.weapon == WP_MORTAR ||
				 ent->s.weapon == WP_ARTY ) {
				Ground_Shaker( ent->r.currentOrigin, ent->splashDamage * 4 );
			}
			return;
		}
// jpw
	}


	if ( !zombiespit ) {
		gentity_t *Msmoke;

		Msmoke = G_Spawn();
		VectorCopy( ent->r.currentOrigin, Msmoke->s.origin );
		if ( small ) {
			Msmoke->s.density = 1;
		}
		Msmoke->think = M_think;
		Msmoke->nextthink = level.time + FRAMETIME;

		if ( ent->parent && !Q_stricmp( ent->parent->classname, "props_flamebarrel" ) ) {
			Msmoke->health = 10;
		} else {
			Msmoke->health = 5;
		}

		Concussive_fx( Msmoke->s.origin );
	}
}

/*
================
G_MissileDie
================
*/
void G_MissileDie( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) {
	if ( inflictor == self ) {
		return;
	}
	self->takedamage    = qfalse;
	self->think         = G_ExplodeMissile;
	self->nextthink     = level.time + 10;
}

/*
================
G_ExplodeMissilePoisonGas

Explode a missile without an impact
================
*/
void G_ExplodeMissilePoisonGas( gentity_t *ent ) {
	vec3_t dir;
	vec3_t origin;

	BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );
	SnapVector( origin );
	G_SetOrigin( ent, origin );

	// we don't have a valid direction, so just point straight up
	dir[0] = dir[1] = 0;
	dir[2] = 1;

	ent->freeAfterEvent = qtrue;


	{
		gentity_t *gas;

		gas = G_Spawn();
		gas->think = gas_think;
		gas->nextthink = level.time + FRAMETIME;
		gas->r.contents = CONTENTS_TRIGGER;
		gas->touch = gas_touch;
		gas->health = 100;
		G_SetOrigin( gas, origin );

		trap_LinkEntity( gas );
	}

}

/*
================
G_RunMissile

================
*/
void G_RunMissile( gentity_t *ent ) {
	vec3_t origin;
	trace_t tr;
	int impactDamage;

	// Ridah, make AI aware of this danger
	// DHM - Nerve :: Only in single player
	if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
		AICast_CheckDangerousEntity( ent, DANGER_MISSILE, ent->splashRadius, 0.1, 0.99, qtrue );
	}

	// get current position
	BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );

	if ( ( ent->clipmask & CONTENTS_BODY ) && ( ent->s.weapon == WP_DYNAMITE || ent->s.weapon == WP_ARTY
												|| ent->s.weapon == WP_GRENADE_LAUNCHER || ent->s.weapon == WP_GRENADE_PINEAPPLE ) ) {

		if ( !ent->s.pos.trDelta[0] && !ent->s.pos.trDelta[1] && !ent->s.pos.trDelta[2] ) {
			ent->clipmask &= ~CONTENTS_BODY;
		}
	}

	// trace a line from the previous position to the current position,
	// ignoring interactions with the missile owner
	trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin,
				ent->r.ownerNum, ent->clipmask );

	VectorCopy( tr.endpos, ent->r.currentOrigin );

	if ( tr.startsolid ) {
		tr.fraction = 0;
	}

	trap_LinkEntity( ent );

	if ( tr.fraction != 1 ) {
		// never explode or bounce on sky
		if  (   tr.surfaceFlags & SURF_NOIMPACT ) {
			// If grapple, reset owner
			if ( ent->parent && ent->parent->client && ent->parent->client->hook == ent ) {
				ent->parent->client->hook = NULL;
			}
			G_FreeEntity( ent );
			return;
		}

		if ( ent->s.weapon == WP_ROCKET_LAUNCHER || ent->s.weapon == WP_PANZERFAUST ) {
			impactDamage = 999; // goes through pretty much any func_explosives
		} else {
			impactDamage = 20;  // "grenade"/"dynamite"		// probably adjust this based on velocity

		}
		G_MissileImpact( ent, &tr, impactDamage );

		if ( ent->s.eType != ET_MISSILE ) {
// JPW NERVE
			if ( g_gametype.integer != GT_SINGLE_PLAYER ) {
				Ground_Shaker( ent->r.currentOrigin, ent->splashDamage * 4 );
			}
// jpw
			return;     // exploded
		}
	}

	// check think function after bouncing
	G_RunThink( ent );
}

/*
================
G_PredictBounceMissile

================
*/
void G_PredictBounceMissile( gentity_t *ent, trajectory_t *pos, trace_t *trace, int time ) {
	vec3_t velocity, origin;
	float dot;
	int hitTime;

	BG_EvaluateTrajectory( pos, time, origin );

	// reflect the velocity on the trace plane
	hitTime = time;
	BG_EvaluateTrajectoryDelta( pos, hitTime, velocity );
	dot = DotProduct( velocity, trace->plane.normal );
	VectorMA( velocity, -2 * dot, trace->plane.normal, pos->trDelta );

	if ( ent->s.eFlags & EF_BOUNCE_HALF ) {
		if ( ent->s.eFlags & EF_BOUNCE ) {     // both flags marked, do a third type of bounce
			VectorScale( pos->trDelta, 0.35, pos->trDelta );
		} else {
			VectorScale( pos->trDelta, 0.65, pos->trDelta );
		}

		// check for stop
		if ( trace->plane.normal[2] > 0.2 && VectorLength( pos->trDelta ) < 40 ) {
			VectorCopy( trace->endpos, pos->trBase );
			return;
		}
	}

	VectorAdd( origin, trace->plane.normal, pos->trBase );
	pos->trTime = time;
}

/*
================
G_PredictMissile

  selfNum is the character that is checking to see what the missile is going to do

  returns qfalse if the missile won't explode, otherwise it'll return the time is it expected to explode
================
*/
int G_PredictMissile( gentity_t *ent, int duration, vec3_t endPos, qboolean allowBounce ) {
	vec3_t origin;
	trace_t tr;
	int time;
	trajectory_t pos;
	vec3_t org;
	gentity_t backupEnt;

	pos = ent->s.pos;
	BG_EvaluateTrajectory( &pos, level.time, org );

	backupEnt = *ent;

	for ( time = level.time + FRAMETIME; time < level.time + duration; time += FRAMETIME ) {

		// get current position
		BG_EvaluateTrajectory( &pos, time, origin );

		// trace a line from the previous position to the current position,
		// ignoring interactions with the missile owner
		trap_Trace( &tr, org, ent->r.mins, ent->r.maxs, origin,
					ent->r.ownerNum, ent->clipmask );

		VectorCopy( tr.endpos, org );

		if ( tr.startsolid ) {
			*ent = backupEnt;
			return qfalse;
		}

		if ( tr.fraction != 1 ) {
			// never explode or bounce on sky
			if  ( tr.surfaceFlags & SURF_NOIMPACT ) {
				*ent = backupEnt;
				return qfalse;
			}

			if ( allowBounce && ( ent->s.eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF ) ) ) {
				G_PredictBounceMissile( ent, &pos, &tr, time - FRAMETIME + (int)( (float)FRAMETIME * tr.fraction ) );
				pos.trTime = time;
				continue;
			}

			// exploded, so drop out of loop
			break;
		}
	}
/*
	if (!allowBounce && tr.fraction < 1 && tr.entityNum > level.maxclients) {
		// go back a bit in time, so we can catch it in the air
		time -= 200;
		if (time < level.time + FRAMETIME)
			time = level.time + FRAMETIME;
		BG_EvaluateTrajectory( &pos, time, org );
	}
*/

	// get current position
	VectorCopy( org, endPos );
	// set the entity data back
	*ent = backupEnt;
	//
	if ( allowBounce && ( ent->s.eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF ) ) ) {
		return ent->nextthink;
	} else {    // it will probably explode before it times out
		return time;
	}
}

//=============================================================================
// DHM - Nerve :: Server side Flamethrower
//=============================================================================

// copied from cg_flamethrower.c
#define FLAME_START_SIZE        1.0
#define FLAME_START_MAX_SIZE    100.0   // when the flame is spawned, it should endevour to reach this size
#define FLAME_START_SPEED       1200.0  // speed of flame as it leaves the nozzle
#define FLAME_MIN_SPEED         60.0

// these are calculated (don't change)
#define FLAME_LENGTH            ( FLAMETHROWER_RANGE + 50.0 ) // NOTE: only modify the range, since this should always reflect that range

#define FLAME_LIFETIME          (int)( ( FLAME_LENGTH / FLAME_START_SPEED ) * 1000 )    // life duration in milliseconds
#define FLAME_FRICTION_PER_SEC  ( 2.0f * FLAME_START_SPEED )
#define GET_FLAME_SIZE_SPEED( x ) ( ( (float)x / FLAME_LIFETIME ) / 0.3 ) // x is the current sizeMax

#define FLAME_THRESHOLD 50

void G_FlameDamage( gentity_t *self ) {
	gentity_t   *body;
	int entityList[MAX_GENTITIES];
	int i, e, numListedEntities;
	float radius, boxradius, dist;
	vec3_t mins, maxs, point, v;
	trace_t tr;

	radius = self->speed;
	boxradius = 1.41421356 * radius; // radius * sqrt(2) for bounding box enlargement

	for ( i = 0 ; i < 3 ; i++ ) {
		mins[i] = self->r.currentOrigin[i] - boxradius;
		maxs[i] = self->r.currentOrigin[i] + boxradius;
	}

	numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );

	for ( e = 0 ; e < numListedEntities ; e++ ) {
		body = &g_entities[entityList[ e ]];

		if ( !body->takedamage ) {
			continue;
		}

// JPW NERVE don't catch fire if invulnerable or same team in no FF
		if ( body->client ) {
			if ( body->client->ps.powerups[PW_INVULNERABLE] >= level.time ) {
				body->flameQuota = 0;
				body->s.onFireEnd = level.time - 1;
				continue;
			}
			if ( !( g_friendlyFire.integer ) && OnSameTeam( body,self->parent ) ) {
				continue;
			}
		}
// jpw

// JPW NERVE don't catch fire if under water or invulnerable
		if ( body->waterlevel >= 3 ) {
			body->flameQuota = 0;
			body->s.onFireEnd = level.time - 1;
			continue;
		}
// jpw

		if ( !body->r.bmodel ) {
			VectorCopy( body->r.currentOrigin, point );
			if ( body->client ) {
				point[2] += body->client->ps.viewheight;
			}
			VectorSubtract( point, self->r.currentOrigin, v );
		} else {
			for ( i = 0 ; i < 3 ; i++ ) {
				if ( self->s.origin[i] < body->r.absmin[i] ) {
					v[i] = body->r.absmin[i] - self->r.currentOrigin[i];
				} else if ( self->r.currentOrigin[i] > body->r.absmax[i] ) {
					v[i] = self->r.currentOrigin[i] - body->r.absmax[i];
				} else {
					v[i] = 0;
				}
			}
		}

		dist = VectorLength( v );

		// The person who shot the flame only burns when within 1/2 the radius
		if ( body->s.number == self->r.ownerNum && dist >= ( radius * 0.5 ) ) {
			continue;
		}
		if ( dist >= radius ) {
			continue;
		}

		// Non-clients that take damage get damaged here
		if ( !body->client ) {
			if ( body->health > 0 ) {
				G_Damage( body, self->parent, self->parent, vec3_origin, self->r.currentOrigin, 2, 0, MOD_FLAMETHROWER );
			}
			continue;
		}

		// JPW NERVE -- do a trace to see if there's a wall btwn. body & flame centroid -- prevents damage through walls
		trap_Trace( &tr, self->r.currentOrigin, NULL, NULL, point, body->s.number, MASK_SHOT );
		if ( tr.fraction < 1.0 ) {
			continue;
		}
		// jpw

		// now check the damageQuota to see if we should play a pain animation
		// first reduce the current damageQuota with time
		if ( body->flameQuotaTime && body->flameQuota > 0 ) {
			body->flameQuota -= (int)( ( (float)( level.time - body->flameQuotaTime ) / 1000 ) * 2.5f );
			if ( body->flameQuota < 0 ) {
				body->flameQuota = 0;
			}
		}

		G_BurnMeGood( self, body );
	}
}

void G_RunFlamechunk( gentity_t *ent ) {
	vec3_t vel, add;
	vec3_t neworg;
	trace_t tr;
	float speed, dot;

	// Adust the current speed of the chunk
	if ( level.time - ent->timestamp > 50 ) {
		VectorCopy( ent->s.pos.trDelta, vel );
		speed = VectorNormalize( vel );
		speed -= ( 50.f / 1000.f ) * FLAME_FRICTION_PER_SEC;

		if ( speed < FLAME_MIN_SPEED ) {
			speed = FLAME_MIN_SPEED;
		}

		VectorScale( vel, speed, ent->s.pos.trDelta );
	} else {
		speed = FLAME_START_SPEED;
	}

	// Move the chunk
	VectorScale( ent->s.pos.trDelta, 50.f / 1000.f, add );
	VectorAdd( ent->r.currentOrigin, add, neworg );

	trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, neworg, ent->r.ownerNum, MASK_SHOT | MASK_WATER ); // JPW NERVE

	if ( tr.startsolid ) {
		VectorCopy( vec3_origin, ent->s.pos.trDelta );
	} else if ( tr.fraction != 1.0f && !( tr.surfaceFlags & SURF_NOIMPACT ) ) {
		VectorCopy( tr.endpos, ent->r.currentOrigin );

		dot = DotProduct( vel, tr.plane.normal );
		VectorMA( vel, -2 * dot, tr.plane.normal, vel );
		VectorNormalize( vel );
		speed *= 0.5 * ( 0.25 + 0.75 * ( ( dot + 1.0 ) * 0.5 ) );
		VectorScale( vel, speed, ent->s.pos.trDelta );
	} else {
		VectorCopy( neworg, ent->r.currentOrigin );
	}

	// Do damage to nearby entities, every 100ms
	if ( ent->flameQuotaTime <= level.time ) {
		ent->flameQuotaTime = level.time + 100;
		G_FlameDamage( ent );
	}

	// Show debugging bbox
	if ( g_debugBullets.integer > 3 ) {
		gentity_t *bboxEnt;
		float size = ent->speed / 2;
		vec3_t b1, b2;
		vec3_t temp;
		VectorSet( temp, -size, -size, -size );
		VectorCopy( ent->r.currentOrigin, b1 );
		VectorCopy( ent->r.currentOrigin, b2 );
		VectorAdd( b1, temp, b1 );
		VectorSet( temp, size, size, size );
		VectorAdd( b2, temp, b2 );
		bboxEnt = G_TempEntity( b1, EV_RAILTRAIL );
		VectorCopy( b2, bboxEnt->s.origin2 );
		bboxEnt->s.dmgFlags = 1;    // ("type")
	}

	// Adjust the size
	if ( ent->speed < FLAME_START_MAX_SIZE ) {
		ent->speed += 10.f;

		if ( ent->speed > FLAME_START_MAX_SIZE ) {
			ent->speed = FLAME_START_MAX_SIZE;
		}
	}

	// Remove after 2 seconds
	if ( level.time - ent->timestamp > ( FLAME_LIFETIME - 150 ) ) { // JPW NERVE increased to 350 from 250 to match visuals better
		G_FreeEntity( ent );
		return;
	}

	G_RunThink( ent );
}

/*
=================
fire_flamechunk
=================
*/
gentity_t *fire_flamechunk( gentity_t *self, vec3_t start, vec3_t dir ) {
	gentity_t   *bolt;

	// Only spawn every other frame
	if ( self->count2 ) {
		self->count2--;
		return NULL;
	}

	self->count2 = 1;
	VectorNormalize( dir );

	bolt = G_Spawn();
	bolt->classname = "flamechunk";

	bolt->timestamp = level.time;
	bolt->flameQuotaTime = level.time + 50;
	bolt->s.eType = ET_FLAMETHROWER_CHUNK;
	bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN | SVF_NOCLIENT;
	bolt->s.weapon = self->s.weapon;
	bolt->r.ownerNum = self->s.number;
	bolt->parent = self;
	bolt->methodOfDeath = MOD_FLAMETHROWER;
	bolt->clipmask = MASK_MISSILESHOT;

	bolt->s.pos.trType = TR_DECCELERATE;
	bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME;     // move a bit on the very first frame
	bolt->s.pos.trDuration = 800;

	// 'speed' will be the current size radius of the chunk
	bolt->speed = FLAME_START_SIZE;
	VectorSet( bolt->r.mins, -4, -4, -4 );
	VectorSet( bolt->r.maxs, 4, 4, 4 );
	VectorCopy( start, bolt->s.pos.trBase );
	VectorScale( dir, FLAME_START_SPEED, bolt->s.pos.trDelta );

	SnapVector( bolt->s.pos.trDelta );          // save net bandwidth
	VectorCopy( start, bolt->r.currentOrigin );

	return bolt;
}

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

//----(SA) removed unused quake3 weapons.

int G_GetWeaponDamage( int weapon ); // JPW NERVE

void DynaSink( gentity_t *self ) {

	self->clipmask = 0;
	self->r.contents = 0;

	if ( self->timestamp < level.time ) {
		self->think = G_FreeEntity;
		self->nextthink = level.time + FRAMETIME;
		return;
	}

	self->s.pos.trBase[2] -= 0.5f;
	self->nextthink = level.time + 50;
}
/*
=================
fire_grenade

	NOTE!!!! NOTE!!!!!

	This accepts a /non-normalized/ direction vector to allow specification
	of how hard it's thrown.  Please scale the vector before calling.

=================
*/
gentity_t *fire_grenade( gentity_t *self, vec3_t start, vec3_t dir, int grenadeWPID ) {
	gentity_t   *bolt;
	qboolean noExplode = qfalse;

	bolt = G_Spawn();

	// no self->client for shooter_grenade's
	if ( self->client && self->client->ps.grenadeTimeLeft ) {
		// TTimo
		// was: if( g_gametype.integer < GT_WOLF && grenadeWPID == WP_DYNAMITE || grenadeWPID == WP_DYNAMITE2) {
		// gcc: suggest parentheses around && within ||
		if ( g_gametype.integer < GT_WOLF && ( grenadeWPID == WP_DYNAMITE || grenadeWPID == WP_DYNAMITE2 ) ) {  // remove any fraction of a 5 second 'click'
			self->client->ps.grenadeTimeLeft *= 5;
			self->client->ps.grenadeTimeLeft -= ( self->client->ps.grenadeTimeLeft % 5000 );
			self->client->ps.grenadeTimeLeft += 5000;
			if ( self->client->ps.grenadeTimeLeft < 5000 ) { // allow dropping of dynamite that won't explode (for shooting)
				noExplode = qtrue;
			}
		}

		if ( !noExplode ) {
			bolt->nextthink = level.time + self->client->ps.grenadeTimeLeft;
		}
	} else {
		bolt->nextthink = level.time + 2500;
	}

	// TTimo
	// was: if( g_gametype.integer >= GT_WOLF && grenadeWPID == WP_DYNAMITE || grenadeWPID == WP_DYNAMITE2 ) {
	// gcc: suggest parentheses around && within ||
	if ( g_gametype.integer >= GT_WOLF && ( grenadeWPID == WP_DYNAMITE || grenadeWPID == WP_DYNAMITE2 ) ) {
		noExplode = qtrue;
		bolt->nextthink = level.time + 15000;
		bolt->think = DynaSink;
		bolt->timestamp = level.time + 16500;
	}

	// no self->client for shooter_grenade's
	if ( self->client ) {
		self->client->ps.grenadeTimeLeft = 0;       // reset grenade timer

	}
	if ( !noExplode ) {
		bolt->think         = G_ExplodeMissile;
	}

	bolt->s.eType       = ET_MISSILE;
	bolt->r.svFlags     = SVF_USE_CURRENT_ORIGIN | SVF_BROADCAST;
	bolt->s.weapon      = grenadeWPID;
	bolt->r.ownerNum    = self->s.number;
	bolt->parent        = self;

// JPW NERVE -- commented out bolt->damage and bolt->splashdamage, override with G_GetWeaponDamage()
// so it works with different netgame balance.  didn't uncomment bolt->damage on dynamite 'cause its so *special*
	bolt->damage = G_GetWeaponDamage( grenadeWPID ); // overridden for dynamite
	bolt->splashDamage = G_GetWeaponDamage( grenadeWPID );
// jpw

	switch ( grenadeWPID ) {
	case WP_GRENADE_LAUNCHER:
		bolt->classname             = "grenade";
//			bolt->damage				= 100;
//			bolt->splashDamage			= 100;
		if ( g_gametype.integer >= GT_WOLF ) {
			bolt->splashRadius          = 300;
		} else {
			bolt->splashRadius          = 150;
		}
		bolt->methodOfDeath         = MOD_GRENADE;
		bolt->splashMethodOfDeath   = MOD_GRENADE_SPLASH;
		bolt->s.eFlags              = EF_BOUNCE_HALF | EF_BOUNCE;
		break;
	case WP_GRENADE_PINEAPPLE:
		bolt->classname             = "grenade";
//			bolt->damage				= 80;
//			bolt->splashDamage			= 80;
		bolt->splashRadius          = 300;
		bolt->methodOfDeath         = MOD_GRENADE;
		bolt->splashMethodOfDeath   = MOD_GRENADE_SPLASH;
		bolt->s.eFlags              = EF_BOUNCE_HALF | EF_BOUNCE;
		break;
// JPW NERVE
	case WP_SMOKE_GRENADE:
		bolt->classname             = "grenade";
		bolt->s.eFlags              = EF_BOUNCE_HALF | EF_BOUNCE;
		break;
// jpw
	case WP_DYNAMITE:
	case WP_DYNAMITE2:

		bolt->accuracy = 0;     // JPW NERVE sets to score below if dynamite is in trigger_objective_info & it's an objective
		trap_SendServerCommand( self - g_entities, "cp \"Dynamite is set, but NOT armed!\"" );
		// differentiate non-armed dynamite with non-pulsing dlight
		if ( self->client )
			bolt->s.teamNum = self->client->sess.sessionTeam + 4;
		bolt->classname             = "dynamite";
		bolt->damage                = 0;
//			bolt->splashDamage			= 300;
		bolt->splashRadius          = 400;
		bolt->methodOfDeath         = MOD_DYNAMITE;
		bolt->splashMethodOfDeath   = MOD_DYNAMITE_SPLASH;
		bolt->s.eFlags              = ( EF_BOUNCE | EF_BOUNCE_HALF );   // EF_BOUNCE_HEAVY;

		// dynamite is shootable
		// JPW NERVE only in single player
		if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
			bolt->health                = 5;
			bolt->takedamage            = qtrue;
			bolt->die                   = G_MissileDie;
		} else {
			bolt->health                = 5;
			bolt->takedamage            = qfalse;
		}
		// jpw

		bolt->r.contents            = CONTENTS_CORPSE;      // (player can walk through)

		// nope - this causes the dynamite to impact on the players bb when he throws it.
		// will try setting it when it settles
//			bolt->r.ownerNum			= ENTITYNUM_WORLD;	// (SA) make the world the owner of the dynamite, so the player can shoot it without modifying the bullet code to ignore players id for hits

		// small target cube
		VectorSet( bolt->r.mins, -12, -12, 0 );
		VectorCopy( bolt->r.mins, bolt->r.absmin );
		VectorSet( bolt->r.maxs, 12, 12, 20 );
		VectorCopy( bolt->r.maxs, bolt->r.absmax );
		break;
	}

// JPW NERVE -- blast radius proportional to damage
	if ( g_gametype.integer != GT_SINGLE_PLAYER ) {
		bolt->splashRadius = G_GetWeaponDamage( grenadeWPID );
	}
// jpw

	bolt->clipmask = MASK_MISSILESHOT;

	bolt->s.pos.trType = TR_GRAVITY;
	bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME;     // move a bit on the very first frame
	VectorCopy( start, bolt->s.pos.trBase );
	VectorCopy( dir, bolt->s.pos.trDelta );
	SnapVector( bolt->s.pos.trDelta );          // save net bandwidth

	VectorCopy( start, bolt->r.currentOrigin );

	return bolt;
}

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


/*
==============
fire_speargun
==============
*/
#define SPEAR_WATERSPEED    400
#define SPEAR_AIRSPEED      700

gentity_t *fire_speargun( gentity_t *self, vec3_t start, vec3_t dir ) {
	gentity_t   *bolt;

	VectorNormalize( dir );

	bolt = G_Spawn();
	bolt->classname = "spear";
	bolt->nextthink = level.time + 10000;
	bolt->think = G_ExplodeMissile;
	bolt->s.eType = ET_MISSILE;

	bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;

	bolt->s.weapon = WP_SPEARGUN;
	bolt->r.ownerNum = self->s.number;
	bolt->parent = self;
	bolt->damage = 15;      // (SA) spear damage here
	bolt->splashDamage = 0;
	bolt->methodOfDeath = MOD_SPEARGUN;
	bolt->clipmask = MASK_MISSILESHOT;

	bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME;     // move a bit on the very first frame
	VectorCopy( start, bolt->s.pos.trBase );

	// (SA) Kind of a cheap hack to make the speargun worthless out of the water
	//		This'll probably change to something better
	if ( ( trap_PointContents( start, -1 ) & CONTENTS_WATER ) ) {
		bolt->s.pos.trType = TR_LINEAR;
		VectorScale( dir, SPEAR_WATERSPEED, bolt->s.pos.trDelta );
	} else {
		bolt->s.pos.trType = TR_GRAVITY_LOW;
		VectorScale( dir, SPEAR_AIRSPEED, bolt->s.pos.trDelta );
	}

	SnapVector( bolt->s.pos.trDelta );          // save net bandwidth
	VectorCopy( start, bolt->r.currentOrigin );


	return bolt;
}


/*
=================
fire_rocket
=================
*/
gentity_t *fire_rocket( gentity_t *self, vec3_t start, vec3_t dir ) {
	gentity_t   *bolt;

	VectorNormalize( dir );

	bolt = G_Spawn();
	bolt->classname = "rocket";
	bolt->nextthink = level.time + 20000;   // push it out a little
	bolt->think = G_ExplodeMissile;
	bolt->s.eType = ET_MISSILE;
	bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN | SVF_BROADCAST;

	//DHM - Nerve :: Use the correct weapon in multiplayer
	if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
		bolt->s.weapon = WP_ROCKET_LAUNCHER;
	} else {
		bolt->s.weapon = self->s.weapon;
	}

	bolt->r.ownerNum = self->s.number;
	bolt->parent = self;
	bolt->damage = G_GetWeaponDamage( WP_ROCKET_LAUNCHER ); // JPW NERVE
	bolt->splashDamage = G_GetWeaponDamage( WP_ROCKET_LAUNCHER ); // JPW NERVE
// JPW NERVE
	if ( g_gametype.integer != GT_SINGLE_PLAYER ) {
		bolt->splashRadius = G_GetWeaponDamage( WP_ROCKET_LAUNCHER );
	} else {
		bolt->splashRadius = 120;
	}
// jpw
	bolt->methodOfDeath = MOD_ROCKET;
	bolt->splashMethodOfDeath = MOD_ROCKET_SPLASH;
//	bolt->clipmask = MASK_SHOT;
	bolt->clipmask = MASK_MISSILESHOT;

	bolt->s.pos.trType = TR_LINEAR;
	bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME;     // move a bit on the very first frame
	VectorCopy( start, bolt->s.pos.trBase );
// JPW NERVE
	if ( g_gametype.integer != GT_SINGLE_PLAYER ) {
		VectorScale( dir,2500,bolt->s.pos.trDelta );
	} else {
		VectorScale( dir, 900, bolt->s.pos.trDelta );
	}
// jpw
	SnapVector( bolt->s.pos.trDelta );          // save net bandwidth
	VectorCopy( start, bolt->r.currentOrigin );

	return bolt;
}

// Rafael flamebarrel
/*
======================
fire_flamebarrel
======================
*/

gentity_t *fire_flamebarrel( gentity_t *self, vec3_t start, vec3_t dir ) {
	gentity_t   *bolt;

	VectorNormalize( dir );

	bolt = G_Spawn();
	bolt->classname = "flamebarrel";
	bolt->nextthink = level.time + 3000;
	bolt->think = G_ExplodeMissile;
	bolt->s.eType = ET_FLAMEBARREL;
	bolt->s.eFlags = EF_BOUNCE_HALF;
	bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
	bolt->s.weapon = WP_ROCKET_LAUNCHER;
	bolt->r.ownerNum = self->s.number;
	bolt->parent = self;
	bolt->damage = 100;
	bolt->splashDamage = 20;
	bolt->splashRadius = 60;
	bolt->s.eFlags |= EF_SMOKINGBLACK;

	bolt->methodOfDeath = MOD_ROCKET;
	bolt->splashMethodOfDeath = MOD_ROCKET_SPLASH;

	bolt->clipmask = MASK_MISSILESHOT;

	bolt->s.pos.trType = TR_GRAVITY;
	bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME;     // move a bit on the very first frame
	VectorCopy( start, bolt->s.pos.trBase );
	VectorScale( dir, 900 + ( crandom() * 100 ), bolt->s.pos.trDelta );
	SnapVector( bolt->s.pos.trDelta );          // save net bandwidth
	VectorCopy( start, bolt->r.currentOrigin );

	return bolt;
}


// Rafael sniper
/*
=================
fire_lead
=================
*/

void fire_lead( gentity_t *self, vec3_t start, vec3_t dir, int damage ) {

	trace_t tr;
	vec3_t end;
	gentity_t       *tent;
	gentity_t       *traceEnt;
	vec3_t forward, right, up;
	vec3_t angles;
	float r, u;
	qboolean anti_tank_enable = qfalse;

	r = crandom() * self->random;
	u = crandom() * self->random;

	vectoangles( dir, angles );
	AngleVectors( angles, forward, right, up );

	VectorMA( start, 8192, forward, end );
	VectorMA( end, r, right, end );
	VectorMA( end, u, up, end );

	trap_Trace( &tr, start, NULL, NULL, end, self->s.number, MASK_SHOT );
	if ( tr.surfaceFlags & SURF_NOIMPACT ) {
		return;
	}

	traceEnt = &g_entities[ tr.entityNum ];

	// snap the endpos to integers, but nudged towards the line
	SnapVectorTowards( tr.endpos, start );

	// send bullet impact
	if ( traceEnt->takedamage && traceEnt->client ) {
		tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_FLESH );
		tent->s.eventParm = traceEnt->s.number;
	} else {
		// Ridah, bullet impact should reflect off surface
		vec3_t reflect;
		float dot;

		tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_WALL );

		dot = DotProduct( forward, tr.plane.normal );
		VectorMA( forward, -2 * dot, tr.plane.normal, reflect );
		VectorNormalize( reflect );

		tent->s.eventParm = DirToByte( reflect );
		// done.
	}
	tent->s.otherEntityNum = self->s.number;

	if ( traceEnt->takedamage ) {

		if ( self->s.weapon == WP_SNIPER
			 && traceEnt->s.eType == ET_MOVER
			 && traceEnt->aiName[0] ) {
			anti_tank_enable = qtrue;
		}

		if ( anti_tank_enable ) {
			self->s.weapon = WP_ROCKET_LAUNCHER;
		}

		G_Damage( traceEnt, self, self, forward, tr.endpos,
				  damage, 0, MOD_MACHINEGUN );

		if ( anti_tank_enable ) {
			self->s.weapon = WP_SNIPER;
		}

	}

}


// Rafael sniper
// visible

/*
==============
visible
==============
*/
qboolean visible( gentity_t *self, gentity_t *other ) {
//	vec3_t		spot1;
//	vec3_t		spot2;
	trace_t tr;
	gentity_t   *traceEnt;

	trap_Trace( &tr, self->r.currentOrigin, NULL, NULL, other->r.currentOrigin, self->s.number, MASK_SHOT );

	traceEnt = &g_entities[ tr.entityNum ];

	if ( traceEnt == other ) {
		return qtrue;
	}

	return qfalse;

}



/*
==============
fire_mortar
	dir is a non-normalized direction/power vector
==============
*/
gentity_t *fire_mortar( gentity_t *self, vec3_t start, vec3_t dir ) {
	gentity_t   *bolt;

//	VectorNormalize (dir);

	if ( self->spawnflags ) {
		gentity_t   *tent;
		tent = G_TempEntity( self->s.pos.trBase, EV_MORTAREFX );
		tent->s.density = self->spawnflags; // send smoke and muzzle flash flags
		VectorCopy( self->s.pos.trBase, tent->s.origin );
		VectorCopy( self->s.apos.trBase, tent->s.angles );
	}

	bolt = G_Spawn();
	bolt->classname = "mortar";
	bolt->nextthink = level.time + 20000;   // push it out a little
	bolt->think = G_ExplodeMissile;
	bolt->s.eType = ET_MISSILE;

	bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN | SVF_BROADCAST;   // broadcast sound.  not multiplayer friendly, but for mortars it should be okay
	// bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;

	bolt->s.weapon = WP_MORTAR;
	bolt->r.ownerNum = self->s.number;
	bolt->parent = self;
	bolt->damage = G_GetWeaponDamage( WP_MORTAR ); // JPW NERVE
	bolt->splashDamage = G_GetWeaponDamage( WP_MORTAR ); // JPW NERVE
	bolt->splashRadius = 120;
	bolt->methodOfDeath = MOD_MORTAR;
	bolt->splashMethodOfDeath = MOD_MORTAR_SPLASH;
	bolt->clipmask = MASK_MISSILESHOT;

	bolt->s.pos.trType = TR_GRAVITY;
	bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME;     // move a bit on the very first frame
	VectorCopy( start, bolt->s.pos.trBase );
//	VectorScale( dir, 900, bolt->s.pos.trDelta );
	VectorCopy( dir, bolt->s.pos.trDelta );
	SnapVector( bolt->s.pos.trDelta );          // save net bandwidth
	VectorCopy( start, bolt->r.currentOrigin );

	return bolt;
}


/*
=================
fire_nail
=================
*/
#define NAILGUN_SPREAD  1000

gentity_t *fire_nail( gentity_t *self, vec3_t start, vec3_t forward, vec3_t right, vec3_t up ) {
	gentity_t   *bolt;
	vec3_t dir;
	vec3_t end;
	float r, u, scale;

	bolt = G_Spawn();
	bolt->classname = "nail";
	bolt->nextthink = level.time + 10000;
	bolt->think = G_ExplodeMissile;
	bolt->s.eType = ET_MISSILE;
	bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
//	bolt->s.weapon = WP_NAILGUN;
	bolt->s.weapon = WP_VENOM_FULL;
	bolt->r.ownerNum = self->s.number;
	bolt->parent = self;
	bolt->damage = G_GetWeaponDamage( WP_VENOM_FULL );
//	bolt->methodOfDeath = MOD_NAIL;
	bolt->methodOfDeath = MOD_VENOM_FULL;
	bolt->clipmask = MASK_SHOT;
	bolt->target_ent = NULL;

	bolt->s.pos.trType = TR_LINEAR;
	bolt->s.pos.trTime = level.time;
	VectorCopy( start, bolt->s.pos.trBase );

	r = random() * M_PI * 2.0f;
	u = sin( r ) * crandom() * NAILGUN_SPREAD * 16;
	r = cos( r ) * crandom() * NAILGUN_SPREAD * 16;
	VectorMA( start, 8192 * 16, forward, end );
	VectorMA( end, r, right, end );
	VectorMA( end, u, up, end );
	VectorSubtract( end, start, dir );
	VectorNormalize( dir );

// JPW NERVE
	if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
		scale = 555 + random() * 1800;
	} else {
		scale = 1200 + random() * 2500;
	}
// jpw
	VectorScale( dir, scale, bolt->s.pos.trDelta );
	SnapVector( bolt->s.pos.trDelta );

	VectorCopy( start, bolt->r.currentOrigin );

	return bolt;
}


/*
=================
fire_prox
=================
*/
gentity_t *fire_prox( gentity_t *self, vec3_t start, vec3_t dir ) {
	gentity_t   *bolt;

	VectorNormalize( dir );

	bolt = G_Spawn();
	bolt->classname = "prox mine";
	bolt->nextthink = level.time + 3000;
	bolt->think = G_ExplodeMissile;
	bolt->s.eType = ET_MISSILE;
	bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
//	bolt->s.weapon = WP_PROX_LAUNCHER;
	bolt->s.eFlags = 0;
	bolt->r.ownerNum = self->s.number;
	bolt->parent = self;
	bolt->damage = 0;
	bolt->splashDamage = 100;
	bolt->splashRadius = 150;
//	bolt->methodOfDeath = MOD_PROXIMITY_MINE;
//	bolt->splashMethodOfDeath = MOD_PROXIMITY_MINE;
	bolt->clipmask = MASK_SHOT;
	bolt->target_ent = NULL;
	// count is used to check if the prox mine left the player bbox
	// if count == 1 then the prox mine left the player bbox and can attack to it
	bolt->count = 0;

	//FIXME: we prolly wanna abuse another field
//	bolt->s.generic1 = self->client->sess.sessionTeam;

	bolt->s.pos.trType = TR_GRAVITY;
	bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME;     // move a bit on the very first frame
	VectorCopy( start, bolt->s.pos.trBase );
	VectorScale( dir, 700, bolt->s.pos.trDelta );
	SnapVector( bolt->s.pos.trDelta );          // save net bandwidth

	VectorCopy( start, bolt->r.currentOrigin );

	return bolt;
}
