// this include must remain at the top of every bg_xxxx CPP file
#include "common_headers.h"

#include "../renderer/tr_public.h"


// bg_pmove.c -- both games player movement code
// takes a playerstate and a usercmd as input and returns a modifed playerstate

// define GAME_INCLUDE so that g_public.h does not define the
// short, server-visible gclient_t and gentity_t structures,
// because we define the full size ones in this file

#define	GAME_INCLUDE
#include "q_shared.h"
#include "g_shared.h"
#include "bg_local.h"			   
#include "g_local.h"			   
#include "g_functions.h"
#include "anims.h"
#include "../cgame/cg_local.h"	// yeah I know this is naughty, but we're shipping soon...

#include "wp_saber.h"
#include "g_vehicles.h"
#include <float.h>

#ifdef _XBOX
#include "../client/fffx.h"
#endif

extern qboolean G_DoDismemberment( gentity_t *self, vec3_t point, int mod, int damage, int hitLoc, qboolean force = qfalse );
extern qboolean G_EntIsUnlockedDoor( int entityNum );
extern qboolean G_EntIsDoor( int entityNum );
extern qboolean InFront( vec3_t spot, vec3_t from, vec3_t fromAngles, float threshHold = 0.0f );
extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime );
extern	qboolean	Q3_TaskIDPending( gentity_t *ent, taskID_t taskType );
extern qboolean WP_SaberLose( gentity_t *self, vec3_t throwDir );
extern int Jedi_ReCalcParryTime( gentity_t *self, evasionType_t evasionType );
extern qboolean PM_HasAnimation( gentity_t *ent, int animation );
extern saberMoveName_t PM_SaberAnimTransitionMove( saberMoveName_t curmove, saberMoveName_t newmove );
extern saberMoveName_t PM_AttackMoveForQuad( int quad );
extern qboolean PM_SaberInTransition( int move );
extern qboolean PM_SaberInTransitionAny( int move );
extern qboolean PM_SaberInBounce( int move );
extern qboolean PM_SaberInSpecialAttack( int anim );
extern qboolean PM_SaberInAttack( int move );
extern qboolean PM_InAnimForSaberMove( int anim, int saberMove );
extern saberMoveName_t PM_SaberBounceForAttack( int move );
extern saberMoveName_t PM_SaberAttackForMovement( int forwardmove, int rightmove, int curmove );
extern saberMoveName_t PM_BrokenParryForParry( int move );
extern saberMoveName_t PM_KnockawayForParry( int move );
extern qboolean PM_SaberInParry( int move );
extern qboolean PM_SaberInKnockaway( int move );
extern qboolean PM_SaberInBrokenParry( int move );
extern qboolean PM_SaberInReflect( int move );
extern qboolean PM_SaberInIdle( int move );
extern qboolean PM_SaberInStart( int move );
extern qboolean PM_SaberInReturn( int move );
extern qboolean PM_SaberKataDone( int curmove, int newmove );
extern qboolean PM_SaberInSpecial( int move );
extern qboolean PM_InDeathAnim ( void );
extern qboolean PM_StandingAnim( int anim );
extern qboolean PM_KickMove( int move );
extern qboolean PM_KickingAnim( int anim );
extern qboolean PM_InAirKickingAnim( int anim );
extern qboolean PM_SuperBreakLoseAnim( int anim );
extern qboolean PM_SuperBreakWinAnim( int anim );
extern qboolean PM_InCartwheel( int anim );
extern qboolean PM_InButterfly( int anim );
extern qboolean PM_CanRollFromSoulCal( playerState_t *ps );
extern saberMoveName_t PM_SaberFlipOverAttackMove( void );
extern qboolean PM_CheckFlipOverAttackMove( qboolean checkEnemy );
extern saberMoveName_t PM_SaberJumpForwardAttackMove( void );
extern qboolean PM_CheckJumpForwardAttackMove( void );
extern saberMoveName_t PM_SaberBackflipAttackMove( void );
extern qboolean PM_CheckBackflipAttackMove( void );
extern saberMoveName_t PM_SaberDualJumpAttackMove( void );
extern qboolean PM_CheckDualJumpAttackMove( void );
extern saberMoveName_t PM_SaberLungeAttackMove( qboolean fallbackToNormalLunge );
extern qboolean PM_CheckLungeAttackMove( void );
extern qboolean PM_InSecondaryStyle( void );
extern qboolean PM_KnockDownAnimExtended( int anim );
extern void G_StartMatrixEffect( gentity_t *ent, int meFlags = 0, int length = 1000, float timeScale = 0.0f, int spinTime = 0 );
extern void WP_ForcePowerStop( gentity_t *self, forcePowers_t forcePower );
extern qboolean WP_ForcePowerAvailable( gentity_t *self, forcePowers_t forcePower, int overrideAmt );
extern void WP_ForcePowerDrain( gentity_t *self, forcePowers_t forcePower, int overrideAmt );
extern float G_ForceWallJumpStrength( void );
extern int G_CheckRollSafety( gentity_t *self, int anim, float testDist );
extern saberMoveName_t PM_CheckDualSpinProtect( void );
extern saberMoveName_t PM_CheckPullAttack( void );
extern qboolean JET_Flying( gentity_t *self );
extern void JET_FlyStart( gentity_t *self );
extern void JET_FlyStop( gentity_t *self );
extern qboolean PM_LockedAnim( int anim );
extern qboolean G_TryingKataAttack( gentity_t *self, usercmd_t *cmd );
extern qboolean G_TryingCartwheel( gentity_t *self, usercmd_t *cmd );
extern qboolean G_TryingSpecial( gentity_t *self, usercmd_t *cmd );
extern qboolean G_TryingJumpAttack( gentity_t *self, usercmd_t *cmd );
extern qboolean G_TryingJumpForwardAttack( gentity_t *self, usercmd_t *cmd );
extern void WP_SaberSwingSound( gentity_t *ent, int saberNum, swingType_t swingType );

qboolean PM_InKnockDown( playerState_t *ps );
qboolean PM_InKnockDownOnGround( playerState_t *ps );
qboolean PM_InGetUp( playerState_t *ps );
qboolean PM_InRoll( playerState_t *ps );
qboolean PM_SpinningSaberAnim( int anim );
qboolean PM_GettingUpFromKnockDown( float standheight, float crouchheight );
qboolean PM_SpinningAnim( int anim );
qboolean PM_FlippingAnim( int anim );
qboolean PM_PainAnim( int anim );
qboolean PM_RollingAnim( int anim );
qboolean PM_SwimmingAnim( int anim );
qboolean PM_InReboundJump( int anim );
qboolean PM_ForceJumpingAnim( int anim );
void PM_CmdForRoll( playerState_t *ps, usercmd_t *pCmd );

extern int parryDebounce[];
extern qboolean cg_usingInFrontOf;
extern qboolean		player_locked;
extern qboolean		MatrixMode;
qboolean		waterForceJump;
extern cvar_t	*g_timescale;
extern cvar_t	*g_speederControlScheme;
extern cvar_t	*d_slowmodeath;
extern cvar_t	*g_debugMelee;
extern cvar_t	*g_saberNewControlScheme;
extern cvar_t	*g_stepSlideFix;

static void PM_SetWaterLevelAtPoint( vec3_t org, int *waterlevel, int *watertype );

#define		FLY_NONE	0
#define		FLY_NORMAL	1
#define		FLY_VEHICLE	2
#define		FLY_HOVER	3
int			Flying = FLY_NONE;

pmove_t		*pm;
pml_t		pml;

// movement parameters
const float	pm_stopspeed = 100.0f;
const float	pm_duckScale = 0.50f;
const float	pm_swimScale = 0.50f;
float	pm_ladderScale = 0.7f;

const float	pm_vehicleaccelerate = 36.0f;
const float	pm_accelerate = 12.0f;
const float	pm_airaccelerate = 4.0f;
const float	pm_wateraccelerate = 4.0f;
const float	pm_flyaccelerate = 8.0f;

const float	pm_friction = 6.0f;
const float	pm_waterfriction = 1.0f;
const float	pm_flightfriction = 3.0f;

const float	pm_frictionModifier	= 3.0f;	//Used for "careful" mode (when pressing use)
const float pm_airDecelRate = 1.35f;	//Used for air decelleration away from current movement velocity

int	c_pmove = 0;

extern void PM_SetTorsoAnimTimer( gentity_t *ent, int *torsoAnimTimer, int time );
extern void PM_SetLegsAnimTimer( gentity_t *ent, int *legsAnimTimer, int time );
//extern void PM_SetAnim(pmove_t	*pm,int setAnimParts,int anim,int setAnimFlags);
extern void PM_TorsoAnimation( void );
extern int PM_TorsoAnimForFrame( gentity_t *ent, int torsoFrame );
extern int PM_AnimLength( int index, animNumber_t anim );
extern qboolean PM_InDeathAnim ( void );
extern qboolean PM_InOnGroundAnim ( playerState_t *ps );
extern	weaponInfo_t	cg_weapons[MAX_WEAPONS];
extern int PM_PickAnim( gentity_t *self, int minAnim, int maxAnim );

extern void DoImpact( gentity_t *self, gentity_t *other, qboolean damageSelf, trace_t *trace );

#define	PHASER_RECHARGE_TIME	100
extern saberMoveName_t transitionMove[Q_NUM_QUADS][Q_NUM_QUADS];

extern Vehicle_t *G_IsRidingVehicle( gentity_t *ent );
Vehicle_t *PM_RidingVehicle( void )
{
	return (G_IsRidingVehicle( pm->gent ));
}

extern qboolean G_ControlledByPlayer( gentity_t *self );
qboolean PM_ControlledByPlayer( void )
{
	return G_ControlledByPlayer( pm->gent );
}

qboolean BG_UnrestrainedPitchRoll( playerState_t *ps, Vehicle_t *pVeh )
{
/*
	if ( 0 && ps->clientNum < MAX_CLIENTS //real client
		&& ps->m_iVehicleNum//in a vehicle
		&& pVeh //valid vehicle data pointer
		&& pVeh->m_pVehicleInfo//valid vehicle info
		&& pVeh->m_pVehicleInfo->type == VH_FIGHTER )//fighter
		//FIXME: specify per vehicle instead of assuming true for all fighters
		//FIXME: map/server setting?
	{//can roll and pitch without limitation!
		return qtrue;
	}*/
	return qfalse;
}


/*
===============
PM_AddEvent

===============
*/
void PM_AddEvent( int newEvent ) 
{
	AddEventToPlayerstate( newEvent, 0, pm->ps );
}

qboolean PM_PredictJumpSafe( vec3_t jumpHorizDir, float jumpHorizSpeed, float jumpVertSpeed, int predictTimeLength )
{
	return qtrue;
}


void PM_GrabWallForJump( int anim )
{//NOTE!!! assumes an appropriate anim is being passed in!!!
	PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_RESTART|SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 );
	PM_AddEvent( EV_JUMP );//make sound for grab
	pm->ps->pm_flags |= PMF_STUCK_TO_WALL;
}

qboolean PM_CheckGrabWall( trace_t *trace )
{
	if ( !pm->gent || !pm->gent->client )
	{
		return qfalse;
	}
	if ( pm->gent->health <= 0 )
	{//must be alive
		return qfalse;
	}
	if ( pm->gent->client->ps.groundEntityNum != ENTITYNUM_NONE )
	{//must be in air
		return qfalse;
	}
	if ( trace->plane.normal[2] != 0 )
	{//must be a flat wall
		return qfalse;
	}
	if ( !trace->plane.normal[0] && !trace->plane.normal[1] )
	{//invalid normal
		return qfalse;
	}
	if ( (trace->contents&(CONTENTS_PLAYERCLIP|CONTENTS_MONSTERCLIP)) )
	{//can't jump off of clip brushes
		return qfalse;
	}
	if ( pm->gent->client->ps.forcePowerLevel[FP_LEVITATION] < FORCE_LEVEL_1 )
	{//must have at least FJ 1
		return qfalse;
	}
	if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())
		&& pm->gent->client->ps.forcePowerLevel[FP_LEVITATION] < FORCE_LEVEL_3 )
	{//player must have force jump 3
		return qfalse;
	}
	if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) )
	{//player
		//only if we were in a longjump
		if ( pm->ps->legsAnim != BOTH_FORCELONGLEAP_START
			&& pm->ps->legsAnim != BOTH_FORCELONGLEAP_ATTACK )
		{
			return qfalse;
		}
		//hit a flat wall during our long jump, see if we should grab it
		vec3_t moveDir;
		VectorCopy( pm->ps->velocity, moveDir );
		VectorNormalize( moveDir );
		if ( DotProduct( moveDir, trace->plane.normal ) > -0.65f )
		{//not enough of a direct impact, just slide off
			return qfalse;
		}
		if ( fabs(trace->plane.normal[2]) > MAX_WALL_GRAB_SLOPE )
		{
			return qfalse;
		}
		//grab it!
		//FIXME: stop Matrix effect!
		VectorClear( pm->ps->velocity );
		//FIXME: stop slidemove!
		//NOTE: we know it's forward, so...
        PM_GrabWallForJump( BOTH_FORCEWALLREBOUND_FORWARD );
		return qtrue;
	}
	else
	{//NPCs
		if ( PM_InReboundJump( pm->ps->legsAnim ) )
		{//already in a rebound!
			return qfalse;
		}
		if ( (pm->ps->eFlags&EF_FORCE_GRIPPED) )
		{//being gripped!
			return qfalse;
		}
		/*
		if ( pm->gent->painDebounceTime > level.time )
		{//can't move!
			return qfalse;
		}
		if ( (pm->ps->pm_flags&PMF_TIME_KNOCKBACK) )
		{//being thrown back!
			return qfalse;
		}
		*/
		if ( pm->gent->NPC && (pm->gent->NPC->aiFlags&NPCAI_DIE_ON_IMPACT) )
		{//faling to our death!
			return qfalse;
		}
		//FIXME: random chance, based on skill/rank?
		if ( pm->ps->legsAnim != BOTH_FORCELONGLEAP_START
			&& pm->ps->legsAnim != BOTH_FORCELONGLEAP_ATTACK )
		{//not in a long-jump
			if ( !pm->gent->enemy )
			{//no enemy
				return qfalse;
			}
			else
			{//see if the enemy is in the direction of the wall or above us
				//if ( pm->gent->enemy->currentOrigin[2] < (pm->ps->origin[2]-128) )
				{//enemy is way below us
					vec3_t enemyDir;
					VectorSubtract( pm->gent->enemy->currentOrigin, pm->ps->origin, enemyDir );
					enemyDir[2] = 0;
					VectorNormalize( enemyDir );
					if ( DotProduct( enemyDir, trace->plane.normal ) < 0.65f )
					{//jumping off this wall would not launch me in the general direction of my enemy
						return qfalse;
					}
				}
			}
		}
		//FIXME: check for ground close beneath us?
		//FIXME: check for obstructions in the dir we're going to jump 
		//		- including "do not enter" brushes!
		//hit a flat wall during our long jump, see if we should grab it
		vec3_t moveDir;
		VectorCopy( pm->ps->velocity, moveDir );
		VectorNormalize( moveDir );
		if ( DotProduct( moveDir, trace->plane.normal ) > -0.65f )
		{//not enough of a direct impact, just slide off
			return qfalse;
		}

		//Okay, now see if jumping off this thing would send us into a do not enter brush
		if ( !PM_PredictJumpSafe( trace->plane.normal, JUMP_OFF_WALL_SPEED, G_ForceWallJumpStrength(), 1500 ) )
		{//we would hit a do not enter brush, so don't grab the wall
			return qfalse;
		}

		//grab it!
		//Pick the proper anim
		int anim = BOTH_FORCEWALLREBOUND_FORWARD;
		vec3_t	facingAngles, wallDir, fwdDir, rtDir;
		VectorSubtract( trace->endpos, pm->gent->lastOrigin, wallDir );
		wallDir[2] = 0;
		VectorNormalize( wallDir );
		VectorSet( facingAngles, 0, pm->ps->viewangles[YAW], 0 );
		AngleVectors( facingAngles, fwdDir, rtDir, NULL );
		float fDot = DotProduct( fwdDir, wallDir );
		if ( fabs( fDot ) >= 0.5f )
		{//hit a wall in front/behind
			if ( fDot > 0.0f )
			{//in front
				anim = BOTH_FORCEWALLREBOUND_FORWARD;
			}
			else
			{//behind
				anim = BOTH_FORCEWALLREBOUND_BACK;
			}
		}
		else if ( DotProduct( rtDir, wallDir ) > 0 )
		{//hit a wall on the right
			anim = BOTH_FORCEWALLREBOUND_RIGHT;
		}
		else
		{//hit a wall on the left
			anim = BOTH_FORCEWALLREBOUND_LEFT;
		}
		VectorClear( pm->ps->velocity );
		//FIXME: stop slidemove!
        PM_GrabWallForJump( anim );
		return qtrue;
	}
	//return qfalse;
}
/*
===============
qboolean PM_ClientImpact( trace_t *trace, qboolean damageSelf )

===============
*/
qboolean PM_ClientImpact( trace_t *trace, qboolean damageSelf )
{
	gentity_t	*traceEnt;
	int			otherEntityNum = trace->entityNum;

	if ( !pm->gent )
	{
		return qfalse;
	}

	traceEnt = &g_entities[otherEntityNum];

	if ( otherEntityNum == ENTITYNUM_WORLD
		|| (traceEnt->bmodel && traceEnt->s.pos.trType == TR_STATIONARY ) )
	{//hit world or a non-moving brush
		if ( PM_CheckGrabWall( trace ) )
		{//stopped on the wall
			return qtrue;
		}
	}

	if( (VectorLength( pm->ps->velocity )*(pm->gent->mass/10)) >= 100 && (pm->gent->client->NPC_class == CLASS_VEHICLE || pm->ps->lastOnGround+100<level.time) )//was 300 ||(other->material>=MAT_GLASS&&pm->gent->lastImpact+100<=level.time))
	{
		DoImpact( pm->gent, &g_entities[otherEntityNum], damageSelf, trace );
	}

	if ( otherEntityNum >= ENTITYNUM_WORLD )
	{
		return qfalse;
	}

	if ( !traceEnt || !(traceEnt->contents&pm->tracemask) )
	{//it's dead or not in my way anymore
		return qtrue;
	}

	return qfalse;
}
/*
===============
PM_AddTouchEnt
===============
*/
void PM_AddTouchEnt( int entityNum ) {
	int		i;

	if ( entityNum == ENTITYNUM_WORLD ) {
		return;
	}
	if ( pm->numtouch == MAXTOUCH ) {
		return;
	}

	// see if it is already added
	for ( i = 0 ; i < pm->numtouch ; i++ ) {
		if ( pm->touchents[ i ] == entityNum ) {
			return;
		}
	}

	// add it
	pm->touchents[pm->numtouch] = entityNum;
	pm->numtouch++;
}




/*
==================
PM_ClipVelocity

Slide off of the impacting surface

  This will pull you down onto slopes if heading away from
  them and push you up them as you go up them.
  Also stops you when you hit walls.

==================
*/
void PM_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce ) {
	float	backoff;
	float	change;
	float	oldInZ;
	int		i;
	
	if ( (pm->ps->pm_flags&PMF_STUCK_TO_WALL) )
	{//no sliding!
		VectorCopy( in, out );
		return;
	}
	oldInZ = in[2];

	backoff = DotProduct (in, normal);
	
	if ( backoff < 0 ) {
		backoff *= overbounce;
	} else {
		backoff /= overbounce;
	}

	for ( i=0 ; i<3 ; i++ ) 
	{
		change = normal[i]*backoff;
		/*
		if ( i == 2 && Flying == FLY_HOVER && change > 0 )
		{//don't pull a hovercraft down
			change = 0;
		}
		else
		*/
		{
			out[i] = in[i] - change;
		}
	}
	if ( g_stepSlideFix->integer )
	{
		if ( pm->ps->clientNum < MAX_CLIENTS//normal player
			&& normal[2] < MIN_WALK_NORMAL )//sliding against a steep slope
		{
			if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )//on the ground
			{//if walking on the ground, don't slide up slopes that are too steep to walk on
				out[2] = oldInZ;
			}
		}
	}
}


/*
==================
PM_Friction

Handles both ground friction and water friction
==================
*/
static void PM_Friction( void ) {
	vec3_t	vec;
	float	*vel;
	float	speed, newspeed, control;
	float	drop, friction = pm->ps->friction;
	
	vel = pm->ps->velocity;
	
	VectorCopy( vel, vec );
	if ( pml.walking ) {
		vec[2] = 0;	// ignore slope movement
	}

	speed = VectorLength(vec);
	if (speed < 1) {
		vel[0] = 0;
		vel[1] = 0;		// allow sinking underwater
		// FIXME: still have z friction underwater?
		return;
	}

	drop = 0;

	// apply ground friction, even if on ladder
	if ( pm->gent 
		&& pm->gent->client 
		&& pm->gent->client->NPC_class == CLASS_VEHICLE && pm->gent->m_pVehicle
		&& pm->gent->m_pVehicle->m_pVehicleInfo->type != VH_ANIMAL )
	{
		friction = pm->gent->m_pVehicle->m_pVehicleInfo->friction;

		if ( pm->gent->m_pVehicle && pm->gent->m_pVehicle->m_pVehicleInfo->hoverHeight > 0 )
		{//in a hovering vehicle, have air control
			if ( pm->gent->m_pVehicle->m_ulFlags & VEH_FLYING )
			{
				friction = 0.10f;
			}
		}

		if ( !(pm->ps->pm_flags & PMF_TIME_KNOCKBACK) && !(pm->ps->pm_flags & PMF_TIME_NOFRICTION) ) 
		{
			control = speed < pm_stopspeed ? pm_stopspeed : speed;
			drop += control*friction*pml.frametime;
			/*
			if ( Flying == FLY_HOVER )
			{
				if ( pm->cmd.rightmove )
				{//if turning, increase friction
					control *= 2.0f;
				}
				if ( pm->ps->groundEntityNum < ENTITYNUM_NONE ) 
				{//on the ground
					drop += control*friction*pml.frametime;
				}
				else if ( pml.groundPlane )
				{//on a slope
					drop += control*friction*2.0f*pml.frametime;
				}
				else
				{//in air
					drop += control*2.0f*friction*pml.frametime;
				}
			}
			*/
		}
	}
	else if ( Flying != FLY_NORMAL )
	{
		if ( (pm->watertype & CONTENTS_LADDER) || pm->waterlevel <= 1 ) 
		{
			if ( (pm->watertype & CONTENTS_LADDER) || (pml.walking && !(pml.groundTrace.surfaceFlags & SURF_SLICK)) ) 
			{
				// if getting knocked back, no friction	
				if ( !(pm->ps->pm_flags & PMF_TIME_KNOCKBACK) && !(pm->ps->pm_flags & PMF_TIME_NOFRICTION) ) 
				{
					if ( pm->ps->legsAnim == BOTH_FORCELONGLEAP_START
						|| pm->ps->legsAnim == BOTH_FORCELONGLEAP_ATTACK
						|| pm->ps->legsAnim == BOTH_FORCELONGLEAP_LAND )
					{//super forward jump
						if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
						{//not in air
							if ( pm->cmd.forwardmove < 0 )
							{//trying to hold back some
								friction *= 0.5f;//0.25f;
							}
							else
							{//free slide
								friction *= 0.2f;//0.1f;
							}
							pm->cmd.forwardmove = pm->cmd.rightmove = 0;
							if ( pml.groundPlane && pm->ps->legsAnim == BOTH_FORCELONGLEAP_LAND )
							{
								//slide effect
								G_PlayEffect( "env/slide_dust", pml.groundTrace.endpos, pml.groundTrace.plane.normal );
								//FIXME: slide sound
							}
						}
					}
					/*
					else if ( pm->cmd.buttons & BUTTON_USE )
					{//If the use key is pressed. slow the player more quickly
						if ( pm->gent->client->NPC_class != CLASS_VEHICLE )	// if not in a vehicle...
						{//in a vehicle, use key makes you turbo-boost
							friction *= pm_frictionModifier;
						}
					}
					*/

					control = speed < pm_stopspeed ? pm_stopspeed : speed;
					drop += control*friction*pml.frametime;
				}
			}
		}
	}
	else if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())
		&& pm->gent 
		&& pm->gent->client 
		&& (pm->gent->client->NPC_class == CLASS_BOBAFETT || pm->gent->client->NPC_class == CLASS_ROCKETTROOPER) && pm->gent->client->moveType == MT_FLYSWIM )
	{//player as Boba
		drop += speed*pm_waterfriction*pml.frametime;
	}
	
	if ( Flying == FLY_VEHICLE )
	{
		if ( !(pm->ps->pm_flags & PMF_TIME_KNOCKBACK) && !(pm->ps->pm_flags & PMF_TIME_NOFRICTION) ) 
		{
			control = speed < pm_stopspeed ? pm_stopspeed : speed;
			drop += control*friction*pml.frametime;
		}
	}

	// apply water friction even if just wading
	if ( !waterForceJump )
	{
		if ( pm->waterlevel && !(pm->watertype & CONTENTS_LADDER))
		{
			drop += speed*pm_waterfriction*pm->waterlevel*pml.frametime;
		}
	}
	
	// apply flying friction
	if ( pm->ps->pm_type == PM_SPECTATOR ) 	
	{
		drop += speed*pm_flightfriction*pml.frametime;
	}

	// scale the velocity
	newspeed = speed - drop;
	if (newspeed < 0)
		newspeed = 0;

	newspeed /= speed;

	vel[0] = vel[0] * newspeed;
	vel[1] = vel[1] * newspeed;
	vel[2] = vel[2] * newspeed;
}


/*
==============
PM_Accelerate

Handles user intended acceleration
==============
*/

static void PM_Accelerate( vec3_t wishdir, float wishspeed, float accel ) 
{
	int			i;
	float		addspeed, accelspeed, currentspeed;

	currentspeed = DotProduct (pm->ps->velocity, wishdir);

	addspeed = wishspeed - currentspeed;
	
	if (addspeed <= 0) {
		return;
	}
	accelspeed = ( accel * pml.frametime ) * wishspeed;

	if (accelspeed > addspeed) {
		accelspeed = addspeed;
	}
	for (i=0 ; i<3 ; i++) {
		pm->ps->velocity[i] += accelspeed * wishdir[i];	
	}
}

/*
============
PM_CmdScale

Returns the scale factor to apply to cmd movements
This allows the clients to use axial -127 to 127 values for all directions
without getting a sqrt(2) distortion in speed.
============
*/
static float PM_CmdScale( usercmd_t *cmd ) 
{
	int		max;
	float	total;
	float	scale;

	max = abs( cmd->forwardmove );
	
	if ( abs( cmd->rightmove ) > max ) {
		max = abs( cmd->rightmove );
	}
	if ( abs( cmd->upmove ) > max ) {
		max = abs( cmd->upmove );
	}
	if ( !max ) {
		return 0;
	}
	total = sqrt(	(float)(( cmd->forwardmove * cmd->forwardmove ) 
				  + ( cmd->rightmove * cmd->rightmove ) 
				  + ( cmd->upmove * cmd->upmove )) );
	
	scale = (float) pm->ps->speed * max / ( 127.0f * total );

	return scale;
}


/*
================
PM_SetMovementDir

Determine the rotation of the legs reletive
to the facing dir
================
*/
static void PM_SetMovementDir( void ) {
	if ( pm->cmd.forwardmove || pm->cmd.rightmove ) {
		if ( pm->cmd.rightmove == 0 && pm->cmd.forwardmove > 0 ) {
			pm->ps->movementDir = 0;
		} else if ( pm->cmd.rightmove < 0 && pm->cmd.forwardmove > 0 ) {
			pm->ps->movementDir = 1;
		} else if ( pm->cmd.rightmove < 0 && pm->cmd.forwardmove == 0 ) {
			pm->ps->movementDir = 2;
		} else if ( pm->cmd.rightmove < 0 && pm->cmd.forwardmove < 0 ) {
			pm->ps->movementDir = 3;
		} else if ( pm->cmd.rightmove == 0 && pm->cmd.forwardmove < 0 ) {
			pm->ps->movementDir = 4;
		} else if ( pm->cmd.rightmove > 0 && pm->cmd.forwardmove < 0 ) {
			pm->ps->movementDir = 5;
		} else if ( pm->cmd.rightmove > 0 && pm->cmd.forwardmove == 0 ) {
			pm->ps->movementDir = 6;
		} else if ( pm->cmd.rightmove > 0 && pm->cmd.forwardmove > 0 ) {
			pm->ps->movementDir = 7;
		}
	} else {
		// if they aren't actively going directly sideways,
		// change the animation to the diagonal so they
		// don't stop too crooked
		if ( pm->ps->movementDir == 2 ) {
			pm->ps->movementDir = 1;
		} else if ( pm->ps->movementDir == 6 ) {
			pm->ps->movementDir = 7;
		} 
	}
}


/*
=============
PM_CheckJump
=============
*/
#define METROID_JUMP 1
qboolean PM_InReboundJump( int anim )
{
	switch ( anim )
	{
	case BOTH_FORCEWALLREBOUND_FORWARD:
	case BOTH_FORCEWALLREBOUND_LEFT:
	case BOTH_FORCEWALLREBOUND_BACK:
	case BOTH_FORCEWALLREBOUND_RIGHT:
		return qtrue;
		break;
	}
	return qfalse;
}

qboolean PM_InReboundHold( int anim )
{
	switch ( anim )
	{
	case BOTH_FORCEWALLHOLD_FORWARD:
	case BOTH_FORCEWALLHOLD_LEFT:
	case BOTH_FORCEWALLHOLD_BACK:
	case BOTH_FORCEWALLHOLD_RIGHT:
		return qtrue;
		break;
	}
	return qfalse;
}

qboolean PM_InReboundRelease( int anim )
{
	switch ( anim )
	{
	case BOTH_FORCEWALLRELEASE_FORWARD:
	case BOTH_FORCEWALLRELEASE_LEFT:
	case BOTH_FORCEWALLRELEASE_BACK:
	case BOTH_FORCEWALLRELEASE_RIGHT:
		return qtrue;
		break;
	}
	return qfalse;
}

qboolean PM_InBackFlip( int anim )
{
	switch ( anim )
	{
	case BOTH_FLIP_BACK1:
	case BOTH_FLIP_BACK2:
	case BOTH_FLIP_BACK3:
	case BOTH_ALORA_FLIP_B:
		return qtrue;
		break;
	}
	return qfalse;
}

qboolean PM_InSpecialJump( int anim )
{
	switch ( anim )
	{
	case BOTH_WALL_RUN_RIGHT:
	case BOTH_WALL_RUN_RIGHT_STOP:
	case BOTH_WALL_RUN_RIGHT_FLIP:
	case BOTH_WALL_RUN_LEFT:
	case BOTH_WALL_RUN_LEFT_STOP:
	case BOTH_WALL_RUN_LEFT_FLIP:
	case BOTH_WALL_FLIP_RIGHT:
	case BOTH_WALL_FLIP_LEFT:
	case BOTH_WALL_FLIP_BACK1:
	case BOTH_BUTTERFLY_LEFT:
	case BOTH_BUTTERFLY_RIGHT:
	case BOTH_BUTTERFLY_FL1:
	case BOTH_BUTTERFLY_FR1:
	case BOTH_FJSS_TR_BL:
	case BOTH_FJSS_TL_BR:
	case BOTH_FORCELEAP2_T__B_:
	case BOTH_JUMPFLIPSLASHDOWN1://#
	case BOTH_JUMPFLIPSTABDOWN://#
	case BOTH_JUMPATTACK6:
	case BOTH_JUMPATTACK7:
	case BOTH_ARIAL_LEFT:
	case BOTH_ARIAL_RIGHT:
	case BOTH_ARIAL_F1:
	case BOTH_CARTWHEEL_LEFT:
	case BOTH_CARTWHEEL_RIGHT:

	case BOTH_FORCELONGLEAP_START:
	case BOTH_FORCELONGLEAP_ATTACK:
	case BOTH_FORCEWALLRUNFLIP_START:
	case BOTH_FORCEWALLRUNFLIP_END:
	case BOTH_FORCEWALLRUNFLIP_ALT:
	case BOTH_FLIP_ATTACK7:
	case BOTH_FLIP_HOLD7:
	case BOTH_FLIP_LAND:
	case BOTH_A7_SOULCAL:
		return qtrue;
	}
	if ( PM_InReboundJump( anim ) )
	{
		return qtrue;
	}
	if ( PM_InReboundHold( anim ) )
	{
		return qtrue;
	}
	if ( PM_InReboundRelease( anim ) )
	{
		return qtrue;
	}
	if ( PM_InBackFlip( anim ) )
	{
		return qtrue;
	}
	return qfalse;
}

extern void CG_PlayerLockedWeaponSpeech( int jumping );
qboolean PM_ForceJumpingUp( gentity_t *gent )
{
	if ( !gent || !gent->client )
	{
		return qfalse;
	}

	if ( gent->NPC )
	{//this is ONLY for the player
		if ( player 
			&& player->client 
			&& player->client->ps.viewEntity == gent->s.number )
		{//okay to jump if an NPC controlled by the player
		}
		else
		{
			return qfalse;
		}
	}

	if ( !(gent->client->ps.forcePowersActive&(1<<FP_LEVITATION)) && gent->client->ps.forceJumpCharge )
	{//already jumped and let go
		return qfalse;
	}

	if ( PM_InSpecialJump( gent->client->ps.legsAnim ) )
	{
		return qfalse;
	}

	if ( PM_InKnockDown( &gent->client->ps ) )
	{
		return qfalse;
	}
	
	if ( (gent->s.number<MAX_CLIENTS||G_ControlledByPlayer(gent)) && in_camera )
	{//player can't use force powers in cinematic
		return qfalse;
	}
	if ( gent->client->ps.groundEntityNum == ENTITYNUM_NONE //in air
		&& ( (gent->client->ps.pm_flags&PMF_JUMPING) && gent->client->ps.velocity[2] > 0 )//jumped & going up or at water surface///*(gent->client->ps.waterHeightLevel==WHL_SHOULDERS&&gent->client->usercmd.upmove>0) ||*/ 
		&& gent->client->ps.forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0 //force-jump capable
		&& !(gent->client->ps.pm_flags&PMF_TRIGGER_PUSHED) )//not pushed by a trigger
	{
		if( gent->flags & FL_LOCK_PLAYER_WEAPONS ) // yes this locked weapons check also includes force powers, if we need a separate check later I'll make one
		{
			CG_PlayerLockedWeaponSpeech( qtrue );
			return qfalse;
		}
		return qtrue;
	}
	return qfalse;
}

static void PM_JumpForDir( void )
{
	int anim = BOTH_JUMP1;
	if ( pm->cmd.forwardmove > 0 ) 
	{
		anim = BOTH_JUMP1;
		pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
	} 
	else if ( pm->cmd.forwardmove < 0 )
	{
		anim = BOTH_JUMPBACK1;
		pm->ps->pm_flags |= PMF_BACKWARDS_JUMP;
	}
	else if ( pm->cmd.rightmove > 0 ) 
	{
		anim = BOTH_JUMPRIGHT1;
		pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
	}
	else if ( pm->cmd.rightmove < 0 ) 
	{
		anim = BOTH_JUMPLEFT1;
		pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
	}
	else
	{
		anim = BOTH_JUMP1;
		pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
	}
	if(!PM_InDeathAnim())
	{
		PM_SetAnim(pm,SETANIM_LEGS,anim,SETANIM_FLAG_OVERRIDE, 100);		// Only blend over 100ms
	}
}

qboolean PM_GentCantJump( gentity_t *gent )
{//FIXME: ugh, hacky, set a flag on NPC or something, please...
	if ( gent && gent->client && 
		( gent->client->NPC_class == CLASS_ATST || 
		gent->client->NPC_class == CLASS_GONK || 
		gent->client->NPC_class == CLASS_MARK1 || 
		gent->client->NPC_class == CLASS_MARK2 || 
		gent->client->NPC_class == CLASS_MOUSE || 
		gent->client->NPC_class == CLASS_PROBE || 
		gent->client->NPC_class == CLASS_PROTOCOL || 
		gent->client->NPC_class == CLASS_R2D2 || 
		gent->client->NPC_class == CLASS_R5D2 || 
		gent->client->NPC_class == CLASS_SEEKER || 
		gent->client->NPC_class == CLASS_REMOTE || 
		gent->client->NPC_class == CLASS_SENTRY ) )
	{
		return qtrue;
	}
	return qfalse;
}

static qboolean PM_CheckJump( void ) 
{
	//Don't allow jump until all buttons are up
	if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
		return qfalse;		
	}

	if ( PM_InKnockDown( pm->ps ) || PM_InRoll( pm->ps ) ) 
	{//in knockdown
		return qfalse;		
	}

	if ( PM_GentCantJump( pm->gent ) )
	{
		return qfalse;		
	}

	if ( PM_KickingAnim( pm->ps->legsAnim ) && !PM_InAirKickingAnim( pm->ps->legsAnim ) )
	{//can't jump when in a kicking anim
		return qfalse;
	}
	/*
	if ( pm->cmd.buttons & BUTTON_FORCEJUMP )
	{
		pm->ps->pm_flags |= PMF_JUMP_HELD;
	}
	*/

#if METROID_JUMP
	if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) 
		&& pm->gent && pm->gent->client 
		&& (pm->gent->client->NPC_class == CLASS_BOBAFETT || pm->gent->client->NPC_class == CLASS_ROCKETTROOPER) )
	{//player playing as boba fett
		if ( pm->cmd.upmove > 0 )
		{//turn on/go up
			if ( pm->ps->groundEntityNum == ENTITYNUM_NONE && !(pm->ps->pm_flags&PMF_JUMP_HELD) )
			{//double-tap - must activate while in air
				if ( !JET_Flying( pm->gent ) )
				{
					JET_FlyStart( pm->gent );
				}
			}
		}
		else if ( pm->cmd.upmove < 0 )
		{//turn it off (or should we just go down)?
			/*
			if ( JET_Flying( pm->gent ) )
			{
				JET_FlyStop( pm->gent );
			}
			*/
		}
	}
	else if ( pm->waterlevel < 3 )//|| (pm->ps->waterHeightLevel==WHL_SHOULDERS&&pm->cmd.upmove>0) ) 
	{
		if ( pm->ps->gravity > 0 )
		{//can't do this in zero-G
			if ( pm->ps->legsAnim == BOTH_FORCELONGLEAP_START
				|| pm->ps->legsAnim == BOTH_FORCELONGLEAP_ATTACK
				|| pm->ps->legsAnim == BOTH_FORCELONGLEAP_LAND )
			{//in the middle of a force long-jump
				/*
				if ( pm->ps->groundEntityNum == ENTITYNUM_NONE 
					&& pm->cmd.upmove > 0
					&& pm->cmd.forwardmove > 0 )
				*/
				if ( (pm->ps->legsAnim == BOTH_FORCELONGLEAP_START || pm->ps->legsAnim == BOTH_FORCELONGLEAP_ATTACK)
					&& pm->ps->legsAnimTimer > 0 )
				{//in the air
					//FIXME: need an actual set time so it doesn't matter when the attack happens
					//FIXME: make sure we don't jump further than force jump 3 allows
					vec3_t	jFwdAngs, jFwdVec;
					VectorSet( jFwdAngs, 0, pm->ps->viewangles[YAW], 0 );
					AngleVectors( jFwdAngs, jFwdVec, NULL, NULL );
					float oldZVel = pm->ps->velocity[2];
					if ( pm->ps->legsAnimTimer > 150 && oldZVel < 0 )
					{
						oldZVel = 0;
					}
					VectorScale( jFwdVec, FORCE_LONG_LEAP_SPEED, pm->ps->velocity ); 
					pm->ps->velocity[2] = oldZVel;
					pm->ps->pm_flags |= PMF_JUMP_HELD;
					pm->ps->pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL;
					pm->ps->forcePowersActive |= (1<<FP_LEVITATION);
					return qtrue;
				}
				else
				{//landing-slide
					if ( pm->ps->legsAnim == BOTH_FORCELONGLEAP_START 
						|| pm->ps->legsAnim == BOTH_FORCELONGLEAP_ATTACK )
					{//still in start anim, but it's run out
						pm->ps->forcePowersActive |= (1<<FP_LEVITATION);
						if ( pm->ps->groundEntityNum == ENTITYNUM_NONE )
						{//still in air?
							//hold it for another 50ms
							//PM_SetAnim( pm, SETANIM_BOTH, BOTH_FORCELONGLEAP_START, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
						}
					}
					else
					{//in land-slide anim
						//FIXME: force some forward movement?  Less if holding back?
					} 
					if ( pm->ps->groundEntityNum == ENTITYNUM_NONE//still in air
						&& pm->ps->origin[2] < pm->ps->jumpZStart )//dropped below original jump start
					{//slow down 
						pm->ps->velocity[0] *= 0.75f; 
						pm->ps->velocity[1] *= 0.75f; 
						if ( (pm->ps->velocity[0]+pm->ps->velocity[1])*0.5f<=10.0f )
						{//falling straight down
							PM_SetAnim( pm, SETANIM_BOTH, BOTH_FORCEINAIR1, SETANIM_FLAG_OVERRIDE );
						}
					}
					return qfalse;
				}
			}
			else if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) //player-only for now
				&& pm->cmd.upmove > 0 //trying to jump
				&& pm->ps->forcePowerLevel[FP_LEVITATION] >= FORCE_LEVEL_3 //force jump 3 or better
				&& pm->ps->forcePower >= FORCE_LONGJUMP_POWER //this costs 20 force to do
				&& (pm->ps->forcePowersActive&(1<<FP_SPEED)) //force-speed is on
				&& pm->cmd.forwardmove > 0 //pushing forward
				&& !pm->cmd.rightmove //not strafing
				&& pm->ps->groundEntityNum != ENTITYNUM_NONE//not in mid-air
				&& !(pm->ps->pm_flags&PMF_JUMP_HELD)
				//&& (float)(level.time-pm->ps->lastStationary) >= (3000.0f*g_timescale->value)//have to have a 3 second running start - relative to force speed slowdown
				&& (level.time-pm->ps->forcePowerDebounce[FP_SPEED]) <= 250//have to have just started the force speed within the last half second
				&& pm->gent )
			{//start a force long-jump!
				vec3_t	jFwdAngs, jFwdVec;
				//BOTH_FORCELONGLEAP_ATTACK if holding attack, too?
				PM_SetAnim( pm, SETANIM_BOTH, BOTH_FORCELONGLEAP_START, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
				VectorSet( jFwdAngs, 0, pm->ps->viewangles[YAW], 0 );
				AngleVectors( jFwdAngs, jFwdVec, NULL, NULL );
				VectorScale( jFwdVec, FORCE_LONG_LEAP_SPEED, pm->ps->velocity );
				pm->ps->velocity[2] = 320;
				pml.groundPlane = qfalse;
				pml.walking = qfalse;
				pm->ps->groundEntityNum = ENTITYNUM_NONE;
				pm->ps->jumpZStart = pm->ps->origin[2];
				pm->ps->pm_flags |= PMF_JUMP_HELD;
				pm->ps->pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL;
				//start force jump
				pm->ps->forcePowersActive |= (1<<FP_LEVITATION);
				pm->cmd.upmove = 0;
				// keep track of force jump stat
				if(pm->ps->clientNum == 0)
				{	
					if( pm->gent && pm->gent->client )
					{
						pm->gent->client->sess.missionStats.forceUsed[(int)FP_LEVITATION]++;
					}
				}
				G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" );
				WP_ForcePowerStop( pm->gent, FP_SPEED );
				WP_ForcePowerDrain( pm->gent, FP_LEVITATION, FORCE_LONGJUMP_POWER );//drain the required force power
				G_StartMatrixEffect( pm->gent, 0, pm->ps->legsAnimTimer+500 );
				return qtrue;
			}
			else if ( PM_InCartwheel( pm->ps->legsAnim )
				|| PM_InButterfly( pm->ps->legsAnim ) )
			{//can't keep jumping up in cartwheels, ariels and butterflies
			}
			//FIXME: still able to pogo-jump...
			else if ( PM_ForceJumpingUp( pm->gent ) && (pm->ps->pm_flags&PMF_JUMP_HELD) )//||pm->ps->waterHeightLevel==WHL_SHOULDERS) )
			{//force jumping && holding jump
				/*
				if ( !pm->ps->forceJumpZStart && (pm->ps->waterHeightLevel==WHL_SHOULDERS&&pm->cmd.upmove>0) )
				{
					pm->ps->forceJumpZStart = pm->ps->origin[2];
				}
				*/
				float curHeight = pm->ps->origin[2] - pm->ps->forceJumpZStart;
				//check for max force jump level and cap off & cut z vel
				if ( ( curHeight<=forceJumpHeight[0] ||//still below minimum jump height
						(pm->ps->forcePower&&pm->cmd.upmove>=10) ) &&////still have force power available and still trying to jump up 
					curHeight < forceJumpHeight[pm->ps->forcePowerLevel[FP_LEVITATION]] )//still below maximum jump height
				{//can still go up
					//FIXME: after a certain amount of time of held jump, play force jump sound and flip if a dir is being held
					//FIXME: if hit a wall... should we cut velocity or allow them to slide up it?
					//FIXME: constantly drain force power at a rate by which the usage for maximum height would use up the full cost of force jump
					if ( curHeight > forceJumpHeight[0] )
					{//passed normal jump height  *2?
						if ( !(pm->ps->forcePowersActive&(1<<FP_LEVITATION)) )//haven't started forcejump yet
						{
							//start force jump
   							pm->ps->forcePowersActive |= (1<<FP_LEVITATION);
							if ( pm->gent )
							{
								G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" );
								// keep track of force jump stat
								if(pm->ps->clientNum == 0 && pm->gent->client)
								{
									pm->gent->client->sess.missionStats.forceUsed[(int)FP_LEVITATION]++;
								}
							}
							//play flip
							//FIXME: do this only when they stop the jump (below) or when they're just about to hit the peak of the jump
							if ( PM_InAirKickingAnim( pm->ps->legsAnim )
								&& pm->ps->legsAnimTimer )
							{//still in kick
							}
							else if ((pm->cmd.forwardmove || pm->cmd.rightmove) && //pushing in a dir
								//pm->ps->legsAnim != BOTH_ARIAL_F1 &&//not already flipping
								pm->ps->legsAnim != BOTH_FLIP_F &&
								pm->ps->legsAnim != BOTH_FLIP_B &&
								pm->ps->legsAnim != BOTH_FLIP_R &&
								pm->ps->legsAnim != BOTH_FLIP_L && 
								pm->ps->legsAnim != BOTH_ALORA_FLIP_1 &&
								pm->ps->legsAnim != BOTH_ALORA_FLIP_2 &&
								pm->ps->legsAnim != BOTH_ALORA_FLIP_3
								&& cg.renderingThirdPerson//third person only
								&& !cg.zoomMode )//not zoomed in
							{//FIXME: this could end up playing twice if the jump is very long...
								int anim = BOTH_FORCEINAIR1;
								int	parts = SETANIM_BOTH;

								if ( pm->cmd.forwardmove > 0 )
								{
									/*
									if ( pm->ps->forcePowerLevel[FP_LEVITATION] < FORCE_LEVEL_2 )
									{
										anim = BOTH_ARIAL_F1;
									}
									else
									*/
									if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_ALORA && Q_irand( 0, 3 ) )
									{
										anim = Q_irand( BOTH_ALORA_FLIP_1, BOTH_ALORA_FLIP_3 );
									}
									else
									{
										anim = BOTH_FLIP_F;
									}
								}
								else if ( pm->cmd.forwardmove < 0 )
								{
									anim = BOTH_FLIP_B;
								}
								else if ( pm->cmd.rightmove > 0 )
								{
									anim = BOTH_FLIP_R;
								}
								else if ( pm->cmd.rightmove < 0 )
								{
									anim = BOTH_FLIP_L;
								}
								if ( pm->ps->weaponTime )
								{//FIXME: really only care if we're in a saber attack anim...
									parts = SETANIM_LEGS;
								}

								PM_SetAnim( pm, parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
							}
							else if ( pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 )
							{//FIXME: really want to know how far off ground we are, probably...
								vec3_t facingFwd, facingRight, facingAngles = {0, pm->ps->viewangles[YAW], 0};
								int	anim = -1;
								AngleVectors( facingAngles, facingFwd, facingRight, NULL );
								float dotR = DotProduct( facingRight, pm->ps->velocity );
								float dotF = DotProduct( facingFwd, pm->ps->velocity );
								if ( fabs(dotR) > fabs(dotF) * 1.5 )
								{
									if ( dotR > 150 )
									{
										anim = BOTH_FORCEJUMPRIGHT1;
									}
									else if ( dotR < -150 )
									{
										anim = BOTH_FORCEJUMPLEFT1;
									}
								}
								else
								{
									if ( dotF > 150 )
									{
										anim = BOTH_FORCEJUMP1;
									}
									else if ( dotF < -150 )
									{
										anim = BOTH_FORCEJUMPBACK1;
									}
								}
								if ( anim != -1 )
								{
									int parts = SETANIM_BOTH;
									if ( pm->ps->weaponTime )
									{//FIXME: really only care if we're in a saber attack anim...
										parts = SETANIM_LEGS;
									}

									PM_SetAnim( pm, parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
								}
							}
						}
						else
						{
							if ( !pm->ps->legsAnimTimer )
							{//not in the middle of a legsAnim
								int anim = pm->ps->legsAnim;
								int newAnim = -1;
								switch ( anim )
								{
								case BOTH_FORCEJUMP1:
									newAnim = BOTH_FORCELAND1;//BOTH_FORCEINAIR1;
									break;
								case BOTH_FORCEJUMPBACK1:
									newAnim = BOTH_FORCELANDBACK1;//BOTH_FORCEINAIRBACK1;
									break;
								case BOTH_FORCEJUMPLEFT1:
									newAnim = BOTH_FORCELANDLEFT1;//BOTH_FORCEINAIRLEFT1;
									break;
								case BOTH_FORCEJUMPRIGHT1:
									newAnim = BOTH_FORCELANDRIGHT1;//BOTH_FORCEINAIRRIGHT1;
									break;
								}
								if ( newAnim != -1 )
								{
									int parts = SETANIM_BOTH;
									if ( pm->ps->weaponTime )
									{//FIXME: really only care if we're in a saber attack anim...
										parts = SETANIM_LEGS;
									}

									PM_SetAnim( pm, parts, newAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
								}
							}
						}
					}

					//need to scale this down, start with height velocity (based on max force jump height) and scale down to regular jump vel
					pm->ps->velocity[2] = (forceJumpHeight[pm->ps->forcePowerLevel[FP_LEVITATION]]-curHeight)/forceJumpHeight[pm->ps->forcePowerLevel[FP_LEVITATION]]*forceJumpStrength[pm->ps->forcePowerLevel[FP_LEVITATION]];//JUMP_VELOCITY;
					pm->ps->velocity[2] /= 10;
					pm->ps->velocity[2] += JUMP_VELOCITY;
					pm->ps->pm_flags |= PMF_JUMP_HELD;
				}
				else if ( curHeight > forceJumpHeight[0] && curHeight < forceJumpHeight[pm->ps->forcePowerLevel[FP_LEVITATION]] - forceJumpHeight[0] )
				{//still have some headroom, don't totally stop it
					if ( pm->ps->velocity[2] > JUMP_VELOCITY )
					{
						pm->ps->velocity[2] = JUMP_VELOCITY;
					}
				}
				else
				{
					pm->ps->velocity[2] = 0;
				}
				pm->cmd.upmove = 0;
				return qfalse;
			}
		}
	}

#endif

	//Not jumping
	if ( pm->cmd.upmove < 10 ) {
		return qfalse;
	}

	// must wait for jump to be released
	if ( pm->ps->pm_flags & PMF_JUMP_HELD ) 
	{
		// clear upmove so cmdscale doesn't lower running speed
		pm->cmd.upmove = 0;
		return qfalse;
	}

	if ( pm->ps->gravity <= 0 )
	{//in low grav, you push in the dir you're facing as long as there is something behind you to shove off of
		vec3_t	forward, back;
		trace_t	trace;

		AngleVectors( pm->ps->viewangles, forward, NULL, NULL );
		VectorMA( pm->ps->origin, -8, forward, back );
		pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, back, pm->ps->clientNum, pm->tracemask&~(CONTENTS_PLAYERCLIP|CONTENTS_MONSTERCLIP) );

		pm->cmd.upmove = 0;

		if ( trace.fraction < 1.0f )
		{
			VectorMA( pm->ps->velocity, JUMP_VELOCITY/2, forward, pm->ps->velocity );
			//FIXME: kicking off wall anim?  At least check what anim we're in?
			PM_SetAnim(pm,SETANIM_LEGS,BOTH_FORCEJUMP1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART);
		}
		else
		{//else no surf close enough to push off of
			return qfalse;
		}

		if ( pm->ps->groundEntityNum == ENTITYNUM_NONE )
		{//need to set some things and return
			//Jumping
			pm->ps->forceJumpZStart = 0;
			pml.groundPlane = qfalse;
			pml.walking = qfalse;
			pm->ps->pm_flags |= (PMF_JUMPING|PMF_JUMP_HELD);
			pm->ps->groundEntityNum = ENTITYNUM_NONE;
			pm->ps->jumpZStart = pm->ps->origin[2];

			if ( pm->gent )
			{
				if ( !Q3_TaskIDPending( pm->gent, TID_CHAN_VOICE ) )
				{
					PM_AddEvent( EV_JUMP );
				}
			}
			else
			{
				PM_AddEvent( EV_JUMP );
			}
	
			return qtrue;
		}//else no surf close enough to push off of
	}
	else if ( pm->cmd.upmove > 0 //want to jump
		&& pm->waterlevel < 2 //not in water above ankles
		&& pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0 //have force jump ability
		&& !(pm->ps->pm_flags&PMF_JUMP_HELD)//not holding jump from a previous jump
		//&& !PM_InKnockDown( pm->ps )//not in a knockdown
		&& pm->ps->forceRageRecoveryTime < pm->cmd.serverTime	//not in a force Rage recovery period
		&& pm->gent && WP_ForcePowerAvailable( pm->gent, FP_LEVITATION, 0 ) //have enough force power to jump
		&& ((pm->ps->clientNum&&!PM_ControlledByPlayer())||((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) && cg.renderingThirdPerson && !cg.zoomMode	&& !(pm->gent->flags&FL_LOCK_PLAYER_WEAPONS) )) )// yes this locked weapons check also includes force powers, if we need a separate check later I'll make one
	{
		if ( pm->gent->NPC && pm->gent->NPC->rank != RANK_CREWMAN && pm->gent->NPC->rank <= RANK_LT_JG )
		{//reborn who are not acrobats can't do any of these acrobatics
			//FIXME: extern these abilities in the .npc file!
		}
		else if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
		{//on the ground
			//check for left-wall and right-wall special jumps
			int anim = -1;
			float	vertPush = 0;
			int		forcePowerCostOverride = 0;
			
			// Cartwheels/ariels/butterflies
			if ( (pm->ps->weapon==WP_SABER&&G_TryingCartwheel(pm->gent,&pm->cmd)/*(pm->cmd.buttons&BUTTON_FORCE_FOCUS)*/&&(pm->cmd.buttons&BUTTON_ATTACK))//using saber and holding focus + attack
//					  ||(pm->ps->weapon!=WP_SABER&&((pm->cmd.buttons&BUTTON_ATTACK)||(pm->cmd.buttons&BUTTON_ALT_ATTACK)) ) )//using any other weapon and hitting either attack button
				&& (((pm->ps->clientNum>=MAX_CLIENTS&&!PM_ControlledByPlayer())&&pm->cmd.upmove > 0&& pm->ps->velocity[2] >= 0 )//jumping NPC, going up already
					||((pm->ps->clientNum<MAX_CLIENTS||PM_ControlledByPlayer())&&G_TryingCartwheel(pm->gent,&pm->cmd)/*(pm->cmd.buttons&BUTTON_FORCE_FOCUS)*/))//focus-holding player
				&& G_EnoughPowerForSpecialMove( pm->ps->forcePower, SABER_ALT_ATTACK_POWER_LR )/*pm->ps->forcePower >= SABER_ALT_ATTACK_POWER_LR*/ )// have enough power
			{//holding attack and jumping
				if ( pm->cmd.rightmove > 0 ) 
				{
					// If they're using the staff we do different anims.
					if ( pm->ps->saberAnimLevel == SS_STAFF 
						&& pm->ps->weapon == WP_SABER )
					{
						if ( (pm->ps->clientNum >= MAX_CLIENTS&&!PM_ControlledByPlayer())
							|| pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_2 ) 
						{
							anim = BOTH_BUTTERFLY_RIGHT;
							forcePowerCostOverride = G_CostForSpecialMove( SABER_ALT_ATTACK_POWER_LR );
						}
					}
					else if ( (pm->ps->clientNum >= MAX_CLIENTS&&!PM_ControlledByPlayer())
						|| pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 ) 
					{
						if ( pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer() )
						{//player: since we're on the ground, always do a cartwheel
							/*
							anim = BOTH_CARTWHEEL_RIGHT;
							forcePowerCostOverride = G_CostForSpecialMove( SABER_ALT_ATTACK_POWER_LR );
							*/
						}
						else
						{
							vertPush = JUMP_VELOCITY;
							if ( Q_irand( 0, 1 ) )
							{
								anim = BOTH_ARIAL_RIGHT;
								forcePowerCostOverride = G_CostForSpecialMove( SABER_ALT_ATTACK_POWER_LR );
							}
							else
							{
								anim = BOTH_CARTWHEEL_RIGHT;
								forcePowerCostOverride = G_CostForSpecialMove( SABER_ALT_ATTACK_POWER_LR );
							}
						}
					}
				}
				else if ( pm->cmd.rightmove < 0 )
				{
					// If they're using the staff we do different anims.
					if ( pm->ps->saberAnimLevel == SS_STAFF 
						&& pm->ps->weapon == WP_SABER )
					{
						if ( (pm->ps->clientNum >= MAX_CLIENTS&&!PM_ControlledByPlayer())
							|| pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_2 ) 
						{
							anim = BOTH_BUTTERFLY_LEFT;
							forcePowerCostOverride = G_CostForSpecialMove( SABER_ALT_ATTACK_POWER_LR );
						}
					}
					else if ( (pm->ps->clientNum >= MAX_CLIENTS&&!PM_ControlledByPlayer())
						|| pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 ) 
					{
						if ( pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer() )
						{//player: since we're on the ground, always do a cartwheel
							/*
							anim = BOTH_CARTWHEEL_LEFT;
							forcePowerCostOverride = G_CostForSpecialMove( SABER_ALT_ATTACK_POWER_LR );
							*/
						}
						else
						{
							vertPush = JUMP_VELOCITY;
							if ( Q_irand( 0, 1 ) )
							{
								anim = BOTH_ARIAL_LEFT;
								forcePowerCostOverride = G_CostForSpecialMove( SABER_ALT_ATTACK_POWER_LR );
							}
							else
							{
								anim = BOTH_CARTWHEEL_LEFT;
								forcePowerCostOverride = G_CostForSpecialMove( SABER_ALT_ATTACK_POWER_LR );
							}
						}
					}
				}
			}
			else if ( pm->cmd.rightmove > 0 && pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 )
			{//strafing right
				if ( pm->cmd.forwardmove > 0 )
				{//wall-run
					vertPush = forceJumpStrength[FORCE_LEVEL_2]/2.0f;
					anim = BOTH_WALL_RUN_RIGHT;
				}
				else if ( pm->cmd.forwardmove == 0 )
				{//wall-flip
					vertPush = forceJumpStrength[FORCE_LEVEL_2]/2.25f;
					anim = BOTH_WALL_FLIP_RIGHT;
				}
			}
			else if ( pm->cmd.rightmove < 0 && pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 )
			{//strafing left
				if ( pm->cmd.forwardmove > 0 )
				{//wall-run
					vertPush = forceJumpStrength[FORCE_LEVEL_2]/2.0f;
					anim = BOTH_WALL_RUN_LEFT;
				}
				else if ( pm->cmd.forwardmove == 0 )
				{//wall-flip
					vertPush = forceJumpStrength[FORCE_LEVEL_2]/2.25f;
					anim = BOTH_WALL_FLIP_LEFT;
				}
			}
			else if ( /*pm->ps->clientNum >= MAX_CLIENTS//not the player
				&& !PM_ControlledByPlayer() //not controlled by player
				&&*/ pm->cmd.forwardmove > 0 //pushing forward
				&& pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 )//have jump 2 or higher
			{//step off wall, flip backwards
				if ( VectorLengthSquared( pm->ps->velocity ) > 40000 /*200*200*/)
				{//have to be moving... FIXME: make sure it's opposite the wall... or at least forward?
					if ( pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_2 )
					{//run all the way up wwall
						vertPush = forceJumpStrength[FORCE_LEVEL_2]/2.0f;
						anim = BOTH_FORCEWALLRUNFLIP_START;
					}
					else
					{//run just a couple steps up
						vertPush = forceJumpStrength[FORCE_LEVEL_2]/2.25f;
						anim = BOTH_WALL_FLIP_BACK1;
					}
				}
			}
			else if ( pm->cmd.forwardmove < 0 //pushing back
				//&& pm->ps->clientNum//not the player
				&& !(pm->cmd.buttons&BUTTON_ATTACK) )//not attacking
			{//back-jump does backflip... FIXME: always?!  What about just doing a normal jump backwards?
				if ( pm->ps->velocity[2] >= 0 )
				{//must be going up already
					vertPush = JUMP_VELOCITY;
					if ( pm->gent->client && pm->gent->client->NPC_class == CLASS_ALORA && !Q_irand( 0, 2 ) )
					{
						anim = BOTH_ALORA_FLIP_B;
					}
					else
					{
						anim = PM_PickAnim( pm->gent, BOTH_FLIP_BACK1, BOTH_FLIP_BACK3 );
					}
				}
			}
			else if ( VectorLengthSquared( pm->ps->velocity ) < 256 /*16 squared*/)
			{//not moving
				if ( pm->ps->weapon == WP_SABER && (pm->cmd.buttons & BUTTON_ATTACK) && pm->ps->saberAnimLevel == SS_MEDIUM )
				{
					/*
					//Only tavion does these now
					if ( pm->ps->clientNum && Q_irand( 0, 1 ) )
					{//butterfly... FIXME: does direction matter?
						vertPush = JUMP_VELOCITY;
						if ( Q_irand( 0, 1 ) )
						{
							anim = BOTH_BUTTERFLY_LEFT;
						}
						else
						{
							anim = BOTH_BUTTERFLY_RIGHT;
						}
					}
					else 
					*/if ( pm->ps->clientNum >= MAX_CLIENTS && !PM_ControlledByPlayer() )//NOTE: pretty much useless, so player never does these
					{//jump-spin FIXME: does direction matter?
						vertPush = forceJumpStrength[FORCE_LEVEL_2]/1.5f;
						if ( pm->gent->client && pm->gent->client->NPC_class == CLASS_ALORA )
						{
							anim = BOTH_ALORA_SPIN;
						}
						else
						{
							anim = Q_irand( BOTH_FJSS_TR_BL, BOTH_FJSS_TL_BR );
						}
					}
				}
			}

			if ( anim != -1 && PM_HasAnimation( pm->gent, anim ) )
			{
				vec3_t fwd, right, traceto, mins = {pm->mins[0],pm->mins[1],0}, maxs = {pm->maxs[0],pm->maxs[1],24}, fwdAngles = {0, pm->ps->viewangles[YAW], 0};
				trace_t	trace;
				qboolean doTrace = qfalse;
				int contents = CONTENTS_SOLID;

				AngleVectors( fwdAngles, fwd, right, NULL );

				//trace-check for a wall, if necc.
				switch ( anim )
				{
				case BOTH_WALL_FLIP_LEFT:
					if ( g_debugMelee->integer )
					{
						contents |= CONTENTS_BODY;
					}
					//NOTE: purposely falls through to next case!
				case BOTH_WALL_RUN_LEFT:
					doTrace = qtrue;
					VectorMA( pm->ps->origin, -16, right, traceto );
					break;

				case BOTH_WALL_FLIP_RIGHT:
					if ( g_debugMelee->integer )
					{
						contents |= CONTENTS_BODY;
					}
					//NOTE: purposely falls through to next case!
				case BOTH_WALL_RUN_RIGHT:
					doTrace = qtrue;
					VectorMA( pm->ps->origin, 16, right, traceto );
					break;

				case BOTH_WALL_FLIP_BACK1:
					if ( g_debugMelee->integer )
					{
						contents |= CONTENTS_BODY;
					}
					doTrace = qtrue;
					VectorMA( pm->ps->origin, 32, fwd, traceto );//was 16
					break;
			
				case BOTH_FORCEWALLRUNFLIP_START:
					if ( g_debugMelee->integer )
					{
						contents |= CONTENTS_BODY;
					}
					doTrace = qtrue;
					VectorMA( pm->ps->origin, 32, fwd, traceto );//was 16
					break;
				}

				vec3_t	idealNormal={0}, wallNormal={0};
				if ( doTrace )
				{
					//FIXME: all these jump ones should check for head clearance
					pm->trace( &trace, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, contents );
					VectorCopy( trace.plane.normal, wallNormal );
					VectorNormalize( wallNormal );
					VectorSubtract( pm->ps->origin, traceto, idealNormal );
					VectorNormalize( idealNormal );
					if ( anim == BOTH_WALL_FLIP_LEFT )
					{//sigh.. check for bottomless pit to the right
						trace_t	trace2;
						vec3_t	start;
						VectorMA( pm->ps->origin, 128, right, traceto );
						pm->trace( &trace2, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, contents );
						if ( !trace2.allsolid && !trace2.startsolid )
						{
							VectorCopy( trace2.endpos, traceto );
							VectorCopy( traceto, start );
							traceto[2] -= 384;
							pm->trace( &trace2, start, mins, maxs, traceto, pm->ps->clientNum, contents );
							if ( !trace2.allsolid && !trace2.startsolid && trace2.fraction >= 1.0f )
							{//bottomless pit!
								trace.fraction = 1.0f;//way to stop it from doing the side-flip
							}
						}
					}
					else if ( anim == BOTH_WALL_FLIP_RIGHT )
					{//sigh.. check for bottomless pit to the left
						trace_t	trace2;
						vec3_t	start;
						VectorMA( pm->ps->origin, -128, right, traceto );
						pm->trace( &trace2, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, contents );
						if ( !trace2.allsolid && !trace2.startsolid )
						{
							VectorCopy( trace2.endpos, traceto );
							VectorCopy( traceto, start );
							traceto[2] -= 384;
							pm->trace( &trace2, start, mins, maxs, traceto, pm->ps->clientNum, contents );
							if ( !trace2.allsolid && !trace2.startsolid && trace2.fraction >= 1.0f )
							{//bottomless pit!
								trace.fraction = 1.0f;//way to stop it from doing the side-flip
							}
						}
					}
					else
					{
						if ( anim == BOTH_WALL_FLIP_BACK1 
							|| anim == BOTH_FORCEWALLRUNFLIP_START )
						{//trace up and forward a little to make sure the wall it at least 64 tall
							if ( (contents&CONTENTS_BODY)//included entitied
								&& (trace.contents&CONTENTS_BODY) //hit an entity
								&& g_entities[trace.entityNum].client )//hit a client
							{//no need to trace up, it's all good...
								if ( PM_InOnGroundAnim( &g_entities[trace.entityNum].client->ps ) )//on the ground, no jump
								{//can't jump off guys on ground
									trace.fraction = 1.0f;//way to stop if from doing the jump
								}
								else if ( anim == BOTH_FORCEWALLRUNFLIP_START )
								{//instead of wall-running up, do the backflip
									anim = BOTH_WALL_FLIP_BACK1;
									vertPush = forceJumpStrength[FORCE_LEVEL_2]/2.25f;
								}
							}
							else if ( anim == BOTH_WALL_FLIP_BACK1 )
							{
								trace_t	trace2;
								vec3_t	start;
								VectorCopy( pm->ps->origin, start );
								start[2] += 64;
								VectorMA( start, 32, fwd, traceto );
								pm->trace( &trace2, start, mins, maxs, traceto, pm->ps->clientNum, contents );
								if ( trace2.allsolid 
									|| trace2.startsolid 
									|| trace2.fraction >= 1.0f )
								{//no room above or no wall in front at that height
									trace.fraction = 1.0f;//way to stop if from doing the jump
								}
							}
						}
						if ( trace.fraction < 1.0f )
						{//still valid to jump
							if ( anim == BOTH_WALL_FLIP_BACK1 )
							{//sigh.. check for bottomless pit to the rear
								trace_t	trace2;
								vec3_t	start;
								VectorMA( pm->ps->origin, -128, fwd, traceto );
								pm->trace( &trace2, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, contents );
								if ( !trace2.allsolid && !trace2.startsolid )
								{
									VectorCopy( trace2.endpos, traceto );
									VectorCopy( traceto, start );
									traceto[2] -= 384;
									pm->trace( &trace2, start, mins, maxs, traceto, pm->ps->clientNum, contents );
									if ( !trace2.allsolid && !trace2.startsolid && trace2.fraction >= 1.0f )
									{//bottomless pit!
										trace.fraction = 1.0f;//way to stop it from doing the side-flip
									}
								}
							}
						}
					}
				}
				gentity_t *traceEnt = &g_entities[trace.entityNum];
				
				if ( !doTrace || (trace.fraction < 1.0f&&((trace.entityNum<ENTITYNUM_WORLD&&traceEnt&&traceEnt->s.solid!=SOLID_BMODEL)||DotProduct(wallNormal,idealNormal)>0.7)) )
				{//there is a wall there

					if ( (anim != BOTH_WALL_RUN_LEFT 
							&& anim != BOTH_WALL_RUN_RIGHT
							&& anim != BOTH_FORCEWALLRUNFLIP_START) 
						|| (wallNormal[2] >= 0.0f && wallNormal[2] <= MAX_WALL_RUN_Z_NORMAL) )
					{//wall-runs can only run on relatively flat walls, sorry. 
						if ( anim == BOTH_ARIAL_LEFT || anim == BOTH_CARTWHEEL_LEFT ) 
						{
							pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
							VectorMA( pm->ps->velocity, -185, right, pm->ps->velocity );
						}
						else if ( anim == BOTH_ARIAL_RIGHT || anim == BOTH_CARTWHEEL_RIGHT ) 
						{
							pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
							VectorMA( pm->ps->velocity, 185, right, pm->ps->velocity );
						}
						else if ( anim == BOTH_BUTTERFLY_LEFT )
						{
							pm->ps->velocity[0] = pm->ps->velocity[1] = 0; 
							VectorMA( pm->ps->velocity, -190, right, pm->ps->velocity );
						}
						else if ( anim == BOTH_BUTTERFLY_RIGHT )
						{
							pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
							VectorMA( pm->ps->velocity, 190, right, pm->ps->velocity );
						}
						//move me to side
						else if ( anim == BOTH_WALL_FLIP_LEFT )
						{
							pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
							VectorMA( pm->ps->velocity, 150, right, pm->ps->velocity );
						}
						else if ( anim == BOTH_WALL_FLIP_RIGHT )
						{
							pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
							VectorMA( pm->ps->velocity, -150, right, pm->ps->velocity );
						}
						else if ( anim == BOTH_FLIP_BACK1 
							|| anim == BOTH_FLIP_BACK2 
							|| anim == BOTH_FLIP_BACK3 
							|| anim == BOTH_ALORA_FLIP_B
							|| anim == BOTH_WALL_FLIP_BACK1 )
						{
							pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
							VectorMA( pm->ps->velocity, -150, fwd, pm->ps->velocity );
						}
						//kick if jumping off an ent
						if ( doTrace 
							&& anim != BOTH_WALL_RUN_LEFT 
							&& anim != BOTH_WALL_RUN_RIGHT 
							&& anim != BOTH_FORCEWALLRUNFLIP_START)
						{
							if ( pm->gent && trace.entityNum < ENTITYNUM_WORLD )
							{
								if ( traceEnt 
									&& traceEnt->client 
									&& traceEnt->health > 0 
									&& traceEnt->takedamage
									&& traceEnt->client->NPC_class != CLASS_GALAKMECH
									&& traceEnt->client->NPC_class != CLASS_DESANN
									&& !(traceEnt->flags&FL_NO_KNOCKBACK) )
								{//push them away and do pain
									vec3_t oppDir, fxDir;
									float strength = VectorNormalize2( pm->ps->velocity, oppDir );
									VectorScale( oppDir, -1, oppDir );
									//FIXME: need knockdown anim
									G_Damage( traceEnt, pm->gent, pm->gent, oppDir, traceEnt->currentOrigin, 10, DAMAGE_NO_ARMOR|DAMAGE_NO_HIT_LOC|DAMAGE_NO_KNOCKBACK, MOD_MELEE );
									VectorCopy( fwd, fxDir );
									VectorScale( fxDir, -1, fxDir );
									G_PlayEffect( G_EffectIndex( "melee/kick_impact" ), trace.endpos, fxDir );
									//G_Sound( traceEnt, G_SoundIndex( va("sound/weapons/melee/punch%d", Q_irand(1, 4)) ) );
									if ( traceEnt->health > 0 )
									{//didn't kill him
										if ( (traceEnt->s.number==0&&!Q_irand(0,g_spskill->integer)) 
											|| (traceEnt->NPC!=NULL&&Q_irand(RANK_CIVILIAN,traceEnt->NPC->rank)+Q_irand(-2,2)<RANK_ENSIGN) )
										{
											NPC_SetAnim( traceEnt, SETANIM_BOTH, BOTH_KNOCKDOWN2, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
											G_Throw( traceEnt, oppDir, strength );
										}
									}
								}
							}
						}
						//up
						if ( vertPush )
						{
							pm->ps->velocity[2] = vertPush;
						}
						//animate me
						if ( anim == BOTH_BUTTERFLY_RIGHT )
						{
							PM_SetSaberMove( LS_BUTTERFLY_RIGHT );
						}
						else if ( anim == BOTH_BUTTERFLY_LEFT )
						{
							PM_SetSaberMove( LS_BUTTERFLY_LEFT );
						}
						else
						{//not a proper saberMove, so do set all the details manually
							int parts = SETANIM_LEGS;
							if ( /*anim == BOTH_BUTTERFLY_LEFT ||
								anim == BOTH_BUTTERFLY_RIGHT ||*/
								anim == BOTH_FJSS_TR_BL ||
								anim == BOTH_FJSS_TL_BR )
							{
								parts = SETANIM_BOTH;
								pm->cmd.buttons&=~BUTTON_ATTACK;
								pm->ps->saberMove = LS_NONE;
								pm->gent->client->ps.SaberActivateTrail( 300 );
							}
							else if ( !pm->ps->weaponTime )
							{
								parts = SETANIM_BOTH;
							}
							PM_SetAnim( pm, parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 );
							if ( /*anim == BOTH_BUTTERFLY_LEFT
								|| anim == BOTH_BUTTERFLY_RIGHT
								||*/ anim == BOTH_FJSS_TR_BL
								|| anim == BOTH_FJSS_TL_BR 
								|| anim == BOTH_FORCEWALLRUNFLIP_START )
							{
								pm->ps->weaponTime = pm->ps->torsoAnimTimer;
							}
							else if ( anim == BOTH_WALL_FLIP_LEFT
									|| anim == BOTH_WALL_FLIP_RIGHT
									|| anim == BOTH_WALL_FLIP_BACK1 )
							{//let us do some more moves after this
								pm->ps->saberAttackChainCount = 0;
							}
						}
						pm->ps->forceJumpZStart = pm->ps->origin[2];//so we don't take damage if we land at same height
						pm->ps->pm_flags |= (PMF_JUMPING|PMF_SLOW_MO_FALL);
						pm->cmd.upmove = 0;
						G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" );
						WP_ForcePowerDrain( pm->gent, FP_LEVITATION, forcePowerCostOverride );
					}
				}
			}
		}
		else 
		{//in the air
			int legsAnim = pm->ps->legsAnim;

			if ( legsAnim == BOTH_WALL_RUN_LEFT || legsAnim == BOTH_WALL_RUN_RIGHT )
			{//running on a wall
				vec3_t right, traceto, mins = {pm->mins[0],pm->mins[0],0}, maxs = {pm->maxs[0],pm->maxs[0],24}, fwdAngles = {0, pm->ps->viewangles[YAW], 0};
				trace_t	trace;
				int		anim = -1;

				AngleVectors( fwdAngles, NULL, right, NULL );

				if ( legsAnim == BOTH_WALL_RUN_LEFT )
				{
					if ( pm->ps->legsAnimTimer > 400 )
					{//not at the end of the anim
						float animLen = PM_AnimLength( pm->gent->client->clientInfo.animFileIndex, BOTH_WALL_RUN_LEFT );
						if ( pm->ps->legsAnimTimer < animLen - 400 )
						{//not at start of anim
							VectorMA( pm->ps->origin, -16, right, traceto );
							anim = BOTH_WALL_RUN_LEFT_FLIP;
						}
					}
				}
				else if ( legsAnim == BOTH_WALL_RUN_RIGHT )
				{
					if ( pm->ps->legsAnimTimer > 400 )
					{//not at the end of the anim
						float animLen = PM_AnimLength( pm->gent->client->clientInfo.animFileIndex, BOTH_WALL_RUN_RIGHT );
						if ( pm->ps->legsAnimTimer < animLen - 400 )
						{//not at start of anim
							VectorMA( pm->ps->origin, 16, right, traceto );
							anim = BOTH_WALL_RUN_RIGHT_FLIP;
						}
					}
				}
				if ( anim != -1 )
				{
					pm->trace( &trace, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, CONTENTS_SOLID|CONTENTS_BODY );
					if ( trace.fraction < 1.0f )
					{//flip off wall
						if ( anim == BOTH_WALL_RUN_LEFT_FLIP )
						{
							pm->ps->velocity[0] *= 0.5f;
							pm->ps->velocity[1] *= 0.5f;
							VectorMA( pm->ps->velocity, 150, right, pm->ps->velocity );
						}
						else if ( anim == BOTH_WALL_RUN_RIGHT_FLIP )
						{
							pm->ps->velocity[0] *= 0.5f;
							pm->ps->velocity[1] *= 0.5f;
							VectorMA( pm->ps->velocity, -150, right, pm->ps->velocity );
						}
						PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 );
						pm->ps->pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL;
						pm->cmd.upmove = 0;
					}
				}
				if ( pm->cmd.upmove != 0 )
				{//jump failed, so don't try to do normal jump code, just return
					return qfalse;
				}
			}
			else if ( pm->ps->legsAnim == BOTH_FORCEWALLRUNFLIP_START )
			{//want to jump off wall
				vec3_t fwd, traceto, mins = {pm->mins[0],pm->mins[0],0}, maxs = {pm->maxs[0],pm->maxs[0],24}, fwdAngles = {0, pm->ps->viewangles[YAW], 0};
				trace_t	trace;
				int		anim = -1;

				AngleVectors( fwdAngles, fwd, NULL, NULL );

				float animLen = PM_AnimLength( pm->gent->client->clientInfo.animFileIndex, BOTH_FORCEWALLRUNFLIP_START );
				if ( pm->ps->legsAnimTimer < animLen - 250 )//was 400
				{//not at start of anim
					VectorMA( pm->ps->origin, 16, fwd, traceto );
					anim = BOTH_FORCEWALLRUNFLIP_END;
				}
				if ( anim != -1 )
				{
					pm->trace( &trace, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, CONTENTS_SOLID|CONTENTS_BODY );
					if ( trace.fraction < 1.0f )
					{//flip off wall
						pm->ps->velocity[0] *= 0.5f;
						pm->ps->velocity[1] *= 0.5f;
						VectorMA( pm->ps->velocity, WALL_RUN_UP_BACKFLIP_SPEED, fwd, pm->ps->velocity );
						pm->ps->velocity[2] += 200;
						int parts = SETANIM_LEGS;
						if ( !pm->ps->weaponTime )
						{//not attacking, set anim on both
							parts = SETANIM_BOTH;
						}
						PM_SetAnim( pm, parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 );
						//FIXME: do damage to traceEnt, like above?
						pm->ps->pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL;
						pm->cmd.upmove = 0;
						PM_AddEvent( EV_JUMP );
					}
				}
				if ( pm->cmd.upmove != 0 )
				{//jump failed, so don't try to do normal jump code, just return
					return qfalse;
				}
			}
			/*
			else if ( pm->cmd.forwardmove < 0 
				&& pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 
				&& !(pm->ps->pm_flags&PMF_JUMP_HELD) //not holding jump
				&& (level.time - pm->ps->lastOnGround) <= 250 //just jumped
				)//&& !(pm->cmd.buttons&BUTTON_ATTACK) )
			{//double-tap back-jump does backflip
				vec3_t fwd, fwdAngles = {0, pm->ps->viewangles[YAW], 0};

				AngleVectors( fwdAngles, fwd, NULL, NULL );
				pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
				VectorMA( pm->ps->velocity, -150, fwd, pm->ps->velocity );
				//pm->ps->velocity[2] = JUMP_VELOCITY;
				int parts = SETANIM_LEGS;
				if ( !pm->ps->weaponTime )
				{
					parts = SETANIM_BOTH;
				}
				PM_SetAnim( pm, parts, PM_PickAnim( pm->gent, BOTH_FLIP_BACK1, BOTH_FLIP_BACK3 ), SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 );
				pm->ps->forceJumpZStart = pm->ps->origin[2];//so we don't take damage if we land at same height
				pm->ps->pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL;
				pm->cmd.upmove = 0;
				G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" );
				WP_ForcePowerDrain( pm->gent, FP_LEVITATION, 0 );
			}
			*/
			/*
			else if ( pm->cmd.forwardmove > 0 //pushing forward
				&& pm->ps->forceRageRecoveryTime < pm->cmd.serverTime	//not in a force Rage recovery period
				&& pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 //have force jump 2 or higher
				&& (level.time - pm->ps->lastOnGround) <= 250//just jumped
				&& (pm->ps->legsAnim == BOTH_JUMP1 || pm->ps->legsAnim == BOTH_INAIR1 )//not in a flip or spin or anything
			{//run up wall, flip backwards
				//FIXME: have to be moving... make sure it's opposite the wall... or at least forward?
				int wallWalkAnim = BOTH_WALL_FLIP_BACK1;
				int parts = SETANIM_LEGS;
				int contents = CONTENTS_SOLID;
				qboolean kick = qtrue;
				if ( pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_2 )
				{
					wallWalkAnim = BOTH_FORCEWALLRUNFLIP_START;
					parts = SETANIM_BOTH;
					kick = qfalse;
				}
				else
				{
					contents |= CONTENTS_BODY;
					if ( !pm->ps->weaponTime )
					{
						parts = SETANIM_BOTH;
					}
				}
				if ( PM_HasAnimation( pm->gent, wallWalkAnim ) )
				{
					vec3_t fwd, traceto, mins = {pm->mins[0],pm->mins[1],0}, maxs = {pm->maxs[0],pm->maxs[1],24}, fwdAngles = {0, pm->ps->viewangles[YAW], 0};
					trace_t	trace;
					vec3_t	idealNormal;

					AngleVectors( fwdAngles, fwd, NULL, NULL );
					VectorMA( pm->ps->origin, 32, fwd, traceto );

					pm->trace( &trace, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, contents );//FIXME: clip brushes too?
					VectorSubtract( pm->ps->origin, traceto, idealNormal );
					VectorNormalize( idealNormal );
					gentity_t *traceEnt = &g_entities[trace.entityNum];
					
					if ( trace.fraction < 1.0f
						&&((trace.entityNum<ENTITYNUM_WORLD&&traceEnt&&traceEnt->s.solid!=SOLID_BMODEL)||DotProduct(trace.plane.normal,idealNormal)>0.7) )
					{//there is a wall there
						pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
						if ( wallWalkAnim == BOTH_FORCEWALLRUNFLIP_START )
						{
							pm->ps->velocity[2] = forceJumpStrength[FORCE_LEVEL_3]/2.0f;
						}
						else
						{
							VectorMA( pm->ps->velocity, -150, fwd, pm->ps->velocity );
						}
						//animate me
						PM_SetAnim( pm, parts, wallWalkAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 );
						pm->ps->forceJumpZStart = pm->ps->origin[2];//so we don't take damage if we land at same height
						pm->ps->pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL;
						pm->cmd.upmove = 0;
						G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" );
						WP_ForcePowerDrain( pm->gent, FP_LEVITATION, 0 );
						//kick if jumping off an ent
						if ( kick && pm->gent && trace.entityNum < ENTITYNUM_WORLD )
						{
							if ( traceEnt 
								&& traceEnt->client 
								&& traceEnt->health > 0 
								&& traceEnt->takedamage 
								&& traceEnt->client->NPC_class != CLASS_GALAKMECH
								&& traceEnt->client->NPC_class != CLASS_DESANN
								&& !(traceEnt->flags&FL_NO_KNOCKBACK) )
							{//push them away and do pain
								vec3_t oppDir;
								float strength = VectorNormalize2( pm->ps->velocity, oppDir );
								VectorScale( oppDir, -1, oppDir );
								//FIXME: need knockdown anim
								G_Damage( traceEnt, pm->gent, pm->gent, oppDir, traceEnt->currentOrigin, 10, DAMAGE_NO_ARMOR|DAMAGE_NO_HIT_LOC|DAMAGE_NO_KNOCKBACK, MOD_MELEE );
								G_Sound( traceEnt, G_SoundIndex( va("sound/weapons/melee/punch%d", Q_irand(1, 4)) ) );
								if ( trace.fraction <= 0.5f )
								{//close to him
									if ( traceEnt->health > 0 )
									{//didn't kill him
										if ( (traceEnt->s.number==0&&!Q_irand(0,g_spskill->integer)) 
											|| (traceEnt->NPC!=NULL&&Q_irand(RANK_CIVILIAN,traceEnt->NPC->rank)+Q_irand(-2,2)<RANK_ENSIGN) )
										{
											NPC_SetAnim( traceEnt, SETANIM_BOTH, BOTH_KNOCKDOWN2, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
											G_Throw( traceEnt, oppDir, strength );
										}
									}
								}
							}
						}
					}
				}
			}
			*/
			else if ( (pm->ps->legsAnimTimer<=100
						||!PM_InSpecialJump( legsAnim )//not in a special jump anim 
						||PM_InReboundJump( legsAnim )//we're already in a rebound
						||PM_InBackFlip( legsAnim ) )//a backflip (needed so you can jump off a wall behind you)
					//&& pm->ps->velocity[2] <= 0 
					&& pm->ps->velocity[2] > -1200 //not falling down very fast
					&& !(pm->ps->pm_flags&PMF_JUMP_HELD)//have to have released jump since last press
					&& (pm->cmd.forwardmove||pm->cmd.rightmove)//pushing in a direction
					//&& pm->ps->forceRageRecoveryTime < pm->cmd.serverTime	//not in a force Rage recovery period
					&& pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_2//level 3 jump or better
					&& pm->ps->forcePower > 10 //have enough force power to do another one
					&& (level.time-pm->ps->lastOnGround) > 250 //haven't been on the ground in the last 1/4 of a second
					&& (!(pm->ps->pm_flags&PMF_JUMPING)//not jumping
						|| ( (level.time-pm->ps->lastOnGround) > 250 //we are jumping, but have been in the air for at least half a second
							 &&( g_debugMelee->integer//if you know kung fu, no height cap on wall-grab-jumps
								|| ((pm->ps->origin[2]-pm->ps->forceJumpZStart) < (forceJumpHeightMax[FORCE_LEVEL_3]-(G_ForceWallJumpStrength()/2.0f))) )//can fit at least one more wall jump in (yes, using "magic numbers"... for now)
							)
						)
					//&& (pm->ps->legsAnim == BOTH_JUMP1 || pm->ps->legsAnim == BOTH_INAIR1 ) )//not in a flip or spin or anything
					)
			{//see if we're pushing at a wall and jump off it if so
				//FIXME: make sure we have enough force power
				//FIXME: check  to see if we can go any higher
				//FIXME: limit to a certain number of these in a row?
				//FIXME: maybe don't require a ucmd direction, just check all 4?
				//FIXME: should stick to the wall for a second, then push off...
				vec3_t checkDir, traceto, mins = {pm->mins[0],pm->mins[1],0}, maxs = {pm->maxs[0],pm->maxs[1],24}, fwdAngles = {0, pm->ps->viewangles[YAW], 0};
				trace_t	trace;
				vec3_t	idealNormal;
				int		anim = -1;

				if ( pm->cmd.rightmove )
				{
					if ( pm->cmd.rightmove > 0 )
					{
						anim = BOTH_FORCEWALLREBOUND_RIGHT;
						AngleVectors( fwdAngles, NULL, checkDir, NULL );
					}
					else if ( pm->cmd.rightmove < 0 )
					{
						anim = BOTH_FORCEWALLREBOUND_LEFT;
						AngleVectors( fwdAngles, NULL, checkDir, NULL );
						VectorScale( checkDir, -1, checkDir );
					}
				}
				else if ( pm->cmd.forwardmove > 0 )
				{
					anim = BOTH_FORCEWALLREBOUND_FORWARD;
					AngleVectors( fwdAngles, checkDir, NULL, NULL );
				}
				else if ( pm->cmd.forwardmove < 0 )
				{
					anim = BOTH_FORCEWALLREBOUND_BACK;
					AngleVectors( fwdAngles, checkDir, NULL, NULL );
					VectorScale( checkDir, -1, checkDir );
				}
				if ( anim != -1 )
				{//trace in the dir we're pushing in and see if there's a vertical wall there
					VectorMA( pm->ps->origin, 16, checkDir, traceto );//was 8
					pm->trace( &trace, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, CONTENTS_SOLID );//FIXME: clip brushes too?
					VectorSubtract( pm->ps->origin, traceto, idealNormal );
					VectorNormalize( idealNormal );
					gentity_t *traceEnt = &g_entities[trace.entityNum];
					if ( trace.fraction < 1.0f
						&& fabs(trace.plane.normal[2]) <= MAX_WALL_GRAB_SLOPE
						&&((trace.entityNum<ENTITYNUM_WORLD&&traceEnt&&traceEnt->s.solid!=SOLID_BMODEL)||DotProduct(trace.plane.normal,idealNormal)>0.7) )
					{//there is a wall there
						float dot = DotProduct( pm->ps->velocity, trace.plane.normal );
						if ( dot < 1.0f )
						{//can't be heading *away* from the wall!
							//grab it!
							PM_GrabWallForJump( anim );
						}
					}
				}
			}
			else
			{
				//FIXME: if in a butterfly, kick people away?
			}
		}
	}

	if ( pm->gent
		//&& pm->cmd.upmove > 0 
		&& pm->ps->forceRageRecoveryTime < pm->cmd.serverTime	//not in a force Rage recovery period
		&& pm->ps->weapon == WP_SABER
		&& (pm->ps->weaponTime > 0||(pm->cmd.buttons&BUTTON_ATTACK))
		&& ((pm->ps->clientNum&&!PM_ControlledByPlayer())||((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) && cg.renderingThirdPerson && !cg.zoomMode)) )
	{//okay, we just jumped and we're in an attack
		if ( !PM_RollingAnim( pm->ps->legsAnim )
			&& !PM_InKnockDown( pm->ps )
			&& !PM_InDeathAnim()
			&& !PM_PainAnim( pm->ps->torsoAnim )
			&& !PM_FlippingAnim( pm->ps->legsAnim )
			&& !PM_SpinningAnim( pm->ps->legsAnim )
			&& !PM_SaberInSpecialAttack( pm->ps->torsoAnim ) )
		{//HMM... do NPCs need this logic?
			if ( !PM_SaberInTransitionAny( pm->ps->saberMove ) //not going to/from/between an attack anim
				&& !PM_SaberInAttack( pm->ps->saberMove ) //not in attack anim
				&& pm->ps->weaponTime <= 0//not busy
				&& (pm->cmd.buttons&BUTTON_ATTACK) )//want to attack
			{//not in an attack or finishing/starting/transitioning one
				if ( PM_CheckBackflipAttackMove() )
				{
					PM_SetSaberMove( PM_SaberBackflipAttackMove() );//backflip attack
				}
				/*
				else if ( PM_CheckSaberDualJumpAttackMove() )
				{
					PM_SetSaberMove( PM_SaberDualJumpAttackMove() );//jump forward sideways flip attack
				}
				*/
			}
			/*
			else if ( ( PM_SaberInTransitionAny( pm->ps->saberMove ) || PM_SaberInAttack( pm->ps->saberMove ) )
				&& PM_InAnimForSaberMove( pm->ps->torsoAnim, pm->ps->saberMove ) )
			{//not in an anim we shouldn't interrupt
				//see if it's not too late to start a special jump-attack
				float animLength = PM_AnimLength( g_entities[pm->ps->clientNum].client->clientInfo.animFileIndex, (animNumber_t)pm->ps->torsoAnim );
				if ( animLength - pm->ps->torsoAnimTimer < 500 )
				{//just started the saberMove
					//check for special-case jump attacks
					if ( PM_CheckFlipOverAttackMove( qtrue ) )
					{
						PM_SetSaberMove( PM_SaberFlipOverAttackMove() );
					}
					else if ( PM_CheckJumpAttackMove() )
					{
						PM_SetSaberMove( PM_SaberJumpAttackMove() );
					}
				}
			}
			*/
		}
	}
	if ( pm->ps->groundEntityNum == ENTITYNUM_NONE )
	{
		return qfalse;
	}
	if ( pm->cmd.upmove > 0 )
	{//no special jumps
		/*
		gentity_t *groundEnt = &g_entities[pm->ps->groundEntityNum];
		if ( groundEnt && groundEnt->NPC )
		{//Can't jump off of someone's head
			return qfalse;
		}
		*/

		pm->ps->velocity[2] = JUMP_VELOCITY;
		pm->ps->forceJumpZStart = pm->ps->origin[2];//so we don't take damage if we land at same height
		pm->ps->pm_flags |= PMF_JUMPING;
	}

	if ( d_JediAI->integer )
	{
		if ( pm->ps->clientNum && pm->ps->weapon == WP_SABER )
		{
			Com_Printf( "jumping\n" );
		}
	}
	//Jumping
	pml.groundPlane = qfalse;
	pml.walking = qfalse;
	pm->ps->pm_flags |= PMF_JUMP_HELD;
	pm->ps->groundEntityNum = ENTITYNUM_NONE;
	pm->ps->jumpZStart = pm->ps->origin[2];

	if ( pm->gent )
	{
		if ( !Q3_TaskIDPending( pm->gent, TID_CHAN_VOICE ) )
		{
			PM_AddEvent( EV_JUMP );
		}
	}
	else
	{
		PM_AddEvent( EV_JUMP );
	}

	//Set the animations
	if ( pm->ps->gravity > 0 && !PM_InSpecialJump( pm->ps->legsAnim ) && !PM_InGetUp( pm->ps ) )
	{
		PM_JumpForDir();
	}

	return qtrue;
}

/*
=============
PM_CheckWaterJump
=============
*/
static qboolean	PM_CheckWaterJump( void ) {
	vec3_t	spot;
	int		cont;
	vec3_t	flatforward;

	if (pm->ps->pm_time) {
		return qfalse;
	}

	if ( pm->cmd.forwardmove <= 0 && pm->cmd.upmove <= 0 )
	{//they must not want to get out?
		return qfalse;
	}
	// check for water jump
	if ( pm->waterlevel != 2 ) {
		return qfalse;
	}

	if ( pm->watertype & CONTENTS_LADDER ) {
		if (pm->ps->velocity[2] <= 0)
			return qfalse;
	}

	flatforward[0] = pml.forward[0];
	flatforward[1] = pml.forward[1];
	flatforward[2] = 0;
	VectorNormalize( flatforward );

	VectorMA( pm->ps->origin, 30, flatforward, spot );
	spot[2] += 24;
	cont = pm->pointcontents (spot, pm->ps->clientNum );
	if ( !(cont & CONTENTS_SOLID) ) {
		return qfalse;
	}
	
	spot[2] += 16;
	cont = pm->pointcontents( spot, pm->ps->clientNum );
	if ( cont&(CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WATER|CONTENTS_SLIME|CONTENTS_LAVA|CONTENTS_BODY) ) {
		return qfalse;
	}

	// jump out of water
	VectorScale( pml.forward, 200, pm->ps->velocity );
	pm->ps->velocity[2] = 350+((pm->ps->waterheight-pm->ps->origin[2])*2);

	pm->ps->pm_flags |= PMF_TIME_WATERJUMP;
	pm->ps->pm_time = 2000;

	return qtrue;
}

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


/*
===================
PM_WaterJumpMove

Flying out of the water
===================
*/
static void PM_WaterJumpMove( void ) 
{
	// waterjump has no control, but falls

	PM_StepSlideMove( 1 );

	pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
	if (pm->ps->velocity[2] < 0) 
	{
		// cancel as soon as we are falling down again
		pm->ps->pm_flags &= ~PMF_ALL_TIMES;
		pm->ps->pm_time = 0;
	}
}

/*
===================
PM_WaterMove

===================
*/
static void PM_WaterMove( void ) {
	int		i;
	vec3_t	wishvel;
	float	wishspeed;
	vec3_t	wishdir;
	float	scale;
	float	vel;

	if ( PM_CheckWaterJump() ) 	{
		PM_WaterJumpMove();
		return;
	}
	else if ( pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0 && pm->waterlevel < 3 )
	{
		if ( PM_CheckJump () ) {
			// jumped away
			return;
		}
	}
#if 0
	// jump = head for surface
	if ( pm->cmd.upmove >= 10 ) {
		if (pm->ps->velocity[2] > -300) {
			if ( pm->watertype == CONTENTS_WATER ) {
				pm->ps->velocity[2] = 100;
			} else if (pm->watertype == CONTENTS_SLIME) {
				pm->ps->velocity[2] = 80;
			} else {
				pm->ps->velocity[2] = 50;
			}
		}
	}
#endif
	PM_Friction ();

	scale = PM_CmdScale( &pm->cmd );
	//
	// user intentions
	//
	if ( !scale ) {
		wishvel[0] = 0;
		wishvel[1] = 0;
		if ( pm->watertype & CONTENTS_LADDER ) {
			wishvel[2] = 0;
		} else {
			wishvel[2] = -60;		// sink towards bottom
		}
	} else {
		for (i=0 ; i<3 ; i++) {
			wishvel[i] = scale * pml.forward[i]*pm->cmd.forwardmove + scale * pml.right[i]*pm->cmd.rightmove;
		}
		wishvel[2] += scale * pm->cmd.upmove;
		if ( !(pm->watertype&CONTENTS_LADDER) )	//ladder
		{
			float depth = (pm->ps->origin[2]+pm->gent->client->standheight)-pm->ps->waterheight;
			if ( depth >= 12 )
			{//too high!
				wishvel[2] -= 120;		// sink towards bottom
				if ( wishvel[2] > 0 )
				{
					wishvel[2] = 0;
				}
			}
			else if ( pm->ps->waterHeightLevel >= WHL_UNDER )//!depth && pm->waterlevel == 3 )
			{
			}
			else if ( depth < 12 )
			{//still deep
				wishvel[2] -= 60;		// sink towards bottom
				if ( wishvel[2] > 30 )
				{
					wishvel[2] = 30;
				}
			}
		}
	}

	VectorCopy (wishvel, wishdir);
	wishspeed = VectorNormalize(wishdir);

	if ( pm->watertype & CONTENTS_LADDER )	//ladder
	{
		if ( wishspeed > pm->ps->speed * pm_ladderScale ) {
			wishspeed = pm->ps->speed * pm_ladderScale;
		}
		PM_Accelerate( wishdir, wishspeed, pm_flyaccelerate );
	} else {
		if ( pm->ps->gravity < 0 )
		{//float up
			pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
		}
		if ( wishspeed > pm->ps->speed * pm_swimScale ) {
			wishspeed = pm->ps->speed * pm_swimScale;
		}
		PM_Accelerate( wishdir, wishspeed, pm_wateraccelerate );
	}

	// make sure we can go up slopes easily under water
	if ( pml.groundPlane && DotProduct( pm->ps->velocity, pml.groundTrace.plane.normal ) < 0 ) {
		vel = VectorLength(pm->ps->velocity);
		// slide along the ground plane
		PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal, 
			pm->ps->velocity, OVERCLIP );

		VectorNormalize(pm->ps->velocity);
		VectorScale(pm->ps->velocity, vel, pm->ps->velocity);
	}

	PM_SlideMove( qfalse );
}


/*
===================
PM_FlyVehicleMove

===================
*/
static void PM_FlyVehicleMove( void ) 
{
	int		i;
	vec3_t	wishvel;
	float	wishspeed;
	vec3_t	wishdir;
	float	scale;
	float	zVel;
	float	fmove = 0.0f, smove = 0.0f;

	// We don't use these here because we pre-calculate the movedir in the vehicle update anyways, and if
	// you leave this, you get strange motion during boarding (the player can move the vehicle).
	//fmove = pm->cmd.forwardmove;
	//smove = pm->cmd.rightmove;

	// normal slowdown
	if ( pm->ps->gravity && pm->ps->velocity[2] < 0 && pm->ps->groundEntityNum == ENTITYNUM_NONE )
	{//falling
		zVel = pm->ps->velocity[2];
		PM_Friction ();
		pm->ps->velocity[2] = zVel;
	}
	else
	{
		PM_Friction ();
		if ( pm->ps->velocity[2] < 0 && pm->ps->groundEntityNum != ENTITYNUM_NONE )
		{
			pm->ps->velocity[2] = 0;	// ignore slope movement
		}
	}

	scale = PM_CmdScale( &pm->cmd );

	// Get The WishVel And WishSpeed
	//-------------------------------   
	if ( pm->ps->clientNum && (USENEWNAVSYSTEM || !VectorCompare( pm->ps->moveDir, vec3_origin )) )
	{//NPC
		
		// If The UCmds Were Set, But Never Converted Into A MoveDir, Then Make The WishDir From UCmds
		//--------------------------------------------------------------------------------------------
		if ((fmove!=0.0f || smove!=0.0f) &&	VectorCompare(pm->ps->moveDir, vec3_origin))
		{
			//gi.Printf("Generating MoveDir\n");
			for ( i = 0 ; i < 3 ; i++ ) 
			{
				wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
			}

			VectorCopy( wishvel, wishdir );
			wishspeed = VectorNormalize(wishdir);
			wishspeed *= scale;
		}
		// Otherwise, Use The Move Dir
		//-----------------------------
		else
		{
			wishspeed = pm->ps->speed;
			VectorScale( pm->ps->moveDir, pm->ps->speed, wishvel );
			VectorCopy( pm->ps->moveDir, wishdir );
		}

	}
	else
	{
		for ( i = 0 ; i < 3 ; i++ ) {
			wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
		}
		// when going up or down slopes the wish velocity should Not be zero
	//	wishvel[2] = 0;

		VectorCopy (wishvel, wishdir);
		wishspeed = VectorNormalize(wishdir);
		wishspeed *= scale;
	}

	// Handle negative speed.
	if ( wishspeed < 0 )
	{
		wishspeed = wishspeed * -1.0f;
		VectorScale( wishvel, -1.0f, wishvel );
		VectorScale( wishdir, -1.0f, wishdir );
	}

	VectorCopy( wishvel, wishdir );
	wishspeed = VectorNormalize( wishdir );

	PM_Accelerate( wishdir, wishspeed, 100 );

	PM_StepSlideMove( 1 );
}

/*
===================
PM_FlyMove

Only with the flight powerup
===================
*/
static void PM_FlyMove( void ) 
{
	int		i;
	vec3_t	wishvel;
	float	wishspeed;
	vec3_t	wishdir;
	float	scale;
	float	accel;
	qboolean	lowGravMove = qfalse;
	qboolean	jetPackMove = qfalse;

	// normal slowdown
	PM_Friction ();

	if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())
		&& pm->gent 
		&& pm->gent->client 
		&& (pm->gent->client->NPC_class == CLASS_BOBAFETT||pm->gent->client->NPC_class == CLASS_ROCKETTROOPER) && pm->gent->client->moveType == MT_FLYSWIM )
	{//jetpack accel
		accel = pm_flyaccelerate;
		jetPackMove = qtrue;
	}
	else if ( pm->ps->gravity <= 0
		&& ((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) || (pm->gent&&pm->gent->client&&pm->gent->client->moveType == MT_RUNJUMP)) )
	{
		PM_CheckJump();
		accel = 1.0f;
		pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
		pm->ps->jumpZStart = pm->ps->origin[2];//so we don't take a lot of damage when the gravity comes back on
		lowGravMove = qtrue;
	}
	else
	{
		accel = pm_flyaccelerate;
	}

	scale = PM_CmdScale( &pm->cmd );
	//
	// user intentions
	//
	if ( !scale ) 
	{
		wishvel[0] = 0;
		wishvel[1] = 0;
		wishvel[2] = 0;
	} 
	else
	{
		for (i=0 ; i<3 ; i++) 
		{
			wishvel[i] = scale * pml.forward[i]*pm->cmd.forwardmove + scale * pml.right[i]*pm->cmd.rightmove;
		}
		if ( jetPackMove )
		{
			wishvel[2] += pm->cmd.upmove;
		}
		else if ( lowGravMove )
		{
			wishvel[2] += scale * pm->cmd.upmove;
			VectorScale( wishvel, 0.5f, wishvel );
		}
	}

	VectorCopy( wishvel, wishdir );
	wishspeed = VectorNormalize( wishdir );

	PM_Accelerate( wishdir, wishspeed, accel );

	PM_StepSlideMove( 1 );
}

qboolean PM_GroundSlideOkay( float zNormal )
{
	if ( zNormal > 0 )
	{
		if ( pm->ps->velocity[2] > 0 )
		{
			if ( pm->ps->legsAnim == BOTH_WALL_RUN_RIGHT
				|| pm->ps->legsAnim == BOTH_WALL_RUN_LEFT 
				|| pm->ps->legsAnim == BOTH_WALL_RUN_RIGHT_STOP
				|| pm->ps->legsAnim == BOTH_WALL_RUN_LEFT_STOP 
				|| pm->ps->legsAnim == BOTH_FORCEWALLRUNFLIP_START 
				|| pm->ps->legsAnim == BOTH_FORCELONGLEAP_START
				|| pm->ps->legsAnim == BOTH_FORCELONGLEAP_ATTACK
				|| pm->ps->legsAnim == BOTH_FORCELONGLEAP_LAND
				|| PM_InReboundJump( pm->ps->legsAnim ))
			{
				return qfalse;
			}
		}
	}
	return qtrue;
}
/*
===================
PM_AirMove

===================
*/
static void PM_AirMove( void ) {
	int			i;
	vec3_t		wishvel;
	float		fmove, smove;
	vec3_t		wishdir;
	float		wishspeed;
	float		scale;
	usercmd_t	cmd;
	float		gravMod = 1.0f;

#if METROID_JUMP
	PM_CheckJump();
#endif

	PM_Friction();

	fmove = pm->cmd.forwardmove;
	smove = pm->cmd.rightmove;

	cmd = pm->cmd;
	scale = PM_CmdScale( &cmd );

	// set the movementDir so clients can rotate the legs for strafing
	PM_SetMovementDir();

	// project moves down to flat plane
	pml.forward[2] = 0;
	pml.right[2] = 0;
	VectorNormalize (pml.forward);
	VectorNormalize (pml.right);

	Vehicle_t *pVeh = NULL;

	if ( pm->gent->client && pm->gent->client->NPC_class == CLASS_VEHICLE )
	{
		pVeh = pm->gent->m_pVehicle;
	}

	if ( pVeh && pVeh->m_pVehicleInfo->hoverHeight > 0 )
	{//in a hovering vehicle, have air control

		// Flying Or Breaking, No Control
		//--------------------------------
		if ( pVeh->m_ulFlags&VEH_FLYING || pVeh->m_ulFlags&VEH_SLIDEBREAKING)
		{
			wishspeed = 0.0f;
			VectorClear( wishvel );
			VectorClear( wishdir );
		}

		// Out Of Control - Maintain pos3 Velocity
		//-----------------------------------------
		else if ((pVeh->m_ulFlags&VEH_OUTOFCONTROL) || (pVeh->m_ulFlags&VEH_STRAFERAM))
		{
 			VectorCopy(pm->gent->pos3, wishvel);
			VectorCopy(wishvel, wishdir);
			wishspeed = VectorNormalize(wishdir);
		}

		// Boarding - Maintain Boarding Velocity
		//---------------------------------------
		else if (pVeh->m_iBoarding)
		{
			VectorCopy(pVeh->m_vBoardingVelocity, wishvel);
			VectorCopy(wishvel, wishdir);
			wishspeed = VectorNormalize(wishdir);
		}

		// Otherwise, Normal Velocity
		//----------------------------
		else
		{
			wishspeed = pm->ps->speed;
			VectorScale( pm->ps->moveDir, pm->ps->speed, wishvel );
			VectorCopy( pm->ps->moveDir, wishdir );
		}
	}
	else if ( (pm->ps->pm_flags&PMF_SLOW_MO_FALL) )
	{//no air-control
		VectorClear( wishvel );
	}
	else
	{
		for ( i = 0 ; i < 2 ; i++ ) 
		{
			wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
		}
		wishvel[2] = 0;
	}

	VectorCopy (wishvel, wishdir);
 	wishspeed = VectorNormalize(wishdir);

	if ( ( DotProduct (pm->ps->velocity, wishdir) ) < 0.0f )
	{//Encourage deceleration away from the current velocity
		wishspeed *= pm_airDecelRate;
	}

	// not on ground, so little effect on velocity
	float accelerate = pm_airaccelerate;
 	if ( pVeh && pVeh->m_pVehicleInfo->type == VH_SPEEDER )
	{//speeders have more control in air
		//in mid-air
		accelerate = pVeh->m_pVehicleInfo->acceleration;
		if ( pml.groundPlane )
		{//on a slope of some kind, shouldn't have much control and should slide a lot
			accelerate *= 0.5f;
		}
 		if (pVeh->m_ulFlags & VEH_SLIDEBREAKING)
		{
			VectorScale(pm->ps->velocity, 0.80f, pm->ps->velocity);
		}
		if (pm->ps->velocity[2]>1000.0f)
		{ 
			pm->ps->velocity[2] = 1000.0f;
		}
	}
	PM_Accelerate( wishdir, wishspeed, accelerate );


	// we may have a ground plane that is very steep, even
	// though we don't have a groundentity
	// slide along the steep plane
	if ( pml.groundPlane ) 
	{
		if ( PM_GroundSlideOkay( pml.groundTrace.plane.normal[2] ) )
		{
			PM_ClipVelocity( pm->ps->velocity, pml.groundTrace.plane.normal, 
								pm->ps->velocity, OVERCLIP );
		}
	}

	if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())
		&& pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0 
		&& pm->ps->forceJumpZStart 
		&& pm->ps->velocity[2] > 0 )
	{//I am force jumping and I'm not holding the button anymore
		float curHeight = pm->ps->origin[2] - pm->ps->forceJumpZStart + (pm->ps->velocity[2]*pml.frametime);
		float maxJumpHeight = forceJumpHeight[pm->ps->forcePowerLevel[FP_LEVITATION]];
		if ( curHeight >= maxJumpHeight )
		{//reached top, cut velocity
			pm->ps->velocity[2] = 0;
		}
	}
	if ( (pm->ps->pm_flags&PMF_STUCK_TO_WALL) )
	{
		gravMod = 0.0f;
	}
	PM_StepSlideMove( gravMod );

  	if (pVeh && pm->ps->pm_flags&PMF_BUMPED)
	{

/*
		// Turn Vehicle In Direction Of Collision
		//----------------------------------------
		vec3_t	nAngles;
 		vectoangles(pm->ps->velocity, nAngles);
		nAngles[0] = pVeh->m_pParentEntity->client->ps.viewangles[0];
		nAngles[2] = pVeh->m_pParentEntity->client->ps.viewangles[2];

		// toggle the teleport bit so the client knows to not lerp
		player->client->ps.eFlags ^= EF_TELEPORT_BIT;

		// set angles
		SetClientViewAngle( pVeh->m_pParentEntity, nAngles );
		if (pVeh->m_pPilot)
		{
			SetClientViewAngle( pVeh->m_pPilot, nAngles );
	 	}

		VectorCopy(nAngles, pVeh->m_vPrevOrientation);
		VectorCopy(nAngles, pVeh->m_vOrientation);
		pVeh->m_vAngularVelocity = 0.0f;
*/

		// Reduce "Bounce Up Wall" Velocity
		//----------------------------------
	 	if (pm->ps->velocity[2]>0)
		{
			pm->ps->velocity[2] *= 0.1f;
		}
	}
}


/*
===================
PM_WalkMove

===================
*/
static void PM_WalkMove( void ) {
	int			i;
	vec3_t		wishvel;
	float		fmove, smove;
	vec3_t		wishdir;
	float		wishspeed;
	float		scale;
	usercmd_t	cmd;
	float		accelerate;
	float		vel;

	if ( pm->ps->gravity < 0 )
	{//float away
		pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
		pm->ps->groundEntityNum = ENTITYNUM_NONE;
		pml.groundPlane = qfalse;
		pml.walking = qfalse;
		if ( pm->waterlevel > 1 ) {
			PM_WaterMove();
		} else {
			PM_AirMove();
		}
		return;
	}

	if ( pm->waterlevel > 2 && DotProduct( pml.forward, pml.groundTrace.plane.normal ) > 0 ) {
		// begin swimming
		PM_WaterMove();
		return;
	}


	if ( PM_CheckJump () ) {
		// jumped away
		if ( pm->waterlevel > 1 ) {
			PM_WaterMove();
		} else {
			PM_AirMove();
		}
		return;
	}

	if ( pm->ps->groundEntityNum != ENTITYNUM_NONE &&//on ground
		pm->ps->velocity[2] <= 0 &&//not going up
		pm->ps->pm_flags&PMF_TIME_KNOCKBACK )//knockback fimter on (stops friction)
	{
		pm->ps->pm_flags &= ~PMF_TIME_KNOCKBACK;
	}

	qboolean slide = qfalse;
	if ( pm->ps->pm_type == PM_DEAD )
	{//corpse
		if ( g_entities[pm->ps->groundEntityNum].client )
		{//on a client
			if ( g_entities[pm->ps->groundEntityNum].health > 0 )
			{//a living client
				//no friction
				slide = qtrue;
			}
		}
	}
	if ( !slide )
	{
		PM_Friction ();
	}

	if ( g_debugMelee->integer )
	{
		if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())//player
			&& cg.renderingThirdPerson//in third person
			&& ((pm->cmd.buttons&BUTTON_USE)||pm->ps->leanStopDebounceTime)//holding use or leaning
			//&& (pm->ps->forcePowersActive&(1<<FP_SPEED))
			&& pm->ps->groundEntityNum != ENTITYNUM_NONE//on ground
			&& !cg_usingInFrontOf )//nothing to use
		{//holding use stops you from moving
			return;
		}
	}
	fmove = pm->cmd.forwardmove;
	smove = pm->cmd.rightmove;

	cmd = pm->cmd;
	scale = PM_CmdScale( &cmd );

	// set the movementDir so clients can rotate the legs for strafing
	PM_SetMovementDir();

	// project moves down to flat plane
	pml.forward[2] = 0;
	pml.right[2] = 0;

	// project the forward and right directions onto the ground plane
	PM_ClipVelocity (pml.forward, pml.groundTrace.plane.normal, pml.forward, OVERCLIP );
	PM_ClipVelocity (pml.right, pml.groundTrace.plane.normal, pml.right, OVERCLIP );
	//
	VectorNormalize (pml.forward);
	VectorNormalize (pml.right);

/*	if ( ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_VEHICLE ) && pm->gent->NPC )
	{//speeder control scheme
		vec3_t	vfwd, vrt;
		AngleVectors( ((CVehicleNPC *)pm->gent->NPC)->m_vOrientation, vfwd, vrt, NULL );

		float speed = pm->ps->speed;
		if ( fmove < 0 )
		{//going backwards
			if ( speed < 0 )
			{//speed is negative, but since our command is reverse, make speed positive
				speed = fabs( speed );
			}
			else if ( speed > 0 )
			{//trying to move back but speed is still positive, so keep moving forward (we'll slow down eventually)
				speed *= -1;
			}
		}
		VectorScale( vfwd, speed*fmove/127.0f, wishvel );
		//VectorMA( wishvel, pm->ps->speed*smove/127.0f, vrt, wishvel );
		wishspeed = VectorNormalize2( wishvel, wishdir );
	}
	else*/

	// Get The WishVel And WishSpeed
	//-------------------------------  
	if ( pm->ps->clientNum && (USENEWNAVSYSTEM || !VectorCompare( pm->ps->moveDir, vec3_origin )) )
	{//NPC
		
		// If The UCmds Were Set, But Never Converted Into A MoveDir, Then Make The WishDir From UCmds
		//--------------------------------------------------------------------------------------------
		if ((fmove!=0.0f || smove!=0.0f) &&	VectorCompare(pm->ps->moveDir, vec3_origin))
		{
			//gi.Printf("Generating MoveDir\n");
			for ( i = 0 ; i < 3 ; i++ ) 
			{
				wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
			}

			VectorCopy( wishvel, wishdir );
			wishspeed = VectorNormalize(wishdir);
			wishspeed *= scale;
		}
		// Otherwise, Use The Move Dir
		//-----------------------------
		else
		{
			wishspeed = pm->ps->speed;
			VectorScale( pm->ps->moveDir, pm->ps->speed, wishvel );
			VectorCopy( pm->ps->moveDir, wishdir );
		}

	}
	else
	{
		for ( i = 0 ; i < 3 ; i++ ) {
			wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
		}
		// when going up or down slopes the wish velocity should Not be zero
	//	wishvel[2] = 0;

		VectorCopy (wishvel, wishdir);
		wishspeed = VectorNormalize(wishdir);
		wishspeed *= scale;
	}

	// Handle negative speed.
	if ( wishspeed < 0 )
	{
		wishspeed = wishspeed * -1.0f;
		VectorScale( wishvel, -1.0f, wishvel );
		VectorScale( wishdir, -1.0f, wishdir );
	}

	// clamp the speed lower if ducking
	if ( pm->ps->pm_flags & PMF_DUCKED && !PM_InKnockDown( pm->ps ) ) 
	{
		if ( wishspeed > pm->ps->speed * pm_duckScale ) 
		{
			wishspeed = pm->ps->speed * pm_duckScale;
		}
	}

	// clamp the speed lower if wading or walking on the bottom
	if ( pm->waterlevel ) {
		float	waterScale;

		waterScale = pm->waterlevel / 3.0;
		waterScale = 1.0 - ( 1.0 - pm_swimScale ) * waterScale;
		if ( wishspeed > pm->ps->speed * waterScale ) {
			wishspeed = pm->ps->speed * waterScale;
		}
	}

	// when a player gets hit, they temporarily lose
	// full control, which allows them to be moved a bit
	if ( Flying == FLY_HOVER )
	{
		accelerate = pm_vehicleaccelerate;
	}
	else if ( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || (pm->ps->pm_flags&PMF_TIME_KNOCKBACK) || (pm->ps->pm_flags&PMF_TIME_NOFRICTION) ) 
	{
		accelerate = pm_airaccelerate;
	} 
	else 
	{
		accelerate = pm_accelerate;

		// Wind Affects Acceleration
		//===================================================
		if (wishspeed>0.0f && pm->gent && !pml.walking)
		{
			if (gi.WE_GetWindGusting(pm->gent->currentOrigin))
			{
				vec3_t	windDir;
				if (gi.WE_GetWindVector(windDir, pm->gent->currentOrigin))
				{
					if (gi.WE_IsOutside(pm->gent->currentOrigin))
					{
						VectorScale(windDir, -1.0f, windDir);
						accelerate *=  (1.0f - (DotProduct(wishdir, windDir)*0.55f));
					}
				}
			}
		}
		//===================================================
	}

	PM_Accelerate (wishdir, wishspeed, accelerate);

	//Com_Printf("velocity = %1.1f %1.1f %1.1f\n", pm->ps->velocity[0], pm->ps->velocity[1], pm->ps->velocity[2]);
	//Com_Printf("velocity1 = %1.1f\n", VectorLength(pm->ps->velocity));

	if ( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || pm->ps->pm_flags & PMF_TIME_KNOCKBACK || (pm->ps->pm_flags&PMF_TIME_NOFRICTION) ) {
		if ( pm->ps->gravity >= 0 && pm->ps->groundEntityNum != ENTITYNUM_NONE && !VectorLengthSquared( pm->ps->velocity ) && pml.groundTrace.plane.normal[2] == 1.0 )
		{//on ground and not moving and on level ground, no reason to do stupid fucking gravity with the clipvelocity!!!!
		}
		else
		{
			if ( !(pm->ps->eFlags&EF_FORCE_GRIPPED) && !(pm->ps->eFlags&EF_FORCE_DRAINED) )
			{
				pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
			}
		}
	} else {
		// don't reset the z velocity for slopes
//		pm->ps->velocity[2] = 0;
	}

	vel = VectorLength(pm->ps->velocity);

	// slide along the ground plane
	PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal, 
		pm->ps->velocity, OVERCLIP );

	// don't decrease velocity when going up or down a slope
	VectorNormalize(pm->ps->velocity);
	VectorScale(pm->ps->velocity, vel, pm->ps->velocity);

	// don't do anything if standing still
	if ( !pm->ps->velocity[0] && !pm->ps->velocity[1] ) {
		return;
	}

	if ( pm->ps->gravity <= 0 )
	{//need to apply gravity since we're going to float up from ground
		PM_StepSlideMove( 1 );
	}
	else
	{
		PM_StepSlideMove( 0 );
	}

	//Com_Printf("velocity2 = %1.1f\n", VectorLength(pm->ps->velocity));

}


/*
==============
PM_DeadMove
==============
*/
static void PM_DeadMove( void ) {
	float	forward;

	// If this is a vehicle, tell him he's dead, but give him a little while to do his things.
/*	if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_VEHICLE && pm->gent->NPC && pm->gent->health != -99999 )
	{
		pm->gent->health = 1;
		((CVehicleNPC *)pm->gent->NPC)->StartDeathDelay( 0 );
	}
	else
	{
		pm->gent->health = 0;
	}*/
	
	if ( !pml.walking ) {
		return;
	}

	// extra friction

	forward = VectorLength (pm->ps->velocity);
	forward -= 20;
	if ( forward <= 0 ) {
		VectorClear (pm->ps->velocity);
	} else {
		VectorNormalize (pm->ps->velocity);
		VectorScale (pm->ps->velocity, forward, pm->ps->velocity);
	}
}


/*
===============
PM_NoclipMove
===============
*/
static void PM_NoclipMove( void ) {
	float	speed, drop, friction, control, newspeed;
	int			i;
	vec3_t		wishvel;
	float		fmove, smove;
	vec3_t		wishdir;
	float		wishspeed;
	float		scale;

	if(pm->gent && pm->gent->client)
	{
		pm->ps->viewheight = pm->gent->client->standheight + STANDARD_VIEWHEIGHT_OFFSET;
//		if ( !pm->gent->mins[0] || !pm->gent->mins[1] || !pm->gent->mins[2] || !pm->gent->maxs[0] || !pm->gent->maxs[1] || !pm->gent->maxs[2] )
//		{
//			assert(0);
//		}

		VectorCopy( pm->gent->mins, pm->mins );
		VectorCopy( pm->gent->maxs, pm->maxs );
	}
	else
	{
		pm->ps->viewheight = DEFAULT_MAXS_2 + STANDARD_VIEWHEIGHT_OFFSET;//DEFAULT_VIEWHEIGHT;

		if ( !DEFAULT_MINS_0 || !DEFAULT_MINS_1 || !DEFAULT_MAXS_0 || !DEFAULT_MAXS_1 || !DEFAULT_MINS_2 || !DEFAULT_MAXS_2 )
		{
			assert(0);
		}

		pm->mins[0] = DEFAULT_MINS_0;
		pm->mins[1] = DEFAULT_MINS_1;
		pm->mins[2] = DEFAULT_MINS_2;

		pm->maxs[0] = DEFAULT_MAXS_0;
		pm->maxs[1] = DEFAULT_MAXS_1;
		pm->maxs[2] = DEFAULT_MAXS_2;
	}

	// friction

	speed = VectorLength (pm->ps->velocity);
	if (speed < 1)
	{
		VectorCopy (vec3_origin, pm->ps->velocity);
	}
	else
	{
		drop = 0;

		friction = pm_friction*1.5;	// extra friction
		control = speed < pm_stopspeed ? pm_stopspeed : speed;
		drop += control*friction*pml.frametime;

		// scale the velocity
		newspeed = speed - drop;
		if (newspeed < 0)
			newspeed = 0;
		newspeed /= speed;

		VectorScale (pm->ps->velocity, newspeed, pm->ps->velocity);
	}

	// accelerate
	scale = PM_CmdScale( &pm->cmd );
	if (pm->cmd.buttons & BUTTON_ATTACK) {	//turbo boost
		scale *= 10;
	}
	if (pm->cmd.buttons & BUTTON_ALT_ATTACK) {	//turbo boost
		scale *= 10;
	}

	fmove = pm->cmd.forwardmove;
	smove = pm->cmd.rightmove;
	
	for (i=0 ; i<3 ; i++)
		wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
	wishvel[2] += pm->cmd.upmove;

	VectorCopy (wishvel, wishdir);
	wishspeed = VectorNormalize(wishdir);
	wishspeed *= scale;

	PM_Accelerate( wishdir, wishspeed, pm_accelerate );

	// move
	VectorMA (pm->ps->origin, pml.frametime, pm->ps->velocity, pm->ps->origin);
}

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

static float PM_DamageForDelta( int delta )
{
	float damage = delta;
	if ( pm->gent->NPC )
	{
		if ( pm->ps->weapon == WP_SABER 
			|| (pm->gent->client && pm->gent->client->NPC_class == CLASS_REBORN) )
		{//FIXME: for now Jedi take no falling damage, but really they should if pushed off?
			damage = 0;
		}
	}
	else if ( pm->ps->clientNum < MAX_CLIENTS )
	{
		if ( damage < 50 )
		{
			if ( damage > 24 )
			{
				damage = damage - 25;
			}
		}
		else
		{
			damage *= 0.5f;
		}
	}
	return damage * 0.5f;
}

static void PM_CrashLandDamage( int damage ) 
{
	if ( pm->gent )
	{
		int dflags = DAMAGE_NO_ARMOR;
		if ( pm->gent->NPC && (pm->gent->NPC->aiFlags&NPCAI_DIE_ON_IMPACT) )
		{
			damage = 1000;
			dflags |= DAMAGE_DIE_ON_IMPACT;
		}
		else if ( !(pm->gent->flags&FL_NO_IMPACT_DMG) )
		{
			damage = PM_DamageForDelta( damage );
		}

		if ( damage )
		{
			pm->gent->painDebounceTime = level.time + 200;	// no normal pain sound
			G_Damage( pm->gent, NULL, player, NULL, NULL, damage, dflags, MOD_FALLING );
		}
	}
}

/*
static float PM_CrashLandDelta( vec3_t org, vec3_t prevOrg, vec3_t prev_vel, float grav, int waterlevel )
{
	float		delta;
	float		dist;
	float		vel, acc;
	float		t;
	float		a, b, c, den;

	// calculate the exact velocity on landing
	dist = org[2] - prevOrg[2];
	vel = prev_vel[2];
	acc = -grav;

	a = acc / 2;
	b = vel;
	c = -dist;

	den =  b * b - 4 * a * c;
	if ( den < 0 ) 
	{
		return 0;
	}
	t = (-b - sqrt( den ) ) / ( 2 * a );

	delta = vel + t * acc;
	delta = delta*delta * 0.0001;

	// never take falling damage if completely underwater
	if ( waterlevel == 3 ) 
	{
		return 0;
	}
	// reduce falling damage if there is standing water
	if ( waterlevel == 2 ) 
	{
		delta *= 0.25;
	}
	if ( waterlevel == 1 ) 
	{
		delta *= 0.5;
	}

	return delta;
}
*/

static float PM_CrashLandDelta( vec3_t prev_vel, int waterlevel )
{
	float delta;

	if ( pm->waterlevel == 3 ) 
	{
		return 0;
	}
	delta = fabs(prev_vel[2])/10;//VectorLength( prev_vel )

	// reduce falling damage if there is standing water
	if ( pm->waterlevel == 2 ) 
	{
		delta *= 0.25;
	}
	if ( pm->waterlevel == 1 ) 
	{
		delta *= 0.5;
	}

	return delta;
}

int PM_GetLandingAnim( void )
{
	int anim = pm->ps->legsAnim;
	
	//special cases:
	if ( anim == BOTH_FLIP_ATTACK7
		|| anim == BOTH_FLIP_HOLD7 )
	{
        return BOTH_FLIP_LAND;
	}
	else if ( anim == BOTH_FLIP_LAND )
	{
		//stick landings some
		pm->ps->velocity[0] *= 0.5f;
		pm->ps->velocity[1] *= 0.5f;
		return BOTH_LAND1;
	}
	else if ( PM_InAirKickingAnim( anim ) )
	{
		switch ( anim )
		{
		case BOTH_A7_KICK_F_AIR:
			return BOTH_FORCELAND1;
			break;
		case BOTH_A7_KICK_B_AIR:
			return BOTH_FORCELANDBACK1;
			break;
		case BOTH_A7_KICK_R_AIR:
			return BOTH_FORCELANDRIGHT1;
			break;
		case BOTH_A7_KICK_L_AIR:
			return BOTH_FORCELANDLEFT1;
			break;
		}
	}

	if ( PM_SpinningAnim( anim ) || PM_SaberInSpecialAttack( anim ) )
	{
		return -1;
	}
	switch ( anim )
	{
	case BOTH_FORCEJUMPLEFT1:
	case BOTH_FORCEINAIRLEFT1:
		anim = BOTH_FORCELANDLEFT1;
		//stick landings some
		pm->ps->velocity[0] *= 0.5f;
		pm->ps->velocity[1] *= 0.5f;
		break;
	case BOTH_FORCEJUMPRIGHT1:
	case BOTH_FORCEINAIRRIGHT1:
		anim = BOTH_FORCELANDRIGHT1;
		//stick landings some
		pm->ps->velocity[0] *= 0.5f;
		pm->ps->velocity[1] *= 0.5f;
		break;
	case BOTH_FORCEJUMP1:
	case BOTH_FORCEINAIR1:
		//stick landings some
		pm->ps->velocity[0] *= 0.5f;
		pm->ps->velocity[1] *= 0.5f;
		anim = BOTH_FORCELAND1;
		break;
	case BOTH_FORCEJUMPBACK1:
	case BOTH_FORCEINAIRBACK1:
		//stick landings some
		pm->ps->velocity[0] *= 0.5f;
		pm->ps->velocity[1] *= 0.5f;
		anim = BOTH_FORCELANDBACK1;
		break;
	case BOTH_JUMPLEFT1:
	case BOTH_INAIRLEFT1:
		anim = BOTH_LANDLEFT1;
		//stick landings some
		pm->ps->velocity[0] *= 0.5f;
		pm->ps->velocity[1] *= 0.5f;
		break;
	case BOTH_JUMPRIGHT1:
	case BOTH_INAIRRIGHT1:
		anim = BOTH_LANDRIGHT1;
		//stick landings some
		pm->ps->velocity[0] *= 0.5f;
		pm->ps->velocity[1] *= 0.5f;
		break;
	case BOTH_JUMP1:
	case BOTH_INAIR1:
		anim = BOTH_LAND1;
		//stick landings some
		pm->ps->velocity[0] *= 0.5f;
		pm->ps->velocity[1] *= 0.5f;
		break;
	case BOTH_JUMPBACK1:
	case BOTH_INAIRBACK1:
		anim = BOTH_LANDBACK1;
		//stick landings some
		pm->ps->velocity[0] *= 0.5f;
		pm->ps->velocity[1] *= 0.5f;
		break;
	case BOTH_BUTTERFLY_LEFT:
	case BOTH_BUTTERFLY_RIGHT:
	case BOTH_BUTTERFLY_FL1:
	case BOTH_BUTTERFLY_FR1:
	case BOTH_FJSS_TR_BL:
	case BOTH_FJSS_TL_BR:
	case BOTH_LUNGE2_B__T_:
	case BOTH_FORCELEAP2_T__B_:
	case BOTH_ARIAL_LEFT:
	case BOTH_ARIAL_RIGHT:
	case BOTH_ARIAL_F1:
	case BOTH_CARTWHEEL_LEFT:
	case BOTH_CARTWHEEL_RIGHT:
	case BOTH_JUMPFLIPSLASHDOWN1://#
	case BOTH_JUMPFLIPSTABDOWN://#
	case BOTH_JUMPATTACK6:
	case BOTH_JUMPATTACK7:
	case BOTH_A7_KICK_F:
	case BOTH_A7_KICK_B:
	case BOTH_A7_KICK_R:
	case BOTH_A7_KICK_L:
	case BOTH_A7_KICK_S:
	case BOTH_A7_KICK_BF:
	case BOTH_A7_KICK_RL:
	case BOTH_A7_KICK_F_AIR:
	case BOTH_A7_KICK_B_AIR:
	case BOTH_A7_KICK_R_AIR:
	case BOTH_A7_KICK_L_AIR:
	case BOTH_STABDOWN:
	case BOTH_STABDOWN_STAFF:
	case BOTH_STABDOWN_DUAL:
	case BOTH_A6_SABERPROTECT:
	case BOTH_A7_SOULCAL:
	case BOTH_A1_SPECIAL:
	case BOTH_A2_SPECIAL:
	case BOTH_A3_SPECIAL:
	case BOTH_PULL_IMPALE_STAB:
	case BOTH_PULL_IMPALE_SWING:
		anim = -1;
		break;
	case BOTH_FORCELONGLEAP_START:
	case BOTH_FORCELONGLEAP_ATTACK:
		return BOTH_FORCELONGLEAP_LAND;
		break;
	case BOTH_WALL_RUN_LEFT://#
	case BOTH_WALL_RUN_RIGHT://#
		if ( pm->ps->legsAnimTimer > 500 )
		{//only land at end of anim
			return -1;
		}
		//NOTE: falls through on purpose!
	default:
		if ( pm->ps->pm_flags & PMF_BACKWARDS_JUMP ) 
		{
			anim = BOTH_LANDBACK1;
		}
		else
		{
			anim = BOTH_LAND1;
		}
		//stick landings some
		pm->ps->velocity[0] *= 0.5f;
		pm->ps->velocity[1] *= 0.5f;
		break;
	}
	return anim;
}

void G_StartRoll( gentity_t *ent, int anim )
{
	NPC_SetAnim(ent,SETANIM_BOTH,anim,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_HOLDLESS);
	ent->client->ps.weaponTime = ent->client->ps.torsoAnimTimer - 200;//just to make sure it's cleared when roll is done
	G_AddEvent( ent, EV_ROLL, 0 );
	ent->client->ps.saberMove = LS_NONE;
}

static qboolean PM_TryRoll( void )
{
	float rollDist = 192;//was 64;
	if ( PM_SaberInAttack( pm->ps->saberMove ) || PM_SaberInSpecialAttack( pm->ps->torsoAnim ) 
		|| PM_SpinningSaberAnim( pm->ps->legsAnim ) 
		|| ((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())&&PM_SaberInStart( pm->ps->saberMove )) )
	{//attacking or spinning (or, if player, starting an attack)
		if ( PM_CanRollFromSoulCal( pm->ps ) )
		{//hehe
		}
		else
		{
			return qfalse;
		}
	}
	if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) && (!cg.renderingThirdPerson || cg.zoomMode) )
	{//player can't do this in 1st person
		return qfalse;
	}
	if ( !pm->gent )
	{
		return qfalse;
	}
	if ( pm->ps->clientNum && pm->gent->NPC )
	{//NPC
		if ( pm->gent->NPC->scriptFlags&SCF_NO_ACROBATICS )
		{//scripted to never do acrobatics
			return qfalse;
		}

		if ( pm->ps->weapon == WP_SABER )
		{//jedi/reborn
			if ( pm->gent->NPC->rank != RANK_CREWMAN && pm->gent->NPC->rank < RANK_LT_JG )
			{//reborn/jedi who are not acrobats or fencers can't do any of these acrobatics
				return qfalse;
			}
		}
		else
		{//non-jedi/reborn
			if ( pm->ps->weapon != WP_NONE )//not empty-handed...who would that be???
			{//only jedi/reborn NPCs should be able to do rolls (with a few exceptions)
				if ( !pm->gent 
					|| !pm->gent->client 
					|| (pm->gent->client->NPC_class != CLASS_BOBAFETT //boba can roll with it, baby
						&& pm->gent->client->NPC_class != CLASS_REBORN //reborn using weapons other than saber can still roll
					))
				{//can't roll
					return qfalse;
				}
			}
		}
	}

	vec3_t fwd, right, traceto, mins = {pm->mins[0],pm->mins[1],pm->mins[2]+STEPSIZE}, maxs = {pm->maxs[0],pm->maxs[1],pm->gent->client->crouchheight}, fwdAngles = {0, pm->ps->viewangles[YAW], 0};
	trace_t	trace;
	int		anim = -1;
	AngleVectors( fwdAngles, fwd, right, NULL );
	//FIXME: trace ahead for clearance to roll
	if ( pm->cmd.forwardmove )
	{
		if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) 
		{
			anim = BOTH_ROLL_B;
			VectorMA( pm->ps->origin, -rollDist, fwd, traceto );
		}
		else
		{
			anim = BOTH_ROLL_F;
			VectorMA( pm->ps->origin, rollDist, fwd, traceto );
		}
	}
	else if ( pm->cmd.rightmove > 0 )
	{
		anim = BOTH_ROLL_R;
		VectorMA( pm->ps->origin, rollDist, right, traceto );
	}
	else if ( pm->cmd.rightmove < 0 )
	{
		anim = BOTH_ROLL_L;
		VectorMA( pm->ps->origin, -rollDist, right, traceto );
	}
	else
	{//???
	}
	if ( anim != -1 )
	{
		qboolean roll = qfalse;
		int		clipmask = CONTENTS_SOLID;
		if ( pm->ps->clientNum )
		{
			clipmask |= (CONTENTS_MONSTERCLIP|CONTENTS_BOTCLIP);
		}
		else
		{
			if ( pm->gent && pm->gent->enemy && pm->gent->enemy->health > 0 )
			{//player can always roll in combat
				roll = qtrue;
			}
			else
			{
				clipmask |= CONTENTS_PLAYERCLIP;
			}
		}
		if ( !roll )
		{
			pm->trace( &trace, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, clipmask );
			if ( trace.fraction >= 1.0f )
			{//okay, clear, check for a bottomless drop
				vec3_t	top;
				VectorCopy( traceto, top );
				traceto[2] -= 256;
				pm->trace( &trace, top, mins, maxs, traceto, pm->ps->clientNum, CONTENTS_SOLID );
				if ( trace.fraction < 1.0f )
				{//not a bottomless drop
					roll = qtrue;
				}
			}
			else
			{//hit an architectural obstruction
				if ( pm->ps->clientNum )
				{//NPCs don't care about rolling into walls, just off ledges
					if ( !(trace.contents&CONTENTS_BOTCLIP) )
					{
						roll = qtrue;
					}
				}
				else if ( G_EntIsDoor( trace.entityNum ) )
				{//okay to roll into a door
					if ( G_EntIsUnlockedDoor( trace.entityNum ) )
					{//if it's an auto-door
						roll = qtrue;
					}
				}
				else 
				{//check other conditions
					gentity_t *traceEnt = &g_entities[trace.entityNum];
					if ( traceEnt && (traceEnt->svFlags&SVF_GLASS_BRUSH) )
					{//okay to roll through glass
						roll = qtrue;
					}
				}
			}
		}
		if ( roll )
		{
			G_StartRoll( pm->gent, anim );
			return qtrue;
		}
	}
	return qfalse;
}

extern void CG_LandingEffect( vec3_t origin, vec3_t normal, int material );
static void PM_CrashLandEffect( void )
{
	if ( pm->waterlevel )
	{
		return;
	}
	float delta = fabs(pml.previous_velocity[2])/10;//VectorLength( pml.previous_velocity );?
	if ( delta >= 30 ) 
	{
		vec3_t bottom = {pm->ps->origin[0],pm->ps->origin[1],pm->ps->origin[2]+pm->mins[2]+1};
		CG_LandingEffect( bottom, pml.groundTrace.plane.normal, (pml.groundTrace.surfaceFlags&MATERIAL_MASK) );
	}
}
/*
=================
PM_CrashLand

Check for hard landings that generate sound events
=================
*/
static void PM_CrashLand( void ) 
{
	float		delta = 0;
	qboolean	forceLanding = qfalse;

	if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_VEHICLE )
	{
		if ( pm->gent->m_pVehicle->m_pVehicleInfo->type != VH_ANIMAL )
		{
			float dot = DotProduct( pm->ps->velocity, pml.groundTrace.plane.normal );
			//Com_Printf("%i:crashland %4.2f\n", c_pmove, pm->ps->velocity[2]);
			if ( dot < -100.0f )
			{
				//NOTE: never hits this anyway
				if ( pm->gent->m_pVehicle->m_pVehicleInfo->iImpactFX )
				{//make sparks
					if ( !Q_irand( 0, 3 ) )
					{//FIXME: debounce
						G_PlayEffect( pm->gent->m_pVehicle->m_pVehicleInfo->iImpactFX, pm->ps->origin, pml.groundTrace.plane.normal );
					}
				}
				int damage = floor(fabs(dot+100)/10.0f);
				if ( damage >= 0 )
				{
					G_Damage( pm->gent, NULL, NULL, NULL, NULL, damage, 0, MOD_FALLING );
				}
			}
		}
		return;
	}

	if ( (pm->ps->pm_flags&PMF_TRIGGER_PUSHED) )
	{
		delta = 21;//?
		forceLanding = qtrue;
	}
	else
	{
		if ( pm->gent && pm->gent->NPC && pm->gent->NPC->aiFlags & NPCAI_DIE_ON_IMPACT )
		{//have to do death on impact if we are falling to our death, FIXME: should we avoid any additional damage this func?
			PM_CrashLandDamage( 1000 );
		}
		else if ( pm->gent 
			&& pm->gent->client 
			&& (pm->gent->client->NPC_class == CLASS_BOBAFETT||pm->gent->client->NPC_class == CLASS_ROCKETTROOPER) )
		{
			if ( JET_Flying( pm->gent ) )
			{
				if ( pm->gent->client->NPC_class == CLASS_BOBAFETT
					|| (pm->gent->client->NPC_class == CLASS_ROCKETTROOPER&&pm->gent->NPC&&pm->gent->NPC->rank<RANK_LT) )
				{
					JET_FlyStop( pm->gent );
				}
				else
				{
					pm->ps->velocity[2] += Q_flrand( 100, 200 );
				}
				PM_AddEvent( EV_FALL_SHORT );
			}
			if ( pm->ps->forceJumpZStart )
			{//we were force-jumping
				forceLanding = qtrue;
			}
			delta = 1;
		}
		else if ( pm->ps->jumpZStart && (pm->ps->forcePowerLevel[FP_LEVITATION] >= FORCE_LEVEL_1||(pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())) )
		{//we were force-jumping
			if ( pm->ps->origin[2] >= pm->ps->jumpZStart )
			{//we landed at same height or higher than we landed
				if ( pm->ps->forceJumpZStart )
				{//we were force-jumping
					forceLanding = qtrue;
				}
				delta = 0;
			}
			else
			{//take off some of it, at least
				delta = (pm->ps->jumpZStart-pm->ps->origin[2]);
				float dropAllow = forceJumpHeight[pm->ps->forcePowerLevel[FP_LEVITATION]];
				if ( dropAllow < 128 )
				{//always allow a drop from 128, at least
					dropAllow = 128;
				}
				if ( delta > forceJumpHeight[FORCE_LEVEL_1] )
				{//will have to use force jump ability to absorb some of it
					forceLanding = qtrue;//absorbed some - just to force the correct animation to play below
				}
				delta = (delta - dropAllow)/2;
			}
			if ( delta < 1 )
			{
				delta = 1;
			}
		}

		if ( !delta )
		{
			delta = PM_CrashLandDelta( pml.previous_velocity, pm->waterlevel );
		}
	}

	PM_CrashLandEffect();

	if ( (pm->ps->pm_flags&PMF_DUCKED) && (level.time-pm->ps->lastOnGround)>500 ) 
	{//must be crouched and have been inthe air for half a second minimum
		if( !PM_InOnGroundAnim( pm->ps ) && !PM_InKnockDown( pm->ps ) )
		{//roll!
			if ( PM_TryRoll() )
			{//absorb some impact
				delta *= 0.5f;
			}
		}
	}

	// If he just entered the water (from a fall presumably), absorb some of the impact.
	if ( pm->waterlevel >= 2 )
	{
		delta *= 0.4f;
	}
	
	if ( delta < 1 ) 
	{
		AddSoundEvent( pm->gent, pm->ps->origin, 32, AEL_MINOR, qfalse, qtrue );
		return;
	}

	qboolean deadFallSound = qfalse;
	if( !PM_InDeathAnim() )
	{
		if ( PM_InAirKickingAnim( pm->ps->legsAnim )
			&& pm->ps->torsoAnim == pm->ps->legsAnim )
		{
			int anim = PM_GetLandingAnim();
			if ( anim != -1 )
			{//interrupting a kick clears everything
				PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 100 );	// Only blend over 100ms
				pm->ps->saberMove = LS_READY;
				pm->ps->weaponTime = 0;
				//stick landings some
				pm->ps->velocity[0] *= 0.5f;
				pm->ps->velocity[1] *= 0.5f;
			}
		}
		else if ( pm->gent 
			&& pm->gent->client 
			&& pm->gent->client->NPC_class == CLASS_ROCKETTROOPER )
		{//rockettroopers are simpler
			int anim = PM_GetLandingAnim();
			if ( anim != -1 )
			{
				if ( pm->gent->NPC
					&& pm->gent->NPC->rank < RANK_LT )
				{//special case: ground-based rocket troopers *always* play land anim on whole body
					PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 100 );	// Only blend over 100ms
				}
				else
				{
					PM_SetAnim( pm, SETANIM_LEGS, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 100 );	// Only blend over 100ms
				}
			}
		}
		else if ( pm->cmd.upmove >= 0 && !PM_InKnockDown( pm->ps ) && !PM_InRoll( pm->ps ))
		{//not crouching
			if ( delta > 10 
				|| pm->ps->pm_flags & PMF_BACKWARDS_JUMP 
				|| (pm->ps->forcePowersActive&(1<<FP_LEVITATION))
				|| forceLanding ) //EV_FALL_SHORT or jumping back or force-land
			{// decide which landing animation to use
				if ( pm->gent 
					&& pm->gent->client 
					&& (pm->gent->client->NPC_class == CLASS_RANCOR || pm->gent->client->NPC_class == CLASS_WAMPA ) )
				{
				}
				else
				{
					int anim = PM_GetLandingAnim();
					if ( anim != -1 )
					{
						if ( PM_FlippingAnim( pm->ps->torsoAnim )
							|| PM_SpinningAnim( pm->ps->torsoAnim ) 
							|| pm->ps->torsoAnim == BOTH_FLIP_LAND )
						{//interrupt these if we're going to play a land
							pm->ps->torsoAnimTimer = 0;
						}
						if ( anim == BOTH_FORCELONGLEAP_LAND )
						{
							if ( pm->gent )
							{
								G_SoundOnEnt( pm->gent, CHAN_AUTO, "sound/player/slide.wav" );
							}
							PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 100 );	// Only blend over 100ms
						}
						else if ( anim == BOTH_FLIP_LAND 
							|| (pm->ps->torsoAnim == BOTH_FLIP_LAND) )
						{
							PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 100 );	// Only blend over 100ms
						}
						else if ( PM_InAirKickingAnim( pm->ps->legsAnim )
							&& pm->ps->torsoAnim == pm->ps->legsAnim )
						{//interrupting a kick clears everything
							PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 100 );	// Only blend over 100ms
							pm->ps->saberMove = LS_READY;
							pm->ps->weaponTime = 0;
						}
						else if ( PM_ForceJumpingAnim( pm->ps->legsAnim )
							&& pm->ps->torsoAnim == pm->ps->legsAnim )
						{//special case: if land during one of these, set the torso, too, if it's not doing something else
							PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 100 );	// Only blend over 100ms
						}
						else
						{
							PM_SetAnim( pm, SETANIM_LEGS, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 100 );	// Only blend over 100ms
						}
					}
				}
			}
		}
	}
	else
	{
		pm->ps->gravity = 1.0;
		//PM_CrashLandDamage( delta );
		if ( pm->gent )
		{	
			if ((!(pml.groundTrace.surfaceFlags & SURF_NODAMAGE)) &&
//				(!(pml.groundTrace.contents & CONTENTS_NODROP)) && 
				(!(pm->pointcontents(pm->ps->origin,pm->ps->clientNum) & CONTENTS_NODROP)))
			{
				if ( pm->waterlevel < 2 )
				{//don't play fallsplat when impact in the water
					deadFallSound = qtrue;
					if ( !(pm->ps->eFlags&EF_NODRAW) )
					{//no sound if no draw
						if ( delta >= 75 )
						{
							G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/player/fallsplat.wav" );
						}
						else
						{
							G_SoundOnEnt( pm->gent, CHAN_BODY, va("sound/player/bodyfall_human%d.wav",Q_irand(1,3)) );
						}
					}
				}
				else
				{
					G_SoundOnEnt( pm->gent, CHAN_BODY, va("sound/player/bodyfall_water%d.wav",Q_irand(1,3)) );
				}
				if ( gi.VoiceVolume[pm->ps->clientNum]
					&& pm->gent->NPC && (pm->gent->NPC->aiFlags&NPCAI_DIE_ON_IMPACT) )
				{//I was talking, so cut it off... with a jump sound?
					if ( !(pm->ps->eFlags&EF_NODRAW) )
					{//no sound if no draw
						G_SoundOnEnt( pm->gent, CHAN_VOICE_ATTEN, "*pain100.wav" );
					}
				}
			}
		}
		if( pm->ps->legsAnim == BOTH_FALLDEATH1 || pm->ps->legsAnim == BOTH_FALLDEATH1INAIR)
		{//FIXME: add a little bounce?
			//FIXME: cut voice channel?
			int old_pm_type = pm->ps->pm_type;
			pm->ps->pm_type = PM_NORMAL;
			//Hack because for some reason PM_SetAnim just returns if you're dead...???
			PM_SetAnim(pm, SETANIM_BOTH, BOTH_FALLDEATH1LAND, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
			pm->ps->pm_type = old_pm_type;
			AddSoundEvent( pm->gent, pm->ps->origin, 256, AEL_SUSPICIOUS, qfalse, qtrue );
			return;
		}
	} 

	// create a local entity event to play the sound

	if ( pm->gent && pm->gent->client && pm->gent->client->respawnTime >= level.time - 500 )
	{//just spawned in, don't make a noise
		return;
	}

	if ( delta >= 75 ) 
	{
		if ( !deadFallSound )
		{
			if ( !(pm->ps->eFlags&EF_NODRAW) )
			{//no sound if no draw
				PM_AddEvent( EV_FALL_FAR );
			}
		}
		if ( !(pml.groundTrace.surfaceFlags & SURF_NODAMAGE) )  
		{
			PM_CrashLandDamage( delta );
		}
		if ( pm->gent )
		{
			if ( pm->gent->s.number == 0 ) 
			{
				vec3_t	bottom;

				VectorCopy( pm->ps->origin, bottom );
				bottom[2] += pm->mins[2];
			//	if ( pm->gent->client && pm->gent->client->playerTeam != TEAM_DISGUISE )
				{
					AddSoundEvent( pm->gent, bottom, 256, AEL_SUSPICIOUS, qfalse, qtrue );
				}
			}
			else if ( pm->ps->stats[STAT_HEALTH] <= 0 && pm->gent && pm->gent->enemy )
			{
				AddSoundEvent( pm->gent->enemy, pm->ps->origin, 256, AEL_DISCOVERED, qfalse, qtrue );
			}
		}
	} 
	else if ( delta >= 50 ) 
	{
		// this is a pain grunt, so don't play it if dead
		if ( pm->ps->stats[STAT_HEALTH] > 0 ) 
		{
			if ( !deadFallSound )
			{
				if ( !(pm->ps->eFlags&EF_NODRAW) )
				{//no sound if no draw
					PM_AddEvent( EV_FALL_MEDIUM );//damage is dealt in g_active, ClientEvents
				}
			}
			if ( pm->gent )
			{
				if ( !(pml.groundTrace.surfaceFlags & SURF_NODAMAGE) )  
				{
					PM_CrashLandDamage( delta );
				}
				if ( pm->gent->s.number == 0 ) 
				{
					vec3_t	bottom;

					VectorCopy( pm->ps->origin, bottom );
					bottom[2] += pm->mins[2];
				//	if ( pm->gent->client && pm->gent->client->playerTeam != TEAM_DISGUISE )
					{
						AddSoundEvent( pm->gent, bottom, 256, AEL_MINOR, qfalse, qtrue );
					}
				}
			}
		}
	} 
	else if ( delta >= 30 ) 
	{
		if ( !deadFallSound )
		{
			if ( !(pm->ps->eFlags&EF_NODRAW) )
			{//no sound if no draw
				PM_AddEvent( EV_FALL_SHORT );
			}
		}
		if ( pm->gent )
		{
			if ( pm->gent->s.number == 0 ) 
			{
				vec3_t	bottom;

				VectorCopy( pm->ps->origin, bottom );
				bottom[2] += pm->mins[2];
		//		if ( pm->gent->client && pm->gent->client->playerTeam != TEAM_DISGUISE )
				{
					AddSoundEvent( pm->gent, bottom, 128, AEL_MINOR, qfalse, qtrue );
				}
			}
			else
			{
				if ( !(pml.groundTrace.surfaceFlags & SURF_NODAMAGE) )  
				{
					PM_CrashLandDamage( delta );
				}
			}
		}
	} 
	else 
	{
		if ( !deadFallSound )
		{
			if ( !(pm->ps->pm_flags&PMF_DUCKED) || !Q_irand( 0, 3 ) )
			{//only 25% chance of making landing alert when ducked
				AddSoundEvent( pm->gent, pm->ps->origin, 32, AEL_MINOR, qfalse, qtrue );
			}
			if ( !(pm->ps->eFlags&EF_NODRAW) )
			{//no sound if no draw
				if ( forceLanding )
				{//we were force-jumping
					PM_AddEvent( EV_FALL_SHORT );
				}
				else
				{
//moved to cg_player				PM_AddEvent( PM_FootstepForSurface() );
				}
			}
		}
	}

	// start footstep cycle over
	pm->ps->bobCycle = 0;
	if ( pm->gent && pm->gent->client )
	{//stop the force push effect when you land
		pm->gent->forcePushTime = 0;
	}
}



/*
=============
PM_CorrectAllSolid
=============
*/
static void PM_CorrectAllSolid( void ) {
	if ( pm->debugLevel ) {
		Com_Printf("%i:allsolid\n", c_pmove);	//NOTENOTE: If this ever happens, I'd really like to see this print!
	}

	// FIXME: jitter around

	pm->ps->groundEntityNum = ENTITYNUM_NONE;
	pml.groundPlane = qfalse;
	pml.walking = qfalse;
}

qboolean FlyingCreature( gentity_t *ent )
{
	if ( ent->client->ps.gravity <= 0 && (ent->svFlags&SVF_CUSTOM_GRAVITY) )
	{
		return qtrue;
	}
	return qfalse;
}

qboolean PM_RocketeersAvoidDangerousFalls( void )
{
	if ( pm->gent->NPC 
		&& pm->gent->client 
		&& (pm->gent->client->NPC_class == CLASS_BOBAFETT||pm->gent->client->NPC_class == CLASS_ROCKETTROOPER) )
	{//fixme:  fall through if jetpack broken?
		if ( JET_Flying( pm->gent ) )
		{
			if ( pm->gent->client->NPC_class == CLASS_BOBAFETT )
			{
				pm->gent->client->jetPackTime = level.time + 2000;
				//Wait, what if the effect is already playing, how do we know???
				//G_PlayEffect( G_EffectIndex( "boba/jetSP" ), pm->gent->playerModel, pm->gent->genericBolt1, pm->gent->s.number, pm->gent->currentOrigin, pm->gent->client->jetPackTime-level.time );
			}
			else
			{
				pm->gent->client->jetPackTime = Q3_INFINITE;
			}
		}
		else
		{
			TIMER_Set( pm->gent, "jetRecharge", 0 );
			JET_FlyStart( pm->gent );
		}
		return qtrue;
	}
	return qfalse;
}

static void PM_FallToDeath( void )
{
	if ( !pm->gent )
	{
		return;
	}

	if ( PM_RocketeersAvoidDangerousFalls() )
	{
		return;
	}

	// If this is a vehicle, more precisely an animal...
	if ( pm->gent->client->NPC_class == CLASS_VEHICLE && pm->gent->m_pVehicle->m_pVehicleInfo->type == VH_ANIMAL )
	{
		Vehicle_t *pVeh = pm->gent->m_pVehicle;
		pVeh->m_pVehicleInfo->EjectAll( pVeh );
	}
	else
	{
		if ( PM_HasAnimation( pm->gent, BOTH_FALLDEATH1 ) )
		{
			PM_SetAnim(pm,SETANIM_LEGS,BOTH_FALLDEATH1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
		}
		else
		{
			PM_SetAnim(pm,SETANIM_LEGS,BOTH_DEATH1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
		}
		G_SoundOnEnt( pm->gent, CHAN_VOICE, "*falling1.wav" );//CHAN_VOICE_ATTEN
	}

	if ( pm->gent->NPC )
	{
		pm->gent->NPC->aiFlags |= NPCAI_DIE_ON_IMPACT;
		pm->gent->NPC->nextBStateThink = Q3_INFINITE;
	}
	pm->ps->friction = 1;
}

int PM_ForceJumpAnimForJumpAnim( int anim )
{
	switch( anim )
	{
	case BOTH_JUMP1:				//# Jump - wind-up and leave ground
		anim = BOTH_FORCEJUMP1;			//# Jump - wind-up and leave ground
		break;
	case BOTH_INAIR1:			//# In air loop (from jump)
		anim = BOTH_FORCEINAIR1;			//# In air loop (from jump)
		break;
	case BOTH_LAND1:				//# Landing (from in air loop)
		anim = BOTH_FORCELAND1;				//# Landing (from in air loop)
		break;
	case BOTH_JUMPBACK1:			//# Jump backwards - wind-up and leave ground
		anim = BOTH_FORCEJUMPBACK1;			//# Jump backwards - wind-up and leave ground
		break;
	case BOTH_INAIRBACK1:		//# In air loop (from jump back)
		anim = BOTH_FORCEINAIRBACK1;		//# In air loop (from jump back)
		break;
	case BOTH_LANDBACK1:			//# Landing backwards(from in air loop)
		anim = BOTH_FORCELANDBACK1;			//# Landing backwards(from in air loop)
		break;
	case BOTH_JUMPLEFT1:			//# Jump left - wind-up and leave ground
		anim = BOTH_FORCEJUMPLEFT1;			//# Jump left - wind-up and leave ground
		break;
	case BOTH_INAIRLEFT1:		//# In air loop (from jump left)
		anim = BOTH_FORCEINAIRLEFT1;		//# In air loop (from jump left)
		break;
	case BOTH_LANDLEFT1:			//# Landing left(from in air loop)
		anim = BOTH_FORCELANDLEFT1;			//# Landing left(from in air loop)
		break;
	case BOTH_JUMPRIGHT1:		//# Jump right - wind-up and leave ground
		anim = BOTH_FORCEJUMPRIGHT1;		//# Jump right - wind-up and leave ground
		break;
	case BOTH_INAIRRIGHT1:		//# In air loop (from jump right)
		anim = BOTH_FORCEINAIRRIGHT1;		//# In air loop (from jump right)
		break;
	case BOTH_LANDRIGHT1:		//# Landing right(from in air loop)
		anim = BOTH_FORCELANDRIGHT1;		//# Landing right(from in air loop)
		break;
	}
	return anim;
}

static void PM_SetVehicleAngles( vec3_t normal )
{
	if ( !pm->gent->client || pm->gent->client->NPC_class != CLASS_VEHICLE )
		return;

	Vehicle_t *pVeh = pm->gent->m_pVehicle;
	
	//float	curVehicleBankingSpeed;
	float	vehicleBankingSpeed = pVeh->m_pVehicleInfo->bankingSpeed;//0.25f
	vec3_t	vAngles;

	if ( vehicleBankingSpeed <= 0 
		|| ( pVeh->m_pVehicleInfo->pitchLimit <= 0 && pVeh->m_pVehicleInfo->rollLimit <= 0 ) )
	{//don't bother, this vehicle doesn't bank
		return;
	}
	//FIXME: do 3 traces to define a plane and use that... smoothes it out some, too...
	//pitch_roll_for_slope( pm->gent, normal, vAngles );
	//FIXME: maybe have some pitch control in water and/or air?
	
	//center of gravity affects pitch in air/water (FIXME: what about roll?)
	//float pitchBias = 90.0f*pVeh->m_pVehicleInfo->centerOfGravity[0];//if centerOfGravity is all the way back (-1.0f), vehicle pitches up 90 degrees when in air

	VectorClear( vAngles );


 	if (pm->waterlevel>0 || (normal && (pml.groundTrace.contents&(CONTENTS_WATER|CONTENTS_SLIME|CONTENTS_LAVA))))
	{//in water
	//	vAngles[PITCH] += (pm->ps->viewangles[PITCH]-vAngles[PITCH])*0.75f + (pitchBias*0.5);
	}
	else if ( normal )
	{//have a valid surface below me
		pitch_roll_for_slope( pm->gent, normal, vAngles );
		float deltaPitch = (vAngles[PITCH] - pVeh->m_vOrientation[PITCH]);
 		if (deltaPitch< -10.0f)
		{
			vAngles[PITCH] = pVeh->m_vOrientation[PITCH] - 10.0f;
		}
		else if (deltaPitch>10.0f)
		{
			vAngles[PITCH] = pVeh->m_vOrientation[PITCH] + 10.0f;
		}
	}
	else
	{//in air, let pitch match view...?
		//FIXME: take center of gravity into account
	 	vAngles[PITCH] = pVeh->m_vOrientation[PITCH] - 1;
		if (vAngles[PITCH]<-15)
		{
			vAngles[PITCH]=-15;
		}
		//don't bank so fast when in the air
		vehicleBankingSpeed *= 0.125f;
	}
	//NOTE: if angles are flat and we're moving through air (not on ground),
	//		then pitch/bank?
	if (pVeh->m_ulFlags & VEH_SPINNING)
	{
		vAngles[ROLL] = pVeh->m_vOrientation[ROLL] - 25;
	}
	else if (pVeh->m_ulFlags & VEH_OUTOFCONTROL)
	{
		//vAngles[ROLL] = pVeh->m_vOrientation[ROLL] + 5;
	}
	else if ( pVeh->m_pVehicleInfo->rollLimit > 0 )
	{
		//roll when banking
		vec3_t	velocity;
		float	speed;
		VectorCopy( pm->ps->velocity, velocity );
		speed = VectorNormalize( velocity );
		if ( speed>0.01f )
		{
			vec3_t	rt, tempVAngles;
			float	side, dotp;


			VectorCopy( pVeh->m_vOrientation, tempVAngles );
			tempVAngles[ROLL] = 0;
			AngleVectors( tempVAngles, NULL, rt, NULL );
			dotp = DotProduct( velocity, rt );
			//if (fabsf(dotp)>0.5f)
			{
				speed *= dotp;


				// Magic number fun!  Speed is used for banking, so modulate the speed by a sine wave
				//FIXME: this banks too early
				//speed *= sin( (150 + pml.frametime) * 0.003 );
				if (level.time < pVeh->m_iTurboTime)
				{
					speed /= pVeh->m_pVehicleInfo->turboSpeed;
				}
				else
				{
					speed /= pVeh->m_pVehicleInfo->speedMax;
				}

			///	if (pm->cmd.forwardmove==0)
			//	{
			//		speed *= 0.5;
			//	}
			//	if (pm->cmd.forwardmove<0)
			//	{
			//		speed *= 0.1f;
			//	}
				if (pVeh->m_ulFlags & VEH_SLIDEBREAKING)
				{
					speed *= 3.0f;
				}

		
  				side = speed * 75.0f;
	//			if (pVeh->m_ulFlags & VEH_STRAFERAM) 
	//			{
	//	 			vAngles[ROLL] += side;
	//			}
	//			else
				{
		 			vAngles[ROLL] -= side;
				}

		 		//gi.Printf("VAngles(%f)", vAngles[2]);
			}
			if (fabsf(vAngles[ROLL])<0.001f)
			{
				vAngles[ROLL] = 0.0f;
			}
		}
	}

	//cap
 	if ( vAngles[PITCH] > pVeh->m_pVehicleInfo->pitchLimit )
	{
		vAngles[PITCH] = pVeh->m_pVehicleInfo->pitchLimit;
	}
	else if ( vAngles[PITCH] < -pVeh->m_pVehicleInfo->pitchLimit )
	{
		vAngles[PITCH] = -pVeh->m_pVehicleInfo->pitchLimit;
	}

	if (!(pVeh->m_ulFlags & VEH_SPINNING))
	{
		if ( vAngles[ROLL] > pVeh->m_pVehicleInfo->rollLimit )
		{
			vAngles[ROLL] = pVeh->m_pVehicleInfo->rollLimit;
		}
		else if ( vAngles[ROLL] < -pVeh->m_pVehicleInfo->rollLimit )
		{
			vAngles[ROLL] = -pVeh->m_pVehicleInfo->rollLimit;
		}
	}
	
	//do it
 	for ( int i = 0; i < 3; i++ )
	{
		if ( i == YAW )
		{//yawing done elsewhere
			continue;
		}

		if ( i == ROLL && pVeh->m_ulFlags & VEH_STRAFERAM)
		{//during strafe ram, roll is done elsewhere
			continue;
		}
		//bank faster the higher the difference is
		/*
		else if ( i == PITCH )
		{
			curVehicleBankingSpeed = vehicleBankingSpeed*fabs(AngleNormalize180(AngleSubtract( vAngles[PITCH], pVeh->m_vOrientation[PITCH] )))/(g_vehicleInfo[pm->ps->vehicleIndex].pitchLimit/2.0f);
		}
		else if ( i == ROLL )
		{
			curVehicleBankingSpeed = vehicleBankingSpeed*fabs(AngleNormalize180(AngleSubtract( vAngles[ROLL], pVeh->m_vOrientation[ROLL] )))/(g_vehicleInfo[pm->ps->vehicleIndex].rollLimit/2.0f);
		}

		if ( curVehicleBankingSpeed )
		*/
		{
		//	if ( pVeh->m_vOrientation[i] >= vAngles[i] + vehicleBankingSpeed )
		//	{
		//		pVeh->m_vOrientation[i] -= vehicleBankingSpeed;
		//	}
		//	else if ( pVeh->m_vOrientation[i] <= vAngles[i] - vehicleBankingSpeed )
		//	{
		//		pVeh->m_vOrientation[i] += vehicleBankingSpeed;
		//	}
		//	else
			{
				pVeh->m_vOrientation[i] = vAngles[i];
			}
		}
	}
 	//gi.Printf("Orientation(%f)", pVeh->m_vOrientation[2]);
}

void BG_ExternThisSoICanRecompileInDebug( Vehicle_t *pVeh, playerState_t *riderPS )
{/*
	float pitchSubtract, pitchDelta, yawDelta;
	//Com_Printf( S_COLOR_RED"PITCH: %4.2f, YAW: %4.2f, ROLL: %4.2f\n", riderPS->viewangles[0],riderPS->viewangles[1],riderPS->viewangles[2]);
	yawDelta = AngleSubtract(riderPS->viewangles[YAW],pVeh->m_vPrevRiderViewAngles[YAW]);
#ifndef QAGAME
	if ( !cg_paused.integer )
	{
		//Com_Printf( "%d - yawDelta %4.2f\n", pm->cmd.serverTime, yawDelta );
	}
#endif
	yawDelta *= (4.0f*pVeh->m_fTimeModifier);
	pVeh->m_vOrientation[ROLL] -= yawDelta;

	pitchDelta = AngleSubtract(riderPS->viewangles[PITCH],pVeh->m_vPrevRiderViewAngles[PITCH]);
	pitchDelta *= (2.0f*pVeh->m_fTimeModifier);
	pitchSubtract = pitchDelta * (fabs(pVeh->m_vOrientation[ROLL])/90.0f);
	pVeh->m_vOrientation[PITCH] += pitchDelta-pitchSubtract;
	if ( pVeh->m_vOrientation[ROLL] > 0 )
	{
		pVeh->m_vOrientation[YAW] += pitchSubtract;
	}
	else
	{
		pVeh->m_vOrientation[YAW] -= pitchSubtract;
	}
	pVeh->m_vOrientation[PITCH] = AngleNormalize180( pVeh->m_vOrientation[PITCH] );
	pVeh->m_vOrientation[YAW] = AngleNormalize360( pVeh->m_vOrientation[YAW] );
	pVeh->m_vOrientation[ROLL] = AngleNormalize180( pVeh->m_vOrientation[ROLL] );

	VectorCopy( riderPS->viewangles, pVeh->m_vPrevRiderViewAngles );*/
}

void BG_VehicleTurnRateForSpeed( Vehicle_t *pVeh, float speed, float *mPitchOverride, float *mYawOverride )
{
	if ( pVeh && pVeh->m_pVehicleInfo )
	{
		float speedFrac = 1.0f;
		if ( pVeh->m_pVehicleInfo->speedDependantTurning )
		{
			if ( pVeh->m_LandTrace.fraction >= 1.0f 
				|| pVeh->m_LandTrace.plane.normal[2] < MIN_LANDING_SLOPE  )
			{
				speedFrac = (speed/(pVeh->m_pVehicleInfo->speedMax*0.75f));
				if ( speedFrac < 0.25f )
				{
					speedFrac = 0.25f;
				}
				else if ( speedFrac > 1.0f )
				{
					speedFrac = 1.0f;
				}
			}
		}
		if ( pVeh->m_pVehicleInfo->mousePitch )
		{
			*mPitchOverride = pVeh->m_pVehicleInfo->mousePitch*speedFrac;
		}
		if ( pVeh->m_pVehicleInfo->mouseYaw )
		{
			*mYawOverride = pVeh->m_pVehicleInfo->mouseYaw*speedFrac;
		}
	}
}
/*
=============
PM_GroundTraceMissed

The ground trace didn't hit a surface, so we are in freefall
=============
*/
static void PM_GroundTraceMissed( void ) {
	trace_t		trace;
	vec3_t		point;
	qboolean	cliff_fall = qfalse;

	if ( Flying != FLY_HOVER )
	{
		if ( !(pm->ps->eFlags&EF_FORCE_DRAINED) )
		{
			//FIXME: if in a contents_falldeath brush, play the falling death anim and sound?
			if ( pm->ps->clientNum != 0 && pm->gent && pm->gent->NPC && pm->gent->client && pm->gent->client->NPC_class != CLASS_DESANN )//desann never falls to his death
			{
				if ( pm->ps->groundEntityNum == ENTITYNUM_NONE )
				{
					if ( pm->ps->stats[STAT_HEALTH] > 0 
						&& !(pm->gent->NPC->aiFlags&NPCAI_DIE_ON_IMPACT) 
						&& !(pm->gent->NPC->aiFlags&NPCAI_JUMP)					// doing a path jump
						&& !(pm->gent->NPC->scriptFlags&SCF_NO_FALLTODEATH)
						&& pm->gent->NPC->behaviorState != BS_JUMP )//not being scripted to jump
					{
						if ( (level.time - pm->gent->client->respawnTime > 2000)//been in the world for at least 2 seconds
							&& (!pm->gent->NPC->timeOfDeath || level.time - pm->gent->NPC->timeOfDeath < 1000) && pm->gent->e_ThinkFunc != thinkF_NPC_RemoveBody //Have to do this now because timeOfDeath is used by thinkF_NPC_RemoveBody to debounce removal checks
							&& !(pm->gent->client->ps.forcePowersActive&(1<<FP_LEVITATION)) )
						{
							if ( !FlyingCreature( pm->gent ) 
								&& g_gravity->value > 0 )
							{
								if ( !(pm->gent->flags&FL_UNDYING) 
									&& !(pm->gent->flags&FL_GODMODE) )
								{
									if ( !(pm->ps->eFlags&EF_FORCE_GRIPPED) 
										&& !(pm->ps->eFlags&EF_FORCE_DRAINED) 
										&& !(pm->ps->pm_flags&PMF_TRIGGER_PUSHED) )
									{
										if ( !pm->ps->forceJumpZStart || pm->ps->forceJumpZStart > pm->ps->origin[2] )// && fabs(pm->ps->velocity[0])<10 && fabs(pm->ps->velocity[1])<10 && pm->ps->velocity[2]<0)//either not force-jumping or force-jumped and now fell below original jump start height
										{
											/*if ( pm->ps->legsAnim = BOTH_FALLDEATH1 
											&& pm->ps->legsAnim != BOTH_DEATH1 
											&& PM_HasAnimation( pm->gent, BOTH_FALLDEATH1 )*/
											//New method: predict impact, 400 ahead
											vec3_t	vel;
											float	time;

											VectorCopy( pm->ps->velocity, vel );
											float speed = VectorLength( vel );
											if ( !speed )
											{//damn divide by zero
												speed = 1;
											}
											time = 400/speed;
											vel[2] -= 0.5 * time * pm->ps->gravity;
											speed = VectorLength( vel );
											if ( !speed )
											{//damn divide by zero
												speed = 1;
											}
											time = 400/speed;
											VectorScale( vel, time, vel );
											VectorAdd( pm->ps->origin, vel, point );

											pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask );

											if ( (trace.contents&CONTENTS_LAVA)
												&& PM_RocketeersAvoidDangerousFalls() )
											{//got out of it
											}
											else if ( !trace.allsolid && !trace.startsolid && (pm->ps->origin[2] - trace.endpos[2]) >= 128 )//>=128 so we don't die on steps!
											{
												if ( trace.fraction == 1.0 )
												{//didn't hit, we're probably going to die
													if ( pm->ps->velocity[2] < 0 && pm->ps->origin[2] - point[2] > 256 )
													{//going down, into a bottomless pit, apparently
														PM_FallToDeath();
														cliff_fall = qtrue;
													}
												}
												else if ( trace.entityNum < ENTITYNUM_NONE 
													&& pm->ps->weapon != WP_SABER 
													&& (!pm->gent || !pm->gent->client || (pm->gent->client->NPC_class != CLASS_BOBAFETT&&pm->gent->client->NPC_class!=CLASS_REBORN&&pm->gent->client->NPC_class!=CLASS_ROCKETTROOPER)) )
												{//Jedi don't scream and die if they're heading for a hard impact
													gentity_t *traceEnt = &g_entities[trace.entityNum];
													if ( trace.entityNum == ENTITYNUM_WORLD || (traceEnt && traceEnt->bmodel) )
													{//hit architecture, find impact force
														float	dmg;

														VectorCopy( pm->ps->velocity, vel );
														time = Distance( trace.endpos, pm->ps->origin )/VectorLength( vel );
														vel[2] -= 0.5 * time * pm->ps->gravity;

														if ( trace.plane.normal[2] > 0.5 )
														{//use falling damage
															int	waterlevel, junk;
															PM_SetWaterLevelAtPoint( trace.endpos, &waterlevel, &junk );
															dmg = PM_CrashLandDelta( vel, waterlevel );
															if ( dmg >= 30 )
															{//there is a minimum fall threshhold
																dmg = PM_DamageForDelta( dmg );
															}
															else
															{
																dmg = 0;
															}
														}
														else
														{//use impact damage
															//guestimate
															if ( pm->gent->client && pm->gent->client->ps.forceJumpZStart )
															{//we were force-jumping
																if ( pm->gent->currentOrigin[2] >= pm->gent->client->ps.forceJumpZStart )
																{//we landed at same height or higher than we landed
																	dmg = 0;
																}
																else
																{//FIXME: take off some of it, at least?
																	dmg = (pm->gent->client->ps.forceJumpZStart-pm->gent->currentOrigin[2])/3;
																}
															}
															dmg = 10 * VectorLength( pm->ps->velocity );
															if ( pm->ps->clientNum < MAX_CLIENTS )
															{
																dmg /= 2;
															}
															dmg *= 0.01875f;//magic number
														}
														float maxDmg = pm->ps->stats[STAT_HEALTH]>20?pm->ps->stats[STAT_HEALTH]:20;//a fall that would do less than 20 points of damage should never make us scream to our deaths
														if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_HOWLER )
														{//howlers can survive long falls, despire their health
															maxDmg *= 5;
														}
														if ( dmg >= pm->ps->stats[STAT_HEALTH] )//armor?
														{
															PM_FallToDeath();
															cliff_fall = qtrue;
														}
													}
												}
											}
											
											/*
											vec3_t	start;
											//okay, kind of expensive temp hack here, but let's check to see if we should scream
											//FIXME: we should either do a better check (predict using actual velocity) or we should wait until they've been over a bottomless pit for a certain amount of time...
											VectorCopy( pm->ps->origin, start );
											if ( pm->ps->forceJumpZStart < start[2] )
											{//Jedi who are force-jumping should only do this from landing point down?
												start[2] = pm->ps->forceJumpZStart;
											}
											VectorCopy( start, point );
											point[2] -= 400;//320
											pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask);
											//FIXME: somehow, people can still get stuck on ledges and not splat when hit...?
											if ( !trace.allsolid && !trace.startsolid && trace.fraction == 1.0 )
											{
												PM_FallToDeath();
												cliff_fall = qtrue;
											}
											*/
										}
									}
								}
							}
						}
					}
				}
			}
			if ( !cliff_fall )
			{
				if ( pm->ps->legsAnim == BOTH_FORCELONGLEAP_START 
					|| pm->ps->legsAnim == BOTH_FORCELONGLEAP_ATTACK
					|| pm->ps->legsAnim == BOTH_FORCEWALLRUNFLIP_START
					|| pm->ps->legsAnim == BOTH_FLIP_LAND )
				{//let it stay on this anim
				}
				else if ( PM_KnockDownAnimExtended( pm->ps->legsAnim ) )
				{//no in-air anims when in knockdown anim
				}
				else if ( ( pm->ps->legsAnim == BOTH_WALL_RUN_RIGHT
					|| pm->ps->legsAnim == BOTH_WALL_RUN_LEFT
					|| pm->ps->legsAnim == BOTH_WALL_RUN_RIGHT_STOP
					|| pm->ps->legsAnim == BOTH_WALL_RUN_LEFT_STOP
					|| pm->ps->legsAnim == BOTH_WALL_RUN_RIGHT_FLIP
					|| pm->ps->legsAnim == BOTH_WALL_RUN_LEFT_FLIP
					|| pm->ps->legsAnim == BOTH_WALL_FLIP_RIGHT
					|| pm->ps->legsAnim == BOTH_WALL_FLIP_LEFT 
					|| pm->ps->legsAnim == BOTH_FORCEWALLREBOUND_FORWARD
					|| pm->ps->legsAnim == BOTH_FORCEWALLREBOUND_LEFT
					|| pm->ps->legsAnim == BOTH_FORCEWALLREBOUND_BACK
					|| pm->ps->legsAnim == BOTH_FORCEWALLREBOUND_RIGHT
					|| pm->ps->legsAnim == BOTH_CEILING_DROP )
					&& !pm->ps->legsAnimTimer )
				{//if flip anim is done, okay to use inair
					PM_SetAnim( pm, SETANIM_LEGS, BOTH_FORCEINAIR1, SETANIM_FLAG_OVERRIDE, 350 );	// Only blend over 100ms
				}
				else if ( pm->ps->legsAnim == BOTH_FLIP_ATTACK7 
					|| pm->ps->legsAnim == BOTH_FLIP_HOLD7  )
				{
					if ( !pm->ps->legsAnimTimer )
					{//done?
						PM_SetAnim( pm, SETANIM_BOTH, BOTH_FLIP_HOLD7, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 350 );	// Only blend over 100ms
					}
				}
				else if ( PM_InCartwheel( pm->ps->legsAnim ) )
				{
					if ( pm->ps->legsAnimTimer > 0 )
					{//still playing on bottom
					}
					else
					{
						PM_SetAnim( pm, SETANIM_BOTH, BOTH_INAIR1, SETANIM_FLAG_NORMAL, 350  );
					}
				}
				else if ( PM_InAirKickingAnim( pm->ps->legsAnim ) ) 
				{
					if ( pm->ps->legsAnimTimer > 0 )
					{//still playing on bottom
					}
					else
					{
						PM_SetAnim( pm, SETANIM_BOTH, BOTH_INAIR1, SETANIM_FLAG_NORMAL, 350  );
						pm->ps->saberMove = LS_READY;
						pm->ps->weaponTime = 0;
					}
				}
				else if ( !PM_InRoll( pm->ps ) 
					&& !PM_SpinningAnim( pm->ps->legsAnim )
					&& !PM_FlippingAnim( pm->ps->legsAnim )
					&& !PM_InSpecialJump( pm->ps->legsAnim ) )
				{
					if ( pm->ps->groundEntityNum != ENTITYNUM_NONE ) 
					{
						// we just transitioned into freefall
						if ( pm->debugLevel ) 
						{
							Com_Printf("%i:lift\n", c_pmove);
						}

						// if they aren't in a jumping animation and the ground is a ways away, force into it
						// if we didn't do the trace, the player would be backflipping down staircases
						VectorCopy( pm->ps->origin, point );
						point[2] -= 64;

						pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask);
						if ( trace.fraction == 1.0 ) 
						{//FIXME: if velocity[2] < 0 and didn't jump, use some falling anim
							if ( pm->ps->velocity[2] <= 0 && !(pm->ps->pm_flags&PMF_JUMP_HELD))
							{
								if(!PM_InDeathAnim())
								{
									// If we're a vehicle, set our falling flag.
									if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_VEHICLE )
									{
										// We're flying in the air.
										if ( pm->gent->m_pVehicle->m_pVehicleInfo->type == VH_ANIMAL )
										{
											pm->gent->m_pVehicle->m_ulFlags |= VEH_FLYING;
										}
									}
									else
									{
										vec3_t	moveDir, lookAngles, lookDir, lookRight;
										int		anim = BOTH_INAIR1;

										VectorCopy( pm->ps->velocity, moveDir );
										moveDir[2] = 0;
										VectorNormalize( moveDir );

										VectorCopy( pm->ps->viewangles, lookAngles );
										lookAngles[PITCH] = lookAngles[ROLL] = 0;
										AngleVectors( lookAngles, lookDir, lookRight, NULL );

										float dot = DotProduct( moveDir, lookDir );
										if ( dot > 0.5 )
										{//redundant
											anim = BOTH_INAIR1;
										}
										else if ( dot < -0.5 )
										{
											anim = BOTH_INAIRBACK1;
										}
										else
										{
											dot = DotProduct( moveDir, lookRight );
											if ( dot > 0.5 )
											{
												anim = BOTH_INAIRRIGHT1;
											}
											else if ( dot < -0.5 )
											{
												anim = BOTH_INAIRLEFT1;
											}
											else
											{//redundant
												anim = BOTH_INAIR1;
											}
										}
										if ( pm->ps->forcePowersActive & ( 1 << FP_LEVITATION ) )
										{
											anim = PM_ForceJumpAnimForJumpAnim( anim );
										}
										PM_SetAnim( pm, SETANIM_LEGS, anim, SETANIM_FLAG_OVERRIDE, 100 );	// Only blend over 100ms
									}
								}
								pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
							}
							else if ( !(pm->ps->forcePowersActive&(1<<FP_LEVITATION)) )
							{
								if ( pm->cmd.forwardmove >= 0 ) 
								{
									if(!PM_InDeathAnim())
									{
										PM_SetAnim(pm,SETANIM_LEGS,BOTH_JUMP1,SETANIM_FLAG_OVERRIDE, 100);	// Only blend over 100ms
									}
									pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
								} 
								else if ( pm->cmd.forwardmove < 0 ) 
								{
									if(!PM_InDeathAnim())
									{
										PM_SetAnim(pm,SETANIM_LEGS,BOTH_JUMPBACK1,SETANIM_FLAG_OVERRIDE, 100);	// Only blend over 100ms
									}
									pm->ps->pm_flags |= PMF_BACKWARDS_JUMP;
								}
							}
						}
						else
						{
							// If we're a vehicle, set our falling flag.
							if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_VEHICLE )
							{
								// We're on the ground.
								if ( pm->gent->m_pVehicle->m_pVehicleInfo->type == VH_ANIMAL )
								{
									pm->gent->m_pVehicle->m_ulFlags &= ~VEH_FLYING;
								}
							}
						}
					}
				}
			}
		}

		if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
		{
			pm->ps->jumpZStart = pm->ps->origin[2];
		}
	}
	pm->ps->groundEntityNum = ENTITYNUM_NONE;
	pml.groundPlane = qfalse;
	pml.walking = qfalse;
}


/*
=============
PM_GroundTrace
=============
*/
static void PM_GroundTrace( void ) {
	vec3_t		point;
	trace_t		trace;

	if ( (pm->ps->eFlags&EF_LOCKED_TO_WEAPON)
		|| (pm->ps->eFlags&EF_HELD_BY_RANCOR)
		|| (pm->ps->eFlags&EF_HELD_BY_WAMPA)
		|| (pm->ps->eFlags&EF_HELD_BY_SAND_CREATURE)
		|| PM_RidingVehicle() )
	{
		pml.groundPlane = qtrue;
		pml.walking = qtrue;
		pm->ps->groundEntityNum = ENTITYNUM_WORLD;
		pm->ps->lastOnGround = level.time;
		/*
		pml.groundTrace.allsolid = qfalse;
		pml.groundTrace.contents = CONTENTS_SOLID;
		VectorCopy( pm->ps->origin, pml.groundTrace.endpos );
		pml.groundTrace.entityNum = ENTITYNUM_WORLD;
		pml.groundTrace.fraction = 0.0f;;
		pml.groundTrace.G2CollisionMap = NULL;
		pml.groundTrace.plane.dist = 0.0f;
		VectorSet( pml.groundTrace.plane.normal, 0, 0, 1 );
		pml.groundTrace.plane.pad = 0;
		pml.groundTrace.plane.signbits = 0;
		pml.groundTrace.plane.type = 0;;
		pml.groundTrace.startsolid = qfalse;
		pml.groundTrace.surfaceFlags = 0;
		*/
		return;
	}
	else if ( pm->ps->legsAnimTimer > 300 
		&& (pm->ps->legsAnim == BOTH_WALL_RUN_RIGHT 
			|| pm->ps->legsAnim == BOTH_WALL_RUN_LEFT
			|| pm->ps->legsAnim == BOTH_FORCEWALLRUNFLIP_START) )
	{//wall-running forces you to be in the air
		pml.groundPlane = qfalse;
		pml.walking = qfalse;
		pm->ps->groundEntityNum = ENTITYNUM_NONE;
		return;
	}

	float minNormal = (float)MIN_WALK_NORMAL;
	if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_VEHICLE )
	{//FIXME: extern this as part of vehicle data
		minNormal = pm->gent->m_pVehicle->m_pVehicleInfo->maxSlope;
	}

	point[0] = pm->ps->origin[0];
	point[1] = pm->ps->origin[1];
	point[2] = pm->ps->origin[2] - 0.25f;

	pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask);
	pml.groundTrace = trace;

	// do something corrective if the trace starts in a solid...
	if ( trace.allsolid ) {
		PM_CorrectAllSolid();
		return;
	}

	// if the trace didn't hit anything, we are in free fall
	if ( trace.fraction == 1.0 || g_gravity->value <= 0 ) 
	{
		PM_GroundTraceMissed();
		pml.groundPlane = qfalse;
		pml.walking = qfalse;
		/*
		if ( pm->ps->vehicleIndex != VEHICLE_NONE )
		{
			PM_SetVehicleAngles( NULL );
		}
		*/
		return;
	}

	// Not a vehicle and not riding one.
	if ( pm->gent 
		&& pm->gent->client 
		&& pm->gent->client->NPC_class != CLASS_SAND_CREATURE
		&& (pm->gent->client->NPC_class != CLASS_VEHICLE && !PM_RidingVehicle() ) )
	{
		// check if getting thrown off the ground
		if ( ((pm->ps->velocity[2]>0&&(pm->ps->pm_flags&PMF_TIME_KNOCKBACK))||pm->ps->velocity[2]>100) && DotProduct( pm->ps->velocity, trace.plane.normal ) > 10 )
		{//either thrown off ground (PMF_TIME_KNOCKBACK) or going off the ground at a large velocity
			if ( pm->debugLevel ) {
				Com_Printf("%i:kickoff\n", c_pmove);
			}
			// go into jump animation
			if ( PM_FlippingAnim( pm->ps->legsAnim) )
			{//we're flipping
			}
			else if ( PM_InSpecialJump( pm->ps->legsAnim ) )
			{//special jumps
			}
			else if ( PM_InKnockDown( pm->ps ) )
			{//in knockdown
			}
			else if ( PM_InRoll( pm->ps ) )
			{//in knockdown
			}
			else if ( PM_KickingAnim( pm->ps->legsAnim ) )
			{//in kick
			}
			else if ( pm->gent 
				&& pm->gent->client 
				&& (pm->gent->client->NPC_class == CLASS_RANCOR || pm->gent->client->NPC_class == CLASS_WAMPA) )
			{
			}
			else
			{
				PM_JumpForDir();
			}

			pm->ps->groundEntityNum = ENTITYNUM_NONE;
			pml.groundPlane = qfalse;
			pml.walking = qfalse;
			return;
		}
	}
	
	/*
	if ( pm->ps->vehicleIndex != VEHICLE_NONE )
	{
		PM_SetVehicleAngles( trace.plane.normal );
	}
	*/

	// slopes that are too steep will not be considered onground
	if ( trace.plane.normal[2] < minNormal ) {
		if ( pm->debugLevel ) {
			Com_Printf("%i:steep\n", c_pmove);
		}
		// FIXME: if they can't slide down the slope, let them
		// walk (sharp crevices)
		pm->ps->groundEntityNum = ENTITYNUM_NONE;
		pml.groundPlane = qtrue;
		pml.walking = qfalse;
		return;
	}

	//FIXME: if the ground surface is a "cover surface (like tall grass), add a "cover" flag to me
	pml.groundPlane = qtrue;
	pml.walking = qtrue;

	// hitting solid ground will end a waterjump
	if (pm->ps->pm_flags & PMF_TIME_WATERJUMP)
	{
		pm->ps->pm_flags &= ~(PMF_TIME_WATERJUMP | PMF_TIME_LAND);
		pm->ps->pm_time = 0;
	}

	if ( pm->ps->groundEntityNum == ENTITYNUM_NONE ) {
		// just hit the ground
		if ( pm->debugLevel ) {
			Com_Printf("%i:Land\n", c_pmove);
		}
		
		//if ( !PM_ClientImpact( trace.entityNum, qtrue ) )
		{
			PM_CrashLand();

			// don't do landing time if we were just going down a slope
			if ( pml.previous_velocity[2] < -200 ) {
				// don't allow another jump for a little while
				pm->ps->pm_flags |= PMF_TIME_LAND;
				pm->ps->pm_time = 250;
			}
			if (!pm->cmd.forwardmove && !pm->cmd.rightmove) {
				if ( Flying != FLY_HOVER )
				{
					pm->ps->velocity[2] = 0;	//wouldn't normally want this because of slopes, but we aren't tyring to move...
				}
			}
		}
	}

	pm->ps->groundEntityNum = trace.entityNum;
	pm->ps->lastOnGround = level.time;
	if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) )
	{//if a player, clear the jumping "flag" so can't double-jump
		pm->ps->forceJumpCharge = 0;
	}

	// don't reset the z velocity for slopes
//	pm->ps->velocity[2] = 0;

	PM_AddTouchEnt( trace.entityNum );
}

int		LastMatrixJumpTime = 0;
#define	DEBUGMATRIXJUMP		0

void PM_HoverTrace( void )
{
	if ( !pm->gent || !pm->gent->client || pm->gent->client->NPC_class != CLASS_VEHICLE )
	{
		return;
	}

	Vehicle_t *pVeh = pm->gent->m_pVehicle;
	float hoverHeight = pVeh->m_pVehicleInfo->hoverHeight;
	vec3_t		point, vAng, fxAxis[3];
	trace_t		*trace = &pml.groundTrace;
	int			traceContents = pm->tracemask;

	pml.groundPlane = qfalse;

	float relativeWaterLevel = (pm->ps->waterheight - (pm->ps->origin[2]+pm->mins[2]));
	if ( pm->waterlevel && relativeWaterLevel >= 0 )
	{//in water
		if ( pVeh->m_pVehicleInfo->bouyancy <= 0.0f )
		{//sink like a rock
		}
		else
		{//rise up
			float floatHeight = (pVeh->m_pVehicleInfo->bouyancy * ((pm->maxs[2]-pm->mins[2])*0.5f)) - (hoverHeight*0.5f);//1.0f should make you float half-in, half-out of water
			if ( relativeWaterLevel > floatHeight )
			{//too low, should rise up
				pm->ps->velocity[2] += (relativeWaterLevel - floatHeight) * pVeh->m_fTimeModifier;
			}
		}
		if ( pm->ps->waterheight < pm->ps->origin[2]+pm->maxs[2] )
		{//part of us is sticking out of water
			if ( fabs(pm->ps->velocity[0]) + fabs(pm->ps->velocity[1]) > 100 )
			{//moving at a decent speed
				if ( Q_irand( pml.frametime, 100 ) >= 50 )
				{//splash
					vAng[PITCH] = vAng[ROLL] = 0;
					vAng[YAW] = pVeh->m_vOrientation[YAW];
					AngleVectors( vAng, fxAxis[2], fxAxis[1], fxAxis[0] );
					vec3_t wakeOrg;
					VectorCopy( pm->ps->origin, wakeOrg );
					wakeOrg[2] = pm->ps->waterheight;
					if ( pVeh->m_pVehicleInfo->iWakeFX )
					{
						G_PlayEffect( pVeh->m_pVehicleInfo->iWakeFX, wakeOrg, fxAxis );
					}
				}
			}
			pml.groundPlane = qtrue;
		}
	}
	else
	{
		float minNormal = (float)MIN_WALK_NORMAL;
		minNormal = pVeh->m_pVehicleInfo->maxSlope;

		point[0] = pm->ps->origin[0];
		point[1] = pm->ps->origin[1];
		point[2] = pm->ps->origin[2] - (hoverHeight*3.0f);

		//FIXME: check for water, too?  If over water, go slower and make wave effect
		//		If *in* water, go really slow and use bouyancy stat to determine how far below surface to float

		//NOTE: if bouyancy is 2.0f or higher, you float over water like it's solid ground.
		//		if it's 1.0f, you sink halfway into water.  If it's 0, you sink...
		if ( pVeh->m_pVehicleInfo->bouyancy >= 2.0f )
		{//sit on water
			traceContents |= (CONTENTS_WATER|CONTENTS_SLIME|CONTENTS_LAVA);
		}
 		pm->trace( trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, traceContents );
		if ( trace->plane.normal[2] >= minNormal ) 
		{//not a steep slope, so push us up
			if ( trace->fraction < 0.3f )
			{//push up off ground
	 			float hoverForce = pVeh->m_pVehicleInfo->hoverStrength;
				pm->ps->velocity[2] += (0.3f-trace->fraction)*hoverForce*pVeh->m_fTimeModifier;

			//	if (pm->ps->velocity[2]>60.0f)
			//	{
			//		pm->ps->velocity[2] = 60.0f;
			//	}

				if ( (trace->contents&(CONTENTS_WATER|CONTENTS_SLIME|CONTENTS_LAVA)) )
				{//hovering on water, make a spash if moving
					if ( fabs(pm->ps->velocity[0]) + fabs(pm->ps->velocity[1]) > 100 )
					{//moving at a decent speed
						if ( Q_irand( pml.frametime, 100 ) >= 50 )
						{//splash
							vAng[PITCH] = vAng[ROLL] = 0;
							vAng[YAW] = pVeh->m_vOrientation[YAW];
							AngleVectors( vAng, fxAxis[2], fxAxis[1], fxAxis[0] );
							if ( pVeh->m_pVehicleInfo->iWakeFX )
							{
								G_PlayEffect( pVeh->m_pVehicleInfo->iWakeFX, trace->endpos, fxAxis );
							}
						}
					}
				}
				
				if (pVeh->m_ulFlags & VEH_SLIDEBREAKING)
				{
  				 	if ( Q_irand( pml.frametime, 100 ) >= 50 )
					{//dust
						VectorClear(fxAxis[0]);
					 	fxAxis[0][2] = 1;

						VectorCopy(pm->ps->velocity, fxAxis[1]);
 						fxAxis[1][2] *= 0.01f;
						VectorMA(pm->ps->origin, 0.25f, fxAxis[1], point);
						G_PlayEffect("ships/swoop_dust", point, fxAxis[0]);
					}
				}
				pml.groundPlane = qtrue;
			}
		}
	}
	if ( pml.groundPlane )
	{
 		PM_SetVehicleAngles( pml.groundTrace.plane.normal );
		// We're on the ground.
//		if (pVeh->m_ulFlags&VEH_FLYING && level.time<pVeh->m_iTurboTime)
//		{
//			pVeh->m_iTurboTime = 0;	// stop turbo
//		}
		pVeh->m_ulFlags &= ~VEH_FLYING;
		pVeh->m_vAngularVelocity = 0.0f;
	}
	else
	{
		PM_SetVehicleAngles( NULL );
		// We're flying in the air.
		pVeh->m_ulFlags |= VEH_FLYING;
		//groundTrace

		if (pVeh->m_vAngularVelocity==0.0f)
		{
			pVeh->m_vAngularVelocity = pVeh->m_vOrientation[YAW] - pVeh->m_vPrevOrientation[YAW];
			if (pVeh->m_vAngularVelocity<-15.0f)
			{
				pVeh->m_vAngularVelocity = -15.0f;
			}
			if (pVeh->m_vAngularVelocity> 15.0f)
			{
				pVeh->m_vAngularVelocity =  15.0f;
			}

			// BEGIN MATRIX MODE INIT FOR JUMP
			//=================================
  			if (pm->gent && 
				pm->gent->owner && 
				(pm->gent->owner->s.number<MAX_CLIENTS||G_ControlledByPlayer(pm->gent->owner)) && 
				pVeh->m_pVehicleInfo->type==VH_SPEEDER &&
				level.time>(LastMatrixJumpTime+5000) && VectorLength(pm->ps->velocity)>30.0f)
			{
 				LastMatrixJumpTime = level.time;
	 			vec3_t	predictedApx;
				vec3_t	predictedFallVelocity;
				vec3_t	predictedLandPosition;

 				VectorScale(pm->ps->velocity, 2.0f, predictedFallVelocity);					// take friction into account
	 			predictedFallVelocity[2] = -(pm->ps->gravity * 1.1f);	// take gravity into account

				VectorMA(pm->ps->origin,	0.25f, pm->ps->velocity,			predictedApx);
				VectorMA(predictedApx,		0.25f, predictedFallVelocity,	predictedLandPosition);




				trace_t trace2;
 				gi.trace( &trace2, predictedApx, pm->mins, pm->maxs, predictedLandPosition, pm->ps->clientNum, traceContents);
 				if (!trace2.startsolid && !trace2.allsolid && trace2.fraction>0.75 && Q_irand(0, 3)==0)
				{
					LastMatrixJumpTime += 20000;
 				 	G_StartMatrixEffect(pm->gent, MEF_HIT_GROUND_STOP);
//					CG_DrawEdge(pm->ps->origin, predictedApx,			EDGE_WHITE_TWOSECOND);
//					CG_DrawEdge(predictedApx, predictedLandPosition,	EDGE_WHITE_TWOSECOND);
				}
//				else
//				{
//					CG_DrawEdge(pm->ps->origin, predictedApx,			EDGE_RED_TWOSECOND);
//					CG_DrawEdge(predictedApx, predictedLandPosition,	EDGE_RED_TWOSECOND);
//				}
			}
			//=================================
		}
		pVeh->m_vAngularVelocity *= 0.95f;		// Angular Velocity Decays Over Time
	}
	PM_GroundTraceMissed();
}

#ifdef _XBOX

short	npcsToUpdate[MAX_NPC_WATER_UPDATE];		// queue of npcs
short	npcsToUpdateTop = 0;					// top of the queue
short	npcsToUpdateCount = 0;					// number of npcs in the queue


/*
=============
PM_SetWaterLevelAtPoint2
Xbox version does not depend on a pmove structure
This function is used to update AI waterlevels every few
frames.
=============
*/
static void PM_SetWaterLevelAtPoint2( vec3_t org, int *waterlevel, int *watertype, int clientNum, int viewHeight ) 
{
	vec3_t		point;
	int			cont;
	int			sample1;
	int			sample2;

	// use the server fucntion directly, we don't have a pmove ptr to work with right now
	extern int SV_PointContents( const vec3_t p, int passEntityNum );

	//
	// get waterlevel, accounting for ducking
	//
	*waterlevel = 0;
	*watertype = 0;

	point[0] = org[0];
	point[1] = org[1];
	point[2] = org[2] + DEFAULT_MINS_2 + 1;	
	cont = SV_PointContents( point, clientNum );

	if ( cont & (MASK_WATER|CONTENTS_LADDER) ) 
	{
		sample2 = viewHeight - DEFAULT_MINS_2;
		sample1 = sample2 / 2;

		*watertype = cont;
		*waterlevel = 1;
		point[2] = org[2] + DEFAULT_MINS_2 + sample1;
		cont = SV_PointContents( point, clientNum );
		if ( cont & (MASK_WATER|CONTENTS_LADDER) ) 
		{
			*waterlevel = 2;
			point[2] = org[2] + DEFAULT_MINS_2 + sample2;
			cont = SV_PointContents( point, clientNum );
			if ( cont & (MASK_WATER|CONTENTS_LADDER) )
			{
				*waterlevel = 3;
			}
		}
	}
}

/*
=============
AddNPCToWaterUpdate
This function adds an AI to the water level update queue
=============
*/
static void AddNPCToWaterUpdate(int num)
{
	// get an entity pointer
	gentity_t *ent = g_entities + num;

	// only add this client if it isn't already queued
	if(ent->wupdate == 0)
	{
		// check to make sure we don't have too many NPCs in the queue
		if((npcsToUpdateCount + 1) < MAX_NPC_WATER_UPDATE)
		{
			// figure out where to place this npc in the queue
			int spot = npcsToUpdateTop + npcsToUpdateCount;

			if(spot < MAX_NPC_WATER_UPDATE)
			{
				npcsToUpdate[spot] = num;
			}
			else
			{
				npcsToUpdate[spot - MAX_NPC_WATER_UPDATE] = num;
			}

			// set the water update flag
			ent->wupdate = 1;

			// update the queue count
			npcsToUpdateCount++;
		}
		else
		{
			// the queue isn't big enough
			assert(0);
		}
	}
}

/*
=============
UpdateNPCWaterLevels
This function updates the water level for MAX_NPC_WATER_UPDATES_PER_FRAME NPCs
=============
*/
void UpdateNPCWaterLevels(void)
{
	int i;
	gentity_t *ent;

	// update the maxium number per frame
	for(i = 0; i < MAX_NPC_WATER_UPDATES_PER_FRAME; i++)
	{
		// make sure we have something to update
		if(npcsToUpdateCount)
		{
			// if the clientnum is -1, we've got some serious problems
			assert(npcsToUpdate[npcsToUpdateTop] != -1);

			// get an enitiy pointer
			ent	= g_entities + npcsToUpdate[npcsToUpdateTop];

			// make sure this client isn't in Jedi heaven
			if(ent->client)
			{
				// set the previous water level... this is used later to update the water state
				ent->prev_waterlevel = ent->waterlevel;
				// get our new state
				PM_SetWaterLevelAtPoint2( ent->currentOrigin, &ent->waterlevel, &ent->watertype, npcsToUpdate[npcsToUpdateTop], ent->client->ps.viewheight );
				// flag this client as updated
				ent->wupdate = 0;
			}

			// clear this client from the queue
			npcsToUpdate[npcsToUpdateTop] = -1;
			// move our queue ptr and decr our count
			npcsToUpdateTop++;
			npcsToUpdateCount--;

			// if the top is pointing to the end wrap it around the the start
			if(npcsToUpdateTop == MAX_NPC_WATER_UPDATE)
			{
				npcsToUpdateTop = 0;
			}
		}
	}
}

#endif // _XBOX

/*
=============
PM_SetWaterLevelAtPoint	FIXME: avoid this twice?  certainly if not moving
=============
*/
static void PM_SetWaterLevelAtPoint( vec3_t org, int *waterlevel, int *watertype ) 
{
	vec3_t		point;
	int			cont;
	int			sample1;
	int			sample2;

	//
	// get waterlevel, accounting for ducking
	//
	*waterlevel = 0;
	*watertype = 0;

	point[0] = org[0];
	point[1] = org[1];
	point[2] = org[2] + DEFAULT_MINS_2 + 1;	
	if (gi.totalMapContents() & (MASK_WATER|CONTENTS_LADDER))
	{
		cont = pm->pointcontents( point, pm->ps->clientNum );

		if ( cont & (MASK_WATER|CONTENTS_LADDER) ) 
		{
			sample2 = pm->ps->viewheight - DEFAULT_MINS_2;
			sample1 = sample2 / 2;

			*watertype = cont;
			*waterlevel = 1;
			point[2] = org[2] + DEFAULT_MINS_2 + sample1;
			cont = pm->pointcontents( point, pm->ps->clientNum );
			if ( cont & (MASK_WATER|CONTENTS_LADDER) ) 
			{
				*waterlevel = 2;
				point[2] = org[2] + DEFAULT_MINS_2 + sample2;
				cont = pm->pointcontents( point, pm->ps->clientNum );
				if ( cont & (MASK_WATER|CONTENTS_LADDER) )
				{
					*waterlevel = 3;
				}
			}
		}
	}
}

void PM_SetWaterHeight( void )
{
	pm->ps->waterHeightLevel = WHL_NONE;
	if ( pm->waterlevel < 1 )
	{
		pm->ps->waterheight = pm->ps->origin[2] + DEFAULT_MINS_2 - 4;
		return;
	}
	trace_t trace;
	vec3_t	top, bottom;

	VectorCopy( pm->ps->origin, top );
	VectorCopy( pm->ps->origin, bottom );
	top[2] += pm->gent->client->standheight;
	bottom[2] += DEFAULT_MINS_2;

	gi.trace( &trace, top, pm->mins, pm->maxs, bottom, pm->ps->clientNum, MASK_WATER );

	if ( trace.startsolid )
	{//under water
		pm->ps->waterheight = top[2] + 4;
	}
	else if ( trace.fraction < 1.0f )
	{//partially in and partially out of water
		pm->ps->waterheight = trace.endpos[2]+pm->mins[2];
	}
	else if ( trace.contents&MASK_WATER )
	{//water is above me
		pm->ps->waterheight = top[2] + 4;
	}
	else
	{//water is below me
		pm->ps->waterheight = bottom[2] - 4;
	}
	float distFromEyes = (pm->ps->origin[2]+pm->gent->client->standheight)-pm->ps->waterheight;

	if ( distFromEyes < 0 )
	{
		pm->ps->waterHeightLevel = WHL_UNDER;
	}
	else if ( distFromEyes < 6 )
	{
		pm->ps->waterHeightLevel = WHL_HEAD;
	}
	else if ( distFromEyes < 18 )
	{
		pm->ps->waterHeightLevel = WHL_SHOULDERS;
	}
	else if ( distFromEyes < pm->gent->client->standheight-8 )
	{//at least 8 above origin
		pm->ps->waterHeightLevel = WHL_TORSO;
	}
	else 
	{
		float distFromOrg = pm->ps->origin[2]-pm->ps->waterheight;
		if ( distFromOrg < 6 )
		{
			pm->ps->waterHeightLevel = WHL_WAIST;
		}
		else if ( distFromOrg < 16 )
		{
			pm->ps->waterHeightLevel = WHL_KNEES;
		}
		else if ( distFromOrg > fabs(pm->mins[2]) )
		{
			pm->ps->waterHeightLevel = WHL_NONE;
		}
		else 
		{
			pm->ps->waterHeightLevel = WHL_ANKLES;
		}
	}
}


/*
==============
PM_SetBounds

Sets mins, maxs
==============
*/
static void PM_SetBounds (void)
{
	if ( pm->gent && pm->gent->client )
	{
		if ( !pm->gent->mins[0] || !pm->gent->mins[1] || !pm->gent->mins[2] || !pm->gent->maxs[0] || !pm->gent->maxs[1] || !pm->gent->maxs[2] )
		{
			//assert(0);
		}

		VectorCopy( pm->gent->mins, pm->mins );
		VectorCopy( pm->gent->maxs, pm->maxs );
	}
	else
	{
		if ( !DEFAULT_MINS_0 || !DEFAULT_MINS_1 || !DEFAULT_MAXS_0 || !DEFAULT_MAXS_1 || !DEFAULT_MINS_2 || !DEFAULT_MAXS_2 )
		{
			assert(0);
		}

		pm->mins[0] = DEFAULT_MINS_0;
		pm->mins[1] = DEFAULT_MINS_1;

		pm->maxs[0] = DEFAULT_MAXS_0;
		pm->maxs[1] = DEFAULT_MAXS_1;

		pm->mins[2] = DEFAULT_MINS_2;
		pm->maxs[2] = DEFAULT_MAXS_2;
	}
}

/*
==============
PM_CheckDuck

Sets mins, maxs, and pm->ps->viewheight
==============
*/
static void PM_CheckDuck (void)
{
	trace_t	trace;
	int		standheight;
	int		crouchheight;
	int		oldHeight;

	if ( pm->gent && pm->gent->client )
	{
		if ( !pm->gent->mins[0] || !pm->gent->mins[1] || !pm->gent->mins[2] || !pm->gent->maxs[0] || !pm->gent->maxs[1] || !pm->gent->maxs[2] )
		{
			//assert(0);
		}

		if ( pm->ps->clientNum < MAX_CLIENTS 
			&& (pm->gent->client->NPC_class == CLASS_ATST ||pm->gent->client->NPC_class == CLASS_RANCOR)
			&& !cg.renderingThirdPerson )
		{
			standheight = crouchheight = 128;
		}
		else
		{
			standheight = pm->gent->client->standheight;
			crouchheight = pm->gent->client->crouchheight;
		}
	}
	else
	{
		if ( !DEFAULT_MINS_0 || !DEFAULT_MINS_1 || !DEFAULT_MAXS_0 || !DEFAULT_MAXS_1 || !DEFAULT_MINS_2 || !DEFAULT_MAXS_2 )
		{
			assert(0);
		}

		standheight = DEFAULT_MAXS_2;
		crouchheight = CROUCH_MAXS_2;
	}

	if ( PM_RidingVehicle() || (pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_VEHICLE) )
	{//riding a vehicle or are a vehicle
		//no ducking or rolling when on a vehicle
		//right?  not even on ones that you just ride on top of?
		pm->ps->pm_flags &= ~PMF_DUCKED;
		pm->maxs[2] = standheight;
		//FIXME: have a crouchviewheight and standviewheight on ent?
		pm->ps->viewheight = standheight + STANDARD_VIEWHEIGHT_OFFSET;//DEFAULT_VIEWHEIGHT;
		//NOTE: we don't clear the pm->cmd.upmove here because 
		//the vehicle code may need it later... but, for riders,
		//it should have already been copied over to the vehicle, right?
		return;
	}

	if ( PM_InGetUp( pm->ps ) )
	{//can't do any kind of crouching when getting up
		if ( pm->ps->legsAnim == BOTH_GETUP_CROUCH_B1 || pm->ps->legsAnim == BOTH_GETUP_CROUCH_F1 )
		{//crouched still
			pm->ps->pm_flags |= PMF_DUCKED;
			pm->maxs[2] = crouchheight;
		}
		pm->ps->viewheight = crouchheight + STANDARD_VIEWHEIGHT_OFFSET;
		return;
	}

	oldHeight = pm->maxs[2];

	if ( PM_InRoll( pm->ps ) )
	{
		/*
		if ( pm->ps->clientNum && pm->gent && pm->gent->client )
		{
			pm->maxs[2] = pm->gent->client->renderInfo.eyePoint[2]-pm->ps->origin[2] + 4;
			if ( crouchheight > pm->maxs[2] )
			{
				pm->maxs[2] = crouchheight;
			}
		}
		else
		*/
		{
			pm->maxs[2] = crouchheight;
		}
		pm->ps->viewheight = crouchheight + STANDARD_VIEWHEIGHT_OFFSET;
		pm->ps->pm_flags |= PMF_DUCKED;
		return;
	}
	if ( PM_GettingUpFromKnockDown( standheight, crouchheight ) )
	{
		pm->ps->viewheight = crouchheight + STANDARD_VIEWHEIGHT_OFFSET;
		return;
	}
	if ( PM_InKnockDown( pm->ps ) )
	{//forced crouch
		if ( pm->gent && pm->gent->client )
		{//interrupted any potential delayed weapon fires
			pm->gent->client->fireDelay = 0;
		}
		pm->maxs[2] = crouchheight;
		pm->ps->viewheight = crouchheight + STANDARD_VIEWHEIGHT_OFFSET;
		pm->ps->pm_flags |= PMF_DUCKED;
		return;
	}
	if ( pm->cmd.upmove < 0 )
	{	// trying to duck
		pm->maxs[2] = crouchheight;
		pm->ps->viewheight = crouchheight + STANDARD_VIEWHEIGHT_OFFSET;//CROUCH_VIEWHEIGHT;
		if ( pm->ps->groundEntityNum == ENTITYNUM_NONE && !PM_SwimmingAnim( pm->ps->legsAnim ) )
		{//Not ducked already and trying to duck in mid-air
			//will raise your feet, unducking whilst in air will drop feet
			if ( !(pm->ps->pm_flags&PMF_DUCKED) )
			{
				pm->ps->eFlags ^= EF_TELEPORT_BIT;
			}
			if ( pm->gent )
			{
				pm->ps->origin[2] += oldHeight - pm->maxs[2];//diff will be zero if were already ducking
				//Don't worry, we know we fit in a smaller size
			}
		}
		pm->ps->pm_flags |= PMF_DUCKED;
		if ( d_JediAI->integer )
		{
			if ( pm->ps->clientNum && pm->ps->weapon == WP_SABER )
			{
				Com_Printf( "ducking\n" );
			}
		}
	}
	else
	{	// want to stop ducking, stand up if possible
		if ( pm->ps->pm_flags & PMF_DUCKED )
		{//Was ducking
			if ( pm->ps->groundEntityNum == ENTITYNUM_NONE )
			{//unducking whilst in air will try to drop feet
				pm->maxs[2] = standheight;
				pm->ps->origin[2] += oldHeight - pm->maxs[2];
				pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, pm->ps->origin, pm->ps->clientNum, pm->tracemask );
				if ( !trace.allsolid )
				{
					pm->ps->eFlags ^= EF_TELEPORT_BIT;
					pm->ps->pm_flags &= ~PMF_DUCKED;
				}
				else
				{//Put us back
					pm->ps->origin[2] -= oldHeight - pm->maxs[2];
				}
				//NOTE: this isn't the best way to check this, you may have room to unduck
				//while in air, but your feet are close to landing.  Probably won't be a
				//noticable shortcoming
			}
			else
			{
				// try to stand up
				pm->maxs[2] = standheight;
				pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, pm->ps->origin, pm->ps->clientNum, pm->tracemask );
				if ( !trace.allsolid )
				{
					pm->ps->pm_flags &= ~PMF_DUCKED;
				}
			}
		}

		if ( pm->ps->pm_flags & PMF_DUCKED )
		{//Still ducking
			pm->maxs[2] = crouchheight;
			pm->ps->viewheight = crouchheight + STANDARD_VIEWHEIGHT_OFFSET;//CROUCH_VIEWHEIGHT;
		}
		else
		{//standing now
			pm->maxs[2] = standheight;
			//FIXME: have a crouchviewheight and standviewheight on ent?
			pm->ps->viewheight = standheight + STANDARD_VIEWHEIGHT_OFFSET;//DEFAULT_VIEWHEIGHT;
		}
	}
}



//===================================================================
qboolean PM_SaberLockAnim( int anim )
{
	switch ( anim )
	{
	case BOTH_BF2LOCK:	//#
	case BOTH_BF1LOCK:	//#
	case BOTH_CWCIRCLELOCK:	//#
	case BOTH_CCWCIRCLELOCK:	//#
		return qtrue;
	}
	return qfalse;
}

qboolean PM_ForceAnim( int anim )
{
	switch ( anim )
	{
	case BOTH_CHOKE1:			//being choked...???
	case BOTH_GESTURE1:			//taunting...
	case BOTH_RESISTPUSH:		//# plant yourself to resist force push/pulls.
	case BOTH_FORCEPUSH:		//# Use off-hand to do force power.
	case BOTH_FORCEPULL:		//# Use off-hand to do force power.
	case BOTH_MINDTRICK1:		//# Use off-hand to do mind trick
	case BOTH_MINDTRICK2:		//# Use off-hand to do distraction
	case BOTH_FORCELIGHTNING:	//# Use off-hand to do lightning
	case BOTH_FORCELIGHTNING_START:
	case BOTH_FORCELIGHTNING_HOLD:	//# Use off-hand to do lightning
	case BOTH_FORCELIGHTNING_RELEASE:	//# Use off-hand to do lightning
	case BOTH_FORCEHEAL_START:	//# Healing meditation pose start
	case BOTH_FORCEHEAL_STOP:	//# Healing meditation pose end
	case BOTH_FORCEHEAL_QUICK:	//# Healing meditation gesture
	case BOTH_FORCEGRIP1:		//# temp force-grip anim (actually re-using push)
	case BOTH_FORCEGRIP_HOLD:		//# temp force-grip anim (actually re-using push)
	case BOTH_FORCEGRIP_RELEASE:		//# temp force-grip anim (actually re-using push)
	//case BOTH_FORCEGRIP3:		//# force-gripping
	case BOTH_FORCE_RAGE:
	case BOTH_FORCE_2HANDEDLIGHTNING:
	case BOTH_FORCE_2HANDEDLIGHTNING_START:
	case BOTH_FORCE_2HANDEDLIGHTNING_HOLD:
	case BOTH_FORCE_2HANDEDLIGHTNING_RELEASE:
	case BOTH_FORCE_DRAIN:
	case BOTH_FORCE_DRAIN_START:
	case BOTH_FORCE_DRAIN_HOLD:
	case BOTH_FORCE_DRAIN_RELEASE:
	case BOTH_FORCE_ABSORB:
	case BOTH_FORCE_ABSORB_START:
	case BOTH_FORCE_ABSORB_END:
	case BOTH_FORCE_PROTECT:
	case BOTH_FORCE_PROTECT_FAST:
		return qtrue;
		break;
	}
	return qfalse;
}

qboolean PM_InSaberAnim( int anim )
{
	if ( anim >= BOTH_A1_T__B_ && anim <= BOTH_H1_S1_BR )
	{
		return qtrue;
	}
	return qfalse;
}

qboolean PM_InForceGetUp( playerState_t *ps )
{
	switch ( ps->legsAnim )
	{
	case BOTH_FORCE_GETUP_F1:
	case BOTH_FORCE_GETUP_F2:
	case BOTH_FORCE_GETUP_B1:
	case BOTH_FORCE_GETUP_B2:
	case BOTH_FORCE_GETUP_B3:
	case BOTH_FORCE_GETUP_B4:
	case BOTH_FORCE_GETUP_B5:
	case BOTH_FORCE_GETUP_B6:
	case BOTH_GETUP_BROLL_B:
	case BOTH_GETUP_BROLL_F:
	case BOTH_GETUP_BROLL_L:
	case BOTH_GETUP_BROLL_R:
	case BOTH_GETUP_FROLL_B:
	case BOTH_GETUP_FROLL_F:
	case BOTH_GETUP_FROLL_L:
	case BOTH_GETUP_FROLL_R:
		if ( ps->legsAnimTimer )
		{
			return qtrue;
		}
		break;
	}
	return qfalse;
}

qboolean PM_InGetUp( playerState_t *ps )
{
	switch ( ps->legsAnim )
	{
	case BOTH_GETUP1:
	case BOTH_GETUP2:
	case BOTH_GETUP3:
	case BOTH_GETUP4:
	case BOTH_GETUP5:
	case BOTH_GETUP_CROUCH_F1:
	case BOTH_GETUP_CROUCH_B1:
	case BOTH_GETUP_BROLL_B:
	case BOTH_GETUP_BROLL_F:
	case BOTH_GETUP_BROLL_L:
	case BOTH_GETUP_BROLL_R:
	case BOTH_GETUP_FROLL_B:
	case BOTH_GETUP_FROLL_F:
	case BOTH_GETUP_FROLL_L:
	case BOTH_GETUP_FROLL_R:
		if ( ps->legsAnimTimer )
		{
			return qtrue;
		}
		break;
	default:
		return PM_InForceGetUp( ps );
		break;
	}
	//what the hell, redundant, but...
	return qfalse;
}

qboolean PM_InGetUpNoRoll( playerState_t *ps )
{
	switch ( ps->legsAnim )
	{
	case BOTH_GETUP1:
	case BOTH_GETUP2:
	case BOTH_GETUP3:
	case BOTH_GETUP4:
	case BOTH_GETUP5:
	case BOTH_GETUP_CROUCH_F1:
	case BOTH_GETUP_CROUCH_B1:
	case BOTH_FORCE_GETUP_F1:
	case BOTH_FORCE_GETUP_F2:
	case BOTH_FORCE_GETUP_B1:
	case BOTH_FORCE_GETUP_B2:
	case BOTH_FORCE_GETUP_B3:
	case BOTH_FORCE_GETUP_B4:
	case BOTH_FORCE_GETUP_B5:
	case BOTH_FORCE_GETUP_B6:
		if ( ps->legsAnimTimer )
		{
			return qtrue;
		}
		break;
	}
	return qfalse;
}

qboolean PM_InKnockDown( playerState_t *ps )
{
	switch ( ps->legsAnim )
	{
	case BOTH_KNOCKDOWN1:
	case BOTH_KNOCKDOWN2:
	case BOTH_KNOCKDOWN3:
	case BOTH_KNOCKDOWN4:
	case BOTH_KNOCKDOWN5:
	//special anims:
	case BOTH_RELEASED:
		return qtrue;
		break;
	case BOTH_LK_DL_ST_T_SB_1_L:
		if ( ps->legsAnimTimer < 550 )
		{
			return qtrue;
		}
		break;
	case BOTH_PLAYER_PA_3_FLY:
		if ( ps->legsAnimTimer < 300 )
		{
			return qtrue;
		}
		/*
		else if ( ps->clientNum < MAX_CLIENTS 
			&& ps->legsAnimTimer < 300 + PLAYER_KNOCKDOWN_HOLD_EXTRA_TIME )
		{
			return qtrue;
		}
		*/
		break;
	default:
		return PM_InGetUp( ps );
		break;
	}
	return qfalse;
}

qboolean PM_InKnockDownNoGetup( playerState_t *ps )
{
	switch ( ps->legsAnim )
	{
	case BOTH_KNOCKDOWN1:
	case BOTH_KNOCKDOWN2:
	case BOTH_KNOCKDOWN3:
	case BOTH_KNOCKDOWN4:
	case BOTH_KNOCKDOWN5:
	//special anims:
	case BOTH_RELEASED:
		return qtrue;
		break;
	case BOTH_LK_DL_ST_T_SB_1_L:
		if ( ps->legsAnimTimer < 550 )
		{
			return qtrue;
		}
		break;
	case BOTH_PLAYER_PA_3_FLY:
		if ( ps->legsAnimTimer < 300 )
		{
			return qtrue;
		}
		/*
		else if ( ps->clientNum < MAX_CLIENTS 
			&& ps->legsAnimTimer < 300 + PLAYER_KNOCKDOWN_HOLD_EXTRA_TIME )
		{
			return qtrue;
		}
		*/
		break;
	}
	return qfalse;
}

qboolean PM_InKnockDownOnGround( playerState_t *ps )
{
	switch ( ps->legsAnim )
	{
	case BOTH_KNOCKDOWN1:
	case BOTH_KNOCKDOWN2:
	case BOTH_KNOCKDOWN3:
	case BOTH_KNOCKDOWN4:
	case BOTH_KNOCKDOWN5:
	case BOTH_RELEASED:
		//if ( PM_AnimLength( g_entities[ps->clientNum].client->clientInfo.animFileIndex, (animNumber_t)ps->legsAnim ) - ps->legsAnimTimer > 300 )
		{//at end of fall down anim
			return qtrue;
		}
		break;
	case BOTH_GETUP1:
	case BOTH_GETUP2:
	case BOTH_GETUP3:
	case BOTH_GETUP4:
	case BOTH_GETUP5:
	case BOTH_GETUP_CROUCH_F1:
	case BOTH_GETUP_CROUCH_B1:
	case BOTH_FORCE_GETUP_F1:
	case BOTH_FORCE_GETUP_F2:
	case BOTH_FORCE_GETUP_B1:
	case BOTH_FORCE_GETUP_B2:
	case BOTH_FORCE_GETUP_B3:
	case BOTH_FORCE_GETUP_B4:
	case BOTH_FORCE_GETUP_B5:
	case BOTH_FORCE_GETUP_B6:
		if ( PM_AnimLength( g_entities[ps->clientNum].client->clientInfo.animFileIndex, (animNumber_t)ps->legsAnim ) - ps->legsAnimTimer < 500 )
		{//at beginning of getup anim
			return qtrue;
		}
		break;
	case BOTH_GETUP_BROLL_B:
	case BOTH_GETUP_BROLL_F:
	case BOTH_GETUP_BROLL_L:
	case BOTH_GETUP_BROLL_R:
	case BOTH_GETUP_FROLL_B:
	case BOTH_GETUP_FROLL_F:
	case BOTH_GETUP_FROLL_L:
	case BOTH_GETUP_FROLL_R:
		if ( PM_AnimLength( g_entities[ps->clientNum].client->clientInfo.animFileIndex, (animNumber_t)ps->legsAnim ) - ps->legsAnimTimer < 500 )
		{//at beginning of getup anim
			return qtrue;
		}
		break;
	case BOTH_LK_DL_ST_T_SB_1_L:
		if ( ps->legsAnimTimer < 1000 )
		{
			return qtrue;
		}
		break;
	case BOTH_PLAYER_PA_3_FLY:
		if ( ps->legsAnimTimer < 300 )
		{
			return qtrue;
		}
		/*
		else if ( ps->clientNum < MAX_CLIENTS 
			&& ps->legsAnimTimer < 300 + PLAYER_KNOCKDOWN_HOLD_EXTRA_TIME )
		{
			return qtrue;
		}
		*/
		break;
	}
	return qfalse;
}

qboolean PM_CrouchGetup( float crouchheight )
{
	pm->maxs[2] = crouchheight;
	pm->ps->viewheight = crouchheight + STANDARD_VIEWHEIGHT_OFFSET;
	int	anim = -1;
	switch ( pm->ps->legsAnim )
	{
	case BOTH_KNOCKDOWN1:
	case BOTH_KNOCKDOWN2:
	case BOTH_KNOCKDOWN4:
	case BOTH_RELEASED:
	case BOTH_PLAYER_PA_3_FLY:
		anim = BOTH_GETUP_CROUCH_B1;
		break;
	case BOTH_KNOCKDOWN3:
	case BOTH_KNOCKDOWN5:
	case BOTH_LK_DL_ST_T_SB_1_L:
		anim = BOTH_GETUP_CROUCH_F1;
		break;
	}
	if ( anim == -1 )
	{//WTF? stay down?
		pm->ps->legsAnimTimer = 100;//hold this anim for another 10th of a second
		return qfalse;
	}
	else
	{//get up into crouch anim
		if ( PM_LockedAnim( pm->ps->torsoAnim ) )
		{//need to be able to override this anim
			pm->ps->torsoAnimTimer = 0;
		}
		if ( PM_LockedAnim( pm->ps->legsAnim ) )
		{//need to be able to override this anim
			pm->ps->legsAnimTimer = 0;
		}
		PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_HOLDLESS );
		pm->ps->saberMove = pm->ps->saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in
		pm->ps->saberBlocked = BLOCKED_NONE;
		return qtrue;
	}
}

extern qboolean PM_GoingToAttackDown( playerState_t *ps );
qboolean PM_CheckRollGetup( void )
{
	if ( pm->ps->legsAnim == BOTH_KNOCKDOWN1
		|| pm->ps->legsAnim == BOTH_KNOCKDOWN2
		|| pm->ps->legsAnim == BOTH_KNOCKDOWN3
		|| pm->ps->legsAnim == BOTH_KNOCKDOWN4
		|| pm->ps->legsAnim == BOTH_KNOCKDOWN5 
		|| pm->ps->legsAnim == BOTH_LK_DL_ST_T_SB_1_L
		|| pm->ps->legsAnim == BOTH_PLAYER_PA_3_FLY
		|| pm->ps->legsAnim == BOTH_RELEASED )
	{//lying on back or front
		if ( ((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) && ( pm->cmd.rightmove || (pm->cmd.forwardmove&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) ) )//player pressing left or right
			|| ( (pm->ps->clientNum >= MAX_CLIENTS&&!PM_ControlledByPlayer()) && pm->gent->NPC//an NPC
				&& pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0//have at least force jump 1
				&& pm->gent->enemy //I have an enemy
				&& pm->gent->enemy->client//a client
				&& pm->gent->enemy->enemy == pm->gent//he's mad at me!
				&& (PM_GoingToAttackDown( &pm->gent->enemy->client->ps )||!Q_irand(0,2))//he's attacking downward! (or we just feel like doing it this time)
				&& ((pm->gent->client&&pm->gent->client->NPC_class==CLASS_ALORA)||Q_irand( 0, RANK_CAPTAIN )<pm->gent->NPC->rank) ) )//higher rank I am, more likely I am to roll away!
		{//roll away!
			int anim;
			qboolean forceGetUp = qfalse;
			if ( pm->cmd.forwardmove > 0 )
			{
				if ( pm->ps->legsAnim == BOTH_KNOCKDOWN3 
					|| pm->ps->legsAnim == BOTH_KNOCKDOWN5 
					|| pm->ps->legsAnim == BOTH_LK_DL_ST_T_SB_1_L )
				{
					anim = BOTH_GETUP_FROLL_F;
				}
				else
				{
					anim = BOTH_GETUP_BROLL_F;
				}
				forceGetUp = qtrue;
			}
			else if ( pm->cmd.forwardmove < 0 )
			{
				if ( pm->ps->legsAnim == BOTH_KNOCKDOWN3
					|| pm->ps->legsAnim == BOTH_KNOCKDOWN5
					|| pm->ps->legsAnim == BOTH_LK_DL_ST_T_SB_1_L )
				{
					anim = BOTH_GETUP_FROLL_B;
				}
				else
				{
					anim = BOTH_GETUP_BROLL_B;
				}
				forceGetUp = qtrue;
			}
			else if ( pm->cmd.rightmove > 0 )
			{
				if ( pm->ps->legsAnim == BOTH_KNOCKDOWN3 
					|| pm->ps->legsAnim == BOTH_KNOCKDOWN5
					|| pm->ps->legsAnim == BOTH_LK_DL_ST_T_SB_1_L )
				{
					anim = BOTH_GETUP_FROLL_R;
				}
				else
				{
					anim = BOTH_GETUP_BROLL_R;
				}
			}
			else if ( pm->cmd.rightmove < 0 )
			{
				if ( pm->ps->legsAnim == BOTH_KNOCKDOWN3 
					|| pm->ps->legsAnim == BOTH_KNOCKDOWN5
					|| pm->ps->legsAnim == BOTH_LK_DL_ST_T_SB_1_L )
				{
					anim = BOTH_GETUP_FROLL_L;
				}
				else
				{
					anim = BOTH_GETUP_BROLL_L;
				}
			}
			else
			{
				if ( pm->ps->legsAnim == BOTH_KNOCKDOWN3
					|| pm->ps->legsAnim == BOTH_KNOCKDOWN5
					|| pm->ps->legsAnim == BOTH_LK_DL_ST_T_SB_1_L )
				{//on your front
					anim = Q_irand( BOTH_GETUP_FROLL_B, BOTH_GETUP_FROLL_R );
				}
				else
				{
					anim = Q_irand( BOTH_GETUP_BROLL_B, BOTH_GETUP_BROLL_R );
				}
			}
			if ( (pm->ps->clientNum >= MAX_CLIENTS&&!PM_ControlledByPlayer()) )
			{
				if ( !G_CheckRollSafety( pm->gent, anim, 64 ) )
				{//oops, try other one
					if ( pm->ps->legsAnim == BOTH_KNOCKDOWN3
						|| pm->ps->legsAnim == BOTH_KNOCKDOWN5
						|| pm->ps->legsAnim == BOTH_LK_DL_ST_T_SB_1_L )
					{
						if ( anim == BOTH_GETUP_FROLL_R )
						{
							anim = BOTH_GETUP_FROLL_L;
						}
						else if ( anim == BOTH_GETUP_FROLL_F )
						{
							anim = BOTH_GETUP_FROLL_B;
						}
						else if ( anim == BOTH_GETUP_FROLL_B )
						{
							anim = BOTH_GETUP_FROLL_F;
						}
						else
						{
							anim = BOTH_GETUP_FROLL_L;
						}
						if ( !G_CheckRollSafety( pm->gent, anim, 64 ) )
						{//neither side is clear, screw it
							return qfalse;
						}
					}
					else
					{
						if ( anim == BOTH_GETUP_BROLL_R )
						{
							anim = BOTH_GETUP_BROLL_L;
						}
						else if ( anim == BOTH_GETUP_BROLL_F )
						{
							anim = BOTH_GETUP_BROLL_B;
						}
						else if ( anim == BOTH_GETUP_FROLL_B )
						{
							anim = BOTH_GETUP_BROLL_F;
						}
						else
						{
							anim = BOTH_GETUP_BROLL_L;
						}
						if ( !G_CheckRollSafety( pm->gent, anim, 64 ) )
						{//neither side is clear, screw it
							return qfalse;
						}
					}
				}
			}
			pm->cmd.rightmove = pm->cmd.forwardmove = 0;
			if ( PM_LockedAnim( pm->ps->torsoAnim ) )
			{//need to be able to override this anim
				pm->ps->torsoAnimTimer = 0;
			}
			if ( PM_LockedAnim( pm->ps->legsAnim ) )
			{//need to be able to override this anim
				pm->ps->legsAnimTimer = 0;
			}
			PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_HOLDLESS );
			pm->ps->weaponTime = pm->ps->torsoAnimTimer - 300;//don't attack until near end of this anim
			pm->ps->saberMove = pm->ps->saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in
			pm->ps->saberBlocked = BLOCKED_NONE;
			if ( forceGetUp )
			{
				if ( pm->gent && pm->gent->client && pm->gent->client->playerTeam == TEAM_ENEMY 
					&& pm->gent->NPC && pm->gent->NPC->blockedSpeechDebounceTime < level.time
					&& !Q_irand( 0, 1 ) )
				{
					PM_AddEvent( Q_irand( EV_COMBAT1, EV_COMBAT3 ) );
					pm->gent->NPC->blockedSpeechDebounceTime = level.time + 1000;
				}
				G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" );
				//launch off ground?
				pm->ps->weaponTime = 300;//just to make sure it's cleared
			}
			return qtrue;
		}
	}
	return qfalse;
}

extern int G_MinGetUpTime( gentity_t *ent );
qboolean PM_GettingUpFromKnockDown( float standheight, float crouchheight )
{
	int legsAnim = pm->ps->legsAnim;
	if ( legsAnim == BOTH_KNOCKDOWN1
		||legsAnim == BOTH_KNOCKDOWN2
		||legsAnim == BOTH_KNOCKDOWN3 
		||legsAnim == BOTH_KNOCKDOWN4
		||legsAnim == BOTH_KNOCKDOWN5 
		||legsAnim == BOTH_PLAYER_PA_3_FLY
		||legsAnim == BOTH_LK_DL_ST_T_SB_1_L
		||legsAnim == BOTH_RELEASED )
	{//in a knockdown
		int minTimeLeft = G_MinGetUpTime( pm->gent );
		if ( pm->ps->legsAnimTimer <= minTimeLeft )
		{//if only a quarter of a second left, allow roll-aways
			if ( PM_CheckRollGetup() )
			{
				pm->cmd.rightmove = pm->cmd.forwardmove = 0;
				return qtrue;
			}
		}
		if ( TIMER_Exists( pm->gent, "noGetUpStraight" ) ) 
		{
			if ( !TIMER_Done2( pm->gent, "noGetUpStraight", qtrue ) )
			{//not allowed to do straight get-ups for another few seconds
				if ( pm->ps->legsAnimTimer <= minTimeLeft )
				{//hold it for a bit
					pm->ps->legsAnimTimer = minTimeLeft+1;
				}
			}
		}
		if ( !pm->ps->legsAnimTimer	|| (pm->ps->legsAnimTimer<=minTimeLeft&&(pm->cmd.upmove>0||(pm->gent&&pm->gent->client&&pm->gent->client->NPC_class==CLASS_ALORA))) )
		{//done with the knockdown - FIXME: somehow this is allowing an *instant* getup...???
			//FIXME: if trying to crouch (holding button?), just get up into a crouch?
			if ( pm->cmd.upmove < 0 )
			{
				return PM_CrouchGetup( crouchheight );
			}
			else
			{
				trace_t	trace;
				// try to stand up
				pm->maxs[2] = standheight;
				pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, pm->ps->origin, pm->ps->clientNum, pm->tracemask );
				if ( !trace.allsolid )
				{//stand up
					int	anim = BOTH_GETUP1;
					qboolean forceGetUp = qfalse;
					pm->maxs[2] = standheight;
					pm->ps->viewheight = standheight + STANDARD_VIEWHEIGHT_OFFSET;
					//NOTE: the force power checks will stop fencers and grunts from getting up using force jump
					switch ( pm->ps->legsAnim )
					{
					case BOTH_KNOCKDOWN1:
						if ( (pm->ps->clientNum&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) || ((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())&&pm->cmd.upmove>0&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) )//FORCE_LEVEL_1) )FORCE_LEVEL_1) )
						{
							anim = Q_irand( BOTH_FORCE_GETUP_B1, BOTH_FORCE_GETUP_B6 );//NOTE: BOTH_FORCE_GETUP_B5 takes soe steps forward at end
							forceGetUp = qtrue;
						}
						else
						{
							anim = BOTH_GETUP1;
						}
						break;
					case BOTH_KNOCKDOWN2:
					case BOTH_PLAYER_PA_3_FLY:
						if ( (pm->ps->clientNum&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) || ((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())&&pm->cmd.upmove>0&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) )//FORCE_LEVEL_1) )FORCE_LEVEL_1) )
						{
							anim = Q_irand( BOTH_FORCE_GETUP_B1, BOTH_FORCE_GETUP_B6 );//NOTE: BOTH_FORCE_GETUP_B5 takes soe steps forward at end
							forceGetUp = qtrue;
						}
						else
						{
							anim = BOTH_GETUP2;
						}
						break;
					case BOTH_KNOCKDOWN3:
						if ( (pm->ps->clientNum&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) || ((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())&&pm->cmd.upmove>0&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) )//FORCE_LEVEL_1) )
						{
							anim = Q_irand( BOTH_FORCE_GETUP_F1, BOTH_FORCE_GETUP_F2 );
							forceGetUp = qtrue;
						}
						else
						{
							anim = BOTH_GETUP3;
						}
						break;
					case BOTH_KNOCKDOWN4:
					case BOTH_RELEASED:
						if ( (pm->ps->clientNum&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) || ((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())&&pm->cmd.upmove>0&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) )//FORCE_LEVEL_1) )FORCE_LEVEL_1) )
						{
							anim = Q_irand( BOTH_FORCE_GETUP_B1, BOTH_FORCE_GETUP_B6 );//NOTE: BOTH_FORCE_GETUP_B5 takes soe steps forward at end
							forceGetUp = qtrue;
						}
						else
						{
							anim = BOTH_GETUP4;
						}
						break;
					case BOTH_KNOCKDOWN5:
					case BOTH_LK_DL_ST_T_SB_1_L:
						if ( (pm->ps->clientNum&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) || ((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())&&pm->cmd.upmove>0&&pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0) )//FORCE_LEVEL_1) )FORCE_LEVEL_1) )
						{
							anim = Q_irand( BOTH_FORCE_GETUP_F1, BOTH_FORCE_GETUP_F2 );
							forceGetUp = qtrue;
						}
						else
						{
							anim = BOTH_GETUP5;
						}
						break;
					}
					//Com_Printf( "getupanim = %s\n", animTable[anim].name );
					if ( forceGetUp )
					{
						if ( pm->gent && pm->gent->client && pm->gent->client->playerTeam == TEAM_ENEMY 
							&& pm->gent->NPC && pm->gent->NPC->blockedSpeechDebounceTime < level.time
							&& !Q_irand( 0, 1 ) )
						{
							PM_AddEvent( Q_irand( EV_COMBAT1, EV_COMBAT3 ) );
							pm->gent->NPC->blockedSpeechDebounceTime = level.time + 1000;
						}
						G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" );
						//launch off ground?
						pm->ps->weaponTime = 300;//just to make sure it's cleared
					}
					if ( PM_LockedAnim( pm->ps->torsoAnim ) )
					{//need to be able to override this anim
						pm->ps->torsoAnimTimer = 0;
					}
					if ( PM_LockedAnim( pm->ps->legsAnim ) )
					{//need to be able to override this anim
						pm->ps->legsAnimTimer = 0;
					}
					PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_HOLDLESS );
					pm->ps->saberMove = pm->ps->saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in
					pm->ps->saberBlocked = BLOCKED_NONE;
					return qtrue;
				}
				else
				{
					return PM_CrouchGetup( crouchheight );
				}
			}
		}
		else
		{
			if ( pm->ps->legsAnim == BOTH_LK_DL_ST_T_SB_1_L )
			{
				PM_CmdForRoll( pm->ps, &pm->cmd );
			}
			else
			{
				pm->cmd.rightmove = pm->cmd.forwardmove = 0;
			}
		}
	}
	return qfalse;
}

void PM_CmdForRoll( playerState_t *ps, usercmd_t *pCmd )
{
	switch ( ps->legsAnim )
	{
	case BOTH_ROLL_F:
		pCmd->forwardmove = 127;
		pCmd->rightmove = 0;
		break;
	case BOTH_ROLL_B:
		pCmd->forwardmove = -127;
		pCmd->rightmove = 0;
		break;
	case BOTH_ROLL_R:
		pCmd->forwardmove = 0;
		pCmd->rightmove = 127;
		break;
	case BOTH_ROLL_L:
		pCmd->forwardmove = 0;
		pCmd->rightmove = -127;
		break;

	case BOTH_GETUP_BROLL_R:
		pCmd->forwardmove = 0;
		pCmd->rightmove = 48;
		//NOTE: speed is 400
		break;

	case BOTH_GETUP_FROLL_R:
		if ( ps->legsAnimTimer <= 250 )
		{//end of anim
			pCmd->forwardmove = pCmd->rightmove = 0;
		}
		else
		{
			pCmd->forwardmove = 0;
			pCmd->rightmove = 48;
			//NOTE: speed is 400
		}
		break;

	case BOTH_GETUP_BROLL_L:
		pCmd->forwardmove = 0;
		pCmd->rightmove = -48;
		//NOTE: speed is 400
		break;

	case BOTH_GETUP_FROLL_L:
		if ( ps->legsAnimTimer <= 250 )
		{//end of anim
			pCmd->forwardmove = pCmd->rightmove = 0;
		}
		else
		{
			pCmd->forwardmove = 0;
			pCmd->rightmove = -48;
			//NOTE: speed is 400
		}
		break;

	case BOTH_GETUP_BROLL_B:
		if ( ps->torsoAnimTimer <= 250 )
		{//end of anim
			pCmd->forwardmove = pCmd->rightmove = 0;
		}
		else if ( PM_AnimLength( g_entities[ps->clientNum].client->clientInfo.animFileIndex, (animNumber_t)ps->legsAnim ) - ps->torsoAnimTimer < 350 )
		{//beginning of anim
			pCmd->forwardmove = pCmd->rightmove = 0;
		}
		else
		{
			//FIXME: ramp down over length of anim
			pCmd->forwardmove = -64;
			pCmd->rightmove = 0;
			//NOTE: speed is 400
		}
		break;

	case BOTH_GETUP_FROLL_B:
		if ( ps->torsoAnimTimer <= 100 )
		{//end of anim
			pCmd->forwardmove = pCmd->rightmove = 0;
		}
		else if ( PM_AnimLength( g_entities[ps->clientNum].client->clientInfo.animFileIndex, (animNumber_t)ps->legsAnim ) - ps->torsoAnimTimer < 200 )
		{//beginning of anim
			pCmd->forwardmove = pCmd->rightmove = 0;
		}
		else
		{
			//FIXME: ramp down over length of anim
			pCmd->forwardmove = -64;
			pCmd->rightmove = 0;
			//NOTE: speed is 400
		}
		break;

	case BOTH_GETUP_BROLL_F:
		if ( ps->torsoAnimTimer <= 550 )
		{//end of anim
			pCmd->forwardmove = pCmd->rightmove = 0;
		}
		else if ( PM_AnimLength( g_entities[ps->clientNum].client->clientInfo.animFileIndex, (animNumber_t)ps->legsAnim ) - ps->torsoAnimTimer < 150 )
		{//beginning of anim
			pCmd->forwardmove = pCmd->rightmove = 0;
		}
		else
		{
			pCmd->forwardmove = 64;
			pCmd->rightmove = 0;
			//NOTE: speed is 400
		}
		break;

	case BOTH_GETUP_FROLL_F:
		if ( ps->torsoAnimTimer <= 100 )
		{//end of anim
			pCmd->forwardmove = pCmd->rightmove = 0;
		}
		else
		{
			//FIXME: ramp down over length of anim
			pCmd->forwardmove = 64;
			pCmd->rightmove = 0;
			//NOTE: speed is 400
		}
		break;
	case BOTH_LK_DL_ST_T_SB_1_L:
		//kicked backwards
		if ( ps->legsAnimTimer < 3050//at least 10 frames in
			&& ps->legsAnimTimer > 550 )//at least 6 frames from end
		{//move backwards
			pCmd->forwardmove = -64;
			pCmd->rightmove = 0;
		}
		else
		{
			pCmd->forwardmove = pCmd->rightmove = 0;
		}
		break;
	}

	pCmd->upmove = 0;
}

qboolean PM_InRollIgnoreTimer( playerState_t *ps )
{
	switch ( ps->legsAnim )
	{
	case BOTH_ROLL_F:
	case BOTH_ROLL_B:
	case BOTH_ROLL_R:
	case BOTH_ROLL_L:
	case BOTH_GETUP_BROLL_B:
	case BOTH_GETUP_BROLL_F:
	case BOTH_GETUP_BROLL_L:
	case BOTH_GETUP_BROLL_R:
	case BOTH_GETUP_FROLL_B:
	case BOTH_GETUP_FROLL_F:
	case BOTH_GETUP_FROLL_L:
	case BOTH_GETUP_FROLL_R:
		return qtrue;
	}
	return qfalse;
}

qboolean PM_InRoll( playerState_t *ps )
{
	if ( ps->legsAnimTimer && PM_InRollIgnoreTimer( ps ) )
	{
		return qtrue;
	}

	return qfalse;
}

qboolean PM_CrouchAnim( int anim )
{
	switch ( anim )
	{
	case BOTH_SIT1:				//# Normal chair sit.
	case BOTH_SIT2:				//# Lotus position.
	case BOTH_SIT3:				//# Sitting in tired position: elbows on knees
	case BOTH_CROUCH1:			//# Transition from standing to crouch
	case BOTH_CROUCH1IDLE:		//# Crouching idle
	case BOTH_CROUCH1WALK:		//# Walking while crouched
	case BOTH_CROUCH1WALKBACK:	//# Walking while crouched
	case BOTH_CROUCH2TOSTAND1:	//# going from crouch2 to stand1
	case BOTH_CROUCH3:			//# Desann crouching down to Kyle (cin 9)
	case BOTH_KNEES1:			//# Tavion on her knees
	case BOTH_CROUCHATTACKBACK1://FIXME: not if in middle of anim?
	case BOTH_ROLL_STAB:
	//???
	case BOTH_STAND_TO_KNEEL:
	case BOTH_KNEEL_TO_STAND:
	case BOTH_TURNCROUCH1:
	case BOTH_CROUCH4:
	case BOTH_KNEES2:			//# Tavion on her knees looking down
	case BOTH_KNEES2TO1:			//# Transition of KNEES2 to KNEES1
		return qtrue;
		break;
	}
	return qfalse;
}

qboolean PM_PainAnim( int anim )
{
	switch ( anim )
	{
		case BOTH_PAIN1:				//# First take pain anim
		case BOTH_PAIN2:				//# Second take pain anim
		case BOTH_PAIN3:				//# Third take pain anim
		case BOTH_PAIN4:				//# Fourth take pain anim
		case BOTH_PAIN5:				//# Fifth take pain anim - from behind
		case BOTH_PAIN6:				//# Sixth take pain anim - from behind
		case BOTH_PAIN7:				//# Seventh take pain anim - from behind
		case BOTH_PAIN8:				//# Eigth take pain anim - from behind
		case BOTH_PAIN9:				//# 
		case BOTH_PAIN10:			//# 
		case BOTH_PAIN11:			//# 
		case BOTH_PAIN12:			//# 
		case BOTH_PAIN13:			//# 
		case BOTH_PAIN14:			//# 
		case BOTH_PAIN15:			//# 
		case BOTH_PAIN16:			//# 
		case BOTH_PAIN17:			//# 
		case BOTH_PAIN18:			//# 
		return qtrue;
		break;
	}
	return qfalse;
}


qboolean PM_DodgeHoldAnim( int anim )
{
	switch ( anim )
	{
	case BOTH_DODGE_HOLD_FL:
	case BOTH_DODGE_HOLD_FR:
	case BOTH_DODGE_HOLD_BL:
	case BOTH_DODGE_HOLD_BR:
	case BOTH_DODGE_HOLD_L:
	case BOTH_DODGE_HOLD_R:
		return qtrue;
		break;
	}
	return qfalse;
}

qboolean PM_DodgeAnim( int anim )
{
	switch ( anim )
	{
	case BOTH_DODGE_FL:			//# lean-dodge forward left
	case BOTH_DODGE_FR:			//# lean-dodge forward right
	case BOTH_DODGE_BL:			//# lean-dodge backwards left
	case BOTH_DODGE_BR:			//# lean-dodge backwards right
	case BOTH_DODGE_L:			//# lean-dodge left
	case BOTH_DODGE_R:			//# lean-dodge right
		return qtrue;
		break;
	default:
		return PM_DodgeHoldAnim( anim );
		break;
	}
	//return qfalse;
}

qboolean PM_ForceJumpingAnim( int anim )
{
	switch ( anim )
	{
		case BOTH_FORCEJUMP1:				//# Jump - wind-up and leave ground
		case BOTH_FORCEINAIR1:			//# In air loop (from jump)
		case BOTH_FORCELAND1:				//# Landing (from in air loop)
		case BOTH_FORCEJUMPBACK1:			//# Jump backwards - wind-up and leave ground
		case BOTH_FORCEINAIRBACK1:		//# In air loop (from jump back)
		case BOTH_FORCELANDBACK1:			//# Landing backwards(from in air loop)
		case BOTH_FORCEJUMPLEFT1:			//# Jump left - wind-up and leave ground
		case BOTH_FORCEINAIRLEFT1:		//# In air loop (from jump left)
		case BOTH_FORCELANDLEFT1:			//# Landing left(from in air loop)
		case BOTH_FORCEJUMPRIGHT1:		//# Jump right - wind-up and leave ground
		case BOTH_FORCEINAIRRIGHT1:		//# In air loop (from jump right)
		case BOTH_FORCELANDRIGHT1:		//# Landing right(from in air loop)
		return qtrue;
		break;
	}
	return qfalse;
}

qboolean PM_JumpingAnim( int anim )
{
	switch ( anim )
	{
	case BOTH_JUMP1:				//# Jump - wind-up and leave ground
	case BOTH_INAIR1:			//# In air loop (from jump)
	case BOTH_LAND1:				//# Landing (from in air loop)
	case BOTH_LAND2:				//# Landing Hard (from a great height)
	case BOTH_JUMPBACK1:			//# Jump backwards - wind-up and leave ground
	case BOTH_INAIRBACK1:		//# In air loop (from jump back)
	case BOTH_LANDBACK1:			//# Landing backwards(from in air loop)
	case BOTH_JUMPLEFT1:			//# Jump left - wind-up and leave ground
	case BOTH_INAIRLEFT1:		//# In air loop (from jump left)
	case BOTH_LANDLEFT1:			//# Landing left(from in air loop)
	case BOTH_JUMPRIGHT1:		//# Jump right - wind-up and leave ground
	case BOTH_INAIRRIGHT1:		//# In air loop (from jump right)
	case BOTH_LANDRIGHT1:		//# Landing right(from in air loop)
		return qtrue;
		break;
	default:
		if ( PM_InAirKickingAnim( anim ) )
		{
			return qtrue;
		}
		return PM_ForceJumpingAnim( anim );
		break;
	}
	//return qfalse;
}

qboolean PM_LandingAnim( int anim )
{
	switch ( anim )
	{
		case BOTH_LAND1:				//# Landing (from in air loop)
		case BOTH_LAND2:				//# Landing Hard (from a great height)
		case BOTH_LANDBACK1:			//# Landing backwards(from in air loop)
		case BOTH_LANDLEFT1:			//# Landing left(from in air loop)
		case BOTH_LANDRIGHT1:		//# Landing right(from in air loop)
		case BOTH_FORCELAND1:		//# Landing (from in air loop)
		case BOTH_FORCELANDBACK1:	//# Landing backwards(from in air loop)
		case BOTH_FORCELANDLEFT1:	//# Landing left(from in air loop)
		case BOTH_FORCELANDRIGHT1:	//# Landing right(from in air loop)
		return qtrue;
		break;
	}
	return qfalse;
}

qboolean PM_FlippingAnim( int anim )
{
	switch ( anim )
	{
	case BOTH_FLIP_F:			//# Flip forward
	case BOTH_FLIP_B:			//# Flip backwards
	case BOTH_FLIP_L:			//# Flip left
	case BOTH_FLIP_R:			//# Flip right
	case BOTH_ALORA_FLIP_1:
	case BOTH_ALORA_FLIP_2:
	case BOTH_ALORA_FLIP_3:
	case BOTH_WALL_RUN_RIGHT_FLIP:
	case BOTH_WALL_RUN_LEFT_FLIP:
	case BOTH_WALL_FLIP_RIGHT:
	case BOTH_WALL_FLIP_LEFT:
	case BOTH_FLIP_BACK1:
	case BOTH_FLIP_BACK2:
	case BOTH_FLIP_BACK3:
	case BOTH_WALL_FLIP_BACK1:
	case BOTH_ALORA_FLIP_B:
	//Not really flips, but...
	case BOTH_WALL_RUN_RIGHT:
	case BOTH_WALL_RUN_LEFT:
	case BOTH_WALL_RUN_RIGHT_STOP:
	case BOTH_WALL_RUN_LEFT_STOP:
	case BOTH_BUTTERFLY_LEFT:
	case BOTH_BUTTERFLY_RIGHT:
	case BOTH_BUTTERFLY_FL1:
	case BOTH_BUTTERFLY_FR1:
	//
	case BOTH_ARIAL_LEFT:
	case BOTH_ARIAL_RIGHT:
	case BOTH_ARIAL_F1:
	case BOTH_CARTWHEEL_LEFT:
	case BOTH_CARTWHEEL_RIGHT:
	case BOTH_JUMPFLIPSLASHDOWN1:
	case BOTH_JUMPFLIPSTABDOWN:
	case BOTH_JUMPATTACK6:
	case BOTH_JUMPATTACK7:
	//JKA
	case BOTH_FORCEWALLRUNFLIP_END:
	case BOTH_FORCEWALLRUNFLIP_ALT:
	case BOTH_FLIP_ATTACK7:
	case BOTH_A7_SOULCAL:
		return qtrue;
		break;
	}
	return qfalse;
}

qboolean PM_WalkingAnim( int anim )
{
	switch ( anim )
	{
	case BOTH_WALK1:				//# Normal walk
	case BOTH_WALK2:				//# Normal walk with saber
	case BOTH_WALK_STAFF:			//# Normal walk with staff
	case BOTH_WALK_DUAL:			//# Normal walk with staff
	case BOTH_WALK5:				//# Tavion taunting Kyle (cin 22)
	case BOTH_WALK6:				//# Slow walk for Luke (cin 12)
	case BOTH_WALK7:				//# Fast walk
	case BOTH_WALKBACK1:			//# Walk1 backwards
	case BOTH_WALKBACK2:			//# Walk2 backwards
	case BOTH_WALKBACK_STAFF:		//# Walk backwards with staff
	case BOTH_WALKBACK_DUAL:		//# Walk backwards with dual
		return qtrue;
		break;
	}
	return qfalse;
}

qboolean PM_RunningAnim( int anim )
{
	switch ( anim )
	{
	case BOTH_RUN1:			
	case BOTH_RUN2:			
	case BOTH_RUN4:
	case BOTH_RUN_STAFF:			
	case BOTH_RUN_DUAL:
	case BOTH_RUNBACK1:			
	case BOTH_RUNBACK2:			
	case BOTH_RUNBACK_STAFF:			
	case BOTH_RUN1START:			//# Start into full run1
	case BOTH_RUN1STOP:			//# Stop from full run1
	case BOTH_RUNSTRAFE_LEFT1:	//# Sidestep left: should loop
	case BOTH_RUNSTRAFE_RIGHT1:	//# Sidestep right: should loop
		return qtrue;
		break;
	}
	return qfalse;
}

qboolean PM_RollingAnim( int anim )
{
	switch ( anim )
	{
	case BOTH_ROLL_F:			//# Roll forward
	case BOTH_ROLL_B:			//# Roll backward
	case BOTH_ROLL_L:			//# Roll left
	case BOTH_ROLL_R:			//# Roll right
	case BOTH_GETUP_BROLL_B:
	case BOTH_GETUP_BROLL_F:
	case BOTH_GETUP_BROLL_L:
	case BOTH_GETUP_BROLL_R:
	case BOTH_GETUP_FROLL_B:
	case BOTH_GETUP_FROLL_F:
	case BOTH_GETUP_FROLL_L:
	case BOTH_GETUP_FROLL_R:
		return qtrue;
		break;
	}
	return qfalse;
}

qboolean PM_SwimmingAnim( int anim )
{
	switch ( anim )
	{
	case BOTH_SWIM_IDLE1:		//# Swimming Idle 1
	case BOTH_SWIMFORWARD:		//# Swim forward loop
	case BOTH_SWIMBACKWARD:		//# Swim backward loop
		return qtrue;
		break;
	}
	return qfalse;
}

qboolean PM_LeapingSaberAnim( int anim )
{
	switch ( anim )
	{
	//level 7
	case BOTH_T7_BR_TL:
	case BOTH_T7__L_BR:
	case BOTH_T7__L__R:
	case BOTH_T7_BL_BR:
	case BOTH_T7_BL__R:
	case BOTH_T7_BL_TR:
		return qtrue;
		break;
	}
	return qfalse;
}

qboolean PM_SpinningSaberAnim( int anim )
{
	switch ( anim )
	{
	//level 1 - FIXME: level 1 will have *no* spins
	case BOTH_T1_BR_BL:
	case BOTH_T1__R__L:
	case BOTH_T1__R_BL:
	case BOTH_T1_TR_BL:
	case BOTH_T1_BR_TL:
	case BOTH_T1_BR__L:
	case BOTH_T1_TL_BR:
	case BOTH_T1__L_BR:
	case BOTH_T1__L__R:
	case BOTH_T1_BL_BR:
	case BOTH_T1_BL__R:
	case BOTH_T1_BL_TR:
	//level 2
	case BOTH_T2_BR__L:
	case BOTH_T2_BR_BL:
	case BOTH_T2__R_BL:
	case BOTH_T2__L_BR:
	case BOTH_T2_BL_BR:
	case BOTH_T2_BL__R:
	//level 3
	case BOTH_T3_BR__L:
	case BOTH_T3_BR_BL:
	case BOTH_T3__R_BL:
	case BOTH_T3__L_BR:
	case BOTH_T3_BL_BR:
	case BOTH_T3_BL__R:
	//level 4
	case BOTH_T4_BR__L:
	case BOTH_T4_BR_BL:
	case BOTH_T4__R_BL:
	case BOTH_T4__L_BR:
	case BOTH_T4_BL_BR:
	case BOTH_T4_BL__R:
	//level 5
	case BOTH_T5_BR_BL:
	case BOTH_T5__R__L:
	case BOTH_T5__R_BL:
	case BOTH_T5_TR_BL:
	case BOTH_T5_BR_TL:
	case BOTH_T5_BR__L:
	case BOTH_T5_TL_BR:
	case BOTH_T5__L_BR:
	case BOTH_T5__L__R:
	case BOTH_T5_BL_BR:
	case BOTH_T5_BL__R:
	case BOTH_T5_BL_TR:
	//level 6
	case BOTH_T6_BR_TL:
	case BOTH_T6__R_TL:
	case BOTH_T6__R__L:
	case BOTH_T6__R_BL:
	case BOTH_T6_TR_TL:
	case BOTH_T6_TR__L:
	case BOTH_T6_TR_BL:
	case BOTH_T6_T__TL:
	case BOTH_T6_T__BL:
	case BOTH_T6_TL_BR:
	case BOTH_T6__L_BR:
	case BOTH_T6__L__R:
	case BOTH_T6_TL__R:
	case BOTH_T6_TL_TR:
	case BOTH_T6__L_TR:
	case BOTH_T6__L_T_:
	case BOTH_T6_BL_T_:
	case BOTH_T6_BR__L:
	case BOTH_T6_BR_BL:
	case BOTH_T6_BL_BR:
	case BOTH_T6_BL__R:
	case BOTH_T6_BL_TR:
	//level 7
	case BOTH_T7_BR_TL:
	case BOTH_T7_BR__L:
	case BOTH_T7_BR_BL:
	case BOTH_T7__R__L:
	case BOTH_T7__R_BL:
	case BOTH_T7_TR__L:
	case BOTH_T7_T___R:
	case BOTH_T7_TL_BR:
	case BOTH_T7__L_BR:
	case BOTH_T7__L__R:
	case BOTH_T7_BL_BR:
	case BOTH_T7_BL__R:
	case BOTH_T7_BL_TR:
	case BOTH_T7_TL_TR:
	case BOTH_T7_T__BR:
	case BOTH_T7__L_TR:
	case BOTH_V7_BL_S7:
	//special
	//case BOTH_A2_STABBACK1:
	case BOTH_ATTACK_BACK:
	case BOTH_CROUCHATTACKBACK1:
	case BOTH_BUTTERFLY_LEFT:
	case BOTH_BUTTERFLY_RIGHT:
	case BOTH_FJSS_TR_BL:
	case BOTH_FJSS_TL_BR:
	case BOTH_JUMPFLIPSLASHDOWN1:
	case BOTH_JUMPFLIPSTABDOWN:
		return qtrue;
		break;
	}
	return qfalse;
}

qboolean PM_SpinningAnim( int anim )
{
	/*
	switch ( anim )
	{
	//FIXME: list any other spinning anims
	default:
		break;
	}
	*/
	return PM_SpinningSaberAnim( anim );
}

void PM_ResetAnkleAngles( void )
{
	if ( !pm->gent || !pm->gent->client || pm->gent->client->NPC_class != CLASS_ATST )
	{
		return;
	}
	if ( pm->gent->footLBone != -1 )
	{
		gi.G2API_SetBoneAnglesIndex( &pm->gent->ghoul2[0], pm->gent->footLBone, vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, NEGATIVE_X, NULL ); 
	}
	if ( pm->gent->footRBone != -1 )
	{
		gi.G2API_SetBoneAnglesIndex( &pm->gent->ghoul2[0], pm->gent->footRBone, vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, NEGATIVE_X, NULL ); 
	}
}

void PM_AnglesForSlope( const float yaw, const vec3_t slope, vec3_t angles )
{
	vec3_t	nvf, ovf, ovr, new_angles;
	float	pitch, mod, dot;

	VectorSet( angles, 0, yaw, 0 );
	AngleVectors( angles, ovf, ovr, NULL );

	vectoangles( slope, new_angles );
	pitch = new_angles[PITCH] + 90;
	new_angles[ROLL] = new_angles[PITCH] = 0;

	AngleVectors( new_angles, nvf, NULL, NULL );

	mod = DotProduct( nvf, ovr );

	if ( mod < 0 )
		mod = -1;
	else
		mod = 1;

	dot = DotProduct( nvf, ovf );

	angles[YAW] = 0;
	angles[PITCH] = dot * pitch;
	angles[ROLL] = ((1-Q_fabs(dot)) * pitch * mod);
}

void PM_FootSlopeTrace( float *pDiff, float *pInterval )
{
	vec3_t	footLOrg, footROrg, footLBot, footRBot;
	trace_t	trace;
	float	diff, interval;
	if ( pm->gent->client->NPC_class == CLASS_ATST )
	{
		interval = 10;
	}
	else
	{
		interval = 4;//?
	}

	if ( pm->gent->footLBolt == -1 || pm->gent->footRBolt == -1 )
	{
		if ( pDiff != NULL )
		{
			*pDiff = 0;
		}
		if ( pInterval != NULL )
		{
			*pInterval = interval;
		}
		return;
	}
#if 1
	for ( int i = 0; i < 3; i++ )
	{
		if ( _isnan( pm->gent->client->renderInfo.footLPoint[i] )
			|| _isnan( pm->gent->client->renderInfo.footRPoint[i] ) )
		{
			if ( pDiff != NULL )
			{
				*pDiff = 0;
			}
			if ( pInterval != NULL )
			{
				*pInterval = interval;
			}
			return;
		}
	}
#else

	//FIXME: these really should have been gotten on the cgame, but I guess sometimes they're not and we end up with qnan numbers!
	mdxaBone_t	boltMatrix;
	vec3_t		G2Angles = {0, pm->gent->client->ps.legsYaw, 0};
	//get the feet
	gi.G2API_GetBoltMatrix( pm->gent->ghoul2, pm->gent->playerModel, pm->gent->footLBolt, 
			&boltMatrix, G2Angles, pm->ps->origin, (cg.time?cg.time:level.time), 
					NULL, pm->gent->s.modelScale );
	gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, pm->gent->client->renderInfo.footLPoint );
	
	gi.G2API_GetBoltMatrix( pm->gent->ghoul2, pm->gent->playerModel, pm->gent->footRBolt, 
					&boltMatrix, G2Angles, pm->ps->origin, (cg.time?cg.time:level.time), 
					NULL, pm->gent->s.modelScale );
	gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, pm->gent->client->renderInfo.footRPoint );
#endif
	//NOTE: on AT-STs, rotating the foot moves this point, so it will wiggle... 
	//		we have to do this extra work (more G2 transforms) to stop the wiggle... is it worth it?
	/*
	if ( pm->gent->client->NPC_class == CLASS_ATST )
	{
		mdxaBone_t	boltMatrix;
		vec3_t		G2Angles = {0, pm->gent->client->ps.legsYaw, 0};
		//get the feet
		gi.G2API_SetBoneAnglesIndex( &pm->gent->ghoul2[0], pm->gent->footLBone, vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, NEGATIVE_X, NULL ); 
		gi.G2API_GetBoltMatrix( pm->gent->ghoul2, pm->gent->playerModel, pm->gent->footLBolt, 
				&boltMatrix, G2Angles, pm->ps->origin, (cg.time?cg.time:level.time), 
						NULL, pm->gent->s.modelScale );
		gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, pm->gent->client->renderInfo.footLPoint );
		
		gi.G2API_SetBoneAnglesIndex( &pm->gent->ghoul2[0], pm->gent->footRBone, vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, NEGATIVE_X, NULL ); 
		gi.G2API_GetBoltMatrix( pm->gent->ghoul2, pm->gent->playerModel, pm->gent->footRBolt, 
						&boltMatrix, G2Angles, pm->ps->origin, (cg.time?cg.time:level.time), 
						NULL, pm->gent->s.modelScale );
		gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, pm->gent->client->renderInfo.footRPoint );
	}
	*/
	//get these on the cgame and store it, save ourselves a ghoul2 construct skel call
	VectorCopy( pm->gent->client->renderInfo.footLPoint, footLOrg );
	VectorCopy( pm->gent->client->renderInfo.footRPoint, footROrg );

	//step 2: adjust foot tag z height to bottom of bbox+1
	footLOrg[2] = pm->gent->currentOrigin[2] + pm->gent->mins[2] + 1;
	footROrg[2] = pm->gent->currentOrigin[2] + pm->gent->mins[2] + 1;
	VectorSet( footLBot, footLOrg[0], footLOrg[1], footLOrg[2] - interval*10 );
	VectorSet( footRBot, footROrg[0], footROrg[1], footROrg[2] - interval*10 );

	//step 3: trace down from each, find difference
	vec3_t footMins, footMaxs;
	vec3_t footLSlope, footRSlope;
	if ( pm->gent->client->NPC_class == CLASS_ATST )
	{
		VectorSet( footMins, -16, -16, 0 );
		VectorSet( footMaxs, 16, 16, 1 );
	}
	else
	{
		VectorSet( footMins, -3, -3, 0 );
		VectorSet( footMaxs, 3, 3, 1 );
	}

	pm->trace( &trace, footLOrg, footMins, footMaxs, footLBot, pm->ps->clientNum, pm->tracemask );
	VectorCopy( trace.endpos, footLBot );
	VectorCopy( trace.plane.normal, footLSlope );

	pm->trace( &trace, footROrg, footMins, footMaxs, footRBot, pm->ps->clientNum, pm->tracemask );
	VectorCopy( trace.endpos, footRBot );
	VectorCopy( trace.plane.normal, footRSlope );

	diff = footLBot[2] - footRBot[2];

	//optional step: for atst, tilt the footpads to match the slopes under it...
	if ( pm->gent->client->NPC_class == CLASS_ATST )
	{
		vec3_t footAngles;
		if ( !VectorCompare( footLSlope, vec3_origin ) )
		{//rotate the ATST's left foot pad to match the slope
			PM_AnglesForSlope( pm->gent->client->renderInfo.legsYaw, footLSlope, footAngles );
			//Hmm... lerp this?
			gi.G2API_SetBoneAnglesIndex( &pm->gent->ghoul2[0], pm->gent->footLBone, footAngles, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, NEGATIVE_X, NULL ); 
		}
		if ( !VectorCompare( footRSlope, vec3_origin ) )
		{//rotate the ATST's right foot pad to match the slope
			PM_AnglesForSlope( pm->gent->client->renderInfo.legsYaw, footRSlope, footAngles );
			//Hmm... lerp this?
			gi.G2API_SetBoneAnglesIndex( &pm->gent->ghoul2[0], pm->gent->footRBone, footAngles, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, NEGATIVE_X, NULL ); 
		}
	}

	if ( pDiff != NULL )
	{
		*pDiff = diff;
	}
	if ( pInterval != NULL )
	{
		*pInterval = interval;
	}
}

qboolean PM_InSlopeAnim( int anim )
{
	switch ( anim )
	{
	case LEGS_LEFTUP1:			//# On a slope with left foot 4 higher than right
	case LEGS_LEFTUP2:			//# On a slope with left foot 8 higher than right
	case LEGS_LEFTUP3:			//# On a slope with left foot 12 higher than right
	case LEGS_LEFTUP4:			//# On a slope with left foot 16 higher than right
	case LEGS_LEFTUP5:			//# On a slope with left foot 20 higher than right
	case LEGS_RIGHTUP1:			//# On a slope with RIGHT foot 4 higher than left
	case LEGS_RIGHTUP2:			//# On a slope with RIGHT foot 8 higher than left
	case LEGS_RIGHTUP3:			//# On a slope with RIGHT foot 12 higher than left
	case LEGS_RIGHTUP4:			//# On a slope with RIGHT foot 16 higher than left
	case LEGS_RIGHTUP5:			//# On a slope with RIGHT foot 20 higher than left
	case LEGS_S1_LUP1:
	case LEGS_S1_LUP2:
	case LEGS_S1_LUP3:
	case LEGS_S1_LUP4:
	case LEGS_S1_LUP5:
	case LEGS_S1_RUP1:
	case LEGS_S1_RUP2:
	case LEGS_S1_RUP3:
	case LEGS_S1_RUP4:
	case LEGS_S1_RUP5:
	case LEGS_S3_LUP1:
	case LEGS_S3_LUP2:
	case LEGS_S3_LUP3:
	case LEGS_S3_LUP4:
	case LEGS_S3_LUP5:
	case LEGS_S3_RUP1:
	case LEGS_S3_RUP2:
	case LEGS_S3_RUP3:
	case LEGS_S3_RUP4:
	case LEGS_S3_RUP5:
	case LEGS_S4_LUP1:
	case LEGS_S4_LUP2:
	case LEGS_S4_LUP3:
	case LEGS_S4_LUP4:
	case LEGS_S4_LUP5:
	case LEGS_S4_RUP1:
	case LEGS_S4_RUP2:
	case LEGS_S4_RUP3:
	case LEGS_S4_RUP4:
	case LEGS_S4_RUP5:
	case LEGS_S5_LUP1:
	case LEGS_S5_LUP2:
	case LEGS_S5_LUP3:
	case LEGS_S5_LUP4:
	case LEGS_S5_LUP5:
	case LEGS_S5_RUP1:
	case LEGS_S5_RUP2:
	case LEGS_S5_RUP3:
	case LEGS_S5_RUP4:
	case LEGS_S5_RUP5:
	case LEGS_S6_LUP1:
	case LEGS_S6_LUP2:
	case LEGS_S6_LUP3:
	case LEGS_S6_LUP4:
	case LEGS_S6_LUP5:
	case LEGS_S6_RUP1:
	case LEGS_S6_RUP2:
	case LEGS_S6_RUP3:
	case LEGS_S6_RUP4:
	case LEGS_S6_RUP5:
	case LEGS_S7_LUP1:
	case LEGS_S7_LUP2:
	case LEGS_S7_LUP3:
	case LEGS_S7_LUP4:
	case LEGS_S7_LUP5:
	case LEGS_S7_RUP1:
	case LEGS_S7_RUP2:
	case LEGS_S7_RUP3:
	case LEGS_S7_RUP4:
	case LEGS_S7_RUP5:
		return qtrue;
		break;
	}
	return qfalse;
}

qboolean PM_SaberStanceAnim( int anim )
{
	switch ( anim )
	{
	case BOTH_STAND1://not really a saberstance anim, actually... "saber off" stance
	case BOTH_STAND2://single-saber, medium style
	case BOTH_SABERFAST_STANCE://single-saber, fast style
	case BOTH_SABERSLOW_STANCE://single-saber, strong style
	case BOTH_SABERSTAFF_STANCE://saber staff style
	case BOTH_SABERDUAL_STANCE://dual saber style
		return qtrue;
		break;
	}
	return qfalse;
}

qboolean PM_SaberDrawPutawayAnim( int anim )
{
	switch ( anim )
	{
	case BOTH_STAND1TO2:
	case BOTH_STAND2TO1:
	case BOTH_S1_S7:
	case BOTH_S7_S1:
	case BOTH_S1_S6:
	case BOTH_S6_S1:
		return qtrue;
		break;
	}
	return qfalse;
}

#define	SLOPE_RECALC_INT 100
extern qboolean G_StandardHumanoid( gentity_t *self );
qboolean PM_AdjustStandAnimForSlope( void )
{
	if ( !pm->gent || !pm->gent->client )
	{
		return qfalse;
	}
	if ( pm->gent->client->NPC_class != CLASS_ATST 
		&& (!pm->gent||!G_StandardHumanoid( pm->gent )) )
	{//only ATST and player does this
		return qfalse;
	}
	if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())
		&& (!cg.renderingThirdPerson || cg.zoomMode) )
	{//first person doesn't do this
		return qfalse;
	}
	if ( pm->gent->footLBolt == -1 || pm->gent->footRBolt == -1 )
	{//need these bolts!
		return qfalse;
	}
	//step 1: find the 2 foot tags
	float	diff;
	float	interval;
	PM_FootSlopeTrace( &diff, &interval );

	//step 4: based on difference, choose one of the left/right slope-match intervals
	int		destAnim;
	if ( diff >= interval*5 )
	{
		destAnim = LEGS_LEFTUP5;
	}
	else if ( diff >= interval*4 )
	{
		destAnim = LEGS_LEFTUP4;
	}
	else if ( diff >= interval*3 )
	{
		destAnim = LEGS_LEFTUP3;
	}
	else if ( diff >= interval*2 )
	{
		destAnim = LEGS_LEFTUP2;
	}
	else if ( diff >= interval )
	{
		destAnim = LEGS_LEFTUP1;
	}
	else if ( diff <= interval*-5 )
	{
		destAnim = LEGS_RIGHTUP5;
	}
	else if ( diff <= interval*-4 )
	{
		destAnim = LEGS_RIGHTUP4;
	}
	else if ( diff <= interval*-3 )
	{
		destAnim = LEGS_RIGHTUP3;
	}
	else if ( diff <= interval*-2 )
	{
		destAnim = LEGS_RIGHTUP2;
	}
	else if ( diff <= interval*-1 )
	{
		destAnim = LEGS_RIGHTUP1;
	}
	else
	{
		return qfalse;
	}

	int legsAnim = pm->ps->legsAnim;
	if ( pm->gent->client->NPC_class != CLASS_ATST )
	{
		//adjust for current legs anim
		switch ( legsAnim )
		{
		case BOTH_STAND1:
		case LEGS_S1_LUP1:
		case LEGS_S1_LUP2:
		case LEGS_S1_LUP3:
		case LEGS_S1_LUP4:
		case LEGS_S1_LUP5:
		case LEGS_S1_RUP1:
		case LEGS_S1_RUP2:
		case LEGS_S1_RUP3:
		case LEGS_S1_RUP4:
		case LEGS_S1_RUP5:
			destAnim = LEGS_S1_LUP1 + (destAnim-LEGS_LEFTUP1);
			break;
		case BOTH_STAND2:
		case BOTH_SABERFAST_STANCE:
		case BOTH_SABERSLOW_STANCE:
		case BOTH_CROUCH1IDLE:
		case BOTH_CROUCH1:
		case LEGS_LEFTUP1:			//# On a slope with left foot 4 higher than right
		case LEGS_LEFTUP2:			//# On a slope with left foot 8 higher than right
		case LEGS_LEFTUP3:			//# On a slope with left foot 12 higher than right
		case LEGS_LEFTUP4:			//# On a slope with left foot 16 higher than right
		case LEGS_LEFTUP5:			//# On a slope with left foot 20 higher than right
		case LEGS_RIGHTUP1:			//# On a slope with RIGHT foot 4 higher than left
		case LEGS_RIGHTUP2:			//# On a slope with RIGHT foot 8 higher than left
		case LEGS_RIGHTUP3:			//# On a slope with RIGHT foot 12 higher than left
		case LEGS_RIGHTUP4:			//# On a slope with RIGHT foot 16 higher than left
		case LEGS_RIGHTUP5:			//# On a slope with RIGHT foot 20 higher than left
			//fine
			break;
		case BOTH_STAND3:
		case LEGS_S3_LUP1:
		case LEGS_S3_LUP2:
		case LEGS_S3_LUP3:
		case LEGS_S3_LUP4:
		case LEGS_S3_LUP5:
		case LEGS_S3_RUP1:
		case LEGS_S3_RUP2:
		case LEGS_S3_RUP3:
		case LEGS_S3_RUP4:
		case LEGS_S3_RUP5:
			destAnim = LEGS_S3_LUP1 + (destAnim-LEGS_LEFTUP1);
			break;
		case BOTH_STAND4:
		case LEGS_S4_LUP1:
		case LEGS_S4_LUP2:
		case LEGS_S4_LUP3:
		case LEGS_S4_LUP4:
		case LEGS_S4_LUP5:
		case LEGS_S4_RUP1:
		case LEGS_S4_RUP2:
		case LEGS_S4_RUP3:
		case LEGS_S4_RUP4:
		case LEGS_S4_RUP5:
			destAnim = LEGS_S4_LUP1 + (destAnim-LEGS_LEFTUP1);
			break;
		case BOTH_STAND5:
		case LEGS_S5_LUP1:
		case LEGS_S5_LUP2:
		case LEGS_S5_LUP3:
		case LEGS_S5_LUP4:
		case LEGS_S5_LUP5:
		case LEGS_S5_RUP1:
		case LEGS_S5_RUP2:
		case LEGS_S5_RUP3:
		case LEGS_S5_RUP4:
		case LEGS_S5_RUP5:
			destAnim = LEGS_S5_LUP1 + (destAnim-LEGS_LEFTUP1);
			break;
		case BOTH_SABERDUAL_STANCE:
		case LEGS_S6_LUP1:
		case LEGS_S6_LUP2:
		case LEGS_S6_LUP3:
		case LEGS_S6_LUP4:
		case LEGS_S6_LUP5:
		case LEGS_S6_RUP1:
		case LEGS_S6_RUP2:
		case LEGS_S6_RUP3:
		case LEGS_S6_RUP4:
		case LEGS_S6_RUP5:
			destAnim = LEGS_S6_LUP1 + (destAnim-LEGS_LEFTUP1);
			break;
		case BOTH_SABERSTAFF_STANCE:
		case LEGS_S7_LUP1:
		case LEGS_S7_LUP2:
		case LEGS_S7_LUP3:
		case LEGS_S7_LUP4:
		case LEGS_S7_LUP5:
		case LEGS_S7_RUP1:
		case LEGS_S7_RUP2:
		case LEGS_S7_RUP3:
		case LEGS_S7_RUP4:
		case LEGS_S7_RUP5:
			destAnim = LEGS_S7_LUP1 + (destAnim-LEGS_LEFTUP1);
			break;
		case BOTH_STAND6:
		default:
			return qfalse;
			break;
		}
	}
	//step 5: based on the chosen interval and the current legsAnim, pick the correct anim
	//step 6: increment/decrement to the dest anim, not instant
	if ( (legsAnim >= LEGS_LEFTUP1 && legsAnim <= LEGS_LEFTUP5)
		|| (legsAnim >= LEGS_S1_LUP1 && legsAnim <= LEGS_S1_LUP5)
		|| (legsAnim >= LEGS_S3_LUP1 && legsAnim <= LEGS_S3_LUP5)
		|| (legsAnim >= LEGS_S4_LUP1 && legsAnim <= LEGS_S4_LUP5)
		|| (legsAnim >= LEGS_S5_LUP1 && legsAnim <= LEGS_S5_LUP5)
		|| (legsAnim >= LEGS_S6_LUP1 && legsAnim <= LEGS_S6_LUP5)
		|| (legsAnim >= LEGS_S7_LUP1 && legsAnim <= LEGS_S7_LUP5) )
	{//already in left-side up
		if ( destAnim > legsAnim && pm->gent->client->slopeRecalcTime < level.time )
		{
			legsAnim++;
			pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
		}
		else if ( destAnim < legsAnim && pm->gent->client->slopeRecalcTime < level.time )
		{
			legsAnim--;
			pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
		}
		else
		{
			destAnim = legsAnim;
		}
	}
	else if ( (legsAnim >= LEGS_RIGHTUP1 && legsAnim <= LEGS_RIGHTUP5) 
		|| (legsAnim >= LEGS_S1_RUP1 && legsAnim <= LEGS_S1_RUP5)
		|| (legsAnim >= LEGS_S3_RUP1 && legsAnim <= LEGS_S3_RUP5)
		|| (legsAnim >= LEGS_S4_RUP1 && legsAnim <= LEGS_S4_RUP5)
		|| (legsAnim >= LEGS_S5_RUP1 && legsAnim <= LEGS_S5_RUP5)
		|| (legsAnim >= LEGS_S6_RUP1 && legsAnim <= LEGS_S6_RUP5)
		|| (legsAnim >= LEGS_S7_RUP1 && legsAnim <= LEGS_S7_RUP5) )
	{//already in right-side up
		if ( destAnim > legsAnim && pm->gent->client->slopeRecalcTime < level.time )
		{
			legsAnim++;
			pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
		}
		else if ( destAnim < legsAnim && pm->gent->client->slopeRecalcTime < level.time )
		{
			legsAnim--;
			pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
		}
		else
		{
			destAnim = legsAnim;
		}
	}
	else
	{//in a stand of some sort?
		if ( pm->gent->client->NPC_class == CLASS_ATST )
		{
			if ( legsAnim == BOTH_STAND1 || legsAnim == BOTH_STAND2 || legsAnim == BOTH_CROUCH1IDLE )
			{
				if ( destAnim >= LEGS_LEFTUP1 && destAnim <= LEGS_LEFTUP5 )
				{//going into left side up
					destAnim = LEGS_LEFTUP1;
					pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
				}
				else if ( destAnim >= LEGS_RIGHTUP1 && destAnim <= LEGS_RIGHTUP5 )
				{//going into right side up
					destAnim = LEGS_RIGHTUP1;
					pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
				}
				else
				{//will never get here
					return qfalse;
				}
			}
		}
		else
		{
			switch ( legsAnim )
			{
			case BOTH_STAND1:
				if ( destAnim >= LEGS_S1_LUP1 && destAnim <= LEGS_S1_LUP5 )
				{//going into left side up
					destAnim = LEGS_S1_LUP1;
					pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
				}
				else if ( destAnim >= LEGS_S1_RUP1 && destAnim <= LEGS_S1_RUP5 )
				{//going into right side up
					destAnim = LEGS_S1_RUP1;
					pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
				}
				else
				{//will never get here
					return qfalse;
				}
				break;
			case BOTH_STAND2:
			case BOTH_SABERFAST_STANCE:
			case BOTH_SABERSLOW_STANCE:
			case BOTH_CROUCH1IDLE:
				if ( destAnim >= LEGS_LEFTUP1 && destAnim <= LEGS_LEFTUP5 )
				{//going into left side up
					destAnim = LEGS_LEFTUP1;
					pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
				}
				else if ( destAnim >= LEGS_RIGHTUP1 && destAnim <= LEGS_RIGHTUP5 )
				{//going into right side up
					destAnim = LEGS_RIGHTUP1;
					pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
				}
				else
				{//will never get here
					return qfalse;
				}
				break;
			case BOTH_STAND3:
				if ( destAnim >= LEGS_S3_LUP1 && destAnim <= LEGS_S3_LUP5 )
				{//going into left side up
					destAnim = LEGS_S3_LUP1;
					pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
				}
				else if ( destAnim >= LEGS_S3_RUP1 && destAnim <= LEGS_S3_RUP5 )
				{//going into right side up
					destAnim = LEGS_S3_RUP1;
					pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
				}
				else
				{//will never get here
					return qfalse;
				}
				break;
			case BOTH_STAND4:
				if ( destAnim >= LEGS_S4_LUP1 && destAnim <= LEGS_S4_LUP5 )
				{//going into left side up
					destAnim = LEGS_S4_LUP1;
					pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
				}
				else if ( destAnim >= LEGS_S4_RUP1 && destAnim <= LEGS_S4_RUP5 )
				{//going into right side up
					destAnim = LEGS_S4_RUP1;
					pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
				}
				else
				{//will never get here
					return qfalse;
				}
				break;
			case BOTH_STAND5:
				if ( destAnim >= LEGS_S5_LUP1 && destAnim <= LEGS_S5_LUP5 )
				{//going into left side up
					destAnim = LEGS_S5_LUP1;
					pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
				}
				else if ( destAnim >= LEGS_S5_RUP1 && destAnim <= LEGS_S5_RUP5 )
				{//going into right side up
					destAnim = LEGS_S5_RUP1;
					pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
				}
				else
				{//will never get here
					return qfalse;
				}
				break;
			case BOTH_SABERDUAL_STANCE:
				if ( destAnim >= LEGS_S6_LUP1 && destAnim <= LEGS_S6_LUP5 )
				{//going into left side up
					destAnim = LEGS_S6_LUP1;
					pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
				}
				else if ( destAnim >= LEGS_S6_RUP1 && destAnim <= LEGS_S6_RUP5 )
				{//going into right side up
					destAnim = LEGS_S6_RUP1;
					pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
				}
				else
				{//will never get here
					return qfalse;
				}
				break;
			case BOTH_SABERSTAFF_STANCE:
				if ( destAnim >= LEGS_S7_LUP1 && destAnim <= LEGS_S7_LUP5 )
				{//going into left side up
					destAnim = LEGS_S7_LUP1;
					pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
				}
				else if ( destAnim >= LEGS_S7_RUP1 && destAnim <= LEGS_S7_RUP5 )
				{//going into right side up
					destAnim = LEGS_S7_RUP1;
					pm->gent->client->slopeRecalcTime = level.time + SLOPE_RECALC_INT;
				}
				else
				{//will never get here
					return qfalse;
				}
				break;
			case BOTH_STAND6:
			default:
				return qfalse;
				break;
			}
		}
	}
	//step 7: set the anim
	PM_SetAnim( pm, SETANIM_LEGS, destAnim, SETANIM_FLAG_NORMAL );

	return qtrue;
}

void PM_JetPackAnim( void )
{
	if ( !PM_ForceJumpingAnim( pm->ps->legsAnim ) )//haven't started forcejump yet
	{
		vec3_t facingFwd, facingRight, facingAngles = {0, pm->ps->viewangles[YAW], 0};
		int anim = BOTH_FORCEJUMP1;
		AngleVectors( facingAngles, facingFwd, facingRight, NULL );
		float dotR = DotProduct( facingRight, pm->ps->velocity );
		float dotF = DotProduct( facingFwd, pm->ps->velocity );
		if ( fabs(dotR) > fabs(dotF) * 1.5 )
		{
			if ( dotR > 150 )
			{
				anim = BOTH_FORCEJUMPRIGHT1;
			}
			else if ( dotR < -150 )
			{
				anim = BOTH_FORCEJUMPLEFT1;
			}
		}
		else
		{
			if ( dotF > 150 )
			{
				anim = BOTH_FORCEJUMP1;
			}
			else if ( dotF < -150 )
			{
				anim = BOTH_FORCEJUMPBACK1;
			}
		}
		int parts = SETANIM_BOTH;
		if ( pm->ps->weaponTime )
		{//FIXME: really only care if we're in a saber attack anim...
			parts = SETANIM_LEGS;
		}

		PM_SetAnim( pm, parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
	}
	/*
	else
	{
		if ( !pm->ps->legsAnimTimer )
		{//not in the middle of a legsAnim
			int anim = pm->ps->legsAnim;
			int newAnim = -1;
			switch ( anim )
			{
			case BOTH_FORCEJUMP1:
				newAnim = BOTH_FORCELAND1;//BOTH_FORCEINAIR1;
				break;
			case BOTH_FORCEJUMPBACK1:
				newAnim = BOTH_FORCELANDBACK1;//BOTH_FORCEINAIRBACK1;
				break;
			case BOTH_FORCEJUMPLEFT1:
				newAnim = BOTH_FORCELANDLEFT1;//BOTH_FORCEINAIRLEFT1;
				break;
			case BOTH_FORCEJUMPRIGHT1:
				newAnim = BOTH_FORCELANDRIGHT1;//BOTH_FORCEINAIRRIGHT1;
				break;
			}
			if ( newAnim != -1 )
			{
				int parts = SETANIM_BOTH;
				if ( pm->ps->weaponTime )
				{//FIXME: really only care if we're in a saber attack anim...
					parts = SETANIM_LEGS;
				}

				PM_SetAnim( pm, parts, newAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
			}
		}
	}
	*/
}
void PM_SwimFloatAnim( void )
{
	int legsAnim = pm->ps->legsAnim;
	//FIXME: no start or stop anims
	if ( pm->cmd.forwardmove || pm->cmd.rightmove || pm->cmd.upmove )
	{
		PM_SetAnim(pm,SETANIM_LEGS,BOTH_SWIMFORWARD,SETANIM_FLAG_NORMAL);
	}
	else
	{//stopping
		if ( legsAnim == BOTH_SWIMFORWARD )
		{//I was swimming 
			if ( !pm->ps->legsAnimTimer )
			{
				PM_SetAnim(pm,SETANIM_LEGS,BOTH_SWIM_IDLE1,SETANIM_FLAG_NORMAL);
			}
		}
		else
		{//idle
			if ( !(pm->ps->pm_flags&PMF_DUCKED) && pm->cmd.upmove >= 0 )
			{//not crouching
				PM_SetAnim(pm,SETANIM_LEGS,BOTH_SWIM_IDLE1,SETANIM_FLAG_NORMAL);
			}
		}
	}
}

/*
===============
PM_Footsteps
===============
*/
static void PM_Footsteps( void ) 
{
	float		bobmove;
	int			old, oldAnim;
	qboolean	footstep = qfalse;
	qboolean	validNPC = qfalse;
	qboolean	flipping = qfalse;
	int			setAnimFlags = SETANIM_FLAG_NORMAL;

	if( pm->gent == NULL || pm->gent->client == NULL )
		return;

	if ( (pm->ps->eFlags&EF_HELD_BY_WAMPA) )
	{
		PM_SetAnim( pm, SETANIM_BOTH, BOTH_HANG_IDLE, SETANIM_FLAG_NORMAL );
		if ( pm->ps->legsAnim == BOTH_HANG_IDLE )
		{
			if ( pm->ps->torsoAnimTimer < 100 )
			{
				pm->ps->torsoAnimTimer = 100;
			}
			if ( pm->ps->legsAnimTimer < 100 )
			{
				pm->ps->legsAnimTimer = 100;
			}
		}
		return;
	}

	if ( PM_SpinningSaberAnim( pm->ps->legsAnim ) && pm->ps->legsAnimTimer )
	{//spinning
		return;
	}
	if ( PM_InKnockDown( pm->ps ) || PM_InRoll( pm->ps ))
	{//in knockdown
		return;
	}
	if ( (pm->ps->eFlags&EF_FORCE_DRAINED) )
	{//being drained
		//PM_SetAnim( pm, SETANIM_LEGS, BOTH_HUGGEE1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
		return;
	}
	if ( (pm->ps->forcePowersActive&(1<<FP_DRAIN)) 
		&& pm->ps->forceDrainEntityNum < ENTITYNUM_WORLD )
	{//draining
		//PM_SetAnim( pm, SETANIM_LEGS, BOTH_HUGGER1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
		return;
	}
	else if (pm->gent->NPC && pm->gent->NPC->aiFlags & NPCAI_KNEEL)
	{//kneeling
		return;
	}

	if( pm->gent->NPC != NULL )
	{
		validNPC = qtrue;
	}

	pm->gent->client->renderInfo.legsFpsMod = 1.0f;
	//PM_ResetAnkleAngles();

	//
	// calculate speed and cycle to be used for
	// all cyclic walking effects
	//
	pm->xyspeed = sqrt( pm->ps->velocity[0] * pm->ps->velocity[0]
		+  pm->ps->velocity[1] * pm->ps->velocity[1] );

	if ( pm->ps->legsAnim == BOTH_FLIP_F ||
		pm->ps->legsAnim == BOTH_FLIP_B ||
		pm->ps->legsAnim == BOTH_FLIP_L ||
		pm->ps->legsAnim == BOTH_FLIP_R ||
		pm->ps->legsAnim == BOTH_ALORA_FLIP_1 ||
		pm->ps->legsAnim == BOTH_ALORA_FLIP_2 ||
		pm->ps->legsAnim == BOTH_ALORA_FLIP_3 )
	{
		flipping = qtrue;
	}

	if ( pm->ps->groundEntityNum == ENTITYNUM_NONE 
		|| ( pm->watertype & CONTENTS_LADDER ) 
		|| pm->ps->waterHeightLevel >= WHL_TORSO ) 
	{//in air or submerged in water or in ladder
		// airborne leaves position in cycle intact, but doesn't advance
		if ( pm->waterlevel > 0 ) 
		{
			if ( pm->watertype & CONTENTS_LADDER ) 
			{//FIXME: check for watertype, save waterlevel for whether to play
				//the get off ladder transition anim!
				if ( pm->ps->velocity[2]  ) 
				{//going up or down it
					int	anim;
					if ( pm->ps->velocity[2] > 0 )
					{
						anim = BOTH_LADDER_UP1;
					}
					else
					{
						anim = BOTH_LADDER_DWN1;
					}
					PM_SetAnim( pm, SETANIM_LEGS, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
					if ( pm->waterlevel >= 2 )	//arms on ladder
					{
						PM_SetAnim( pm, SETANIM_TORSO, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
					}
					if (fabs(pm->ps->velocity[2]) >5) {
						bobmove = 0.005 * fabs(pm->ps->velocity[2]);	// climbing bobs slow
						if (bobmove > 0.3)
							bobmove = 0.3F;
						goto DoFootSteps;
					}
				}
				else
				{
					PM_SetAnim( pm, SETANIM_LEGS, BOTH_LADDER_IDLE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART );
					pm->ps->legsAnimTimer += 300;
					if ( pm->waterlevel >= 2 )	//arms on ladder
					{
						PM_SetAnim( pm, SETANIM_TORSO, BOTH_LADDER_IDLE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART );
						pm->ps->torsoAnimTimer += 300;
					}
				}
				return;
			}
			else if ( pm->ps->waterHeightLevel >= WHL_TORSO 
				&& ((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())
					||pm->ps->weapon==WP_SABER||pm->ps->weapon==WP_NONE||pm->ps->weapon==WP_MELEE) )//pm->waterlevel > 1 )	//in deep water
			{
				if ( !PM_ForceJumpingUp( pm->gent ) )
				{
					if ( pm->ps->groundEntityNum != ENTITYNUM_NONE && (pm->ps->pm_flags&PMF_DUCKED) ) 
					{
						if ( !flipping )
						{//you can crouch under water if feet are on ground
							if ( pm->cmd.forwardmove || pm->cmd.rightmove )
							{
								if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) 
								{
									PM_SetAnim(pm,SETANIM_LEGS,BOTH_CROUCH1WALKBACK,setAnimFlags);
								}
								else
								{
									PM_SetAnim(pm,SETANIM_LEGS,BOTH_CROUCH1WALK,setAnimFlags);
								}
							}
							else
							{
								PM_SetAnim(pm,SETANIM_LEGS,BOTH_CROUCH1,SETANIM_FLAG_NORMAL);
							}
							return;
						}
					}
					PM_SwimFloatAnim();
					if ( pm->ps->legsAnim != BOTH_SWIM_IDLE1 )
					{//moving
						old = pm->ps->bobCycle;
						bobmove = 0.15f;	// swim is a slow cycle
						pm->ps->bobCycle = (int)( old + bobmove * pml.msec ) & 255;

						// if we just crossed a cycle boundary, play an apropriate footstep event
						if ( ( ( old + 64 ) ^ ( pm->ps->bobCycle + 64 ) ) & 128 ) 
						{
							PM_AddEvent( EV_SWIM );
						}
					}
				}
				return;
			}
			else 
			{//hmm, in water, but not high enough to swim
				//fall through to walk/run/stand
				if ( pm->ps->groundEntityNum == ENTITYNUM_NONE )
				{//unless in the air
					//NOTE: this is a dupe of the code just below... for when you are not in the water at all
					if ( pm->ps->pm_flags & PMF_DUCKED ) 
					{
						if ( !flipping )
						{
							PM_SetAnim(pm,SETANIM_LEGS,BOTH_CROUCH1,SETANIM_FLAG_NORMAL);
						}
					}
					else if ( pm->ps->gravity <= 0 )//FIXME: or just less than normal?
					{
						if ( pm->gent 
							&& pm->gent->client 
							&& (pm->gent->client->NPC_class == CLASS_BOBAFETT ||pm->gent->client->NPC_class == CLASS_ROCKETTROOPER)
							&& pm->gent->client->moveType == MT_FLYSWIM )
						{//flying around with jetpack
							//do something else?
							PM_JetPackAnim();
						}
						else
						{
							PM_SwimFloatAnim();
						}
					}
					return;
				}
			}
		}
		else 
		{
			if ( pm->ps->pm_flags & PMF_DUCKED ) 
			{
				if ( !flipping )
				{
					PM_SetAnim(pm,SETANIM_LEGS,BOTH_CROUCH1,SETANIM_FLAG_NORMAL);
				}
			}
			else if ( pm->ps->gravity <= 0 )//FIXME: or just less than normal?
			{
				if ( pm->gent 
					&& pm->gent->client 
					&& (pm->gent->client->NPC_class == CLASS_BOBAFETT||pm->gent->client->NPC_class == CLASS_ROCKETTROOPER)
					&& pm->gent->client->moveType == MT_FLYSWIM )
				{//flying around with jetpack
					//do something else?
					PM_JetPackAnim();
				}
				else
				{
					PM_SwimFloatAnim();
				}
			}
			return;
		}
	}

	if ( PM_SwimmingAnim( pm->ps->legsAnim ) && pm->waterlevel < 2 )
	{//legs are in swim anim, and not swimming, be sure to override it
		setAnimFlags |= SETANIM_FLAG_OVERRIDE;
	}

	// if not trying to move
	if ( !pm->cmd.forwardmove && !pm->cmd.rightmove ) 
	{
		if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_ATST )
		{
			if ( !PM_AdjustStandAnimForSlope() )
			{
				PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND1,SETANIM_FLAG_NORMAL);
			}
		}
		else if ( pm->ps->pm_flags & PMF_DUCKED ) 
		{
			if( !PM_InOnGroundAnim( pm->ps ) )
			{
				if ( !PM_AdjustStandAnimForSlope() )
				{
					PM_SetAnim(pm,SETANIM_LEGS,BOTH_CROUCH1,SETANIM_FLAG_NORMAL);
				}
			}
		} 
		else
		{
			if ( pm->ps->legsAnimTimer && PM_LandingAnim( pm->ps->legsAnim ) )
			{//still in a landing anim, let it play
				return;
			}
			if ( pm->ps->legsAnimTimer 
				&& (pm->ps->legsAnim == BOTH_THERMAL_READY
					||pm->ps->legsAnim == BOTH_THERMAL_THROW
					||pm->ps->legsAnim == BOTH_ATTACK10) )
			{//still in a thermal anim, let it play
				return;
			}
			qboolean saberInAir = qtrue;
			if ( pm->ps->saberInFlight )
			{//guiding saber
				if ( PM_SaberInBrokenParry( pm->ps->saberMove ) || pm->ps->saberBlocked == BLOCKED_PARRY_BROKEN || PM_DodgeAnim( pm->ps->torsoAnim ) )
				{//we're stuck in a broken parry
					saberInAir = qfalse;
				}
				if ( pm->ps->saberEntityNum < ENTITYNUM_NONE && pm->ps->saberEntityNum > 0 )//player is 0
				{//
					if ( &g_entities[pm->ps->saberEntityNum] != NULL && g_entities[pm->ps->saberEntityNum].s.pos.trType == TR_STATIONARY )
					{//fell to the ground and we're not trying to pull it back
						saberInAir = qfalse;
					}
				}
			}
			if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_GALAKMECH )
			{//NOTE: stand1 is with the helmet retracted, stand1to2 is the helmet going into place
				PM_SetAnim( pm, SETANIM_BOTH, BOTH_STAND2, SETANIM_FLAG_NORMAL );
			}
			else if ( pm->ps->weapon == WP_SABER 
				&& pm->ps->saberInFlight 
				&& saberInAir 
				&& (!pm->ps->dualSabers || !pm->ps->saber[1].Active()))
			{
				if ( !PM_AdjustStandAnimForSlope() )
				{
					if ( pm->ps->legsAnim != BOTH_LOSE_SABER
						|| !pm->ps->legsAnimTimer )
					{
						PM_SetAnim(pm,SETANIM_LEGS,BOTH_SABERPULL,SETANIM_FLAG_NORMAL);
					}
				}
			}
			else if ( (pm->ps->weapon == WP_SABER
				&&pm->ps->SaberLength()>0
				&&!pm->ps->saberInFlight
				&&!PM_SaberDrawPutawayAnim( pm->ps->legsAnim )) )
			{
				if ( !PM_AdjustStandAnimForSlope() )
				{
					int legsAnim; 
					if ( (pm->ps->torsoAnim == BOTH_SPINATTACK6 
							|| pm->ps->torsoAnim == BOTH_SPINATTACK7
							|| PM_SaberInAttack( pm->ps->saberMove ) 
							|| PM_SaberInTransitionAny( pm->ps->saberMove ))
						&& pm->ps->legsAnim != BOTH_FORCELONGLEAP_LAND
						&& (pm->ps->groundEntityNum == ENTITYNUM_NONE//in air
							|| (!PM_JumpingAnim( pm->ps->torsoAnim )&&!PM_InAirKickingAnim( pm->ps->torsoAnim ))) )//OR: on ground and torso not in a jump anim
					{
						legsAnim = pm->ps->torsoAnim;
					}
					else
					{
						switch ( pm->ps->saberAnimLevel )
						{
						case SS_FAST:
						case SS_TAVION:
							legsAnim = BOTH_SABERFAST_STANCE;
							break;
						case SS_STRONG:
							legsAnim = BOTH_SABERSLOW_STANCE;
							break;
						case SS_DUAL:
							legsAnim = BOTH_SABERDUAL_STANCE;
							break;
						case SS_STAFF:
							legsAnim = BOTH_SABERSTAFF_STANCE;
							break;
						case SS_NONE:
						case SS_MEDIUM:
						case SS_DESANN:
						default:
							legsAnim = BOTH_STAND2;
							break;
						}
					}
					PM_SetAnim(pm,SETANIM_LEGS,legsAnim,SETANIM_FLAG_NORMAL);
				}
			}
			else if( (validNPC && pm->ps->weapon > WP_SABER && pm->ps->weapon < WP_DET_PACK ))// && pm->gent->client->race != RACE_BORG))//Being careful or carrying a 2-handed weapon
			{//Squadmates use BOTH_STAND3
				oldAnim = pm->ps->legsAnim;
				if(oldAnim != BOTH_GUARD_LOOKAROUND1 && oldAnim != BOTH_GUARD_IDLE1 
					&& oldAnim != BOTH_STAND2TO4 
					&& oldAnim != BOTH_STAND4TO2 && oldAnim != BOTH_STAND4 )
				{//Don't auto-override the guard idles
					if ( !PM_AdjustStandAnimForSlope() )
					{
						PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND3,SETANIM_FLAG_NORMAL);
						//if(oldAnim != BOTH_STAND2 && pm->ps->legsAnim == BOTH_STAND2)
						//{
						//	pm->ps->legsAnimTimer = 500;
						//}
					}
				}
			}
			else
			{
				if ( !PM_AdjustStandAnimForSlope() )
				{
					// FIXME: Do we need this here... The imps stand is 4, not 1...
					if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_IMPERIAL )
					{
						PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND4,SETANIM_FLAG_NORMAL);
					}
					else if ( pm->ps->weapon == WP_TUSKEN_STAFF )
					{
						PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND1,SETANIM_FLAG_NORMAL);
					}
					else
					{
						if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_RANCOR )
						{
							if ( pm->gent->count )
							{
								PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND4,SETANIM_FLAG_NORMAL);
							}
							else if ( pm->gent->enemy || pm->gent->wait )
							{//have an enemy or have had one since we spawned
								PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND2,SETANIM_FLAG_NORMAL);
							}
							else
							{
								PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND1,SETANIM_FLAG_NORMAL);
							}
						}
						else if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_WAMPA )
						{
							if ( pm->gent->count )
							{//holding a victim
								PM_SetAnim(pm,SETANIM_LEGS,BOTH_HOLD_IDLE/*BOTH_STAND2*/,SETANIM_FLAG_NORMAL);
							}
							else
							{//not holding a victim
								PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND1,SETANIM_FLAG_NORMAL);
							}
						}
						else
						{
							PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND1,SETANIM_FLAG_NORMAL);
						}
					}
				}
			}
		}
		return;
	}
	
	//maybe call this every frame, even when moving?
	if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_ATST )
	{
		PM_FootSlopeTrace( NULL, NULL );
	}

	//trying to move laterally
	if ( (pm->ps->eFlags&EF_IN_ATST)
		|| (pm->gent&&pm->gent->client&&pm->gent->client->NPC_class==CLASS_RANCOR)//does this catch NPCs, too?
		|| (pm->gent&&pm->gent->client&&pm->gent->client->NPC_class==CLASS_WAMPA) )//does this catch NPCs, too?
	{//atst, Rancor & Wampa, only override turn anims on legs (no torso)
		if ( pm->ps->legsAnim == BOTH_TURN_LEFT1 ||
				pm->ps->legsAnim == BOTH_TURN_RIGHT1 )
		{//moving overrides turning
			setAnimFlags |= SETANIM_FLAG_OVERRIDE;
		}
	}
	else
	{//all other NPCs...
		if ( (PM_InSaberAnim( pm->ps->legsAnim ) && !PM_SpinningSaberAnim( pm->ps->legsAnim )) 
			|| PM_SaberStanceAnim( pm->ps->legsAnim )
			|| PM_SaberDrawPutawayAnim( pm->ps->legsAnim )
			|| pm->ps->legsAnim == BOTH_SPINATTACK6//not a full-body spin, just spinning the saber
			|| pm->ps->legsAnim == BOTH_SPINATTACK7//not a full-body spin, just spinning the saber
			|| pm->ps->legsAnim == BOTH_BUTTON_HOLD
			|| pm->ps->legsAnim == BOTH_BUTTON_RELEASE
			|| pm->ps->legsAnim == BOTH_THERMAL_READY
			|| pm->ps->legsAnim == BOTH_THERMAL_THROW
			|| pm->ps->legsAnim == BOTH_ATTACK10
			|| PM_LandingAnim( pm->ps->legsAnim ) 
			|| PM_PainAnim( pm->ps->legsAnim ) 
			|| PM_ForceAnim( pm->ps->legsAnim ))
		{//legs are in a saber anim, and not spinning, be sure to override it
			setAnimFlags |= SETANIM_FLAG_OVERRIDE;
		}
	}

	if ( pm->ps->pm_flags & PMF_DUCKED ) 
	{
		bobmove = 0.5;	// ducked characters bob much faster
		if( !PM_InOnGroundAnim( pm->ps ) //not on the ground
			&& ( !PM_InRollIgnoreTimer( pm->ps )||(!pm->ps->legsAnimTimer&&pm->cmd.upmove<0) ) )//not in a roll (or you just finished one and you're still holding crouch)
		{
			qboolean rolled = qfalse;
			if ( PM_RunningAnim( pm->ps->legsAnim ) 
				|| pm->ps->legsAnim == BOTH_FORCEHEAL_START
				|| PM_CanRollFromSoulCal( pm->ps )) 
			{//roll!
				rolled = PM_TryRoll();
			}
			if ( !rolled )
			{
				if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) 
				{
					PM_SetAnim(pm,SETANIM_LEGS,BOTH_CROUCH1WALKBACK,setAnimFlags);
				}
				else
				{
					PM_SetAnim(pm,SETANIM_LEGS,BOTH_CROUCH1WALK,setAnimFlags);
				}
				if ( !Q_irand( 0, 19 ) )
				{//5% chance of making an alert
					AddSoundEvent( pm->gent, pm->ps->origin, 16, AEL_MINOR, qtrue, qtrue );
				}
			}
			else
			{//rolling is a little noisy
				AddSoundEvent( pm->gent, pm->ps->origin, 128, AEL_MINOR, qtrue, qtrue );
			}
		}
		// ducked characters never play footsteps
	}
	else if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) 
	{//Moving backwards
		if ( !( pm->cmd.buttons & BUTTON_WALKING ) ) 
		{//running backwards
			bobmove = 0.4F;	// faster speeds bob faster
			if ( pm->ps->weapon == WP_SABER && pm->ps->SaberActive() )
			{
				/*
				if ( pm->ps->saberAnimLevel == SS_STAFF )
				{
					PM_SetAnim(pm,SETANIM_LEGS,BOTH_RUNBACK_STAFF,setAnimFlags);
				}
				else
				*/
				{
					PM_SetAnim(pm,SETANIM_LEGS,BOTH_RUNBACK2,setAnimFlags);
				}
			}
			else if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_RANCOR )
			{//no run anim
				PM_SetAnim(pm,SETANIM_LEGS,BOTH_WALKBACK1,setAnimFlags);
			}
			else
			{
				PM_SetAnim(pm,SETANIM_LEGS,BOTH_RUNBACK1,setAnimFlags);
			}
			footstep = qtrue;
		} 
		else 
		{//walking backwards
			bobmove = 0.3F;	// faster speeds bob faster
			if ( pm->ps->weapon == WP_SABER && pm->ps->SaberActive() )
			{
				if ( pm->ps->saberAnimLevel == SS_DUAL )
				{
					PM_SetAnim(pm,SETANIM_LEGS,BOTH_WALKBACK_DUAL,setAnimFlags);
				}
				else if ( pm->ps->saberAnimLevel == SS_STAFF )
				{
					PM_SetAnim(pm,SETANIM_LEGS,BOTH_WALKBACK_STAFF,setAnimFlags);
				}
				else
				{
					PM_SetAnim(pm,SETANIM_LEGS,BOTH_WALKBACK2,setAnimFlags);
				}
			}
			else
			{
				PM_SetAnim(pm,SETANIM_LEGS,BOTH_WALKBACK1,setAnimFlags);
			}
			if ( !Q_irand( 0, 9 ) )
			{//10% chance of a small alert, mainly for the sand_creature
				AddSoundEvent( pm->gent, pm->ps->origin, 16, AEL_MINOR, qtrue, qtrue );
			}
		}
	}
	else 
	{
		if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_GALAKMECH )
		{
			bobmove = 0.3F;	// walking bobs slow
			if ( pm->ps->weapon == WP_NONE )
			{//helmet retracted
				PM_SetAnim( pm, SETANIM_BOTH, BOTH_WALK1, SETANIM_FLAG_NORMAL );
			}
			else
			{//helmet in place
				PM_SetAnim( pm, SETANIM_BOTH, BOTH_WALK2, SETANIM_FLAG_NORMAL );
			}
			AddSoundEvent( pm->gent, pm->ps->origin, 128, AEL_SUSPICIOUS, qtrue, qtrue );
		}
		else
		{
			if ( !( pm->cmd.buttons & BUTTON_WALKING ) ) 
			{//running
				bobmove = 0.4F;	// faster speeds bob faster
				if ( pm->ps->weapon == WP_SABER && pm->ps->SaberActive() )
				{
					if ( pm->ps->saberAnimLevel == SS_DUAL )
					{
						PM_SetAnim(pm,SETANIM_LEGS,BOTH_RUN_DUAL,setAnimFlags);
					}
					else if ( pm->ps->saberAnimLevel == SS_STAFF )
					{
						PM_SetAnim(pm,SETANIM_LEGS,BOTH_RUN_STAFF,setAnimFlags);
					}
					else
					{
						PM_SetAnim(pm,SETANIM_LEGS,BOTH_RUN2,setAnimFlags);
					}
				}
				else
				{
					if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_JAWA )
					{
						//if ( pm->gent->enemy && (pm->ps->weapon == WP_NONE || pm->ps->weapon == WP_MELEE) )
						{
							PM_SetAnim(pm,SETANIM_LEGS,BOTH_RUN4,setAnimFlags);
						}
						/*
						else
						{
							PM_SetAnim(pm,SETANIM_LEGS,BOTH_RUN1,setAnimFlags);
						}
						*/
					}
					else if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_ATST )
					{
						if ( pm->ps->legsAnim != BOTH_RUN1 )
						{
							if ( pm->ps->legsAnim != BOTH_RUN1START )
							{//Hmm, he should really start slow and have to accelerate... also need to do this for stopping
								PM_SetAnim( pm,SETANIM_LEGS, BOTH_RUN1START, setAnimFlags|SETANIM_FLAG_HOLD );
							}
							else if ( !pm->ps->legsAnimTimer )
							{
								PM_SetAnim( pm, SETANIM_LEGS, BOTH_RUN1, setAnimFlags );
							}
						}
						else
						{
							PM_SetAnim( pm, SETANIM_LEGS, BOTH_RUN1, setAnimFlags );
						}
					}
					else if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_WAMPA )
					{
						if ( pm->gent->NPC && pm->gent->NPC->stats.runSpeed == 300 )
						{//full on run, on all fours
							PM_SetAnim(pm,SETANIM_LEGS,BOTH_RUN1,SETANIM_FLAG_NORMAL);
						}
						else
						{//regular, upright run
							PM_SetAnim(pm,SETANIM_LEGS,BOTH_RUN2,SETANIM_FLAG_NORMAL);
						}
					}
					else if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_RANCOR )
					{//no run anim
						PM_SetAnim( pm, SETANIM_LEGS, BOTH_WALK1, setAnimFlags );
					}
					else
					{
						PM_SetAnim( pm, SETANIM_LEGS, BOTH_RUN1, setAnimFlags );
					}
				}
				footstep = qtrue;
			} 
			else 
			{//walking forward
				bobmove = 0.3F;	// walking bobs slow
				if ( pm->ps->weapon == WP_SABER && pm->ps->SaberActive() )
				{
					if ( pm->ps->saberAnimLevel == SS_DUAL )
					{
						PM_SetAnim(pm,SETANIM_LEGS,BOTH_WALK_DUAL,setAnimFlags);
					}
					else if ( pm->ps->saberAnimLevel == SS_STAFF )
					{
						PM_SetAnim(pm,SETANIM_LEGS,BOTH_WALK_STAFF,setAnimFlags);
					}
					else
					{
						PM_SetAnim(pm,SETANIM_LEGS,BOTH_WALK2,setAnimFlags);
					}
				}
				else if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_WAMPA )
				{
					if ( pm->gent->health <= 50 )
					{//hurt walk
						PM_SetAnim(pm,SETANIM_LEGS,BOTH_WALK2,SETANIM_FLAG_NORMAL);
					}
					else
					{//normal walk
						PM_SetAnim(pm,SETANIM_LEGS,BOTH_WALK1,SETANIM_FLAG_NORMAL);
					}
				}
				else
				{
					PM_SetAnim(pm,SETANIM_LEGS,BOTH_WALK1,setAnimFlags);
				}
				//Enemy NPCs always make footsteps for the benefit of the player
				if ( pm->gent 
					&& pm->gent->NPC 
					&& pm->gent->client 
					&& pm->gent->client->playerTeam != TEAM_PLAYER )
				{
					footstep = qtrue;
				}
				else if ( !Q_irand( 0, 9 ) )
				{//10% chance of a small alert, mainly for the sand_creature
					AddSoundEvent( pm->gent, pm->ps->origin, 16, AEL_MINOR, qtrue, qtrue );
				}
			}
		}
	}

	if(pm->gent != NULL)
	{
		if( pm->gent->client->renderInfo.legsFpsMod > 2 )
		{
			pm->gent->client->renderInfo.legsFpsMod = 2;
		}
		else if(pm->gent->client->renderInfo.legsFpsMod < 0.5)
		{
			pm->gent->client->renderInfo.legsFpsMod = 0.5;
		}
	}

DoFootSteps:

	// check for footstep / splash sounds
	old = pm->ps->bobCycle;
	pm->ps->bobCycle = (int)( old + bobmove * pml.msec ) & 255;

	// if we just crossed a cycle boundary, play an apropriate footstep event
	if ( ( ( old + 64 ) ^ ( pm->ps->bobCycle + 64 ) ) & 128 ) 
	{
		if ( pm->watertype & CONTENTS_LADDER ) 
		{
			if ( !pm->noFootsteps ) 
			{
				if (pm->ps->groundEntityNum == ENTITYNUM_NONE) {// on ladder
					 PM_AddEvent( EV_FOOTSTEP_METAL );
				} else {
					//PM_AddEvent( PM_FootstepForSurface() );	//still on ground
				}
			}
			if ( pm->gent && pm->gent->s.number == 0 ) 
			{
//					if ( pm->gent->client && pm->gent->client->playerTeam != TEAM_DISGUISE )
				{
					AddSoundEvent( pm->gent, pm->ps->origin, 128, AEL_MINOR, qtrue );
				}
			}
		}
		else if ( pm->waterlevel == 0 ) 
		{
			// on ground will only play sounds if running
			if ( footstep )
			{
				if ( !pm->noFootsteps ) 
				{
					//PM_AddEvent( PM_FootstepForSurface() );
				}
				if ( pm->gent && pm->gent->s.number == 0 ) 
				{
					vec3_t	bottom;

					VectorCopy( pm->ps->origin, bottom );
					bottom[2] += pm->mins[2];
//					if ( pm->gent->client && pm->gent->client->playerTeam != TEAM_DISGUISE )
					{
						AddSoundEvent( pm->gent, bottom, 256, AEL_MINOR, qtrue, qtrue );
					}
				}
			}
		} 
		else if ( pm->waterlevel == 1 ) 
		{
			// splashing
			if ( pm->ps->waterHeightLevel >= WHL_KNEES )
			{
				PM_AddEvent( EV_FOOTWADE );
			}
			else
			{
				PM_AddEvent( EV_FOOTSPLASH );
			}
			if ( pm->gent && pm->gent->s.number == 0 ) 
			{
				vec3_t	bottom;

				VectorCopy( pm->ps->origin, bottom );
				bottom[2] += pm->mins[2];
//				if ( pm->gent->client && pm->gent->client->playerTeam != TEAM_DISGUISE )
				{
					AddSoundEvent( pm->gent, pm->ps->origin, 384, AEL_SUSPICIOUS, qfalse, qtrue );//was bottom
					AddSightEvent( pm->gent, pm->ps->origin, 512, AEL_MINOR );
				}
			}
		} 
		else if ( pm->waterlevel == 2 ) 
		{
			// wading / swimming at surface
			/*
			if ( pm->ps->waterHeightLevel >= WHL_TORSO )
			{
				PM_AddEvent( EV_SWIM );
			}
			else
			*/
			{
				PM_AddEvent( EV_FOOTWADE );
			}
			if ( pm->gent && pm->gent->s.number == 0 ) 
			{
//				if ( pm->gent->client && pm->gent->client->playerTeam != TEAM_DISGUISE )
				{
					AddSoundEvent( pm->gent, pm->ps->origin, 256, AEL_MINOR, qfalse, qtrue );
					AddSightEvent( pm->gent, pm->ps->origin, 512, AEL_SUSPICIOUS );
				}
			}
		}
		else
		{// or no sound when completely underwater...?
			PM_AddEvent( EV_SWIM );
		}
	}
}

/*
==============
PM_WaterEvents

Generate sound events for entering and leaving water
==============
*/
static void PM_WaterEvents( void ) {		// FIXME?
	
	qboolean impact_splash = qfalse;

	if ( pm->watertype & CONTENTS_LADDER )	//fake water for ladder
	{
		return;
	}
	//
	// if just entered a water volume, play a sound
	//
	if (!pml.previous_waterlevel && pm->waterlevel)
	{
		if ( (pm->watertype&CONTENTS_LAVA) )
		{
			PM_AddEvent( EV_LAVA_TOUCH );
		}
		else
		{
			PM_AddEvent( EV_WATER_TOUCH );
		}
		if ( pm->gent )
		{
			if ( VectorLengthSquared( pm->ps->velocity ) > 40000 )
			{
				impact_splash = qtrue;
			}

			if ( pm->ps->clientNum < MAX_CLIENTS )
			{
				AddSoundEvent( pm->gent, pm->ps->origin, 384, AEL_SUSPICIOUS );
				AddSightEvent( pm->gent, pm->ps->origin, 512, AEL_SUSPICIOUS );
			}
		}
	}

	//
	// if just completely exited a water volume, play a sound
	//
	if (pml.previous_waterlevel && !pm->waterlevel)
	{
		if ( (pm->watertype&CONTENTS_LAVA) )
		{
			PM_AddEvent( EV_LAVA_LEAVE );
		}
		else
		{
			PM_AddEvent( EV_WATER_LEAVE );
		}
		if ( pm->gent && VectorLengthSquared( pm->ps->velocity ) > 40000 )
		{
			impact_splash = qtrue;
		}
		if ( pm->gent && pm->ps->clientNum < MAX_CLIENTS )
		{
			AddSoundEvent( pm->gent, pm->ps->origin, 384, AEL_SUSPICIOUS );
			AddSightEvent( pm->gent, pm->ps->origin, 512, AEL_SUSPICIOUS );
		}
	}

	if ( impact_splash )
	{
		//play the splash effect
		trace_t	tr;
		vec3_t	axis[3], angs, start, end;

		VectorSet( angs, 0, pm->gent->currentAngles[YAW], 0 );
		AngleVectors( angs, axis[2], axis[1], axis[0] );

		VectorCopy( pm->ps->origin, start );
		VectorCopy( pm->ps->origin, end );

		// FIXME: set start and end better
		start[2] += 10;
		end[2] -= 40;

		gi.trace( &tr, start, vec3_origin, vec3_origin, end, pm->gent->s.number, MASK_WATER );

		if ( tr.fraction < 1.0f )
		{
			if ( (tr.contents&CONTENTS_LAVA) )
			{
				G_PlayEffect( "env/lava_splash", tr.endpos, axis );
			}
			else if ( (tr.contents&CONTENTS_SLIME) )
			{
				G_PlayEffect( "env/acid_splash", tr.endpos, axis );
			}
			else //must be water
			{
				G_PlayEffect( "env/water_impact", tr.endpos, axis );
			}
		}
	}

	//
	// check for head just going under water
	//
	if (pml.previous_waterlevel != 3 && pm->waterlevel == 3) {
		if ( (pm->watertype&CONTENTS_LAVA) )
		{
			PM_AddEvent( EV_LAVA_UNDER );
		}
		else
		{
			PM_AddEvent( EV_WATER_UNDER );
		}

		if ( pm->gent && pm->ps->clientNum < MAX_CLIENTS )
		{
			AddSoundEvent( pm->gent, pm->ps->origin, 256, AEL_MINOR );
			AddSightEvent( pm->gent, pm->ps->origin, 384, AEL_MINOR );
		}
	}

	//
	// check for head just coming out of water
	//
	if (pml.previous_waterlevel == 3 && pm->waterlevel != 3) {
		if ( !pm->gent || !pm->gent->client || pm->gent->client->airOutTime < level.time + 2000 )
		{//only do this if we were drowning or about to start drowning
			PM_AddEvent( EV_WATER_CLEAR );
		}
		else
		{
			if ( (pm->watertype&CONTENTS_LAVA) )
			{
				PM_AddEvent( EV_LAVA_LEAVE );
			}
			else
			{
				PM_AddEvent( EV_WATER_LEAVE );
			}
		}
		if ( pm->gent && pm->ps->clientNum < MAX_CLIENTS )
		{
			AddSoundEvent( pm->gent, pm->ps->origin, 256, AEL_MINOR );
			AddSightEvent( pm->gent, pm->ps->origin, 384, AEL_SUSPICIOUS );
		}
	}
}


/*
===============
PM_BeginWeaponChange
===============
*/
static void PM_BeginWeaponChange( int weapon ) {

	if ( pm->gent && pm->gent->client && pm->gent->client->pers.enterTime >= level.time - 500 )
	{//just entered map
		if ( weapon == WP_NONE && pm->ps->weapon != weapon )
		{//don't switch to weapon none if just entered map
			return;
		}
	}

	if ( weapon < WP_NONE || weapon >= WP_NUM_WEAPONS ) {
		return;
	}

	if ( !( pm->ps->stats[STAT_WEAPONS] & ( 1 << weapon ) ) ) {
		return;
	}
	
	if ( pm->ps->weaponstate == WEAPON_DROPPING ) {
		return;
	}

	if ( cg.time > 0 )
	{//this way we don't get that annoying change weapon sound every time a map starts
		PM_AddEvent( EV_CHANGE_WEAPON );
	}

	pm->ps->weaponstate = WEAPON_DROPPING;
	pm->ps->weaponTime += 200;
	if ( !(pm->ps->eFlags&EF_HELD_BY_WAMPA) && !G_IsRidingVehicle(pm->gent))
	{
		PM_SetAnim(pm,SETANIM_TORSO,TORSO_DROPWEAP1,SETANIM_FLAG_HOLD);
	}

	// turn of any kind of zooming when weapon switching....except the LA Goggles
	if ( pm->ps->clientNum == 0 )
	{
		if ( cg.zoomMode > 0 && cg.zoomMode < 3 )
		{
			cg.zoomMode = 0;
			cg.zoomTime = cg.time;
		}
	}

	if ( pm->gent 
		&& pm->gent->client 
		&& (pm->gent->client->NPC_class == CLASS_ATST||pm->gent->client->NPC_class == CLASS_RANCOR) )
	{
		if ( pm->ps->clientNum < MAX_CLIENTS )
		{
			gi.cvar_set( "cg_thirdperson", "1" );
		}
	}
	else if ( weapon == WP_SABER )
	{//going to switch to lightsaber
	}
	else
	{
		if ( pm->ps->weapon == WP_SABER ) 
		{//going to switch away from saber
			if ( pm->gent )
			{
				G_SoundOnEnt( pm->gent, CHAN_WEAPON, "sound/weapons/saber/saberoffquick.wav" );
#ifdef _IMMERSION
				G_Force( pm->gent, G_ForceIndex( "fffx/weapons/saber/saberoffquick", FF_CHANNEL_WEAPON ) );
#endif // _IMMERSION
			}
			if (!G_IsRidingVehicle(pm->gent))
			{
				PM_SetSaberMove(LS_PUTAWAY);
			}
		}
		//put this back in because saberActive isn't being set somewhere else anymore
		pm->ps->SaberDeactivate();
		pm->ps->SetSaberLength( 0.0f );
	}
}


/*
===============
PM_FinishWeaponChange
===============
*/
static void PM_FinishWeaponChange( void ) {
	int		weapon;
	qboolean	trueSwitch = qtrue;

	if ( pm->gent && pm->gent->client && pm->gent->client->pers.enterTime >= level.time - 500 )
	{//just entered map
		if ( pm->cmd.weapon == WP_NONE && pm->ps->weapon != pm->cmd.weapon )
		{//don't switch to weapon none if just entered map
			return;
		}
	}
	weapon = pm->cmd.weapon;
	if ( weapon < WP_NONE || weapon >= WP_NUM_WEAPONS ) {
		weapon = WP_NONE;
	}

	if ( !( pm->ps->stats[STAT_WEAPONS] & ( 1 << weapon ) ) ) {
		weapon = WP_NONE;
	}

	if ( pm->ps->weapon == weapon )
	{
		trueSwitch = qfalse;
	}
	//int oldWeap = pm->ps->weapon;
	pm->ps->weapon = weapon;
	pm->ps->weaponstate = WEAPON_RAISING;
	pm->ps->weaponTime += 250;

	if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_ATST )
	{//do nothing
	}
	else if ( weapon == WP_SABER )
	{//turn on the lightsaber
		//FIXME: somehow sometimes I still end up with 2 weapons in hand... usually if I
		//		cycle weapons fast enough that I end up in 1st person lightsaber, then
		//		somehow throw the saber and switch to another weapon (all in 1st person),
		//		making my saber drop to the ground... when I switch back to the saber, it
		//		does not remove the current weapon model and then, when I pull the saber
		//		back to my hand, I have 2 weaponModels active...?
		if ( pm->gent )
		{// remove gun if we had it.
			G_RemoveWeaponModels( pm->gent );
		}

		if ( !pm->ps->saberInFlight || pm->ps->dualSabers )
		{//if it's not in flight or lying around, turn it on!
			//FIXME: AddSound/Sight Event
			//FIXME: don't do this if just loaded a game
			if ( trueSwitch )
			{//actually did switch weapons, turn it on
				if ( PM_RidingVehicle() )
				{//only turn on the first saber's first blade...?
					pm->ps->SaberBladeActivate( 0, 0 );
				}
				else
				{
					pm->ps->SaberActivate();
				}
				pm->ps->SetSaberLength( 0.0f );
			}

			if ( pm->gent )
			{
				WP_SaberAddG2SaberModels( pm->gent );
			}
		}
		else
		{//FIXME: pull it back to us?
		}

		if ( pm->gent )
		{
			WP_SaberInitBladeData( pm->gent );
			if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) )
			{
				gi.cvar_set( "cg_thirdperson", "1" );
			}
		}
		if ( trueSwitch )
		{//actually did switch weapons, play anim
			if (!G_IsRidingVehicle(pm->gent))
			{
				PM_SetSaberMove(LS_DRAW);
			}
		}
	}
	else
	{//switched away from saber
		if ( pm->gent )
		{
			// remove the sabre if we had it.
			G_RemoveWeaponModels( pm->gent );
			if (weaponData[weapon].weaponMdl[0]) {	//might be NONE, so check if it has a model
				G_CreateG2AttachedWeaponModel( pm->gent, weaponData[weapon].weaponMdl, pm->gent->handRBolt, 0 );
			}
		}

		if ( !(pm->ps->eFlags&EF_HELD_BY_WAMPA) )
		{
			if ( pm->ps->weapon != WP_THERMAL
				&& pm->ps->weapon != WP_TRIP_MINE
				&& pm->ps->weapon != WP_DET_PACK 
				&& !G_IsRidingVehicle(pm->gent))
			{				 
				PM_SetAnim(pm,SETANIM_TORSO,TORSO_RAISEWEAP1,SETANIM_FLAG_HOLD);
			}
		}

		if ( pm->ps->clientNum < MAX_CLIENTS 
			&& cg_gunAutoFirst.integer 
			&& !PM_RidingVehicle()
//			&& oldWeap == WP_SABER 
			&& weapon != WP_NONE )
		{
			gi.cvar_set( "cg_thirdperson", "0" );
		}
		pm->ps->saberMove = LS_NONE;
		pm->ps->saberBlocking = BLK_NO;
		pm->ps->saberBlocked = BLOCKED_NONE;
	}
}

int PM_ReadyPoseForSaberAnimLevel( void )
{
	int anim = BOTH_STAND2;
 	if (PM_RidingVehicle())
	{
		return -1;
	}
	switch ( pm->ps->saberAnimLevel )
	{
	case SS_DUAL:
		anim = BOTH_SABERDUAL_STANCE;
		break;
	case SS_STAFF:
		anim = BOTH_SABERSTAFF_STANCE;
		break;
	case SS_FAST:
	case SS_TAVION:
		anim = BOTH_SABERFAST_STANCE;
		break;
	case SS_STRONG:
		anim = BOTH_SABERSLOW_STANCE;
		break;
	case SS_NONE:
	case SS_MEDIUM:
	case SS_DESANN:
	default:
		anim = BOTH_STAND2;
		break;
	}
	return anim;
}

qboolean PM_CanDoDualDoubleAttacks( void )
{
	//NOTE: assumes you're using SS_DUAL style and have both sabers on...
	if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) )
	{//player
		return qtrue;
	}
	if ( pm->gent && pm->gent->NPC && pm->gent->NPC->rank >= Q_irand( RANK_LT_COMM, RANK_CAPTAIN+2 ) )
	{//high-rank NPC
		return qtrue;
	}
	if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_ALORA )
	{//Alora
		return qtrue;
	}
	return qfalse;
}

void PM_SetJumped( float height, qboolean force )
{
	pm->ps->velocity[2] = height;
	pml.groundPlane = qfalse;
	pml.walking = qfalse;
	pm->ps->groundEntityNum = ENTITYNUM_NONE;
	pm->ps->pm_flags |= PMF_JUMP_HELD;
	pm->ps->pm_flags |= PMF_JUMPING;
	pm->cmd.upmove = 0;

	if ( force )
	{
		pm->ps->jumpZStart = pm->ps->origin[2];
		pm->ps->pm_flags |= PMF_SLOW_MO_FALL;
		//start force jump
		pm->ps->forcePowersActive |= (1<<FP_LEVITATION);
		G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" );
	}
	else
	{
		PM_AddEvent( EV_JUMP );
	}
}


void PM_SetSaberMove(saberMoveName_t newMove)
{
	unsigned int setflags;
	int	anim;
	int parts = SETANIM_TORSO;
	qboolean manualBlocking = qfalse;

	if ( newMove < LS_NONE || newMove >= LS_MOVE_MAX )
	{
		assert(0);
		return;
	}

	setflags = saberMoveData[newMove].animSetFlags;
	anim = saberMoveData[newMove].animToUse;

	if ( (pm->ps->eFlags&EF_HELD_BY_WAMPA) )
	{//no anim
		return;
	}

	if ( cg_debugSaber.integer&0x01 && (newMove != LS_READY) )
	{
		Com_Printf("SetSaberMove:  From '%s' to '%s'\n", 
				saberMoveData[pm->ps->saberMove].name,
				saberMoveData[newMove].name);
	}			
	
	if ( newMove == LS_READY || newMove == LS_A_FLIP_STAB || newMove == LS_A_FLIP_SLASH )
	{//finished with a kata (or in a special move) reset attack counter
		pm->ps->saberAttackChainCount = 0;
	}
	else if ( PM_SaberInAttack( newMove ) )
	{//continuing with a kata, increment attack counter
		//FIXME: maybe some contextual/style-specific logic in here
		pm->ps->saberAttackChainCount++;
	}

	if ( newMove == LS_READY )
	{
		if ( pm->ps->saberBlockingTime > cg.time )
		{
			manualBlocking = qtrue;
			if ( pm->ps->saber[0].type == SABER_CLAW )
			{
				anim = BOTH_INAIR1;//FIXME: is there a better anim for this?
			}
			else if ( pm->ps->dualSabers && pm->ps->saber[1].Active() )
			{
				anim = BOTH_INAIR1;
			}
			else
			{
				anim = BOTH_P1_S1_T_;
			}
		}
		else if ( pm->ps->saber[0].type == SABER_ARC )
		{//FIXME: need it's own style?
			anim = BOTH_SABERFAST_STANCE;
		}
		else if ( (pm->ps->dualSabers && pm->ps->saber[1].Active()) )
		{
			anim = BOTH_SABERDUAL_STANCE;
		}
		else if ( (pm->ps->SaberStaff() && (!pm->ps->saber[0].singleBladeStyle||pm->ps->saber[0].blade[1].active))//saber staff with more than first blade active
			|| pm->ps->saber[0].type == SABER_ARC )
		{
			anim = BOTH_SABERSTAFF_STANCE;
		}
		else if ( pm->ps->saber[0].type == SABER_LANCE || pm->ps->saber[0].type == SABER_TRIDENT )
		{//FIXME: need some 2-handed forward-pointing anim
			anim = BOTH_STAND1;
		}
		else
		{
			anim = PM_ReadyPoseForSaberAnimLevel();
		}
	}
	else if ( newMove == LS_DRAW )
	{
		if ( PM_RunningAnim( pm->ps->torsoAnim ) )
		{
			pm->ps->saberMove = newMove;
			return;
		}
		if ( pm->ps->saber[0].style == SS_STAFF )
		{
			anim = BOTH_S1_S7;
		}
		else if ( pm->ps->dualSabers && pm->ps->saber[0].style == SS_NONE && pm->ps->saber[1].style == SS_NONE )
		{
			anim = BOTH_S1_S6;
		}
		if ( pm->ps->torsoAnim == BOTH_STAND1IDLE1 )
		{
			setflags |= SETANIM_FLAG_OVERRIDE;
		}
	}
	else if ( newMove == LS_PUTAWAY )
	{
		if ( pm->ps->saber[0].style == SS_STAFF 
			&& pm->ps->saber[0].blade[1].active )
		{
			anim = BOTH_S7_S1;
		}
		else if ( pm->ps->dualSabers 
			&& pm->ps->saber[0].style == SS_NONE 
			&& pm->ps->saber[1].style == SS_NONE 
			&& pm->ps->saber[1].Active() )
		{
			anim = BOTH_S6_S1;
		}
		if ( PM_SaberStanceAnim( pm->ps->legsAnim ) && pm->ps->legsAnim != BOTH_STAND1 )
		{
			parts = SETANIM_BOTH;
		}
		else
		{
			if ( PM_RunningAnim( pm->ps->torsoAnim ) )
			{
				pm->ps->saberMove = newMove;
				return;
			}
			parts = SETANIM_TORSO;
		}
		//FIXME: also dual
	}
	else if ( pm->ps->saberAnimLevel == SS_STAFF && newMove >= LS_S_TL2BR && newMove < LS_REFLECT_LL )
	{//staff has an entirely new set of anims, besides special attacks
		//FIXME: include ready and draw/putaway?
		//FIXME: get hand-made bounces and deflections?
		if ( newMove >= LS_V1_BR && newMove <= LS_REFLECT_LL )
		{//there aren't 1-7, just 1, 6 and 7, so just set it
			anim = BOTH_P7_S7_T_ + (anim-BOTH_P1_S1_T_);//shift it up to the proper set
		}
		else
		{//add the appropriate animLevel
			anim += (pm->ps->saberAnimLevel-FORCE_LEVEL_1) * SABER_ANIM_GROUP_SIZE;
		}
	}
	else if ( (pm->ps->saberAnimLevel == SS_DUAL 
				|| (pm->ps->dualSabers&& pm->ps->saber[1].Active()))
		&& newMove >= LS_S_TL2BR 
		&& newMove < LS_REFLECT_LL )
	{//staff has an entirely new set of anims, besides special attacks
		//FIXME: include ready and draw/putaway?
		//FIXME: get hand-made bounces and deflections?
		//FIXME: only do the dual FB & LR attacks when on ground?
		if ( newMove >= LS_V1_BR && newMove <= LS_REFLECT_LL )
		{//there aren't 1-7, just 1, 6 and 7, so just set it
			anim = BOTH_P6_S6_T_ + (anim-BOTH_P1_S1_T_);//shift it up to the proper set
		}
		else if ( ( newMove == LS_A_R2L || newMove == LS_S_R2L
					|| newMove == LS_A_L2R  || newMove == LS_S_L2R )
			&& PM_CanDoDualDoubleAttacks()
			&& G_CheckEnemyPresence( pm->gent, DIR_RIGHT, 150.0f )
			&& G_CheckEnemyPresence( pm->gent, DIR_LEFT, 150.0f ) )
		{//enemy both on left and right
			newMove = LS_DUAL_LR;
			anim = saberMoveData[newMove].animToUse;
			//probably already moved, but...
			pm->cmd.rightmove = 0;
		}
		else if ( (newMove == LS_A_T2B || newMove == LS_S_T2B
					|| newMove == LS_A_BACK || newMove == LS_A_BACK_CR )
			&& PM_CanDoDualDoubleAttacks()
			&& G_CheckEnemyPresence( pm->gent, DIR_FRONT, 150.0f )
			&& G_CheckEnemyPresence( pm->gent, DIR_BACK, 150.0f ) )
		{//enemy both in front and back
			newMove = LS_DUAL_FB;
			anim = saberMoveData[newMove].animToUse;
			//probably already moved, but...
			pm->cmd.forwardmove = 0;
		}
		else
		{//add the appropriate animLevel
			anim += (pm->ps->saberAnimLevel-FORCE_LEVEL_1) * SABER_ANIM_GROUP_SIZE;
		}
	}
	/*
	else if ( newMove == LS_DRAW && pm->ps->saberAnimLevel == SS_STAFF )//pm->ps->SaberStaff() )
	{//hold saber out front as we turn it on
		//FIXME: need a real "draw" anim for this (and put-away)
		anim = BOTH_SABERSTAFF_STANCE;
	}
	*/
	else if ( pm->ps->saberAnimLevel > FORCE_LEVEL_1 &&
		 !PM_SaberInIdle( newMove ) && !PM_SaberInParry( newMove ) && !PM_SaberInKnockaway( newMove ) && !PM_SaberInBrokenParry( newMove ) && !PM_SaberInReflect( newMove ) && !PM_SaberInSpecial( newMove ))
	{//readies, parries and reflections have only 1 level 
		if ( pm->ps->saber[0].type == SABER_LANCE || pm->ps->saber[0].type == SABER_TRIDENT )
		{//FIXME: hack for now - these use the fast anims, but slowed down.  Should have own style
		}
		else
		{//increment the anim to the next level of saber anims
			anim += (pm->ps->saberAnimLevel-FORCE_LEVEL_1) * SABER_ANIM_GROUP_SIZE;
		}
	}
	else if ( newMove == LS_KICK_F_AIR 
		|| newMove == LS_KICK_B_AIR
		|| newMove == LS_KICK_R_AIR
		|| newMove == LS_KICK_L_AIR )
	{
		if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
		{
			PM_SetJumped( 200, qtrue );
		}
	}

	// If the move does the same animation as the last one, we need to force a restart...
//	if ( saberMoveData[pm->ps->saberMove].animToUse == anim && newMove > LS_PUTAWAY)
	if ( ( pm->ps->torsoAnim == anim || pm->ps->legsAnim == anim )
		&& newMove > LS_PUTAWAY )
	{
		setflags |= SETANIM_FLAG_RESTART;
	}

	if ( (anim == BOTH_STAND1 && (pm->ps->saber[0].type == SABER_ARC || (pm->ps->dualSabers && pm->ps->saber[1].Active())) )
		|| anim == BOTH_STAND2 
		//FIXME: temp hack to stop it from using run2 with staff
		|| (0 && anim == BOTH_SABERSTAFF_STANCE)
		|| anim == BOTH_SABERDUAL_STANCE
		|| anim == BOTH_SABERFAST_STANCE
		|| anim == BOTH_SABERSLOW_STANCE )
	{//match torso anim to walk/run anim if newMove is just LS_READY
		//FIXME: play both_stand2_random1 when you've been idle for a while
		switch ( pm->ps->legsAnim )
		{
		case BOTH_WALK1:
		case BOTH_WALK2:
		case BOTH_WALK_STAFF:
		case BOTH_WALK_DUAL:
		case BOTH_WALKBACK1:
		case BOTH_WALKBACK2:
		case BOTH_WALKBACK_STAFF:
		case BOTH_WALKBACK_DUAL:
		case BOTH_RUN1:
		case BOTH_RUN2:
		case BOTH_RUN_STAFF:
		case BOTH_RUN_DUAL:
		case BOTH_RUNBACK1:
		case BOTH_RUNBACK2:
		case BOTH_RUNBACK_STAFF:
			anim = pm->ps->legsAnim;
			break;
		}
	}

	if ( !PM_RidingVehicle() )
	{
		if ( !manualBlocking )
		{
			if ( newMove == LS_A_LUNGE 
				|| newMove == LS_A_JUMP_T__B_ 
				|| newMove == LS_A_BACKSTAB
				|| newMove == LS_A_BACK
				|| newMove == LS_A_BACK_CR
				|| newMove == LS_ROLL_STAB
				|| newMove == LS_A_FLIP_STAB
				|| newMove == LS_A_FLIP_SLASH
				|| newMove == LS_JUMPATTACK_DUAL
				|| newMove == LS_JUMPATTACK_ARIAL_LEFT
				|| newMove == LS_JUMPATTACK_ARIAL_RIGHT
				|| newMove == LS_JUMPATTACK_CART_LEFT
				|| newMove == LS_JUMPATTACK_CART_RIGHT
				|| newMove == LS_JUMPATTACK_STAFF_LEFT
				|| newMove == LS_JUMPATTACK_STAFF_RIGHT
				|| newMove == LS_BUTTERFLY_LEFT
				|| newMove == LS_BUTTERFLY_RIGHT
				|| newMove == LS_A_BACKFLIP_ATK
				|| newMove == LS_STABDOWN
				|| newMove == LS_STABDOWN_STAFF
				|| newMove == LS_STABDOWN_DUAL
				|| newMove == LS_DUAL_SPIN_PROTECT
				|| newMove == LS_STAFF_SOULCAL
				|| newMove == LS_A1_SPECIAL
				|| newMove == LS_A2_SPECIAL
				|| newMove == LS_A3_SPECIAL
				|| newMove == LS_UPSIDE_DOWN_ATTACK
				|| newMove == LS_PULL_ATTACK_STAB
				|| newMove == LS_PULL_ATTACK_SWING
				|| PM_KickMove( newMove ) )
			{
				parts = SETANIM_BOTH;
			}
			else if ( PM_SpinningSaberAnim( anim ) )
			{//spins must be played on entire body
				parts = SETANIM_BOTH;
			}
			else if ( (!pm->cmd.forwardmove&&!pm->cmd.rightmove&&!pm->cmd.upmove))
			{//not trying to run, duck or jump
				if ( !PM_FlippingAnim( pm->ps->legsAnim ) && 
					!PM_InRoll( pm->ps ) && 
					!PM_InKnockDown( pm->ps ) && 
					!PM_JumpingAnim( pm->ps->legsAnim ) &&
					!PM_PainAnim( pm->ps->legsAnim ) &&
					!PM_InSpecialJump( pm->ps->legsAnim ) &&
					!PM_InSlopeAnim( pm->ps->legsAnim ) &&
					//!PM_CrouchAnim( pm->ps->legsAnim ) &&
					//pm->cmd.upmove >= 0 &&
					!(pm->ps->pm_flags & PMF_DUCKED) &&
					newMove != LS_PUTAWAY )
				{
					parts = SETANIM_BOTH;
				}
				else if ( !(pm->ps->pm_flags & PMF_DUCKED) 
					&& ( newMove == LS_SPINATTACK_DUAL || newMove == LS_SPINATTACK ) )
				{
					parts = SETANIM_BOTH;
				}
			}
		}
	}
	else
	{
		if (!pm->ps->saberBlocked)
		{
			parts = SETANIM_BOTH;
			setflags &= ~SETANIM_FLAG_RESTART;
		}
	}
	if (anim!=-1)
	{
		PM_SetAnim( pm, parts, anim, setflags, saberMoveData[newMove].blendTime );
	}

	if ( pm->ps->torsoAnim == anim )
	{//successfully changed anims
	//special check for *starting* a saber swing
		if ( pm->gent && pm->ps->SaberLength() > 1 )
		{
			if ( PM_SaberInAttack( newMove ) || PM_SaberInSpecialAttack( anim ) )
			{//playing an attack
				if ( pm->ps->saberMove != newMove )
				{//wasn't playing that attack before
					if ( PM_SaberInSpecialAttack( anim ) )
					{
						WP_SaberSwingSound( pm->gent, 0, SWING_FAST );
						if ( !PM_InCartwheel( pm->ps->torsoAnim ) )
						{//can still attack during a cartwheel/arial
							pm->ps->weaponTime = pm->ps->torsoAnimTimer;//so we know our weapon is busy
						}
					}
					else
					{
						switch ( pm->ps->saberAnimLevel )
						{
						case SS_DESANN:
						case SS_STRONG:
							WP_SaberSwingSound( pm->gent, 0, SWING_STRONG );
							break;
						case SS_MEDIUM:
						case SS_DUAL:
						case SS_STAFF:
							WP_SaberSwingSound( pm->gent, 0, SWING_MEDIUM );
							break;
						case SS_TAVION:
						case SS_FAST:
							WP_SaberSwingSound( pm->gent, 0, SWING_FAST );
							break;
						}
					}
				}
				else if ( (setflags&SETANIM_FLAG_RESTART) && PM_SaberInSpecialAttack( anim ) )
				{//sigh, if restarted a special, then set the weaponTime *again*
					if ( !PM_InCartwheel( pm->ps->torsoAnim ) )
					{//can still attack during a cartwheel/arial
						pm->ps->weaponTime = pm->ps->torsoAnimTimer;//so we know our weapon is busy
					}
				}
			}
			else if ( PM_SaberInStart( newMove ) && pm->ps->saberAnimLevel == SS_STRONG )
			{
				WP_SaberSwingSound( pm->gent, 0, SWING_FAST );
			}
		}

		/*
		//wtf... getting stuck with weaponTime set even though we're not in an attack...?
		if ( PM_SaberInAttack( pm->ps->saberMove ) 
			&& !PM_SaberInAttack( newMove ) )
		{
			pm->ps->weaponTime = 0;
		}
		*/


		//Some special attacks can be started when sabers are off, make sure we turn them on, first!
		switch ( newMove )
		{//make sure the saber is on!
		case LS_A_LUNGE:
		case LS_ROLL_STAB:
			if ( PM_InSecondaryStyle() )
			{//staff as medium or dual as fast
				if ( pm->ps->dualSabers )
				{//only force on the first saber
					pm->ps->saber[0].Activate();
				}
				else if ( pm->ps->saber[0].numBlades > 1 )
				{//only force on the first saber's first blade
					pm->ps->SaberBladeActivate(0,0);
				}
			}
			else
			{//turn on all blades on all sabers
				pm->ps->SaberActivate();
			}
			break;
		case LS_SPINATTACK_ALORA:
		case LS_SPINATTACK_DUAL:
		case LS_SPINATTACK:
		case LS_A1_SPECIAL:
		case LS_A2_SPECIAL:
		case LS_A3_SPECIAL:
		case LS_DUAL_SPIN_PROTECT:
		case LS_STAFF_SOULCAL:
			//FIXME: probably more...
			pm->ps->SaberActivate();
			break;
		}

		pm->ps->saberMove = newMove;
		pm->ps->saberBlocking = saberMoveData[newMove].blocking;

		if ( pm->ps->clientNum == 0 || PM_ControlledByPlayer() )
		{
			if ( pm->ps->saberBlocked >= BLOCKED_UPPER_RIGHT_PROJ && pm->ps->saberBlocked <= BLOCKED_TOP_PROJ 
				&& newMove >= LS_REFLECT_UP && newMove <= LS_REFLECT_LL )
			{//don't clear it when blocking projectiles
			}
			else
			{
				pm->ps->saberBlocked = BLOCKED_NONE;
			}
		}
		else if ( pm->ps->saberBlocked <= BLOCKED_ATK_BOUNCE || !pm->ps->SaberActive() || (newMove < LS_PARRY_UR || newMove > LS_REFLECT_LL) )
		{//NPCs only clear blocked if not blocking?
			pm->ps->saberBlocked = BLOCKED_NONE;
		}

		if ( pm->gent && pm->gent->client )
		{
			if ( saberMoveData[newMove].trailLength > 0 )
			{
				pm->gent->client->ps.SaberActivateTrail( saberMoveData[newMove].trailLength ); // saber trail lasts for 75ms...feel free to change this if you want it longer or shorter
			}
			else
			{
				pm->gent->client->ps.SaberDeactivateTrail( 0 );
			}
		}
	}
}


/*
==============
PM_Use

Generates a use event
==============
*/
#define USE_DELAY 250

void PM_Use( void ) 
{
	if ( pm->ps->useTime > 0 )
	{
		pm->ps->useTime -= pml.msec;
		if ( pm->ps->useTime < 0 )
		{
			pm->ps->useTime = 0;
		}
	}

	if ( pm->ps->useTime > 0 ) {
		return;
	}

	if ( ! (pm->cmd.buttons & BUTTON_USE ) )
	{
		pm->useEvent = 0;
		pm->ps->useTime = 0;
		return;
	}

	pm->useEvent = EV_USE;
	pm->ps->useTime = USE_DELAY;
}

extern saberMoveName_t PM_AttackForEnemyPos( qboolean allowFB, qboolean allowStabDown );
saberMoveName_t PM_NPCSaberAttackFromQuad( int quad )
{	
	//FIXME: this should be an AI decision 
	// It should be based on the enemy's current LS_ move, saberAnimLevel,
	// the jedi's difficulty level, rank and FP_OFFENSE skill...
	saberMoveName_t autoMove = LS_NONE;
	if ( pm->gent && ((pm->gent->NPC && pm->gent->NPC->rank != RANK_ENSIGN && pm->gent->NPC->rank != RANK_CIVILIAN ) || (pm->gent->client && (pm->gent->client->NPC_class == CLASS_TAVION||pm->gent->client->NPC_class == CLASS_ALORA))) )
	{
		autoMove = PM_AttackForEnemyPos( qtrue, qtrue );
	}
	if ( autoMove != LS_NONE && PM_SaberInSpecial( autoMove ) )
	{//if have opportunity to do a special attack, do one
		return autoMove;
	}
	else
	{//pick another one
		saberMoveName_t newmove = LS_NONE;
		switch( quad )
		{
		case Q_T://blocked top
			if ( Q_irand( 0, 1 ) )
			{
				newmove = LS_A_T2B;
			}
			else
			{
				newmove = LS_A_TR2BL;
			}
			break;
		case Q_TR:
			if ( !Q_irand( 0, 2 ) )
			{
				newmove = LS_A_R2L;
			}
			else if ( !Q_irand( 0, 1 ) )
			{
				newmove = LS_A_TR2BL;
			}
			else
			{
				newmove = LS_T1_TR_BR;
			}
			break;
		case Q_TL:
			if ( !Q_irand( 0, 2 ) )
			{
				newmove = LS_A_L2R;
			}
			else if ( !Q_irand( 0, 1 ) )
			{
				newmove = LS_A_TL2BR;
			}
			else
			{
				newmove = LS_T1_TL_BL;
			}
			break;
		case Q_BR:
			if ( !Q_irand( 0, 2 ) )
			{
				newmove = LS_A_BR2TL;
			}
			else if ( !Q_irand( 0, 1 ) )
			{
				newmove = LS_T1_BR_TR;
			}
			else
			{
				newmove = LS_A_R2L;
			}
			break;
		case Q_BL:
			if ( !Q_irand( 0, 2 ) )
			{
				newmove = LS_A_BL2TR;
			}
			else if ( !Q_irand( 0, 1 ) )
			{
				newmove = LS_T1_BL_TL;
			}
			else
			{
				newmove = LS_A_L2R;
			}
			break;
		case Q_L:
			if ( !Q_irand( 0, 2 ) )
			{
				newmove = LS_A_L2R;
			}
			else if ( !Q_irand( 0, 1 ) )
			{
				newmove = LS_T1__L_T_;
			}
			else
			{
				newmove = LS_A_R2L;
			}
			break;
		case Q_R:
			if ( !Q_irand( 0, 2 ) )
			{
				newmove = LS_A_R2L;
			}
			else if ( !Q_irand( 0, 1 ) )
			{
				newmove = LS_T1__R_T_;
			}
			else
			{
				newmove = LS_A_L2R;
			}
			break;
		case Q_B:
			if ( pm->gent 
				&& pm->gent->NPC 
				&& pm->gent->NPC->rank >= RANK_LT_JG )
			{//fencers and above can do bottom-up attack
				if ( Q_irand( 0, pm->gent->NPC->rank ) >= RANK_LT_JG )
				{//but not overly likely
					newmove = PM_SaberLungeAttackMove( qtrue );
				}
			}
			break;
		default:
			break;
		}
		return newmove;
	}
}

int PM_SaberMoveQuadrantForMovement( usercmd_t *ucmd )
{
	if ( ucmd->rightmove > 0 )
	{//moving right
		if ( ucmd->forwardmove > 0 )
		{//forward right = TL2BR slash
			return Q_TL;
		}
		else if ( ucmd->forwardmove < 0 )
		{//backward right = BL2TR uppercut
			return Q_BL;
		}
		else
		{//just right is a left slice
			return Q_L;
		}
	}
	else if ( ucmd->rightmove < 0 )
	{//moving left
		if ( ucmd->forwardmove > 0 )
		{//forward left = TR2BL slash
			return Q_TR;
		}
		else if ( ucmd->forwardmove < 0 )
		{//backward left = BR2TL uppercut
			return Q_BR;
		}
		else
		{//just left is a right slice
			return Q_R;
		}
	}
	else
	{//not moving left or right
		if ( ucmd->forwardmove > 0 )
		{//forward= T2B slash
			return Q_T;
		}
		else if ( ucmd->forwardmove < 0 )
		{//backward= T2B slash	//or B2T uppercut?
			return Q_T;
		}
		else //if ( curmove == LS_READY )//???
		{//Not moving at all
			return Q_R;
		}
	}
	//return Q_R;//????
}

void PM_SetAnimFrame( gentity_t *gent, int frame, qboolean torso, qboolean legs )
{
	if ( !gi.G2API_HaveWeGhoul2Models( gent->ghoul2 ) )
	{
		return;
	}
	int	actualTime = (cg.time?cg.time:level.time);
	if ( torso && gent->lowerLumbarBone != -1 )//gent->upperLumbarBone
	{
		gi.G2API_SetBoneAnimIndex(&gent->ghoul2[gent->playerModel], gent->lowerLumbarBone, //gent->upperLumbarBone
			frame, frame+1, BONE_ANIM_OVERRIDE_FREEZE|BONE_ANIM_BLEND, 1, actualTime, frame, 150 );
		if ( gent->motionBone != -1 )
		{
			gi.G2API_SetBoneAnimIndex(&gent->ghoul2[gent->playerModel], gent->motionBone, //gent->upperLumbarBone
				frame, frame+1, BONE_ANIM_OVERRIDE_FREEZE|BONE_ANIM_BLEND, 1, actualTime, frame, 150 );
		}
	}
	if ( legs && gent->rootBone != -1 )
	{
		gi.G2API_SetBoneAnimIndex(&gent->ghoul2[gent->playerModel], gent->rootBone, 
			frame, frame+1, BONE_ANIM_OVERRIDE_FREEZE|BONE_ANIM_BLEND, 1, actualTime, frame, 150 );
	}
}

int PM_SaberLockWinAnim( saberLockResult_t result, int breakType )
{
	int winAnim = -1;
	switch ( pm->ps->torsoAnim )
	{
/*
	default:
#ifndef FINAL_BUILD
		Com_Printf( S_COLOR_RED"ERROR-PM_SaberLockBreak: %s not in saberlock anim, anim = (%d)%s\n", pm->gent->NPC_type, pm->ps->torsoAnim, animTable[pm->ps->torsoAnim].name );
#endif
*/
	case BOTH_BF2LOCK:
		if ( breakType == SABERLOCK_SUPERBREAK )
		{
			winAnim = BOTH_LK_S_S_T_SB_1_W;
		}
		else if ( result == LOCK_DRAW )
		{
			winAnim = BOTH_BF1BREAK;
		}
		else
		{
			pm->ps->saberMove = LS_A_T2B;
			winAnim = BOTH_A3_T__B_;
		}
		break;
	case BOTH_BF1LOCK:
		if ( breakType == SABERLOCK_SUPERBREAK )
		{
			winAnim = BOTH_LK_S_S_T_SB_1_W;
		}
		else if ( result == LOCK_DRAW )
		{
			winAnim = BOTH_KNOCKDOWN4;
		}
		else
		{
			pm->ps->saberMove = LS_K1_T_;
			winAnim = BOTH_K1_S1_T_;
		}
		break;
	case BOTH_CWCIRCLELOCK:
		if ( breakType == SABERLOCK_SUPERBREAK )
		{
			winAnim = BOTH_LK_S_S_S_SB_1_W;
		}
		else if ( result == LOCK_DRAW )
		{
			pm->ps->saberMove = pm->ps->saberBounceMove = LS_V1_BL;
			pm->ps->saberBlocked = BLOCKED_PARRY_BROKEN;
			winAnim = BOTH_V1_BL_S1;
		}
		else
		{
			winAnim = BOTH_CWCIRCLEBREAK;
		}
		break;
	case BOTH_CCWCIRCLELOCK:
		if ( breakType == SABERLOCK_SUPERBREAK )
		{
			winAnim = BOTH_LK_S_S_S_SB_1_W;
		}
		else if ( result == LOCK_DRAW )
		{
			pm->ps->saberMove = pm->ps->saberBounceMove = LS_V1_BR;
			pm->ps->saberBlocked = BLOCKED_PARRY_BROKEN;
			winAnim = BOTH_V1_BR_S1;
		}
		else
		{
			winAnim = BOTH_CCWCIRCLEBREAK;
		}
		break;
	default:
		//must be using new system:
		break;
	}
	if ( winAnim != -1 )
	{
		PM_SetAnim( pm, SETANIM_BOTH, winAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
		pm->ps->weaponTime = pm->ps->torsoAnimTimer;
		pm->ps->saberBlocked = BLOCKED_NONE;
		pm->ps->weaponstate = WEAPON_FIRING;
		if ( breakType == SABERLOCK_SUPERBREAK 
			&& winAnim != BOTH_LK_ST_DL_T_SB_1_W )
		{//going to attack with saber, do a saber trail
			pm->ps->SaberActivateTrail( 200 );
		}
	}
	return winAnim;
}

int PM_SaberLockLoseAnim( gentity_t *genemy, saberLockResult_t result, int breakType )
{ 
	int loseAnim = -1;
	switch ( genemy->client->ps.torsoAnim )
	{
/*
	default:
#ifndef FINAL_BUILD
		Com_Printf( S_COLOR_RED"ERROR-PM_SaberLockBreak: %s not in saberlock anim, anim = (%d)%s\n", genemy->NPC_type, genemy->client->ps.torsoAnim, animTable[genemy->client->ps.torsoAnim].name );
#endif
*/
	case BOTH_BF2LOCK:
		if ( breakType == SABERLOCK_SUPERBREAK )
		{
			loseAnim = BOTH_LK_S_S_T_SB_1_L;
		}
		else if ( result == LOCK_DRAW )
		{
			loseAnim = BOTH_BF1BREAK;
		}
		else
		{
			if ( result == LOCK_STALEMATE )
			{//no-one won
				genemy->client->ps.saberMove = LS_K1_T_;
				loseAnim = BOTH_K1_S1_T_;
			}
			else
			{//FIXME: this anim needs to transition back to ready when done
				loseAnim = BOTH_BF1BREAK;
			}
		}
		break;
	case BOTH_BF1LOCK:
		if ( breakType == SABERLOCK_SUPERBREAK )
		{
			loseAnim = BOTH_LK_S_S_T_SB_1_L;
		}
		else if ( result == LOCK_DRAW )
		{
			loseAnim = BOTH_KNOCKDOWN4;
		}
		else
		{
			if ( result == LOCK_STALEMATE )
			{//no-one won
				genemy->client->ps.saberMove = LS_A_T2B;
				loseAnim = BOTH_A3_T__B_;
			}
			else
			{
				loseAnim = BOTH_KNOCKDOWN4;
			}
		}
		break;
	case BOTH_CWCIRCLELOCK:
		if ( breakType == SABERLOCK_SUPERBREAK )
		{
			loseAnim = BOTH_LK_S_S_S_SB_1_L;
		}
		else if ( result == LOCK_DRAW )
		{
			genemy->client->ps.saberMove = genemy->client->ps.saberBounceMove = LS_V1_BL;
			genemy->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
			loseAnim = BOTH_V1_BL_S1;
		}
		else
		{
			if ( result == LOCK_STALEMATE )
			{//no-one won
				loseAnim = BOTH_CCWCIRCLEBREAK;
			}
			else
			{
				genemy->client->ps.saberMove = genemy->client->ps.saberBounceMove = LS_V1_BL;
				genemy->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
				loseAnim = BOTH_V1_BL_S1;
				/*
				genemy->client->ps.saberMove = genemy->client->ps.saberBounceMove = LS_H1_BR;
				genemy->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
				loseAnim = BOTH_H1_S1_BL;
				*/
			}
		}
		break;
	case BOTH_CCWCIRCLELOCK:
		if ( breakType == SABERLOCK_SUPERBREAK )
		{
			loseAnim = BOTH_LK_S_S_S_SB_1_L;
		}
		else if ( result == LOCK_DRAW )
		{
			genemy->client->ps.saberMove = genemy->client->ps.saberBounceMove = LS_V1_BR;
			genemy->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
			loseAnim = BOTH_V1_BR_S1;
		}
		else
		{
			if ( result == LOCK_STALEMATE )
			{//no-one won
				loseAnim = BOTH_CWCIRCLEBREAK;
			}
			else
			{
				genemy->client->ps.saberMove = genemy->client->ps.saberBounceMove = LS_V1_BR;
				genemy->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
				loseAnim = BOTH_V1_BR_S1;
				/*
				genemy->client->ps.saberMove = genemy->client->ps.saberBounceMove = LS_H1_BL;
				genemy->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
				loseAnim = BOTH_H1_S1_BR;
				*/
			}
		}
		break;
	}
	if ( loseAnim != -1 )
	{
		NPC_SetAnim( genemy, SETANIM_BOTH, loseAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
		genemy->client->ps.weaponTime = genemy->client->ps.torsoAnimTimer;// + 250;
		genemy->client->ps.saberBlocked = BLOCKED_NONE;
		genemy->client->ps.weaponstate = WEAPON_READY;
	}
	return loseAnim;
}

int PM_SaberLockResultAnim( gentity_t *duelist, int lockOrBreakOrSuperBreak, int winOrLose )
{
	int baseAnim = duelist->client->ps.torsoAnim;
	switch ( baseAnim )
	{
	case BOTH_LK_S_S_S_L_2:		//lock if I'm using single vs. a single and other intitiated
		baseAnim = BOTH_LK_S_S_S_L_1;
		break;
	case BOTH_LK_S_S_T_L_2:		//lock if I'm using single vs. a single and other initiated
		baseAnim = BOTH_LK_S_S_T_L_1;
		break;
	case BOTH_LK_DL_DL_S_L_2:	//lock if I'm using dual vs. dual and other initiated
		baseAnim = BOTH_LK_DL_DL_S_L_1;
		break;
	case BOTH_LK_DL_DL_T_L_2:	//lock if I'm using dual vs. dual and other initiated
		baseAnim = BOTH_LK_DL_DL_T_L_1;
		break;
	case BOTH_LK_ST_ST_S_L_2:	//lock if I'm using staff vs. a staff and other initiated
		baseAnim = BOTH_LK_ST_ST_S_L_1;
		break;
	case BOTH_LK_ST_ST_T_L_2:	//lock if I'm using staff vs. a staff and other initiated
		baseAnim = BOTH_LK_ST_ST_T_L_1;
		break;
	}
	//what kind of break?
	if ( lockOrBreakOrSuperBreak == SABERLOCK_BREAK )
	{ 
		baseAnim -= 2;
	}
	else if ( lockOrBreakOrSuperBreak == SABERLOCK_SUPERBREAK )
	{
		baseAnim += 1;
	}
	else
	{//WTF?  Not a valid result
		return -1;
	}
	//win or lose?
	if ( winOrLose == SABERLOCK_WIN )
	{
		baseAnim += 1;
	}
	//play the anim and hold it
	NPC_SetAnim( duelist, SETANIM_BOTH, baseAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );

	if ( lockOrBreakOrSuperBreak == SABERLOCK_SUPERBREAK
		&& winOrLose == SABERLOCK_LOSE )
	{//if you lose a superbreak, you're defenseless
		//make saberent not block
		gentity_t *saberent = &g_entities[duelist->client->ps.saberEntityNum];
		if ( saberent )
		{
			VectorClear(saberent->mins);
			VectorClear(saberent->maxs);
			G_SetOrigin(saberent, duelist->currentOrigin);
		}
		//set sabermove to none
		duelist->client->ps.saberMove = LS_NONE;
		//Hold the anim a little longer than it is
		duelist->client->ps.torsoAnimTimer += 250;;
	}

	//no attacking during this anim
	duelist->client->ps.weaponTime = duelist->client->ps.torsoAnimTimer;
	duelist->client->ps.saberBlocked = BLOCKED_NONE;
	if ( lockOrBreakOrSuperBreak == SABERLOCK_SUPERBREAK 
		&& winOrLose == SABERLOCK_WIN
		&& baseAnim != BOTH_LK_ST_DL_T_SB_1_W )
	{//going to attack with saber, do a saber trail
		duelist->client->ps.SaberActivateTrail( 200 );
	}
	return baseAnim;
}

void PM_SaberLockBreak( gentity_t *gent, gentity_t *genemy, saberLockResult_t result, int victoryStrength )
{
	int	winAnim = -1, loseAnim = -1;
	int breakType = SABERLOCK_BREAK;
	qboolean singleVsSingle = qtrue;
	
	if ( result == LOCK_VICTORY )
		//&& Q_irand(0,7) < victoryStrength )
	{ 
		if ( genemy 
			&& genemy->NPC
			&& ((genemy->NPC->aiFlags&NPCAI_BOSS_CHARACTER)
				||(genemy->NPC->aiFlags&NPCAI_SUBBOSS_CHARACTER)
				||(genemy->client&&genemy->client->NPC_class == CLASS_SHADOWTROOPER))
			&& Q_irand(0, 4)
			)
		{//less of a chance of getting a superbreak against a boss
			breakType = SABERLOCK_BREAK;
		}
		else
		{
			breakType = SABERLOCK_SUPERBREAK;
		}
	}
	else
	{
		breakType = SABERLOCK_BREAK;
	}
	winAnim = PM_SaberLockWinAnim( result, breakType );
	if ( winAnim != -1 )
	{//a single vs. single break
		if ( genemy && genemy->client )
		{
			loseAnim = PM_SaberLockLoseAnim( genemy, result, breakType );
		}
	}
	else
	{//must be a saberlock that's not between single and single...
		singleVsSingle = qfalse;
		winAnim = PM_SaberLockResultAnim( gent, breakType, SABERLOCK_WIN );
		pm->ps->weaponstate = WEAPON_FIRING;
		if ( genemy && genemy->client )
		{
			loseAnim = PM_SaberLockResultAnim( genemy, breakType, SABERLOCK_LOSE );
			genemy->client->ps.weaponstate = WEAPON_READY;
		}
	}

	if ( d_saberCombat->integer )
	{
		Com_Printf( "%s won saber lock, anim = %s!\n", gent->NPC_type, animTable[winAnim].name );
		Com_Printf( "%s lost saber lock, anim = %s!\n", genemy->NPC_type, animTable[loseAnim].name );
	}

	pm->ps->saberLockTime = genemy->client->ps.saberLockTime = 0;
	pm->ps->saberLockEnemy = genemy->client->ps.saberLockEnemy = ENTITYNUM_NONE;
	pm->ps->saberMoveNext = LS_NONE;
	if ( genemy && genemy->client )
	{
		genemy->client->ps.saberMoveNext = LS_NONE;
	}

	PM_AddEvent( EV_JUMP );
	if ( result == LOCK_STALEMATE )
	{//no-one won
		G_AddEvent( genemy, EV_JUMP, 0 );
	}
	else
	{
		if ( pm->ps->clientNum )
		{//an NPC
			pm->ps->saberEventFlags |= SEF_LOCK_WON;//tell the winner to press the advantage
		}
		//painDebounceTime will stop them from doing anything
		genemy->painDebounceTime = level.time + genemy->client->ps.torsoAnimTimer + 500;
		if ( Q_irand( 0, 1 ) )
		{
			G_AddEvent( genemy, EV_PAIN, Q_irand( 0, 75 ) );
		}
		else
		{
			if ( genemy->NPC )
			{
				genemy->NPC->blockedSpeechDebounceTime = 0;
			}
			G_AddVoiceEvent( genemy, Q_irand( EV_PUSHED1, EV_PUSHED3 ), 500 );
		}
		if ( result == LOCK_VICTORY )
		{//one person won
			if ( Q_irand( FORCE_LEVEL_1, FORCE_LEVEL_2 ) < pm->ps->forcePowerLevel[FP_SABER_OFFENSE] )
			{
				vec3_t throwDir = {0,0,350};
				int		winMove = pm->ps->saberMove;
				if ( !singleVsSingle )
				{//all others have their own super breaks
					//so it doesn't try to set some other anim below
					winAnim = -1;
				}
				else if ( winAnim == BOTH_LK_S_S_S_SB_1_W
					|| winAnim == BOTH_LK_S_S_T_SB_1_W )
				{//doing a superbreak on single-vs-single, don't do the old superbreaks this time
					//so it doesn't try to set some other anim below
					winAnim = -1;
				}
				else
				{//JK2-style
					switch ( winAnim )
					{
					case BOTH_A3_T__B_:
						winAnim = BOTH_D1_TL___;
						winMove = LS_D1_TL;
						//FIXME: mod throwDir?
						break;
					case BOTH_K1_S1_T_:
						//FIXME: mod throwDir?
						break;
					case BOTH_CWCIRCLEBREAK:
						//FIXME: mod throwDir?
						break;
					case BOTH_CCWCIRCLEBREAK:
						winAnim = BOTH_A1_BR_TL;
						winMove = LS_A_BR2TL;
						//FIXME: mod throwDir?
						break;
					}
					if ( winAnim != BOTH_CCWCIRCLEBREAK )
					{
						if ( (!genemy->s.number&&genemy->health<=25)//player low on health
							||(genemy->s.number&&genemy->client->NPC_class!=CLASS_KYLE&&genemy->client->NPC_class!=CLASS_LUKE&&genemy->client->NPC_class!=CLASS_TAVION&&genemy->client->NPC_class!=CLASS_ALORA&&genemy->client->NPC_class!=CLASS_DESANN)//any NPC that's not a boss character
							||(genemy->s.number&&genemy->health<=50) )//boss character with less than 50 health left
						{//possibly knock saber out of hand OR cut hand off!
							if ( Q_irand( 0, 25 ) < victoryStrength
								&& ((!genemy->s.number&&genemy->health<=10)||genemy->s.number) )
							{
								NPC_SetAnim( genemy, SETANIM_BOTH, BOTH_RIGHTHANDCHOPPEDOFF, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );//force this
								genemy->client->dismembered = false;
								G_DoDismemberment( genemy, genemy->client->renderInfo.handRPoint, MOD_SABER, 1000, HL_HAND_RT, qtrue );
								G_Damage( genemy, gent, gent, throwDir, genemy->client->renderInfo.handRPoint, genemy->health+10, DAMAGE_NO_PROTECTION|DAMAGE_NO_ARMOR|DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC, MOD_SABER, HL_NONE );

								PM_SetAnim( pm, SETANIM_BOTH, winAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
								pm->ps->weaponTime = pm->ps->torsoAnimTimer + 500;
								pm->ps->saberMove = winMove;
								pm->ps->saberBlocked = BLOCKED_NONE;
								pm->ps->weaponstate = WEAPON_FIRING;
								return;
							}
						}
					}
				}
				//else see if we can knock the saber out of their hand
				//FIXME: for now, always disarm the right-hand saber
				if ( genemy->client->ps.saber[0].disarmable )
				{
					//add disarmBonus into this check
					victoryStrength += pm->ps->SaberDisarmBonus()*2;
					if ( genemy->client->ps.saber[0].twoHanded || (genemy->client->ps.dualSabers && genemy->client->ps.saber[1].Active()) )
					{//defender gets a bonus for using a 2-handed saber or 2 sabers
						victoryStrength -= 2;
					}
					if ( pm->ps->forcePowersActive&(1<<FP_RAGE) )
					{
						victoryStrength += gent->client->ps.forcePowerLevel[FP_RAGE];
					}
					else if ( pm->ps->forceRageRecoveryTime > pm->cmd.serverTime )
					{
						victoryStrength--;
					}
					if ( genemy->client->ps.forceRageRecoveryTime > pm->cmd.serverTime )
					{
						victoryStrength++;
					}
					if ( Q_irand( 0, 10 ) < victoryStrength )
					{
						if ( !genemy->client->ps.saber[0].twoHanded 
							|| !Q_irand( 0, 1 ) )
						{//if it's a two-handed saber, it has a 50% chance of resisting a disarming
							WP_SaberLose( genemy, throwDir );
							if ( winAnim != -1 )
							{
								PM_SetAnim( pm, SETANIM_BOTH, winAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
								pm->ps->weaponTime = pm->ps->torsoAnimTimer;
								pm->ps->saberMove = winMove;
								pm->ps->saberBlocked = BLOCKED_NONE;
								pm->ps->weaponstate = WEAPON_FIRING;
							}
						}
					}
				}
			}
		}
	}
}

int G_SaberLockStrength( gentity_t *gent )
{
	int strength = gent->client->ps.saber[0].lockBonus;
	if ( gent->client->ps.saber[0].twoHanded )
	{
		strength += 1;
	}
	if ( gent->client->ps.dualSabers && gent->client->ps.saber[1].Active() )
	{
		strength += 1 + gent->client->ps.saber[1].lockBonus;
	}
	if ( gent->client->ps.forcePowersActive&(1<<FP_RAGE) )
	{
		strength += gent->client->ps.forcePowerLevel[FP_RAGE];
	}
	else if ( gent->client->ps.forceRageRecoveryTime > pm->cmd.serverTime )
	{
		strength--;
	}
	if ( gent->s.number >= MAX_CLIENTS )
	{
		if ( gent->client->NPC_class == CLASS_DESANN || gent->client->NPC_class == CLASS_LUKE )
		{
			strength += 5+Q_irand(0,g_spskill->integer);
		}
		else
		{
			strength += gent->client->ps.forcePowerLevel[FP_SABER_OFFENSE]+Q_irand(0,g_spskill->integer);
			if ( gent->NPC )
			{
				if ( (gent->NPC->aiFlags&NPCAI_BOSS_CHARACTER)
					|| (gent->NPC->aiFlags&NPCAI_ROSH) 
					|| gent->client->NPC_class == CLASS_SHADOWTROOPER )
				{
					strength += Q_irand(0,2);
				}
				else if ( (gent->NPC->aiFlags&NPCAI_SUBBOSS_CHARACTER) )
				{
					strength += Q_irand(-1,1);
				}
			}
		}
	}
	else 
	{//player
//		strength += (3-g_spskill->integer)+gent->client->ps.forcePowerLevel[FP_SABER_OFFENSE]+Q_irand(0,g_spskill->integer)+Q_irand(0,1);
		strength += gent->client->ps.forcePowerLevel[FP_SABER_OFFENSE]+Q_irand(0,g_spskill->integer)+Q_irand(0,1);
	}
	return (strength+1)/2;
}

qboolean PM_InSaberLockOld( int anim )
{
	switch ( anim )
	{
	case BOTH_BF2LOCK:
	case BOTH_BF1LOCK:
	case BOTH_CWCIRCLELOCK:
	case BOTH_CCWCIRCLELOCK:
		return qtrue;
	}
	return qfalse;
}

qboolean PM_InSaberLock( int anim ) 
{
	switch ( anim )
	{
	case BOTH_LK_S_DL_S_L_1:		//lock if I'm using single vs. a dual
	case BOTH_LK_S_DL_T_L_1:		//lock if I'm using single vs. a dual
	case BOTH_LK_S_ST_S_L_1:		//lock if I'm using single vs. a staff
	case BOTH_LK_S_ST_T_L_1:		//lock if I'm using single vs. a staff
	case BOTH_LK_S_S_S_L_1:		//lock if I'm using single vs. a single and I initiated
	case BOTH_LK_S_S_T_L_1:		//lock if I'm using single vs. a single and I initiated
	case BOTH_LK_DL_DL_S_L_1:	//lock if I'm using dual vs. dual and I initiated
	case BOTH_LK_DL_DL_T_L_1:	//lock if I'm using dual vs. dual and I initiated
	case BOTH_LK_DL_ST_S_L_1:	//lock if I'm using dual vs. a staff
	case BOTH_LK_DL_ST_T_L_1:	//lock if I'm using dual vs. a staff
	case BOTH_LK_DL_S_S_L_1:		//lock if I'm using dual vs. a single
	case BOTH_LK_DL_S_T_L_1:		//lock if I'm using dual vs. a single
	case BOTH_LK_ST_DL_S_L_1:	//lock if I'm using staff vs. dual
	case BOTH_LK_ST_DL_T_L_1:	//lock if I'm using staff vs. dual
	case BOTH_LK_ST_ST_S_L_1:	//lock if I'm using staff vs. a staff and I initiated
	case BOTH_LK_ST_ST_T_L_1:	//lock if I'm using staff vs. a staff and I initiated
	case BOTH_LK_ST_S_S_L_1:		//lock if I'm using staff vs. a single
	case BOTH_LK_ST_S_T_L_1:		//lock if I'm using staff vs. a single
	case BOTH_LK_S_S_S_L_2:
	case BOTH_LK_S_S_T_L_2:
	case BOTH_LK_DL_DL_S_L_2:
	case BOTH_LK_DL_DL_T_L_2:
	case BOTH_LK_ST_ST_S_L_2:
	case BOTH_LK_ST_ST_T_L_2:
		return qtrue;
		break;
	default:
		return PM_InSaberLockOld( anim );
		break;
	}
	//return qfalse;
}

extern qboolean ValidAnimFileIndex ( int index );
extern qboolean G_CheckIncrementLockAnim( int anim, int winOrLose );
qboolean PM_SaberLocked( void )
{	
	//FIXME: maybe kick out of saberlock?
	if ( pm->ps->saberLockEnemy == ENTITYNUM_NONE )
	{
		if ( PM_InSaberLock( pm->ps->torsoAnim ) )
		{//wtf?  Maybe enemy died?
			PM_SaberLockWinAnim( LOCK_STALEMATE, SABERLOCK_BREAK );
		}
		return qfalse;
	}
	gentity_t *gent = pm->gent;
	if ( !gent )
	{
		return qfalse;
	}
	gentity_t *genemy = &g_entities[pm->ps->saberLockEnemy];
	if ( !genemy )
	{
		return qfalse;
	}
	if ( PM_InSaberLock( pm->ps->torsoAnim ) && PM_InSaberLock( genemy->client->ps.torsoAnim ) )
	{
		if ( pm->ps->saberLockTime <= level.time + 500 
			&& pm->ps->saberLockEnemy != ENTITYNUM_NONE )
		{//lock just ended
			int strength = G_SaberLockStrength( gent );
			int eStrength = G_SaberLockStrength( genemy );
			if ( strength > 1 && eStrength > 1 && !Q_irand( 0, abs(strength-eStrength)+1 ) )
			{//both knock each other down!
				PM_SaberLockBreak( gent, genemy, LOCK_DRAW, 0 );
			}
			else
			{//both "win"
				PM_SaberLockBreak( gent, genemy, LOCK_STALEMATE, 0 );
			}
			return qtrue;
		}
		else if ( pm->ps->saberLockTime < level.time )
		{//done... tie breaker above should have handled this, but...?
			if ( PM_InSaberLock( pm->ps->torsoAnim ) && pm->ps->torsoAnimTimer > 0 )
			{
				pm->ps->torsoAnimTimer = 0;
			}
			if ( PM_InSaberLock( pm->ps->legsAnim ) && pm->ps->legsAnimTimer > 0 )
			{
				pm->ps->legsAnimTimer = 0;
			}
			return qfalse;
		}
		else if ( pm->cmd.buttons & BUTTON_ATTACK )
		{//holding attack
			if ( !(pm->ps->pm_flags&PMF_ATTACK_HELD) )
			{//tapping
				int	remaining = 0;
				if( ValidAnimFileIndex( gent->client->clientInfo.animFileIndex ) )
				{
					animation_t *anim;
					float		currentFrame, junk2;
					int			curFrame, junk;
					int			strength = 1;
					anim = &level.knownAnimFileSets[gent->client->clientInfo.animFileIndex].animations[pm->ps->torsoAnim];
					qboolean ret;
					ret=gi.G2API_GetBoneAnimIndex( &gent->ghoul2[gent->playerModel], gent->lowerLumbarBone, (cg.time?cg.time:level.time), &currentFrame, &junk, &junk, &junk, &junk2, NULL );

					assert(ret); // this would be pretty bad, the below code seems to assume the call succeeds. -gil
	
					strength = G_SaberLockStrength( gent );
					if ( PM_InSaberLockOld( pm->ps->torsoAnim ) )
					{//old locks
						if ( pm->ps->torsoAnim == BOTH_CCWCIRCLELOCK ||
							pm->ps->torsoAnim == BOTH_BF2LOCK )
						{
							curFrame = floor( currentFrame )-strength;
							//drop my frame one
							if ( curFrame <= anim->firstFrame )
							{//I won!  Break out
								PM_SaberLockBreak( gent, genemy, LOCK_VICTORY, strength );
								return qtrue;
							}
							else
							{
								PM_SetAnimFrame( gent, curFrame, qtrue, qtrue );
								remaining = curFrame-anim->firstFrame;
								if ( d_saberCombat->integer )
								{
									Com_Printf( "%s pushing in saber lock, %d frames to go!\n", gent->NPC_type, remaining );
								}
							}
						}
						else
						{
							curFrame = ceil( currentFrame )+strength;
							//advance my frame one
							if ( curFrame >= anim->firstFrame+anim->numFrames )
							{//I won!  Break out
								PM_SaberLockBreak( gent, genemy, LOCK_VICTORY, strength );
								return qtrue;
							}
							else
							{
								PM_SetAnimFrame( gent, curFrame, qtrue, qtrue );
								remaining = anim->firstFrame+anim->numFrames-curFrame;
								if ( d_saberCombat->integer )
								{
									Com_Printf( "%s pushing in saber lock, %d frames to go!\n", gent->NPC_type, remaining );
								}
							}
						}
					}
					else
					{//new locks
						if ( G_CheckIncrementLockAnim( pm->ps->torsoAnim, SABERLOCK_WIN ) )
						{
							curFrame = ceil( currentFrame )+strength;
							//advance my frame one
							if ( curFrame >= anim->firstFrame+anim->numFrames )
							{//I won!  Break out
								PM_SaberLockBreak( gent, genemy, LOCK_VICTORY, strength );
								return qtrue;
							}
							else
							{
								PM_SetAnimFrame( gent, curFrame, qtrue, qtrue );
								remaining = anim->firstFrame+anim->numFrames-curFrame;
								if ( d_saberCombat->integer )
								{
									Com_Printf( "%s pushing in saber lock, %d frames to go!\n", gent->NPC_type, remaining );
								}
							}
						}
						else
						{
							curFrame = floor( currentFrame )-strength;
							//drop my frame one
							if ( curFrame <= anim->firstFrame )
							{//I won!  Break out
								PM_SaberLockBreak( gent, genemy, LOCK_VICTORY, strength );
								return qtrue;
							}
							else
							{
								PM_SetAnimFrame( gent, curFrame, qtrue, qtrue );
								remaining = curFrame-anim->firstFrame;
								if ( d_saberCombat->integer )
								{
									Com_Printf( "%s pushing in saber lock, %d frames to go!\n", gent->NPC_type, remaining );
								}
							}
						}
					}
					if ( !Q_irand( 0, 2 ) )
					{
						if ( pm->ps->clientNum < MAX_CLIENTS )
						{
							if ( !Q_irand( 0, 3 ) )
							{
								PM_AddEvent( EV_JUMP );
							}
							else
							{
								PM_AddEvent( Q_irand( EV_PUSHED1, EV_PUSHED3 ) );
							}
						}
						else
						{
							if ( gent->NPC && gent->NPC->blockedSpeechDebounceTime < level.time )
							{
								switch ( Q_irand( 0, 3 ) )
								{
								case 0:
									PM_AddEvent( EV_JUMP );
									break;
								case 1:
									PM_AddEvent( Q_irand( EV_ANGER1, EV_ANGER3 ) );
									gent->NPC->blockedSpeechDebounceTime = level.time + 3000;
									break;
								case 2:
									PM_AddEvent( Q_irand( EV_TAUNT1, EV_TAUNT3 ) );
									gent->NPC->blockedSpeechDebounceTime = level.time + 3000;
									break;
								case 3:
									PM_AddEvent( Q_irand( EV_GLOAT1, EV_GLOAT3 ) );
									gent->NPC->blockedSpeechDebounceTime = level.time + 3000;
									break;
								}
							}
						}
					}
				}
				else
				{
					return qfalse;
				}

				if( ValidAnimFileIndex( genemy->client->clientInfo.animFileIndex ) )
				{
					animation_t *anim;
					anim = &level.knownAnimFileSets[genemy->client->clientInfo.animFileIndex].animations[genemy->client->ps.torsoAnim];
					/*
					float		currentFrame, junk2;
					int			junk;

					gi.G2API_GetBoneAnimIndex( &genemy->ghoul2[genemy->playerModel], genemy->lowerLumbarBone, (cg.time?cg.time:level.time), &currentFrame, &junk, &junk, &junk, &junk2, NULL );
					*/

					if ( !Q_irand( 0, 2 ) )
					{
						switch ( Q_irand( 0, 3 ) )
						{
						case 0:
							G_AddEvent( genemy, EV_PAIN, floor((float)genemy->health/genemy->max_health*100.0f) );
							break;
						case 1:
							G_AddVoiceEvent( genemy, Q_irand( EV_PUSHED1, EV_PUSHED3 ), 500 );
							break;
						case 2:
							G_AddVoiceEvent( genemy, Q_irand( EV_CHOKE1, EV_CHOKE3 ), 500 );
							break;
						case 3:
							G_AddVoiceEvent( genemy, EV_PUSHFAIL, 2000 );
							break;
						}
					}

					if ( PM_InSaberLockOld( genemy->client->ps.torsoAnim ) )
					{
						if ( genemy->client->ps.torsoAnim == BOTH_CCWCIRCLELOCK ||
							genemy->client->ps.torsoAnim == BOTH_BF2LOCK )
						{
							PM_SetAnimFrame( genemy, anim->firstFrame+anim->numFrames-remaining, qtrue, qtrue );
						}
						else
						{
							PM_SetAnimFrame( genemy, anim->firstFrame+remaining, qtrue, qtrue );
						}
					}
					else
					{//new locks
						//???
						if ( G_CheckIncrementLockAnim( genemy->client->ps.torsoAnim, SABERLOCK_LOSE ) )
						{
							PM_SetAnimFrame( genemy, anim->firstFrame+anim->numFrames-remaining, qtrue, qtrue );
						}
						else
						{
							PM_SetAnimFrame( genemy, anim->firstFrame+remaining, qtrue, qtrue );
						}
					}
				}
			}
		}
		else
		{//FIXME: other ways out of a saberlock?
			//force-push?  (requires more force power?)
			//kick?  (requires anim ... hit jump key?)
			//roll?
			//backflip?
		}
	}
	else
	{//something broke us out of it
		if ( gent->painDebounceTime > level.time && genemy->painDebounceTime > level.time )
		{
			PM_SaberLockBreak( gent, genemy, LOCK_DRAW, 0 );
		}
		else if ( gent->painDebounceTime > level.time )
		{
			PM_SaberLockBreak( genemy, gent, LOCK_VICTORY, 0 );
		}
		else if ( genemy->painDebounceTime > level.time )
		{
			PM_SaberLockBreak( gent, genemy, LOCK_VICTORY, 0 );
		}
		else
		{
			PM_SaberLockBreak( gent, genemy, LOCK_STALEMATE, 0 );
		}
	}
	return qtrue;
}

qboolean G_EnemyInKickRange( gentity_t *self, gentity_t *enemy )
{
	if ( !self || !enemy )
	{
		return qfalse;
	}
	if ( fabs(self->currentOrigin[2]-enemy->currentOrigin[2]) < 32 )
	{//generally at same height
		if ( DistanceHorizontal( self->currentOrigin, enemy->currentOrigin ) <= (STAFF_KICK_RANGE+8.0f+(self->maxs[0]*1.5f)+(enemy->maxs[0]*1.5f)) )
		{//within kicking range!
			return qtrue;
		}
	}
	return qfalse;
}

qboolean G_CanKickEntity( gentity_t *self, gentity_t *target )
{
	if ( target && target->client
		&& !PM_InKnockDown( &target->client->ps )
		&& G_EnemyInKickRange( self, target ) )
	{
		return qtrue;
	}
	return qfalse;
}

float PM_GroundDistance(void)
{
	trace_t tr;
	vec3_t down;

	VectorCopy(pm->ps->origin, down);

	down[2] -= 4096;

	pm->trace(&tr, pm->ps->origin, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask);

	VectorSubtract(pm->ps->origin, tr.endpos, down);

	return VectorLength(down);
}

float G_GroundDistance(gentity_t *self)
{
	if ( !self )
	{//wtf?!!
		return Q3_INFINITE;
	}
	trace_t tr;
	vec3_t down;

	VectorCopy(self->currentOrigin, down);

	down[2] -= 4096;

	gi.trace(&tr, self->currentOrigin, self->mins, self->maxs, down, self->s.number, self->clipmask);

	VectorSubtract(self->currentOrigin, tr.endpos, down);

	return VectorLength(down);
}

saberMoveName_t G_PickAutoKick( gentity_t *self, gentity_t *enemy, qboolean storeMove )
{
	saberMoveName_t kickMove = LS_NONE;
	if ( !self || !self->client )
	{
		return LS_NONE;
	}
	if ( !enemy )
	{
		return LS_NONE;
	}
	vec3_t	v_fwd, v_rt, enemyDir, fwdAngs = {0,self->client->ps.viewangles[YAW],0};
	VectorSubtract( enemy->currentOrigin, self->currentOrigin, enemyDir );
	VectorNormalize( enemyDir );//not necessary, I guess, but doesn't happen often
	AngleVectors( fwdAngs, v_fwd, v_rt, NULL );
	float fDot = DotProduct( enemyDir, v_fwd );
	float rDot = DotProduct( enemyDir, v_rt );
	if ( fabs( rDot ) > 0.5f && fabs( fDot ) < 0.5f )
	{//generally to one side
		if ( rDot > 0 )
		{//kick right
			kickMove = LS_KICK_R;
		}
		else
		{//kick left
			kickMove = LS_KICK_L;
		}
	}
	else if ( fabs( fDot ) > 0.5f && fabs( rDot ) < 0.5f )
	{//generally in front or behind us
		if ( fDot > 0 )
		{//kick fwd
			kickMove = LS_KICK_F;
		}
		else
		{//kick back
			kickMove = LS_KICK_B;
		}
	}
	else
	{//diagonal to us, kick would miss
	}
	if ( kickMove != LS_NONE )
	{//have a valid one to do
		if ( self->client->ps.groundEntityNum == ENTITYNUM_NONE )
		{//if in air, convert kick to an in-air kick
			float gDist = G_GroundDistance( self );
			//let's only allow air kicks if a certain distance from the ground
			//it's silly to be able to do them right as you land.
			//also looks wrong to transition from a non-complete flip anim...
			if ((!PM_FlippingAnim( self->client->ps.legsAnim ) || self->client->ps.legsAnimTimer <= 0) &&
				gDist > 64.0f && //strict minimum
				gDist > (-self->client->ps.velocity[2])-64.0f //make sure we are high to ground relative to downward velocity as well
				)
			{
				switch ( kickMove )
				{
				case LS_KICK_F:
					kickMove = LS_KICK_F_AIR;
					break;
				case LS_KICK_B:
					kickMove = LS_KICK_B_AIR;
					break;
				case LS_KICK_R:
					kickMove = LS_KICK_R_AIR;
					break;
				case LS_KICK_L:
					kickMove = LS_KICK_L_AIR;
					break;
				default: //oh well, can't do any other kick move while in-air
					kickMove = LS_NONE;
					break;
				}
			}
			else
			{//leave it as a normal kick unless we're too high up
				if ( gDist > 128.0f || self->client->ps.velocity[2] >= 0 )
				{ //off ground, but too close to ground
					kickMove = LS_NONE;
				}
			}
		}
		if ( storeMove )
		{
			self->client->ps.saberMoveNext = kickMove;
		}
	}
	return kickMove;
}

saberMoveName_t PM_PickAutoKick( gentity_t *enemy )
{
	return G_PickAutoKick( pm->gent, enemy, qfalse );
}

saberMoveName_t G_PickAutoMultiKick( gentity_t *self, qboolean allowSingles, qboolean storeMove )
{
	gentity_t	*ent;
	gentity_t	*entityList[MAX_GENTITIES];
	vec3_t		mins, maxs;
	int			i, e;
	int			radius = ((self->maxs[0]*1.5f)+(self->maxs[0]*1.5f)+STAFF_KICK_RANGE+24.0f);//a little wide on purpose
	vec3_t		center;
	saberMoveName_t kickMove, bestKick = LS_NONE;
	float		distToEnt, bestDistToEnt = Q3_INFINITE;
	gentity_t	*bestEnt = NULL;
	int			enemiesFront = 0;
	int			enemiesBack = 0;
	int			enemiesRight = 0;
	int			enemiesLeft = 0;
	int			enemiesSpin = 0;
	
	if ( !self || !self->client )
	{
		return LS_NONE;
	}

	VectorCopy( self->currentOrigin, center );

	for ( i = 0 ; i < 3 ; i++ ) 
	{
		mins[i] = center[i] - radius;
		maxs[i] = center[i] + radius;
	}

	int numListedEntities = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );

	for ( e = 0 ; e < numListedEntities ; e++ ) 
	{
		ent = entityList[ e ];

		if (ent == self)
			continue;
		if (ent->owner == self)
			continue;
		if ( !(ent->inuse) )
			continue;
		//not a client?
		if ( !ent->client )
			continue;
		//ally?
		if ( ent->client->playerTeam == self->client->playerTeam )
			continue;
		//dead?
		if ( ent->health <= 0 )
			continue;
		//too far?
		distToEnt = DistanceSquared( ent->currentOrigin, center );
		if ( distToEnt > (radius*radius) )
			continue;
		kickMove = G_PickAutoKick( self, ent, qfalse );
		if ( kickMove == LS_KICK_F_AIR
			&& kickMove == LS_KICK_B_AIR
			&& kickMove == LS_KICK_R_AIR
			&& kickMove == LS_KICK_L_AIR )
		{//in air?  Can't do multikicks
		}
		else
		{
			switch ( kickMove )
			{
			case LS_KICK_F:
				enemiesFront++;
				break;
			case LS_KICK_B:
				enemiesBack++;
				break;
			case LS_KICK_R:
				enemiesRight++;
				break;
			case LS_KICK_L:
				enemiesLeft++;
				break;
			default:
				enemiesSpin++;
				break;
			}
		}
		if ( allowSingles )
		{
			if ( kickMove != LS_NONE
				&& distToEnt < bestDistToEnt )
			{
				bestKick = kickMove;
				bestEnt = ent;
			}
		}
	}
	kickMove = LS_NONE;
	if ( self->client->ps.groundEntityNum != ENTITYNUM_NONE )
	{//can't do the multikicks in air
		if ( enemiesFront && enemiesBack 
			&& (enemiesFront+enemiesBack)-(enemiesRight+enemiesLeft)>1 )
		{//more enemies in front/back than left/right
			kickMove = LS_KICK_BF;
		}
		else if ( enemiesRight && enemiesLeft
			&& (enemiesRight+enemiesLeft)-(enemiesFront+enemiesBack)>1 )
		{//more enemies on left & right than front/back
			kickMove = LS_KICK_RL;
		}
		else if ( (enemiesFront || enemiesBack) && (enemiesRight || enemiesLeft) )
		{//at least 2 enemies around us, not aligned
			kickMove = LS_KICK_S;
		}
		else if ( enemiesSpin > 1 )
		{//at least 2 enemies around us, not aligned
			kickMove = LS_KICK_S;
		}
	}
	if ( kickMove == LS_NONE
		&& bestKick != LS_NONE )
	{//no good multi-kick move, but we do have a nice single-kick we found
		kickMove = bestKick;
		//get mad at him so he knows he's being targetted
		if ( (self->s.number < MAX_CLIENTS||G_ControlledByPlayer(self))
			&& bestEnt != NULL )
		{//player
			G_SetEnemy( self, bestEnt );
		}
	}
	if ( kickMove != LS_NONE )
	{
		if ( storeMove )
		{
			self->client->ps.saberMoveNext = kickMove;
		}
	}
	return kickMove;
}

qboolean PM_PickAutoMultiKick( qboolean allowSingles )
{
	saberMoveName_t kickMove = G_PickAutoMultiKick( pm->gent, allowSingles, qfalse );
	if ( kickMove != LS_NONE )
	{
		PM_SetSaberMove( kickMove );
		return qtrue;
	}
	return qfalse;
}

qboolean PM_SaberThrowable( void )
{
	//ugh, hard-coding this is bad...
	if ( pm->ps->saberAnimLevel == SS_STAFF )
	{
		return qfalse;
	}
	
	if ( pm->ps->saber[0].throwable )
	{//yes, this saber is always throwable
		return qtrue;
	}

	//saber is not normally throwable
	if ( pm->ps->saber[0].singleBladeThrowable )
	{//it is throwable if only one blade is on
		if ( pm->ps->saber[0].numBlades > 1 )
		{//it has more than one blade
			int numBladesActive = 0;
			for ( int i = 0; i < pm->ps->saber[0].numBlades; i++ )
			{
				if ( pm->ps->saber[0].blade[i].active )
				{
					numBladesActive++;
				}
			}
			if ( numBladesActive == 1 )
			{//only 1 blade is on
				return qtrue;
			}
		}
	}
	//nope, can't throw it
	return qfalse;
}

qboolean PM_CheckAltKickAttack( void )
{
	if ( (pm->cmd.buttons&BUTTON_ALT_ATTACK) 
		&& (!(pm->ps->pm_flags&PMF_ALT_ATTACK_HELD) ||PM_SaberInReturn(pm->ps->saberMove))
		&& (!PM_FlippingAnim(pm->ps->legsAnim)||pm->ps->legsAnimTimer<=250)
		&& (!PM_SaberThrowable()) && pm->ps->SaberActive() )
	{
		return qtrue;
	}
	return qfalse;
}

qboolean PM_CheckUpsideDownAttack( void )
{
	if ( pm->ps->saberMove != LS_READY )
	{
		return qfalse;
	}
	if ( !(pm->cmd.buttons&BUTTON_ATTACK) )
	{
		return qfalse;
	}
	if ( pm->ps->saberAnimLevel < SS_FAST 
		|| pm->ps->saberAnimLevel > SS_STRONG )
	{
		return qfalse;
	}
	if ( (pm->ps->clientNum >= MAX_CLIENTS&&!PM_ControlledByPlayer()) )
	{//FIXME: check ranks?
		return qfalse;
	}
	//FIXME: enemy below
	//FIXME: more than 64 off ground
	if ( !g_debugMelee->integer )
	{//hmm, can't get this to work quite the way we wanted... secret move, then!
		return qfalse;
	}

	switch( pm->ps->legsAnim )
	{
	case BOTH_WALL_RUN_RIGHT_FLIP:
	case BOTH_WALL_RUN_LEFT_FLIP:
	case BOTH_WALL_FLIP_RIGHT:
	case BOTH_WALL_FLIP_LEFT:
	case BOTH_FLIP_BACK1:
	case BOTH_FLIP_BACK2:
	case BOTH_FLIP_BACK3:
	case BOTH_WALL_FLIP_BACK1:
	case BOTH_ALORA_FLIP_B:
	//JKA
	case BOTH_FORCEWALLRUNFLIP_END:
		{
			float animLength = PM_AnimLength( pm->gent->client->clientInfo.animFileIndex, (animNumber_t)pm->ps->legsAnim );
			float elapsedTime = (float)(animLength-pm->ps->legsAnimTimer);
			float midPoint = animLength/2.0f;
			if ( elapsedTime < midPoint-100.0f
				|| elapsedTime > midPoint+100.0f )
			{//only a 200ms window (in middle of anim) of opportunity to do this move in these anims
				return qfalse;
			}
		}
		//NOTE: falls through on purpose
	case BOTH_FLIP_HOLD7:
		pm->ps->pm_flags |= PMF_SLOW_MO_FALL;
		PM_SetSaberMove( LS_UPSIDE_DOWN_ATTACK );
		return qtrue;
		break;
	}
	return qfalse;
}

qboolean PM_SaberMoveOkayForKata( void )
{
	if ( g_saberNewControlScheme->integer )
	{
		if ( pm->ps->saberMove == LS_READY //not doing anything
			|| PM_SaberInReflect( pm->ps->saberMove ) )//interrupt a projectile blocking move
		{
			return qtrue;
		}
		else
		{
			return qfalse;
		}
	}
	else
	{//old control scheme, allow it to interrupt a start or ready
		if ( pm->ps->saberMove == LS_READY
			|| PM_SaberInReflect( pm->ps->saberMove )//interrupt a projectile blocking move
			|| PM_SaberInStart( pm->ps->saberMove ) )
		{
			return qtrue;
		}
		else
		{
			return qfalse;
		}
	}
}

qboolean PM_CanDoKata( void )
{
	if ( PM_InSecondaryStyle() )
	{
		return qfalse;
	}
	if ( !pm->ps->saberInFlight//not throwing saber
		&& PM_SaberMoveOkayForKata()
		/*
		&& pm->ps->saberAnimLevel >= SS_FAST//fast, med or strong style
		&& pm->ps->saberAnimLevel <= SS_STRONG//FIXME: Tavion, too?
		*/
		&& pm->ps->groundEntityNum != ENTITYNUM_NONE//not in the air
		&& (pm->cmd.buttons&BUTTON_ATTACK)//pressing attack
		&& pm->cmd.forwardmove >=0 //not moving back (used to be !pm->cmd.forwardmove)
		&& !pm->cmd.rightmove//not moving r/l
		&& pm->cmd.upmove <= 0//not jumping...?
		&& G_TryingKataAttack(pm->gent,&pm->cmd)/*(pm->cmd.buttons&BUTTON_FORCE_FOCUS)*///holding focus
		&& G_EnoughPowerForSpecialMove( pm->ps->forcePower, SABER_ALT_ATTACK_POWER, qtrue )/*pm->ps->forcePower >= SABER_ALT_ATTACK_POWER*/ )//SINGLE_SPECIAL_POWER )// have enough power
	{//FIXME: check rage, etc...
		return qtrue;
	}
	return qfalse;
}

void PM_SaberDroidWeapon( void )
{
	// make weapon function
	if ( pm->ps->weaponTime > 0 ) {
		pm->ps->weaponTime -= pml.msec;
		if ( pm->ps->weaponTime <= 0 )
		{
			pm->ps->weaponTime = 0;
		}
	}

	// Now we react to a block action by the player's lightsaber.
	if ( pm->ps->saberBlocked )
	{
		switch ( pm->ps->saberBlocked )
		{
			case BLOCKED_PARRY_BROKEN:
				PM_SetAnim( pm, SETANIM_BOTH, Q_irand(BOTH_PAIN1,BOTH_PAIN3), SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
				pm->ps->weaponTime = pm->ps->legsAnimTimer;
				break;
			case BLOCKED_ATK_BOUNCE:
				PM_SetAnim( pm, SETANIM_BOTH, Q_irand(BOTH_PAIN1,BOTH_PAIN3), SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
				pm->ps->weaponTime = pm->ps->legsAnimTimer;
				break;
			case BLOCKED_UPPER_RIGHT:
			case BLOCKED_UPPER_RIGHT_PROJ:
			case BLOCKED_LOWER_RIGHT:
			case BLOCKED_LOWER_RIGHT_PROJ:
				PM_SetAnim( pm, SETANIM_BOTH, BOTH_P1_S1_TR, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
				pm->ps->legsAnimTimer += Q_irand( 200, 1000 );
				pm->ps->weaponTime = pm->ps->legsAnimTimer;
				break;
			case BLOCKED_UPPER_LEFT:
			case BLOCKED_UPPER_LEFT_PROJ:
			case BLOCKED_LOWER_LEFT:
			case BLOCKED_LOWER_LEFT_PROJ:
				PM_SetAnim( pm, SETANIM_BOTH, BOTH_P1_S1_TL, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
				pm->ps->legsAnimTimer += Q_irand( 200, 1000 );
				pm->ps->weaponTime = pm->ps->legsAnimTimer;
				break;
			case BLOCKED_TOP:
			case BLOCKED_TOP_PROJ:
				PM_SetAnim( pm, SETANIM_BOTH, BOTH_P1_S1_T_, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
				pm->ps->legsAnimTimer += Q_irand( 200, 1000 );
				pm->ps->weaponTime = pm->ps->legsAnimTimer;
				break;
			default:
				pm->ps->saberBlocked = BLOCKED_NONE;
				break;
		}

		pm->ps->saberBlocked = BLOCKED_NONE;
		pm->ps->saberBounceMove = LS_NONE;
		pm->ps->weaponstate = WEAPON_READY;
		
		// Done with block, so stop these active weapon branches.
		return;
	}
}

void PM_TryGrab( void )
{
	if ( pm->ps->groundEntityNum != ENTITYNUM_NONE 
		//&& !pm->ps->saberInFlight
		&& pm->ps->weaponTime <= 0 )//< 200 )
	{
		PM_SetAnim( pm, SETANIM_BOTH, BOTH_KYLE_GRAB, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
		pm->ps->torsoAnimTimer += 200;
		pm->ps->weaponTime = pm->ps->torsoAnimTimer;
		pm->ps->saberMove = pm->ps->saberMoveNext = LS_READY;
		VectorClear( pm->ps->velocity );
		VectorClear( pm->ps->moveDir );
		pm->cmd.rightmove = pm->cmd.forwardmove = pm->cmd.upmove = 0;
		if ( pm->gent )
		{
			pm->gent->painDebounceTime = level.time + pm->ps->torsoAnimTimer;
		}
		pm->ps->SaberDeactivate();
	}
}

void PM_TryAirKick( saberMoveName_t kickMove )
{
	if ( pm->ps->groundEntityNum < ENTITYNUM_NONE )
	{//just do it
		PM_SetSaberMove( kickMove );
	}
	else
	{
		float gDist = PM_GroundDistance();
		//let's only allow air kicks if a certain distance from the ground
		//it's silly to be able to do them right as you land.
		//also looks wrong to transition from a non-complete flip anim...
		if ((!PM_FlippingAnim( pm->ps->legsAnim ) || pm->ps->legsAnimTimer <= 0) &&
			gDist > 64.0f && //strict minimum
			gDist > (-pm->ps->velocity[2])-64.0f //make sure we are high to ground relative to downward velocity as well
			)
		{
			PM_SetSaberMove( kickMove );
		}
		else
		{//leave it as a normal kick unless we're too high up
			if ( gDist > 128.0f || pm->ps->velocity[2] >= 0 )
			{ //off ground, but too close to ground
			}
			else
			{//high close enough to ground to do a normal kick, convert it
				switch ( kickMove )
				{
				case LS_KICK_F_AIR:
					PM_SetSaberMove( LS_KICK_F );
					break;
				case LS_KICK_B_AIR:
					PM_SetSaberMove( LS_KICK_B );
					break;
				case LS_KICK_R_AIR:
					PM_SetSaberMove( LS_KICK_R );
					break;
				case LS_KICK_L_AIR:
					PM_SetSaberMove( LS_KICK_L );
					break;
				}
			}
		}
	}
}

void PM_CheckKick( void )
{
	if ( !PM_KickMove( pm->ps->saberMove )//not already in a kick
		&& !(pm->ps->pm_flags&PMF_DUCKED)//not ducked
		&& (pm->cmd.upmove >= 0 ) )//not trying to duck
	{//player kicks
		//FIXME: only if FP_SABER_OFFENSE >= 3
		if ( pm->cmd.rightmove )
		{//kick to side
			if ( pm->cmd.rightmove > 0 )
			{//kick right
				if ( pm->ps->groundEntityNum == ENTITYNUM_NONE 
					|| pm->cmd.upmove > 0 )
				{
					PM_TryAirKick( LS_KICK_R_AIR );
				}
				else
				{
					PM_SetSaberMove( LS_KICK_R );
				}
			}
			else
			{//kick left
				if ( pm->ps->groundEntityNum == ENTITYNUM_NONE 
					|| pm->cmd.upmove > 0 )
				{
					PM_TryAirKick( LS_KICK_L_AIR );
				}
				else
				{
					PM_SetSaberMove( LS_KICK_L );
				}
			}
			pm->cmd.rightmove = 0;
		}
		else if ( pm->cmd.forwardmove )
		{//kick front/back
			if ( pm->cmd.forwardmove > 0 )
			{//kick fwd
				if ( pm->ps->groundEntityNum == ENTITYNUM_NONE
					|| pm->cmd.upmove > 0 )
				{
					PM_TryAirKick( LS_KICK_F_AIR );
				}
				/*
				else if ( pm->ps->weapon == WP_SABER
					&& pm->ps->saberAnimLevel == SS_STAFF
					&& pm->gent 
					&& G_CheckEnemyPresence( pm->gent, DIR_FRONT, 64, 0.8f ) )
				{//FIXME: don't jump while doing this move and don't do this move if in air
					PM_SetSaberMove( LS_HILT_BASH );
				}
				*/
				else
				{
					PM_SetSaberMove( LS_KICK_F );
				}
			}
			else if ( pm->ps->groundEntityNum == ENTITYNUM_NONE
					|| pm->cmd.upmove > 0 )
			{
				PM_TryAirKick( LS_KICK_B_AIR );
			}
			else
			{//kick back
				PM_SetSaberMove( LS_KICK_B );
			}
			pm->cmd.forwardmove = 0;
		}
		else if ( pm->gent 
			&& pm->gent->enemy
			&& G_CanKickEntity( pm->gent, pm->gent->enemy ) )
		{//auto-pick?
			if ( /*(pm->ps->pm_flags&PMF_ALT_ATTACK_HELD)
				&& (pm->cmd.buttons&BUTTON_ATTACK)
				&&*/ PM_PickAutoMultiKick( qfalse ) )
			{//kicked!
				if ( pm->ps->saberMove == LS_KICK_RL )
				{//just pull back
					if ( d_slowmodeath->integer > 3 )
					{
						G_StartMatrixEffect( pm->gent, MEF_NO_SPIN, pm->ps->legsAnimTimer+500 );
					}
				}
				else
				{//normal spin
					if ( d_slowmodeath->integer > 3 )
					{
	                    G_StartMatrixEffect( pm->gent, 0, pm->ps->legsAnimTimer+500 );
					}
				}
				if ( pm->ps->groundEntityNum == ENTITYNUM_NONE 
					&&( pm->ps->saberMove == LS_KICK_S 
						||pm->ps->saberMove == LS_KICK_BF
						||pm->ps->saberMove == LS_KICK_RL ) )
				{//in the air and doing a jump-kick, which is a ground anim, so....
					//cut z velocity...?
					pm->ps->velocity[2] = 0;
				}
				pm->cmd.upmove = 0;
			}
			else
			{
				saberMoveName_t kickMove = PM_PickAutoKick( pm->gent->enemy );
				if ( kickMove != LS_NONE )
				{//Matrix?
					PM_SetSaberMove( kickMove );
					int meFlags = 0;
					switch ( kickMove )
					{
					case LS_KICK_B://just pull back
					case LS_KICK_B_AIR://just pull back
						meFlags = MEF_NO_SPIN;
						break;
					case LS_KICK_L://spin to the left
					case LS_KICK_L_AIR://spin to the left
						meFlags = MEF_REVERSE_SPIN;
						break;
					default:
						break;
					}
					if ( d_slowmodeath->integer > 3 )
					{
						G_StartMatrixEffect( pm->gent, meFlags, pm->ps->legsAnimTimer+500 );
					}
				}
			}
		}
		else
		{
			if ( PM_PickAutoMultiKick( qtrue ) )
			{
				int meFlags = 0;
				switch ( pm->ps->saberMove )
				{
				case LS_KICK_RL://just pull back
				case LS_KICK_B://just pull back
				case LS_KICK_B_AIR://just pull back
					meFlags = MEF_NO_SPIN;
					break;
				case LS_KICK_L://spin to the left
				case LS_KICK_L_AIR://spin to the left
					meFlags = MEF_REVERSE_SPIN;
					break;
				default:
					break;
				}
				if ( d_slowmodeath->integer > 3 )
				{
					G_StartMatrixEffect( pm->gent, meFlags, pm->ps->legsAnimTimer+500 );
				}
				if ( pm->ps->groundEntityNum == ENTITYNUM_NONE 
					&&( pm->ps->saberMove == LS_KICK_S 
						||pm->ps->saberMove == LS_KICK_BF
						||pm->ps->saberMove == LS_KICK_RL ) )
				{//in the air and doing a jump-kick, which is a ground anim, so....
					//cut z velocity...?
					pm->ps->velocity[2] = 0;
				}
				pm->cmd.upmove = 0;
			}
		}
	}
}

void PM_CheckClearSaberBlock( void )
{
	if ( pm->ps->clientNum < MAX_CLIENTS || PM_ControlledByPlayer() )
	{//player
		if ( pm->ps->saberBlocked >= BLOCKED_UPPER_RIGHT_PROJ && pm->ps->saberBlocked <= BLOCKED_TOP_PROJ )
		{//blocking a projectile
			if ( pm->ps->forcePowerDebounce[FP_SABER_DEFENSE] < level.time )
			{//block is done or breaking out of it with an attack
				pm->ps->weaponTime = 0;
				pm->ps->saberBlocked = BLOCKED_NONE;
			}
			else if ( (pm->cmd.buttons&BUTTON_ATTACK) )
			{//block is done or breaking out of it with an attack
				pm->ps->weaponTime = 0;
				pm->ps->saberBlocked = BLOCKED_NONE;
			}
		}
		else if ( pm->ps->saberBlocked == BLOCKED_UPPER_LEFT
			&& pm->ps->powerups[PW_SHOCKED] > level.time )
		{//probably blocking lightning
			if ( (pm->cmd.buttons&BUTTON_ATTACK) )
			{//trying to attack
				//allow the attack
				pm->ps->weaponTime = 0;
				pm->ps->saberBlocked = BLOCKED_NONE;
			}
		}
	}
}

qboolean PM_SaberBlocking( void )
{
	// Now we react to a block action by the player's lightsaber.
	if ( pm->ps->saberBlocked )
	{
		if ( pm->ps->saberMove > LS_PUTAWAY && pm->ps->saberMove <= LS_A_BL2TR && pm->ps->saberBlocked != BLOCKED_PARRY_BROKEN &&
			(pm->ps->saberBlocked < BLOCKED_UPPER_RIGHT_PROJ || pm->ps->saberBlocked > BLOCKED_TOP_PROJ))//&& Q_irand( 0, 2 )
		{//we parried another lightsaber while attacking, so treat it as a bounce
			pm->ps->saberBlocked = BLOCKED_ATK_BOUNCE;
		} 
		else if ( pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer() )//player
		{
			if ( pm->ps->saberBlocked >= BLOCKED_UPPER_RIGHT_PROJ
				&& pm->ps->saberBlocked <= BLOCKED_TOP_PROJ )
			{//blocking a projectile
				if ( (pm->cmd.buttons&BUTTON_ATTACK) )
				{//trying to attack
					if ( pm->ps->saberMove == LS_READY
						|| PM_SaberInReflect( pm->ps->saberMove ) )
					{//not already busy or already in projectile deflection
						//trying to attack during projectile blocking, so do the attack instead
						pm->ps->saberBlocked = BLOCKED_NONE;
						pm->ps->saberBounceMove = LS_NONE;
						pm->ps->weaponstate = WEAPON_READY;
						if ( PM_SaberInReflect( pm->ps->saberMove ) && pm->ps->weaponTime > 0 )
						{//interrupt the current deflection move
							pm->ps->weaponTime = 0;
						}
						return qfalse;
					}
				}
			}
		}
		/*
		else if ( (pm->cmd.buttons&BUTTON_ATTACK) 
			&& pm->ps->saberBlocked >= BLOCKED_UPPER_RIGHT
			&& pm->ps->saberBlocked <= BLOCKED_TOP 
			&& !PM_SaberInKnockaway( pm->ps->saberBounceMove ) )
		{//if hitting attack during a parry (not already a knockaway)
			if ( pm->ps->forcePowerLevel[FP_SABER_DEFENSE] > FORCE_LEVEL_2 )
			{//have high saber defense, turn the parry into a knockaway?
				//FIXME: this could actually be bad for us...?  Leaves us open
				pm->ps->saberBounceMove = PM_KnockawayForParry( pm->ps->saberBlocked );
			}
		}
		*/

		if ( pm->ps->saberBlocked != BLOCKED_ATK_BOUNCE )
		{//can't attack for twice whatever your skill level's parry debounce time is
			if ( pm->ps->clientNum == 0 || PM_ControlledByPlayer() )
			{//player
				if ( pm->ps->forcePowerLevel[FP_SABER_DEFENSE] <= FORCE_LEVEL_1 )
				{
					pm->ps->weaponTime = parryDebounce[pm->ps->forcePowerLevel[FP_SABER_DEFENSE]];
				}
			}
			else
			{//NPC
				//pm->ps->weaponTime = parryDebounce[pm->ps->forcePowerLevel[FP_SABER_DEFENSE]] * 2;
				if ( pm->gent )
				{
					pm->ps->weaponTime = Jedi_ReCalcParryTime( pm->gent, EVASION_PARRY );
				}
				else
				{//WTF???
					pm->ps->weaponTime = parryDebounce[pm->ps->forcePowerLevel[FP_SABER_DEFENSE]] * 2;
				}
			}
		}
		switch ( pm->ps->saberBlocked )
		{
			case BLOCKED_PARRY_BROKEN:
				//whatever parry we were is in now broken, play the appropriate knocked-away anim
				{
					saberMoveName_t nextMove;
					if ( PM_SaberInBrokenParry( pm->ps->saberBounceMove ) )
					{//already have one...?
						nextMove = (saberMoveName_t)pm->ps->saberBounceMove;
					}
					else
					{
						nextMove = PM_BrokenParryForParry( (saberMoveName_t)pm->ps->saberMove );
					}
					if ( nextMove != LS_NONE )
					{
						PM_SetSaberMove( nextMove );
						pm->ps->weaponTime = pm->ps->torsoAnimTimer;
					}
					else
					{//Maybe in a knockaway?
					}
					//pm->ps->saberBounceMove = LS_NONE;
				}
				break;
			case BLOCKED_ATK_BOUNCE:
				// If there is absolutely no blocked move in the chart, don't even mess with the animation.
				// OR if we are already in a block or parry.
				if ( pm->ps->saberMove >= LS_T1_BR__R/*LS_BOUNCE_TOP*/ )//|| saberMoveData[pm->ps->saberMove].bounceMove == LS_NONE )
				{//an actual bounce?  Other bounces before this are actually transitions?
					pm->ps->saberBlocked = BLOCKED_NONE;
				}
				else if ( PM_SaberInBounce( pm->ps->saberMove ) || !PM_SaberInAttack( pm->ps->saberMove ) )
				{//already in the bounce, go into an attack or transition to ready.. should never get here since can't be blocked in a bounce!
					int nextMove;

					if ( pm->cmd.buttons & BUTTON_ATTACK )
					{//transition to a new attack
						if ( pm->ps->clientNum && !PM_ControlledByPlayer() )
						{//NPC
							nextMove = saberMoveData[pm->ps->saberMove].chain_attack;
						}
						else
						{//player
							int newQuad = PM_SaberMoveQuadrantForMovement( &pm->cmd );
							while ( newQuad == saberMoveData[pm->ps->saberMove].startQuad )
							{//player is still in same attack quad, don't repeat that attack because it looks bad, 
								//FIXME: try to pick one that might look cool?
								newQuad = Q_irand( Q_BR, Q_BL );
								//FIXME: sanity check, just in case?
							}//else player is switching up anyway, take the new attack dir
							nextMove = transitionMove[saberMoveData[pm->ps->saberMove].startQuad][newQuad];
						}
					}
					else
					{//return to ready
						if ( pm->ps->clientNum && !PM_ControlledByPlayer() )
						{//NPC
							nextMove = saberMoveData[pm->ps->saberMove].chain_idle;
						}
						else
						{//player
							if ( saberMoveData[pm->ps->saberMove].startQuad == Q_T )
							{
								nextMove = LS_R_BL2TR;
							}
							else if ( saberMoveData[pm->ps->saberMove].startQuad < Q_T )
							{
								nextMove = LS_R_TL2BR+(saberMoveName_t)(saberMoveData[pm->ps->saberMove].startQuad-Q_BR);
							}
							else// if ( saberMoveData[pm->ps->saberMove].startQuad > Q_T )
							{
								nextMove = LS_R_BR2TL+(saberMoveName_t)(saberMoveData[pm->ps->saberMove].startQuad-Q_TL);
							}
						}
					}
					PM_SetSaberMove( (saberMoveName_t)nextMove );
					pm->ps->weaponTime = pm->ps->torsoAnimTimer;
				}
				else
				{//start the bounce move
					saberMoveName_t bounceMove;
					if ( pm->ps->saberBounceMove != LS_NONE )
					{
						bounceMove = (saberMoveName_t)pm->ps->saberBounceMove;
					}
					else
					{
						bounceMove = PM_SaberBounceForAttack( (saberMoveName_t)pm->ps->saberMove );
					}
					PM_SetSaberMove( bounceMove );
					pm->ps->weaponTime = pm->ps->torsoAnimTimer;
				}
				//clear the saberBounceMove
				//pm->ps->saberBounceMove = LS_NONE;

				if (cg_debugSaber.integer>=2)
				{
					Com_Printf("Saber Block: Bounce\n");
				}
				break;
			case BLOCKED_UPPER_RIGHT:
				if ( pm->ps->saberBounceMove != LS_NONE )
				{
					PM_SetSaberMove( (saberMoveName_t)pm->ps->saberBounceMove );
					//pm->ps->saberBounceMove = LS_NONE;
					pm->ps->weaponTime = pm->ps->torsoAnimTimer;
				}
				else
				{
					PM_SetSaberMove( LS_PARRY_UR );
				}

				if ( cg_debugSaber.integer >= 2 )
				{
					Com_Printf( "Saber Block: Parry UR\n" );
				}
				break;
			case BLOCKED_UPPER_RIGHT_PROJ:
				PM_SetSaberMove( LS_REFLECT_UR );

				if ( cg_debugSaber.integer >= 2 )
				{
					Com_Printf("Saber Block: Deflect UR\n");
				}
				break;
			case BLOCKED_UPPER_LEFT:
				if ( pm->ps->saberBounceMove != LS_NONE )
				{
					PM_SetSaberMove( (saberMoveName_t)pm->ps->saberBounceMove );
					//pm->ps->saberBounceMove = LS_NONE;
					pm->ps->weaponTime = pm->ps->torsoAnimTimer;
				}
				else
				{
					PM_SetSaberMove( LS_PARRY_UL );
				}

				if ( cg_debugSaber.integer >= 2 )
				{
					Com_Printf( "Saber Block: Parry UL\n" );
				}
				break;
			case BLOCKED_UPPER_LEFT_PROJ:
				PM_SetSaberMove( LS_REFLECT_UL );

				if ( cg_debugSaber.integer >= 2 )
				{
					Com_Printf("Saber Block: Deflect UL\n");
				}
				break;
			case BLOCKED_LOWER_RIGHT:
				if ( pm->ps->saberBounceMove != LS_NONE )
				{
					PM_SetSaberMove( (saberMoveName_t)pm->ps->saberBounceMove );
					//pm->ps->saberBounceMove = LS_NONE;
					pm->ps->weaponTime = pm->ps->torsoAnimTimer;
				}
				else
				{
					PM_SetSaberMove( LS_PARRY_LR );
				}

				if ( cg_debugSaber.integer >= 2 )
				{
					Com_Printf("Saber Block: Parry LR\n");
				}
				break;
			case BLOCKED_LOWER_RIGHT_PROJ:
				PM_SetSaberMove( LS_REFLECT_LR );

				if ( cg_debugSaber.integer >= 2 )
				{
					Com_Printf("Saber Block: Deflect LR\n");
				}
				break;
			case BLOCKED_LOWER_LEFT:
				if ( pm->ps->saberBounceMove != LS_NONE )
				{
					PM_SetSaberMove( (saberMoveName_t)pm->ps->saberBounceMove );
					//pm->ps->saberBounceMove = LS_NONE;
					pm->ps->weaponTime = pm->ps->torsoAnimTimer;
				}
				else
				{
					PM_SetSaberMove( LS_PARRY_LL );
				}

				if ( cg_debugSaber.integer >= 2 )
				{
					Com_Printf("Saber Block: Parry LL\n");
				}
				break;
			case BLOCKED_LOWER_LEFT_PROJ:
				PM_SetSaberMove( LS_REFLECT_LL);

				if ( cg_debugSaber.integer >= 2 )
				{
					Com_Printf("Saber Block: Deflect LL\n");
				}
				break;
			case BLOCKED_TOP:
				if ( pm->ps->saberBounceMove != LS_NONE )
				{
					PM_SetSaberMove( (saberMoveName_t)pm->ps->saberBounceMove );
					//pm->ps->saberBounceMove = LS_NONE;
					pm->ps->weaponTime = pm->ps->torsoAnimTimer;
				}
				else
				{
					PM_SetSaberMove( LS_PARRY_UP );
				}

				if ( cg_debugSaber.integer >= 2 )
				{
					Com_Printf("Saber Block: Parry Top\n");
				}
				break;
			case BLOCKED_TOP_PROJ:
				PM_SetSaberMove( LS_REFLECT_UP );

				if ( cg_debugSaber.integer >= 2 )
				{
					Com_Printf("Saber Block: Deflect Top\n");
				}
				break;
			default:
				pm->ps->saberBlocked = BLOCKED_NONE;
				break;
		}

		// Charging is like a lead-up before attacking again.  This is an appropriate use, or we can create a new weaponstate for blocking
		pm->ps->saberBounceMove = LS_NONE;
		pm->ps->weaponstate = WEAPON_READY;
		
		// Done with block, so stop these active weapon branches.
		return qtrue;
	}
	return qfalse;
}

qboolean PM_NPCCheckAttackRoll( void )
{
	if ( pm->ps->clientNum >= MAX_CLIENTS && !PM_ControlledByPlayer()//NPC
		&& pm->gent
		&& pm->gent->NPC
		//&& Q_irand(-3,pm->gent->NPC->rank)>RANK_CREWMAN)
		&& ( pm->gent->NPC->rank > RANK_CREWMAN && !Q_irand(0,3-g_spskill->integer) )
		&& pm->gent->enemy
		&& fabs(pm->gent->enemy->currentOrigin[2]-pm->ps->origin[2])<32
		&& DistanceHorizontalSquared(pm->gent->enemy->currentOrigin, pm->ps->origin ) < (128.0f*128.0f)
		&& InFOV( pm->gent->enemy->currentOrigin, pm->ps->origin, pm->ps->viewangles, 30, 90 ) )
	{//stab!
		return qtrue;
	}
	return qfalse;
}
/*
=================
PM_WeaponLightsaber

Consults a chart to choose what to do with the lightsaber.
While this is a little different than the Quake 3 code, there is no clean way of using the Q3 code for this kind of thing.
=================
*/
// Ultimate goal is to set the sabermove to the proper next location
// Note that if the resultant animation is NONE, then the animation is essentially "idle", and is set in WP_TorsoAnim
void PM_WeaponLightsaber(void)
{
	int			addTime,amount;
	qboolean	delayed_fire = qfalse, animLevelOverridden = qfalse;
	weaponInfo_t	*weapon;
	int			anim=-1;
	int			curmove, newmove=LS_NONE;

	if ( pm->gent 
		&& pm->gent->client 
		&& pm->gent->client->NPC_class == CLASS_SABER_DROID )
	{//Saber droid does it's own attack logic
		PM_SaberDroidWeapon();
		return;
	}

	// don't allow attack until all buttons are up
	if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
		return;
	}

	// check for dead player
	if ( pm->ps->stats[STAT_HEALTH] <= 0 )
	{
		if ( pm->gent )
		{
			pm->gent->s.loopSound = 0;
		}
		return;
	}

	// make weapon function
	if ( pm->ps->weaponTime > 0 ) {
		pm->ps->weaponTime -= pml.msec;
		if ( pm->ps->weaponTime <= 0 )
		{
			pm->ps->weaponTime = 0;
		}
	}

	if ( pm->ps->stats[STAT_WEAPONS]&(1<<WP_SCEPTER)
		&& !pm->ps->dualSabers 
		&& pm->gent
		&& pm->gent->weaponModel[1] )
	{//holding scepter in left hand, use dual style
		pm->ps->saberAnimLevel = SS_DUAL;
		animLevelOverridden = qtrue;
	}
	else if ( pm->ps->saber[0].singleBladeStyle != SS_NONE//SaberStaff() 
		&& !pm->ps->dualSabers 
		&& pm->ps->saber[0].blade[0].active
		&& !pm->ps->saber[0].blade[1].active )
	{//using a staff, but only with first blade turned on, so use is as a normal saber...?
		//override so that single-blade staff must be used with specified style
		pm->ps->saberAnimLevel = pm->ps->saber[0].singleBladeStyle;//SS_STRONG;
		animLevelOverridden = qtrue;
	}
	else if ( pm->ps->saber[0].Active() && pm->ps->saber[0].style != SS_NONE )
	{//one of the sabers I'm using forces me to use a single style
		pm->ps->saberAnimLevel = pm->ps->saber[0].style;
		animLevelOverridden = qtrue;
	}
	else if ( pm->ps->dualSabers )
	{
		if ( pm->ps->saber[1].Active() && pm->ps->saber[1].style != SS_NONE )
		{//one of the sabers I'm using forces me to use a single style
			pm->ps->saberAnimLevel = pm->ps->saber[1].style;
			animLevelOverridden = qtrue;
		}
		else if ( pm->ps->saber[1].Active() )
		{//if second saber is on, must use dual style
			pm->ps->saberAnimLevel = SS_DUAL;
			animLevelOverridden = qtrue;
		}
		else if ( pm->ps->saber[0].Active() )
		{//with only one saber on, use fast style
			pm->ps->saberAnimLevel = SS_FAST;
			animLevelOverridden = qtrue;
		}
	}
	if ( !animLevelOverridden )
	{
		if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())
 			&& cg.saberAnimLevelPending > SS_NONE
			&& cg.saberAnimLevelPending != pm->ps->saberAnimLevel )
		{
			if ( !PM_SaberInStart( pm->ps->saberMove ) 
				&& !PM_SaberInTransition( pm->ps->saberMove ) 
				&& !PM_SaberInAttack( pm->ps->saberMove ) )
			{//don't allow changes when in the middle of an attack set...(or delay the change until it's done)
				pm->ps->saberAnimLevel = cg.saberAnimLevelPending;
			}
		}
	}
	else if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) )
	{//if overrid the player's saberAnimLevel, let the cgame know
		cg.saberAnimLevelPending = pm->ps->saberAnimLevel;
	}
	/*
	if ( PM_InForceGetUp( pm->ps ) )
	{//if mostly up, can start attack
		if ( pm->ps->torsoAnimTimer > 800 )
		{//not up enough yet
			// make weapon function
			if ( pm->ps->weaponTime > 0 ) {
				pm->ps->weaponTime -= pml.msec;
				if ( pm->ps->weaponTime <= 0 )
				{
					pm->ps->weaponTime = 0;
				}
			}
			return;
		}
		else 
		{
			if ( pm->cmd.buttons & BUTTON_ATTACK )
			{//let an attack interrupt the torso part of this force getup
				pm->ps->weaponTime = 0;
			}
		}
	}
	else 
	*/
	if ( PM_InKnockDown( pm->ps ) || PM_InRoll( pm->ps ))
	{//in knockdown
		if ( pm->ps->legsAnim == BOTH_ROLL_F 
			&& pm->ps->legsAnimTimer <= 250 )
		{
			if ( (pm->cmd.buttons&BUTTON_ATTACK) 
				|| PM_NPCCheckAttackRoll() )
			{
				if ( G_EnoughPowerForSpecialMove( pm->ps->forcePower, SABER_ALT_ATTACK_POWER_FB ) )
				{
					PM_SetSaberMove( LS_ROLL_STAB );
					if ( pm->gent )
					{
						G_DrainPowerForSpecialMove( pm->gent, FP_SABER_OFFENSE, SABER_ALT_ATTACK_POWER_FB );
					}
				}
			}
		}
		return;
	}

 	if ( PM_SaberLocked() )
	{
		pm->ps->saberMove = LS_NONE;
		return;
	}

	if ( pm->ps->torsoAnim == BOTH_FORCELONGLEAP_LAND 
		|| (pm->ps->torsoAnim == BOTH_FORCELONGLEAP_START && !(pm->cmd.buttons&BUTTON_ATTACK)) )
	{//if you're in the long-jump and you're not attacking (or are landing), you're not doing anything
		if ( pm->ps->torsoAnimTimer )
		{
			return;
		}
	}

	if ( pm->ps->legsAnim == BOTH_FLIP_HOLD7 
		&& !(pm->cmd.buttons&BUTTON_ATTACK) )
	{//if you're in the upside-down attack hold, don't do anything unless you're attacking
		return;
	}

	if ( PM_KickingAnim( pm->ps->legsAnim ) )
	{
		if ( pm->ps->legsAnimTimer )
		{//you're kicking, no interruptions
			return;
		}
		//done?  be immeditately ready to do an attack
		pm->ps->saberMove = LS_READY;
		pm->ps->weaponTime = 0;
	}

	if ( pm->ps->saberMoveNext != LS_NONE 
		&& (pm->ps->saberMove == LS_READY||pm->ps->saberMove == LS_NONE))//ready for another one
	{//something is forcing us to set a specific next saberMove
		//FIXME: if this is a NPC kick, re-verify it before executing it!
		PM_SetSaberMove( (saberMoveName_t)pm->ps->saberMoveNext );
		pm->ps->saberMoveNext = LS_NONE;//clear it now that we played it
		return;
	}

	if ( pm->ps->saberEventFlags&SEF_INWATER )//saber in water
	{
		pm->cmd.buttons &= ~(BUTTON_ATTACK|BUTTON_ALT_ATTACK|BUTTON_FORCE_FOCUS);
	}

	qboolean saberInAir = qtrue;
	if ( !PM_SaberInBrokenParry( pm->ps->saberMove ) && pm->ps->saberBlocked != BLOCKED_PARRY_BROKEN && !PM_DodgeAnim( pm->ps->torsoAnim ) )
	{//we're not stuck in a broken parry
		if ( pm->ps->saberInFlight )
		{//guiding saber
			if ( pm->ps->saberEntityNum < ENTITYNUM_NONE && pm->ps->saberEntityNum > 0 )//player is 0
			{//
				if ( &g_entities[pm->ps->saberEntityNum] != NULL && g_entities[pm->ps->saberEntityNum].s.pos.trType == TR_STATIONARY )
				{//fell to the ground and we're not trying to pull it back
					saberInAir = qfalse;
				}
			}
			if ( pm->ps->weaponTime <= 0 || pm->ps->weaponstate != WEAPON_FIRING ) 
			{
				if ( pm->ps->weapon != pm->cmd.weapon ) 
				{
					PM_BeginWeaponChange( pm->cmd.weapon );
				}
			}
			else if ( pm->ps->weapon == WP_SABER 
				&& (!pm->ps->dualSabers || !pm->ps->saber[1].Active()) )
			{//guiding saber
				if ( saberInAir )
				{
					if ( !PM_ForceAnim( pm->ps->torsoAnim ) || pm->ps->torsoAnimTimer < 300 )
					{//don't interrupt a force power anim
						if ( pm->ps->torsoAnim != BOTH_LOSE_SABER
							|| !pm->ps->torsoAnimTimer )
						{
							PM_SetAnim( pm, SETANIM_TORSO, BOTH_SABERPULL, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
						}
					}
				}
				return;
			}
		}
	}

	if ( pm->gent && pm->gent->client && pm->gent->client->fireDelay > 0 )
	{//FIXME: this is going to fire off one frame before you expect, actually
		pm->gent->client->fireDelay -= pml.msec;
		if ( pm->gent->client->fireDelay <= 0 )
		{//just finished delay timer
			pm->gent->client->fireDelay = 0;
			delayed_fire = qtrue;
		}
	}

	PM_CheckClearSaberBlock();

	if ( PM_LockedAnim( pm->ps->torsoAnim ) 
		&& pm->ps->torsoAnimTimer )
	{//can't interrupt these anims ever
		return;
	}
	if ( PM_SuperBreakLoseAnim( pm->ps->torsoAnim ) 
		&& pm->ps->torsoAnimTimer )
	{//don't interrupt these anims
		return;
	}
	if ( PM_SuperBreakWinAnim( pm->ps->torsoAnim ) 
		&& pm->ps->torsoAnimTimer )
	{//don't interrupt these anims
		return;
	}
	
	if ( PM_SaberBlocking() )
	{//busy blocking, don't do attacks
		return;
	}

	// check for weapon change
	// can't change if weapon is firing, but can change again if lowering or raising
	if ( pm->ps->weaponTime <= 0 || pm->ps->weaponstate != WEAPON_FIRING ) {
		if ( pm->ps->weapon != pm->cmd.weapon ) {
			PM_BeginWeaponChange( pm->cmd.weapon );
		}
	}

	if ( pm->ps->weaponTime > 0 ) 
	{
		//FIXME: allow some window of opportunity to change your attack 
		//		if it just started and your directional input is different 
		//		than it was before... but only 100 milliseconds at most?
		//OR:	Make it so that attacks don't start until 100ms after you
		//		press the attack button...???
		if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) //player
			&& PM_SaberInReturn( pm->ps->saberMove )//in a saber return move - FIXME: what about transitions?
			//&& pm->ps->torsoAnimTimer<=250//towards the end of a saber return anim
			&& pm->ps->saberBlocked == BLOCKED_NONE//not interacting with any other saber
			&& !(pm->cmd.buttons&BUTTON_ATTACK)//not trying to swing the saber
			&& (pm->cmd.forwardmove||pm->cmd.rightmove) )//trying to kick in a specific direction
		{
			if ( PM_CheckAltKickAttack() )//trying to do a kick
			{//allow them to do the kick now!
				pm->ps->weaponTime = 0;
				PM_CheckKick();
				return;
			}
		}
		else
		{
			if ( !pm->cmd.rightmove
				&&!pm->cmd.forwardmove
				&&(pm->cmd.buttons&BUTTON_ATTACK) )
			{
				/*
				if ( PM_CheckDualSpinProtect() )
				{//check to see if we're going to do the special dual push protect move
					PM_SetSaberMove( LS_DUAL_SPIN_PROTECT );
					pm->ps->weaponstate = WEAPON_FIRING;
					return;
				}
				else
				*/
				if ( !g_saberNewControlScheme->integer )
				{
					saberMoveName_t pullAtk = PM_CheckPullAttack();
					if ( pullAtk != LS_NONE )
					{
						PM_SetSaberMove( pullAtk );
						pm->ps->weaponstate = WEAPON_FIRING;
						return;
					}
				}
			}
			else
			{
				return;
			}
		}
	}

	// *********************************************************
	// WEAPON_DROPPING
	// *********************************************************

	// change weapon if time
	if ( pm->ps->weaponstate == WEAPON_DROPPING ) {
		PM_FinishWeaponChange();
		return;
	}

	// *********************************************************
	// WEAPON_RAISING
	// *********************************************************

	if ( pm->ps->weaponstate == WEAPON_RAISING ) 
	{//Just selected the weapon
		pm->ps->weaponstate = WEAPON_IDLE;
		if(pm->gent && (pm->gent->s.number<MAX_CLIENTS||G_ControlledByPlayer(pm->gent)))
		{
			switch ( pm->ps->legsAnim )
			{
			case BOTH_WALK1:
			case BOTH_WALK2:
			case BOTH_WALK_STAFF:
			case BOTH_WALK_DUAL:
			case BOTH_WALKBACK1:
			case BOTH_WALKBACK2:
			case BOTH_WALKBACK_STAFF:
			case BOTH_WALKBACK_DUAL:
			case BOTH_RUN1:
			case BOTH_RUN2:
			case BOTH_RUN_STAFF:
			case BOTH_RUN_DUAL:
			case BOTH_RUNBACK1:
			case BOTH_RUNBACK2:
			case BOTH_RUNBACK_STAFF:
				PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
				break;
			default:
				int anim = PM_ReadyPoseForSaberAnimLevel();
				if (anim!=-1)
				{
					PM_SetAnim(pm,SETANIM_TORSO,anim,SETANIM_FLAG_NORMAL);
				}
				break;
			}
		}
		else
		{
			qboolean saberInAir = qtrue;
			if ( pm->ps->saberInFlight )
			{//guiding saber
				if ( PM_SaberInBrokenParry( pm->ps->saberMove ) || pm->ps->saberBlocked == BLOCKED_PARRY_BROKEN || PM_DodgeAnim( pm->ps->torsoAnim ) )
				{//we're stuck in a broken parry
					saberInAir = qfalse;
				}
				if ( pm->ps->saberEntityNum < ENTITYNUM_NONE && pm->ps->saberEntityNum > 0 )//player is 0
				{//
					if ( &g_entities[pm->ps->saberEntityNum] != NULL && g_entities[pm->ps->saberEntityNum].s.pos.trType == TR_STATIONARY )
					{//fell to the ground and we're not trying to pull it back
						saberInAir = qfalse;
					}
				}
			}
			if ( pm->ps->weapon == WP_SABER 
				&& pm->ps->saberInFlight 
				&& saberInAir 
				&& (!pm->ps->dualSabers || !pm->ps->saber[1].Active()))
			{//guiding saber
				if ( !PM_ForceAnim( pm->ps->torsoAnim ) || pm->ps->torsoAnimTimer < 300 )
				{//don't interrupt a force power anim
					if ( pm->ps->torsoAnim != BOTH_LOSE_SABER
						|| !pm->ps->torsoAnimTimer )
					{
						PM_SetAnim( pm, SETANIM_TORSO, BOTH_SABERPULL, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
					}
				}
			}
			else
			{
				// PM_SetAnim(pm, SETANIM_TORSO, BOTH_ATTACK1, SETANIM_FLAG_NORMAL);
				// Select the proper idle Lightsaber attack move from the chart.
				PM_SetSaberMove(LS_READY);
			}
		}
		return;
	}

	// *********************************************************
	// Check for WEAPON ATTACK
	// *********************************************************

	if ( PM_CanDoKata() )
	{
		//FIXME: make sure to turn on saber(s)!
		switch ( pm->ps->saberAnimLevel )
		{
		case SS_FAST:
		case SS_TAVION:
			PM_SetSaberMove( LS_A1_SPECIAL );
			break;
		case SS_MEDIUM:
			PM_SetSaberMove( LS_A2_SPECIAL );
			break;
		case SS_STRONG:
		case SS_DESANN:
			PM_SetSaberMove( LS_A3_SPECIAL );
			break;
		case SS_DUAL:
			PM_SetSaberMove( LS_DUAL_SPIN_PROTECT );//PM_CheckDualSpinProtect();
			break;
		case SS_STAFF:
			PM_SetSaberMove( LS_STAFF_SOULCAL );
			break;
		}
		pm->ps->weaponstate = WEAPON_FIRING;
		if ( pm->gent )
		{
			G_DrainPowerForSpecialMove( pm->gent, FP_SABER_OFFENSE, SABER_ALT_ATTACK_POWER, qtrue );//FP_SPEED, SINGLE_SPECIAL_POWER );
			//G_StartMatrixEffect( pm->gent, MEF_REVERSE_SPIN, pm->ps->torsoAnimTimer );
		}
		return;
	}

	if ( PM_CheckAltKickAttack() )
	{//trying to do a kick
		//FIXME: in-air kicks?
		if ( pm->ps->saberAnimLevel == SS_STAFF
			&& (pm->ps->clientNum >= MAX_CLIENTS||PM_ControlledByPlayer()) )
		{//NPCs spin the staff
			//NOTE: only NPCs can do it the easy way... they kick directly, not through ucmds...
			PM_SetSaberMove( LS_SPINATTACK );
			return;
		}
		else
		{
			PM_CheckKick();
		}
		return;
	}
	//this is never a valid regular saber attack button
	//pm->cmd.buttons &= ~BUTTON_FORCE_FOCUS;

	if ( PM_CheckUpsideDownAttack() )
	{
		return;
	}

	weapon = &cg_weapons[pm->ps->weapon];

	if(!delayed_fire)
	{
		// Start with the current move, and cross index it with the current control states.
		if ( pm->ps->saberMove > LS_NONE && pm->ps->saberMove < LS_MOVE_MAX )
		{
			curmove = (saberMoveName_t)pm->ps->saberMove;
		}
		else
		{
			curmove = LS_READY;
		}
		if ( curmove == LS_A_JUMP_T__B_ || pm->ps->torsoAnim == BOTH_FORCELEAP2_T__B_ )
		{//must transition back to ready from this anim
			newmove = LS_R_T2B;
		}
		// check for fire
		else if ( !(pm->cmd.buttons & BUTTON_ATTACK) )//(BUTTON_ATTACK|BUTTON_ALT_ATTACK|BUTTON_FORCE_FOCUS)) )
		{//not attacking
			pm->ps->weaponTime = 0;
			
			if ( pm->gent && pm->gent->client && pm->gent->client->fireDelay > 0 )
			{//Still firing
				pm->ps->weaponstate = WEAPON_FIRING;
			}
			else if ( pm->ps->weaponstate != WEAPON_READY )
			{
				pm->ps->weaponstate = WEAPON_IDLE;
			}
			//Check for finishing an anim if necc.
			if ( curmove >= LS_S_TL2BR && curmove <= LS_S_T2B )
			{//started a swing, must continue from here
				newmove = LS_A_TL2BR + (curmove-LS_S_TL2BR);
			}
			else if ( curmove >= LS_A_TL2BR && curmove <= LS_A_T2B )
			{//finished an attack, must continue from here
				newmove = LS_R_TL2BR + (curmove-LS_A_TL2BR);
			}
			else if ( PM_SaberInTransition( curmove ) )
			{//in a transition, must play sequential attack
				newmove = saberMoveData[curmove].chain_attack;
			}
			else if ( PM_SaberInBounce( curmove ) )
			{//in a bounce
				if ( pm->ps->clientNum && !PM_ControlledByPlayer() )
				{//NPCs must play sequential attack
					//going into another attack...
					//allow endless chaining in level 1 attacks, several in level 2 and only one or a few in level 3
					if ( PM_SaberKataDone( LS_NONE, LS_NONE ) )
					{//done with this kata, must return to ready before attack again
						newmove = saberMoveData[curmove].chain_idle;
					}
					else
					{//okay to chain to another attack
						newmove = saberMoveData[curmove].chain_attack;//we assume they're attacking, even if they're not
						pm->ps->saberAttackChainCount++;
					}
				}
				else
				{//player gets his by directional control
					newmove = saberMoveData[curmove].chain_idle;//oops, not attacking, so don't chain
				}
			}
			else
			{//FIXME: what about returning from a parry?
				//PM_SetSaberMove( LS_READY );
				if ( pm->ps->saberBlockingTime > cg.time )
				{
					PM_SetSaberMove( LS_READY );
				}
				return;
			}
		}

		// ***************************************************
		// Pressing attack, so we must look up the proper attack move.
		qboolean saberInAir = qtrue;
		if ( pm->ps->saberInFlight )
		{//guiding saber
			if ( PM_SaberInBrokenParry( pm->ps->saberMove ) || pm->ps->saberBlocked == BLOCKED_PARRY_BROKEN || PM_DodgeAnim( pm->ps->torsoAnim ) )
			{//we're stuck in a broken parry
				saberInAir = qfalse;
			}
			if ( pm->ps->saberEntityNum < ENTITYNUM_NONE && pm->ps->saberEntityNum > 0 )//player is 0
			{//
				if ( &g_entities[pm->ps->saberEntityNum] != NULL && g_entities[pm->ps->saberEntityNum].s.pos.trType == TR_STATIONARY )
				{//fell to the ground and we're not trying to pull it back
					saberInAir = qfalse;
				}
			}
		}

		if ( pm->ps->weapon == WP_SABER 
			&& pm->ps->saberInFlight 
			&& saberInAir 
			&& (!pm->ps->dualSabers || !pm->ps->saber[1].Active()))
		{//guiding saber
			if ( !PM_ForceAnim( pm->ps->torsoAnim ) || pm->ps->torsoAnimTimer < 300 )
			{//don't interrupt a force power anim
				if ( pm->ps->torsoAnim != BOTH_LOSE_SABER
					|| !pm->ps->torsoAnimTimer )
				{
					PM_SetAnim( pm, SETANIM_TORSO,BOTH_SABERPULL,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
				}
			}
		}
		else if ( pm->ps->weaponTime > 0 )
		{	// Last attack is not yet complete.
			pm->ps->weaponstate = WEAPON_FIRING;
			return;
		}
		else
		{
			int	both = qfalse;
			if ( pm->ps->torsoAnim == BOTH_FORCELONGLEAP_ATTACK
				|| pm->ps->torsoAnim == BOTH_FORCELONGLEAP_LAND )
			{//can't attack in these anims
				return;
			}
			else if ( pm->ps->torsoAnim == BOTH_FORCELONGLEAP_START )
			{//only 1 attack you can do from this anim
				if ( pm->ps->torsoAnimTimer >= 200 )
				{//hit it early enough to do the attack
					PM_SetSaberMove( LS_LEAP_ATTACK );
				}
				return;
			}
			if ( curmove >= LS_PARRY_UP && curmove <= LS_REFLECT_LL )
			{//from a parry or reflection, can go directly into an attack
				if ( pm->ps->clientNum >= MAX_CLIENTS && !PM_ControlledByPlayer() )
				{//NPCs
					newmove = PM_NPCSaberAttackFromQuad( saberMoveData[curmove].endQuad );
				}
				else
				{
					newmove = PM_SaberAttackForMovement( pm->cmd.forwardmove, pm->cmd.rightmove, curmove );
				}
			}

			if ( newmove != LS_NONE )
			{//have a valid, final LS_ move picked, so skip findingt he transition move and just get the anim
				if (PM_HasAnimation( pm->gent, saberMoveData[newmove].animToUse))
				{
					anim = saberMoveData[newmove].animToUse;
				}
			}

			//FIXME: diagonal dirs use the figure-eight attacks from ready pose?
			if ( anim == -1 )
			{
				//FIXME: take FP_SABER_OFFENSE into account here somehow?
				if ( PM_SaberInTransition( curmove ) )
				{//in a transition, must play sequential attack
					newmove = saberMoveData[curmove].chain_attack;
				}
				else if ( curmove >= LS_S_TL2BR && curmove <= LS_S_T2B )
				{//started a swing, must continue from here
					newmove = LS_A_TL2BR + (curmove-LS_S_TL2BR);
				}
				else if ( PM_SaberInBrokenParry( curmove ) )
				{//broken parries must always return to ready
					newmove = LS_READY;
				}
				else//if ( pm->cmd.buttons&BUTTON_ATTACK && !(pm->ps->pm_flags&PMF_ATTACK_HELD) )//only do this if just pressed attack button?
				{//get attack move from movement command
					/*
					if ( PM_SaberKataDone() )
					{//we came from a bounce and cannot chain to another attack because our kata is done
						newmove = saberMoveData[curmove].chain_idle;
					}
					else */
					if ( pm->ps->clientNum >= MAX_CLIENTS
						&& !PM_ControlledByPlayer() 
						&& (Q_irand( 0, pm->ps->forcePowerLevel[FP_SABER_OFFENSE]-1 )
							|| (pm->gent&&pm->gent->enemy&&pm->gent->enemy->client&&PM_InKnockDownOnGround(&pm->gent->enemy->client->ps))//enemy knocked down, use some logic
							|| ( pm->ps->saberAnimLevel == SS_FAST && pm->gent && pm->gent->NPC && pm->gent->NPC->rank >= RANK_LT_JG && Q_irand( 0, 1 ) ) ) )//minor change to make fast-attack users use the special attacks more
					{//NPCs use more randomized attacks the more skilled they are
						newmove = PM_NPCSaberAttackFromQuad( saberMoveData[curmove].endQuad );
					}
					else
					{
						newmove = PM_SaberAttackForMovement( pm->cmd.forwardmove, pm->cmd.rightmove, curmove );
						if ( (PM_SaberInBounce( curmove )||PM_SaberInBrokenParry( curmove ))
							&& saberMoveData[newmove].startQuad == saberMoveData[curmove].endQuad )
						{//this attack would be a repeat of the last (which was blocked), so don't actually use it, use the default chain attack for this bounce
							newmove = saberMoveData[curmove].chain_attack;
						}
					}
					if ( PM_SaberKataDone( curmove, newmove ) )
					{//cannot chain this time
						newmove = saberMoveData[curmove].chain_idle;
					}
				}
				/*
				if ( newmove == LS_NONE )
				{//FIXME: should we allow this?  Are there some anims that you should never be able to chain into an attack?
					//only curmove that might get in here is LS_NONE, LS_DRAW, LS_PUTAWAY and the LS_R_ returns... all of which are in Q_R
					newmove = PM_AttackMoveForQuad( saberMoveData[curmove].endQuad );
				}
				*/
				if ( newmove != LS_NONE )
				{
					if ( !PM_InCartwheel( pm->ps->legsAnim ) )
					{//don't do transitions when cartwheeling - could make you spin!
						//Now get the proper transition move
						newmove = PM_SaberAnimTransitionMove( (saberMoveName_t)curmove, (saberMoveName_t)newmove );
						if ( PM_HasAnimation( pm->gent, saberMoveData[newmove].animToUse ) )
						{
							anim = saberMoveData[newmove].animToUse;
						}
					}
				}
			}

			if (anim == -1)
			{//not side-stepping, pick neutral anim
				if ( !G_TryingSpecial(pm->gent,&pm->cmd)/*(pm->cmd.buttons&BUTTON_FORCE_FOCUS)*/ )
				{//but only if not trying one of the special attacks!
					if ( PM_InCartwheel( pm->ps->legsAnim )
						&& pm->ps->legsAnimTimer > 100 )
					{//if in the middle of a cartwheel, the chain attack is just a normal attack
						//NOTE: this should match the switch in PM_InCartwheel!
						switch( pm->ps->legsAnim )
						{
						case BOTH_ARIAL_LEFT://swing from l to r
						case BOTH_CARTWHEEL_LEFT:
							newmove = LS_A_L2R;
							break;
						case BOTH_ARIAL_RIGHT://swing from r to l
						case BOTH_CARTWHEEL_RIGHT:
							newmove = LS_A_R2L;
							break;
						case BOTH_ARIAL_F1://random l/r attack
							if ( Q_irand( 0, 1 ) )
							{
								newmove = LS_A_L2R;
							}
							else
							{
								newmove = LS_A_R2L;
							}
							break;
						}
					}
					else
					{
						// Add randomness for prototype?
						newmove = saberMoveData[curmove].chain_attack;
					}
					if ( newmove != LS_NONE )
					{
						if (PM_HasAnimation( pm->gent, saberMoveData[newmove].animToUse))
						{
							anim= saberMoveData[newmove].animToUse;
						}
					}
				}

				if ( !pm->cmd.forwardmove && !pm->cmd.rightmove && pm->cmd.upmove >= 0 && pm->ps->groundEntityNum != ENTITYNUM_NONE )
				{//not moving at all, so set the anim on entire body
					both = qtrue;
				}
			
			}

			if ( anim == -1)
			{
				switch ( pm->ps->legsAnim )
				{
				case BOTH_WALK1:
				case BOTH_WALK2:
				case BOTH_WALK_STAFF:
				case BOTH_WALK_DUAL:
				case BOTH_WALKBACK1:
				case BOTH_WALKBACK2:
				case BOTH_WALKBACK_STAFF:
				case BOTH_WALKBACK_DUAL:
				case BOTH_RUN1:
				case BOTH_RUN2:
				case BOTH_RUN_STAFF:
				case BOTH_RUN_DUAL:
				case BOTH_RUNBACK1:
				case BOTH_RUNBACK2:
				case BOTH_RUNBACK_STAFF:
					anim = pm->ps->legsAnim;
					break;
				default:
					anim = PM_ReadyPoseForSaberAnimLevel();
					break;
				}
				newmove = LS_READY;
			}

			if ( !pm->ps->SaberActive() )
			{//turn on the saber if it's not on
				pm->ps->SaberActivate();
			}

			PM_SetSaberMove( (saberMoveName_t)newmove );

			if ( both && pm->ps->legsAnim != pm->ps->torsoAnim )
			{
				PM_SetAnim( pm,SETANIM_LEGS,pm->ps->torsoAnim,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
			}
			if ( pm->gent && pm->gent->client )
			{
//				pm->gent->client->saberTrail.inAction = qtrue;
//				pm->gent->client->saberTrail.duration = 75; // saber trail lasts for 75ms...feel free to change this if you want it longer or shorter
			}
			if ( !PM_InCartwheel( pm->ps->torsoAnim ) )
			{//can still attack during a cartwheel/arial
				//don't fire again until anim is done
				pm->ps->weaponTime = pm->ps->torsoAnimTimer;
			}
			/*
			//FIXME: this may be making it so sometimes you can't swing again right away...
			if ( newmove == LS_READY )
			{
				pm->ps->weaponTime = 500;
			}
			*/
		}
	}

	// *********************************************************
	// WEAPON_FIRING
	// *********************************************************

	pm->ps->weaponstate = WEAPON_FIRING;

	/*
	if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
		amount = weaponData[pm->ps->weapon].altEnergyPerShot;
	else*/
		amount = weaponData[pm->ps->weapon].energyPerShot;

	if ( pm->gent && pm->gent->client && pm->gent->client->fireDelay > 0 )
	{//FIXME: this is going to fire off one frame before you expect, actually
		// Clear these out since we're not actually firing yet
		pm->ps->eFlags &= ~EF_FIRING;
		pm->ps->eFlags &= ~EF_ALT_FIRING;
		return;
	}

	addTime = pm->ps->weaponTime;
	/*if ( pm->cmd.buttons & BUTTON_ALT_ATTACK ) 	{
		PM_AddEvent( EV_ALT_FIRE );
		if ( !addTime )
		{
			addTime = weaponData[pm->ps->weapon].altFireTime;
			if ( g_timescale != NULL )
			{
				if ( g_timescale->value < 1.0f )
				{
					if ( !MatrixMode )
					{//Special test for Matrix Mode (tm)
						if ( pm->ps->clientNum == 0 && !player_locked && (pm->ps->forcePowersActive&(1<<FP_SPEED)||pm->ps->forcePowersActive&(1<<FP_RAGE)) )
						{//player always fires at normal speed
							addTime *= g_timescale->value;
						}
						else if ( g_entities[pm->ps->clientNum].client && (pm->ps->forcePowersActive&(1<<FP_SPEED)||pm->ps->forcePowersActive&(1<<FP_RAGE)) )
						{
							addTime *= g_timescale->value;
						}
					}
				}
			}
		}
	}
	else */{
		PM_AddEvent( EV_FIRE_WEAPON );
		if ( !addTime )
		{
			addTime = weaponData[pm->ps->weapon].fireTime;
			if ( g_timescale != NULL )
			{
				if ( g_timescale->value < 1.0f )
				{
					if ( !MatrixMode )
					{//Special test for Matrix Mode (tm)
						if ( pm->ps->clientNum == 0 && !player_locked && (pm->ps->forcePowersActive&(1<<FP_SPEED)||pm->ps->forcePowersActive&(1<<FP_RAGE)) )
						{//player always fires at normal speed
							addTime *= g_timescale->value;
						}
						else if ( g_entities[pm->ps->clientNum].client 
							&& (pm->ps->forcePowersActive&(1<<FP_SPEED)||pm->ps->forcePowersActive&(1<<FP_RAGE)) )
						{
							addTime *= g_timescale->value;
						}
					}
				}
			}
		}
	}

	if (pm->ps->forcePowersActive & (1 << FP_RAGE))
	{
		addTime *= 0.75;
	}
	else if (pm->ps->forceRageRecoveryTime > pm->cmd.serverTime)
	{
		addTime *= 1.5;
	}

	//If the phaser has been fired, delay the next recharge time
	if ( !PM_ControlledByPlayer() )
	{
		if( pm->gent && pm->gent->NPC != NULL )
		{//NPCs have their own refire logic
			//FIXME: this really should be universal...
			return;
		}
	}

	if ( !PM_InCartwheel( pm->ps->torsoAnim ) )
	{//can still attack during a cartwheel/arial
		pm->ps->weaponTime = addTime;
	}
}

//---------------------------------------
static bool PM_DoChargedWeapons( void )
//---------------------------------------
{
	qboolean	charging = qfalse,
				altFire = qfalse;

	//FIXME: make jedi aware they're being aimed at with a charged-up weapon (strafe and be evasive?)
	// If you want your weapon to be a charging weapon, just set this bit up
	switch( pm->ps->weapon )
	{
	//------------------
	case WP_BRYAR_PISTOL:
	case WP_BLASTER_PISTOL:

		// alt-fire charges the weapon
		if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
		{
			charging = qtrue;
			altFire = qtrue;
		}
		break;

	//------------------
	case WP_DISRUPTOR:

		// alt-fire charges the weapon...but due to zooming being controlled by the alt-button, the main button actually charges...but only when zoomed.
		//	lovely, eh?
		if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) )
		{
			if ( cg.zoomMode == 2 )
			{
				if ( pm->cmd.buttons & BUTTON_ATTACK )
				{
					charging = qtrue;
					altFire = qtrue; // believe it or not, it really is an alt-fire in this case!
#ifndef _XBOX
				}
#else
					cgi_FF_StartFX( fffx_StartConst );
				}
				else
				{
					cgi_FF_StartFX( fffx_StopConst );
				}
#endif

			}
		}
		else if ( pm->gent && pm->gent->NPC )
		{
			if ( (pm->gent->NPC->scriptFlags&SCF_ALT_FIRE) )
			{
				if ( pm->gent->fly_sound_debounce_time > level.time )
				{
					charging = qtrue;
					altFire = qtrue;
				}
			}
		}
		break;
		
	//------------------
	case WP_BOWCASTER:

		// main-fire charges the weapon
		if ( pm->cmd.buttons & BUTTON_ATTACK )
		{
			charging = qtrue;
		}
		break;
	
	//------------------
	case WP_DEMP2:

		// alt-fire charges the weapon
		if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
		{
			charging = qtrue;
			altFire = qtrue;
		}
		break;

	//------------------
	case WP_ROCKET_LAUNCHER:

		// Not really a charge weapon, but we still want to delay fire until the button comes up so that we can
		//	implement our alt-fire locking stuff
		if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
		{
			charging = qtrue;
			altFire = qtrue;
		}
		break;

	//------------------
	case WP_THERMAL:
		//			FIXME: Really should have a wind-up anim for player 
		//			as he holds down the fire button to throw, then play
		//			the actual throw when he lets go...
		if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
		{
			altFire = qtrue; // override default of not being an alt-fire
			charging = qtrue;
		}
		else if ( pm->cmd.buttons & BUTTON_ATTACK )
		{
			charging = qtrue;
		}
		break;

	} // end switch

	// set up the appropriate weapon state based on the button that's down.  
	//	Note that we ALWAYS return if charging is set ( meaning the buttons are still down )
	if ( charging )
	{


		if ( altFire )
		{
			if ( pm->ps->weaponstate != WEAPON_CHARGING_ALT && pm->ps->weaponstate != WEAPON_DROPPING )
			{
				if ( pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] <= 0)
				{
					PM_AddEvent( EV_NOAMMO );
					pm->ps->weaponTime += 500;
					return true;
				}

				// charge isn't started, so do it now
				pm->ps->weaponstate = WEAPON_CHARGING_ALT;
				pm->ps->weaponChargeTime = level.time;

				if ( cg_weapons[pm->ps->weapon].altChargeSound )
				{
					G_SoundOnEnt( pm->gent, CHAN_WEAPON, weaponData[pm->ps->weapon].altChargeSnd );
				}
#ifdef _IMMERSION
				if ( cg_weapons[pm->ps->weapon].altChargeForce )
				{
					G_Force( pm->gent, G_ForceIndex( weaponData[pm->ps->weapon].altChargeFrc, FF_CHANNEL_WEAPON ) );
				}
#endif // _IMMERSION
			}
		}
		else
		{

			if ( pm->ps->weaponstate != WEAPON_CHARGING && pm->ps->weaponstate != WEAPON_DROPPING )
			{
				if ( pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] <= 0)
				{
					PM_AddEvent( EV_NOAMMO );
					pm->ps->weaponTime += 500;
					return true;
				}

				// charge isn't started, so do it now
				pm->ps->weaponstate = WEAPON_CHARGING;
				pm->ps->weaponChargeTime = level.time;

#ifdef _IMMERSION
				if ( pm->gent && !pm->gent->NPC ) // HACK: !NPC mostly for bowcaster and weequay
				{
					if ( cg_weapons[pm->ps->weapon].chargeSound )
					{
						G_SoundOnEnt( pm->gent, CHAN_WEAPON, weaponData[pm->ps->weapon].chargeSnd );
					}

					if ( cg_weapons[pm->ps->weapon].chargeForce )
					{
						G_Force( pm->gent, G_ForceIndex( weaponData[pm->ps->weapon].chargeFrc, FF_CHANNEL_WEAPON ) );
					}
				}
#else
				if ( cg_weapons[pm->ps->weapon].chargeSound && pm->gent && !pm->gent->NPC ) // HACK: !NPC mostly for bowcaster and weequay
				{
					G_SoundOnEnt( pm->gent, CHAN_WEAPON, weaponData[pm->ps->weapon].chargeSnd );
				}
#endif // _IMMERSION
			}
		}

		return true; // short-circuit rest of weapon code
	}

	// Only charging weapons should be able to set these states...so....
	//	let's see which fire mode we need to set up now that the buttons are up
	if ( pm->ps->weaponstate == WEAPON_CHARGING )
	{
		// weapon has a charge, so let us do an attack
		// dumb, but since we shoot a charged weapon on button-up, we need to repress this button for now
		pm->cmd.buttons |= BUTTON_ATTACK;
		pm->ps->eFlags |= EF_FIRING;
#ifdef _IMMERSION
		// HACKHACKHACK - charging sound effect stops when button released,
		// but I can't find the place where this stop occurs... it's here for now...
		G_ForceStop( pm->gent, G_ForceIndex( weaponData[pm->ps->weapon].chargeFrc, FF_CHANNEL_WEAPON ) );
#endif // _IMMERSION
	}
	else if ( pm->ps->weaponstate == WEAPON_CHARGING_ALT )
	{
		// weapon has a charge, so let us do an alt-attack
		// dumb, but since we shoot a charged weapon on button-up, we need to repress this button for now
		pm->cmd.buttons |= BUTTON_ALT_ATTACK;
		pm->ps->eFlags |= (EF_FIRING|EF_ALT_FIRING);
#ifdef _IMMERSION
		// HACKHACKHACK - charging sound effect stops when button released,
		// but I can't find the place where this stop occurs... it's here for now...
		G_ForceStop( pm->gent, G_ForceIndex( weaponData[pm->ps->weapon].altChargeFrc, FF_CHANNEL_WEAPON ) );
#endif // _IMMERSION
	}

	return false; // continue with the rest of the weapon code
}


#define BOWCASTER_CHARGE_UNIT	200.0f	// bowcaster charging gives us one more unit every 200ms--if you change this, you'll have to do the same in g_weapon
#define BRYAR_CHARGE_UNIT		200.0f	// bryar charging gives us one more unit every 200ms--if you change this, you'll have to do the same in g_weapon
#define DEMP2_CHARGE_UNIT		500.0f	// ditto
#define DISRUPTOR_CHARGE_UNIT	150.0f	// ditto

// Specific weapons can opt to modify the ammo usage based on charges, otherwise if no special case code
//	is handled below, regular ammo usage will happen
//---------------------------------------
static int PM_DoChargingAmmoUsage( int *amount )
//---------------------------------------
{
	int count = 0;

	if ( pm->ps->weapon == WP_BOWCASTER && !( pm->cmd.buttons & BUTTON_ALT_ATTACK ))
	{
		// this code is duplicated ( I know, I know ) in G_weapon.cpp for the bowcaster alt-fire
		count = ( level.time - pm->ps->weaponChargeTime ) / BOWCASTER_CHARGE_UNIT;

		if ( count < 1 )
		{
			count = 1;
		}
		else if ( count > 5 )
		{
			count = 5;
		}

		if ( !(count & 1 ))
		{
			// if we aren't odd, knock us down a level
			count--;
		}

		// Only bother with these checks if we don't have infinite ammo
		if ( pm->ps->ammo[ weaponData[pm->ps->weapon].ammoIndex ] != -1 )
		{
			int dif = pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] - *amount * count;

			// If we have enough ammo to do the full charged shot, we are ok
			if ( dif < 0 ) 
			{
				// we are not ok, so hack our chargetime and ammo usage, note that DIF is going to be negative
				count += floor(dif / (float)*amount);

				if ( count < 1 )
				{
					count = 1;
				}

				// now get a real chargeTime so the duplicated code in g_weapon doesn't get freaked
				pm->ps->weaponChargeTime = level.time - ( count * BOWCASTER_CHARGE_UNIT );
			}
		}	

		// now that count is cool, get the real ammo usage
		*amount *= count;
	}
	else if(  ( pm->ps->weapon == WP_BRYAR_PISTOL && pm->cmd.buttons & BUTTON_ALT_ATTACK )
			  || ( pm->ps->weapon == WP_BLASTER_PISTOL && pm->cmd.buttons & BUTTON_ALT_ATTACK ) )
	{
		// this code is duplicated ( I know, I know ) in G_weapon.cpp for the bryar alt-fire
		count = ( level.time - pm->ps->weaponChargeTime ) / BRYAR_CHARGE_UNIT;

		if ( count < 1 )
		{
			count = 1;
		}
		else if ( count > 5 )
		{
			count = 5;
		}

		// Only bother with these checks if we don't have infinite ammo
		if ( pm->ps->ammo[ weaponData[pm->ps->weapon].ammoIndex ] != -1 )
		{
			int dif = pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] - *amount * count;

			// If we have enough ammo to do the full charged shot, we are ok
			if ( dif < 0 ) 
			{
				// we are not ok, so hack our chargetime and ammo usage, note that DIF is going to be negative
				count += floor(dif / (float)*amount);

				if ( count < 1 )
				{
					count = 1;
				}

				// now get a real chargeTime so the duplicated code in g_weapon doesn't get freaked
				pm->ps->weaponChargeTime = level.time - ( count * BRYAR_CHARGE_UNIT );
			}
		}	

		// now that count is cool, get the real ammo usage
		*amount *= count;
	}
	else if ( pm->ps->weapon == WP_DEMP2 && pm->cmd.buttons & BUTTON_ALT_ATTACK )
	{
		// this code is duplicated ( I know, I know ) in G_weapon.cpp for the demp2 alt-fire
		count = ( level.time - pm->ps->weaponChargeTime ) / DEMP2_CHARGE_UNIT;

		if ( count < 1 )
		{
			count = 1;
		}
		else if ( count > 3 )
		{
			count = 3;
		}

		// Only bother with these checks if we don't have infinite ammo
		if ( pm->ps->ammo[ weaponData[pm->ps->weapon].ammoIndex ] != -1 )
		{
			int dif = pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] - *amount * count;

			// If we have enough ammo to do the full charged shot, we are ok
			if ( dif < 0 ) 
			{
				// we are not ok, so hack our chargetime and ammo usage, note that DIF is going to be negative
				count += floor(dif / (float)*amount);

				if ( count < 1 )
				{
					count = 1;
				}

				// now get a real chargeTime so the duplicated code in g_weapon doesn't get freaked
				pm->ps->weaponChargeTime = level.time - ( count * DEMP2_CHARGE_UNIT );
			}
		}	

		// now that count is cool, get the real ammo usage
		*amount *= count;

		// this is an after-thought.  should probably re-write the function to do this naturally.
		if ( *amount > pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] )
		{
			*amount = pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex];
		}
	}
	else if ( pm->ps->weapon == WP_DISRUPTOR && pm->cmd.buttons & BUTTON_ALT_ATTACK ) // BUTTON_ATTACK will have been mapped to BUTTON_ALT_ATTACK if we are zoomed
	{
		// this code is duplicated ( I know, I know ) in G_weapon.cpp for the disruptor alt-fire
		count = ( level.time - pm->ps->weaponChargeTime ) / DISRUPTOR_CHARGE_UNIT;

		if ( count < 1 )
		{
			count = 1;
		}
		else if ( count > 10 )
		{
			count = 10;
		}

		// Only bother with these checks if we don't have infinite ammo
		if ( pm->ps->ammo[ weaponData[pm->ps->weapon].ammoIndex ] != -1 )
		{
			int dif = pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] - *amount * count;

			// If we have enough ammo to do the full charged shot, we are ok
			if ( dif < 0 ) 
			{
				// we are not ok, so hack our chargetime and ammo usage, note that DIF is going to be negative
				count += floor(dif / (float)*amount);

				if ( count < 1 )
				{
					count = 1;
				}

				// now get a real chargeTime so the duplicated code in g_weapon doesn't get freaked
				pm->ps->weaponChargeTime = level.time - ( count * DISRUPTOR_CHARGE_UNIT );
			}
		}	

		// now that count is cool, get the real ammo usage
		*amount *= count;

		// this is an after-thought.  should probably re-write the function to do this naturally.
		if ( *amount > pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] )
		{
			*amount = pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex];
		}
	}

	return count;
}

qboolean PM_DroidMelee( int npc_class )
{
	if ( npc_class == CLASS_PROBE 
		|| npc_class == CLASS_SEEKER 
		|| npc_class == CLASS_INTERROGATOR 
		|| npc_class == CLASS_SENTRY 
		|| npc_class == CLASS_REMOTE )
	{
		return qtrue;
	}
	return qfalse;
}

void PM_WeaponWampa( void )
{
	// make weapon function
	if ( pm->ps->weaponTime > 0 ) {
		pm->ps->weaponTime -= pml.msec;
		if ( pm->ps->weaponTime <= 0 )
		{
			pm->ps->weaponTime = 0;
		}
	}

	// check for weapon change
	// can't change if weapon is firing, but can change again if lowering or raising
	if ( pm->ps->weaponTime <= 0 || pm->ps->weaponstate != WEAPON_FIRING ) {
		if ( pm->ps->weapon != pm->cmd.weapon ) {
			PM_BeginWeaponChange( pm->cmd.weapon );
		}
	}

	if ( pm->ps->weaponTime > 0 ) 
	{
		return;
	}

	// change weapon if time
 	if ( pm->ps->weaponstate == WEAPON_DROPPING ) {
		PM_FinishWeaponChange();
		return;
	}

	if ( pm->ps->weapon == WP_SABER 
		&& (pm->cmd.buttons&BUTTON_ATTACK) 
		&& pm->ps->torsoAnim == BOTH_HANG_IDLE )
	{
		pm->ps->SaberActivate();
		pm->ps->SaberActivateTrail( 150 );
		PM_SetAnim( pm, SETANIM_BOTH, BOTH_HANG_ATTACK, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
		pm->ps->weaponstate = WEAPON_FIRING;
		pm->ps->saberBlocked = BLOCKED_NONE;
		pm->ps->saberMove = LS_READY;
		pm->ps->saberMoveNext = LS_NONE;
	}
	else if ( pm->ps->torsoAnim == BOTH_HANG_IDLE )
	{
		pm->ps->SaberDeactivateTrail( 0 );
		pm->ps->weaponstate = WEAPON_READY;
		pm->ps->saberMove = LS_READY;
		pm->ps->saberMoveNext = LS_NONE;
	}
}
/*
==============
PM_Weapon

Generates weapon events and modifes the weapon counter
==============
*/
static void PM_Weapon( void ) 
{
	int			addTime, amount, trueCount = 1;
	qboolean	delayed_fire = qfalse;

	if ( (pm->ps->eFlags&EF_HELD_BY_WAMPA) )
	{
		PM_WeaponWampa();
		return;
	}
	if ( pm->ps->eFlags&EF_FORCE_DRAINED )
	{//being drained
		return;
	}
	if ( (pm->ps->forcePowersActive&(1<<FP_DRAIN))
		&& pm->ps->forceDrainEntityNum < ENTITYNUM_WORLD )
	{//draining
		return;
	}
	if (pm->ps->weapon == WP_SABER && (cg.zoomMode==3||!cg.zoomMode||pm->ps->clientNum) )		// WP_LIGHTSABER
	{	// Separate logic for lightsaber, but not for player when zoomed
		PM_WeaponLightsaber();
		if ( pm->gent && pm->gent->client && pm->ps->saber[0].Active() && pm->ps->saberInFlight )
		{//FIXME: put saberTrail in playerState
			if ( pm->gent->client->ps.saberEntityState == SES_RETURNING )
			{//turn off the saber trail
				pm->gent->client->ps.SaberDeactivateTrail( 75 );
			}
			else
			{//turn on the saber trail
				pm->gent->client->ps.SaberActivateTrail( 150 ); 
			}
		}
		return;
	}

	if ( PM_InKnockDown( pm->ps ) || PM_InRoll( pm->ps ))
	{//in knockdown
		if ( pm->ps->weaponTime > 0 ) {
			pm->ps->weaponTime -= pml.msec;
			if ( pm->ps->weaponTime <= 0 )
			{
				pm->ps->weaponTime = 0;
			}
		}
		return;
	}

	if( pm->gent && pm->gent->client )
	{
		if ( pm->gent->client->fireDelay > 0 )
		{//FIXME: this is going to fire off one frame before you expect, actually
			pm->gent->client->fireDelay -= pml.msec;
			if(pm->gent->client->fireDelay <= 0)
			{//just finished delay timer
				if ( pm->ps->clientNum && pm->ps->weapon == WP_ROCKET_LAUNCHER )
				{
					G_SoundOnEnt( pm->gent, CHAN_WEAPON, "sound/weapons/rocket/lock.wav" );
					pm->cmd.buttons |= BUTTON_ALT_ATTACK;
				}
				pm->gent->client->fireDelay = 0;
				delayed_fire = qtrue;
				if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())
					&& pm->ps->weapon == WP_THERMAL
					&& pm->gent->alt_fire )
				{
					pm->cmd.buttons |= BUTTON_ALT_ATTACK;
				}
			}
			else
			{
				if ( pm->ps->clientNum && pm->ps->weapon == WP_ROCKET_LAUNCHER && Q_irand( 0, 1 ) )
				{
					G_SoundOnEnt( pm->gent, CHAN_WEAPON, "sound/weapons/rocket/tick.wav" );
				}
			}
		}
	}

   // don't allow attack until all buttons are up
	if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
		return;
	}

	// check for dead player
	if ( pm->ps->stats[STAT_HEALTH] <= 0 )
	{
		if ( pm->gent && pm->gent->client )
		{
			// borg no longer exist, use NPC_class to check for any npc's that don't drop their weapons (if there are any)
			// Sigh..borg shouldn't drop their weapon attachments when they die.  Also, never drop a lightsaber!
		//	if ( pm->gent->client->playerTeam != TEAM_BORG)
			{
				pm->ps->weapon = WP_NONE;
			}
		}

		if ( pm->gent )
		{
			pm->gent->s.loopSound = 0;
		}
		return;
	}

	// make weapon function
	if ( pm->ps->weaponTime > 0 ) {
		pm->ps->weaponTime -= pml.msec;
		if ( pm->ps->weaponTime <= 0 )
		{
			pm->ps->weaponTime = 0;
		}
	}

	// check for weapon change
	// can't change if weapon is firing, but can change again if lowering or raising
	if ( pm->ps->weaponTime <= 0 || pm->ps->weaponstate != WEAPON_FIRING ) {
		if ( pm->ps->weapon != pm->cmd.weapon ) {
			PM_BeginWeaponChange( pm->cmd.weapon );
		}
	}

	if ( pm->ps->weaponTime > 0 ) 
	{
		return;
	}

	// change weapon if time
 	if ( pm->ps->weaponstate == WEAPON_DROPPING ) {
		PM_FinishWeaponChange();
		return;
	}

	if ( pm->ps->weapon == WP_NONE )
	{
		return;
	}

	if ( pm->ps->weaponstate == WEAPON_RAISING ) 
	{
		//Just selected the weapon
		pm->ps->weaponstate = WEAPON_IDLE;

		if(pm->gent && (pm->gent->s.number<MAX_CLIENTS||G_ControlledByPlayer(pm->gent)))
		{
			PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND1,SETANIM_FLAG_NORMAL);
		}
		else
		{
			switch(pm->ps->weapon)
			{
			case WP_BRYAR_PISTOL:
			case WP_BLASTER_PISTOL:
				if ( pm->gent 
					&& pm->gent->weaponModel[1] > 0 )
				{//dual pistols
					//FIXME: should be a better way of detecting a dual-pistols user so it's not hardcoded to the saboteurcommando...
					PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND1,SETANIM_FLAG_NORMAL);
				}
				else
				{//single pistol
					PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONIDLE2,SETANIM_FLAG_NORMAL);
				}
				break;
			default:
				PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONIDLE3,SETANIM_FLAG_NORMAL);
				break;
			}
		}
		return;
	}

	if ( pm->gent )
	{//ready to throw thermal again, add it
		if ( pm->ps->weapon == WP_THERMAL
			&& pm->gent->weaponModel[0] == -1 )
		{//add the thermal model back in our hand
			// remove anything if we have anything already
			G_RemoveWeaponModels( pm->gent );
			if (weaponData[pm->ps->weapon].weaponMdl[0]) {	//might be NONE, so check if it has a model
				G_CreateG2AttachedWeaponModel( pm->gent, weaponData[pm->ps->weapon].weaponMdl, pm->gent->handRBolt, 0 );
				//make it sound like we took another one out from... uh.. somewhere...
				if ( cg.time > 0 )
				{//this way we don't get that annoying change weapon sound every time a map starts
					PM_AddEvent( EV_CHANGE_WEAPON );
				}
			}
		}
	}

	if ( !delayed_fire )
	{//didn't just finish a fire delay
		if ( PM_DoChargedWeapons())
		{
			// In some cases the charged weapon code may want us to short circuit the rest of the firing code
			return;
		}
		else
		{
			if ( !pm->gent->client->fireDelay//not already waiting to fire
				&& (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())//player
				&& pm->ps->weapon == WP_THERMAL//holding thermal
				&& pm->gent//gent
				&& pm->gent->client//client
				&& (pm->cmd.buttons&(BUTTON_ATTACK|BUTTON_ALT_ATTACK)) )//holding fire
			{//delay the actual firing of the missile until the anim has played some
				if ( PM_StandingAnim( pm->ps->legsAnim ) 
					|| pm->ps->legsAnim == BOTH_THERMAL_READY )
				{
					PM_SetAnim( pm, SETANIM_LEGS, BOTH_THERMAL_THROW, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
				}
				PM_SetAnim(pm,SETANIM_TORSO,BOTH_THERMAL_THROW,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
				pm->gent->client->fireDelay = 300;
				pm->ps->weaponstate = WEAPON_FIRING;
				pm->gent->alt_fire = (qboolean)(pm->cmd.buttons&BUTTON_ALT_ATTACK);
				return;
			}
		}
	}

 	if(!delayed_fire)
	{
		if ( pm->ps->weapon == WP_MELEE	&& (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) )
		{//melee
			if ( (pm->cmd.buttons&(BUTTON_ATTACK|BUTTON_ALT_ATTACK)) != (BUTTON_ATTACK|BUTTON_ALT_ATTACK) )
			{//not holding both buttons
				if ( (pm->cmd.buttons&BUTTON_ATTACK)&&(pm->ps->pm_flags&PMF_ATTACK_HELD) )
				{//held button
					//clear it
					pm->cmd.buttons &= ~BUTTON_ATTACK;
				}
				if ( (pm->cmd.buttons&BUTTON_ALT_ATTACK)&&(pm->ps->pm_flags&PMF_ALT_ATTACK_HELD) )
				{//held button
					//clear it
					pm->cmd.buttons &= ~BUTTON_ALT_ATTACK;
				}
			}
		}
		// check for fire
		if ( !(pm->cmd.buttons & (BUTTON_ATTACK|BUTTON_ALT_ATTACK)) )
		{
			pm->ps->weaponTime = 0;
		
			if ( pm->gent && pm->gent->client && pm->gent->client->fireDelay > 0 )
			{//Still firing
				pm->ps->weaponstate = WEAPON_FIRING;
			}
			else if ( pm->ps->weaponstate != WEAPON_READY )
			{
				if ( !pm->gent || !pm->gent->NPC || pm->gent->attackDebounceTime < level.time )
				{
					pm->ps->weaponstate = WEAPON_IDLE;
				}
			}
			
			if ( pm->ps->weapon == WP_MELEE
				&& (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())
				&& PM_KickMove( pm->ps->saberMove ) )
			{//melee, not attacking, clear move
				pm->ps->saberMove = LS_NONE;
			}
			return;
		}
		if (pm->gent->s.m_iVehicleNum!=0)
		{
			// No Anims if on Veh
		}

		// start the animation even if out of ammo
		else if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_ROCKETTROOPER )
		{
			if ( pm->gent->client->moveType == MT_FLYSWIM )
			{
				PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK2,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
			}
			else
			{
				PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
			}
		}
		else if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_ASSASSIN_DROID )
		{
			// Crouched Attack
 			if (PM_CrouchAnim(pm->gent->client->ps.legsAnim))
			{
				PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK2,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLDLESS);
			}

			// Standing Attack
			//-----------------
			else
			{
			//	if (PM_StandingAnim(pm->gent->client->ps.legsAnim))
			//	{
			//		PM_SetAnim(pm,SETANIM_BOTH,BOTH_ATTACK3,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLDLESS);
			//	}
			//	else
				{
					PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK3,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLDLESS);
				}
			}
		}
		else
		{
			switch(pm->ps->weapon)
			{
				/*
			case WP_SABER://1 - handed
				PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
				break;
	*/		
			case WP_BRYAR_PISTOL://1-handed
			case WP_BLASTER_PISTOL://1-handed
				if ( pm->gent && pm->gent->weaponModel[1] > 0 )
				{//dual pistols
					PM_SetAnim(pm,SETANIM_TORSO,BOTH_GUNSIT1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
				}
				else
				{//single pistol
					PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK2,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
				}
				break;
			
			case WP_MELEE:

				// since there's no RACE_BOTS, I listed all the droids that have might have melee attacks - dmv
				if ( pm->gent && pm->gent->client )
				{
					if ( PM_DroidMelee( pm->gent->client->NPC_class ) )
					{
						if ( rand() & 1 )
							PM_SetAnim(pm,SETANIM_BOTH,BOTH_MELEE1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
						else
							PM_SetAnim(pm,SETANIM_BOTH,BOTH_MELEE2,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
					}
					else
					{
						int anim = -1;
						if ( (pm->ps->clientNum < MAX_CLIENTS ||PM_ControlledByPlayer())
							&& g_debugMelee->integer )
						{
							if ( (pm->cmd.buttons&BUTTON_ALT_ATTACK) )
							{
								if ( (pm->cmd.buttons&BUTTON_ATTACK) )
								{
									PM_TryGrab();
								}
								else if ( !(pm->ps->pm_flags&PMF_ALT_ATTACK_HELD) )
								{
									PM_CheckKick();
								}
							}
							else if ( !(pm->ps->pm_flags&PMF_ATTACK_HELD) )
							{
								anim = PM_PickAnim( pm->gent, BOTH_MELEE1, BOTH_MELEE2 );
							}
						}
						else
						{
							anim = PM_PickAnim( pm->gent, BOTH_MELEE1, BOTH_MELEE2 );
						}
						if ( anim != -1 )
						{
							if ( VectorCompare( pm->ps->velocity, vec3_origin ) && pm->cmd.upmove >= 0 )
							{
								PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART );
							}
							else
							{
								PM_SetAnim( pm, SETANIM_TORSO, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART );
							}
						}
					}
				}
				break;

			case WP_TUSKEN_RIFLE:
				if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
				{//shoot
					//in alt-fire, sniper mode
					PM_SetAnim( pm, SETANIM_TORSO, BOTH_ATTACK4, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
				}
				else
				{//melee
					int anim = PM_PickAnim( pm->gent, BOTH_TUSKENATTACK1, BOTH_TUSKENATTACK3 );	// Rifle
					if ( VectorCompare( pm->ps->velocity, vec3_origin ) && pm->cmd.upmove >= 0 )
					{
						PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART );
					}
					else
					{
						PM_SetAnim( pm, SETANIM_TORSO, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART );
					}
				}
				break;

			case WP_TUSKEN_STAFF:

				if ( pm->gent && pm->gent->client )
				{
					int anim;
					int flags = (SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART);
					if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) )
					{//player
						if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
						{
							if ( pm->cmd.buttons & BUTTON_ATTACK )
							{
								anim = BOTH_TUSKENATTACK3;
							}
							else
							{
								anim = BOTH_TUSKENATTACK2;
							}
						}
						else
						{
							anim = BOTH_TUSKENATTACK1;
						}
					}
					else
					{// npc
						if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
						{
							anim = BOTH_TUSKENLUNGE1;
							if (pm->ps->torsoAnimTimer>0)
							{
								flags &= ~SETANIM_FLAG_RESTART;
							}
						}
						else
						{
							anim = PM_PickAnim( pm->gent, BOTH_TUSKENATTACK1, BOTH_TUSKENATTACK3 );
						}
					}
					if ( VectorCompare( pm->ps->velocity, vec3_origin ) && pm->cmd.upmove >= 0 )
					{
						PM_SetAnim( pm, SETANIM_BOTH, anim,  flags, 0);
					}
					else
					{
						PM_SetAnim( pm, SETANIM_TORSO, anim, flags, 0);
					}
				}
				break;

			case WP_NOGHRI_STICK:

				if ( pm->gent && pm->gent->client )
				{
					int anim;
					if ( pm->cmd.buttons & BUTTON_ATTACK )
					{
						anim = BOTH_ATTACK3;
					}
					else
					{
						anim = PM_PickAnim( pm->gent, BOTH_TUSKENATTACK1, BOTH_TUSKENATTACK3 );
					}
					if ( anim != BOTH_ATTACK3 && VectorCompare( pm->ps->velocity, vec3_origin ) && pm->cmd.upmove >= 0 )
					{
						PM_SetAnim( pm, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART );
					}
					else
					{
						PM_SetAnim( pm, SETANIM_TORSO, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART );
					}
				}
				break;

			case WP_BLASTER:
				PM_SetAnim( pm, SETANIM_TORSO, BOTH_ATTACK3, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART);
				break;

			case WP_DISRUPTOR:
				if ( ((pm->ps->clientNum >= MAX_CLIENTS&&!PM_ControlledByPlayer())&& pm->gent && pm->gent->NPC && (pm->gent->NPC->scriptFlags&SCF_ALT_FIRE)) ||
					((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) && cg.zoomMode == 2 ) )
				{//NPC or player in alt-fire, sniper mode
					PM_SetAnim( pm, SETANIM_TORSO, BOTH_ATTACK4, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
				}
				else
				{//in primary fire mode
					PM_SetAnim( pm, SETANIM_TORSO, BOTH_ATTACK3, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART);
				}
				break;

			case WP_BOT_LASER:
				PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
				break;

			case WP_THERMAL:
				if ( (pm->ps->clientNum >= MAX_CLIENTS&&!PM_ControlledByPlayer()) )
				{
					if ( PM_StandingAnim( pm->ps->legsAnim ) )
					{
						PM_SetAnim( pm, SETANIM_LEGS, BOTH_ATTACK10, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
					}
					PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK10,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
				}
				else
				{
					if ( cg.renderingThirdPerson )
					{
						if ( PM_StandingAnim( pm->ps->legsAnim ) 
							|| pm->ps->legsAnim == BOTH_THERMAL_READY )
						{
							PM_SetAnim( pm, SETANIM_LEGS, BOTH_THERMAL_THROW, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
						}
						PM_SetAnim(pm,SETANIM_TORSO,BOTH_THERMAL_THROW,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);//|SETANIM_FLAG_RESTART
					}
					else
					{
						PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK2,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
					}
				}
				break;

			case WP_EMPLACED_GUN:
				// Guess we don't play an attack animation?  Maybe we should have a custom one??
				break;

			case WP_NONE:
				// no anim
				break;

			case WP_REPEATER:
				if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_GALAKMECH )
				{//
					if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
					{
						PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK3,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
					}
					else
					{
						PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
					}
				}
				else
				{
					PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK3,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
				}
				break;

			case WP_TRIP_MINE:
			case WP_DET_PACK:
				PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK11,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
				break;

			default://2-handed heavy weapon
				PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK3,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
				break;
			}
		}
	}

	if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
	{
		amount = weaponData[pm->ps->weapon].altEnergyPerShot;
	}
	else
	{
		amount = weaponData[pm->ps->weapon].energyPerShot;
	}

	if ( (pm->ps->weaponstate == WEAPON_CHARGING) || (pm->ps->weaponstate == WEAPON_CHARGING_ALT) )
	{
		// charging weapons may want to do their own ammo logic.
		trueCount = PM_DoChargingAmmoUsage( &amount );
	}

	pm->ps->weaponstate = WEAPON_FIRING;

	// take an ammo away if not infinite
	if ( pm->ps->ammo[ weaponData[pm->ps->weapon].ammoIndex ] != -1 )
	{
		// enough energy to fire this weapon?
		if ((pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] - amount) >= 0) 
		{
			pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] -= amount;
		}
		else	// Not enough energy
		{
			if ( !( pm->ps->eFlags & EF_LOCKED_TO_WEAPON ))
			{
				// Switch weapons
				PM_AddEvent( EV_NOAMMO );
				pm->ps->weaponTime += 500;
			}
			return;
		}
	}

	if ( pm->gent && pm->gent->client && pm->gent->client->fireDelay > 0 )
	{//FIXME: this is going to fire off one frame before you expect, actually
		// Clear these out since we're not actually firing yet
		pm->ps->eFlags &= ~EF_FIRING;
		pm->ps->eFlags &= ~EF_ALT_FIRING;
		return;
	}

	if ( pm->ps->weapon == WP_EMPLACED_GUN )
	{
		if ( pm->gent
			&& pm->gent->owner
			&& pm->gent->owner->e_UseFunc == useF_eweb_use )
		{//eweb always shoots alt-fire, for proper effects and sounds
			PM_AddEvent( EV_ALT_FIRE );
			addTime = weaponData[pm->ps->weapon].altFireTime;
		}
		else
		{//emplaced gun always shoots normal fire
			PM_AddEvent( EV_FIRE_WEAPON );
			addTime = weaponData[pm->ps->weapon].fireTime;
		}
	}
	else if ( (pm->ps->weapon == WP_MELEE && (pm->ps->clientNum>=MAX_CLIENTS||!g_debugMelee->integer) )
		|| pm->ps->weapon == WP_TUSKEN_STAFF 
		|| (pm->ps->weapon == WP_TUSKEN_RIFLE&&!(pm->cmd.buttons&BUTTON_ALT_ATTACK))  )
	{
		PM_AddEvent( EV_FIRE_WEAPON );
		addTime = pm->ps->torsoAnimTimer;
	}
	else if ( pm->cmd.buttons & BUTTON_ALT_ATTACK ) 	
	{
		PM_AddEvent( EV_ALT_FIRE );
		addTime = weaponData[pm->ps->weapon].altFireTime;
		if ( pm->ps->weapon == WP_THERMAL )
		{//threw our thermal
			if ( pm->gent )
			{// remove the thermal model if we had it.
				G_RemoveWeaponModels( pm->gent );
				if ( (pm->ps->clientNum >= MAX_CLIENTS&&!PM_ControlledByPlayer()) )
				{//NPCs need to know when to put the thermal back in their hand
					pm->ps->weaponTime = pm->ps->torsoAnimTimer-500;
				}
			}
		}
	}
	else 
	{
		if ( pm->ps->clientNum //NPC
			&& !PM_ControlledByPlayer() //not under player control
			&& pm->ps->weapon == WP_THERMAL //using thermals
			&& pm->ps->torsoAnim != BOTH_ATTACK10 )//not in the throw anim
		{//oops, got knocked out of the anim, don't throw the thermal
			return;
		}
		PM_AddEvent( EV_FIRE_WEAPON );
		addTime = weaponData[pm->ps->weapon].fireTime;

		switch( pm->ps->weapon)
		{
		case WP_REPEATER:
			// repeater is supposed to do smoke after sustained bursts
			pm->ps->weaponShotCount++;
			break;
		case WP_BOWCASTER:
			addTime *= (( trueCount < 3 ) ? 0.35f : 1.0f );// if you only did a small charge shot with the bowcaster, use less time between shots
			break;
		case WP_THERMAL:
			if ( pm->gent )
			{// remove the thermal model if we had it.
				G_RemoveWeaponModels( pm->gent );
				if ( (pm->ps->clientNum >= MAX_CLIENTS&&!PM_ControlledByPlayer()) )
				{//NPCs need to know when to put the thermal back in their hand
					pm->ps->weaponTime = pm->ps->torsoAnimTimer-500;
				}
			}
			break;
		}
	}


	if(pm->gent && pm->gent->NPC != NULL )
	{//NPCs have their own refire logic
		return;
	}

	if ( g_timescale != NULL )
	{
		if ( g_timescale->value < 1.0f )
		{
			if ( !MatrixMode )
			{//Special test for Matrix Mode (tm)
				if ( pm->ps->clientNum == 0 && !player_locked && (pm->ps->forcePowersActive&(1<<FP_SPEED)||pm->ps->forcePowersActive&(1<<FP_RAGE)) )
				{//player always fires at normal speed
					addTime *= g_timescale->value;
				}
				else if ( g_entities[pm->ps->clientNum].client 
					&& (pm->ps->forcePowersActive&(1<<FP_SPEED)||pm->ps->forcePowersActive&(1<<FP_RAGE)) )
				{
					addTime *= g_timescale->value;
				}
			}
		}
	}

	pm->ps->weaponTime += addTime;
	pm->ps->lastShotTime = level.time;//so we know when the last time we fired our gun is
	
	// HACK!!!!!
	if ( pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] <= 0 )
	{
		if ( pm->ps->weapon == WP_THERMAL || pm->ps->weapon == WP_TRIP_MINE )
		{
			// because these weapons have the ammo attached to the hand, we should switch weapons when the last one is thrown, otherwise it will look silly
			//	NOTE: could also switch to an empty had version, but was told we aren't getting any new models at this point
			CG_OutOfAmmoChange();
			PM_SetAnim(pm,SETANIM_TORSO,TORSO_DROPWEAP1 + 2,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD); // hack weapon down!
			pm->ps->weaponTime = 50;
		}
	}
}

/*
==============
PM_VehicleWeapon

Generates weapon events and modifes the weapon counter
==============
*/
static void PM_VehicleWeapon( void ) 
{
	int			addTime = 0, amount;
	qboolean	delayed_fire = qfalse;

	if ( pm->ps->weapon == WP_NONE )
	{ 
		return;
	}

	if(pm->gent && pm->gent->client && pm->gent->client->fireDelay > 0) 
	{//FIXME: this is going to fire off one frame before you expect, actually
		pm->gent->client->fireDelay -= pml.msec;
		if(pm->gent->client->fireDelay <= 0)
		{//just finished delay timer
			if ( pm->ps->clientNum && pm->ps->weapon == WP_ROCKET_LAUNCHER )
			{
				G_SoundOnEnt( pm->gent, CHAN_WEAPON, "sound/weapons/rocket/lock.wav" );
				pm->cmd.buttons |= BUTTON_ALT_ATTACK;
			}
			pm->gent->client->fireDelay = 0;
			delayed_fire = qtrue;
		}
		else
		{
			if ( pm->ps->clientNum && pm->ps->weapon == WP_ROCKET_LAUNCHER && Q_irand( 0, 1 ) )
			{
				G_SoundOnEnt( pm->gent, CHAN_WEAPON, "sound/weapons/rocket/tick.wav" );
			}
		}
	}

   // don't allow attack until all buttons are up
	if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
		return;
	}

	// check for dead player
	if ( pm->ps->stats[STAT_HEALTH] <= 0 )
	{
		if ( pm->gent && pm->gent->client )
		{
			// borg no longer exist, use NPC_class to check for any npc's that don't drop their weapons (if there are any)
			// Sigh..borg shouldn't drop their weapon attachments when they die.  Also, never drop a lightsaber!
		//	if ( pm->gent->client->playerTeam != TEAM_BORG)
			{
		//		pm->ps->weapon = WP_NONE;
			}
		}

		if ( pm->gent )
		{
			pm->gent->s.loopSound = 0;
		}
		return;
	}

	// make weapon function
	if ( pm->ps->weaponTime > 0 ) {
		pm->ps->weaponTime -= pml.msec;
		if ( pm->ps->weaponTime <= 0 )
		{
			pm->ps->weaponTime = 0;
		}
	}

	if ( pm->ps->weaponTime > 0 ) 
	{
		return;
	}

	// change weapon if time
	if ( pm->ps->weaponstate == WEAPON_DROPPING ) {
		PM_FinishWeaponChange();
		return;
	}

	if ( PM_DoChargedWeapons())
	{
		// In some cases the charged weapon code may want us to short circuit the rest of the firing code
		return;
	}

	if(!delayed_fire)
	{
		// check for fire
		if ( !(pm->cmd.buttons & (BUTTON_ATTACK|BUTTON_ALT_ATTACK)) )
		{
			pm->ps->weaponTime = 0;
		
			if ( pm->gent && pm->gent->client && pm->gent->client->fireDelay > 0 )
			{//Still firing
				pm->ps->weaponstate = WEAPON_FIRING;
			}
			else if ( pm->ps->weaponstate != WEAPON_READY )
			{
				if ( !pm->gent || !pm->gent->NPC || pm->gent->attackDebounceTime < level.time )
				{
					pm->ps->weaponstate = WEAPON_IDLE;
				}
			}
			
			return;
		}
	}

	if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
	{
		amount = weaponData[pm->ps->weapon].altEnergyPerShot;
	}
	else
	{
		amount = weaponData[pm->ps->weapon].energyPerShot;
	}

	pm->ps->weaponstate = WEAPON_FIRING;

	if ( pm->gent && pm->gent->client && pm->gent->client->fireDelay > 0 )
	{//FIXME: this is going to fire off one frame before you expect, actually
		// Clear these out since we're not actually firing yet
		pm->ps->eFlags &= ~EF_FIRING;
		pm->ps->eFlags &= ~EF_ALT_FIRING;
		return;
	}

	if ( pm->cmd.buttons & BUTTON_ALT_ATTACK ) 	
	{
		PM_AddEvent( EV_ALT_FIRE );
		//addTime = weaponData[pm->ps->weapon].altFireTime;
	}
	else 
	{
		PM_AddEvent( EV_FIRE_WEAPON );
		// TODO: Use the real weapon fire time from the vehicle cfg file.
		//addTime = weaponData[pm->ps->weapon].fireTime;
	} 

/*	if(pm->gent && pm->gent->NPC != NULL )
	{//NPCs have their own refire logic
		return;
	}*/

	if ( g_timescale != NULL )
	{
		if ( g_timescale->value < 1.0f )
		{
			if ( !MatrixMode )
			{//Special test for Matrix Mode (tm)
				if ( pm->ps->clientNum == 0 && !player_locked && (pm->ps->forcePowersActive&(1<<FP_SPEED)||pm->ps->forcePowersActive&(1<<FP_RAGE)) )
				{//player always fires at normal speed
					addTime *= g_timescale->value;
				}
				else if ( g_entities[pm->ps->clientNum].client 
					&& (pm->ps->forcePowersActive&(1<<FP_SPEED)||pm->ps->forcePowersActive&(1<<FP_RAGE)) )
				{
					addTime *= g_timescale->value;
				}
			}
		}
	}

	pm->ps->weaponTime += addTime;
	pm->ps->lastShotTime = level.time;//so we know when the last time we fired our gun is
}


extern void ForceHeal( gentity_t *self );
extern void ForceTelepathy( gentity_t *self );
extern void ForceRage( gentity_t *self );
extern void ForceProtect( gentity_t *self );
extern void ForceAbsorb( gentity_t *self );
extern void ForceSeeing( gentity_t *self );
void PM_CheckForceUseButton( gentity_t *ent, usercmd_t *ucmd  )
{
	if ( !ent )
	{
		return;
	}
	if ( ucmd->buttons & BUTTON_USE_FORCE ) 
	{
		if (!(ent->client->ps.pm_flags & PMF_USEFORCE_HELD))
		{
			//impulse one shot
			switch ( showPowers[cg.forcepowerSelect] )
			{
			case FP_HEAL:
				ForceHeal( ent );
				break;
			case FP_SPEED:
				ForceSpeed( ent );
				break;
			case FP_PUSH:
				ForceThrow( ent, qfalse );
				break;
			case FP_PULL:
				ForceThrow( ent, qtrue );
				break;
			case FP_TELEPATHY:
				ForceTelepathy( ent );
				break;
				// Added 01/20/03 by AReis.
				// New Jedi Academy powers.
			case FP_RAGE:		//duration - speed, invincibility and extra damage for short period, drains your health and leaves you weak and slow afterwards.
				ForceRage( ent );
				break;
			case FP_PROTECT:	//duration - protect against physical/energy (level 1 stops blaster/energy bolts, level 2 stops projectiles, level 3 protects against explosions)
				ForceProtect( ent );
				break;
			case FP_ABSORB:		//duration - protect against dark force powers (grip, lightning, drain - maybe push/pull, too?)
				ForceAbsorb( ent );
				break;
			case FP_SEE:		//duration - detect/see hidden enemies
				ForceSeeing( ent );
				break;
			}
		}
		//these stay are okay to call every frame button is down
		switch ( showPowers[cg.forcepowerSelect] )
		{
		case FP_LEVITATION:
			ucmd->upmove = 127;
			break;
		case FP_GRIP:
			ucmd->buttons |= BUTTON_FORCEGRIP;
			break;
		case FP_LIGHTNING:
			ucmd->buttons |= BUTTON_FORCE_LIGHTNING;
			break;
		case FP_DRAIN:
			// FIXME! Failing at WP_ForcePowerUsable(). -AReis
			ucmd->buttons |= BUTTON_FORCE_DRAIN;
			break;
//		default:
//			Com_Printf( "Use Force: Unhandled force: %d\n", showPowers[cg.forcepowerSelect]);
//			break;
		}
		ent->client->ps.pm_flags |= PMF_USEFORCE_HELD;
	}
	else//not pressing USE_FORCE
	{
		ent->client->ps.pm_flags &= ~PMF_USEFORCE_HELD;
	}
}

/*
================
PM_ForcePower
================
sends event to client for client side fx, not used
*/

/*
static void PM_ForcePower(void)
{
	// check for item using
	if ( pm->cmd.buttons & BUTTON_USE_FORCE ) 
	{
		if ( ! ( pm->ps->pm_flags & PMF_USE_FORCE ) ) 
		{
			pm->ps->pm_flags |= PMF_USE_FORCE;
			PM_AddEvent( EV_USE_FORCE);
			return;		
		}
	} 
	else 
	{
		pm->ps->pm_flags &= ~PMF_USE_FORCE;
	}
}
*/

/*
================
PM_DropTimers
================
*/
static void PM_DropTimers( void ) 
{
	// drop misc timing counter
	if ( pm->ps->pm_time ) 
	{
		if ( pml.msec >= pm->ps->pm_time ) 
		{
			pm->ps->pm_flags &= ~PMF_ALL_TIMES;
			pm->ps->pm_time = 0;
		} 
		else 
		{
			pm->ps->pm_time -= pml.msec;
		}
	}

	// drop legs animation counter
	if ( pm->ps->legsAnimTimer > 0 )
	{
		int newTime = pm->ps->legsAnimTimer - pml.msec;

		if ( newTime < 0 )
		{
			newTime = 0;
		}

		PM_SetLegsAnimTimer( pm->gent, &pm->ps->legsAnimTimer, newTime );
	}

	// drop torso animation counter
	if ( pm->ps->torsoAnimTimer > 0 )
	{
		int newTime = pm->ps->torsoAnimTimer - pml.msec;

		if ( newTime < 0 )
		{
			newTime = 0;
		}

		PM_SetTorsoAnimTimer( pm->gent, &pm->ps->torsoAnimTimer, newTime );
	}
}

void PM_SetSpecialMoveValues (void )
{
	Flying = 0;
	if ( pm->gent )
	{
		if ( pm->gent->client && pm->gent->client->moveType == MT_FLYSWIM )
		{
			Flying = FLY_NORMAL;
		}
		else if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_VEHICLE )
		{
			if ( pm->gent->m_pVehicle->m_pVehicleInfo->type == VH_FIGHTER )
			{
				Flying = FLY_VEHICLE;
			}
			else if ( pm->gent->m_pVehicle->m_pVehicleInfo->hoverHeight > 0 )
			{//FIXME: or just check for hoverHeight?
				Flying = FLY_HOVER;
			}
		}
	}

	if ( g_timescale != NULL )
	{
		if ( g_timescale->value < 1.0f )
		{
			if ( !MatrixMode )
			{
				if ( pm->ps->clientNum == 0 && !player_locked && (pm->ps->forcePowersActive&(1<<FP_SPEED)||pm->ps->forcePowersActive&(1<<FP_RAGE)) )
				{
					pml.frametime *= (1.0f/g_timescale->value);
				}
				else if ( g_entities[pm->ps->clientNum].client 
					&& (pm->ps->forcePowersActive&(1<<FP_SPEED)||pm->ps->forcePowersActive&(1<<FP_RAGE)) )
				{
					pml.frametime *= (1.0f/g_timescale->value);
				}
			}
		}
	}
}

extern float cg_zoomFov;	//from cg_view.cpp

//-------------------------------------------
void PM_AdjustAttackStates( pmove_t *pm )
//-------------------------------------------
{
	int amount;

	// get ammo usage
	if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
	{
		amount = pm->ps->ammo[weaponData[ pm->ps->weapon ].ammoIndex] - weaponData[pm->ps->weapon].altEnergyPerShot;
	}
	else
	{
		amount = pm->ps->ammo[weaponData[ pm->ps->weapon ].ammoIndex] - weaponData[pm->ps->weapon].energyPerShot;
	}

	if ( pm->ps->weapon == WP_SABER && (!cg.zoomMode||pm->ps->clientNum) )
	{//don't let the alt-attack be interpreted as an actual attack command
		if ( pm->ps->saberInFlight )
		{
			pm->cmd.buttons &= ~BUTTON_ALT_ATTACK;
			//FIXME: what about alt-attack modifier button?
			if ( (!pm->ps->dualSabers || !pm->ps->saber[1].Active()) )
			{//saber not in hand, can't swing it
				pm->cmd.buttons &= ~BUTTON_ATTACK;
			}
		}
		//saber staff alt-attack does a special attack anim, non-throwable sabers do kicks
		if ( pm->ps->saberAnimLevel != SS_STAFF 
			&& pm->ps->saber[0].throwable )
		{//using a throwable saber, so remove the saber throw button
			if ( !g_saberNewControlScheme->integer
				&& PM_CanDoKata() )
			{//old control scheme - alt-attack + attack does kata
			}
			else
			{//new control scheme - alt-attack doesn't have anything to do with katas, safe to clear it here
				pm->cmd.buttons &= ~BUTTON_ALT_ATTACK;
			}
		}
	}

	// disruptor alt-fire should toggle the zoom mode, but only bother doing this for the player?
	if ( pm->ps->weapon == WP_DISRUPTOR && pm->gent && (pm->gent->s.number<MAX_CLIENTS||G_ControlledByPlayer(pm->gent)) && pm->ps->weaponstate != WEAPON_DROPPING )
	{
		// we are not alt-firing yet, but the alt-attack button was just pressed and
		//	we either are ducking ( in which case we don't care if they are moving )...or they are not ducking...and also not moving right/forward.
		if ( !(pm->ps->eFlags & EF_ALT_FIRING) && (pm->cmd.buttons & BUTTON_ALT_ATTACK)
				&& ( pm->cmd.upmove < 0 || ( !pm->cmd.forwardmove && !pm->cmd.rightmove )))
		{
			// We just pressed the alt-fire key
			if ( cg.zoomMode == 0 || cg.zoomMode == 3 )
			{
				G_SoundOnEnt( pm->gent, CHAN_AUTO, "sound/weapons/disruptor/zoomstart.wav" );
#ifdef _IMMERSION
				G_Force( pm->gent, G_ForceIndex( "fffx/weapons/disruptor/zoomstart", FF_CHANNEL_WEAPON ) );
#endif // _IMMERSION
				// not already zooming, so do it now
				cg.zoomMode = 2;
				cg.zoomLocked = qfalse;
				cg_zoomFov = 80.0f;//(cg.overrides.active&CG_OVERRIDE_FOV) ? cg.overrides.fov : cg_fov.value;
			}
			else if ( cg.zoomMode == 2 )
			{
				G_SoundOnEnt( pm->gent, CHAN_AUTO, "sound/weapons/disruptor/zoomend.wav" );
#ifdef _IMMERSION
				G_Force( pm->gent, G_ForceIndex( "fffx/weapons/disruptor/zoomend", FF_CHANNEL_WEAPON ) );
#endif // _IMMERSION
				// already zooming, so must be wanting to turn it off
				cg.zoomMode = 0;
				cg.zoomTime = cg.time;
				cg.zoomLocked = qfalse;
			}
		}
		else if ( !(pm->cmd.buttons & BUTTON_ALT_ATTACK ))
		{
			// Not pressing zoom any more
			if ( cg.zoomMode == 2 )
			{
				// were zooming in, so now lock the zoom
				cg.zoomLocked = qtrue;
			}
		}

		if ( pm->cmd.buttons & BUTTON_ATTACK )
		{
			// If we are zoomed, we should switch the ammo usage to the alt-fire, otherwise, we'll
			//	just use whatever ammo was selected from above
			if ( cg.zoomMode == 2 )
			{
				amount = pm->ps->ammo[weaponData[ pm->ps->weapon ].ammoIndex] - 
							weaponData[pm->ps->weapon].altEnergyPerShot;
			}
		}
		else
		{
			// alt-fire button pressing doesn't use any ammo
			amount = 0;
		}

	}

	// Check for binocular specific mode
	if ( cg.zoomMode == 1 && pm->gent && (pm->gent->s.number<MAX_CLIENTS||G_ControlledByPlayer(pm->gent)) ) // 
	{
		if ( pm->cmd.buttons & BUTTON_ALT_ATTACK && pm->ps->batteryCharge )
		{
			// zooming out
			cg.zoomLocked = qfalse;
			cg.zoomDir = 1;
		}
		else if ( pm->cmd.buttons & BUTTON_ATTACK && pm->ps->batteryCharge )
		{
			// zooming in
			cg.zoomLocked = qfalse;
			cg.zoomDir = -1;
		}
		else
		{
			// if no buttons are down, we should be in a locked state
			cg.zoomLocked = qtrue;
		}

		// kill buttons and associated firing flags so we can't fire
		pm->ps->eFlags &= ~EF_FIRING;
		pm->ps->eFlags &= ~EF_ALT_FIRING;
		pm->cmd.buttons &= ~(BUTTON_ALT_ATTACK|BUTTON_ATTACK);
	}

	// set the firing flag for continuous beam weapons, phaser will fire even if out of ammo
	if ( (( pm->cmd.buttons & BUTTON_ATTACK || pm->cmd.buttons & BUTTON_ALT_ATTACK ) && ( amount >= 0 || pm->ps->weapon == WP_SABER )) ) 
	{
		if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
		{
			pm->ps->eFlags |= EF_ALT_FIRING;
			if ( pm->ps->clientNum < MAX_CLIENTS && pm->gent && (pm->ps->eFlags&EF_IN_ATST) )
			{//switch ATST barrels
				pm->gent->alt_fire = qtrue;
			}
		}
		else
		{
			pm->ps->eFlags &= ~EF_ALT_FIRING;
			if ( pm->ps->clientNum < MAX_CLIENTS && pm->gent && (pm->ps->eFlags&EF_IN_ATST) )
			{//switch ATST barrels
				pm->gent->alt_fire = qfalse;
			}
		}

		// This flag should always get set, even when alt-firing
		pm->ps->eFlags |= EF_FIRING;
	} 
	else 
	{
//		int iFlags = pm->ps->eFlags;

		// Clear 'em out
		pm->ps->eFlags &= ~EF_FIRING;
		pm->ps->eFlags &= ~EF_ALT_FIRING;

		// if I don't check the flags before stopping FX then it switches them off too often, which tones down
		//	the stronger FFFX so you can hardly feel them. However, if you only do iton these flags then the 
		//	repeat-fire weapons like tetrion and dreadnought don't switch off quick enough. So...
		//
/* // Might need this for beam type weapons
		if ( pm->ps->weapon == WP_DREADNOUGHT || (iFlags & (EF_FIRING|EF_ALT_FIRING) )
		{
			cgi_FF_StopAllFX();
		}
		*/
	}

	// disruptor should convert a main fire to an alt-fire if the gun is currently zoomed
	if ( pm->ps->weapon == WP_DISRUPTOR && pm->gent && (pm->gent->s.number<MAX_CLIENTS||G_ControlledByPlayer(pm->gent)) )
	{
		if ( pm->cmd.buttons & BUTTON_ATTACK && cg.zoomMode == 2 )
		{
			// converting the main fire to an alt-fire
			pm->cmd.buttons |= BUTTON_ALT_ATTACK;
			pm->ps->eFlags |= EF_ALT_FIRING;
		}
		else
		{
			// don't let an alt-fire through
			pm->cmd.buttons &= ~BUTTON_ALT_ATTACK;
		}
	}
}

qboolean PM_WeaponOkOnVehicle( int weapon )
{
	//FIXME: check g_vehicleInfo for our vehicle?
	switch ( weapon )
	{
	case WP_NONE:
	case WP_SABER:
	case WP_BLASTER:
	case WP_THERMAL:
		return qtrue;
		break;
	}
	return qfalse;
}

void PM_CheckInVehicleSaberAttackAnim( void )
{//A bit of a hack, but makes the vehicle saber attacks act like any other saber attack...
	// make weapon function
	if ( pm->ps->weaponTime > 0 ) {
		pm->ps->weaponTime -= pml.msec;
		if ( pm->ps->weaponTime <= 0 )
		{
			pm->ps->weaponTime = 0;
		}
	}
	PM_CheckClearSaberBlock();

/*	if ( PM_SaberBlocking() )
	{//busy blocking, don't do attacks
		return;
	}
*/
	saberMoveName_t saberMove = LS_INVALID;
	switch ( pm->ps->torsoAnim )
	{
	case BOTH_VS_ATR_S:
		saberMove = LS_SWOOP_ATTACK_RIGHT;
		break;
	case BOTH_VS_ATL_S:
		saberMove = LS_SWOOP_ATTACK_LEFT;
		break;
	case BOTH_VT_ATR_S:
		saberMove = LS_TAUNTAUN_ATTACK_RIGHT;
		break;
	case BOTH_VT_ATL_S:
		saberMove = LS_TAUNTAUN_ATTACK_LEFT;
		break;
	}
	if ( saberMove != LS_INVALID )
	{
 		if ( pm->ps->saberMove == saberMove )
		{//already playing it
			if ( !pm->ps->torsoAnimTimer )
			{//anim was done, set it back to ready
 				PM_SetSaberMove( LS_READY );
				pm->ps->saberMove = LS_READY;
				pm->ps->weaponstate = WEAPON_IDLE;
				if (pm->cmd.buttons&BUTTON_ATTACK)
				{
					if ( !pm->ps->weaponTime ) 
					{
	 					PM_SetSaberMove( saberMove );
						pm->ps->weaponstate = WEAPON_FIRING;
						pm->ps->weaponTime = pm->ps->torsoAnimTimer;
					}
				}
			}
		}
		else if ( pm->ps->torsoAnimTimer 
			&& !pm->ps->weaponTime ) 
		{
 			PM_SetSaberMove( LS_READY );
			pm->ps->saberMove = LS_READY;
			pm->ps->weaponstate = WEAPON_IDLE;
			PM_SetSaberMove( saberMove );
			pm->ps->weaponstate = WEAPON_FIRING;
			pm->ps->weaponTime = pm->ps->torsoAnimTimer;
		}
	}
	pm->ps->saberBlocking = saberMoveData[pm->ps->saberMove].blocking;
}

//force the vehicle to turn and travel to its forced destination point
void PM_VehForcedTurning( gentity_t *veh )
{
	gentity_t *dst = &g_entities[pm->ps->vehTurnaroundIndex];
	float pitchD, yawD;
	vec3_t dir;

	if (!veh || !veh->m_pVehicle)
	{
		return;
	}

	if (!dst)
	{ //can't find dest ent?
		return;
	}

	pm->cmd.upmove = veh->m_pVehicle->m_ucmd.upmove = 127;
	pm->cmd.forwardmove = veh->m_pVehicle->m_ucmd.forwardmove = 0;
	pm->cmd.rightmove = veh->m_pVehicle->m_ucmd.rightmove = 0;

	VectorSubtract(dst->s.origin, veh->currentOrigin, dir);
	vectoangles(dir, dir);

	yawD = AngleSubtract(pm->ps->viewangles[YAW], dir[YAW]);
	pitchD = AngleSubtract(pm->ps->viewangles[PITCH], dir[PITCH]);

	yawD *= 0.2f*pml.frametime;
	pitchD *= 0.6f*pml.frametime;

	pm->ps->viewangles[YAW] = AngleSubtract(pm->ps->viewangles[YAW], yawD);
	pm->ps->viewangles[PITCH] = AngleSubtract(pm->ps->viewangles[PITCH], pitchD);

	//PM_SetPMViewAngle(pm->ps, pm->ps->viewangles, &pm->cmd);
	SetClientViewAngle(pm->gent, pm->ps->viewangles);
}
/*
================
Pmove

Can be called by either the server or the client
================
*/
void Pmove( pmove_t *pmove )
{
	Vehicle_t *pVeh = NULL;

	pm = pmove;

	// this counter lets us debug movement problems with a journal by setting a conditional breakpoint fot the previous frame
	c_pmove++;

	// clear results
	pm->numtouch = 0;
#ifndef _XBOX
	pm->watertype = 0;
	pm->waterlevel = 0;
#endif

	// Clear the blocked flag
	//pm->ps->pm_flags &= ~PMF_BLOCKED;
	pm->ps->pm_flags &= ~PMF_BUMPED;

	// In certain situations, we may want to control which attack buttons are pressed and what kind of functionality
	//	is attached to them
	PM_AdjustAttackStates( pm );

	// clear the respawned flag if attack and use are cleared
	if ( pm->ps->stats[STAT_HEALTH] > 0 && 
		!( pm->cmd.buttons & BUTTON_ATTACK ) ) 
	{
		pm->ps->pm_flags &= ~PMF_RESPAWNED;
	}

	// clear all pmove local vars
	memset (&pml, 0, sizeof(pml));

	// determine the time
	pml.msec = pmove->cmd.serverTime - pm->ps->commandTime;
	if ( pml.msec < 1 ) {
		pml.msec = 1;
	} else if ( pml.msec > 200 ) {
		pml.msec = 200;
	}
	
	pm->ps->commandTime = pmove->cmd.serverTime;

	// save old org in case we get stuck
	VectorCopy (pm->ps->origin, pml.previous_origin);

	// save old velocity for crashlanding
	VectorCopy (pm->ps->velocity, pml.previous_velocity);

	pml.frametime = pml.msec * 0.001;
	
	if ( pm->ps->clientNum >= MAX_CLIENTS &&
		pm->gent &&
		pm->gent->client &&
		pm->gent->client->NPC_class == CLASS_VEHICLE )
	{ //we are a vehicle
		pVeh = pm->gent->m_pVehicle;
		assert( pVeh );
		if ( pVeh )
		{
			pVeh->m_fTimeModifier = (pml.frametime*60.0f);//at 16.67ms (60fps), should be 1.0f
		}
	}
	else if ( pm->gent && PM_RidingVehicle() )
	{
		if ( pm->ps->vehTurnaroundIndex 
			&& pm->ps->vehTurnaroundTime > pm->cmd.serverTime )
		{ //riding this vehicle, turn my view too
			PM_VehForcedTurning( &g_entities[pm->gent->s.m_iVehicleNum] );
		}
	}

	PM_SetSpecialMoveValues();

	// update the viewangles
	PM_UpdateViewAngles( pm->ps, &pm->cmd, pm->gent);

	AngleVectors ( pm->ps->viewangles, pml.forward, pml.right, pml.up );

	if ( pm->cmd.upmove < 10 ) {
		// not holding jump
		pm->ps->pm_flags &= ~PMF_JUMP_HELD;
	}

	// decide if backpedaling animations should be used
	if ( pm->cmd.forwardmove < 0 ) {
		pm->ps->pm_flags |= PMF_BACKWARDS_RUN;
	} else if ( pm->cmd.forwardmove > 0 || ( pm->cmd.forwardmove == 0 && pm->cmd.rightmove ) ) {
		pm->ps->pm_flags &= ~PMF_BACKWARDS_RUN;
	}

	if ( pm->ps->pm_type >= PM_DEAD ) {
		pm->cmd.forwardmove = 0;
		pm->cmd.rightmove = 0;
		pm->cmd.upmove = 0;
		if ( pm->ps->viewheight > -12 )
		{//slowly sink view to ground
			pm->ps->viewheight -= 1;
		}
	}

	if ( pm->ps->pm_type == PM_SPECTATOR ) {
		PM_CheckDuck ();
		PM_FlyMove ();
		PM_DropTimers ();
		return;
	}

	if ( pm->ps->pm_type == PM_NOCLIP ) {
		PM_NoclipMove ();
		PM_DropTimers ();
		return;
	}

	if (pm->ps->pm_type == PM_FREEZE) {
		return;		// no movement at all
	}

	if ( pm->ps->pm_type == PM_INTERMISSION ) {
		return;		// no movement at all
	}

	if ( pm->ps->pm_flags & PMF_SLOW_MO_FALL )
	{//half grav
		pm->ps->gravity *= 0.5;
	}

	// set watertype, and waterlevel
#ifdef _XBOX
	// if the client is the player do a normal water test
	// if it's an npc add the client to the npc water test queue
	// we don't want to update too many npcs in one frame
	if(pm->ps->clientNum == 0)
	{
		PM_SetWaterLevelAtPoint( pm->ps->origin, &pm->waterlevel, &pm->watertype );
	}
	else
	{
		AddNPCToWaterUpdate(pm->ps->clientNum);
	}
#else
	PM_SetWaterLevelAtPoint( pm->ps->origin, &pm->waterlevel, &pm->watertype );
#endif

	PM_SetWaterHeight();

#ifdef _XBOX
	if ( !(pm->watertype & CONTENTS_LADDER) )
	{//Don't want to remember this for ladders, is only for waterlevel change events (sounds)

		// if we're the player set the water test from the pmove
		// otherwise set it from the entitity structure
		if(pm->ps->clientNum == 0 )
		{
			pml.previous_waterlevel = pmove->waterlevel;
		}
		else
		{
			pml.previous_waterlevel = (g_entities + pm->ps->clientNum)->prev_waterlevel;
		}
	}
#else
	if ( !(pm->watertype & CONTENTS_LADDER) )
	{//Don't want to remember this for ladders, is only for waterlevel change events (sounds)
		pml.previous_waterlevel = pmove->waterlevel;
	}
#endif


	waterForceJump = qfalse;
	if ( pmove->waterlevel && pm->ps->clientNum )
	{
		if ( pm->ps->forceJumpZStart//force jumping
			||(pm->gent&&pm->gent->NPC && level.time<pm->gent->NPC->jumpTime)) //TIMER_Done(pm->gent, "forceJumpChasing" )) )//force-jumping
		{
			waterForceJump = qtrue;
		}
	}

	// set mins, maxs, and viewheight
	PM_SetBounds();

	if ( !Flying && !(pm->watertype & CONTENTS_LADDER) && pm->ps->pm_type != PM_DEAD )
	{//NOTE: noclippers shouldn't jump or duck either, no?
		PM_CheckDuck();
	}

	// set groundentity
	PM_GroundTrace();
	if ( Flying == FLY_HOVER )
	{//never stick to the ground
		PM_HoverTrace();
	}

	if ( pm->ps->pm_type == PM_DEAD ) {
		PM_DeadMove ();
	}

	PM_DropTimers(); 

	/*
	if ( PM_RidingVehicle() )
	{
		PM_NoclipMove();
	}
	else */if ( pm->ps && ( (pm->ps->eFlags&EF_LOCKED_TO_WEAPON) 
							|| (pm->ps->eFlags&EF_HELD_BY_RANCOR)
							|| (pm->ps->eFlags&EF_HELD_BY_WAMPA)
							|| (pm->ps->eFlags&EF_HELD_BY_SAND_CREATURE) ) )
	{//in an emplaced gun
		PM_NoclipMove();
	}
	else if ( Flying == FLY_NORMAL )//|| pm->ps->gravity <= 0 ) 
	{
		// flight powerup doesn't allow jump and has different friction
		PM_FlyMove();
	} 
	else if ( Flying == FLY_VEHICLE )
	{
		PM_FlyVehicleMove();
	}
	else if ( pm->ps->pm_flags & PMF_TIME_WATERJUMP ) 
	{
		PM_WaterJumpMove();
	} 
	else if ( pm->waterlevel > 1 //in water
			 &&((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) || !waterForceJump) )//player or NPC not force jumping
	{//force-jumping NPCs should
		// swimming or in ladder
		PM_WaterMove();
	}
	else if (pm->gent && pm->gent->NPC && pm->gent->NPC->jumpTime!=0)
	{
		ucmd.forwardmove = 0;
		ucmd.rightmove = 0;
		ucmd.upmove = 0;
		pm->ps->speed = 0;
		VectorClear(pm->ps->moveDir);

		PM_AirMove();
	}
	else if ( pml.walking ) 
	{// walking on ground
		vec3_t	oldOrg;

		VectorCopy( pm->ps->origin, oldOrg );

		PM_WalkMove();


		float threshHold = 0.001f, movedDist = DistanceSquared( oldOrg, pm->ps->origin );
		if ( PM_StandingAnim( pm->ps->legsAnim ) || pm->ps->legsAnim == BOTH_CROUCH1 )
		{
			threshHold = 0.005f;
		}

		if ( movedDist < threshHold )
		{//didn't move, play no legs anim
		//	pm->cmd.forwardmove = pm->cmd.rightmove = 0;
		}
	} 
	else 
	{
		if ( pm->ps->gravity <= 0 )
		{
			PM_FlyMove();
		}
		else
		{
			// airborne
			PM_AirMove();
		}
	}

	//PM_Animate();

	// If we didn't move at all, then why bother doing this again -MW.
	if(!(VectorCompare(pm->ps->origin,pml.previous_origin)))
	{
		PM_GroundTrace();
		if ( Flying == FLY_HOVER )
		{//never stick to the ground
			PM_HoverTrace();
		}
	}

	if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
	{//on ground
		pm->ps->forceJumpZStart = 0;
		pm->ps->jumpZStart = 0;
		pm->ps->pm_flags &= ~PMF_JUMPING;
		pm->ps->pm_flags &= ~PMF_TRIGGER_PUSHED;
		pm->ps->pm_flags &= ~PMF_SLOW_MO_FALL;
	}
	
	// If we didn't move at all, then why bother doing this again -MW.
	// Note: ok, so long as we don't have water levels that change.
	if(!(VectorCompare(pm->ps->origin,pml.previous_origin)))
	{
#ifdef _XBOX
		// only do this on xbox if it's a player not an npc
		if(pm->ps->clientNum == 0)
		{
			PM_SetWaterLevelAtPoint( pm->ps->origin, &pm->waterlevel, &pm->watertype );
		}
#else
		PM_SetWaterLevelAtPoint( pm->ps->origin, &pm->waterlevel, &pm->watertype );
#endif
		PM_SetWaterHeight();
	}

//	PM_ForcePower(); sends event to client for client side fx, not used

	// If we're a vehicle, do our special weapon function.
	if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_VEHICLE )
	{
		pVeh = pm->gent->m_pVehicle;

		// Using vehicle weapon...
		//if ( pm->cmd.weapon == WP_NONE )
		{
			//PM_Weapon();
			//PM_AddEvent( EV_FIRE_WEAPON );
			PM_VehicleWeapon();
		}
	}
	// If we are riding a vehicle...
	else if ( PM_RidingVehicle() )
	{
		if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
		{// alt attack always does other stuff when riding a vehicle (turbo)
		}
		else if ( (pm->ps->eFlags&EF_NODRAW) )
		{//inside a vehicle?  don't do any weapon stuff
		}
		else if ( pm->ps->weapon == WP_BLASTER//using blaster
		 || pm->ps->weapon == WP_THERMAL//using thermal
		 || pm->ps->weaponstate == WEAPON_DROPPING//changing weapon - dropping
		 || pm->ps->weaponstate == WEAPON_RAISING//changing weapon - raising
		 || (pm->cmd.weapon != pm->ps->weapon && PM_WeaponOkOnVehicle( pm->cmd.weapon )) )//FIXME: make this a vehicle call to see if this new weapon is valid for this vehicle
		{//either weilding a weapon we can fire with normal weapon logic, or trying to change to a valid weapon
			// call normal weapons code... should we override the normal fire anims with vehicle fire anims in here or in a subsequent call to VehicleWeapons or something?
			//Maybe break PM_Weapon into PM_Weapon and PM_WeaponAnimate (then call our own PM_VehicleWeaponAnimate)?
			PM_Weapon();
		}
		//BUT: now call Vehicle's weapon code, to handle lightsaber and (maybe) overriding weapon ready/firing anims?
	}
	// otherwise do the normal weapon function.
	else
	{
		// weapons
		PM_Weapon();
	}
	if ( pm->cmd.buttons & BUTTON_ATTACK )
	{
		pm->ps->pm_flags |= PMF_ATTACK_HELD;
	}
	else
	{
		pm->ps->pm_flags &= ~PMF_ATTACK_HELD;
	}
	if ( pm->cmd.buttons & BUTTON_ALT_ATTACK )
	{
		pm->ps->pm_flags |= PMF_ALT_ATTACK_HELD;
	}
	else
	{
		pm->ps->pm_flags &= ~PMF_ALT_ATTACK_HELD;
	}
	if ( pm->cmd.buttons & BUTTON_FORCE_FOCUS )
	{
		pm->ps->pm_flags |= PMF_FORCE_FOCUS_HELD;
	}
	else
	{
		pm->ps->pm_flags &= ~PMF_FORCE_FOCUS_HELD;
	}

	if ( pm->gent )//&& pm->gent->s.number == 0 )//player only?
	{
		// Use
		PM_Use();
	}

	// Calculate the resulting speed of the last pmove
	//-------------------------------------------------
	if ( pm->gent )
	{
		pm->gent->resultspeed = ((Distance(pm->ps->origin, pm->gent->currentOrigin) / pml.msec) * 1000);
		if (pm->gent->resultspeed>5.0f)
		{
			pm->gent->lastMoveTime = level.time;
		}

		// If Have Not Been Moving For A While, Stop
		//-------------------------------------------
		if (pml.walking && (level.time - pm->gent->lastMoveTime)>1000)
		{
			pm->cmd.forwardmove = pm->cmd.rightmove = 0;
		}
	}


	// ANIMATION
	//================================

	// TEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMP
	if ( pm->gent && pm->ps && pm->ps->eFlags & EF_LOCKED_TO_WEAPON )
	{
		if ( pm->gent->owner && pm->gent->owner->e_UseFunc == useF_emplaced_gun_use )//ugly way to tell, but...
		{//full body
			PM_SetAnim(pm,SETANIM_BOTH,BOTH_GUNSIT1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);//SETANIM_FLAG_NORMAL
		}
		else
		{//stand (or could be overridden by strafe anims)
			PM_SetAnim(pm,SETANIM_LEGS,BOTH_STAND1,SETANIM_FLAG_NORMAL);
		}
	}
	else if ( pm->gent && pm->ps && (pm->ps->eFlags&EF_HELD_BY_RANCOR) )
	{
		PM_SetAnim(pm,SETANIM_LEGS,BOTH_SWIM_IDLE1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);//SETANIM_FLAG_NORMAL
	}
	// If we are a vehicle, animate...
	else if ( pVeh )
	{
		pVeh->m_pVehicleInfo->Animate( pVeh );
	}
	// If we're riding a vehicle, don't do anything!.
	else if ( ( pVeh = PM_RidingVehicle() ) != 0 )
	{
		PM_CheckInVehicleSaberAttackAnim();
	}
	else // TEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMPTEMP
	{
		// footstep events / legs animations
		PM_Footsteps();
	}
	// torso animation
	if ( !pVeh )
	{//not riding a vehicle
		PM_TorsoAnimation();
	}

	// entering / leaving water splashes
	PM_WaterEvents();

	// snap some parts of playerstate to save network bandwidth
	// SnapVector( pm->ps->velocity );

	if ( !pm->cmd.rightmove && !pm->cmd.forwardmove && pm->cmd.upmove <= 0 )
	{
		if ( VectorCompare( pm->ps->velocity, vec3_origin ) )
		{
			pm->ps->lastStationary = level.time;
		}
	}

	if ( pm->ps->pm_flags & PMF_SLOW_MO_FALL )
	{//half grav
		pm->ps->gravity *= 2;
	}
}