
// prototypes
void () W_WeaponFrame;
void() W_SetCurrentAmmo;
void() player_pain;
void() player_stand1;
void (vector org) spawn_tfog;
void (vector org, entity death_owner) spawn_tdeath;

float modelindex_eyes, modelindex_player, modelindex_hammer;


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

				LEVEL CHANGING / INTERMISSION

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

float	intermission_running;
float	intermission_exittime;

/*QUAKED info_intermission (1 0.5 0.5) (-16 -16 -16) (16 16 16)
This is the camera point for the intermission.
Use mangle instead of angle, so you can set pitch or roll as well as yaw.  'pitch roll yaw'
*/
void() info_intermission =
{
};



void() SetChangeParms =
{
	if (self.health <= 0)
	{
		SetNewParms ();
		return;
	}

//JIM
// remove items
	self.items = self.items - (self.items &
   (IT_KEY1 | IT_KEY2 | IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD ) );
//MED
   self.items2 = self.items2 - (self.items2 &
   (HIP_IT_WETSUIT | HIP_IT_EMPATHY_SHIELDS ) );
//MED
   self.gravity = 1.0;

// cap super health
	if (self.health > 100)
		self.health = 100;
	if (self.health < 50)
		self.health = 50;
	parm1 = self.items;
	parm2 = self.health;
	parm3 = self.armorvalue;
	if (self.ammo_shells < 25)
		parm4 = 25;
	else
		parm4 = self.ammo_shells;
	parm5 = self.ammo_nails;
	parm6 = self.ammo_rockets;
	parm7 = self.ammo_cells;
	parm8 = self.weapon;
	parm9 = self.armortype * 100;
};

void() SetNewParms =
{
	parm1 = IT_SHOTGUN | IT_AXE;
	parm2 = 100;
	parm3 = 0;
	parm4 = 25;
	parm5 = 0;
	parm6 = 0;
	parm7 = 0;
	parm8 = 1;
	parm9 = 0;
};

void() DecodeLevelParms =
{
//HIPNOTIC
   if (world.model == "maps/start.bsp")
      SetNewParms ();      // take away all stuff on starting new episode
   if (world.model == "maps/hip1m1.bsp")
      SetNewParms ();      // take away all stuff on starting new episode
   if (world.model == "maps/hip2m1.bsp")
      SetNewParms ();      // take away all stuff on starting new episode
   if (world.model == "maps/hip3m1.bsp")
      SetNewParms ();      // take away all stuff on starting new episode

	self.items = parm1;
	self.health = parm2;
	self.armorvalue = parm3;
	self.ammo_shells = parm4;
	self.ammo_nails = parm5;
	self.ammo_rockets = parm6;
	self.ammo_cells = parm7;
	self.weapon = parm8;
	self.armortype = parm9 * 0.01;
};

/*
============
FindIntermission

Returns the entity to view from
============
*/
entity() FindIntermission =
{
	local	entity spot;
	local	float cyc;

// look for info_intermission first
	spot = find (world, classname, "info_intermission");
	if (spot)
	{	// pick a random one
		cyc = random() * 4;
		while (cyc > 1)
		{
			spot = find (spot, classname, "info_intermission");
			if (!spot)
				spot = find (spot, classname, "info_intermission");
			cyc = cyc - 1;
		}
		return spot;
	}

// then look for the start position
	spot = find (world, classname, "info_player_start");
	if (spot)
		return spot;

// testinfo_player_start is only found in regioned levels
	spot = find (world, classname, "testplayerstart");
	if (spot)
		return spot;

	objerror ("FindIntermission: no spot");
};


string nextmap;
void() GotoNextMap =
{
	if (cvar("samelevel"))	// if samelevel is set, stay on same level
		changelevel (mapname);
	else
		changelevel (nextmap);
};


void() ExitIntermission =
{
// skip any text in deathmatch
	if (deathmatch)
	{
		GotoNextMap ();
		return;
	}

	intermission_exittime = time + 1;
	intermission_running = intermission_running + 1;

//
// run some text if at the end of an episode
//
	if (intermission_running == 2)
	{
		if (world.model == "maps/e1m7.bsp")
		{
			WriteByte (MSG_ALL, SVC_CDTRACK);
			WriteByte (MSG_ALL, 2);
			WriteByte (MSG_ALL, 3);
			if (!cvar("registered"))
			{
				WriteByte (MSG_ALL, SVC_FINALE);
				WriteString (MSG_ALL, "As the corpse of the monstrous entity\nChthon sinks back into the lava whence\nit rose, you grip the Rune of Earth\nMagic tightly. Now that you have\nconquered the Dimension of the Doomed,\nrealm of Earth Magic, you are ready to\ncomplete your task in the other three\nhaunted lands of Quake. Or are you? If\nyou don't register Quake, you'll never\nknow what awaits you in the Realm of\nBlack Magic, the Netherworld, and the\nElder World!");
			}
			else
			{
				WriteByte (MSG_ALL, SVC_FINALE);
				WriteString (MSG_ALL, "As the corpse of the monstrous entity\nChthon sinks back into the lava whence\nit rose, you grip the Rune of Earth\nMagic tightly. Now that you have\nconquered the Dimension of the Doomed,\nrealm of Earth Magic, you are ready to\ncomplete your task. A Rune of magic\npower lies at the end of each haunted\nland of Quake. Go forth, seek the\ntotality of the four Runes!");
			}
			return;
		}
		else if (world.model == "maps/e2m6.bsp")
		{
			WriteByte (MSG_ALL, SVC_CDTRACK);
			WriteByte (MSG_ALL, 2);
			WriteByte (MSG_ALL, 3);

			WriteByte (MSG_ALL, SVC_FINALE);
			WriteString (MSG_ALL, "The Rune of Black Magic throbs evilly in\nyour hand and whispers dark thoughts\ninto your brain. You learn the inmost\nlore of the Hell-Mother; Shub-Niggurath!\nYou now know that she is behind all the\nterrible plotting which has led to so\nmuch death and horror. But she is not\ninviolate! Armed with this Rune, you\nrealize that once all four Runes are\ncombined, the gate to Shub-Niggurath's\nPit will open, and you can face the\nWitch-Goddess herself in her frightful\notherworld cathedral.");
			return;
		}
		else if (world.model == "maps/e3m6.bsp")
		{
			WriteByte (MSG_ALL, SVC_CDTRACK);
			WriteByte (MSG_ALL, 2);
			WriteByte (MSG_ALL, 3);

			WriteByte (MSG_ALL, SVC_FINALE);
			WriteString (MSG_ALL, "The charred viscera of diabolic horrors\nbubble viscously as you seize the Rune\nof Hell Magic. Its heat scorches your\nhand, and its terrible secrets blight\nyour mind. Gathering the shreds of your\ncourage, you shake the devil's shackles\nfrom your soul, and become ever more\nhard and determined to destroy the\nhideous creatures whose mere existence\nthreatens the souls and psyches of all\nthe population of Earth.");
			return;
		}
		else if (world.model == "maps/e4m7.bsp")
		{
			WriteByte (MSG_ALL, SVC_CDTRACK);
			WriteByte (MSG_ALL, 2);
			WriteByte (MSG_ALL, 3);

			WriteByte (MSG_ALL, SVC_FINALE);
			WriteString (MSG_ALL, "Despite the awful might of the Elder\nWorld, you have achieved the Rune of\nElder Magic, capstone of all types of\narcane wisdom. Beyond good and evil,\nbeyond life and death, the Rune\npulsates, heavy with import. Patient and\npotent, the Elder Being Shub-Niggurath\nweaves her dire plans to clear off all\nlife from the Earth, and bring her own\nfoul offspring to our world! For all the\ndwellers in these nightmare dimensions\nare her descendants! Once all Runes of\nmagic power are united, the energy\nbehind them will blast open the Gateway\nto Shub-Niggurath, and you can travel\nthere to foil the Hell-Mother's plots\nin person.");
			return;
		}

//HIPNOTIC
      if (world.model == "maps/hip1m4.bsp")
      {
			WriteByte (MSG_ALL, SVC_CDTRACK);
         WriteByte (MSG_ALL, 6);
			WriteByte (MSG_ALL, 3);
			WriteByte (MSG_ALL, SVC_FINALE);
/*
         **************************************
         Deep within the bowels of the
         Research Facility, you discover the
         passage that the followers of Quake
         have used to enter our world.
         The bastards used some type of
         gigantic teleporter to overload
         one of our own slipgates!  As long as
         this portal exists, Earth will never
         be safe from Quake's cruel minions.

         If you can find the source of the
         portal's power, you can shut it
         down--possibly forever!  With only a
         moment's consideration for your own
         safety, you re-enter the dark domain,
         knowing Hell would be a better fate
         than experiencing the reign of Quake.
*/
         WriteString (MSG_ALL, "Deep within the bowels of the\nResearch Facility, you discover the\npassage that the followers of Quake\nhave used to enter our world.\nThe bastards used some type of\ngigantic teleporter to overload\none of our own slipgates!  As long as\nthis portal exists, Earth will never\nbe safe from Quake's cruel minions." );
         //WriteString (MSG_ALL, "If you can find the source of the\nportal's power, you can shut it\ndown--possibly forever!  With only a\nmoment's consideration for your own\nsafety, you re-enter the dark domain,\nknowing Hell would be a better fate\nthan experiencing the reign of Quake." );
         return;
		}
		else if (world.model == "maps/hip2m5.bsp")
		{
/*
         **************************************
         After destroying the power generator,
         you pass beyond the gate of Mortum's
         Keep.  A wave of nausea suddenly flows
         over you and you find yourself cast
         out into a liquid void.  You float
         lifelessly, yet aware, in a lavender
         sea of energy.

         After what seems like an eternity,
         you feel the presence of a diabolical
         intelligence.  You are held helpless
         for a moment as your mind is open to
         that of Armagon--Quake's General and
         master of this realm.  Recognizing
         you as the one who foiled his
         attempt to conquer Earth, a hellish
         howl fills your mind and blots out
         all consciousness.  When you awake,
         you find yourself on the shores of
         reality, but in a time and place
         unknown to you.
*/
         WriteByte (MSG_ALL, SVC_CDTRACK);
         WriteByte (MSG_ALL, 6);
			WriteByte (MSG_ALL, 3);

			WriteByte (MSG_ALL, SVC_FINALE);
         WriteString (MSG_ALL, "After destroying the power generator,\nyou pass beyond the gate of Mortum's\nKeep.  A wave of nausea suddenly flows\nover you and you find yourself cast\nout into a liquid void.  You float\nlifelessly, yet aware, in a lavender\nsea of energy." );
         //WriteString (MSG_ALL, "After what seems like an eternity,\nyou feel the presence of a diabolical\nintelligence.  You are held helpless\nfor a moment as your mind is open to\nthat of Armagon--Quake's General and\nmaster of this realm.  Recognizing\nyou as the one who foiled his\nattempts to conquer Earth, a hellish\nhowl fills your mind and blots out\nall consciousness.  When you awake,\nyou find yourself on the shores of\nreality, but in a time and place\nunknown to you." );
         return;
		}
      else if (world.model == "maps/hipend.bsp")
      {
/*
         **************************************
         After the last echoes of Armagon's
         death yell fade away, you breathe a
         heavy sigh of relief.  With the loss
         of his magic, Armagon's fortress
         begins to collapse.  The rift he
         created to send his grisly troops
         through time slowly closes and seals
         itself forever.  In the chaos that
         ensues, a wall collapses, revealing
         one remaining time portal.  With your
         chances to escape rapidly growing
         slim, you race for the portal,
         mindless of your destination.  In a
         flash of light, you find yourself
         back at Command HQ, safe and sound.

         Congratulations!  You are victorious!
         The minions of Quake have once again
         fallen before your mighty hand.
         Is this the last you will see of
         Quake's hellions?

         Only time will tell...
*/
         WriteByte (MSG_ALL, SVC_CDTRACK);
         WriteByte (MSG_ALL, 2);
			WriteByte (MSG_ALL, 3);

			WriteByte (MSG_ALL, SVC_FINALE);
         WriteString (MSG_ALL, "After the last echoes of Armagon's\ndeath yell fade away, you breathe a\nheavy sigh of relief.  With the loss\nof his magic, Armagon's fortress\nbegins to collapse.  The rift he\ncreated to send his grisly troops\nthrough time slowly closes and seals\nitself forever.  In the chaos that\nensues, a wall collapses, revealing\none remaining time portal.  With your\nchances to escape rapidly growing\nslim, you race for the portal,\nmindless of your destination.  In a\nflash of light, you find yourself\nback at Command HQ, safe and sound." );
         //WriteString (MSG_ALL, "Congratulations!  You are victorious!\nThe minions of Quake have once again\nfallen before your mighty hand.\nIs this the last you will see of\nQuake's hellions?\n\nOnly time will tell..." );
         //intermission_exittime = time + 10000000;  // never allow exit
			return;
		}
      GotoNextMap();
	}

	if (intermission_running == 3)
	{
		if (!cvar("registered"))
		{	// shareware episode has been completed, go to sell screen
			WriteByte (MSG_ALL, SVC_SELLSCREEN);
			return;
		}

		if ( (serverflags&15) == 15)
		{
			WriteByte (MSG_ALL, SVC_FINALE);
			WriteString (MSG_ALL, "Now, you have all four Runes. You sense\ntremendous invisible forces moving to\nunseal ancient barriers. Shub-Niggurath\nhad hoped to use the Runes Herself to\nclear off the Earth, but now instead,\nyou will use them to enter her home and\nconfront her as an avatar of avenging\nEarth-life. If you defeat her, you will\nbe remembered forever as the savior of\nthe planet. If she conquers, it will be\nas if you had never been born.");
			return;
		}

//HIPNOTIC
      if (world.model == "maps/hip1m4.bsp")
      {
         WriteByte (MSG_ALL, SVC_FINALE);
         WriteString (MSG_ALL, "If you can find the source of the\nportal's power, you can shut it\ndown--possibly forever!  With only a\nmoment's consideration for your own\nsafety, you re-enter the dark domain,\nknowing Hell would be a better fate\nthan experiencing the reign of Quake." );
         return;
		}
		else if (world.model == "maps/hip2m5.bsp")
		{
         WriteByte (MSG_ALL, SVC_FINALE);
         WriteString (MSG_ALL, "After what seems like an eternity,\nyou feel the presence of a diabolical\nintelligence.  You are held helpless\nfor a moment as your mind is open to\nthat of Armagon--Quake's General and\nmaster of this realm.  Recognizing\nyou as the one who foiled his\nattempt to conquer Earth, a hellish\nhowl fills your mind and blots out\nall consciousness.  When you awake,\nyou find yourself on the shores of\nreality, but in a time and place\nunknown to you." );
         return;
		}
      else if (world.model == "maps/hipend.bsp")
      {
         WriteByte (MSG_ALL, SVC_FINALE);
         WriteString (MSG_ALL, "Congratulations!  You are victorious!\nThe minions of Quake have once again\nfallen before your mighty hand.\nIs this the last you will see of\nQuake's hellions?\n\nOnly time will tell..." );
         intermission_exittime = time + 10000000;  // never allow exit
			return;
		}
   }

	GotoNextMap();
};

/*
============
IntermissionThink

When the player presses attack or jump, change to the next level
============
*/
void() IntermissionThink =
{
	if (time < intermission_exittime)
		return;

	if (!self.button0 && !self.button1 && !self.button2)
		return;

	ExitIntermission ();
};

void() intermission_delay =	// for custom CSQC-HUD random intermission camera (by SMITH)
{
	WriteByte (MSG_ALL, SVC_INTERMISSION);
};

void() execute_changelevel =	// edited for custom CSQC-HUD random intermission camera (by SMITH)
{

	local entity	pos;

	intermission_running = 1;

// enforce a wait time before allowing changelevel
	if (deathmatch)
		intermission_exittime = time + 5;
	else
		intermission_exittime = time + 2;

	WriteByte (MSG_ALL, SVC_CDTRACK);
   WriteByte (MSG_ALL, 9);
	WriteByte (MSG_ALL, 3);

	pos = FindIntermission ();

	other = find (world, classname, "player");
	while (other != world)
	{
		other.view_ofs = '0 0 0';
		other.angles = other.v_angle = pos.mangle;
		other.fixangle = TRUE;		// turn this way immediately
		other.nextthink = time + 0.5;
		other.takedamage = DAMAGE_NO;
		other.solid = SOLID_NOT;
		other.movetype = MOVETYPE_NONE;
		other.modelindex = 0;
		setorigin (other, pos.origin);
		other = find (other, classname, "player");
	}

	self.think = intermission_delay;
	self.nextthink = time + 0.1;	
	//WriteByte (MSG_ALL, SVC_INTERMISSION);		
};


void() changelevel_touch =
{
	local entity	pos;

	if (other.classname != "player")
		return;

   if ((cvar("noexit") == 1) || ((cvar("noexit") == 2) && (mapname != "start")))
	{
		T_Damage (other, self, self, 50000);
		return;
	}

   if (coop || deathmatch)
	{
		bprint (other.netname);
		bprint (" exited the level\n");
	}

	nextmap = self.map;

	SUB_UseTargets ();

	if ( (self.spawnflags & 1) && (deathmatch == 0) )
	{	// NO_INTERMISSION
		GotoNextMap();
		return;
	}

	self.touch = SUB_Null;

// we can't move people right now, because touch functions are called
// in the middle of C movement code, so set a think time to do it
	self.think = execute_changelevel;
	self.nextthink = time + 0.1;
};

/*QUAKED trigger_changelevel (0.5 0.5 0.5) ? NO_INTERMISSION
When the player touches this, he gets sent to the map listed in the "map" variable.  Unless the NO_INTERMISSION flag is set, the view will go to the info_intermission spot and display stats.
*/
void() trigger_changelevel =
{
	if (!self.map)
		objerror ("chagnelevel trigger doesn't have map");

	InitTrigger ();
	self.touch = changelevel_touch;
};


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

				PLAYER GAME EDGE FUNCTIONS

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

void() set_suicide_frame;

// called by ClientKill and DeadThink
void() respawn =
{
	if (coop)
	{
		// make a copy of the dead body for appearances sake
		CopyToBodyQue (self, 30);
		// get the spawn parms as they were at level start
		setspawnparms (self);
		// respawn
		PutClientInServer ();
	}
	else if (deathmatch)
	{
		// make a copy of the dead body for appearances sake
		CopyToBodyQue (self, 30);
		// set default spawn parms
		SetNewParms ();
		// respawn
		PutClientInServer ();
	}
	else
	{	// restart the entire server
		localcmd ("restart\n");
	}
};


/*
============
ClientKill

Player entered the suicide command
============
*/
void() ClientKill =
{
	bprint (self.netname);
	bprint (" suicides\n");
	set_suicide_frame ();
	self.modelindex = modelindex_player;
	self.frags = self.frags - 2;	// extra penalty
	respawn ();
};

float(vector v) CheckSpawnPoint =
{
	return FALSE;
};

/*
============
SelectSpawnPoint

Returns the entity to spawn at
============
*/
entity() SelectSpawnPoint =
{
	local	entity spot;
   local entity thing;
	local	float  pcount;

// testinfo_player_start is only found in regioned levels
	spot = find (world, classname, "testplayerstart");
	if (spot)
		return spot;

// choose a info_player_deathmatch point
	if (coop)
	{
		lastspawn = find(lastspawn, classname, "info_player_coop");
		if (lastspawn == world)
			lastspawn = find (lastspawn, classname, "info_player_start");
		if (lastspawn != world)
			return lastspawn;
	}
	else if (deathmatch)
	{
      spot = lastspawn;
		while (1)
		{
			spot = find(spot, classname, "info_player_deathmatch");
			if (spot != world)
			{
				if (spot == lastspawn)
					return lastspawn;
				pcount = 0;
				thing = findradius(spot.origin, 32);
				while(thing)
				{
					if (thing.classname == "player")
						pcount = pcount + 1;
					thing = thing.chain;
				}
				if (pcount == 0)
				{
					lastspawn = spot;
					return spot;
				}
			}
		}
	}

	if (serverflags)
	{	// return with a rune to start
		spot = find (world, classname, "info_player_start2");
		if (spot)
			return spot;
	}

	spot = find (world, classname, "info_player_start");
	if (!spot)
		error ("PutClientInServer: no info_player_start on level");

	return spot;
};

/*
===========
PutClientInServer

called each time a player is spawned
============
*/
void() DecodeLevelParms;
void() PlayerDie;


void() PutClientInServer =
{
	local	entity spot;

   spot = SelectSpawnPoint ();

   self.classname = "player";
	self.health = 100;
	self.takedamage = DAMAGE_AIM;
	self.solid = SOLID_SLIDEBOX;
	self.movetype = MOVETYPE_WALK;
	self.show_hostile = 0;
	self.max_health = 100;
	self.flags = FL_CLIENT;
	self.air_finished = time + 12;
	self.dmg = 2;   		// initial water damage
	self.super_damage_finished = 0;
	self.radsuit_finished = 0;
	self.invisible_finished = 0;
	self.invincible_finished = 0;
	self.effects = 0;
	self.invincible_time = 0;
	//JIM
	self.wetsuit_finished = 0;
   //MED
   self.empathy_finished = 0;
   //MED
   self.items2 = 0;
   self.gravity = 1.0;


	DecodeLevelParms ();

	W_SetCurrentAmmo ();

	self.attack_finished = time;
	self.th_pain = player_pain;
	self.th_die = PlayerDie;

	self.deadflag = DEAD_NO;
// paustime is set by teleporters to keep the player from moving a while
	self.pausetime = 0;

//   spot = SelectSpawnPoint ();

	self.origin = spot.origin + '0 0 1';
	self.angles = spot.angles;
	self.fixangle = TRUE;		// turn this way immediately

   //JIM
   // Clear out velocity so you're not launched into the air
   // when you respawn.
   self.velocity = '0 0 0';

// oh, this is a hack!
   setmodel (self, "progs/playham.mdl");
   modelindex_hammer = self.modelindex;

   setmodel (self, "progs/eyes.mdl");
	modelindex_eyes = self.modelindex;

	setmodel (self, "progs/player.mdl");
	modelindex_player = self.modelindex;

	setsize (self, VEC_HULL_MIN, VEC_HULL_MAX);

	self.view_ofs = '0 0 22';

	player_stand1 ();

	if (deathmatch || coop)
	{
		makevectors(self.angles);
		spawn_tfog (self.origin + v_forward*20);
	}

	spawn_tdeath (self.origin, self);
};


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

				QUAKED FUNCTIONS

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


/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 24)
The normal starting point for a level.
*/
void() info_player_start =
{
};


/*QUAKED info_player_start2 (1 0 0) (-16 -16 -24) (16 16 24)
Only used on start map for the return point from an episode.
*/
void() info_player_start2 =
{
};


/*
saved out by quaked in region mode
*/
void() testplayerstart =
{
};

/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 24)
potential spawning position for deathmatch games
*/
void() info_player_deathmatch =
{
};

/*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 24)
potential spawning position for coop games
*/
void() info_player_coop =
{
};

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

RULES

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

/*
go to the next level for deathmatch
only called if a time or frag limit has expired
*/
void() NextLevel =
{
	local entity o;

//HIPNOTIC
//Commented out so that timelimit and fraglimit work on start map
   /*
	if (mapname == "start")
	{
		if (!cvar("registered"))
		{
			mapname = "e1m1";
		}
		else if (!(serverflags & 1))
		{
			mapname = "e1m1";
         serverflags = serverflags | 1;
		}
		else if (!(serverflags & 2))
		{
			mapname = "e2m1";
         serverflags = serverflags | 2;
		}
		else if (!(serverflags & 4))
		{
			mapname = "e3m1";
         serverflags = serverflags | 4;
		}
		else if (!(serverflags & 8))
		{
			mapname = "e4m1";
         serverflags = serverflags - 7;
		}

		o = spawn();
		o.map = mapname;
	}
	else
	{
*/
		// find a trigger changelevel
		o = find(world, classname, "trigger_changelevel");

		// go back to start if no trigger_changelevel
		if (!o)
		{
			mapname = "start";
			o = spawn();
			o.map = mapname;
		}
//   }

	nextmap = o.map;
	gameover = TRUE;

	if (o.nextthink < time)
	{
		o.think = execute_changelevel;
		o.nextthink = time + 0.1;
	}
};

/*
============
CheckRules

Exit deathmatch games upon conditions
============
*/
void() CheckRules =
{
	local	float		timelimit;
	local	float		fraglimit;

	if (gameover)	// someone else quit the game already
		return;

	timelimit = cvar("timelimit") * 60;
	fraglimit = cvar("fraglimit");

	if (timelimit && time >= timelimit)
	{
		NextLevel ();
		return;
	}

	if (fraglimit && self.frags >= fraglimit)
	{
		NextLevel ();
		return;
	}
};

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

void() PlayerDeathThink =
{
	local entity	old_self;
	local float		forward;

	if ((self.flags & FL_ONGROUND))
	{
		forward = vlen (self.velocity);
		forward = forward - 20;
		if (forward <= 0)
			self.velocity = '0 0 0';
		else
			self.velocity = forward * normalize(self.velocity);
	}

// wait for all buttons released
	if (self.deadflag == DEAD_DEAD)
	{
		if (self.button2 || self.button1 || self.button0)
			return;
		self.deadflag = DEAD_RESPAWNABLE;
		return;
	}

// wait for any button down
	if (!self.button2 && !self.button1 && !self.button0)
		return;

	self.button0 = 0;
	self.button1 = 0;
	self.button2 = 0;
	respawn();
};


void() PlayerJump =
{
	local vector start, end;

	if (self.flags & FL_WATERJUMP)
		return;

	if (self.waterlevel >= 2)
	{
		if (self.watertype == CONTENT_WATER)
			self.velocity_z = 100;
		else if (self.watertype == CONTENT_SLIME)
			self.velocity_z = 80;
		else
			self.velocity_z = 50;

// play swiming sound
		if (self.swim_flag < time)
		{
			self.swim_flag = time + 1;
			if (random() < 0.5)
				sound (self, CHAN_BODY, "misc/water1.wav", 1, ATTN_NORM);
			else
				sound (self, CHAN_BODY, "misc/water2.wav", 1, ATTN_NORM);
		}

		return;
	}

	if (!(self.flags & FL_ONGROUND))
		return;

	if ( !(self.flags & FL_JUMPRELEASED) )
		return;		// don't pogo stick

	self.flags = self.flags - (self.flags & FL_JUMPRELEASED);

	self.flags = self.flags - FL_ONGROUND;	// don't stairwalk

	self.button2 = 0;
// player jumping sound
	sound (self, CHAN_BODY, "player/plyrjmp8.wav", 1, ATTN_NORM);
	self.velocity_z = self.velocity_z + 270;
};


/*
===========
WaterMove

============
*/
.float	dmgtime;

void() WaterMove =
{
//dprint (ftos(self.waterlevel));
	if (self.movetype == MOVETYPE_NOCLIP)
		return;
	if (self.health < 0)
		return;

	if (self.waterlevel != 3)
	{
		if (self.air_finished < time)
			sound (self, CHAN_VOICE, "player/gasp2.wav", 1, ATTN_NORM);
		else if (self.air_finished < time + 9)
			sound (self, CHAN_VOICE, "player/gasp1.wav", 1, ATTN_NORM);
		self.air_finished = time + 12;
		self.dmg = 2;
	}
	else if (self.air_finished < time)
	{	// drown!
		if (self.pain_finished < time)
		{
			self.dmg = self.dmg + 2;
			if (self.dmg > 15)
				self.dmg = 10;
			T_Damage (self, world, world, self.dmg);
			self.pain_finished = time + 1;
		}
	}

	if (!self.waterlevel)
	{
		if (self.flags & FL_INWATER)
		{
			// play leave water sound
			sound (self, CHAN_BODY, "misc/outwater.wav", 1, ATTN_NORM);
			self.flags = self.flags - FL_INWATER;
		}
		return;
	}

	if (self.watertype == CONTENT_LAVA)
	{	// do damage
		if (self.dmgtime < time)
		{
			if (self.radsuit_finished > time)
				self.dmgtime = time + 1;
			else
				self.dmgtime = time + 0.2;

			T_Damage (self, world, world, 10*self.waterlevel);
		}
	}
	else if (self.watertype == CONTENT_SLIME)
	{	// do damage
		if (self.dmgtime < time && self.radsuit_finished < time)
		{
			self.dmgtime = time + 1;
			T_Damage (self, world, world, 4*self.waterlevel);
		}
	}

	if ( !(self.flags & FL_INWATER) )
	{

// player enter water sound

		if (self.watertype == CONTENT_LAVA)
			sound (self, CHAN_BODY, "player/inlava.wav", 1, ATTN_NORM);
		if (self.watertype == CONTENT_WATER)
			sound (self, CHAN_BODY, "player/inh2o.wav", 1, ATTN_NORM);
		if (self.watertype == CONTENT_SLIME)
			sound (self, CHAN_BODY, "player/slimbrn2.wav", 1, ATTN_NORM);

		self.flags = self.flags + FL_INWATER;
		self.dmgtime = 0;
	}

	if (! (self.flags & FL_WATERJUMP) )
		self.velocity = self.velocity - 0.8*self.waterlevel*frametime*self.velocity;
};

void() CheckWaterJump =
{
	local vector start, end;

// check for a jump-out-of-water
	makevectors (self.angles);
	start = self.origin;
	start_z = start_z + 8;
	v_forward_z = 0;
	normalize(v_forward);
	end = start + v_forward*24;
	traceline (start, end, TRUE, self);
	if (trace_fraction < 1)
	{	// solid at waist
		start_z = start_z + self.maxs_z - 8;
		end = start + v_forward*24;
		self.movedir = trace_plane_normal * -50;
		traceline (start, end, TRUE, self);
		if (trace_fraction == 1)
		{	// open at eye level
			self.flags = self.flags | FL_WATERJUMP;
			self.velocity_z = 225;
			self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
			self.teleport_time = time + 2;	// safety net
			return;
		}
	}
};

/*
================
PlayerPreThink

Called every frame before physics are run
================
*/
//MED 01/17/97
void(float num_bubbles) DeathBubbles;
void() PlayerPreThink =
{
	local	float	mspeed, aspeed;
	local	float	r;

	if (intermission_running)
	{
      earthquake_prethink();
      IntermissionThink ();   // otherwise a button could be missed between
		return;					// the think tics
	}

	if (self.view_ofs == '0 0 0')
		return;		// intermission or finale

//JIM
   // Kill player on Edge of Oblivion
   if ( ( self.origin_z < -1300 ) && (world.model == "maps/hipdm1.bsp") &&
      ( self.health > 0 ) )
      {
      self.deathtype = "falling";

      if (self.invincible_finished >= time)
         {
         self.invincible_finished = 0;
         self.items = self.items - (self.items & IT_INVULNERABILITY);
         self.invincible_time = 0;
			self.invincible_finished = 0;
         self.effects = self.effects - (self.effects & EF_DIMLIGHT);
         }
      T_Damage( self, self, world, self.health + 1000 );
      }

	//JIM
//   if (!deathmatch)
//      {
      earthquake_prethink();
//      }

	makevectors (self.v_angle);		// is this still used

	CheckRules ();
	WaterMove ();


	if (self.health <= 40) 			// if health is below 41 player shall bleed
	{
		if (self.health <= 20) 		// if health is below 21 player shall bleed more
   			Bleeding2(self);
		else
     			Bleeding1(self);
	}	
	else
		Bleedingnull(self);		// dont bleed



	//JIM
	//WETSUIT
	if (self.wetsuit_finished > time)
		{
		if (self.waterlevel==2)
			{
			self.velocity = self.velocity * 1.25;
			}
		if (self.waterlevel==3)
			{
			self.velocity = self.velocity * 1.5;
			}
      if (self.waterlevel >= 2)
         {
         // play scuba sound
         if (self.swim_flag < time)
            {
            self.swim_flag = time + 7;
            sound (self, CHAN_BODY, "misc/wetsuit.wav", 1, ATTN_NORM);
            }
         //MED 01/17/97
         else
            {
            if (fabs(self.swim_flag - time - 6)<0.04)
               {
               DeathBubbles(1);
               }
            else if (fabs(self.swim_flag - time - 5.5)<0.04)
               {
               DeathBubbles(1);
               }
            else if (fabs(self.swim_flag - time - 5)<0.04)
               {
               DeathBubbles(1);
               }
            }
         }

     }

	if (self.waterlevel == 2)
		CheckWaterJump ();

	if (self.deadflag >= DEAD_DEAD)
	{
		PlayerDeathThink ();
		return;
	}

	if (self.deadflag == DEAD_DYING)
		return;	// dying, so do nothing

	if (self.button2)
	{
		PlayerJump ();
	}
	else
		self.flags = self.flags | FL_JUMPRELEASED;

// teleporters can force a non-moving pause time
	if (time < self.pausetime)
		self.velocity = '0 0 0';

   if(time > self.attack_finished && self.currentammo == 0 && self.weapon != IT_AXE && self.weapon != IT_MJOLNIR)
	{
		self.weapon = W_BestWeapon ();
		W_SetCurrentAmmo ();
	}

SemisolidPreThink(); 

};

/*
================
CheckPowerups

Check for turning off powerups
================
*/
void() CheckPowerups =
{
	if (self.health <= 0)
		return;

// invisibility
	if (self.invisible_finished)
	{
// sound and screen flash when items starts to run out
		if (self.invisible_sound < time)
		{
			sound (self, CHAN_AUTO, "items/inv3.wav", 0.5, ATTN_IDLE);
			self.invisible_sound = time + ((random() * 3) + 1);
		}


		if (self.invisible_finished < time + 3)
		{
			if (self.invisible_time == 1)
			{
				sprint (self, "Ring of Shadows magic is fading\n");
				stuffcmd (self, "bf\n");
				sound (self, CHAN_AUTO, "items/inv2.wav", 1, ATTN_NORM);
				self.invisible_time = time + 1;
			}

			if (self.invisible_time < time)
			{
				self.invisible_time = time + 1;
				stuffcmd (self, "bf\n");
			}
		}

		if (self.invisible_finished < time)
		{	// just stopped
			self.items = self.items - IT_INVISIBILITY;
			self.invisible_finished = 0;
			self.invisible_time = 0;
		}

if ( powerup_countdown == 1 )
{
if ((self.invisible_finished <= time + 29.1)&&(self.invisible_finished >= time + 28.9)) {centerprint (self, "29");}
if ((self.invisible_finished <= time + 28.1)&&(self.invisible_finished >= time + 27.9)) {centerprint (self, "28");}
if ((self.invisible_finished <= time + 27.1)&&(self.invisible_finished >= time + 26.9)) {centerprint (self, "27");}
if ((self.invisible_finished <= time + 26.1)&&(self.invisible_finished >= time + 25.9)) {centerprint (self, "26");}
if ((self.invisible_finished <= time + 25.1)&&(self.invisible_finished >= time + 24.9)) {centerprint (self, "25");}
if ((self.invisible_finished <= time + 24.1)&&(self.invisible_finished >= time + 23.9)) {centerprint (self, "24");}
if ((self.invisible_finished <= time + 23.1)&&(self.invisible_finished >= time + 22.9)) {centerprint (self, "23");}
if ((self.invisible_finished <= time + 22.1)&&(self.invisible_finished >= time + 21.9)) {centerprint (self, "22");}
if ((self.invisible_finished <= time + 21.1)&&(self.invisible_finished >= time + 20.9)) {centerprint (self, "21");}
if ((self.invisible_finished <= time + 20.1)&&(self.invisible_finished >= time + 19.9)) {centerprint (self, "20");}
if ((self.invisible_finished <= time + 19.1)&&(self.invisible_finished >= time + 18.9)) {centerprint (self, "19");}
if ((self.invisible_finished <= time + 18.1)&&(self.invisible_finished >= time + 17.9)) {centerprint (self, "18");}
if ((self.invisible_finished <= time + 17.1)&&(self.invisible_finished >= time + 16.9)) {centerprint (self, "17");}
if ((self.invisible_finished <= time + 16.1)&&(self.invisible_finished >= time + 15.9)) {centerprint (self, "16");}
if ((self.invisible_finished <= time + 15.1)&&(self.invisible_finished >= time + 14.9)) {centerprint (self, "15");}
if ((self.invisible_finished <= time + 14.1)&&(self.invisible_finished >= time + 13.9)) {centerprint (self, "14");}
if ((self.invisible_finished <= time + 13.1)&&(self.invisible_finished >= time + 12.9)) {centerprint (self, "13");}
if ((self.invisible_finished <= time + 12.1)&&(self.invisible_finished >= time + 11.9)) {centerprint (self, "12");}
if ((self.invisible_finished <= time + 11.1)&&(self.invisible_finished >= time + 10.9)) {centerprint (self, "11");}
if ((self.invisible_finished <= time + 10.1)&&(self.invisible_finished >= time + 9.9)) {centerprint (self, "10");}
if ((self.invisible_finished <= time + 9.1)&&(self.invisible_finished >= time + 8.9)) {centerprint (self, "9");}
if ((self.invisible_finished <= time + 8.1)&&(self.invisible_finished >= time + 7.9)) {centerprint (self, "8");}
if ((self.invisible_finished <= time + 7.1)&&(self.invisible_finished >= time + 6.9)) {centerprint (self, "7");}
if ((self.invisible_finished <= time + 6.1)&&(self.invisible_finished >= time + 5.9)) {centerprint (self, "6");}
if ((self.invisible_finished <= time + 5.1)&&(self.invisible_finished >= time + 4.9)) {centerprint (self, "5");}
if ((self.invisible_finished <= time + 4.1)&&(self.invisible_finished >= time + 3.9)) {centerprint (self, "4");}
if ((self.invisible_finished <= time + 3.1)&&(self.invisible_finished >= time + 2.9)) {centerprint (self, "3");}
if ((self.invisible_finished <= time + 2.1)&&(self.invisible_finished >= time + 1.9)) {centerprint (self, "2");}
if ((self.invisible_finished <= time + 1.1)&&(self.invisible_finished >= time + 0.9)) {centerprint (self, "1");}
if ((self.invisible_finished <= time + 0.3)&&(self.invisible_finished >= time + 0.1)) {centerprint (self, "QQQ powerup died QQQ");}
}
	
if ( invisweapon == 1 )
{
	newmis = spawn();
	newmis.movetype = MOVETYPE_NONE;
	newmis.solid = SOLID_NOT;
	newmis.viewmodelforclient = self;
	newmis.owner = self;
	newmis.alpha = 0.3;
	newmis.colormod = '1 1 1';
	setmodel(newmis, self.weaponmodel);
	setsize(newmis, '0 0 0', '0 0 0');
	setorigin(newmis, '0 0 0');
	newmis.frame = self.weaponframe;	
	newmis.nextthink = time; 
	newmis.think = SUB_Remove;
}

	// use the eyes
		self.frame = 0;
		self.modelindex = modelindex_eyes;
	}
//MED 12/04/96 added mjolnir stuff
   else if (self.weapon == IT_MJOLNIR)
      self.modelindex = modelindex_hammer;   // don't use eyes
   else
		self.modelindex = modelindex_player;	// don't use eyes

// invincibility
	if (self.invincible_finished)
	{
// sound and screen flash when items starts to run out
		if (self.invincible_finished < time + 3)
		{
			if (self.invincible_time == 1)
			{
				sprint (self, "Protection is almost burned out\n");
				stuffcmd (self, "bf\n");
				sound (self, CHAN_AUTO, "items/protect2.wav", 1, ATTN_NORM);
				self.invincible_time = time + 1;
			}

			if (self.invincible_time < time)
			{
				self.invincible_time = time + 1;
				stuffcmd (self, "bf\n");
			}
		}

		if (self.invincible_finished < time)
		{	// just stopped
			self.items = self.items - IT_INVULNERABILITY;
			self.invincible_time = 0;
			self.invincible_finished = 0;
		}
		if (self.invincible_finished > time)
			self.effects = self.effects | EF_DIMLIGHT;
		else
			self.effects = self.effects - (self.effects & EF_DIMLIGHT);

if ( powerup_countdown == 1 )
{
if ((self.invincible_finished <= time + 29.1)&&(self.invincible_finished >= time + 28.9)) {centerprint (self, "29");}
if ((self.invincible_finished <= time + 28.1)&&(self.invincible_finished >= time + 27.9)) {centerprint (self, "28");}
if ((self.invincible_finished <= time + 27.1)&&(self.invincible_finished >= time + 26.9)) {centerprint (self, "27");}
if ((self.invincible_finished <= time + 26.1)&&(self.invincible_finished >= time + 25.9)) {centerprint (self, "26");}
if ((self.invincible_finished <= time + 25.1)&&(self.invincible_finished >= time + 24.9)) {centerprint (self, "25");}
if ((self.invincible_finished <= time + 24.1)&&(self.invincible_finished >= time + 23.9)) {centerprint (self, "24");}
if ((self.invincible_finished <= time + 23.1)&&(self.invincible_finished >= time + 22.9)) {centerprint (self, "23");}
if ((self.invincible_finished <= time + 22.1)&&(self.invincible_finished >= time + 21.9)) {centerprint (self, "22");}
if ((self.invincible_finished <= time + 21.1)&&(self.invincible_finished >= time + 20.9)) {centerprint (self, "21");}
if ((self.invincible_finished <= time + 20.1)&&(self.invincible_finished >= time + 19.9)) {centerprint (self, "20");}
if ((self.invincible_finished <= time + 19.1)&&(self.invincible_finished >= time + 18.9)) {centerprint (self, "19");}
if ((self.invincible_finished <= time + 18.1)&&(self.invincible_finished >= time + 17.9)) {centerprint (self, "18");}
if ((self.invincible_finished <= time + 17.1)&&(self.invincible_finished >= time + 16.9)) {centerprint (self, "17");}
if ((self.invincible_finished <= time + 16.1)&&(self.invincible_finished >= time + 15.9)) {centerprint (self, "16");}
if ((self.invincible_finished <= time + 15.1)&&(self.invincible_finished >= time + 14.9)) {centerprint (self, "15");}
if ((self.invincible_finished <= time + 14.1)&&(self.invincible_finished >= time + 13.9)) {centerprint (self, "14");}
if ((self.invincible_finished <= time + 13.1)&&(self.invincible_finished >= time + 12.9)) {centerprint (self, "13");}
if ((self.invincible_finished <= time + 12.1)&&(self.invincible_finished >= time + 11.9)) {centerprint (self, "12");}
if ((self.invincible_finished <= time + 11.1)&&(self.invincible_finished >= time + 10.9)) {centerprint (self, "11");}
if ((self.invincible_finished <= time + 10.1)&&(self.invincible_finished >= time + 9.9)) {centerprint (self, "10");}
if ((self.invincible_finished <= time + 9.1)&&(self.invincible_finished >= time + 8.9)) {centerprint (self, "9");}
if ((self.invincible_finished <= time + 8.1)&&(self.invincible_finished >= time + 7.9)) {centerprint (self, "8");}
if ((self.invincible_finished <= time + 7.1)&&(self.invincible_finished >= time + 6.9)) {centerprint (self, "7");}
if ((self.invincible_finished <= time + 6.1)&&(self.invincible_finished >= time + 5.9)) {centerprint (self, "6");}
if ((self.invincible_finished <= time + 5.1)&&(self.invincible_finished >= time + 4.9)) {centerprint (self, "5");}
if ((self.invincible_finished <= time + 4.1)&&(self.invincible_finished >= time + 3.9)) {centerprint (self, "4");}
if ((self.invincible_finished <= time + 3.1)&&(self.invincible_finished >= time + 2.9)) {centerprint (self, "3");}
if ((self.invincible_finished <= time + 2.1)&&(self.invincible_finished >= time + 1.9)) {centerprint (self, "2");}
if ((self.invincible_finished <= time + 1.1)&&(self.invincible_finished >= time + 0.9)) {centerprint (self, "1");}
if ((self.invincible_finished <= time + 0.3)&&(self.invincible_finished >= time + 0.1)) {centerprint (self, "QQQ powerup died QQQ");}
}
	}

// super damage
	if (self.super_damage_finished)
	{

// sound and screen flash when items starts to run out

		if (self.super_damage_finished < time + 3)
		{
			if (self.super_time == 1)
			{
				sprint (self, "Quad Damage is wearing off\n");
				stuffcmd (self, "bf\n");
				sound (self, CHAN_AUTO, "items/damage2.wav", 1, ATTN_NORM);
				self.super_time = time + 1;
			}

			if (self.super_time < time)
			{
				self.super_time = time + 1;
				stuffcmd (self, "bf\n");
			}
		}

		if (self.super_damage_finished < time)
		{	// just stopped
			self.items = self.items - IT_QUAD;
			self.super_damage_finished = 0;
			self.super_time = 0;
		}
		if (self.super_damage_finished > time)
			self.effects = self.effects | EF_DIMLIGHT;
		else
			self.effects = self.effects - (self.effects & EF_DIMLIGHT);

if ( powerup_countdown == 1 )
{
if ((self.super_damage_finished <= time + 29.1)&&(self.super_damage_finished >= time + 28.9)) {centerprint (self, "29");}
if ((self.super_damage_finished <= time + 28.1)&&(self.super_damage_finished >= time + 27.9)) {centerprint (self, "28");}
if ((self.super_damage_finished <= time + 27.1)&&(self.super_damage_finished >= time + 26.9)) {centerprint (self, "27");}
if ((self.super_damage_finished <= time + 26.1)&&(self.super_damage_finished >= time + 25.9)) {centerprint (self, "26");}
if ((self.super_damage_finished <= time + 25.1)&&(self.super_damage_finished >= time + 24.9)) {centerprint (self, "25");}
if ((self.super_damage_finished <= time + 24.1)&&(self.super_damage_finished >= time + 23.9)) {centerprint (self, "24");}
if ((self.super_damage_finished <= time + 23.1)&&(self.super_damage_finished >= time + 22.9)) {centerprint (self, "23");}
if ((self.super_damage_finished <= time + 22.1)&&(self.super_damage_finished >= time + 21.9)) {centerprint (self, "22");}
if ((self.super_damage_finished <= time + 21.1)&&(self.super_damage_finished >= time + 20.9)) {centerprint (self, "21");}
if ((self.super_damage_finished <= time + 20.1)&&(self.super_damage_finished >= time + 19.9)) {centerprint (self, "20");}
if ((self.super_damage_finished <= time + 19.1)&&(self.super_damage_finished >= time + 18.9)) {centerprint (self, "19");}
if ((self.super_damage_finished <= time + 18.1)&&(self.super_damage_finished >= time + 17.9)) {centerprint (self, "18");}
if ((self.super_damage_finished <= time + 17.1)&&(self.super_damage_finished >= time + 16.9)) {centerprint (self, "17");}
if ((self.super_damage_finished <= time + 16.1)&&(self.super_damage_finished >= time + 15.9)) {centerprint (self, "16");}
if ((self.super_damage_finished <= time + 15.1)&&(self.super_damage_finished >= time + 14.9)) {centerprint (self, "15");}
if ((self.super_damage_finished <= time + 14.1)&&(self.super_damage_finished >= time + 13.9)) {centerprint (self, "14");}
if ((self.super_damage_finished <= time + 13.1)&&(self.super_damage_finished >= time + 12.9)) {centerprint (self, "13");}
if ((self.super_damage_finished <= time + 12.1)&&(self.super_damage_finished >= time + 11.9)) {centerprint (self, "12");}
if ((self.super_damage_finished <= time + 11.1)&&(self.super_damage_finished >= time + 10.9)) {centerprint (self, "11");}
if ((self.super_damage_finished <= time + 10.1)&&(self.super_damage_finished >= time + 9.9)) {centerprint (self, "10");}
if ((self.super_damage_finished <= time + 9.1)&&(self.super_damage_finished >= time + 8.9)) {centerprint (self, "9");}
if ((self.super_damage_finished <= time + 8.1)&&(self.super_damage_finished >= time + 7.9)) {centerprint (self, "8");}
if ((self.super_damage_finished <= time + 7.1)&&(self.super_damage_finished >= time + 6.9)) {centerprint (self, "7");}
if ((self.super_damage_finished <= time + 6.1)&&(self.super_damage_finished >= time + 5.9)) {centerprint (self, "6");}
if ((self.super_damage_finished <= time + 5.1)&&(self.super_damage_finished >= time + 4.9)) {centerprint (self, "5");}
if ((self.super_damage_finished <= time + 4.1)&&(self.super_damage_finished >= time + 3.9)) {centerprint (self, "4");}
if ((self.super_damage_finished <= time + 3.1)&&(self.super_damage_finished >= time + 2.9)) {centerprint (self, "3");}
if ((self.super_damage_finished <= time + 2.1)&&(self.super_damage_finished >= time + 1.9)) {centerprint (self, "2");}
if ((self.super_damage_finished <= time + 1.1)&&(self.super_damage_finished >= time + 0.9)) {centerprint (self, "1");}
if ((self.super_damage_finished <= time + 0.3)&&(self.super_damage_finished >= time + 0.1)) {centerprint (self, "QQQ powerup died QQQ");}
}
	}

// suit
	if (self.radsuit_finished)
	{
		self.air_finished = time + 12;		// don't drown

// sound and screen flash when items starts to run out
		if (self.radsuit_finished < time + 3)
		{
			if (self.rad_time == 1)
			{
				sprint (self, "Air supply in Biosuit expiring\n");
				stuffcmd (self, "bf\n");
				sound (self, CHAN_AUTO, "items/suit2.wav", 1, ATTN_NORM);
				self.rad_time = time + 1;
			}

			if (self.rad_time < time)
			{
				self.rad_time = time + 1;
				stuffcmd (self, "bf\n");
			}
		}

		if (self.radsuit_finished < time)
		{	// just stopped
			self.items = self.items - IT_SUIT;
			self.rad_time = 0;
			self.radsuit_finished = 0;
		}

if ( powerup_countdown == 1 )
{
if ((self.radsuit_finished <= time + 29.1)&&(self.radsuit_finished >= time + 28.9)) {centerprint (self, "29");}
if ((self.radsuit_finished <= time + 28.1)&&(self.radsuit_finished >= time + 27.9)) {centerprint (self, "28");}
if ((self.radsuit_finished <= time + 27.1)&&(self.radsuit_finished >= time + 26.9)) {centerprint (self, "27");}
if ((self.radsuit_finished <= time + 26.1)&&(self.radsuit_finished >= time + 25.9)) {centerprint (self, "26");}
if ((self.radsuit_finished <= time + 25.1)&&(self.radsuit_finished >= time + 24.9)) {centerprint (self, "25");}
if ((self.radsuit_finished <= time + 24.1)&&(self.radsuit_finished >= time + 23.9)) {centerprint (self, "24");}
if ((self.radsuit_finished <= time + 23.1)&&(self.radsuit_finished >= time + 22.9)) {centerprint (self, "23");}
if ((self.radsuit_finished <= time + 22.1)&&(self.radsuit_finished >= time + 21.9)) {centerprint (self, "22");}
if ((self.radsuit_finished <= time + 21.1)&&(self.radsuit_finished >= time + 20.9)) {centerprint (self, "21");}
if ((self.radsuit_finished <= time + 20.1)&&(self.radsuit_finished >= time + 19.9)) {centerprint (self, "20");}
if ((self.radsuit_finished <= time + 19.1)&&(self.radsuit_finished >= time + 18.9)) {centerprint (self, "19");}
if ((self.radsuit_finished <= time + 18.1)&&(self.radsuit_finished >= time + 17.9)) {centerprint (self, "18");}
if ((self.radsuit_finished <= time + 17.1)&&(self.radsuit_finished >= time + 16.9)) {centerprint (self, "17");}
if ((self.radsuit_finished <= time + 16.1)&&(self.radsuit_finished >= time + 15.9)) {centerprint (self, "16");}
if ((self.radsuit_finished <= time + 15.1)&&(self.radsuit_finished >= time + 14.9)) {centerprint (self, "15");}
if ((self.radsuit_finished <= time + 14.1)&&(self.radsuit_finished >= time + 13.9)) {centerprint (self, "14");}
if ((self.radsuit_finished <= time + 13.1)&&(self.radsuit_finished >= time + 12.9)) {centerprint (self, "13");}
if ((self.radsuit_finished <= time + 12.1)&&(self.radsuit_finished >= time + 11.9)) {centerprint (self, "12");}
if ((self.radsuit_finished <= time + 11.1)&&(self.radsuit_finished >= time + 10.9)) {centerprint (self, "11");}
if ((self.radsuit_finished <= time + 10.1)&&(self.radsuit_finished >= time + 9.9)) {centerprint (self, "10");}
if ((self.radsuit_finished <= time + 9.1)&&(self.radsuit_finished >= time + 8.9)) {centerprint (self, "9");}
if ((self.radsuit_finished <= time + 8.1)&&(self.radsuit_finished >= time + 7.9)) {centerprint (self, "8");}
if ((self.radsuit_finished <= time + 7.1)&&(self.radsuit_finished >= time + 6.9)) {centerprint (self, "7");}
if ((self.radsuit_finished <= time + 6.1)&&(self.radsuit_finished >= time + 5.9)) {centerprint (self, "6");}
if ((self.radsuit_finished <= time + 5.1)&&(self.radsuit_finished >= time + 4.9)) {centerprint (self, "5");}
if ((self.radsuit_finished <= time + 4.1)&&(self.radsuit_finished >= time + 3.9)) {centerprint (self, "4");}
if ((self.radsuit_finished <= time + 3.1)&&(self.radsuit_finished >= time + 2.9)) {centerprint (self, "3");}
if ((self.radsuit_finished <= time + 2.1)&&(self.radsuit_finished >= time + 1.9)) {centerprint (self, "2");}
if ((self.radsuit_finished <= time + 1.1)&&(self.radsuit_finished >= time + 0.9)) {centerprint (self, "1");}
if ((self.radsuit_finished <= time + 0.3)&&(self.radsuit_finished >= time + 0.1)) {centerprint (self, "QQQ powerup died QQQ");}
}
	}

//JIM
// wetsuit
	if (self.wetsuit_finished)
	{
	self.air_finished = time + 12;		// don't drown

	// sound and screen flash when items starts to run out
	if (self.wetsuit_finished < time + 3)
		{
			if (self.wetsuit_time == 1)
			{
				sprint (self, "Air supply in Wetsuit is running out\n");
				stuffcmd (self, "bf\n");
				sound (self, CHAN_AUTO, "items/suit2.wav", 1, ATTN_NORM);
				self.wetsuit_time = time + 1;
			}

			if (self.wetsuit_time < time)
			{
				self.wetsuit_time = time + 1;
				stuffcmd (self, "bf\n");
			}
		}

		if (self.wetsuit_finished < time)
		{	// just stopped
//MED
         self.items2 = self.items2 - HIP_IT_WETSUIT;
			self.wetsuit_time = 0;
			self.wetsuit_finished = 0;
		}
		
if ( powerup_countdown == 1 )
{
if ((self.wetsuit_finished <= time + 29.1)&&(self.wetsuit_finished >= time + 28.9)) {centerprint (self, "29");}
if ((self.wetsuit_finished <= time + 28.1)&&(self.wetsuit_finished >= time + 27.9)) {centerprint (self, "28");}
if ((self.wetsuit_finished <= time + 27.1)&&(self.wetsuit_finished >= time + 26.9)) {centerprint (self, "27");}
if ((self.wetsuit_finished <= time + 26.1)&&(self.wetsuit_finished >= time + 25.9)) {centerprint (self, "26");}
if ((self.wetsuit_finished <= time + 25.1)&&(self.wetsuit_finished >= time + 24.9)) {centerprint (self, "25");}
if ((self.wetsuit_finished <= time + 24.1)&&(self.wetsuit_finished >= time + 23.9)) {centerprint (self, "24");}
if ((self.wetsuit_finished <= time + 23.1)&&(self.wetsuit_finished >= time + 22.9)) {centerprint (self, "23");}
if ((self.wetsuit_finished <= time + 22.1)&&(self.wetsuit_finished >= time + 21.9)) {centerprint (self, "22");}
if ((self.wetsuit_finished <= time + 21.1)&&(self.wetsuit_finished >= time + 20.9)) {centerprint (self, "21");}
if ((self.wetsuit_finished <= time + 20.1)&&(self.wetsuit_finished >= time + 19.9)) {centerprint (self, "20");}
if ((self.wetsuit_finished <= time + 19.1)&&(self.wetsuit_finished >= time + 18.9)) {centerprint (self, "19");}
if ((self.wetsuit_finished <= time + 18.1)&&(self.wetsuit_finished >= time + 17.9)) {centerprint (self, "18");}
if ((self.wetsuit_finished <= time + 17.1)&&(self.wetsuit_finished >= time + 16.9)) {centerprint (self, "17");}
if ((self.wetsuit_finished <= time + 16.1)&&(self.wetsuit_finished >= time + 15.9)) {centerprint (self, "16");}
if ((self.wetsuit_finished <= time + 15.1)&&(self.wetsuit_finished >= time + 14.9)) {centerprint (self, "15");}
if ((self.wetsuit_finished <= time + 14.1)&&(self.wetsuit_finished >= time + 13.9)) {centerprint (self, "14");}
if ((self.wetsuit_finished <= time + 13.1)&&(self.wetsuit_finished >= time + 12.9)) {centerprint (self, "13");}
if ((self.wetsuit_finished <= time + 12.1)&&(self.wetsuit_finished >= time + 11.9)) {centerprint (self, "12");}
if ((self.wetsuit_finished <= time + 11.1)&&(self.wetsuit_finished >= time + 10.9)) {centerprint (self, "11");}
if ((self.wetsuit_finished <= time + 10.1)&&(self.wetsuit_finished >= time + 9.9)) {centerprint (self, "10");}
if ((self.wetsuit_finished <= time + 9.1)&&(self.wetsuit_finished >= time + 8.9)) {centerprint (self, "9");}
if ((self.wetsuit_finished <= time + 8.1)&&(self.wetsuit_finished >= time + 7.9)) {centerprint (self, "8");}
if ((self.wetsuit_finished <= time + 7.1)&&(self.wetsuit_finished >= time + 6.9)) {centerprint (self, "7");}
if ((self.wetsuit_finished <= time + 6.1)&&(self.wetsuit_finished >= time + 5.9)) {centerprint (self, "6");}
if ((self.wetsuit_finished <= time + 5.1)&&(self.wetsuit_finished >= time + 4.9)) {centerprint (self, "5");}
if ((self.wetsuit_finished <= time + 4.1)&&(self.wetsuit_finished >= time + 3.9)) {centerprint (self, "4");}
if ((self.wetsuit_finished <= time + 3.1)&&(self.wetsuit_finished >= time + 2.9)) {centerprint (self, "3");}
if ((self.wetsuit_finished <= time + 2.1)&&(self.wetsuit_finished >= time + 1.9)) {centerprint (self, "2");}
if ((self.wetsuit_finished <= time + 1.1)&&(self.wetsuit_finished >= time + 0.9)) {centerprint (self, "1");}
if ((self.wetsuit_finished <= time + 0.3)&&(self.wetsuit_finished >= time + 0.1)) {centerprint (self, "QQQ powerup died QQQ");}
}
	}

//MED
// empathy shields
   if (self.empathy_finished)
	{
      // sound and screen flash when items starts to run out
      if (self.empathy_finished < time + 3)
		{
         if (self.empathy_time == 1)
			{
            sprint (self, "Empathy Shields are running out\n");
				stuffcmd (self, "bf\n");
				sound (self, CHAN_AUTO, "items/suit2.wav", 1, ATTN_NORM);
            self.empathy_time = time + 1;
			}

         if (self.empathy_time < time)
			{
            self.empathy_time = time + 1;
				stuffcmd (self, "bf\n");
			}
		}

      if (self.empathy_finished < time)
		{	// just stopped
//MED
         self.items2 = self.items2 - HIP_IT_EMPATHY_SHIELDS;
         self.empathy_time = 0;
         self.empathy_finished = 0;
		}
//MED
      if (self.empathy_finished > time)
			self.effects = self.effects | EF_DIMLIGHT;
		else
			self.effects = self.effects - (self.effects & EF_DIMLIGHT);

if ( powerup_countdown == 1 )
{
if ((self.empathy_finished <= time + 29.1)&&(self.empathy_finished >= time + 28.9)) {centerprint (self, "29");}
if ((self.empathy_finished <= time + 28.1)&&(self.empathy_finished >= time + 27.9)) {centerprint (self, "28");}
if ((self.empathy_finished <= time + 27.1)&&(self.empathy_finished >= time + 26.9)) {centerprint (self, "27");}
if ((self.empathy_finished <= time + 26.1)&&(self.empathy_finished >= time + 25.9)) {centerprint (self, "26");}
if ((self.empathy_finished <= time + 25.1)&&(self.empathy_finished >= time + 24.9)) {centerprint (self, "25");}
if ((self.empathy_finished <= time + 24.1)&&(self.empathy_finished >= time + 23.9)) {centerprint (self, "24");}
if ((self.empathy_finished <= time + 23.1)&&(self.empathy_finished >= time + 22.9)) {centerprint (self, "23");}
if ((self.empathy_finished <= time + 22.1)&&(self.empathy_finished >= time + 21.9)) {centerprint (self, "22");}
if ((self.empathy_finished <= time + 21.1)&&(self.empathy_finished >= time + 20.9)) {centerprint (self, "21");}
if ((self.empathy_finished <= time + 20.1)&&(self.empathy_finished >= time + 19.9)) {centerprint (self, "20");}
if ((self.empathy_finished <= time + 19.1)&&(self.empathy_finished >= time + 18.9)) {centerprint (self, "19");}
if ((self.empathy_finished <= time + 18.1)&&(self.empathy_finished >= time + 17.9)) {centerprint (self, "18");}
if ((self.empathy_finished <= time + 17.1)&&(self.empathy_finished >= time + 16.9)) {centerprint (self, "17");}
if ((self.empathy_finished <= time + 16.1)&&(self.empathy_finished >= time + 15.9)) {centerprint (self, "16");}
if ((self.empathy_finished <= time + 15.1)&&(self.empathy_finished >= time + 14.9)) {centerprint (self, "15");}
if ((self.empathy_finished <= time + 14.1)&&(self.empathy_finished >= time + 13.9)) {centerprint (self, "14");}
if ((self.empathy_finished <= time + 13.1)&&(self.empathy_finished >= time + 12.9)) {centerprint (self, "13");}
if ((self.empathy_finished <= time + 12.1)&&(self.empathy_finished >= time + 11.9)) {centerprint (self, "12");}
if ((self.empathy_finished <= time + 11.1)&&(self.empathy_finished >= time + 10.9)) {centerprint (self, "11");}
if ((self.empathy_finished <= time + 10.1)&&(self.empathy_finished >= time + 9.9)) {centerprint (self, "10");}
if ((self.empathy_finished <= time + 9.1)&&(self.empathy_finished >= time + 8.9)) {centerprint (self, "9");}
if ((self.empathy_finished <= time + 8.1)&&(self.empathy_finished >= time + 7.9)) {centerprint (self, "8");}
if ((self.empathy_finished <= time + 7.1)&&(self.empathy_finished >= time + 6.9)) {centerprint (self, "7");}
if ((self.empathy_finished <= time + 6.1)&&(self.empathy_finished >= time + 5.9)) {centerprint (self, "6");}
if ((self.empathy_finished <= time + 5.1)&&(self.empathy_finished >= time + 4.9)) {centerprint (self, "5");}
if ((self.empathy_finished <= time + 4.1)&&(self.empathy_finished >= time + 3.9)) {centerprint (self, "4");}
if ((self.empathy_finished <= time + 3.1)&&(self.empathy_finished >= time + 2.9)) {centerprint (self, "3");}
if ((self.empathy_finished <= time + 2.1)&&(self.empathy_finished >= time + 1.9)) {centerprint (self, "2");}
if ((self.empathy_finished <= time + 1.1)&&(self.empathy_finished >= time + 0.9)) {centerprint (self, "1");}
if ((self.empathy_finished <= time + 0.3)&&(self.empathy_finished >= time + 0.1)) {centerprint (self, "QQQ powerup died QQQ");}
}
   }
};


/*
================
PlayerPostThink

Called every frame after physics are run
================
*/
void() PlayerPostThink =
{

SemisolidPostThink(); 

	local	float	mspeed, aspeed;
	local	float	r;

	if (self.view_ofs == '0 0 0')
      {
      earthquake_postthink();
      return;     // intermission or finale
      }

	//JIM
	//WETSUIT
	if (self.wetsuit_finished > time)
		{
		if (self.waterlevel==2)
			{
			self.velocity = self.velocity * 0.8;
			}
		if (self.waterlevel==3)
			{
			self.velocity = self.velocity * 0.66;
			}
      }

	//JIM
//   if (!deathmatch)
//      {
      earthquake_postthink();
//      }

	if (self.deadflag)
		return;

// do weapon stuff

	W_WeaponFrame ();

// check to see if player landed and play landing sound
	if ((self.jump_flag < -300) && (self.flags & FL_ONGROUND) && (self.health > 0))
	{
		if (self.watertype == CONTENT_WATER)
			sound (self, CHAN_BODY, "player/h2ojump.wav", 1, ATTN_NORM);
		else if (self.jump_flag < -650)
		{
			T_Damage (self, world, world, 5);
			sound (self, CHAN_VOICE, "player/land2.wav", 1, ATTN_NORM);
			self.deathtype = "falling";
		}
		else
			sound (self, CHAN_VOICE, "player/land.wav", 1, ATTN_NORM);

		self.jump_flag = 0;
	}

	if (!(self.flags & FL_ONGROUND))
		self.jump_flag = self.velocity_z;

	CheckPowerups ();
CheckSplash();
};


/*
===========
ClientConnect

called when a player connects to a server
============
*/
void() ClientConnect =
{
	bprint (self.netname);
	bprint (" entered the game\n");

// a client connecting during an intermission can cause problems
	if (intermission_running)
		ExitIntermission ();
};


/*
===========
ClientDisconnect

called when a player disconnects from a server
============
*/
void() ClientDisconnect =
{
	if (gameover)
		return;
	// if the level end trigger has been activated, just return
	// since they aren't *really* leaving

	// let everyone else know
	bprint (self.netname);
	bprint (" left the game with ");
	bprint (ftos(self.frags));
	bprint (" frags\n");
	sound (self, CHAN_BODY, "player/tornoff2.wav", 1, ATTN_NONE);
	set_suicide_frame ();
};

/*
===========
ClientObituary

called when a player dies
============
*/
void(entity targ, entity attacker) ClientObituary =
{
	local	float rnum;
	local	string deathstring, deathstring2;
	rnum = random();

   if (targ.classname == "player")
	{
		if (attacker.classname == "teledeath")
		{
			bprint (targ.netname);
			bprint (" was telefragged by ");
			bprint (attacker.owner.netname);
			bprint ("\n");

			attacker.owner.frags = attacker.owner.frags + 1;
			return;
		}

		if (attacker.classname == "teledeath2")
		{
			bprint ("Satan's power deflects ");
			bprint (targ.netname);
			bprint ("'s telefrag\n");

			targ.frags = targ.frags - 1;
			return;
		}

		if (attacker.classname == "player")
		{
			if (targ == attacker)
			{
				// killed self
				attacker.frags = attacker.frags - 1;
				bprint (targ.netname);

				if (targ.weapon == 64 && targ.waterlevel > 1)
				{
					bprint (" discharges into the water.\n");
					return;
				}
            if (targ.weapon == IT_GRENADE_LAUNCHER)
					bprint (" tries to put the pin back in\n");
//JIM
            else if (rnum > 0.4 )
					bprint (" becomes bored with life\n");
				else
					bprint (" checks if his weapon is loaded\n");
				return;
			}
         else if ( (teamplay == 2) && (targ.team > 0)&&(targ.team == attacker.team) )
			{
				if (rnum < 0.25)
					deathstring = " mows down a teammate\n";
				else if (rnum < 0.50)
					deathstring = " checks his glasses\n";
				else if (rnum < 0.75)
					deathstring = " gets a frag for the other team\n";
				else
					deathstring = " loses another friend\n";
				bprint (attacker.netname);
				bprint (deathstring);
				attacker.frags = attacker.frags - 1;
				return;
			}
         else
			{
				attacker.frags = attacker.frags + 1;
//MED 01/19/97
            if (empathyused == 1)
               {
               bprint (targ.netname);
               if (random()<0.5)
                  bprint (" shares ");
               else
                  bprint (" feels ");
               bprint (attacker.netname);
               bprint ("'s pain\n");
               return;
               }

//MED 11/18/96
            if (targ.dmg_inflictor.classname == "proximity_grenade")
               {
               bprint (targ.netname);
               if (random()<0.5)
                  bprint (" got too friendly with ");
               else
                  bprint (" did the rhumba with ");
               bprint (attacker.netname);
               bprint ("'s bomb\n");
               return;
               }
            rnum = attacker.weapon;
				if (rnum == IT_AXE)
				{
					deathstring = " was ax-murdered by ";
					deathstring2 = "\n";
				}
				if (rnum == IT_SHOTGUN)
				{
					deathstring = " chewed on ";
					deathstring2 = "'s boomstick\n";
				}
				if (rnum == IT_SUPER_SHOTGUN)
				{
					deathstring = " ate 2 loads of ";
					deathstring2 = "'s buckshot\n";
				}
				if (rnum == IT_NAILGUN)
				{
					deathstring = " was nailed by ";
					deathstring2 = "\n";
				}
				if (rnum == IT_SUPER_NAILGUN)
				{
					deathstring = " was punctured by ";
					deathstring2 = "\n";
				}
				if (rnum == IT_GRENADE_LAUNCHER)
				{
					deathstring = " eats ";
					deathstring2 = "'s pineapple\n";
					if (targ.health < -40)
					{
						deathstring = " was gibbed by ";
						deathstring2 = "'s grenade\n";
					}
				}
				if (rnum == IT_ROCKET_LAUNCHER)
				{
					deathstring = " rides ";
					deathstring2 = "'s rocket\n";
					if (targ.health < -40)
					{
						deathstring = " was gibbed by ";
						deathstring2 = "'s rocket\n" ;
					}
				}
				if (rnum == IT_LIGHTNING)
				{
					deathstring = " accepts ";
					if (attacker.waterlevel > 1)
						deathstring2 = "'s discharge\n";
					else
						deathstring2 = "'s shaft\n";
				}
//MED
            if (rnum == IT_LASER_CANNON)
				{
               if (random()<0.5)
                  {
                  deathstring = " was toasted by ";
                  }
               else
                  {
                  deathstring = " was radiated by ";
                  }
               deathstring2 = "'s laser\n";
				}
//MED
            if (rnum == IT_MJOLNIR)
				{
               deathstring = " was slammed by ";
               deathstring2 = "'s hammer\n";
				}
            bprint (targ.netname);
				bprint (deathstring);
				bprint (attacker.netname);
				bprint (deathstring2);
			}
			return;
		}
		else
		{
			targ.frags = targ.frags - 1;		// killed self
			rnum = targ.watertype;

			bprint (targ.netname);

//JIM
         if ( attacker.deathtype )
            {
            bprint( " " );
            bprint ( attacker.deathtype );
            bprint( "\n" );
            return;
            }

			if (rnum == -3)
			{
				if (random() < 0.5)
					bprint (" sleeps with the fishes\n");
				else
					bprint (" sucks it down\n");
				return;
			}
			else if (rnum == -4)
			{
				if (random() < 0.5)
					bprint (" gulped a load of slime\n");
				else
					bprint (" can't exist on slime alone\n");
				return;
			}
			else if (rnum == -5)
			{
				if (targ.health < -15)
				{
					bprint (" burst into flames\n");
					return;
				}
				if (random() < 0.5)
					bprint (" turned into hot slag\n");
				else
					bprint (" visits the Volcano God\n");
				return;
			}

			if (attacker.flags & FL_MONSTER)
			{
				if (attacker.classname == "monster_army")
					bprint (" was shot by a Grunt\n");
				if (attacker.classname == "monster_demon1")
					bprint (" was eviscerated by a Fiend\n");
				if (attacker.classname == "monster_dog")
					bprint (" was mauled by a Rottweiler\n");
				if (attacker.classname == "monster_dragon")
					bprint (" was fried by a Dragon\n");
				if (attacker.classname == "monster_enforcer")
					bprint (" was blasted by an Enforcer\n");
				if (attacker.classname == "monster_fish")
					bprint (" was fed to the Rotfish\n");
				if (attacker.classname == "monster_hell_knight")
					bprint (" was slain by a Death Knight\n");
				if (attacker.classname == "monster_knight")
					bprint (" was slashed by a Knight\n");
				if (attacker.classname == "monster_ogre")
					bprint (" was destroyed by an Ogre\n");
				if (attacker.classname == "monster_oldone")
					bprint (" became one with Shub-Niggurath\n");
				if (attacker.classname == "monster_shalrath")
					bprint (" was exploded by a Vore\n");
				if (attacker.classname == "monster_shambler")
					bprint (" was smashed by a Shambler\n");
				if (attacker.classname == "monster_tarbaby")
					bprint (" was slimed by a Spawn\n");
				if (attacker.classname == "monster_vomit")
					bprint (" was vomited on by a Vomitus\n");
				if (attacker.classname == "monster_wizard")
					bprint (" was scragged by a Scrag\n");
				if (attacker.classname == "monster_zombie")
					bprint (" joins the Zombies\n");
//MED
            if (attacker.classname == "monster_gremlin")
               bprint (" was outsmarted by a Gremlin\n");
//MED
            if (attacker.classname == "monster_scourge")
               bprint (" was stung by a Centroid\n");
//MED
            if (attacker.classname == "monster_armagon")
               bprint (" was outgunned by Armagon\n");

				return;
			}
			if (attacker.classname == "explo_box")
			{
				bprint (" blew up\n");
				return;
			}
			if (attacker.solid == SOLID_BSP && attacker != world)
			{
				bprint (" was squished\n");
				return;
			}
			if (targ.deathtype == "falling")
			{
				targ.deathtype = "";
				bprint (" fell to his death\n");
				return;
			}
			if (attacker.classname == "trap_shooter" || attacker.classname == "trap_spikeshooter")
			{
				bprint (" was spiked\n");
				return;
			}
			if (attacker.classname == "fireball")
			{
				bprint (" ate a lavaball\n");
				return;
			}
			if (attacker.classname == "trigger_changelevel")
			{
				bprint (" tried to leave\n");
				return;
			}

         bprint (" died\n");
		}
	}
};
