// leave this line at the top for all g_xxxx.cpp files...
#include "g_headers.h"


#include "g_local.h"
#include "objectives.h"
#include "wp_saber.h"
#include "g_vehicles.h"

extern	bool		in_camera;
extern stringID_table_t SaberStyleTable[];

extern void ForceHeal( gentity_t *self );
extern void ForceGrip( 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 );
extern void G_CreateG2AttachedWeaponModel( gentity_t *ent, const char *psWeaponModel, int boltNum, int weaponNum );
extern void G_StartMatrixEffect( gentity_t *ent, int meFlags = 0, int length = 1000, float timeScale = 0.0f, int spinTime = 0 );
extern void ItemUse_Bacta(gentity_t *ent);
extern gentity_t *G_GetSelfForPlayerCmd( void );

/*
==================
CheatsOk
==================
*/
qboolean	CheatsOk( gentity_t *ent ) {
	if ( !g_cheats->integer ) {
		gi.SendServerCommand( ent-g_entities, "print \"Cheats are not enabled on this server.\n\"");
		return qfalse;
	}
	if ( ent->health <= 0 ) {
		gi.SendServerCommand( ent-g_entities, "print \"You must be alive to use this command.\n\"");
		return qfalse;
	}
	return qtrue;
}


/*
==================
ConcatArgs
==================
*/
char	*ConcatArgs( int start ) {
	int		i, c, tlen;
	static char	line[MAX_STRING_CHARS];
	int		len;
	char	*arg;

	len = 0;
	c = gi.argc();
	for ( i = start ; i < c ; i++ ) {
		arg = gi.argv( i );
		tlen = strlen( arg );
		if ( len + tlen >= MAX_STRING_CHARS - 1 ) {
			break;
		}
		memcpy( line + len, arg, tlen );
		len += tlen;
		if ( i != c - 1 ) {
			line[len] = ' ';
			len++;
		}
	}

	line[len] = 0;

	return line;
}

/*
==================
SanitizeString

Remove case and control characters
==================
*/
void SanitizeString( char *in, char *out ) {
	while ( *in ) {
		if ( *in == 27 ) {
			in += 2;		// skip color code
			continue;
		}
		if ( *in < 32 ) {
			in++;
			continue;
		}
		*out++ = tolower( *in++ );
	}

	*out = 0;
}

/*
==================
ClientNumberFromString

Returns a player number for either a number or name string
Returns -1 if invalid
==================
*/
int ClientNumberFromString( gentity_t *to, char *s ) {
	gclient_t	*cl;
	int			idnum;
	char		s2[MAX_STRING_CHARS];
	char		n2[MAX_STRING_CHARS];

	// numeric values are just slot numbers
	if (s[0] >= '0' && s[0] <= '9') {
		idnum = atoi( s );
		if ( idnum < 0 || idnum >= level.maxclients ) {
			gi.SendServerCommand( to-g_entities, "print \"Bad client slot: %i\n\"", idnum);
			return -1;
		}

		cl = &level.clients[idnum];
		if ( cl->pers.connected != CON_CONNECTED ) {
			gi.SendServerCommand( to-g_entities, "print \"Client %i is not active\n\"", idnum);
			return -1;
		}
		return idnum;
	}

	// check for a name match
	SanitizeString( s, s2 );
	for ( idnum=0,cl=level.clients ; idnum < level.maxclients ; idnum++,cl++ ) {
		if ( cl->pers.connected != CON_CONNECTED ) {
			continue;
		}
		SanitizeString( cl->pers.netname, n2 );
		if ( !strcmp( n2, s2 ) ) {
			return idnum;
		}
	}

	gi.SendServerCommand( to-g_entities, "print \"User %s is not on the server\n\"", s);
	return -1;
}

/*
==================
Cmd_Give_f

Give items to a client
==================
*/
void Cmd_Give_f (gentity_t *ent)
{
	char		*name;
	gitem_t		*it;
	int			i;
	qboolean	give_all;

	if ( !CheatsOk( ent ) ) {
		return;
	}

	name = ConcatArgs( 1 );

	if (Q_stricmp(name, "all") == 0)
		give_all = qtrue;
	else
		give_all = qfalse;

	if (give_all || Q_stricmp(name, "force") == 0)
	{
		if ( ent->client )
		{
			ent->client->ps.forcePower = FORCE_POWER_MAX;
		}
		if (!give_all)
			return;
	}

	if (give_all || Q_stricmp(gi.argv(1), "health") == 0)
	{
		if (gi.argc() == 3) {
			ent->health = atoi(gi.argv(2));
			if (ent->health > ent->client->ps.stats[STAT_MAX_HEALTH]) {
				ent->health = ent->client->ps.stats[STAT_MAX_HEALTH];
			}
		}
		else {
			ent->health = ent->client->ps.stats[STAT_MAX_HEALTH];
		}
		if (!give_all)
			return;
	}


/*	if (give_all || Q_stricmp(name, "inventory") == 0)
	{
		// Huh?  Was doing a INV_MAX+1 which was wrong because then you'd actually have every inventory item including INV_MAX
		ent->client->ps.stats[STAT_ITEMS] = (1 << (INV_MAX)) - ( 1 << INV_ELECTROBINOCULARS );

		ent->client->ps.inventory[INV_ELECTROBINOCULARS] = 1;
		//ent->client->ps.inventory[INV_BACTA_CANISTER] = 5;
		//ent->client->ps.inventory[INV_SEEKER] = 5;
		ent->client->ps.inventory[INV_LIGHTAMP_GOGGLES] = 1;
		//ent->client->ps.inventory[INV_SENTRY] = 5;
		//ent->client->ps.inventory[INV_GOODIE_KEY] = 5;
		//ent->client->ps.inventory[INV_SECURITY_KEY] = 5;

		if (!give_all)
		{
			return;
		}
	}
*/
	if (give_all || Q_stricmp(name, "weapons") == 0)
	{
		ent->client->ps.stats[STAT_WEAPONS] = (1 << (WP_MELEE)) - ( 1 << WP_NONE );
		if (!give_all)
			return;
	}

	if ( !give_all && Q_stricmp(gi.argv(1), "weaponnum") == 0 )
	{
		ent->client->ps.stats[STAT_WEAPONS] |= (1 << atoi(gi.argv(2)));
		return;
	}

	if ( Q_stricmp(name, "eweaps") == 0)	//for developing, gives you all the weapons, including enemy
	{
		ent->client->ps.stats[STAT_WEAPONS] = (unsigned)(1 << WP_NUM_WEAPONS) - ( 1 << WP_NONE ); // NOTE: this wasn't giving the last weapon in the list
		if (!give_all)
			return;
	}

	if (give_all || Q_stricmp(name, "ammo") == 0)
	{
		for ( i = 0 ; i < AMMO_MAX ; i++ ) {
			ent->client->ps.ammo[i] = ammoData[i].max;
		}
		if (!give_all)
			return;
	}

	if (give_all || Q_stricmp(gi.argv(1), "batteries") == 0)
	{
		if (gi.argc() == 3)
			ent->client->ps.batteryCharge = atoi(gi.argv(2));
		else
			ent->client->ps.batteryCharge = MAX_BATTERIES;

		if (!give_all)
			return;
	}

	if (give_all || Q_stricmp(gi.argv(1), "armor") == 0)
	{
		if (gi.argc() == 3)
			ent->client->ps.stats[STAT_ARMOR] = atoi(gi.argv(2));
		else
			ent->client->ps.stats[STAT_ARMOR] = ent->client->ps.stats[STAT_MAX_HEALTH];

		if ( ent->client->ps.stats[STAT_ARMOR] > 0 )
		{
			ent->client->ps.powerups[PW_BATTLESUIT] = Q3_INFINITE;
		}
		else
		{
			ent->client->ps.powerups[PW_BATTLESUIT] = 0;
		}

		if (!give_all)
			return;
	}

	// spawn a specific item right on the player
	if ( !give_all ) {
		gentity_t	*it_ent;
		trace_t		trace;
		it = FindItem (name);
		if (!it) {
			name = gi.argv(1);
			it = FindItem (name);
			if (!it) {
				gi.SendServerCommand( ent-g_entities, "print \"unknown item\n\"");
				return;
			}
		}

		it_ent = G_Spawn();
		VectorCopy( ent->currentOrigin, it_ent->s.origin );
		it_ent->classname = G_NewString(it->classname);
		G_SpawnItem (it_ent, it);
		FinishSpawningItem(it_ent );
		memset( &trace, 0, sizeof( trace ) );
		Touch_Item (it_ent, ent, &trace);
		if (it_ent->inuse) {
			G_FreeEntity( it_ent );
		}
	}
}

//------------------
void Cmd_Fx( gentity_t *ent )
{
	vec3_t		dir;
	gentity_t	*fx_ent = NULL;

	if ( Q_stricmp( gi.argv(1), "play" ) == 0 )
	{
		if ( gi.argc() == 3 )
		{
			// I guess, only allow one active at a time
			while (( fx_ent = G_Find( fx_ent, FOFS(classname), "cmd_fx")) != NULL ) 
			{
				G_FreeEntity( fx_ent );
			}

			fx_ent = G_Spawn();

			fx_ent->fxFile = gi.argv( 2 );

			// Move out in front of the person spawning the effect
			AngleVectors( ent->currentAngles, dir, NULL, NULL );
			VectorMA( ent->currentOrigin, 32, dir, fx_ent->s.origin );

extern void SP_fx_runner( gentity_t *ent );

			SP_fx_runner( fx_ent );
			fx_ent->delay = 2000;			// adjusting delay
			fx_ent->classname = "cmd_fx";	//	and classname

			return;
		}
	}
	else if ( Q_stricmp( gi.argv(1), "stop" ) == 0 )
	{
		while (( fx_ent = G_Find( fx_ent, FOFS(classname), "cmd_fx")) != NULL ) 
		{
			G_FreeEntity( fx_ent );
		}

		return;
	}
	else if ( Q_stricmp( gi.argv(1), "delay" ) == 0 )
	{
		while (( fx_ent = G_Find( fx_ent, FOFS(classname), "cmd_fx")) != NULL ) 
		{
			if ( gi.argc() == 3 )
			{
				fx_ent->delay = atoi( gi.argv( 2 ));
			}
			else
			{
				gi.Printf( S_COLOR_GREEN"FX: current delay is: %i\n", fx_ent->delay );
			}

			return;
		}
	}
	else if ( Q_stricmp( gi.argv(1), "random" ) == 0 )
	{
		while (( fx_ent = G_Find( fx_ent, FOFS(classname), "cmd_fx")) != NULL ) 
		{
			if ( gi.argc() == 3 )
			{
				fx_ent->random = atoi( gi.argv( 2 ));
			}
			else
			{
				gi.Printf( S_COLOR_GREEN"FX: current random is: %6.2f\n", fx_ent->random );
			}

			return;
		}
	}
	else if ( Q_stricmp( gi.argv(1), "origin" ) == 0 )
	{
		while (( fx_ent = G_Find( fx_ent, FOFS(classname), "cmd_fx")) != NULL ) 
		{
			if ( gi.argc() == 5 )
			{
				fx_ent->s.origin[0] = atof( gi.argv( 2 ));
				fx_ent->s.origin[1] = atof( gi.argv( 3 ));
				fx_ent->s.origin[2] = atof( gi.argv( 4 ));

				G_SetOrigin( fx_ent, fx_ent->s.origin );
			}
			else
			{
				gi.Printf( S_COLOR_GREEN"FX: current origin is: <%6.2f %6.2f %6.2f>\n", 
									fx_ent->currentOrigin[0], fx_ent->currentOrigin[1], fx_ent->currentOrigin[2] );
			}

			return;
		}
	}
	else if ( Q_stricmp( gi.argv(1), "dir" ) == 0 )
	{
		while (( fx_ent = G_Find( fx_ent, FOFS(classname), "cmd_fx")) != NULL ) 
		{
			if ( gi.argc() == 5 )
			{
				fx_ent->s.angles[0] = atof( gi.argv( 2 ));
				fx_ent->s.angles[1] = atof( gi.argv( 3 ));
				fx_ent->s.angles[2] = atof( gi.argv( 4 ));

				if ( !VectorNormalize( fx_ent->s.angles ))
				{
					// must have been zero length
					fx_ent->s.angles[2] = 1;
				}
			}
			else
			{
				gi.Printf( S_COLOR_GREEN"FX: current dir is: <%6.2f %6.2f %6.2f>\n", 
									fx_ent->s.angles[0], fx_ent->s.angles[1], fx_ent->s.angles[2] );
			}

			return;
		}
	}

	gi.Printf( S_COLOR_CYAN"Fx--------------------------------------------------------\n" );
	gi.Printf( S_COLOR_CYAN"commands:              sample usage:\n" );
	gi.Printf( S_COLOR_CYAN"----------------------------------------------------------\n" );
	gi.Printf( S_COLOR_CYAN"fx play <filename>     fx play sparks, fx play env/fire\n" );
	gi.Printf( S_COLOR_CYAN"fx stop                fx stop\n" );		
	gi.Printf( S_COLOR_CYAN"fx delay <#>           fx delay 1000\n" );
	gi.Printf( S_COLOR_CYAN"fx random <#>          fx random 200\n" );
	gi.Printf( S_COLOR_CYAN"fx origin <#><#><#>    fx origin 10 20 30\n" );
	gi.Printf( S_COLOR_CYAN"fx dir <#><#><#>       fx dir 0 0 -1\n\n" );
}

/*
==================
Cmd_God_f

Sets client to godmode

argv(0) god
==================
*/
void Cmd_God_f (gentity_t *ent)
{
	char	*msg;

	if ( !CheatsOk( ent ) ) {
		return;
	}

	ent->flags ^= FL_GODMODE;
	if (!(ent->flags & FL_GODMODE) )
		msg = "godmode OFF\n";
	else
		msg = "godmode ON\n";

	gi.SendServerCommand( ent-g_entities, "print \"%s\"", msg);
}

/*
==================
Cmd_Undying_f

Sets client to undead mode

argv(0) undying
==================
*/
void Cmd_Undying_f (gentity_t *ent)
{
	char	*msg;

	if ( !CheatsOk( ent ) ) 
	{
		return;
	}

	ent->flags ^= FL_UNDYING;
	if (!(ent->flags & FL_UNDYING) )
	{
		msg = "undead mode OFF\n";
	}
	else
	{
		int		max;
		char	*cmd;

		cmd = gi.argv(1);
		if ( cmd && atoi( cmd ) )
		{
			max = atoi( cmd );
		}
		else
		{
			max = 999;
		}

		ent->health = ent->max_health = max;

		msg = "undead mode ON\n";

		if ( ent->client )
		{
			ent->client->ps.stats[STAT_HEALTH] = ent->client->ps.stats[STAT_MAX_HEALTH] = 999;
		}
	}

	gi.SendServerCommand( ent-g_entities, "print \"%s\"", msg);
}

/*
==================
Cmd_Notarget_f

Sets client to notarget

argv(0) notarget
==================
*/
void Cmd_Notarget_f( gentity_t *ent ) {
	char	*msg;

	if ( !CheatsOk( ent ) ) {
		return;
	}

	ent->flags ^= FL_NOTARGET;
	if (!(ent->flags & FL_NOTARGET) )
		msg = "notarget OFF\n";
	else
		msg = "notarget ON\n";

	gi.SendServerCommand( ent-g_entities, "print \"%s\"", msg);
}


/*
==================
Cmd_Noclip_f

argv(0) noclip
==================
*/
void Cmd_Noclip_f( gentity_t *ent ) {
	char	*msg;

	if ( !CheatsOk( ent ) ) {
		return;
	}

	if ( ent->client->noclip ) {
		msg = "noclip OFF\n";
	} else {
		msg = "noclip ON\n";
	}
	ent->client->noclip = !ent->client->noclip;

	gi.SendServerCommand( ent-g_entities, "print \"%s\"", msg);
}


/*
==================
Cmd_LevelShot_f

This is just to help generate the level pictures
for the menus.  It goes to the intermission immediately
and sends over a command to the client to resize the view,
hide the scoreboard, and take a special screenshot
==================
*/
void Cmd_LevelShot_f( gentity_t *ent ) {
	if ( !CheatsOk( ent ) ) {
		return;
	}

	gi.SendServerCommand( ent-g_entities, "clientLevelShot" );
}


/*
=================
Cmd_Kill_f
=================
*/
void Cmd_Kill_f( gentity_t *ent ) {
	if( ( level.time - ent->client->respawnTime ) < 5000 ) {
		gi.SendServerCommand( ent-g_entities, "cp @SP_INGAME_ONE_KILL_PER_5_SECONDS");
		return;
	}
	ent->flags &= ~FL_GODMODE;
	ent->client->ps.stats[STAT_HEALTH] = ent->health = 0;
	player_die (ent, ent, ent, 100000, MOD_SUICIDE);
}


/*
==================
Cmd_Where_f
==================
*/
void Cmd_Where_f( gentity_t *ent ) {
	const char *s = gi.argv(1);
	const len = strlen(s);
	gentity_t	*check;
	
	if ( gi.argc () < 2 ) {
		gi.Printf("usage: where classname\n");
		return;
	}
	for (int i = 0; i < globals.num_entities; i++)
	{
		if(!PInUse(i))
			continue;
//		if(!check || !check->inuse) {
//			continue;
//		}
		check = &g_entities[i];
		if (!Q_stricmpn(s, check->classname, len) ) {
			gi.SendServerCommand( ent-g_entities, "print \"%s %s\n\"", check->classname, vtos( check->s.pos.trBase ) );
		}
	}
}


/*
-------------------------
UserSpawn
-------------------------
*/

extern qboolean G_CallSpawn( gentity_t *ent );

void UserSpawn( gentity_t *ent, const char *name )
{
	vec3_t		origin;
	vec3_t		vf;
	vec3_t		angles;
	gentity_t	*ent2;
	
	//Spawn the ent
	ent2 = G_Spawn();
	ent2->classname = G_NewString( name );

	//TODO: This should ultimately make sure this is a safe spawn!

	//Spawn the entity and place it there
	VectorSet( angles, 0, ent->s.apos.trBase[YAW], 0 );
	AngleVectors( angles, vf, NULL, NULL );
	VectorMA( ent->s.pos.trBase, 96, vf, origin );	//FIXME: Find the radius size of the object, and push out 32 + radius

	origin[2] += 8;
	VectorCopy( origin, ent2->s.pos.trBase );
	VectorCopy( origin, ent2->s.origin );
	VectorCopy( ent->s.apos.trBase, ent2->s.angles );

	gi.linkentity( ent2 );

	//Find a valid spawning spot
	if ( G_CallSpawn( ent2 ) == qfalse )
	{
		gi.SendServerCommand( ent-g_entities, "print \"Failed to spawn '%s'\n\"", name );
		G_FreeEntity( ent2 );
		return;
	}
}

/*
-------------------------
Cmd_Spawn
-------------------------
*/

void Cmd_Spawn( gentity_t *ent )
{
	char	*name;

	name = ConcatArgs( 1 );

	gi.SendServerCommand( ent-g_entities, "print \"Spawning '%s'\n\"", name );

	UserSpawn( ent, name );
}

/*
=================
Cmd_SetViewpos_f
=================
*/
void Cmd_SetViewpos_f( gentity_t *ent ) {
	vec3_t		origin, angles;
	int			i;

	if ( !g_cheats->integer ) {
		gi.SendServerCommand( ent-g_entities, va("print \"Cheats are not enabled on this server.\n\""));
		return;
	}
	if ( gi.argc() != 5 ) {
		gi.SendServerCommand( ent-g_entities, va("print \"usage: setviewpos x y z yaw\n\""));
		return;
	}

	VectorClear( angles );
	for ( i = 0 ; i < 3 ; i++ ) {
		origin[i] = atof( gi.argv( i+1 ) );
	}
	origin[2] -= 25;	//acount for eye height from viewpos cmd

	angles[YAW] = atof( gi.argv( 4 ) );

	TeleportPlayer( ent, origin, angles );
}



/*
=================
Cmd_SetObjective_f
=================
*/
qboolean G_CheckPlayerDarkSide( void );

void Cmd_SetObjective_f( gentity_t *ent ) 
{
	int objectiveI,status,displayStatus;

	if ( gi.argc() == 2 ) {
		objectiveI = atoi(gi.argv(1));
		gi.Printf("objective #%d  display status=%d, status=%d\n",objectiveI, 
			ent->client->sess.mission_objectives[objectiveI].display,
			ent->client->sess.mission_objectives[objectiveI].status
			);
		return;
	}
	if ( gi.argc() != 4 ) {
		gi.SendServerCommand( ent-g_entities, va("print \"usage: setobjective <objective #>  <display status> <status>\n\""));
		return;
	}

	if ( !CheatsOk( ent ) ) 
	{
		return;
	}

	objectiveI = atoi(gi.argv(1));
	displayStatus = atoi(gi.argv(2));
	status = atoi(gi.argv(3));

	ent->client->sess.mission_objectives[objectiveI].display = displayStatus;
	ent->client->sess.mission_objectives[objectiveI].status = status;
	G_CheckPlayerDarkSide();
}

/*
=================
Cmd_ViewObjective_f
=================
*/
void Cmd_ViewObjective_f( gentity_t *ent ) 
{
	int objectiveI;

	if ( gi.argc() != 2 ) {
		gi.SendServerCommand( ent-g_entities, va("print \"usage: viewobjective <objective #>\n\""));
		return;
	}

	objectiveI = atoi(gi.argv(1));

	gi.SendServerCommand( ent-g_entities, va("print \"Objective %d   Display Status(1=show): %d  Status:%d\n\"",objectiveI,ent->client->sess.mission_objectives[objectiveI].display,ent->client->sess.mission_objectives[objectiveI].status));
}


/*
================
Cmd_UseElectrobinoculars_f
================
*/
void Cmd_UseElectrobinoculars_f(gentity_t *ent)
{
	if ( ent->health < 1 || in_camera )
	{
		return;
	}

	if ( ent->client->ps.inventory[INV_ELECTROBINOCULARS] <= 0 )
	{
		// have none to place...play sound?
		return;
	}

	G_AddEvent( ent, EV_USE_INV_BINOCULARS, 0 );
}

/*
================
Cmd_UseBacta_f
================
*/
void Cmd_UseBacta_f(gentity_t *ent)
{
	if ( ent->health < 1 || in_camera )
	{
		return;
	}

	ItemUse_Bacta(ent);
}

//----------------------------------------------------------------------------------
qboolean PickSeekerSpawnPoint( vec3_t org, vec3_t fwd, vec3_t right, int skip, vec3_t spot )
{
	vec3_t	mins, maxs, forward, end;
	trace_t tr;

	VectorSet( maxs, -8, -8, -24); // ?? size
	VectorSet( maxs, 8, 8, 8 );

	VectorCopy( fwd, forward );

	// to the front and side a bit
	forward[2] = 0.3f; // start up a bit

	VectorMA( org, 48, forward, end );
	VectorMA( end, -8, right, end );

	gi.trace( &tr, org, mins, maxs, end, skip, MASK_PLAYERSOLID );

	if ( !tr.startsolid && !tr.allsolid && tr.fraction >= 1.0f )
	{
		VectorCopy( tr.endpos, spot );
		return qtrue;
	}

	// side
	VectorMA( org, 48, right, end );

	gi.trace( &tr, org, mins, maxs, end, skip, MASK_PLAYERSOLID );

	if ( !tr.startsolid && !tr.allsolid && tr.fraction >= 1.0f )
	{
		VectorCopy( tr.endpos, spot );
		return qtrue;
	}

	// other side
	VectorMA( org, -48, right, end );

	gi.trace( &tr, org, mins, maxs, end, skip, MASK_PLAYERSOLID );

	if ( !tr.startsolid && !tr.allsolid && tr.fraction >= 1.0f )
	{
		VectorCopy( tr.endpos, spot );
		return qtrue;
	}

	// behind
	VectorMA( org, -48, fwd, end );

	gi.trace( &tr, org, mins, maxs, end, skip, MASK_PLAYERSOLID );

	if ( !tr.startsolid && !tr.allsolid && tr.fraction >= 1.0f )
	{
		VectorCopy( tr.endpos, spot );
		return qtrue;
	}

	return qfalse;
}

/*
================
Cmd_UseSeeker_f
================
*/
void Cmd_UseSeeker_f( gentity_t *ent )
{
	if ( ent->health < 1 || in_camera )
	{
		return;
	}

	// don't use them if we don't have any...also don't use them if one is already going
	if ( ent->client && ent->client->ps.inventory[INV_SEEKER] > 0 && level.time > ent->client->ps.powerups[PW_SEEKER] )
	{
		gentity_t	*tent = G_Spawn();
	
		if ( tent )
		{
			vec3_t	fwd, right, spot;

			AngleVectors( ent->client->ps.viewangles, fwd, right, NULL );

			VectorCopy( ent->currentOrigin, spot ); // does nothing really, just initialize the goods...

			if ( PickSeekerSpawnPoint( ent->currentOrigin, fwd, right, ent->s.number, spot ))
			{
				VectorCopy( spot, tent->s.origin );
				G_SetOrigin( tent, spot );
				G_SetAngles( tent, ent->currentAngles );

extern void SP_NPC_Droid_Seeker( gentity_t *ent );

				SP_NPC_Droid_Seeker( tent );
				G_Sound( tent, G_SoundIndex( "sound/chars/seeker/misc/hiss" ));

				// make sure that we even have some
				ent->client->ps.inventory[INV_SEEKER]--;
				ent->client->ps.powerups[PW_SEEKER] = level.time + 1000;// can only drop one every second..maybe this is annoying?

			}
		}
	}
}

/*
================
Cmd_UseGoggles_f
================
*/
void Cmd_UseGoggles_f(gentity_t *ent)
{
	if ( ent->health < 1 || in_camera )
	{
		return;
	}

	if ( ent->client && ent->client->ps.inventory[INV_LIGHTAMP_GOGGLES] > 0 )
	{
		G_AddEvent( ent, EV_USE_INV_LIGHTAMP_GOGGLES, 0 );
	}
}

/*
================
Cmd_UseSentry_f
================
*/
qboolean place_portable_assault_sentry( gentity_t *self, vec3_t origin, vec3_t dir );
void Cmd_UseSentry_f(gentity_t *ent)
{
	if ( ent->health < 1 || in_camera )
	{
		return;
	}

	if ( ent->client->ps.inventory[INV_SENTRY] <= 0 )
	{
		// have none to place...play sound?
		return;
	}

	if ( place_portable_assault_sentry( ent, ent->currentOrigin, ent->client->ps.viewangles ))
	{
		ent->client->ps.inventory[INV_SENTRY]--;
		G_AddEvent( ent, EV_USE_INV_SENTRY, 0 );
	}
	else
	{
		// couldn't be placed....play a notification sound!!
	}
}

/*
================
Cmd_UseInventory_f
================
*/
void Cmd_UseInventory_f(gentity_t *ent)
{
	switch (cg.inventorySelect)
	{
		case INV_ELECTROBINOCULARS :
			Cmd_UseElectrobinoculars_f(ent);
			return;
		//case INV_BACTA_CANISTER :
		//	Cmd_UseBacta_f(ent);
		//	return;
		case INV_SEEKER :
			Cmd_UseSeeker_f(ent);
			return;
		case INV_LIGHTAMP_GOGGLES :
			Cmd_UseGoggles_f(ent);
			return;
		case INV_SENTRY :
			Cmd_UseSentry_f(ent);
			return;
		default :
			return;

	}
}

void Cmd_FlushCamFile_f(gentity_t *ent)
{
	gi.FlushCamFile();
}

void G_Taunt( gentity_t *ent )
{
	if ( ent->client )
	{
		if ( ent->client->ps.weapon == WP_SABER 
			&& (ent->client->ps.saberAnimLevel == SS_STAFF //ent->client->ps.saber[0].type == SABER_STAFF 
				|| ent->client->ps.dualSabers) )
		{
			ent->client->ps.taunting = level.time + 100;
			//make sure all sabers are on
			ent->client->ps.SaberActivate();
		}
		else
		{
			ent->client->ps.taunting = level.time + 100;
		}
	}
}

void G_Victory( gentity_t *ent )
{
	if ( ent->health > 0 )
	{//say something and put away saber
		G_SoundOnEnt( ent, CHAN_VOICE, "sound/chars/kyle/misc/taunt1.wav" );
		if ( ent->client )
		{
			ent->client->ps.SaberDeactivate();
		}
	}
}

typedef enum
{
	TAUNT_TAUNT = 0,
	TAUNT_BOW,
	TAUNT_MEDITATE,
	TAUNT_FLOURISH,
	TAUNT_GLOAT
};

extern void G_SpeechEvent( gentity_t *self, int event );
void G_TauntSound( gentity_t *ent, int taunt )
{
	switch ( taunt )
	{
	case TAUNT_TAUNT:
	default:
		if ( Q_irand( 0, 1 ) )
		{
			G_SpeechEvent( ent, Q_irand( EV_ANGER1, EV_ANGER3 ) );
		}
		else
		{
			G_SpeechEvent( ent, Q_irand( EV_TAUNT1, EV_TAUNT3 ) );
		}
		break;
	case TAUNT_BOW:
		break;
	case TAUNT_MEDITATE:
		break;
	case TAUNT_FLOURISH:
		if ( Q_irand( 0, 1 ) )
		{
			G_SpeechEvent( ent, Q_irand( EV_DEFLECT1, EV_DEFLECT3 ) );
		}
		else
		{
			G_SpeechEvent( ent, Q_irand( EV_GLOAT1, EV_GLOAT3 ) );
		}
		break;
	case TAUNT_GLOAT:
		G_SpeechEvent( ent, Q_irand( EV_VICTORY1, EV_VICTORY3 ) );
		break;
	}
}

void G_SetTauntAnim( gentity_t *ent, int taunt )
{
	if ( !ent || !ent->client )
	{
		return;
	}
	if ( !ent->client->ps.torsoAnimTimer
		&& !ent->client->ps.legsAnimTimer
		&& !ent->client->ps.weaponTime
		&& ent->client->ps.saberLockTime < level.time )
	{
		int anim = -1;
		switch ( taunt )
		{
		case TAUNT_TAUNT:
			if ( ent->client->ps.weapon != WP_SABER )
			{
				anim = BOTH_ENGAGETAUNT;
			}
			else
			{
				switch ( ent->client->ps.saberAnimLevel )
				{
				case SS_FAST:
				case SS_TAVION:
					if ( ent->client->ps.saber[1].Active() )
					{//turn off second saber
						G_Sound( ent, ent->client->ps.saber[1].soundOff );
					}
					else if ( ent->client->ps.saber[0].Active() )
					{//turn off first
						G_Sound( ent, ent->client->ps.saber[0].soundOff );
					}
					ent->client->ps.SaberDeactivate();
					anim = BOTH_GESTURE1;
					break;
				case SS_MEDIUM:
				case SS_STRONG:
				case SS_DESANN:
					anim = BOTH_ENGAGETAUNT;
					break;
				case SS_DUAL:
					ent->client->ps.SaberActivate();
					anim = BOTH_DUAL_TAUNT;
					break;
				case SS_STAFF:
					ent->client->ps.SaberActivate();
					anim = BOTH_STAFF_TAUNT;
					break;
				}
			}
			break;
		case TAUNT_BOW:
			anim = BOTH_BOW;
			if ( ent->client->ps.saber[1].Active() )
			{//turn off second saber
				G_Sound( ent, ent->client->ps.saber[1].soundOff );
			}
			else if ( ent->client->ps.saber[0].Active() )
			{//turn off first
				G_Sound( ent, ent->client->ps.saber[0].soundOff );
			}
			ent->client->ps.SaberDeactivate();
			break;
		case TAUNT_MEDITATE:
			anim = BOTH_MEDITATE;
			if ( ent->client->ps.saber[1].Active() )
			{//turn off second saber
				G_Sound( ent, ent->client->ps.saber[1].soundOff );
			}
			else if ( ent->client->ps.saber[0].Active() )
			{//turn off first
				G_Sound( ent, ent->client->ps.saber[0].soundOff );
			}
			ent->client->ps.SaberDeactivate();
			break;
		case TAUNT_FLOURISH:
			if ( ent->client->ps.weapon == WP_SABER )
			{
				ent->client->ps.SaberActivate();
				switch ( ent->client->ps.saberAnimLevel )
				{
				case SS_FAST:
				case SS_TAVION:
					anim = BOTH_SHOWOFF_FAST;
					break;
				case SS_MEDIUM:
					anim = BOTH_SHOWOFF_MEDIUM;
					break;
				case SS_STRONG:
				case SS_DESANN:
					anim = BOTH_SHOWOFF_STRONG;
					break;
				case SS_DUAL:
					anim = BOTH_SHOWOFF_DUAL;
					break;
				case SS_STAFF:
					anim = BOTH_SHOWOFF_STAFF;
					break;
				}
			}
			break;
		case TAUNT_GLOAT:
			switch ( ent->client->ps.saberAnimLevel )
			{
			case SS_FAST:
			case SS_TAVION:
				anim = BOTH_VICTORY_FAST;
				break;
			case SS_MEDIUM:
				anim = BOTH_VICTORY_MEDIUM;
				break;
			case SS_STRONG:
			case SS_DESANN:
				ent->client->ps.SaberActivate();
				anim = BOTH_VICTORY_STRONG;
				break;
			case SS_DUAL:
				ent->client->ps.SaberActivate();
				anim = BOTH_VICTORY_DUAL;
				break;
			case SS_STAFF:
				ent->client->ps.SaberActivate();
				anim = BOTH_VICTORY_STAFF;
				break;
			}
			break;
		}
		if ( anim != -1 )
		{
			if ( ent->client->ps.groundEntityNum != ENTITYNUM_NONE ) 
			{
				int parts = SETANIM_TORSO;
				if ( anim != BOTH_ENGAGETAUNT ) 
				{
					parts = SETANIM_BOTH;
					VectorClear( ent->client->ps.velocity );
				}
				NPC_SetAnim( ent, parts, anim, (SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD) );
			}
			if ( taunt != TAUNT_MEDITATE 
				&& taunt != TAUNT_BOW )
			{//no sound for meditate or bow
				G_TauntSound( ent, taunt );
			}
		}
	}
}
/*
=================
ClientCommand
=================
*/
void ClientCommand( int clientNum ) {
	gentity_t *ent;
	char	*cmd;

	ent = g_entities + clientNum;
	if ( !ent->client ) {
		return;		// not fully in game yet
	}

	cmd = gi.argv(0);

	if (Q_stricmp (cmd, "spawn") == 0)
	{
		Cmd_Spawn( ent );
		return;
	}
	
	if (Q_stricmp (cmd, "give") == 0)
		Cmd_Give_f (ent);
	else if (Q_stricmp (cmd, "god") == 0)
		Cmd_God_f (ent);
	else if (Q_stricmp (cmd, "undying") == 0)
		Cmd_Undying_f (ent);
	else if (Q_stricmp (cmd, "notarget") == 0)
		Cmd_Notarget_f (ent);
	else if (Q_stricmp (cmd, "noclip") == 0)
	{
		Cmd_Noclip_f (ent);
	}
	else if (Q_stricmp (cmd, "kill") == 0)
	{
		if ( !CheatsOk( ent ) )
		{
			return;
		}
		Cmd_Kill_f (ent);
	}
	else if (Q_stricmp (cmd, "levelshot") == 0)
		Cmd_LevelShot_f (ent);
	else if (Q_stricmp (cmd, "where") == 0)
		Cmd_Where_f (ent);
	else if (Q_stricmp (cmd, "setviewpos") == 0)
		Cmd_SetViewpos_f( ent );
	else if (Q_stricmp (cmd, "setobjective") == 0)
		Cmd_SetObjective_f( ent );
	else if (Q_stricmp (cmd, "viewobjective") == 0)
		Cmd_ViewObjective_f( ent );
	else if (Q_stricmp (cmd, "force_throw") == 0)
	{
		ent = G_GetSelfForPlayerCmd();
		ForceThrow( ent, qfalse );
	}
	else if (Q_stricmp (cmd, "force_pull") == 0)
	{
		ent = G_GetSelfForPlayerCmd();
		ForceThrow( ent, qtrue );
	}
	else if (Q_stricmp (cmd, "force_speed") == 0)
	{
		ent = G_GetSelfForPlayerCmd();
		ForceSpeed( ent );
	}
	else if (Q_stricmp (cmd, "force_heal") == 0)
	{
		ent = G_GetSelfForPlayerCmd();
		ForceHeal( ent );
	}
	else if (Q_stricmp (cmd, "force_grip") == 0)
	{
		ent = G_GetSelfForPlayerCmd();
		ForceGrip( ent );
	}
	else if (Q_stricmp (cmd, "force_distract") == 0)
	{
		ent = G_GetSelfForPlayerCmd();
		ForceTelepathy( ent );
	}
	else if (Q_stricmp (cmd, "force_rage") == 0)
	{
		ent = G_GetSelfForPlayerCmd();
		ForceRage(ent);
	}
	else if (Q_stricmp (cmd, "force_protect") == 0)
	{
		ent = G_GetSelfForPlayerCmd();
		ForceProtect(ent);
	}
	else if (Q_stricmp (cmd, "force_absorb") == 0)
	{
		ent = G_GetSelfForPlayerCmd();
		ForceAbsorb(ent);
	}
	else if (Q_stricmp (cmd, "force_sight") == 0)
	{
		ent = G_GetSelfForPlayerCmd();
		ForceSeeing(ent);
	}
	else if (Q_stricmp (cmd, "addsaberstyle") == 0)
	{
		ent = G_GetSelfForPlayerCmd();
		if ( !ent || !ent->client )
		{//wtf?
			return;
		}
		if ( gi.argc() < 2 )
		{
			gi.SendServerCommand( ent-g_entities, va("print \"usage: addsaberstyle <saber style>\n\""));
			gi.SendServerCommand( ent-g_entities, va("print \"Valid styles: SS_FAST, SS_MEDIUM, SS_STRONG, SS_DESANN, SS_TAVION, SS_DUAL and SS_STAFF\n\""));
			return;
		}

		int addStyle = GetIDForString( SaberStyleTable, gi.argv(1) );
		if ( addStyle > SS_NONE && addStyle < SS_STAFF )
		{
			ent->client->ps.saberStylesKnown |= (1<<addStyle);
		}
	}
	else if (Q_stricmp (cmd, "setsaberstyle") == 0)
	{
		ent = G_GetSelfForPlayerCmd();
		if ( !ent || !ent->client )
		{//wtf?
			return;
		}
		if ( gi.argc() < 2 )
		{
			gi.SendServerCommand( ent-g_entities, va("print \"usage: setsaberstyle <saber style>\n\""));
			gi.SendServerCommand( ent-g_entities, va("print \"Valid styles: SS_FAST, SS_MEDIUM, SS_STRONG, SS_DESANN, SS_TAVION, SS_DUAL and SS_STAFF\n\""));
			return;
		}

		int setStyle = GetIDForString( SaberStyleTable, gi.argv(1) );
		if ( setStyle > SS_NONE && setStyle < SS_STAFF )
		{
			ent->client->ps.saberStylesKnown = (1<<setStyle);
			cg.saberAnimLevelPending = ent->client->ps.saberAnimLevel = setStyle;
		}
	}
	else if (Q_stricmp (cmd, "taunt") == 0)
	{
		ent = G_GetSelfForPlayerCmd();
//		G_Taunt( ent );
		G_SetTauntAnim( ent, TAUNT_TAUNT );
	}
	else if (Q_stricmp (cmd, "bow") == 0)
	{
		ent = G_GetSelfForPlayerCmd();
		G_SetTauntAnim( ent, TAUNT_BOW );
	}
	else if (Q_stricmp (cmd, "meditate") == 0)
	{
		ent = G_GetSelfForPlayerCmd();
		G_SetTauntAnim( ent, TAUNT_MEDITATE );
	}
	else if (Q_stricmp (cmd, "flourish") == 0)
	{
		ent = G_GetSelfForPlayerCmd();
		G_SetTauntAnim( ent, TAUNT_FLOURISH );
	}
	else if (Q_stricmp (cmd, "gloat") == 0)
	{
		ent = G_GetSelfForPlayerCmd();
		G_SetTauntAnim( ent, TAUNT_GLOAT );
	}
	/*
	else if (Q_stricmp (cmd, "drive") == 0)
	{
		if ( !CheatsOk( ent ) )
		{
			return;
		}
		if ( gi.argc() < 2 )
		{
			gi.SendServerCommand( ent-g_entities, va("print \"usage: drive <vehicle name>\n\""));
			gi.SendServerCommand( ent-g_entities, va("print \"Vehicles will be in vehicles.cfg, try using 'speeder' for now\n\""));
			return;
		}
		G_DriveVehicle( ent, NULL, gi.argv(1) );
	}
	*/
	else if (Q_stricmp (cmd, "NPCdrive") == 0)
	{
		if ( !CheatsOk( ent ) )
		{
			return;
		}
		if ( gi.argc() < 3 )
		{
			gi.SendServerCommand( ent-g_entities, va("print \"usage: drive <NPC_targetname> <vehicle name>\n\""));
			gi.SendServerCommand( ent-g_entities, va("print \"Vehicles will be in vehicles.cfg, try using 'speeder' for now\n\""));
			return;
		}
		gentity_t *found = G_Find( NULL, FOFS(targetname), gi.argv(1) );
		if ( found && found->health > 0 && found->client )
		{
			// TEMPORARY! BRING BACK LATER!!!
			//G_DriveVehicle( found, NULL, gi.argv(2) );
		}
	}
	else if (Q_stricmp (cmd, "thereisnospoon") == 0)
		G_StartMatrixEffect( ent );
	else if (Q_stricmp (cmd, "use_electrobinoculars") == 0)
		Cmd_UseElectrobinoculars_f( ent );
	else if (Q_stricmp (cmd, "use_bacta") == 0)
		Cmd_UseBacta_f( ent );
	else if (Q_stricmp (cmd, "use_seeker") == 0)
		Cmd_UseSeeker_f( ent );
	else if (Q_stricmp (cmd, "use_lightamp_goggles") == 0)
		Cmd_UseGoggles_f( ent );
	else if (Q_stricmp (cmd, "use_sentry") == 0)
		Cmd_UseSentry_f( ent );
	else if (Q_stricmp (cmd, "fx") == 0)
		Cmd_Fx( ent );
	else if (Q_stricmp (cmd, "invuse") == 0)
	{
		Cmd_UseInventory_f( ent );
	}
	else if (Q_stricmp (cmd, "playmusic") == 0)
	{
		char *cmd2 = gi.argv(1);
		if ( cmd2 )
		{
			gi.SetConfigstring( CS_MUSIC, cmd2 );
		}
	}
	else if (Q_stricmp (cmd, "flushcam") == 0)
	{
		Cmd_FlushCamFile_f( ent );
	}
}
