shithub: qk1

Download patch

ref: d3699d0d209c665ecd09d4226f5907f3c72a3170
parent: 1c82ddb6bf18c515c840f4430913cba4ab7915e9
author: Konstantinn Bonnet <qu7uux@gmail.com>
date: Tue Feb 17 07:14:05 EST 2015

clean up some useless stuff, update README

stuff in qw-qc/ is the same as that in QW/progs/, but with gpl headers -> nuke

--- a/README
+++ b/README
@@ -7,19 +7,23 @@
 		. cp /n/quakecd/id1/*.pak id1/
 		. run from same dir...
 	- unfinished and very buggy (both shitty new code and badly ported old code)
-	- sound does not work, cdaudio/networking don't exist
+	- sound works, but is glitchy and reduces FPS quite a bit
+	- cdaudio, networking: PORTME
 	- assume high resolutions don't work well and are very crash prone (e.g. > 800x600)
-		. exit with: Hunk_Alloc: failed on ... => not enough memory
-		use [-mem megabytes], e.g.:
+		. exit with: Hunk_Alloc: failed on ... => not enough memory (default 8M);
+		->use [-mem megabytes], e.g.:
 			% qk1 -nosound -mem 10
 		. if window size < physical screen size, swipe mouse super fast to exit
 		the window (bug in mproc())
 	- don't use -winsize, -width, -height; just resize the window (bugsbugsbugs)
-	- mouse is grabbed using _windowed_mouse cvar
+	- mouse is grabbed using m_windowed cvar
 		. open console (~)
-		. type _windowed_mouse 1 (can autocomplete w/ tab)
+		. type m_windowed 1 (can autocomplete w/ tab)
 		. setting now saved in id1/config.cfg
-	- tested on 386 and amd64 only
+	- tested on 386 and amd64 only (works ok on a pentium 4)
+	- the point of THIS port is to make it work on plan9, and be portable across
+	cputypes on plan9, which justifies some more intrusive changes (but is a bad
+	justification)
 
 
 some params useful for workarounds
@@ -42,6 +46,9 @@
 	since Con_Printf was often used there, and it outputs to both fd=1 and console,
 	so needs fixing
 	- m_freelook, as a quick hack to have (reversible) free mouse look
+	- vid_9.c: shitty, can probably improve performance a bit without screwing code
+	- snd_9.c: maybe writes to /dev/audio should be on another proc?
+	- *printf -> *print was stupid
 
 
 bugs present in linux/x11 (w/ my tweaks in early commits)
@@ -57,33 +64,29 @@
 		. when paused, if _windowed_mouse 1, can still look around with the mouse, even
 		if world is frozen
 	- fp exceptions galore
-	- high resolutions -> depression, then suicide
-	- resizing to smaller window -> gory death
-	- resizing several times -> genitals chopped off, etc.
-	- seemingly random crashes on startup
+	- high resolutions -> casts Anxiodepressive Disorder on user
+	- resizing to smaller window -> no.
+	- resizing several times -> no.
+	- seemingly random crashes on startup (fp?)
 
 
 todo/issues
 -----------
-	- kill stdio; other than stdio uses, NULL -> nil; same for *printf
-	- vid_9.c: remove/limit stupid
 	- net_9p.c
-	- net_udp.c + net_dgrm.c: actuallyport
-	- snd_9.c: actuallyport
-	- cd_9.c: everything; just specify via cvar a folder and look for files there?
-	- mproc: better grabout shit
-	- free mouselook without needing +mlook
-	- plan9-like install
-	- do something about all the fucking shit printed in console
+	- cd_9.c,net_udp.c,net_dgrm.c: actuallyport
+	- snd_9.c, vid_9.c: lousy
+	- plan9-like install, manpages
 	- caps lock == Kctl (← kbdfs)
 	- ungrab mouse when entering console or menus a la games/doom (IN_Grabm())
-	- clean up *_9.c
+	- cleanse *_9.c from linux legacy
 	- linking errors with -T cflag
-	- fix potential fp exceptions in code rather than ignoring them
-	- sys_9.c: proper P9 use (bad programming?)
+	- fix potential fp exceptions in code rather than ignoring them?
+	- sys_9.c: proper P9 use (style)
 	- rewrite everything to use plan9 style? (ocd)
-	- proper %r use for *_Printf and Sys_Error
+	- sys_9.c: proper %r use for *_Printf and Sys_Error
 	- g '/\* FIXME'
+	- test w/ expansions (+cdaudio)
+	- port quakeworld and utilities +/- merge common code and mkmany
 
 
 legal
--- a/mkfile.p9p
+++ /dev/null
@@ -1,129 +1,0 @@
-<$PLAN9/src/mkhdr
-
-# [words]
-CFLAGS= -D_DEFAULT_SOURCE -Dstricmp=strcasecmp -DX11 -O0 -ggdb -Wall -trigraphs
-LDFLAGS= -lX11 -lXext -lXxf86dga
-AFLAGS= $CFLAGS -DELF -x assembler-with-cpp
-
-BIN=.
-TARG=qk1
-
-OFILES=\
-	cl_demo.o\
-	cl_input.o\
-	cl_main.o\
-	cl_parse.o\
-	cl_tent.o\
-	chase.o\
-	cmd.o\
-	common.o\
-	console.o\
-	crc.o\
-	cvar.o\
-	draw.o\
-	d_edge.o\
-	d_fill.o\
-	d_init.o\
-	d_modech.o\
-	d_part.o\
-	d_polyse.o\
-	d_scan.o\
-	d_sky.o\
-	d_sprite.o\
-	d_surf.o\
-	d_vars.o\
-	d_zpoint.o\
-	host.o\
-	host_cmd.o\
-	keys.o\
-	menu.o\
-	mathlib.o\
-	model.o\
-	net_dgrm.o\
-	net_loop.o\
-	net_main.o\
-	net_vcr.o\
-	net_udp.o\
-	net_bsd.o\
-	nonintel.o\
-	pr_cmds.o\
-	pr_edict.o\
-	pr_exec.o\
-	r_aclip.o\
-	r_alias.o\
-	r_bsp.o\
-	r_light.o\
-	r_draw.o\
-	r_efrag.o\
-	r_edge.o\
-	r_misc.o\
-	r_main.o\
-	r_sky.o\
-	r_sprite.o\
-	r_surf.o\
-	r_part.o\
-	r_vars.o\
-	screen.o\
-	sbar.o\
-	sv_main.o\
-	sv_phys.o\
-	sv_move.o\
-	sv_user.o\
-	zone.o\
-	view.o\
-	wad.o\
-	world.o\
-	cd_9.o\
-	sys_9.o\
-	vid_9.o\
-	snd_dma.o\
-	snd_mem.o\
-	snd_mix.o\
-	snd_9.o\
-	in_9.o\
-
-HFILES=\
-	adivtab.h\
-	anorms.h\
-	bspfile.h\
-	cdaudio.h\
-	client.h\
-	cmd.h\
-	common.h\
-	console.h\
-	crc.h\
-	cvar.h\
-	d_iface.h\
-	d_local.h\
-	draw.h\
-	input.h\
-	keys.h\
-	mathlib.h\
-	modelgen.h\
-	model.h\
-	net_dgrm.h\
-	net.h\
-	net_loop.h\
-	net_udp.h\
-	net_vcr.h\
-	pr_comp.h\
-	progdefs.h\
-	progs.h\
-	protocol.h\
-	quakedef.h\
-	render.h\
-	r_local.h\
-	r_shared.h\
-	sbar.h\
-	screen.h\
-	server.h\
-	sound.h\
-	spritegn.h\
-	sys.h\
-	vid.h\
-	view.h\
-	wad.h\
-	world.h\
-	zone.h\
-
-<$PLAN9/src/mkone
--- a/qw-qc/buttons.qc
+++ /dev/null
@@ -1,166 +1,0 @@
-/*
-	buttons.qc
-
-	button and multiple button
-
-	Copyright (C) 1996-1997  Id Software, Inc.
-
-	This program is free software; you can redistribute it and/or
-	modify it under the terms of the GNU General Public License
-	as published by the Free Software Foundation; either version 2
-	of the License, or (at your option) any later version.
-
-	This program is distributed in the hope that it will be useful,
-	but WITHOUT ANY WARRANTY; without even the implied warranty of
-	MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
-	See the GNU General Public License for more details.
-
-	You should have received a copy of the GNU General Public License
-	along with this program; if not, write to:
-
-		Free Software Foundation, Inc.
-		59 Temple Place - Suite 330
-		Boston, MA  02111-1307, USA
-
-*/
-
-void() button_wait;
-void() button_return;
-
-void() button_wait =
-{
-	self.state = STATE_TOP;
-	self.nextthink = self.ltime + self.wait;
-	self.think = button_return;
-	activator = self.enemy;
-	SUB_UseTargets();
-	self.frame = 1;			// use alternate textures
-};
-
-void() button_done =
-{
-	self.state = STATE_BOTTOM;
-};
-
-void() button_return =
-{
-	self.state = STATE_DOWN;
-	SUB_CalcMove (self.pos1, self.speed, button_done);
-	self.frame = 0;			// use normal textures
-	if (self.health)
-		self.takedamage = DAMAGE_YES;	// can be shot again
-};
-
-
-void() button_blocked =
-{	// do nothing, just don't ome all the way back out
-};
-
-
-void() button_fire =
-{
-	if (self.state == STATE_UP || self.state == STATE_TOP)
-		return;
-
-	sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
-
-	self.state = STATE_UP;
-	SUB_CalcMove (self.pos2, self.speed, button_wait);
-};
-
-
-void() button_use =
-{
-	self.enemy = activator;
-	button_fire ();
-};
-
-void() button_touch =
-{
-	if (other.classname != "player")
-		return;
-	self.enemy = other;
-	button_fire ();
-};
-
-void() button_killed =
-{
-	self.enemy = damage_attacker;
-	self.health = self.max_health;
-	self.takedamage = DAMAGE_NO;	// wil be reset upon return
-	button_fire ();
-};
-
-
-/*QUAKED func_button (0 .5 .8) ?
-When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again.
-
-"angle"		determines the opening direction
-"target"	all entities with a matching targetname will be used
-"speed"		override the default 40 speed
-"wait"		override the default 1 second wait (-1 = never return)
-"lip"		override the default 4 pixel lip remaining at end of move
-"health"	if set, the button must be killed instead of touched
-"sounds"
-0) steam metal
-1) wooden clunk
-2) metallic click
-3) in-out
-*/
-void() func_button =
-{
-local float		gtemp, ftemp;
-
-	if (self.sounds == 0)
-	{
-		precache_sound ("buttons/airbut1.wav");
-		self.noise = "buttons/airbut1.wav";
-	}
-	if (self.sounds == 1)
-	{
-		precache_sound ("buttons/switch21.wav");
-		self.noise = "buttons/switch21.wav";
-	}
-	if (self.sounds == 2)
-	{
-		precache_sound ("buttons/switch02.wav");
-		self.noise = "buttons/switch02.wav";
-	}
-	if (self.sounds == 3)
-	{
-		precache_sound ("buttons/switch04.wav");
-		self.noise = "buttons/switch04.wav";
-	}
-	
-	SetMovedir ();
-
-	self.movetype = MOVETYPE_PUSH;
-	self.solid = SOLID_BSP;
-	setmodel (self, self.model);
-
-	self.blocked = button_blocked;
-	self.use = button_use;
-
-	if (self.health)
-	{
-		self.max_health = self.health;
-		self.th_die = button_killed;
-		self.takedamage = DAMAGE_YES;
-	}
-	else
-		self.touch = button_touch;
-
-	if (!self.speed)
-		self.speed = 40;
-	if (!self.wait)
-		self.wait = 1;
-	if (!self.lip)
-		self.lip = 4;
-
-	self.state = STATE_BOTTOM;
-
-	self.pos1 = self.origin;
-	self.pos2 = self.pos1 + self.movedir*(fabs(self.movedir*self.size) - self.lip);
-};
-
--- a/qw-qc/client.qc
+++ /dev/null
@@ -1,1524 +1,0 @@
-/*
-	client.qc
-
-	client functions
-
-	Copyright (C) 1996-1997  Id Software, Inc.
-
-	This program is free software; you can redistribute it and/or
-	modify it under the terms of the GNU General Public License
-	as published by the Free Software Foundation; either version 2
-	of the License, or (at your option) any later version.
-
-	This program is distributed in the hope that it will be useful,
-	but WITHOUT ANY WARRANTY; without even the implied warranty of
-	MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
-	See the GNU General Public License for more details.
-
-	You should have received a copy of the GNU General Public License
-	along with this program; if not, write to:
-
-		Free Software Foundation, Inc.
-		59 Temple Place - Suite 330
-		Boston, MA  02111-1307, USA
-
-*/
-
-// prototypes
-void () W_WeaponFrame;
-void() W_SetCurrentAmmo;
-void() player_pain;
-void() player_stand1;
-void (vector org) spawn_tfog;
-void (vector org, entity death_owner) spawn_tdeath;
-
-float   modelindex_eyes, modelindex_player;
-
-/*
-=============================================================================
-
-				LEVEL CHANGING / INTERMISSION
-
-=============================================================================
-*/
-
-string nextmap;
-
-float   intermission_running;
-float   intermission_exittime;
-
-/*QUAKED info_intermission (1 0.5 0.5) (-16 -16 -16) (16 16 16)
-This is the camera point for the intermission.
-Use mangle instead of angle, so you can set pitch or roll as well as yaw.  'pitch roll yaw'
-*/
-void() info_intermission =
-{
-	self.angles = self.mangle;      // so C can get at it
-};
-
-
-
-void() SetChangeParms =
-{
-	if (self.health <= 0)
-	{
-		SetNewParms ();
-		return;
-	}
- 
-// remove items
-	self.items = self.items - (self.items & 
-	(IT_KEY1 | IT_KEY2 | IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD) );
-	
-// cap super health
-	if (self.health > 100)
-		self.health = 100;
-	if (self.health < 50)
-		self.health = 50;
-	parm1 = self.items;
-	parm2 = self.health;
-	parm3 = self.armorvalue;
-	if (self.ammo_shells < 25)
-		parm4 = 25;
-	else
-		parm4 = self.ammo_shells;
-	parm5 = self.ammo_nails;
-	parm6 = self.ammo_rockets;
-	parm7 = self.ammo_cells;
-	parm8 = self.weapon;
-	parm9 = self.armortype * 100;
-};
-
-void() SetNewParms =
-{
-	parm1 = IT_SHOTGUN | IT_AXE;
-	parm2 = 100;
-	parm3 = 0;
-	parm4 = 25;
-	parm5 = 0;
-	parm6 = 0;
-	parm7 = 0;
-	parm8 = 1;
-	parm9 = 0;
-};
-
-void() DecodeLevelParms =
-{
-	if (serverflags)
-	{
-		if (world.model == "maps/start.bsp")
-			SetNewParms ();         // take away all stuff on starting new episode
-	}
-	
-	self.items = parm1;
-	self.health = parm2;
-	self.armorvalue = parm3;
-	self.ammo_shells = parm4;
-	self.ammo_nails = parm5;
-	self.ammo_rockets = parm6;
-	self.ammo_cells = parm7;
-	self.weapon = parm8;
-	self.armortype = parm9 * 0.01;
-};
-
-/*
-============
-FindIntermission
-
-Returns the entity to view from
-============
-*/
-entity() FindIntermission =
-{
-	local   entity spot;
-	local   float cyc;
-
-// look for info_intermission first
-	spot = find (world, classname, "info_intermission");
-	if (spot)
-	{       // pick a random one
-		cyc = random() * 4;
-		while (cyc > 1)
-		{
-			spot = find (spot, classname, "info_intermission");
-			if (!spot)
-				spot = find (spot, classname, "info_intermission");
-			cyc = cyc - 1;
-		}
-		return spot;
-	}
-
-// then look for the start position
-	spot = find (world, classname, "info_player_start");
-	if (spot)
-		return spot;
-	
-	objerror ("FindIntermission: no spot");
-};
-
-
-void() GotoNextMap =
-{
-	local string newmap;
-
-//ZOID: 12-13-96, samelevel is overloaded, only 1 works for same level
-
-	if (cvar("samelevel") == 1)     // if samelevel is set, stay on same level
-		changelevel (mapname);
-	else {
-		// configurable map lists, see if the current map exists as a
-		// serverinfo/localinfo var
-		newmap = infokey(world, mapname);
-		if (newmap != "")
-			changelevel (newmap);
-		else
-			changelevel (nextmap);
-	}
-};
-
-
-
-/*
-============
-IntermissionThink
-
-When the player presses attack or jump, change to the next level
-============
-*/
-void() IntermissionThink =
-{
-	if (time < intermission_exittime)
-		return;
-
-	if (!self.button0 && !self.button1 && !self.button2)
-		return;
-	
-	GotoNextMap ();
-};
-
-/*
-============
-execute_changelevel
-
-The global "nextmap" has been set previously.
-Take the players to the intermission spot
-============
-*/
-void() execute_changelevel =
-{
-	local entity    pos;
-
-	intermission_running = 1;
-	
-// enforce a wait time before allowing changelevel
-	intermission_exittime = time + 5;
-
-	pos = FindIntermission ();
-
-// play intermission music
-	WriteByte (MSG_ALL, SVC_CDTRACK);
-	WriteByte (MSG_ALL, 3);
-
-	WriteByte (MSG_ALL, SVC_INTERMISSION);
-	WriteCoord (MSG_ALL, pos.origin_x);
-	WriteCoord (MSG_ALL, pos.origin_y);
-	WriteCoord (MSG_ALL, pos.origin_z);
-	WriteAngle (MSG_ALL, pos.mangle_x);
-	WriteAngle (MSG_ALL, pos.mangle_y);
-	WriteAngle (MSG_ALL, pos.mangle_z);
-	
-	other = find (world, classname, "player");
-	while (other != world)
-	{
-		other.takedamage = DAMAGE_NO;
-		other.solid = SOLID_NOT;
-		other.movetype = MOVETYPE_NONE;
-		other.modelindex = 0;
-		other = find (other, classname, "player");
-	}       
-
-};
-
-
-void() changelevel_touch =
-{
-	local entity    pos;
-
-	if (other.classname != "player")
-		return;
-
-// if "noexit" is set, blow up the player trying to leave
-//ZOID, 12-13-96, noexit isn't supported in QW.  Overload samelevel
-//      if ((cvar("noexit") == 1) || ((cvar("noexit") == 2) && (mapname != "start")))
-	if ((cvar("samelevel") == 2) || ((cvar("samelevel") == 3) && (mapname != "start")))
-	{
-		T_Damage (other, self, self, 50000);
-		return;
-	}
-
-	bprint (PRINT_HIGH, other.netname);
-	bprint (PRINT_HIGH," exited the level\n");
-	
-	nextmap = self.map;
-
-	SUB_UseTargets ();
-
-	self.touch = SUB_Null;
-
-// we can't move people right now, because touch functions are called
-// in the middle of C movement code, so set a think time to do it
-	self.think = execute_changelevel;
-	self.nextthink = time + 0.1;
-};
-
-/*QUAKED trigger_changelevel (0.5 0.5 0.5) ? NO_INTERMISSION
-When the player touches this, he gets sent to the map listed in the "map" variable.  Unless the NO_INTERMISSION flag is set, the view will go to the info_intermission spot and display stats.
-*/
-void() trigger_changelevel =
-{
-	if (!self.map)
-		objerror ("chagnelevel trigger doesn't have map");
-	
-	InitTrigger ();
-	self.touch = changelevel_touch;
-};
-
-
-/*
-=============================================================================
-
-				PLAYER GAME EDGE FUNCTIONS
-
-=============================================================================
-*/
-
-void() set_suicide_frame;
-
-// called by ClientKill and DeadThink
-void() respawn =
-{
-	// make a copy of the dead body for appearances sake
-	CopyToBodyQue (self);
-	// set default spawn parms
-	SetNewParms ();
-	// respawn              
-	PutClientInServer ();
-};
-
-
-/*
-============
-ClientKill
-
-Player entered the suicide command
-============
-*/
-void() ClientKill =
-{
-	bprint (PRINT_MEDIUM, self.netname);
-	bprint (PRINT_MEDIUM, " suicides\n");
-	set_suicide_frame ();
-	self.modelindex = modelindex_player;
-	logfrag (self, self);
-	self.frags = self.frags - 2;    // extra penalty
-	respawn ();
-};
-
-float(vector v) CheckSpawnPoint =
-{
-	return FALSE;
-};
-
-/*
-============
-SelectSpawnPoint
-
-Returns the entity to spawn at
-============
-*/
-entity() SelectSpawnPoint =
-{
-	local   entity spot, newspot, thing;
-	local   float   numspots, totalspots;
-	local   float   rnum, pcount;
-	local   float   rs;
-	local entity spots;
-
-	numspots = 0;
-	totalspots = 0;
-
-// testinfo_player_start is only found in regioned levels
-	spot = find (world, classname, "testplayerstart");
-	if (spot)
-		return spot;
-		
-// choose a info_player_deathmatch point
-
-// ok, find all spots that don't have players nearby
-
-	spots = world;
-	spot = find (world, classname, "info_player_deathmatch");       
-	while (spot)
-	{
-		totalspots = totalspots + 1;
-
-		thing=findradius(spot.origin, 84);
-		pcount=0;               
-		while (thing)
-		{
-			if (thing.classname == "player")
-				pcount=pcount + 1;                      
-			thing=thing.chain;      
-		}
-		if (pcount == 0) {
-			spot.goalentity = spots;
-			spots = spot;
-			numspots = numspots + 1;
-		}
-
-		// Get the next spot in the chain
-		spot = find (spot, classname, "info_player_deathmatch");                
-	}
-	totalspots=totalspots - 1;
-	if (!numspots) {
-		// ack, they are all full, just pick one at random
-//		bprint (PRINT_HIGH, "Ackk! All spots are full. Selecting random spawn spot\n");
-		totalspots = rint((random() * totalspots));
-		spot = find (world, classname, "info_player_deathmatch");       
-		while (totalspots > 0) {
-			totalspots = totalspots - 1;
-			spot = find (spot, classname, "info_player_deathmatch");
-		}
-		return spot;
-	}
-		
-// We now have the number of spots available on the map in numspots
-
-	// Generate a random number between 1 and numspots
-
-	numspots = numspots - 1;
-	
-	numspots = rint((random() * numspots ) );
-
-	spot = spots;
-	while (numspots > 0) {
-		spot = spot.goalentity;
-		numspots = numspots - 1;
-	}
-	return spot;
-
-};
-void() DecodeLevelParms;
-void() PlayerDie;
-
-/*
-===========
-ValidateUser
-
-
-============
-*/
-float(entity e) ValidateUser =
-{
-/*
-	local string    s;
-	local string    userclan;
-	local float     rank, rankmin, rankmax;
-
-//
-// if the server has set "clan1" and "clan2", then it
-// is a clan match that will allow only those two clans in
-//
-	s = serverinfo("clan1");
-	if (s)
-	{
-		userclan = masterinfo(e,"clan");
-		if (s == userclan)
-			return true;
-		s = serverinfo("clan2");
-		if (s == userclan)
-			return true;
-		return false;
-	}
-
-//
-// if the server has set "rankmin" and/or "rankmax" then
-// the users rank must be between those two values
-//
-	s = masterinfo (e, "rank");
-	rank = stof (s);
-
-	s = serverinfo("rankmin");
-	if (s)
-	{
-		rankmin = stof (s);
-		if (rank < rankmin)
-			return false;
-	}
-	s = serverinfo("rankmax");
-	if (s)
-	{
-		rankmax = stof (s);
-		if (rankmax < rank)
-			return false;
-	}
-
-	return true;
-*/
-};
-
-
-/*
-===========
-PutClientInServer
-
-called each time a player enters a new level
-============
-*/
-void() PutClientInServer =
-{
-	local   entity spot;
-	local 	string	s;
-
-	self.classname = "player";
-	self.health = 100;
-	self.takedamage = DAMAGE_AIM;
-	self.solid = SOLID_SLIDEBOX;
-	self.movetype = MOVETYPE_WALK;
-	self.show_hostile = 0;
-	self.max_health = 100;
-	self.flags = FL_CLIENT;
-	self.air_finished = time + 12;
-	self.dmg = 2;                   // initial water damage
-	self.super_damage_finished = 0;
-	self.radsuit_finished = 0;
-	self.invisible_finished = 0;
-	self.invincible_finished = 0;
-	self.effects = 0;
-	self.invincible_time = 0;
-
-	DecodeLevelParms ();
-	
-	W_SetCurrentAmmo ();
-
-	self.attack_finished = time;
-	self.th_pain = player_pain;
-	self.th_die = PlayerDie;
-	
-	self.deadflag = DEAD_NO;
-// paustime is set by teleporters to keep the player from moving a while
-	self.pausetime = 0;
-	
-	spot = SelectSpawnPoint ();
-
-	self.origin = spot.origin + '0 0 1';
-	self.angles = spot.angles;
-	self.fixangle = TRUE;           // turn this way immediately
-
-// oh, this is a hack!
-	setmodel (self, "progs/eyes.mdl");
-	modelindex_eyes = self.modelindex;
-
-	setmodel (self, "progs/player.mdl");
-	modelindex_player = self.modelindex;
-
-	setsize (self, VEC_HULL_MIN, VEC_HULL_MAX);
-	
-	self.view_ofs = '0 0 22';
-
-// Mod - Xian (May.20.97)
-// Bug where player would have velocity from their last kill
-
-	self.velocity = '0 0 0';
-
-	player_stand1 ();
-	
-	makevectors(self.angles);
-	spawn_tfog (self.origin + v_forward*20);
-
-	spawn_tdeath (self.origin, self);
-
-	// Set Rocket Jump Modifiers
-	if (stof(infokey(world, "rj")) != 0)
-	{                
-		rj = stof(infokey(world, "rj"));
-	}
-
-	if (deathmatch == 4)
-	{
-		self.ammo_shells = 0;
-		if (stof(infokey(world, "axe")) == 0)
-		{
-			self.ammo_nails = 255;
-			self.ammo_shells = 255;
-			self.ammo_rockets = 255;
-			self.ammo_cells = 255;
-			self.items = self.items | IT_NAILGUN;
-			self.items = self.items | IT_SUPER_NAILGUN;
-			self.items = self.items | IT_SUPER_SHOTGUN;
-			self.items = self.items | IT_ROCKET_LAUNCHER;
-//		self.items = self.items | IT_GRENADE_LAUNCHER;
-			self.items = self.items | IT_LIGHTNING;
-		}
-		self.items = self.items - (self.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR3;
-		self.armorvalue = 200;
-		self.armortype = 0.8;
-		self.health = 250;
-		self.items = self.items | IT_INVULNERABILITY;
-		self.invincible_time = 1;
-		self.invincible_finished = time + 3;
-	}
-
-	if (deathmatch == 5)
-	{
-		self.ammo_nails = 80;
-		self.ammo_shells = 30;
-		self.ammo_rockets = 10;
-		self.ammo_cells = 30;
-		self.items = self.items | IT_NAILGUN;
-		self.items = self.items | IT_SUPER_NAILGUN;
-		self.items = self.items | IT_SUPER_SHOTGUN;
-		self.items = self.items | IT_ROCKET_LAUNCHER;
-		self.items = self.items | IT_GRENADE_LAUNCHER;
-		self.items = self.items | IT_LIGHTNING;
-		self.items = self.items - (self.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR3;
-		self.armorvalue = 200;
-		self.armortype = 0.8;
-		self.health = 200;
-		self.items = self.items | IT_INVULNERABILITY;
-		self.invincible_time = 1;
-		self.invincible_finished = time + 3;
-	}
-
-
-};
-
-
-/*
-=============================================================================
-
-				QUAKED FUNCTIONS
-
-=============================================================================
-*/
-
-
-/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 24)
-The normal starting point for a level.
-*/
-void() info_player_start =
-{
-};
-
-
-/*QUAKED info_player_start2 (1 0 0) (-16 -16 -24) (16 16 24)
-Only used on start map for the return point from an episode.
-*/
-void() info_player_start2 =
-{
-};
-
-/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 24)
-potential spawning position for deathmatch games
-*/
-void() info_player_deathmatch =
-{
-};
-
-/*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 24)
-potential spawning position for coop games
-*/
-void() info_player_coop =
-{
-};
-
-/*
-===============================================================================
-
-RULES
-
-===============================================================================
-*/
-
-/*
-go to the next level for deathmatch
-*/
-void() NextLevel =
-{
-	local entity o;
-	local string newmap;
-
-	if (nextmap != "")
-		return; // already done
-
-	if (mapname == "start")
-	{
-		if (!cvar("registered"))
-		{
-			mapname = "e1m1";
-		}
-		else if (!(serverflags & 1))
-		{
-			mapname = "e1m1";
-			serverflags = serverflags | 1;
-		}
-		else if (!(serverflags & 2))
-		{
-			mapname = "e2m1";
-			serverflags = serverflags | 2;
-		}
-		else if (!(serverflags & 4))
-		{
-			mapname = "e3m1";
-			serverflags = serverflags | 4;
-		}
-		else if (!(serverflags & 8))
-		{
-			mapname = "e4m1";
-			serverflags = serverflags - 7;
-		}
- 
-		o = spawn();
-		o.map = mapname;
-	}
-	else
-	{
-		// find a trigger changelevel
-		o = find(world, classname, "trigger_changelevel");
-		if (!o || mapname == "start")
-		{       // go back to same map if no trigger_changelevel
-			o = spawn();
-			o.map = mapname;
-		}
-	}
-
-	nextmap = o.map;
-
-	if (o.nextthink < time)
-	{
-		o.think = execute_changelevel;
-		o.nextthink = time + 0.1;
-	}
-};
-
-/*
-============
-CheckRules
-
-Exit deathmatch games upon conditions
-============
-*/
-void() CheckRules =
-{       
-	if (timelimit && time >= timelimit)
-		NextLevel ();
-	
-	if (fraglimit && self.frags >= fraglimit)
-		NextLevel ();
-};
-
-//============================================================================
-
-void() PlayerDeathThink =
-{
-	local entity    old_self;
-	local float             forward;
-
-	if ((self.flags & FL_ONGROUND))
-	{
-		forward = vlen (self.velocity);
-		forward = forward - 20;
-		if (forward <= 0)
-			self.velocity = '0 0 0';
-		else    
-			self.velocity = forward * normalize(self.velocity);
-	}
-
-// wait for all buttons released
-	if (self.deadflag == DEAD_DEAD)
-	{
-		if (self.button2 || self.button1 || self.button0)
-			return;
-		self.deadflag = DEAD_RESPAWNABLE;
-		return;
-	}
-
-// wait for any button down
-	if (!self.button2 && !self.button1 && !self.button0)
-		return;
-
-	self.button0 = 0;
-	self.button1 = 0;
-	self.button2 = 0;
-	respawn();
-};
-
-
-void() PlayerJump =
-{
-	local vector start, end;
-
-	if (self.flags & FL_WATERJUMP)
-		return;
-	
-	if (self.waterlevel >= 2)
-	{
-// play swiming sound
-		if (self.swim_flag < time)
-		{
-			self.swim_flag = time + 1;
-			if (random() < 0.5)
-				sound (self, CHAN_BODY, "misc/water1.wav", 1, ATTN_NORM);
-			else
-				sound (self, CHAN_BODY, "misc/water2.wav", 1, ATTN_NORM);
-		}
-
-		return;
-	}
-
-	if (!(self.flags & FL_ONGROUND))
-		return;
-
-	if ( !(self.flags & FL_JUMPRELEASED) )
-		return;         // don't pogo stick
-
-	self.flags = self.flags - (self.flags & FL_JUMPRELEASED);       
-	self.button2 = 0;
-
-// player jumping sound
-	sound (self, CHAN_BODY, "player/plyrjmp8.wav", 1, ATTN_NORM);
-};
-
-
-/*
-===========
-WaterMove
-
-============
-*/
-.float  dmgtime;
-
-void() WaterMove =
-{
-//dprint (ftos(self.waterlevel));
-	if (self.movetype == MOVETYPE_NOCLIP)
-		return;
-	if (self.health < 0)
-		return;
-
-	if (self.waterlevel != 3)
-	{
-		if (self.air_finished < time)
-			sound (self, CHAN_VOICE, "player/gasp2.wav", 1, ATTN_NORM);
-		else if (self.air_finished < time + 9)
-			sound (self, CHAN_VOICE, "player/gasp1.wav", 1, ATTN_NORM);
-		self.air_finished = time + 12;
-		self.dmg = 2;
-	}
-	else if (self.air_finished < time)
-	{       // drown!
-		if (self.pain_finished < time)
-		{
-			self.dmg = self.dmg + 2;
-			if (self.dmg > 15)
-				self.dmg = 10;
-			T_Damage (self, world, world, self.dmg);
-			self.pain_finished = time + 1;
-		}
-	}
-	
-	if (!self.waterlevel)
-	{
-		if (self.flags & FL_INWATER)
-		{       
-			// play leave water sound
-			sound (self, CHAN_BODY, "misc/outwater.wav", 1, ATTN_NORM);
-			self.flags = self.flags - FL_INWATER;
-		}
-		return;
-	}
-
-	if (self.watertype == CONTENT_LAVA)
-	{       // do damage
-		if (self.dmgtime < time)
-		{
-			if (self.radsuit_finished > time)
-				self.dmgtime = time + 1;
-			else
-				self.dmgtime = time + 0.2;
-
-			T_Damage (self, world, world, 10*self.waterlevel);
-		}
-	}
-	else if (self.watertype == CONTENT_SLIME)
-	{       // do damage
-		if (self.dmgtime < time && self.radsuit_finished < time)
-		{
-			self.dmgtime = time + 1;
-			T_Damage (self, world, world, 4*self.waterlevel);
-		}
-	}
-	
-	if ( !(self.flags & FL_INWATER) )
-	{       
-
-// player enter water sound
-
-		if (self.watertype == CONTENT_LAVA)
-			sound (self, CHAN_BODY, "player/inlava.wav", 1, ATTN_NORM);
-		if (self.watertype == CONTENT_WATER)
-			sound (self, CHAN_BODY, "player/inh2o.wav", 1, ATTN_NORM);
-		if (self.watertype == CONTENT_SLIME)
-			sound (self, CHAN_BODY, "player/slimbrn2.wav", 1, ATTN_NORM);
-
-		self.flags = self.flags + FL_INWATER;
-		self.dmgtime = 0;
-	}       
-};
-
-void() CheckWaterJump =
-{
-	local vector start, end;
-
-// check for a jump-out-of-water
-	makevectors (self.angles);
-	start = self.origin;
-	start_z = start_z + 8; 
-	v_forward_z = 0;
-	normalize(v_forward);
-	end = start + v_forward*24;
-	traceline (start, end, TRUE, self);
-	if (trace_fraction < 1)
-	{       // solid at waist
-		start_z = start_z + self.maxs_z - 8;
-		end = start + v_forward*24;
-		self.movedir = trace_plane_normal * -50;
-		traceline (start, end, TRUE, self);
-		if (trace_fraction == 1)
-		{       // open at eye level
-			self.flags = self.flags | FL_WATERJUMP;
-			self.velocity_z = 225;
-			self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
-			self.teleport_time = time + 2;  // safety net
-			return;
-		}
-	}
-};
-
-/*
-================
-PlayerPreThink
-
-Called every frame before physics are run
-================
-*/
-void() PlayerPreThink =
-{
-	local   float   mspeed, aspeed;
-	local   float   r;
-
-	if (intermission_running)
-	{
-		IntermissionThink ();   // otherwise a button could be missed between
-		return;                                 // the think tics
-	}
-
-	if (self.view_ofs == '0 0 0')
-		return;         // intermission or finale
-
-	makevectors (self.v_angle);             // is this still used
-
-        self.deathtype = "";
-
-	CheckRules ();
-	WaterMove ();
-/*
-	if (self.waterlevel == 2)
-		CheckWaterJump ();
-*/
-
-	if (self.deadflag >= DEAD_DEAD)
-	{
-		PlayerDeathThink ();
-		return;
-	}
-	
-	if (self.deadflag == DEAD_DYING)
-		return; // dying, so do nothing
-
-	if (self.button2)
-	{
-		PlayerJump ();
-	}
-	else
-		self.flags = self.flags | FL_JUMPRELEASED;
-
-// teleporters can force a non-moving pause time        
-	if (time < self.pausetime)
-		self.velocity = '0 0 0';
-
-	if(time > self.attack_finished && self.currentammo == 0 && self.weapon != IT_AXE)
-	{
-		self.weapon = W_BestWeapon ();
-		W_SetCurrentAmmo ();
-	}
-};
-	
-/*
-================
-CheckPowerups
-
-Check for turning off powerups
-================
-*/
-void() CheckPowerups =
-{
-	if (self.health <= 0)
-		return;
-
-// invisibility
-	if (self.invisible_finished)
-	{
-// sound and screen flash when items starts to run out
-		if (self.invisible_sound < time)
-		{
-			sound (self, CHAN_AUTO, "items/inv3.wav", 0.5, ATTN_IDLE);
-			self.invisible_sound = time + ((random() * 3) + 1);
-		}
-
-
-		if (self.invisible_finished < time + 3)
-		{
-			if (self.invisible_time == 1)
-			{
-				sprint (self, PRINT_HIGH, "Ring of Shadows magic is fading\n");
-				stuffcmd (self, "bf\n");
-				sound (self, CHAN_AUTO, "items/inv2.wav", 1, ATTN_NORM);
-				self.invisible_time = time + 1;
-			}
-			
-			if (self.invisible_time < time)
-			{
-				self.invisible_time = time + 1;
-				stuffcmd (self, "bf\n");
-			}
-		}
-
-		if (self.invisible_finished < time)
-		{       // just stopped
-			self.items = self.items - IT_INVISIBILITY;
-			self.invisible_finished = 0;
-			self.invisible_time = 0;
-		}
-		
-	// use the eyes
-		self.frame = 0;
-		self.modelindex = modelindex_eyes;
-	}
-	else
-		self.modelindex = modelindex_player;    // don't use eyes
-
-// invincibility
-	if (self.invincible_finished)
-	{
-// sound and screen flash when items starts to run out
-		if (self.invincible_finished < time + 3)
-		{
-			if (self.invincible_time == 1)
-			{
-				sprint (self, PRINT_HIGH, "Protection is almost burned out\n");
-				stuffcmd (self, "bf\n");
-				sound (self, CHAN_AUTO, "items/protect2.wav", 1, ATTN_NORM);
-				self.invincible_time = time + 1;
-			}
-			
-			if (self.invincible_time < time)
-			{
-				self.invincible_time = time + 1;
-				stuffcmd (self, "bf\n");
-			}
-		}
-		
-		if (self.invincible_finished < time)
-		{       // just stopped
-			self.items = self.items - IT_INVULNERABILITY;
-			self.invincible_time = 0;
-			self.invincible_finished = 0;
-		}
-		if (self.invincible_finished > time)
-		{
-			self.effects = self.effects | EF_DIMLIGHT;
-			self.effects = self.effects | EF_RED;
-		}
-		else
-		{
-			self.effects = self.effects - (self.effects & EF_DIMLIGHT);
-			self.effects = self.effects - (self.effects & EF_RED);
-		}
-	}
-
-// super damage
-	if (self.super_damage_finished)
-	{
-
-// sound and screen flash when items starts to run out
-
-		if (self.super_damage_finished < time + 3)
-		{
-			if (self.super_time == 1)
-			{
-				if (deathmatch == 4)
-					sprint (self, PRINT_HIGH, "OctaPower is wearing off\n");
-				else
-					sprint (self, PRINT_HIGH, "Quad Damage is wearing off\n");
-				stuffcmd (self, "bf\n");
-				sound (self, CHAN_AUTO, "items/damage2.wav", 1, ATTN_NORM);
-				self.super_time = time + 1;
-			}         
-			
-			if (self.super_time < time)
-			{
-				self.super_time = time + 1;
-				stuffcmd (self, "bf\n");
-			}
-		}
-
-		if (self.super_damage_finished < time)
-		{       // just stopped
-			self.items = self.items - IT_QUAD;
-			if (deathmatch == 4)
-			{
-				self.ammo_cells = 255;
-				self.armorvalue = 1;
-				self.armortype = 0.8;
-				self.health = 100;
-			}
-			self.super_damage_finished = 0;
-			self.super_time = 0;
-		}
-		if (self.super_damage_finished > time)
-		{
-			self.effects = self.effects | EF_DIMLIGHT;
-			self.effects = self.effects | EF_BLUE;
-		}
-		else
-		{
-			self.effects = self.effects - (self.effects & EF_DIMLIGHT);
-			self.effects = self.effects - (self.effects & EF_BLUE);
-		}
-	}       
-
-// suit 
-	if (self.radsuit_finished)
-	{
-		self.air_finished = time + 12;          // don't drown
-
-// sound and screen flash when items starts to run out
-		if (self.radsuit_finished < time + 3)
-		{
-			if (self.rad_time == 1)
-			{
-				sprint (self, PRINT_HIGH, "Air supply in Biosuit expiring\n");
-				stuffcmd (self, "bf\n");
-				sound (self, CHAN_AUTO, "items/suit2.wav", 1, ATTN_NORM);
-				self.rad_time = time + 1;
-			}
-			
-			if (self.rad_time < time)
-			{
-				self.rad_time = time + 1;
-				stuffcmd (self, "bf\n");
-			}
-		}
-
-		if (self.radsuit_finished < time)
-		{       // just stopped
-			self.items = self.items - IT_SUIT;
-			self.rad_time = 0;
-			self.radsuit_finished = 0;
-		}
-	}       
-
-};
-
-
-/*
-================
-PlayerPostThink
-
-Called every frame after physics are run
-================
-*/
-void() PlayerPostThink =
-{
-	local   float   mspeed, aspeed;
-	local   float   r;
-
-//dprint ("post think\n");
-	if (self.view_ofs == '0 0 0')
-		return;         // intermission or finale
-	if (self.deadflag)
-		return;
-
-// check to see if player landed and play landing sound 
-	if ((self.jump_flag < -300) && (self.flags & FL_ONGROUND) )
-	{
-		if (self.watertype == CONTENT_WATER)
-			sound (self, CHAN_BODY, "player/h2ojump.wav", 1, ATTN_NORM);
-		else if (self.jump_flag < -650)
-		{
-			self.deathtype = "falling";
-			T_Damage (self, world, world, 5); 
-			sound (self, CHAN_VOICE, "player/land2.wav", 1, ATTN_NORM);
-		}
-		else
-			sound (self, CHAN_VOICE, "player/land.wav", 1, ATTN_NORM);
-	}
-
-	self.jump_flag = self.velocity_z;
-
-	CheckPowerups ();
-
-	W_WeaponFrame ();
-
-};
-
-
-/*
-===========
-ClientConnect
-
-called when a player connects to a server
-============
-*/
-void() ClientConnect =
-{
-	bprint (PRINT_HIGH, self.netname);
-	bprint (PRINT_HIGH, " entered the game\n");
-	
-// a client connecting during an intermission can cause problems
-	if (intermission_running)
-		GotoNextMap ();
-};
-
-
-/*
-===========
-ClientDisconnect
-
-called when a player disconnects from a server
-============
-*/
-void() ClientDisconnect =
-{
-	// let everyone else know
-	bprint (PRINT_HIGH, self.netname);
-		bprint (PRINT_HIGH, " left the game with ");
-		bprint (PRINT_HIGH, ftos(self.frags));
-		bprint (PRINT_HIGH, " frags\n");
-	sound (self, CHAN_BODY, "player/tornoff2.wav", 1, ATTN_NONE);
-	set_suicide_frame ();
-};
-
-/*
-===========
-ClientObituary
-
-called when a player dies
-============
-*/
-
-void(entity targ, entity attacker) ClientObituary =
-{
-	local   float rnum;
-	local   string deathstring, deathstring2;
-	local   string s;
-	local   string  attackerteam, targteam;
-
-	rnum = random();
-	//ZOID 12-13-96: self.team doesn't work in QW.  Use keys
-	attackerteam = infokey(attacker, "team");
-	targteam = infokey(targ, "team");
-
-	if (targ.classname == "player")
-	{
-
-		if (deathmatch > 3)	
-		{
-			if (targ.deathtype == "selfwater")
-			{
-				bprint (PRINT_MEDIUM, targ.netname);
-				bprint (PRINT_MEDIUM," electrocutes himself.\n ");
-				targ.frags = targ.frags - 1;
-				return;
-			}
-		}
-
-		if (attacker.classname == "teledeath")
-		{
-			bprint (PRINT_MEDIUM,targ.netname);
-			bprint (PRINT_MEDIUM," was telefragged by ");
-			bprint (PRINT_MEDIUM,attacker.owner.netname);
-			bprint (PRINT_MEDIUM,"\n");
-			logfrag (attacker.owner, targ);
-
-			attacker.owner.frags = attacker.owner.frags + 1;
-			return;
-		}
-
-		if (attacker.classname == "teledeath2")
-		{
-			bprint (PRINT_MEDIUM,"Satan's power deflects ");
-			bprint (PRINT_MEDIUM,targ.netname);
-			bprint (PRINT_MEDIUM,"'s telefrag\n");
-
-			targ.frags = targ.frags - 1;
-			logfrag (targ, targ);
-			return;
-		}
-
-		// double 666 telefrag (can happen often in deathmatch 4)
-		if (attacker.classname == "teledeath3") 
-		{
-			bprint (PRINT_MEDIUM,targ.netname);
-			bprint (PRINT_MEDIUM," was telefragged by ");
-			bprint (PRINT_MEDIUM,attacker.owner.netname);
-			bprint (PRINT_MEDIUM, "'s Satan's power\n");
-			targ.frags = targ.frags - 1;
-			logfrag (targ, targ);
-			return;
-		}
-	
-
-		if (targ.deathtype == "squish")
-		{
-			if (teamplay && targteam == attackerteam && attackerteam != "" && targ != attacker)
-			{
-				logfrag (attacker, attacker);
-				attacker.frags = attacker.frags - 1; 
-				bprint (PRINT_MEDIUM,attacker.netname);
-				bprint (PRINT_MEDIUM," squished a teammate\n");
-				return;
-			}
-			else if (attacker.classname == "player" && attacker != targ)
-			{
-				bprint (PRINT_MEDIUM, attacker.netname);
-				bprint (PRINT_MEDIUM," squishes ");
-				bprint (PRINT_MEDIUM,targ.netname);
-				bprint (PRINT_MEDIUM,"\n");
-				logfrag (attacker, targ);
-				attacker.frags = attacker.frags + 1;
-				return;
-			}
-			else
-			{
-				logfrag (targ, targ);
-				targ.frags = targ.frags - 1;            // killed self
-				bprint (PRINT_MEDIUM,targ.netname);
-				bprint (PRINT_MEDIUM," was squished\n");
-				return;
-			}
-		}
-
-		if (attacker.classname == "player")
-		{
-			if (targ == attacker)
-			{
-				// killed self
-				logfrag (attacker, attacker);
-				attacker.frags = attacker.frags - 1;
-				bprint (PRINT_MEDIUM,targ.netname);
-				if (targ.deathtype == "grenade")
-					bprint (PRINT_MEDIUM," tries to put the pin back in\n");
-				else if (targ.deathtype == "rocket")
-					bprint (PRINT_MEDIUM," becomes bored with life\n");
-				else if (targ.weapon == 64 && targ.waterlevel > 1)
-				{
-					if (targ.watertype == CONTENT_SLIME)
-						bprint (PRINT_MEDIUM," discharges into the slime\n");
-					else if (targ.watertype == CONTENT_LAVA)
-						bprint (PRINT_MEDIUM," discharges into the lava\n");
-					else
-						bprint (PRINT_MEDIUM," discharges into the water.\n");
-				}
-				else
-					bprint (PRINT_MEDIUM," becomes bored with life\n");
-				return;
-			}
-			else if ( (teamplay == 2) && (targteam == attackerteam) &&
-				(attackerteam != "") )
-			{
-				if (rnum < 0.25)
-					deathstring = " mows down a teammate\n";
-				else if (rnum < 0.50)
-					deathstring = " checks his glasses\n";
-				else if (rnum < 0.75)
-					deathstring = " gets a frag for the other team\n";
-				else
-					deathstring = " loses another friend\n";
-				bprint (PRINT_MEDIUM, attacker.netname);
-				bprint (PRINT_MEDIUM, deathstring);
-				attacker.frags = attacker.frags - 1;
-				//ZOID 12-13-96:  killing a teammate logs as suicide
-				logfrag (attacker, attacker);
-				return;
-			}
-			else
-			{
-				logfrag (attacker, targ);
-				attacker.frags = attacker.frags + 1;
-
-				rnum = attacker.weapon;
-				if (targ.deathtype == "nail")
-				{
-					deathstring = " was nailed by ";
-					deathstring2 = "\n";
-				}
-				else if (targ.deathtype == "supernail")
-				{
-					deathstring = " was punctured by ";
-					deathstring2 = "\n";
-				}
-				else if (targ.deathtype == "grenade")
-				{
-					deathstring = " eats ";
-					deathstring2 = "'s pineapple\n";
-					if (targ.health < -40)
-					{
-						deathstring = " was gibbed by ";
-						deathstring2 = "'s grenade\n";
-					}
-				}
-				else if (targ.deathtype == "rocket")
-				{
-					if (attacker.super_damage_finished > 0 && targ.health < -40)
-					{
-						rnum = random();
-						if (rnum < 0.3)
-							deathstring = " was brutalized by ";
-						else if (rnum < 0.6)
-							deathstring = " was smeared by ";
-						else
-						{
-							bprint (PRINT_MEDIUM, attacker.netname);
-							bprint (PRINT_MEDIUM, " rips ");
-							bprint (PRINT_MEDIUM, targ.netname);
-							bprint (PRINT_MEDIUM, " a new one\n");
-							return;
-						}
-						deathstring2 = "'s quad rocket\n";
-					}
-					else
-					{
-						deathstring = " rides ";
-						deathstring2 = "'s rocket\n";
-						if (targ.health < -40)
-						{
-							deathstring = " was gibbed by ";
-							deathstring2 = "'s rocket\n" ;
-						}
-					}
-				}
-				else if (rnum == IT_AXE)
-				{
-					deathstring = " was ax-murdered by ";
-					deathstring2 = "\n";
-				}
-				else if (rnum == IT_SHOTGUN)
-				{
-					deathstring = " chewed on ";
-					deathstring2 = "'s boomstick\n";
-				}
-				else if (rnum == IT_SUPER_SHOTGUN)
-				{
-					deathstring = " ate 2 loads of ";
-					deathstring2 = "'s buckshot\n";
-				}
-				else if (rnum == IT_LIGHTNING)
-				{
-					deathstring = " accepts ";
-					if (attacker.waterlevel > 1)
-						deathstring2 = "'s discharge\n";
-					else
-						deathstring2 = "'s shaft\n";
-				}
-				bprint (PRINT_MEDIUM,targ.netname);
-				bprint (PRINT_MEDIUM,deathstring);
-				bprint (PRINT_MEDIUM,attacker.netname);
-				bprint (PRINT_MEDIUM,deathstring2);
-			}
-			return;
-		}
-		else
-		{
-			logfrag (targ, targ);
-			targ.frags = targ.frags - 1;            // killed self
-			rnum = targ.watertype;
-
-			bprint (PRINT_MEDIUM,targ.netname);
-			if (rnum == -3)
-			{
-				if (random() < 0.5)
-					bprint (PRINT_MEDIUM," sleeps with the fishes\n");
-				else
-					bprint (PRINT_MEDIUM," sucks it down\n");
-				return;
-			}
-			else if (rnum == -4)
-			{
-				if (random() < 0.5)
-					bprint (PRINT_MEDIUM," gulped a load of slime\n");
-				else
-					bprint (PRINT_MEDIUM," can't exist on slime alone\n");
-				return;
-			}
-			else if (rnum == -5)
-			{
-				if (targ.health < -15)
-				{
-					bprint (PRINT_MEDIUM," burst into flames\n");
-					return;
-				}
-				if (random() < 0.5)
-					bprint (PRINT_MEDIUM," turned into hot slag\n");
-				else
-					bprint (PRINT_MEDIUM," visits the Volcano God\n");
-				return;
-			}
-
-			if (attacker.classname == "explo_box")
-			{
-				bprint (PRINT_MEDIUM," blew up\n");
-				return;
-			}
-			if (targ.deathtype == "falling")
-			{
-				bprint (PRINT_MEDIUM," fell to his death\n");
-				return;
-			}
-			if (targ.deathtype == "nail" || targ.deathtype == "supernail")
-			{
-				bprint (PRINT_MEDIUM," was spiked\n");
-				return;
-			}
-			if (targ.deathtype == "laser")
-			{
-				bprint (PRINT_MEDIUM," was zapped\n");
-				return;
-			}
-			if (attacker.classname == "fireball")
-			{
-				bprint (PRINT_MEDIUM," ate a lavaball\n");
-				return;
-			}
-			if (attacker.classname == "trigger_changelevel")
-			{
-				bprint (PRINT_MEDIUM," tried to leave\n");
-				return;
-			}
-
-			bprint (PRINT_MEDIUM," died\n");
-		}
-	}
-};
--- a/qw-qc/combat.qc
+++ /dev/null
@@ -1,350 +1,0 @@
-/*
-	combat.qc
-
-	damage, obit, etc related functions
-
-	Copyright (C) 1996-1997  Id Software, Inc.
-
-	This program is free software; you can redistribute it and/or
-	modify it under the terms of the GNU General Public License
-	as published by the Free Software Foundation; either version 2
-	of the License, or (at your option) any later version.
-
-	This program is distributed in the hope that it will be useful,
-	but WITHOUT ANY WARRANTY; without even the implied warranty of
-	MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
-	See the GNU General Public License for more details.
-
-	You should have received a copy of the GNU General Public License
-	along with this program; if not, write to:
-
-		Free Software Foundation, Inc.
-		59 Temple Place - Suite 330
-		Boston, MA  02111-1307, USA
-
-*/
-
-void() T_MissileTouch;
-void() info_player_start;
-void(entity targ, entity attacker) ClientObituary;
-void(entity inflictor, entity attacker, float damage, entity ignore, string dtype) T_RadiusDamage;
-
-/*SERVER
-void() monster_death_use;
-*/
-
-//============================================================================
-
-/*
-============
-CanDamage
-
-Returns true if the inflictor can directly damage the target.  Used for
-explosions and melee attacks.
-============
-*/
-float(entity targ, entity inflictor) CanDamage =
-{
-// bmodels need special checking because their origin is 0,0,0
-	if (targ.movetype == MOVETYPE_PUSH)
-	{
-		traceline(inflictor.origin, 0.5 * (targ.absmin + targ.absmax), TRUE, self);
-		if (trace_fraction == 1)
-			return TRUE;
-		if (trace_ent == targ)
-			return TRUE;
-		return FALSE;
-	}
-	
-	traceline(inflictor.origin, targ.origin, TRUE, self);
-	if (trace_fraction == 1)
-		return TRUE;
-	traceline(inflictor.origin, targ.origin + '15 15 0', TRUE, self);
-	if (trace_fraction == 1)
-		return TRUE;
-	traceline(inflictor.origin, targ.origin + '-15 -15 0', TRUE, self);
-	if (trace_fraction == 1)
-		return TRUE;
-	traceline(inflictor.origin, targ.origin + '-15 15 0', TRUE, self);
-	if (trace_fraction == 1)
-		return TRUE;
-	traceline(inflictor.origin, targ.origin + '15 -15 0', TRUE, self);
-	if (trace_fraction == 1)
-		return TRUE;
-
-	return FALSE;
-};
-
-
-/*
-============
-Killed
-============
-*/
-void(entity targ, entity attacker) Killed =
-{
-	local entity oself;
-
-	oself = self;
-	self = targ;
-	
-	if (self.health < -99)
-		self.health = -99;              // don't let sbar look bad if a player
-
-	if (self.movetype == MOVETYPE_PUSH || self.movetype == MOVETYPE_NONE)
-	{       // doors, triggers, etc
-		self.th_die ();
-		self = oself;
-		return;
-	}
-
-	self.enemy = attacker;
-
-// bump the monster counter
-	if (self.flags & FL_MONSTER)
-	{
-		killed_monsters = killed_monsters + 1;
-		WriteByte (MSG_ALL, SVC_KILLEDMONSTER);
-	}
-
-	ClientObituary(self, attacker);
-	
-	self.takedamage = DAMAGE_NO;
-	self.touch = SUB_Null;
-	self.effects = 0;
-
-/*SERVER
-	monster_death_use();
-*/
-	self.th_die ();
-	
-	self = oself;
-};
-
-
-/*
-============
-T_Damage
-
-The damage is coming from inflictor, but get mad at attacker
-This should be the only function that ever reduces health.
-============
-*/
-void(entity targ, entity inflictor, entity attacker, float damage) T_Damage=
-{
-	local   vector  dir;
-	local   entity  oldself;
-	local   float   save;
-	local   float   take;
-	local   string  s;
-	local   string  attackerteam, targteam;
-
-
-	if (!targ.takedamage)
-		return;
-
-// used by buttons and triggers to set activator for target firing
-	damage_attacker = attacker;
-
-
-// check for quad damage powerup on the attacker
-	if (attacker.super_damage_finished > time && inflictor.classname != "door")
-	if (deathmatch == 4)
-		damage = damage * 8;
-	else
-		damage = damage * 4;
-
-// save damage based on the target's armor level
-
-	save = ceil(targ.armortype*damage);
-	if (save >= targ.armorvalue)
-	{
-		save = targ.armorvalue;
-		targ.armortype = 0;     // lost all armor
-		targ.items = targ.items - (targ.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3));
-	}
-	
-	targ.armorvalue = targ.armorvalue - save;
-	take = ceil(damage-save);
-
-// add to the damage total for clients, which will be sent as a single
-// message at the end of the frame
-// FIXME: remove after combining shotgun blasts?
-	if (targ.flags & FL_CLIENT)
-	{
-		targ.dmg_take = targ.dmg_take + take;
-		targ.dmg_save = targ.dmg_save + save;
-		targ.dmg_inflictor = inflictor;
-	}
-
-	damage_inflictor = inflictor;        
-
-
-// figure momentum add
-	if ( (inflictor != world) && (targ.movetype == MOVETYPE_WALK) )
-	{
-		dir = targ.origin - (inflictor.absmin + inflictor.absmax) * 0.5;
-		dir = normalize(dir);
-		// Set kickback for smaller weapons
-//Zoid -- use normal NQ kickback
-//		// Read: only if it's not yourself doing the damage
-//		if ( (damage < 60) & ((attacker.classname == "player") & (targ.classname == "player")) & ( attacker.netname != targ.netname)) 
-//			targ.velocity = targ.velocity + dir * damage * 11;
-//		else                        
-		// Otherwise, these rules apply to rockets and grenades                        
-		// for blast velocity
-			targ.velocity = targ.velocity + dir * damage * 8;
-		
-		// Rocket Jump modifiers
-		if ( (rj > 1) & ((attacker.classname == "player") & (targ.classname == "player")) & ( attacker.netname == targ.netname)) 
-			targ.velocity = targ.velocity + dir * damage * rj;
-
-	}
-
-
-
-// check for godmode or invincibility
-	if (targ.flags & FL_GODMODE)
-		return;
-	if (targ.invincible_finished >= time)
-	{
-		if (self.invincible_sound < time)
-		{
-			sound (targ, CHAN_ITEM, "items/protect3.wav", 1, ATTN_NORM);
-			self.invincible_sound = time + 2;
-		}
-		return;
-	}
-
-// team play damage avoidance
-//ZOID 12-13-96: self.team doesn't work in QW.  Use keys
-	attackerteam = infokey(attacker, "team");
-	targteam = infokey(targ, "team");
-
-	if ((teamplay == 1) && (targteam == attackerteam) &&
-		(attacker.classname == "player") && (attackerteam != "") &&
-		inflictor.classname !="door")
-		return;
-
-	if ((teamplay == 3) && (targteam == attackerteam) &&
-		(attacker.classname == "player") && (attackerteam != "") &&
-		(targ != attacker)&& inflictor.classname !="door")
-		return;
-		
-// do the damage
-	targ.health = targ.health - take;
-
-	if (targ.health <= 0)
-	{
-		Killed (targ, attacker);
-		return;
-	}
-
-// react to the damage
-	oldself = self;
-	self = targ;
-
-/*SERVER
-	if ( (self.flags & FL_MONSTER) && attacker != world)
-	{
-	// get mad unless of the same class (except for soldiers)
-		if (self != attacker && attacker != self.enemy)
-		{
-			if ( (self.classname != attacker.classname) 
-			|| (self.classname == "monster_army" ) )
-			{
-				if (self.enemy.classname == "player")
-					self.oldenemy = self.enemy;
-				self.enemy = attacker;
-				FoundTarget ();
-			}
-		}
-	}
-*/
-	if (self.th_pain)
-	{
-		self.th_pain (attacker, take);
-	}
-
-	self = oldself;
-};
-
-/*
-============
-T_RadiusDamage
-============
-*/
-void(entity inflictor, entity attacker, float damage, entity ignore, string dtype) T_RadiusDamage =
-{
-	local   float   points;
-	local   entity  head;
-	local   vector  org;
-
-	head = findradius(inflictor.origin, damage+40);
-	
-	while (head)
-	{
-		//bprint (PRINT_HIGH, head.classname);
-		//bprint (PRINT_HIGH, " | ");
-		//bprint (PRINT_HIGH, head.netname);
-		//bprint (PRINT_HIGH, "\n");
-	
-		if (head != ignore)
-		{
-			if (head.takedamage)
-			{
-				org = head.origin + (head.mins + head.maxs)*0.5;
-				points = 0.5*vlen (inflictor.origin - org);
-				if (points < 0)
-					points = 0;
-				points = damage - points;
-				
-				if (head == attacker)
-					points = points * 0.5;
-				if (points > 0)
-				{
-					if (CanDamage (head, inflictor))
-					{
-						head.deathtype = dtype;
-						T_Damage (head, inflictor, attacker, points);
-					}
-				}
-			}
-		}
-		head = head.chain;
-	}
-};
-
-/*
-============
-T_BeamDamage
-============
-*/
-void(entity attacker, float damage) T_BeamDamage =
-{
-	local   float   points;
-	local   entity  head;
-	
-	head = findradius(attacker.origin, damage+40);
-	
-	while (head)
-	{
-		if (head.takedamage)
-		{
-			points = 0.5*vlen (attacker.origin - head.origin);
-			if (points < 0)
-				points = 0;
-			points = damage - points;
-			if (head == attacker)
-				points = points * 0.5;
-			if (points > 0)
-			{
-				if (CanDamage (head, attacker))
-					T_Damage (head, attacker, attacker, points);
-			}
-		}
-		head = head.chain;
-	}
-};
-
--- a/qw-qc/defs.qc
+++ /dev/null
@@ -1,754 +1,0 @@
-/*
-	defs.qc
-
-	global definitions
-
-	Copyright (C) 1996-1997  Id Software, Inc.
-
-	This program is free software; you can redistribute it and/or
-	modify it under the terms of the GNU General Public License
-	as published by the Free Software Foundation; either version 2
-	of the License, or (at your option) any later version.
-
-	This program is distributed in the hope that it will be useful,
-	but WITHOUT ANY WARRANTY; without even the implied warranty of
-	MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
-	See the GNU General Public License for more details.
-
-	You should have received a copy of the GNU General Public License
-	along with this program; if not, write to:
-
-		Free Software Foundation, Inc.
-		59 Temple Place - Suite 330
-		Boston, MA  02111-1307, USA
-
-*/
-
-/*
-==============================================================================
-
-			SOURCE FOR GLOBALVARS_T C STRUCTURE
-
-==============================================================================
-*/
-
-//
-// system globals
-//
-entity          self;
-entity          other;
-entity          world;
-float           time;
-float           frametime;
-
-entity          newmis;                         // if this is set, the entity that just
-								// run created a new missile that should
-								// be simulated immediately
-
-
-float           force_retouch;          // force all entities to touch triggers
-								// next frame.  this is needed because
-								// non-moving things don't normally scan
-								// for triggers, and when a trigger is
-								// created (like a teleport trigger), it
-								// needs to catch everything.
-								// decremented each frame, so set to 2
-								// to guarantee everything is touched
-string          mapname;
-
-float           serverflags;            // propagated from level to level, used to
-								// keep track of completed episodes
-
-float           total_secrets;
-float           total_monsters;
-
-float           found_secrets;          // number of secrets found
-float           killed_monsters;        // number of monsters killed
-
-
-// spawnparms are used to encode information about clients across server
-// level changes
-float           parm1, parm2, parm3, parm4, parm5, parm6, parm7, parm8, parm9, parm10, parm11, parm12, parm13, parm14, parm15, parm16;
-
-//
-// global variables set by built in functions
-//      
-vector          v_forward, v_up, v_right;       // set by makevectors()
-	
-// set by traceline / tracebox
-float           trace_allsolid;
-float           trace_startsolid;
-float           trace_fraction;
-vector          trace_endpos;
-vector          trace_plane_normal;
-float           trace_plane_dist;
-entity          trace_ent;
-float           trace_inopen;
-float           trace_inwater;
-
-entity          msg_entity;                             // destination of single entity writes
-
-//
-// required prog functions
-//
-void()          main;                                           // only for testing
-
-void()          StartFrame;
-
-void()          PlayerPreThink;
-void()          PlayerPostThink;
-
-void()          ClientKill;
-void()          ClientConnect;
-void()          PutClientInServer;              // call after setting the parm1... parms
-void()          ClientDisconnect;
-
-void()          SetNewParms;                    // called when a client first connects to
-									// a server. sets parms so they can be
-									// saved off for restarts
-
-void()          SetChangeParms;                 // call to set parms for self so they can
-									// be saved for a level transition
-
-
-//================================================
-void            end_sys_globals;                // flag for structure dumping
-//================================================
-
-/*
-==============================================================================
-
-			SOURCE FOR ENTVARS_T C STRUCTURE
-
-==============================================================================
-*/
-
-//
-// system fields (*** = do not set in prog code, maintained by C code)
-//
-.float          modelindex;             // *** model index in the precached list
-.vector         absmin, absmax; // *** origin + mins / maxs
-
-.float          ltime;                  // local time for entity
-.float          lastruntime;    // *** to allow entities to run out of sequence
-
-.float          movetype;
-.float          solid;
-
-.vector         origin;                 // ***
-.vector         oldorigin;              // ***
-.vector         velocity;
-.vector         angles;
-.vector         avelocity;
-
-.string         classname;              // spawn function
-.string         model;
-.float          frame;
-.float          skin;
-.float          effects;
-
-.vector         mins, maxs;             // bounding box extents reletive to origin
-.vector         size;                   // maxs - mins
-
-.void()         touch;
-.void()         use;
-.void()         think;
-.void()         blocked;                // for doors or plats, called when can't push other
-
-.float          nextthink;
-.entity         groundentity;
-
-
-
-// stats
-.float          health;
-.float          frags;
-.float          weapon;                 // one of the IT_SHOTGUN, etc flags
-.string         weaponmodel;
-.float          weaponframe;
-.float          currentammo;
-.float          ammo_shells, ammo_nails, ammo_rockets, ammo_cells;
-
-.float          items;                  // bit flags
-
-.float          takedamage;
-.entity         chain;
-.float          deadflag;
-
-.vector         view_ofs;                       // add to origin to get eye point
-
-
-.float          button0;                // fire
-.float          button1;                // use
-.float          button2;                // jump
-
-.float          impulse;                // weapon changes
-
-.float          fixangle;
-.vector         v_angle;                // view / targeting angle for players
-
-.string         netname;
-
-.entity         enemy;
-
-.float          flags;
-
-.float          colormap;
-.float          team;
-
-.float          max_health;             // players maximum health is stored here
-
-.float          teleport_time;  // don't back up
-
-.float          armortype;              // save this fraction of incoming damage
-.float          armorvalue;
-
-.float          waterlevel;             // 0 = not in, 1 = feet, 2 = wast, 3 = eyes
-.float          watertype;              // a contents value
-
-.float          ideal_yaw;
-.float          yaw_speed;
-
-.entity         aiment;
-
-.entity         goalentity;             // a movetarget or an enemy
-
-.float          spawnflags;
-
-.string         target;
-.string         targetname;
-
-// damage is accumulated through a frame. and sent as one single
-// message, so the super shotgun doesn't generate huge messages
-.float          dmg_take;
-.float          dmg_save;
-.entity         dmg_inflictor;
-
-.entity         owner;          // who launched a missile
-.vector         movedir;        // mostly for doors, but also used for waterjump
-
-.string         message;                // trigger messages
-
-.float          sounds;         // either a cd track number or sound number
-
-.string         noise, noise1, noise2, noise3;  // contains names of wavs to play
-
-//================================================
-void            end_sys_fields;                 // flag for structure dumping
-//================================================
-
-/*
-==============================================================================
-
-				VARS NOT REFERENCED BY C CODE
-
-==============================================================================
-*/
-
-
-//
-// constants
-//
-
-float   FALSE                                   = 0;
-float   TRUE                                    = 1;
-
-// edict.flags
-float   FL_FLY                                  = 1;
-float   FL_SWIM                                 = 2;
-float   FL_CLIENT                               = 8;    // set for all client edicts
-float   FL_INWATER                              = 16;   // for enter / leave water splash
-float   FL_MONSTER                              = 32;
-float   FL_GODMODE                              = 64;   // player cheat
-float   FL_NOTARGET                             = 128;  // player cheat
-float   FL_ITEM                                 = 256;  // extra wide size for bonus items
-float   FL_ONGROUND                             = 512;  // standing on something
-float   FL_PARTIALGROUND                = 1024; // not all corners are valid
-float   FL_WATERJUMP                    = 2048; // player jumping out of water
-float   FL_JUMPRELEASED                 = 4096; // for jump debouncing
-
-// edict.movetype values
-float   MOVETYPE_NONE                   = 0;    // never moves
-//float MOVETYPE_ANGLENOCLIP    = 1;
-//float MOVETYPE_ANGLECLIP              = 2;
-float   MOVETYPE_WALK                   = 3;    // players only
-float   MOVETYPE_STEP                   = 4;    // discrete, not real time unless fall
-float   MOVETYPE_FLY                    = 5;
-float   MOVETYPE_TOSS                   = 6;    // gravity
-float   MOVETYPE_PUSH                   = 7;    // no clip to world, push and crush
-float   MOVETYPE_NOCLIP                 = 8;
-float   MOVETYPE_FLYMISSILE             = 9;    // fly with extra size against monsters
-float   MOVETYPE_BOUNCE                 = 10;
-float   MOVETYPE_BOUNCEMISSILE  = 11;   // bounce with extra size
-
-// edict.solid values
-float   SOLID_NOT                               = 0;    // no interaction with other objects
-float   SOLID_TRIGGER                   = 1;    // touch on edge, but not blocking
-float   SOLID_BBOX                              = 2;    // touch on edge, block
-float   SOLID_SLIDEBOX                  = 3;    // touch on edge, but not an onground
-float   SOLID_BSP                               = 4;    // bsp clip, touch on edge, block
-
-// range values
-float   RANGE_MELEE                             = 0;
-float   RANGE_NEAR                              = 1;
-float   RANGE_MID                               = 2;
-float   RANGE_FAR                               = 3;
-
-// deadflag values
-
-float   DEAD_NO                                 = 0;
-float   DEAD_DYING                              = 1;
-float   DEAD_DEAD                               = 2;
-float   DEAD_RESPAWNABLE                = 3;
-
-// takedamage values
-
-float   DAMAGE_NO                               = 0;
-float   DAMAGE_YES                              = 1;
-float   DAMAGE_AIM                              = 2;
-
-// items
-float   IT_AXE                                  = 4096;
-float   IT_SHOTGUN                              = 1;
-float   IT_SUPER_SHOTGUN                = 2;
-float   IT_NAILGUN                              = 4;
-float   IT_SUPER_NAILGUN                = 8;
-float   IT_GRENADE_LAUNCHER             = 16;
-float   IT_ROCKET_LAUNCHER              = 32;
-float   IT_LIGHTNING                    = 64;
-float   IT_EXTRA_WEAPON                 = 128;
-
-float   IT_SHELLS                               = 256;
-float   IT_NAILS                                = 512;
-float   IT_ROCKETS                              = 1024;
-float   IT_CELLS                                = 2048;
-
-float   IT_ARMOR1                               = 8192;
-float   IT_ARMOR2                               = 16384;
-float   IT_ARMOR3                               = 32768;
-float   IT_SUPERHEALTH                  = 65536;
-
-float   IT_KEY1                                 = 131072;
-float   IT_KEY2                                 = 262144;
-
-float   IT_INVISIBILITY                 = 524288;
-float   IT_INVULNERABILITY              = 1048576;
-float   IT_SUIT                                 = 2097152;
-float   IT_QUAD                                 = 4194304;
-
-// point content values
-
-float   CONTENT_EMPTY                   = -1;
-float   CONTENT_SOLID                   = -2;
-float   CONTENT_WATER                   = -3;
-float   CONTENT_SLIME                   = -4;
-float   CONTENT_LAVA                    = -5;
-float   CONTENT_SKY                             = -6;
-
-float   STATE_TOP               = 0;
-float   STATE_BOTTOM    = 1;
-float   STATE_UP                = 2;
-float   STATE_DOWN              = 3;
-
-vector  VEC_ORIGIN = '0 0 0';
-vector  VEC_HULL_MIN = '-16 -16 -24';
-vector  VEC_HULL_MAX = '16 16 32';
-
-vector  VEC_HULL2_MIN = '-32 -32 -24';
-vector  VEC_HULL2_MAX = '32 32 64';
-
-// protocol bytes
-float   SVC_TEMPENTITY          = 23;
-float   SVC_KILLEDMONSTER       = 27;
-float   SVC_FOUNDSECRET         = 28;
-float   SVC_INTERMISSION        = 30;
-float   SVC_FINALE                      = 31;
-float   SVC_CDTRACK                     = 32;
-float   SVC_SELLSCREEN          = 33;
-float   SVC_SMALLKICK           = 34;
-float   SVC_BIGKICK                     = 35;
-float   SVC_MUZZLEFLASH         = 39;
-
-
-float   TE_SPIKE                = 0;
-float   TE_SUPERSPIKE   = 1;
-float   TE_GUNSHOT              = 2;
-float   TE_EXPLOSION    = 3;
-float   TE_TAREXPLOSION = 4;
-float   TE_LIGHTNING1   = 5;
-float   TE_LIGHTNING2   = 6;
-float   TE_WIZSPIKE             = 7;
-float   TE_KNIGHTSPIKE  = 8;
-float   TE_LIGHTNING3   = 9;
-float   TE_LAVASPLASH   = 10;
-float   TE_TELEPORT             = 11;
-float   TE_BLOOD                = 12;
-float   TE_LIGHTNINGBLOOD = 13;
-
-// sound channels
-// channel 0 never willingly overrides
-// other channels (1-7) allways override a playing sound on that channel
-float   CHAN_AUTO               = 0;
-float   CHAN_WEAPON             = 1;
-float   CHAN_VOICE              = 2;
-float   CHAN_ITEM               = 3;
-float   CHAN_BODY               = 4;
-float   CHAN_NO_PHS_ADD = 8;    // ie: CHAN_BODY+CHAN_NO_PHS_ADD
-
-float   ATTN_NONE               = 0;
-float   ATTN_NORM               = 1;
-float   ATTN_IDLE               = 2;
-float   ATTN_STATIC             = 3;
-
-// update types
-
-float   UPDATE_GENERAL  = 0;
-float   UPDATE_STATIC   = 1;
-float   UPDATE_BINARY   = 2;
-float   UPDATE_TEMP             = 3;
-
-// entity effects
-
-//float EF_BRIGHTFIELD  = 1;
-//float EF_MUZZLEFLASH  = 2;
-float   EF_BRIGHTLIGHT  = 4;
-float   EF_DIMLIGHT     = 8;
-float   EF_FLAG1                = 16;
-float   EF_FLAG2                = 32;
-// GLQuakeWorld Stuff
-float 	EF_BLUE		=	64;	// Blue Globe effect for Quad
-float	EF_RED		=	128;	// Red Globe effect for Pentagram
-// messages
-float   MSG_BROADCAST   = 0;            // unreliable to all
-float   MSG_ONE                 = 1;            // reliable to one (msg_entity)
-float   MSG_ALL                 = 2;            // reliable to all
-float   MSG_INIT                = 3;            // write to the init string
-float   MSG_MULTICAST   = 4;            // for multicast() call
-
-// message levels
-float   PRINT_LOW               = 0;            // pickup messages
-float   PRINT_MEDIUM    	= 1;            // death messages
-float   PRINT_HIGH              = 2;            // critical messages
-float   PRINT_CHAT              = 3;            // also goes to chat console
-
-// multicast sets
-float   MULTICAST_ALL   = 0;            // every client
-float   MULTICAST_PHS   = 1;            // within hearing
-float   MULTICAST_PVS   = 2;            // within sight
-float   MULTICAST_ALL_R = 3;            // every client, reliable
-float   MULTICAST_PHS_R = 4;            // within hearing, reliable
-float   MULTICAST_PVS_R = 5;            // within sight, reliable
-
-
-
-
-//================================================
-
-//
-// globals
-//
-float   movedist;
-
-string  string_null;    // null string, nothing should be held here
-float   empty_float;
-
-entity  activator;              // the entity that activated a trigger or brush
-
-entity  damage_attacker;        // set by T_Damage
-entity  damage_inflictor;
-float   framecount;
-
-//
-// cvars checked each frame
-//
-float           teamplay;
-float           timelimit;
-float           fraglimit;
-float           deathmatch;
-float           rj                      =       1;
-
-//================================================
-
-//
-// world fields (FIXME: make globals)
-//
-.string         wad;
-.string         map;
-.float          worldtype;      // 0=medieval 1=metal 2=base
-
-//================================================
-
-.string         killtarget;
-
-//
-// quakeed fields
-//
-.float          light_lev;              // not used by game, but parsed by light util
-.float          style;
-
-
-//
-// monster ai
-//
-.void()         th_stand;
-.void()         th_walk;
-.void()         th_run;
-.void()         th_missile;
-.void()         th_melee;
-.void(entity attacker, float damage)            th_pain;
-.void()         th_die;
-
-.entity         oldenemy;               // mad at this player before taking damage
-
-.float          speed;
-
-.float  lefty;
-
-.float  search_time;
-.float  attack_state;
-
-float   AS_STRAIGHT             = 1;
-float   AS_SLIDING              = 2;
-float   AS_MELEE                = 3;
-float   AS_MISSILE              = 4;
-
-//
-// player only fields
-//
-.float          voided;
-.float          walkframe;
-
-// Zoid Additions
-.float		maxspeed;		// Used to set Maxspeed on a player
-.float		gravity;		// Gravity Multiplier (0 to 1.0)
-
-
-
-.float          attack_finished;
-.float          pain_finished;
-
-.float          invincible_finished;
-.float          invisible_finished;
-.float          super_damage_finished;
-.float          radsuit_finished;
-
-.float          invincible_time, invincible_sound;
-.float          invisible_time, invisible_sound;
-.float          super_time, super_sound;
-.float          rad_time;
-.float          fly_sound;
-
-.float          axhitme;
-
-.float          show_hostile;   // set to time+0.2 whenever a client fires a
-							// weapon or takes damage.  Used to alert
-							// monsters that otherwise would let the player go
-.float          jump_flag;              // player jump flag
-.float          swim_flag;              // player swimming sound flag
-.float          air_finished;   // when time > air_finished, start drowning
-.float          bubble_count;   // keeps track of the number of bubbles
-.string         deathtype;              // keeps track of how the player died
-
-//
-// object stuff
-//
-.string         mdl;
-.vector         mangle;                 // angle at start
-
-.vector         oldorigin;              // only used by secret door
-
-.float          t_length, t_width;
-
-
-//
-// doors, etc
-//
-.vector         dest, dest1, dest2;
-.float          wait;                   // time from firing to restarting
-.float          delay;                  // time from activation to firing
-.entity         trigger_field;  // door's trigger entity
-.string         noise4;
-
-//
-// monsters
-//
-.float          pausetime;
-.entity         movetarget;
-
-
-//
-// doors
-//
-.float          aflag;
-.float          dmg;                    // damage done by door when hit
-	
-//
-// misc
-//
-.float          cnt;                    // misc flag
-	
-//
-// subs
-//
-.void()         think1;
-.vector         finaldest, finalangle;
-
-//
-// triggers
-//
-.float          count;                  // for counting triggers
-
-
-//
-// plats / doors / buttons
-//
-.float          lip;
-.float          state;
-.vector         pos1, pos2;             // top and bottom positions
-.float          height;
-
-//
-// sounds
-//
-.float          waitmin, waitmax;
-.float          distance;
-.float          volume;
-
-
-
-
-//===========================================================================
-	
-
-//
-// builtin functions
-//
-
-void(vector ang)        makevectors             = #1;           // sets v_forward, etc globals
-void(entity e, vector o) setorigin      = #2;
-void(entity e, string m) setmodel       = #3;           // set movetype and solid first
-void(entity e, vector min, vector max) setsize = #4;
-// #5 was removed
-void() break                                            = #6;
-float() random                                          = #7;           // returns 0 - 1
-void(entity e, float chan, string samp, float vol, float atten) sound = #8;
-vector(vector v) normalize                      = #9;
-void(string e) error                            = #10;
-void(string e) objerror                         = #11;
-float(vector v) vlen                            = #12;
-float(vector v) vectoyaw                        = #13;
-entity() spawn                                          = #14;
-void(entity e) remove                           = #15;
-
-// sets trace_* globals
-// nomonsters can be:
-// An entity will also be ignored for testing if forent == test,
-// forent->owner == test, or test->owner == forent
-// a forent of world is ignored
-void(vector v1, vector v2, float nomonsters, entity forent) traceline = #16;    
-
-entity() checkclient                            = #17;  // returns a client to look for
-entity(entity start, .string fld, string match) find = #18;
-string(string s) precache_sound         = #19;
-string(string s) precache_model         = #20;
-void(entity client, string s)stuffcmd = #21;
-entity(vector org, float rad) findradius = #22;
-void(float level, string s) bprint                              = #23;
-void(entity client, float level, string s) sprint = #24;
-void(string s) dprint                           = #25;
-string(float f) ftos                            = #26;
-string(vector v) vtos                           = #27;
-void() coredump                                         = #28;          // prints all edicts
-void() traceon                                          = #29;          // turns statment trace on
-void() traceoff                                         = #30;
-void(entity e) eprint                           = #31;          // prints an entire edict
-float(float yaw, float dist) walkmove   = #32;  // returns TRUE or FALSE
-// #33 was removed
-float(float yaw, float dist) droptofloor= #34;  // TRUE if landed on floor
-void(float style, string value) lightstyle = #35;
-float(float v) rint                                     = #36;          // round to nearest int
-float(float v) floor                            = #37;          // largest integer <= v
-float(float v) ceil                                     = #38;          // smallest integer >= v
-// #39 was removed
-float(entity e) checkbottom                     = #40;          // true if self is on ground
-float(vector v) pointcontents           = #41;          // returns a CONTENT_*
-// #42 was removed
-float(float f) fabs = #43;
-vector(entity e, float speed) aim = #44;                // returns the shooting vector
-float(string s) cvar = #45;                                             // return cvar.value
-void(string s) localcmd = #46;                                  // put string into local que
-entity(entity e) nextent = #47;                                 // for looping through all ents
-// #48 was removed
-void() ChangeYaw = #49;                                         // turn towards self.ideal_yaw
-											// at self.yaw_speed
-// #50 was removed
-vector(vector v) vectoangles                    = #51;
-
-//
-// direct client message generation
-//
-void(float to, float f) WriteByte               = #52;
-void(float to, float f) WriteChar               = #53;
-void(float to, float f) WriteShort              = #54;
-void(float to, float f) WriteLong               = #55;
-void(float to, float f) WriteCoord              = #56;
-void(float to, float f) WriteAngle              = #57;
-void(float to, string s) WriteString    = #58;
-void(float to, entity s) WriteEntity    = #59;
-
-// several removed
-
-void(float step) movetogoal                             = #67;
-
-string(string s) precache_file          = #68;  // no effect except for -copy
-void(entity e) makestatic               = #69;
-void(string s) changelevel = #70;
-
-//#71 was removed
-
-void(string var, string val) cvar_set = #72;    // sets cvar.value
-
-void(entity client, string s) centerprint = #73;        // sprint, but in middle
-
-void(vector pos, string samp, float vol, float atten) ambientsound = #74;
-
-string(string s) precache_model2        = #75;          // registered version only
-string(string s) precache_sound2        = #76;          // registered version only
-string(string s) precache_file2         = #77;          // registered version only
-
-void(entity e) setspawnparms            = #78;          // set parm1... to the
-												// values at level start
-												// for coop respawn
-void(entity killer, entity killee) logfrag = #79;       // add to stats
-
-string(entity e, string key) infokey    = #80;  // get a key value (world = serverinfo)
-float(string s) stof                            = #81;          // convert string to float
-void(vector where, float set) multicast = #82;  // sends the temp message to a set
-												// of clients, possibly in PVS or PHS
-
-//============================================================================
-
-//
-// subs.qc
-//
-void(vector tdest, float tspeed, void() func) SUB_CalcMove;
-void(entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt;
-void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove;
-void()  SUB_CalcMoveDone;
-void() SUB_CalcAngleMoveDone;
-void() SUB_Null;
-void() SUB_UseTargets;
-void() SUB_Remove;
-
-//
-//      combat.qc
-//
-void(entity targ, entity inflictor, entity attacker, float damage) T_Damage;
-
-
-float (entity e, float healamount, float ignore) T_Heal; // health function
-
-float(entity targ, entity inflictor) CanDamage;
-
-
--- a/qw-qc/doors.qc
+++ /dev/null
@@ -1,809 +1,0 @@
-/*
-	doors.qc
-
-	door functions
-
-	Copyright (C) 1996-1997  Id Software, Inc.
-
-	This program is free software; you can redistribute it and/or
-	modify it under the terms of the GNU General Public License
-	as published by the Free Software Foundation; either version 2
-	of the License, or (at your option) any later version.
-
-	This program is distributed in the hope that it will be useful,
-	but WITHOUT ANY WARRANTY; without even the implied warranty of
-	MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
-	See the GNU General Public License for more details.
-
-	You should have received a copy of the GNU General Public License
-	along with this program; if not, write to:
-
-		Free Software Foundation, Inc.
-		59 Temple Place - Suite 330
-		Boston, MA  02111-1307, USA
-
-*/
-
-float DOOR_START_OPEN = 1;
-float DOOR_DONT_LINK = 4;
-float DOOR_GOLD_KEY = 8;
-float DOOR_SILVER_KEY = 16;
-float DOOR_TOGGLE = 32;
-
-/*
-
-Doors are similar to buttons, but can spawn a fat trigger field around them
-to open without a touch, and they link together to form simultanious
-double/quad doors.
- 
-Door.owner is the master door.  If there is only one door, it points to itself.
-If multiple doors, all will point to a single one.
-
-Door.enemy chains from the master door through all doors linked in the chain.
-
-*/
-
-/*
-=============================================================================
-
-THINK FUNCTIONS
-
-=============================================================================
-*/
-
-void() door_go_down;
-void() door_go_up;
-
-void() door_blocked =
-{
-	other.deathtype = "squish";
-	T_Damage (other, self, self.goalentity, self.dmg);
-
-// if a door has a negative wait, it would never come back if blocked,
-// so let it just squash the object to death real fast
-	if (self.wait >= 0)
-	{
-		if (self.state == STATE_DOWN)
-			door_go_up ();
-		else
-			door_go_down ();
-	}
-};
-
-
-void() door_hit_top =
-{
-	sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self.noise1, 1, ATTN_NORM);
-	self.state = STATE_TOP;
-	if (self.spawnflags & DOOR_TOGGLE)
-		return;         // don't come down automatically
-	self.think = door_go_down;
-	self.nextthink = self.ltime + self.wait;
-};
-
-void() door_hit_bottom =
-{
-	sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self.noise1, 1, ATTN_NORM);
-	self.state = STATE_BOTTOM;
-};
-
-void() door_go_down =
-{
-	sound (self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
-	if (self.max_health)
-	{
-		self.takedamage = DAMAGE_YES;
-		self.health = self.max_health;
-	}
-	
-	self.state = STATE_DOWN;
-	SUB_CalcMove (self.pos1, self.speed, door_hit_bottom);
-};
-
-void() door_go_up =
-{
-	if (self.state == STATE_UP)
-		return;         // allready going up
-
-	if (self.state == STATE_TOP)
-	{       // reset top wait time
-		self.nextthink = self.ltime + self.wait;
-		return;
-	}
-	
-	sound (self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
-	self.state = STATE_UP;
-	SUB_CalcMove (self.pos2, self.speed, door_hit_top);
-
-	SUB_UseTargets();
-};
-
-
-/*
-=============================================================================
-
-ACTIVATION FUNCTIONS
-
-=============================================================================
-*/
-
-void() door_fire =
-{
-	local entity    oself;
-	local entity    starte;
-
-	if (self.owner != self)
-		objerror ("door_fire: self.owner != self");
-
-// play use key sound
-
-	if (self.items)
-		sound (self, CHAN_VOICE, self.noise4, 1, ATTN_NORM);
-
-	self.message = string_null;             // no more message
-	oself = self;
-
-	if (self.spawnflags & DOOR_TOGGLE)
-	{
-		if (self.state == STATE_UP || self.state == STATE_TOP)
-		{
-			starte = self;
-			do
-			{
-				door_go_down ();
-				self = self.enemy;
-			} while ( (self != starte) && (self != world) );
-			self = oself;
-			return;
-		}
-	}
-	
-// trigger all paired doors
-	starte = self;
-	
-	do
-	{
-		self.goalentity = activator;		// Who fired us
-		door_go_up ();
-		self = self.enemy;
-	} while ( (self != starte) && (self != world) );
-	self = oself;
-};
-
-
-void() door_use =
-{
-	local entity oself;
-
-	self.message = "";                      // door message are for touch only
-	self.owner.message = "";        
-	self.enemy.message = "";
-
-	oself = self;
-	self = self.owner;
-	door_fire ();
-	self = oself;
-};
-
-
-void() door_trigger_touch =
-{
-	if (other.health <= 0)
-		return;
-
-	if (time < self.attack_finished)
-		return;
-	self.attack_finished = time + 1;
-
-	activator = other;
-
-	self = self.owner;
-	door_use ();
-};
-
-
-void() door_killed =
-{
-	local entity oself;
-	
-	oself = self;
-	self = self.owner;
-	self.health = self.max_health;
-	self.takedamage = DAMAGE_NO;    // wil be reset upon return
-	door_use ();
-	self = oself;
-};
-
-
-/*
-================
-door_touch
-
-Prints messages and opens key doors
-================
-*/
-void() door_touch =
-{
-	if (other.classname != "player")
-		return;
-	if (self.owner.attack_finished > time)
-		return;
-
-	self.owner.attack_finished = time + 2;
-
-	if (self.owner.message != "")
-	{
-		centerprint (other, self.owner.message);
-		sound (other, CHAN_VOICE, "misc/talk.wav", 1, ATTN_NORM);
-	}
-	
-// key door stuff
-	if (!self.items)
-		return;
-
-// FIXME: blink key on player's status bar
-	if ( (self.items & other.items) != self.items )
-	{
-		if (self.owner.items == IT_KEY1)
-		{
-			if (world.worldtype == 2)
-			{
-				centerprint (other, "You need the silver keycard");
-				sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
-			}
-			else if (world.worldtype == 1)
-			{
-				centerprint (other, "You need the silver runekey");
-				sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
-			}
-			else if (world.worldtype == 0)
-			{
-				centerprint (other, "You need the silver key");
-				sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
-			}
-		}
-		else
-		{
-			if (world.worldtype == 2)
-			{
-				centerprint (other, "You need the gold keycard");
-				sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
-			}
-			else if (world.worldtype == 1)
-			{
-				centerprint (other, "You need the gold runekey");
-				sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);                    
-			}
-			else if (world.worldtype == 0)
-			{
-				centerprint (other, "You need the gold key");
-				sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
-			}
-		}
-		return;
-	}
-
-	other.items = other.items - self.items;
-	self.touch = SUB_Null;
-	if (self.enemy)
-		self.enemy.touch = SUB_Null;    // get paired door
-	door_use ();
-};
-
-/*
-=============================================================================
-
-SPAWNING FUNCTIONS
-
-=============================================================================
-*/
-
-
-entity(vector fmins, vector fmaxs) spawn_field =
-{
-	local entity    trigger;
-	local   vector  t1, t2;
-
-	trigger = spawn();
-	trigger.movetype = MOVETYPE_NONE;
-	trigger.solid = SOLID_TRIGGER;
-	trigger.owner = self;
-	trigger.touch = door_trigger_touch;
-
-	t1 = fmins;
-	t2 = fmaxs;
-	setsize (trigger, t1 - '60 60 8', t2 + '60 60 8');
-	return (trigger);
-};
-
-
-float (entity e1, entity e2) EntitiesTouching =
-{
-	if (e1.mins_x > e2.maxs_x)
-		return FALSE;
-	if (e1.mins_y > e2.maxs_y)
-		return FALSE;
-	if (e1.mins_z > e2.maxs_z)
-		return FALSE;
-	if (e1.maxs_x < e2.mins_x)
-		return FALSE;
-	if (e1.maxs_y < e2.mins_y)
-		return FALSE;
-	if (e1.maxs_z < e2.mins_z)
-		return FALSE;
-	return TRUE;
-};
-
-
-/*
-=============
-LinkDoors
-
-
-=============
-*/
-void() LinkDoors =
-{
-	local entity    t, starte;
-	local vector    cmins, cmaxs;
-
-	if (self.enemy)
-		return;         // already linked by another door
-	if (self.spawnflags & 4)
-	{
-		self.owner = self.enemy = self;
-		return;         // don't want to link this door
-	}
-
-	cmins = self.mins;
-	cmaxs = self.maxs;
-	
-	starte = self;
-	t = self;
-	
-	do
-	{
-		self.owner = starte;                    // master door
-
-		if (self.health)
-			starte.health = self.health;
-		if (self.targetname)
-			starte.targetname = self.targetname;
-		if (self.message != "")
-			starte.message = self.message;
-
-		t = find (t, classname, self.classname);        
-		if (!t)
-		{
-			self.enemy = starte;            // make the chain a loop
-
-		// shootable, fired, or key doors just needed the owner/enemy links,
-		// they don't spawn a field
-	
-			self = self.owner;
-
-			if (self.health)
-				return;
-			if (self.targetname)
-				return;
-			if (self.items)
-				return;
-
-			self.owner.trigger_field = spawn_field(cmins, cmaxs);
-
-			return;
-		}
-
-		if (EntitiesTouching(self,t))
-		{
-			if (t.enemy)
-				objerror ("cross connected doors");
-			
-			self.enemy = t;
-			self = t;
-
-			if (t.mins_x < cmins_x)
-				cmins_x = t.mins_x;
-			if (t.mins_y < cmins_y)
-				cmins_y = t.mins_y;
-			if (t.mins_z < cmins_z)
-				cmins_z = t.mins_z;
-			if (t.maxs_x > cmaxs_x)
-				cmaxs_x = t.maxs_x;
-			if (t.maxs_y > cmaxs_y)
-				cmaxs_y = t.maxs_y;
-			if (t.maxs_z > cmaxs_z)
-				cmaxs_z = t.maxs_z;
-		}
-	} while (1 );
-
-};
-
-
-/*QUAKED func_door (0 .5 .8) ? START_OPEN x DOOR_DONT_LINK GOLD_KEY SILVER_KEY TOGGLE
-if two doors touch, they are assumed to be connected and operate as a unit.
-
-TOGGLE causes the door to wait in both the start and end states for a trigger event.
-
-START_OPEN causes the door to move to its destination when spawned, and operate in reverse.  It is used to temporarily or permanently close off an area when triggered (not usefull for touch or takedamage doors).
-
-Key doors are allways wait -1.
-
-"message"       is printed when the door is touched if it is a trigger door and it hasn't been fired yet
-"angle"         determines the opening direction
-"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
-"health"        if set, door must be shot open
-"speed"         movement speed (100 default)
-"wait"          wait before returning (3 default, -1 = never return)
-"lip"           lip remaining at end of move (8 default)
-"dmg"           damage to inflict when blocked (2 default)
-"sounds"
-0)      no sound
-1)      stone
-2)      base
-3)      stone chain
-4)      screechy metal
-*/
-
-void() func_door =
-
-{
-
-	if (world.worldtype == 0)
-	{
-		precache_sound ("doors/medtry.wav");
-		precache_sound ("doors/meduse.wav");
-		self.noise3 = "doors/medtry.wav";
-		self.noise4 = "doors/meduse.wav";
-	}
-	else if (world.worldtype == 1)
-	{
-		precache_sound ("doors/runetry.wav");
-		precache_sound ("doors/runeuse.wav");
-		self.noise3 = "doors/runetry.wav";
-		self.noise4 = "doors/runeuse.wav";
-	}
-	else if (world.worldtype == 2)
-	{
-		precache_sound ("doors/basetry.wav");
-		precache_sound ("doors/baseuse.wav");
-		self.noise3 = "doors/basetry.wav";
-		self.noise4 = "doors/baseuse.wav";
-	}
-	else
-	{
-		dprint ("no worldtype set!\n");
-	}
-	if (self.sounds == 0)
-	{
-		precache_sound ("misc/null.wav");
-		precache_sound ("misc/null.wav");
-		self.noise1 = "misc/null.wav";
-		self.noise2 = "misc/null.wav";
-	}
-	if (self.sounds == 1)
-	{
-		precache_sound ("doors/drclos4.wav");
-		precache_sound ("doors/doormv1.wav");
-		self.noise1 = "doors/drclos4.wav";
-		self.noise2 = "doors/doormv1.wav";
-	}
-	if (self.sounds == 2)
-	{
-		precache_sound ("doors/hydro1.wav");
-		precache_sound ("doors/hydro2.wav");
-		self.noise2 = "doors/hydro1.wav";
-		self.noise1 = "doors/hydro2.wav";
-	}
-	if (self.sounds == 3)
-	{
-		precache_sound ("doors/stndr1.wav");
-		precache_sound ("doors/stndr2.wav");
-		self.noise2 = "doors/stndr1.wav";
-		self.noise1 = "doors/stndr2.wav";
-	}
-	if (self.sounds == 4)
-	{
-		precache_sound ("doors/ddoor1.wav");
-		precache_sound ("doors/ddoor2.wav");
-		self.noise1 = "doors/ddoor2.wav";
-		self.noise2 = "doors/ddoor1.wav";
-	}
-
-
-	SetMovedir ();
-
-	self.max_health = self.health;
-	self.solid = SOLID_BSP;
-	self.movetype = MOVETYPE_PUSH;
-	setorigin (self, self.origin);  
-	setmodel (self, self.model);
-	self.classname = "door";
-
-	self.blocked = door_blocked;
-	self.use = door_use;
-	
-	if (self.spawnflags & DOOR_SILVER_KEY)
-		self.items = IT_KEY1;
-	if (self.spawnflags & DOOR_GOLD_KEY)
-		self.items = IT_KEY2;
-	
-	if (!self.speed)
-		self.speed = 100;
-	if (!self.wait)
-		self.wait = 3;
-	if (!self.lip)
-		self.lip = 8;
-	if (!self.dmg)
-		self.dmg = 2;
-
-	self.pos1 = self.origin;
-	self.pos2 = self.pos1 + self.movedir*(fabs(self.movedir*self.size) - self.lip);
-
-// DOOR_START_OPEN is to allow an entity to be lighted in the closed position
-// but spawn in the open position
-	if (self.spawnflags & DOOR_START_OPEN)
-	{
-		setorigin (self, self.pos2);
-		self.pos2 = self.pos1;
-		self.pos1 = self.origin;
-	}
-
-	self.state = STATE_BOTTOM;
-
-	if (self.health)
-	{
-		self.takedamage = DAMAGE_YES;
-		self.th_die = door_killed;
-	}
-	
-	if (self.items)
-		self.wait = -1;
-		
-	self.touch = door_touch;
-
-// LinkDoors can't be done until all of the doors have been spawned, so
-// the sizes can be detected properly.
-	self.think = LinkDoors;
-	self.nextthink = self.ltime + 0.1;
-};
-
-/*
-=============================================================================
-
-SECRET DOORS
-
-=============================================================================
-*/
-
-void() fd_secret_move1;
-void() fd_secret_move2;
-void() fd_secret_move3;
-void() fd_secret_move4;
-void() fd_secret_move5;
-void() fd_secret_move6;
-void() fd_secret_done;
-
-float SECRET_OPEN_ONCE = 1;             // stays open
-float SECRET_1ST_LEFT = 2;              // 1st move is left of arrow
-float SECRET_1ST_DOWN = 4;              // 1st move is down from arrow
-float SECRET_NO_SHOOT = 8;              // only opened by trigger
-float SECRET_YES_SHOOT = 16;    // shootable even if targeted
-
-
-void () fd_secret_use =
-{
-	local float temp;
-	
-	self.health = 10000;
-
-	// exit if still moving around...
-	if (self.origin != self.oldorigin)
-		return;
-	
-	self.message = string_null;             // no more message
-
-	SUB_UseTargets();                               // fire all targets / killtargets
-	
-	if (!(self.spawnflags & SECRET_NO_SHOOT))
-	{
-		self.th_pain = SUB_Null;
-		self.takedamage = DAMAGE_NO;
-	}
-	self.velocity = '0 0 0';
-
-	// Make a sound, wait a little...
-	
-	sound(self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
-	self.nextthink = self.ltime + 0.1;
-
-	temp = 1 - (self.spawnflags & SECRET_1ST_LEFT); // 1 or -1
-	makevectors(self.mangle);
-	
-	if (!self.t_width)
-	{
-		if (self.spawnflags & SECRET_1ST_DOWN)
-			self. t_width = fabs(v_up * self.size);
-		else
-			self. t_width = fabs(v_right * self.size);
-	}
-		
-	if (!self.t_length)
-		self. t_length = fabs(v_forward * self.size);
-
-	if (self.spawnflags & SECRET_1ST_DOWN)
-		self.dest1 = self.origin - v_up * self.t_width;
-	else
-		self.dest1 = self.origin + v_right * (self.t_width * temp);
-		
-	self.dest2 = self.dest1 + v_forward * self.t_length;
-	SUB_CalcMove(self.dest1, self.speed, fd_secret_move1);
-	sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
-};
-
-// Wait after first movement...
-void () fd_secret_move1 = 
-{
-	self.nextthink = self.ltime + 1.0;
-	self.think = fd_secret_move2;
-	sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
-};
-
-// Start moving sideways w/sound...
-void () fd_secret_move2 =
-{
-	sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
-	SUB_CalcMove(self.dest2, self.speed, fd_secret_move3);
-};
-
-// Wait here until time to go back...
-void () fd_secret_move3 =
-{
-	sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
-	if (!(self.spawnflags & SECRET_OPEN_ONCE))
-	{
-		self.nextthink = self.ltime + self.wait;
-		self.think = fd_secret_move4;
-	}
-};
-
-// Move backward...
-void () fd_secret_move4 =
-{
-	sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
-	SUB_CalcMove(self.dest1, self.speed, fd_secret_move5);          
-};
-
-// Wait 1 second...
-void () fd_secret_move5 = 
-{
-	self.nextthink = self.ltime + 1.0;
-	self.think = fd_secret_move6;
-	sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
-};
-
-void () fd_secret_move6 =
-{
-	sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
-	SUB_CalcMove(self.oldorigin, self.speed, fd_secret_done);
-};
-
-void () fd_secret_done =
-{
-	if (!self.targetname || self.spawnflags&SECRET_YES_SHOOT)
-	{
-		self.health = 10000;
-		self.takedamage = DAMAGE_YES;
-		self.th_pain = fd_secret_use;   
-		self.th_die = fd_secret_use;
-	}
-	sound(self, CHAN_NO_PHS_ADD+CHAN_VOICE, self.noise3, 1, ATTN_NORM);
-};
-
-void () secret_blocked =
-{
-	if (time < self.attack_finished)
-		return;
-	self.attack_finished = time + 0.5;
-	other.deathtype = "squish";
-	T_Damage (other, self, self, self.dmg);
-};
-
-/*
-================
-secret_touch
-
-Prints messages
-================
-*/
-void() secret_touch =
-{
-	if (other.classname != "player")
-		return;
-	if (self.attack_finished > time)
-		return;
-
-	self.attack_finished = time + 2;
-	
-	if (self.message)
-	{
-		centerprint (other, self.message);
-		sound (other, CHAN_BODY, "misc/talk.wav", 1, ATTN_NORM);
-	}
-};
-
-
-/*QUAKED func_door_secret (0 .5 .8) ? open_once 1st_left 1st_down no_shoot always_shoot
-Basic secret door. Slides back, then to the side. Angle determines direction.
-wait  = # of seconds before coming back
-1st_left = 1st move is left of arrow
-1st_down = 1st move is down from arrow
-always_shoot = even if targeted, keep shootable
-t_width = override WIDTH to move back (or height if going down)
-t_length = override LENGTH to move sideways
-"dmg"           damage to inflict when blocked (2 default)
-
-If a secret door has a targetname, it will only be opened by it's botton or trigger, not by damage.
-"sounds"
-1) medieval
-2) metal
-3) base
-*/
-
-void () func_door_secret =
-{
-	if (self.sounds == 0)
-		self.sounds = 3;
-	if (self.sounds == 1)
-	{
-		precache_sound ("doors/latch2.wav");
-		precache_sound ("doors/winch2.wav");
-		precache_sound ("doors/drclos4.wav");
-		self.noise1 = "doors/latch2.wav";
-		self.noise2 = "doors/winch2.wav";
-		self.noise3 = "doors/drclos4.wav";
-	}
-	if (self.sounds == 2)
-	{
-		precache_sound ("doors/airdoor1.wav");
-		precache_sound ("doors/airdoor2.wav");
-		self.noise2 = "doors/airdoor1.wav";
-		self.noise1 = "doors/airdoor2.wav";
-		self.noise3 = "doors/airdoor2.wav";
-	}
-	if (self.sounds == 3)
-	{
-		precache_sound ("doors/basesec1.wav");
-		precache_sound ("doors/basesec2.wav");
-		self.noise2 = "doors/basesec1.wav";
-		self.noise1 = "doors/basesec2.wav";
-		self.noise3 = "doors/basesec2.wav";
-	}
-
-	if (!self.dmg)
-		self.dmg = 2;
-		
-	// Magic formula...
-	self.mangle = self.angles;
-	self.angles = '0 0 0';
-	self.solid = SOLID_BSP;
-	self.movetype = MOVETYPE_PUSH;
-	self.classname = "door";
-	setmodel (self, self.model);
-	setorigin (self, self.origin);  
-	
-	self.touch = secret_touch;
-	self.blocked = secret_blocked;
-	self.speed = 50;
-	self.use = fd_secret_use;
-	if ( !self.targetname || self.spawnflags&SECRET_YES_SHOOT)
-	{
-		self.health = 10000;
-		self.takedamage = DAMAGE_YES;
-		self.th_pain = fd_secret_use;
-	}
-	self.oldorigin = self.origin;
-	if (!self.wait)
-		self.wait = 5;          // 5 seconds before closing
-};
--- a/qw-qc/files.dat
+++ /dev/null
@@ -1,312 +1,0 @@
-140
-1 items/r_item1.wav
-1 items/r_item2.wav
-1 items/health1.wav
-1 misc/medkey.wav
-1 misc/runekey.wav
-2 misc/basekey.wav
-1 items/protect.wav
-1 items/protect2.wav
-1 items/protect3.wav
-1 items/suit.wav
-1 items/suit2.wav
-1 items/inv1.wav
-1 items/inv2.wav
-1 items/inv3.wav
-1 items/damage.wav
-1 items/damage2.wav
-1 items/damage3.wav
-1 weapons/r_exp3.wav
-1 weapons/rocket1i.wav
-1 weapons/sgun1.wav
-1 weapons/guncock.wav
-1 weapons/ric1.wav
-1 weapons/ric2.wav
-1 weapons/ric3.wav
-1 weapons/spike2.wav
-1 weapons/tink1.wav
-1 weapons/grenade.wav
-1 weapons/bounce.wav
-1 weapons/shotgn2.wav
-1 misc/menu1.wav
-1 misc/menu2.wav
-1 misc/menu3.wav
-1 ambience/water1.wav
-1 ambience/wind2.wav
-1 demon/dland2.wav
-1 misc/h2ohit1.wav
-1 items/itembk2.wav
-1 player/plyrjmp8.wav
-1 player/land.wav
-1 player/land2.wav
-1 player/drown1.wav
-1 player/drown2.wav
-1 player/gasp1.wav
-1 player/gasp2.wav
-1 player/h2odeath.wav
-1 misc/talk.wav
-1 player/teledth1.wav
-1 misc/r_tele1.wav
-1 misc/r_tele2.wav
-1 misc/r_tele3.wav
-1 misc/r_tele4.wav
-1 misc/r_tele5.wav
-1 weapons/lock4.wav
-1 weapons/pkup.wav
-1 items/armor1.wav
-1 weapons/lhit.wav
-1 weapons/lstart.wav
-1 misc/power.wav
-1 player/gib.wav
-1 player/udeath.wav
-1 player/tornoff2.wav
-1 player/pain1.wav
-1 player/pain2.wav
-1 player/pain3.wav
-1 player/pain4.wav
-1 player/pain5.wav
-1 player/pain6.wav
-1 player/death1.wav
-1 player/death2.wav
-1 player/death3.wav
-1 player/death4.wav
-1 player/death5.wav
-1 boss1/sight1.wav
-1 weapons/ax1.wav
-1 player/axhit1.wav
-1 player/axhit2.wav
-1 player/h2ojump.wav
-1 player/slimbrn2.wav
-1 player/inh2o.wav
-1 player/inlava.wav
-1 misc/outwater.wav
-1 player/lburn1.wav
-1 player/lburn2.wav
-1 misc/water1.wav
-1 misc/water2.wav
-1 doors/medtry.wav
-1 doors/meduse.wav
-1 doors/runetry.wav
-1 doors/runeuse.wav
-1 doors/basetry.wav
-1 doors/baseuse.wav
-1 misc/null.wav
-1 doors/drclos4.wav
-1 doors/doormv1.wav
-1 doors/hydro1.wav
-1 doors/hydro2.wav
-1 doors/stndr1.wav
-1 doors/stndr2.wav
-1 doors/ddoor1.wav
-1 doors/ddoor2.wav
-1 doors/latch2.wav
-1 doors/winch2.wav
-1 doors/airdoor1.wav
-1 doors/airdoor2.wav
-1 doors/basesec1.wav
-1 doors/basesec2.wav
-1 buttons/airbut1.wav
-1 buttons/switch21.wav
-1 buttons/switch02.wav
-1 buttons/switch04.wav
-1 misc/secret.wav
-1 misc/trigger1.wav
-1 ambience/hum1.wav
-1 ambience/windfly.wav
-1 plats/plat1.wav
-1 plats/plat2.wav
-1 plats/medplat1.wav
-1 plats/medplat2.wav
-1 plats/train2.wav
-1 plats/train1.wav
-1 ambience/fl_hum1.wav
-1 ambience/buzz1.wav
-1 ambience/fire1.wav
-2 enforcer/enfire.wav
-2 enforcer/enfstop.wav
-1 ambience/suck1.wav
-1 ambience/drone6.wav
-1 ambience/drip1.wav
-1 ambience/comp1.wav
-1 ambience/thunder1.wav
-1 ambience/swamp1.wav
-1 ambience/swamp2.wav
-2 enforcer/sight1.wav
-2 enforcer/sight2.wav
-2 enforcer/sight3.wav
-2 enforcer/sight4.wav
-2 enforcer/pain1.wav
-2 enforcer/pain2.wav
-2 enforcer/death1.wav
-2 enforcer/idle1.wav
-65
-1 maps/b_bh10.bsp
-1 maps/b_bh100.bsp
-1 maps/b_bh25.bsp
-1 progs/armor.mdl
-1 progs/g_shot.mdl
-1 progs/g_nail.mdl
-1 progs/g_nail2.mdl
-1 progs/g_rock.mdl
-1 progs/g_rock2.mdl
-1 progs/g_light.mdl
-1 maps/b_shell1.bsp
-1 maps/b_shell0.bsp
-1 maps/b_nail1.bsp
-1 maps/b_nail0.bsp
-1 maps/b_rock1.bsp
-1 maps/b_rock0.bsp
-1 maps/b_batt1.bsp
-1 maps/b_batt0.bsp
-1 progs/w_s_key.mdl
-1 progs/m_s_key.mdl
-2 progs/b_s_key.mdl
-1 progs/w_g_key.mdl
-1 progs/m_g_key.mdl
-2 progs/b_g_key.mdl
-1 progs/end1.mdl
-2 progs/end2.mdl
-2 progs/end3.mdl
-2 progs/end4.mdl
-1 progs/invulner.mdl
-1 progs/suit.mdl
-1 progs/invisibl.mdl
-1 progs/quaddama.mdl
-1 progs/player.mdl
-1 progs/eyes.mdl
-1 progs/h_player.mdl
-1 progs/gib1.mdl
-1 progs/gib2.mdl
-1 progs/gib3.mdl
-1 progs/s_bubble.spr
-1 progs/s_explod.spr
-1 progs/v_axe.mdl
-1 progs/v_shot.mdl
-1 progs/v_nail.mdl
-1 progs/v_rock.mdl
-1 progs/v_shot2.mdl
-1 progs/v_nail2.mdl
-1 progs/v_rock2.mdl
-1 progs/bolt.mdl
-1 progs/bolt2.mdl
-1 progs/bolt3.mdl
-1 progs/lavaball.mdl
-1 progs/missile.mdl
-1 progs/grenade.mdl
-1 progs/spike.mdl
-1 progs/s_spike.mdl
-1 progs/backpack.mdl
-1 progs/zom_gib.mdl
-1 progs/v_light.mdl
-2 progs/teleport.mdl
-1 progs/s_light.spr
-1 progs/flame.mdl
-1 progs/flame2.mdl
-1 maps/b_explob.bsp
-2 maps/b_exbox2.bsp
-2 progs/laser.mdl
-104
-1 progs.dat
-1 gfx.wad
-1 quake.rc
-1 default.cfg
-1 end1.bin
-2 end2.bin
-1 demo1.dem
-1 demo2.dem
-1 demo3.dem
-1 gfx/palette.lmp
-1 gfx/colormap.lmp
-2 gfx/pop.lmp
-1 gfx/complete.lmp
-1 gfx/inter.lmp
-1 gfx/ranking.lmp
-1 gfx/vidmodes.lmp
-1 gfx/finale.lmp
-1 gfx/conback.lmp
-1 gfx/qplaque.lmp
-1 gfx/menudot1.lmp
-1 gfx/menudot2.lmp
-1 gfx/menudot3.lmp
-1 gfx/menudot4.lmp
-1 gfx/menudot5.lmp
-1 gfx/menudot6.lmp
-1 gfx/menuplyr.lmp
-1 gfx/bigbox.lmp
-1 gfx/dim_modm.lmp
-1 gfx/dim_drct.lmp
-1 gfx/dim_ipx.lmp
-1 gfx/dim_tcp.lmp
-1 gfx/dim_mult.lmp
-1 gfx/mainmenu.lmp
-1 gfx/box_tl.lmp
-1 gfx/box_tm.lmp
-1 gfx/box_tr.lmp
-1 gfx/box_ml.lmp
-1 gfx/box_mm.lmp
-1 gfx/box_mm2.lmp
-1 gfx/box_mr.lmp
-1 gfx/box_bl.lmp
-1 gfx/box_bm.lmp
-1 gfx/box_br.lmp
-1 gfx/sp_menu.lmp
-1 gfx/ttl_sgl.lmp
-1 gfx/ttl_main.lmp
-1 gfx/ttl_cstm.lmp
-1 gfx/mp_menu.lmp
-1 gfx/netmen1.lmp
-1 gfx/netmen2.lmp
-1 gfx/netmen3.lmp
-1 gfx/netmen4.lmp
-1 gfx/netmen5.lmp
-1 gfx/sell.lmp
-1 gfx/help0.lmp
-1 gfx/help1.lmp
-1 gfx/help2.lmp
-1 gfx/help3.lmp
-1 gfx/help4.lmp
-1 gfx/help5.lmp
-1 gfx/pause.lmp
-1 gfx/loading.lmp
-1 gfx/p_option.lmp
-1 gfx/p_load.lmp
-1 gfx/p_save.lmp
-1 gfx/p_multi.lmp
-1 maps/start.bsp
-1 maps/e1m1.bsp
-1 maps/e1m2.bsp
-1 maps/e1m3.bsp
-1 maps/e1m4.bsp
-1 maps/e1m5.bsp
-1 maps/e1m6.bsp
-1 maps/e1m7.bsp
-1 maps/e1m8.bsp
-2 maps/e2m1.bsp
-2 maps/e2m2.bsp
-2 maps/e2m3.bsp
-2 maps/e2m4.bsp
-2 maps/e2m5.bsp
-2 maps/e2m6.bsp
-2 maps/e2m7.bsp
-2 maps/e3m1.bsp
-2 maps/e3m2.bsp
-2 maps/e3m3.bsp
-2 maps/e3m4.bsp
-2 maps/e3m5.bsp
-2 maps/e3m6.bsp
-2 maps/e3m7.bsp
-2 maps/e4m1.bsp
-2 maps/e4m2.bsp
-2 maps/e4m3.bsp
-2 maps/e4m4.bsp
-2 maps/e4m5.bsp
-2 maps/e4m6.bsp
-2 maps/e4m7.bsp
-2 maps/e4m8.bsp
-2 maps/end.bsp
-2 maps/dm1.bsp
-2 maps/dm2.bsp
-2 maps/dm3.bsp
-2 maps/dm4.bsp
-2 maps/dm5.bsp
-2 maps/dm6.bsp
--- a/qw-qc/items.qc
+++ /dev/null
@@ -1,1686 +1,0 @@
-/*
-	items.qc
-
-	item functions
-
-	Copyright (C) 1996-1997  Id Software, Inc.
-
-	This program is free software; you can redistribute it and/or
-	modify it under the terms of the GNU General Public License
-	as published by the Free Software Foundation; either version 2
-	of the License, or (at your option) any later version.
-
-	This program is distributed in the hope that it will be useful,
-	but WITHOUT ANY WARRANTY; without even the implied warranty of
-	MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
-	See the GNU General Public License for more details.
-
-	You should have received a copy of the GNU General Public License
-	along with this program; if not, write to:
-
-		Free Software Foundation, Inc.
-		59 Temple Place - Suite 330
-		Boston, MA  02111-1307, USA
-
-*/
-void() W_SetCurrentAmmo;
-/* ALL LIGHTS SHOULD BE 0 1 0 IN COLOR ALL OTHER ITEMS SHOULD
-BE .8 .3 .4 IN COLOR */
-
-
-void() SUB_regen =
-{
-	self.model = self.mdl;          // restore original model
-	self.solid = SOLID_TRIGGER;     // allow it to be touched again
-	sound (self, CHAN_VOICE, "items/itembk2.wav", 1, ATTN_NORM);    // play respawn sound
-	setorigin (self, self.origin);
-};
-
-
-
-/*QUAKED noclass (0 0 0) (-8 -8 -8) (8 8 8)
-prints a warning message when spawned
-*/
-void() noclass =
-{
-	dprint ("noclass spawned at");
-	dprint (vtos(self.origin));
-	dprint ("\n");
-	remove (self);
-};
-
-void() q_touch;
-
-void() q_touch =
-{
-local entity    stemp;
-local float     best;
-local string    s;
-
-	if (other.classname != "player")
-		return;
-	if (other.health <= 0)
-		return;
-
-	self.mdl = self.model;
-
-	sound (other, CHAN_VOICE, self.noise, 1, ATTN_NORM);
-	stuffcmd (other, "bf\n");
-	self.solid = SOLID_NOT;
-	other.items = other.items | IT_QUAD;
-	self.model = string_null;
-		if (deathmatch == 4)
-		{
-			other.armortype = 0;
-			other.armorvalue = 0 * 0.01;
-			other.ammo_cells = 0;
-		}
-
-// do the apropriate action
-	other.super_time = 1;
-	other.super_damage_finished = self.cnt;
-
-	s=ftos(rint(other.super_damage_finished - time));
-
-	bprint (PRINT_LOW, other.netname);
-	if (deathmatch == 4)
-		bprint (PRINT_LOW, " recovered an OctaPower with ");
-	else 
-		bprint (PRINT_LOW, " recovered a Quad with ");
-	bprint (PRINT_LOW, s);
-	bprint (PRINT_LOW, " seconds remaining!\n");
-
-	activator = other;
-	SUB_UseTargets();                               // fire all targets / killtargets
-};
-
-
-void(float timeleft) DropQuad =
-{
-	local entity    item;
-
-	item = spawn();
-	item.origin = self.origin;
-	
-	item.velocity_z = 300;
-	item.velocity_x = -100 + (random() * 200);
-	item.velocity_y = -100 + (random() * 200);
-	
-	item.flags = FL_ITEM;
-	item.solid = SOLID_TRIGGER;
-	item.movetype = MOVETYPE_TOSS;
-	item.noise = "items/damage.wav";
-	setmodel (item, "progs/quaddama.mdl");
-	setsize (item, '-16 -16 -24', '16 16 32');
-	item.cnt = time + timeleft;
-	item.touch = q_touch;
-	item.nextthink = time + timeleft;    // remove it with the time left on it
-	item.think = SUB_Remove;
-};
-
-
-void() r_touch;
-
-void() r_touch =
-{
-local entity    stemp;
-local float     best;
-local string    s;
-
-	if (other.classname != "player")
-		return;
-	if (other.health <= 0)
-		return;
-
-	self.mdl = self.model;
-
-	sound (other, CHAN_VOICE, self.noise, 1, ATTN_NORM);
-	stuffcmd (other, "bf\n");
-	self.solid = SOLID_NOT;
-	other.items = other.items | IT_INVISIBILITY;
-	self.model = string_null;
-
-// do the apropriate action
-	other.invisible_time = 1;
-	other.invisible_finished = self.cnt;
-	s=ftos(rint(other.invisible_finished - time));
-	bprint (PRINT_LOW, other.netname);
-	bprint (PRINT_LOW, " recovered a Ring with ");
-	bprint (PRINT_LOW, s);
-	bprint (PRINT_LOW, " seconds remaining!\n");
-      
-
-	activator = other;
-	SUB_UseTargets();                               // fire all targets / killtargets
-};
-
-
-void(float timeleft) DropRing =
-{
-	local entity    item;
-
-	item = spawn();
-	item.origin = self.origin;
-	
-	item.velocity_z = 300;
-	item.velocity_x = -100 + (random() * 200);
-	item.velocity_y = -100 + (random() * 200);
-	
-	item.flags = FL_ITEM;
-	item.solid = SOLID_TRIGGER;
-	item.movetype = MOVETYPE_TOSS;
-	item.noise = "items/inv1.wav";
-	setmodel (item, "progs/invisibl.mdl");
-	setsize (item, '-16 -16 -24', '16 16 32');
-	item.cnt = time + timeleft;
-	item.touch = r_touch;
-	item.nextthink = time + timeleft;    // remove after 30 seconds
-	item.think = SUB_Remove;
-};
-
-/*
-============
-PlaceItem
-
-plants the object on the floor
-============
-*/
-void() PlaceItem =
-{
-	local float     oldz;
-
-	self.mdl = self.model;          // so it can be restored on respawn
-	self.flags = FL_ITEM;           // make extra wide
-	self.solid = SOLID_TRIGGER;
-	self.movetype = MOVETYPE_TOSS;  
-	self.velocity = '0 0 0';
-	self.origin_z = self.origin_z + 6;
-	oldz = self.origin_z;
-	if (!droptofloor())
-	{
-		dprint ("Bonus item fell out of level at ");
-		dprint (vtos(self.origin));
-		dprint ("\n");
-		remove(self);
-		return;
-	}
-};
-
-/*
-============
-StartItem
-
-Sets the clipping size and plants the object on the floor
-============
-*/
-void() StartItem =
-{
-	self.nextthink = time + 0.2;    // items start after other solids
-	self.think = PlaceItem;
-};
-
-/*
-=========================================================================
-
-HEALTH BOX
-
-=========================================================================
-*/
-//
-// T_Heal: add health to an entity, limiting health to max_health
-// "ignore" will ignore max_health limit
-//
-float (entity e, float healamount, float ignore) T_Heal =
-{
-	if (e.health <= 0)
-		return 0;
-	if ((!ignore) && (e.health >= other.max_health))
-		return 0;
-	healamount = ceil(healamount);
-
-	e.health = e.health + healamount;
-	if ((!ignore) && (e.health >= other.max_health))
-		e.health = other.max_health;
-		
-	if (e.health > 250)
-		e.health = 250;
-	return 1;
-};
-
-/*QUAKED item_health (.3 .3 1) (0 0 0) (32 32 32) rotten megahealth
-Health box. Normally gives 25 points.
-Rotten box heals 5-10 points,
-megahealth will add 100 health, then 
-rot you down to your maximum health limit, 
-one point per second.
-*/
-
-float   H_ROTTEN = 1;
-float   H_MEGA = 2;
-.float  healamount, healtype;
-void() health_touch;
-void() item_megahealth_rot;
-
-void() item_health =
-{       
-	self.touch = health_touch;
-
-	if (self.spawnflags & H_ROTTEN)
-	{
-		precache_model("maps/b_bh10.bsp");
-
-		precache_sound("items/r_item1.wav");
-		setmodel(self, "maps/b_bh10.bsp");
-		self.noise = "items/r_item1.wav";
-		self.healamount = 15;
-		self.healtype = 0;
-	}
-	else
-	if (self.spawnflags & H_MEGA)
-	{
-		precache_model("maps/b_bh100.bsp");
-		precache_sound("items/r_item2.wav");
-		setmodel(self, "maps/b_bh100.bsp");
-		self.noise = "items/r_item2.wav";
-		self.healamount = 100;
-		self.healtype = 2;
-	}
-	else
-	{
-		precache_model("maps/b_bh25.bsp");
-		precache_sound("items/health1.wav");
-		setmodel(self, "maps/b_bh25.bsp");
-		self.noise = "items/health1.wav";
-		self.healamount = 25;
-		self.healtype = 1;
-	}
-	setsize (self, '0 0 0', '32 32 56');
-	StartItem ();
-};
-
-
-void() health_touch =
-{
-	local   float amount;
-	local   string  s;
-	
-	if (deathmatch == 4)
-		if (other.invincible_time > 0)
-			return;
-
-	if (other.classname != "player")
-		return;
-	
-	if (self.healtype == 2) // Megahealth?  Ignore max_health...
-	{
-		if (other.health >= 250)
-			return;
-		if (!T_Heal(other, self.healamount, 1))
-			return;
-	}
-	else
-	{
-		if (!T_Heal(other, self.healamount, 0))
-			return;
-	}
-	
-	sprint(other, PRINT_LOW, "You receive ");
-	s = ftos(self.healamount);
-	sprint(other, PRINT_LOW, s);
-	sprint(other, PRINT_LOW, " health\n");
-	
-// health touch sound
-	sound(other, CHAN_ITEM, self.noise, 1, ATTN_NORM);
-
-	stuffcmd (other, "bf\n");
-	
-	self.model = string_null;
-	self.solid = SOLID_NOT;
-
-	// Megahealth = rot down the player's super health
-	if (self.healtype == 2)
-	{
-		other.items = other.items | IT_SUPERHEALTH;
-		if (deathmatch != 4)
-		{
-			self.nextthink = time + 5;
-			self.think = item_megahealth_rot;
-		}
-		self.owner = other;
-	}
-	else
-	{
-		if (deathmatch != 2)            // deathmatch 2 is the silly old rules
-		{
-			self.nextthink = time + 20;
-			self.think = SUB_regen;
-		}
-	}
-	
-	activator = other;
-	SUB_UseTargets();                               // fire all targets / killtargets
-};      
-
-void() item_megahealth_rot =
-{
-	other = self.owner;
-	
-	if (other.health > other.max_health)
-	{
-		other.health = other.health - 1;
-		self.nextthink = time + 1;
-		return;
-	}
-
-// it is possible for a player to die and respawn between rots, so don't
-// just blindly subtract the flag off
-	other.items = other.items - (other.items & IT_SUPERHEALTH);
-	
-	if (deathmatch != 2)    // deathmatch 2 is silly old rules
-	{
-		self.nextthink = time + 20;
-		self.think = SUB_regen;
-	}
-};
-
-/*
-===============================================================================
-
-ARMOR
-
-===============================================================================
-*/
-
-void() armor_touch;
-
-void() armor_touch =
-{
-	local   float   type, value, bit;
-	
-	if (other.health <= 0)
-		return;
-	if (other.classname != "player")
-		return;
-
-	if (deathmatch == 4)
-		if (other.invincible_time > 0)
-			return;
-
-	if (self.classname == "item_armor1")
-	{
-		type = 0.3;
-		value = 100;
-		bit = IT_ARMOR1;
-	}
-	if (self.classname == "item_armor2")
-	{
-		type = 0.6;
-		value = 150;
-		bit = IT_ARMOR2;
-	}
-	if (self.classname == "item_armorInv")
-	{
-		type = 0.8;
-		value = 200;
-		bit = IT_ARMOR3;
-	}
-	if (other.armortype*other.armorvalue >= type*value)
-		return;
-		
-	other.armortype = type;
-	other.armorvalue = value;
-	other.items = other.items - (other.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + bit;
-
-	self.solid = SOLID_NOT;
-	self.model = string_null;
-	if (deathmatch != 2)
-		self.nextthink = time + 20;
-	self.think = SUB_regen;
-
-	sprint(other, PRINT_LOW, "You got armor\n");
-// armor touch sound
-	sound(other, CHAN_ITEM, "items/armor1.wav", 1, ATTN_NORM);
-	stuffcmd (other, "bf\n");
-	
-	activator = other;
-	SUB_UseTargets();                               // fire all targets / killtargets
-};
-
-
-/*QUAKED item_armor1 (0 .5 .8) (-16 -16 0) (16 16 32)
-*/
-
-void() item_armor1 =
-{
-	self.touch = armor_touch;
-	precache_model ("progs/armor.mdl");
-	setmodel (self, "progs/armor.mdl");
-	self.skin = 0;
-	setsize (self, '-16 -16 0', '16 16 56');
-	StartItem ();
-};
-
-/*QUAKED item_armor2 (0 .5 .8) (-16 -16 0) (16 16 32)
-*/
-
-void() item_armor2 =
-{
-	self.touch = armor_touch;
-	precache_model ("progs/armor.mdl");
-	setmodel (self, "progs/armor.mdl");
-	self.skin = 1;
-	setsize (self, '-16 -16 0', '16 16 56');
-	StartItem ();
-};
-
-/*QUAKED item_armorInv (0 .5 .8) (-16 -16 0) (16 16 32)
-*/
-
-void() item_armorInv =
-{
-	self.touch = armor_touch;
-	precache_model ("progs/armor.mdl");
-	setmodel (self, "progs/armor.mdl");
-	self.skin = 2;
-	setsize (self, '-16 -16 0', '16 16 56');
-	StartItem ();
-};
-
-/*
-===============================================================================
-
-WEAPONS
-
-===============================================================================
-*/
-
-void() bound_other_ammo =
-{
-	if (other.ammo_shells > 100)
-		other.ammo_shells = 100;
-	if (other.ammo_nails > 200)
-		other.ammo_nails = 200;
-	if (other.ammo_rockets > 100)
-		other.ammo_rockets = 100;               
-	if (other.ammo_cells > 100)
-		other.ammo_cells = 100;         
-};
-
-
-float(float w) RankForWeapon =
-{
-	if (w == IT_LIGHTNING)
-		return 1;
-	if (w == IT_ROCKET_LAUNCHER)
-		return 2;
-	if (w == IT_SUPER_NAILGUN)
-		return 3;
-	if (w == IT_GRENADE_LAUNCHER)
-		return 4;
-	if (w == IT_SUPER_SHOTGUN)
-		return 5;
-	if (w == IT_NAILGUN)
-		return 6;
-	return 7;
-};
-
-float (float w) WeaponCode =
-{
-	if (w == IT_SUPER_SHOTGUN)
-		return 3;
-	if (w == IT_NAILGUN)
-		return 4;
-	if (w == IT_SUPER_NAILGUN)
-		return 5;
-	if (w == IT_GRENADE_LAUNCHER)
-		return 6;
-	if (w == IT_ROCKET_LAUNCHER)
-		return 7;
-	if (w == IT_LIGHTNING)
-		return 8;
-	return 1;
-};
-
-/*
-=============
-Deathmatch_Weapon
-
-Deathmatch weapon change rules for picking up a weapon
-
-.float          ammo_shells, ammo_nails, ammo_rockets, ammo_cells;
-=============
-*/
-void(float old, float new) Deathmatch_Weapon =
-{
-	local float or, nr;
-
-// change self.weapon if desired
-	or = RankForWeapon (self.weapon);
-	nr = RankForWeapon (new);
-	if ( nr < or )
-		self.weapon = new;
-};
-
-/*
-=============
-weapon_touch
-=============
-*/
-float() W_BestWeapon;
-
-void() weapon_touch =
-{
-	local   float   hadammo, best, new, old;
-	local   entity  stemp;
-	local   float   leave;
-
-	// For client weapon_switch
-	local   float   w_switch;
-
-	if (!(other.flags & FL_CLIENT))
-		return;
-
-	if ((stof(infokey(other,"w_switch"))) == 0)
-		w_switch = 8;
-	else
-		w_switch = stof(infokey(other,"w_switch"));
-	
-// if the player was using his best weapon, change up to the new one if better          
-	stemp = self;
-	self = other;
-	best = W_BestWeapon();
-	self = stemp;
-
-	if (deathmatch == 2 || deathmatch == 3 || deathmatch == 5)
-		leave = 1;
-	else
-		leave = 0;
-	
-	if (self.classname == "weapon_nailgun")
-	{
-		if (leave && (other.items & IT_NAILGUN) )
-			return;
-		hadammo = other.ammo_nails;                     
-		new = IT_NAILGUN;
-		other.ammo_nails = other.ammo_nails + 30;
-	}
-	else if (self.classname == "weapon_supernailgun")
-	{
-		if (leave && (other.items & IT_SUPER_NAILGUN) )
-			return;
-		hadammo = other.ammo_rockets;                   
-		new = IT_SUPER_NAILGUN;
-		other.ammo_nails = other.ammo_nails + 30;
-	}
-	else if (self.classname == "weapon_supershotgun")
-	{
-		if (leave && (other.items & IT_SUPER_SHOTGUN) )
-			return;
-		hadammo = other.ammo_rockets;                   
-		new = IT_SUPER_SHOTGUN;
-		other.ammo_shells = other.ammo_shells + 5;
-	}
-	else if (self.classname == "weapon_rocketlauncher")
-	{
-		if (leave && (other.items & IT_ROCKET_LAUNCHER) )
-			return;
-		hadammo = other.ammo_rockets;                   
-		new = IT_ROCKET_LAUNCHER;
-		other.ammo_rockets = other.ammo_rockets + 5;
-	}
-	else if (self.classname == "weapon_grenadelauncher")
-	{
-		if (leave && (other.items & IT_GRENADE_LAUNCHER) )
-			return;
-		hadammo = other.ammo_rockets;                   
-		new = IT_GRENADE_LAUNCHER;
-		other.ammo_rockets = other.ammo_rockets + 5;
-	}
-	else if (self.classname == "weapon_lightning")
-	{
-		if (leave && (other.items & IT_LIGHTNING))
-			return;
-		hadammo = other.ammo_rockets;                   
-		new = IT_LIGHTNING;
-		other.ammo_cells = other.ammo_cells + 15;
-	}
-	else
-		objerror ("weapon_touch: unknown classname");
-
-	sprint (other, PRINT_LOW, "You got the ");
-	sprint (other, PRINT_LOW, self.netname);
-	sprint (other, PRINT_LOW, "\n");
-// weapon touch sound
-	sound (other, CHAN_ITEM, "weapons/pkup.wav", 1, ATTN_NORM);
-	stuffcmd (other, "bf\n");
-
-	bound_other_ammo ();
-
-// change to the weapon
-	old = other.items;
-	other.items = other.items | new;
-	
-	stemp = self;
-	self = other;
-
-	if ( WeaponCode(new) <= w_switch )
-	{
-		if (self.flags & FL_INWATER)
-		{
-			if (new != IT_LIGHTNING)
-			{
-				Deathmatch_Weapon (old, new);
-			}
-		}
-		else
-		{                
-			Deathmatch_Weapon (old, new);
-		}
-	}
-
-	W_SetCurrentAmmo();
-
-	self = stemp;
-
-	if (leave)
-		return;
-
-	if (deathmatch!=3 || deathmatch !=5)
-	{
-	// remove it in single player, or setup for respawning in deathmatch
-		self.model = string_null;
-		self.solid = SOLID_NOT;
-		if (deathmatch != 2)
-			self.nextthink = time + 30;
-		self.think = SUB_regen;
-	}
-	activator = other;
-	SUB_UseTargets();                               // fire all targets / killtargets
-};
-
-
-/*QUAKED weapon_supershotgun (0 .5 .8) (-16 -16 0) (16 16 32)
-*/
-
-void() weapon_supershotgun =
-{
-if (deathmatch <= 3)
-{
-	precache_model ("progs/g_shot.mdl");
-	setmodel (self, "progs/g_shot.mdl");
-	self.weapon = IT_SUPER_SHOTGUN;
-	self.netname = "Double-barrelled Shotgun";
-	self.touch = weapon_touch;
-	setsize (self, '-16 -16 0', '16 16 56');
-	StartItem ();
-}
-};
-
-/*QUAKED weapon_nailgun (0 .5 .8) (-16 -16 0) (16 16 32)
-*/
-
-void() weapon_nailgun =
-{
-if (deathmatch <= 3)
-{
-	precache_model ("progs/g_nail.mdl");
-	setmodel (self, "progs/g_nail.mdl");
-	self.weapon = IT_NAILGUN;
-	self.netname = "nailgun";
-	self.touch = weapon_touch;
-	setsize (self, '-16 -16 0', '16 16 56');
-	StartItem ();
-}
-};
-
-/*QUAKED weapon_supernailgun (0 .5 .8) (-16 -16 0) (16 16 32)
-*/
-
-void() weapon_supernailgun =
-{
-if (deathmatch <= 3)
-{
-	precache_model ("progs/g_nail2.mdl");
-	setmodel (self, "progs/g_nail2.mdl");
-	self.weapon = IT_SUPER_NAILGUN;
-	self.netname = "Super Nailgun";
-	self.touch = weapon_touch;
-	setsize (self, '-16 -16 0', '16 16 56');
-	StartItem ();
-}
-};
-
-/*QUAKED weapon_grenadelauncher (0 .5 .8) (-16 -16 0) (16 16 32)
-*/
-
-void() weapon_grenadelauncher =
-{
-if (deathmatch <= 3)
-{
-	precache_model ("progs/g_rock.mdl");
-	setmodel (self, "progs/g_rock.mdl");
-	self.weapon = 3;
-	self.netname = "Grenade Launcher";
-	self.touch = weapon_touch;
-	setsize (self, '-16 -16 0', '16 16 56');
-	StartItem ();
-}
-};
-
-/*QUAKED weapon_rocketlauncher (0 .5 .8) (-16 -16 0) (16 16 32)
-*/
-
-void() weapon_rocketlauncher =
-{
-if (deathmatch <= 3)
-{
-	precache_model ("progs/g_rock2.mdl");
-	setmodel (self, "progs/g_rock2.mdl");
-	self.weapon = 3;
-	self.netname = "Rocket Launcher";
-	self.touch = weapon_touch;
-	setsize (self, '-16 -16 0', '16 16 56');
-	StartItem ();
-}
-};
-
-
-/*QUAKED weapon_lightning (0 .5 .8) (-16 -16 0) (16 16 32)
-*/
-
-void() weapon_lightning =
-{
-if (deathmatch <= 3)
-{
-	precache_model ("progs/g_light.mdl");
-	setmodel (self, "progs/g_light.mdl");
-	self.weapon = 3;
-	self.netname = "Thunderbolt";
-	self.touch = weapon_touch;
-	setsize (self, '-16 -16 0', '16 16 56');
-	StartItem ();
-}
-};
-
-
-/*
-===============================================================================
-
-AMMO
-
-===============================================================================
-*/
-
-void() ammo_touch =
-{
-local entity    stemp;
-local float             best;
-
-	if (other.classname != "player")
-		return;
-	if (other.health <= 0)
-		return;
-
-// if the player was using his best weapon, change up to the new one if better          
-	stemp = self;
-	self = other;
-	best = W_BestWeapon();
-	self = stemp;
-
-
-// shotgun
-	if (self.weapon == 1)
-	{
-		if (other.ammo_shells >= 100)
-			return;
-		other.ammo_shells = other.ammo_shells + self.aflag;
-	}
-
-// spikes
-	if (self.weapon == 2)
-	{
-		if (other.ammo_nails >= 200)
-			return;
-		other.ammo_nails = other.ammo_nails + self.aflag;
-	}
-
-//      rockets
-	if (self.weapon == 3)
-	{
-		if (other.ammo_rockets >= 100)
-			return;
-		other.ammo_rockets = other.ammo_rockets + self.aflag;
-	}
-
-//      cells
-	if (self.weapon == 4)
-	{
-		if (other.ammo_cells >= 100)
-			return;
-		other.ammo_cells = other.ammo_cells + self.aflag;
-	}
-
-	bound_other_ammo ();
-	
-	sprint (other, PRINT_LOW, "You got the ");
-	sprint (other, PRINT_LOW, self.netname);
-	sprint (other, PRINT_LOW, "\n");
-// ammo touch sound
-	sound (other, CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM);
-	stuffcmd (other, "bf\n");
-
-// change to a better weapon if appropriate
-
-	if ( other.weapon == best )
-	{
-		stemp = self;
-		self = other;
-		self.weapon = W_BestWeapon();
-		W_SetCurrentAmmo ();
-		self = stemp;
-	}
-
-// if changed current ammo, update it
-	stemp = self;
-	self = other;
-	W_SetCurrentAmmo();
-	self = stemp;
-
-// remove it in single player, or setup for respawning in deathmatch
-	self.model = string_null;
-	self.solid = SOLID_NOT;
-	if (deathmatch != 2)
-		self.nextthink = time + 30;
-
-// Xian -- If playing in DM 3.0 mode, halve the time ammo respawns        
-
-	if (deathmatch == 3 || deathmatch == 5)        
-		self.nextthink = time + 15;
-
-	self.think = SUB_regen;
-
-	activator = other;
-	SUB_UseTargets();                               // fire all targets / killtargets
-};
-
-
-
-
-float WEAPON_BIG2 = 1;
-
-/*QUAKED item_shells (0 .5 .8) (0 0 0) (32 32 32) big
-*/
-
-void() item_shells =
-{
-	if (deathmatch == 4)
-		return;
-
-	self.touch = ammo_touch;
-
-	if (self.spawnflags & WEAPON_BIG2)
-	{
-		precache_model ("maps/b_shell1.bsp");
-		setmodel (self, "maps/b_shell1.bsp");
-		self.aflag = 40;
-	}
-	else
-	{
-		precache_model ("maps/b_shell0.bsp");
-		setmodel (self, "maps/b_shell0.bsp");
-		self.aflag = 20;
-	}
-	self.weapon = 1;
-	self.netname = "shells";
-	setsize (self, '0 0 0', '32 32 56');
-	StartItem ();
-};
-
-/*QUAKED item_spikes (0 .5 .8) (0 0 0) (32 32 32) big
-*/
-
-void() item_spikes =
-{
-	if (deathmatch == 4)
-		return;
-
-	self.touch = ammo_touch;
-
-	if (self.spawnflags & WEAPON_BIG2)
-	{
-		precache_model ("maps/b_nail1.bsp");
-		setmodel (self, "maps/b_nail1.bsp");
-		self.aflag = 50;
-	}
-	else
-	{
-		precache_model ("maps/b_nail0.bsp");
-		setmodel (self, "maps/b_nail0.bsp");
-		self.aflag = 25;
-	}
-	self.weapon = 2;
-	self.netname = "nails";
-	setsize (self, '0 0 0', '32 32 56');
-	StartItem ();
-
-};
-
-/*QUAKED item_rockets (0 .5 .8) (0 0 0) (32 32 32) big
-*/
-
-void() item_rockets =
-{
-	if (deathmatch == 4)
-		return;
-
-	self.touch = ammo_touch;
-
-	if (self.spawnflags & WEAPON_BIG2)
-	{
-		precache_model ("maps/b_rock1.bsp");
-		setmodel (self, "maps/b_rock1.bsp");
-		self.aflag = 10;
-	}
-	else
-	{
-		precache_model ("maps/b_rock0.bsp");
-		setmodel (self, "maps/b_rock0.bsp");
-		self.aflag = 5;
-	}
-	self.weapon = 3;
-	self.netname = "rockets";
-	setsize (self, '0 0 0', '32 32 56');
-	StartItem ();
-
-};
-
-
-/*QUAKED item_cells (0 .5 .8) (0 0 0) (32 32 32) big
-*/
-
-void() item_cells =
-{
-	if (deathmatch == 4)
-		return;
-
-	self.touch = ammo_touch;
-
-	if (self.spawnflags & WEAPON_BIG2)
-	{
-		precache_model ("maps/b_batt1.bsp");
-		setmodel (self, "maps/b_batt1.bsp");
-		self.aflag = 12;
-	}
-	else
-	{
-		precache_model ("maps/b_batt0.bsp");
-		setmodel (self, "maps/b_batt0.bsp");
-		self.aflag = 6;
-	}
-	self.weapon = 4;
-	self.netname = "cells";
-	setsize (self, '0 0 0', '32 32 56');
-	StartItem ();
-
-};
-
-
-/*QUAKED item_weapon (0 .5 .8) (0 0 0) (32 32 32) shotgun rocket spikes big
-DO NOT USE THIS!!!! IT WILL BE REMOVED!
-*/
-
-float WEAPON_SHOTGUN = 1;
-float WEAPON_ROCKET = 2;
-float WEAPON_SPIKES = 4;
-float WEAPON_BIG = 8;
-void() item_weapon =
-{
-	self.touch = ammo_touch;
-
-	if (self.spawnflags & WEAPON_SHOTGUN)
-	{
-		if (self.spawnflags & WEAPON_BIG)
-		{
-			precache_model ("maps/b_shell1.bsp");
-			setmodel (self, "maps/b_shell1.bsp");
-			self.aflag = 40;
-		}
-		else
-		{
-			precache_model ("maps/b_shell0.bsp");
-			setmodel (self, "maps/b_shell0.bsp");
-			self.aflag = 20;
-		}
-		self.weapon = 1;
-		self.netname = "shells";
-	}
-
-	if (self.spawnflags & WEAPON_SPIKES)
-	{
-		if (self.spawnflags & WEAPON_BIG)
-		{
-			precache_model ("maps/b_nail1.bsp");
-			setmodel (self, "maps/b_nail1.bsp");
-			self.aflag = 40;
-		}
-		else
-		{
-			precache_model ("maps/b_nail0.bsp");
-			setmodel (self, "maps/b_nail0.bsp");
-			self.aflag = 20;
-		}
-		self.weapon = 2;
-		self.netname = "spikes";
-	}
-
-	if (self.spawnflags & WEAPON_ROCKET)
-	{
-		if (self.spawnflags & WEAPON_BIG)
-		{
-			precache_model ("maps/b_rock1.bsp");
-			setmodel (self, "maps/b_rock1.bsp");
-			self.aflag = 10;
-		}
-		else
-		{
-			precache_model ("maps/b_rock0.bsp");
-			setmodel (self, "maps/b_rock0.bsp");
-			self.aflag = 5;
-		}
-		self.weapon = 3;
-		self.netname = "rockets";
-	}
-	
-	setsize (self, '0 0 0', '32 32 56');
-	StartItem ();
-};
-
-
-/*
-===============================================================================
-
-KEYS
-
-===============================================================================
-*/
-
-void() key_touch =
-{
-local entity    stemp;
-local float             best;
-
-	if (other.classname != "player")
-		return;
-	if (other.health <= 0)
-		return;
-	if (other.items & self.items)
-		return;
-
-	sprint (other, PRINT_LOW, "You got the ");
-	sprint (other, PRINT_LOW, self.netname);
-	sprint (other,PRINT_LOW, "\n");
-
-	sound (other, CHAN_ITEM, self.noise, 1, ATTN_NORM);
-	stuffcmd (other, "bf\n");
-	other.items = other.items | self.items;
-
-	self.solid = SOLID_NOT;
-	self.model = string_null;
-
-	activator = other;
-	SUB_UseTargets();                               // fire all targets / killtargets
-};
-
-
-void() key_setsounds =
-{
-	if (world.worldtype == 0)
-	{
-		precache_sound ("misc/medkey.wav");
-		self.noise = "misc/medkey.wav";
-	}
-	if (world.worldtype == 1)
-	{
-		precache_sound ("misc/runekey.wav");
-		self.noise = "misc/runekey.wav";
-	}
-	if (world.worldtype == 2)
-	{
-		precache_sound2 ("misc/basekey.wav");
-		self.noise = "misc/basekey.wav";
-	}
-};
-
-/*QUAKED item_key1 (0 .5 .8) (-16 -16 -24) (16 16 32)
-SILVER key
-In order for keys to work
-you MUST set your maps
-worldtype to one of the
-following:
-0: medieval
-1: metal
-2: base
-*/
-
-void() item_key1 =
-{
-	if (world.worldtype == 0)
-	{
-		precache_model ("progs/w_s_key.mdl");
-		setmodel (self, "progs/w_s_key.mdl");
-		self.netname = "silver key";
-	}
-	else if (world.worldtype == 1)
-	{
-		precache_model ("progs/m_s_key.mdl");
-		setmodel (self, "progs/m_s_key.mdl");
-		self.netname = "silver runekey";
-	}
-	else if (world.worldtype == 2)
-	{
-		precache_model2 ("progs/b_s_key.mdl");
-		setmodel (self, "progs/b_s_key.mdl");
-		self.netname = "silver keycard";
-	}
-	key_setsounds();
-	self.touch = key_touch;
-	self.items = IT_KEY1;
-	setsize (self, '-16 -16 -24', '16 16 32');
-	StartItem ();
-};
-
-/*QUAKED item_key2 (0 .5 .8) (-16 -16 -24) (16 16 32)
-GOLD key
-In order for keys to work
-you MUST set your maps
-worldtype to one of the
-following:
-0: medieval
-1: metal
-2: base
-*/
-
-void() item_key2 =
-{
-	if (world.worldtype == 0)
-	{
-		precache_model ("progs/w_g_key.mdl");
-		setmodel (self, "progs/w_g_key.mdl");
-		self.netname = "gold key";
-	}
-	if (world.worldtype == 1)
-	{
-		precache_model ("progs/m_g_key.mdl");
-		setmodel (self, "progs/m_g_key.mdl");
-		self.netname = "gold runekey";
-	}
-	if (world.worldtype == 2)
-	{
-		precache_model2 ("progs/b_g_key.mdl");
-		setmodel (self, "progs/b_g_key.mdl");
-		self.netname = "gold keycard";
-	}
-	key_setsounds();
-	self.touch = key_touch;
-	self.items = IT_KEY2;
-	setsize (self, '-16 -16 -24', '16 16 32');
-	StartItem ();
-};
-
-
-
-/*
-===============================================================================
-
-END OF LEVEL RUNES
-
-===============================================================================
-*/
-
-void() sigil_touch =
-{
-local entity    stemp;
-local float             best;
-
-	if (other.classname != "player")
-		return;
-	if (other.health <= 0)
-		return;
-
-	centerprint (other, "You got the rune!");
-
-	sound (other, CHAN_ITEM, self.noise, 1, ATTN_NORM);
-	stuffcmd (other, "bf\n");
-	self.solid = SOLID_NOT;
-	self.model = string_null;
-	serverflags = serverflags | (self.spawnflags & 15);
-	self.classname = "";            // so rune doors won't find it
-	
-	activator = other;
-	SUB_UseTargets();                               // fire all targets / killtargets
-};
-
-
-/*QUAKED item_sigil (0 .5 .8) (-16 -16 -24) (16 16 32) E1 E2 E3 E4
-End of level sigil, pick up to end episode and return to jrstart.
-*/
-
-void() item_sigil =
-{
-	if (!self.spawnflags)
-		objerror ("no spawnflags");
-
-	precache_sound ("misc/runekey.wav");
-	self.noise = "misc/runekey.wav";
-
-	if (self.spawnflags & 1)
-	{
-		precache_model ("progs/end1.mdl");
-		setmodel (self, "progs/end1.mdl");
-	}
-	if (self.spawnflags & 2)
-	{
-		precache_model2 ("progs/end2.mdl");
-		setmodel (self, "progs/end2.mdl");
-	}
-	if (self.spawnflags & 4)
-	{
-		precache_model2 ("progs/end3.mdl");
-		setmodel (self, "progs/end3.mdl");
-	}
-	if (self.spawnflags & 8)
-	{
-		precache_model2 ("progs/end4.mdl");
-		setmodel (self, "progs/end4.mdl");
-	}
-	
-	self.touch = sigil_touch;
-	setsize (self, '-16 -16 -24', '16 16 32');
-	StartItem ();
-};
-
-/*
-===============================================================================
-
-POWERUPS
-
-===============================================================================
-*/
-
-void() powerup_touch;
-
-
-void() powerup_touch =
-{
-local entity    stemp;
-local float             best;
-
-	if (other.classname != "player")
-		return;
-	if (other.health <= 0)
-		return;
-
-	sprint (other, PRINT_LOW, "You got the ");
-	sprint (other,PRINT_LOW,  self.netname);
-	sprint (other,PRINT_LOW, "\n");
-
-	self.mdl = self.model;
-	
-	if ((self.classname == "item_artifact_invulnerability") ||
-		(self.classname == "item_artifact_invisibility"))
-		self.nextthink = time + 60*5;
-	else
-		self.nextthink = time + 60;
-	
-	self.think = SUB_regen;
-
-	sound (other, CHAN_VOICE, self.noise, 1, ATTN_NORM);
-	stuffcmd (other, "bf\n");
-	self.solid = SOLID_NOT;
-	other.items = other.items | self.items;
-	self.model = string_null;
-
-// do the apropriate action
-	if (self.classname == "item_artifact_envirosuit")
-	{
-		other.rad_time = 1;
-		other.radsuit_finished = time + 30;
-	}
-	
-	if (self.classname == "item_artifact_invulnerability")
-	{
-		other.invincible_time = 1;
-		other.invincible_finished = time + 30;
-	}
-	
-	if (self.classname == "item_artifact_invisibility")
-	{
-		other.invisible_time = 1;
-		other.invisible_finished = time + 30;
-	}
-
-	if (self.classname == "item_artifact_super_damage")
-	{
-		if (deathmatch == 4)
-		{
-			other.armortype = 0;
-			other.armorvalue = 0 * 0.01;
-			other.ammo_cells = 0;
-		}
-		other.super_time = 1;
-		other.super_damage_finished = time + 30;
-	}       
-
-	activator = other;
-	SUB_UseTargets();                               // fire all targets / killtargets
-};
-
-
-
-/*QUAKED item_artifact_invulnerability (0 .5 .8) (-16 -16 -24) (16 16 32)
-Player is invulnerable for 30 seconds
-*/
-void() item_artifact_invulnerability =
-{
-	self.touch = powerup_touch;
-
-	precache_model ("progs/invulner.mdl");
-	precache_sound ("items/protect.wav");
-	precache_sound ("items/protect2.wav");
-	precache_sound ("items/protect3.wav");
-	self.noise = "items/protect.wav";
-	setmodel (self, "progs/invulner.mdl");
-	self.netname = "Pentagram of Protection";
-	self.effects = self.effects | EF_RED;
-	self.items = IT_INVULNERABILITY;
-	setsize (self, '-16 -16 -24', '16 16 32');
-	StartItem ();
-};
-
-/*QUAKED item_artifact_envirosuit (0 .5 .8) (-16 -16 -24) (16 16 32)
-Player takes no damage from water or slime for 30 seconds
-*/
-void() item_artifact_envirosuit =
-{
-	self.touch = powerup_touch;
-
-	precache_model ("progs/suit.mdl");
-	precache_sound ("items/suit.wav");
-	precache_sound ("items/suit2.wav");
-	self.noise = "items/suit.wav";
-	setmodel (self, "progs/suit.mdl");
-	self.netname = "Biosuit";
-	self.items = IT_SUIT;
-	setsize (self, '-16 -16 -24', '16 16 32');
-	StartItem ();
-};
-
-
-/*QUAKED item_artifact_invisibility (0 .5 .8) (-16 -16 -24) (16 16 32)
-Player is invisible for 30 seconds
-*/
-void() item_artifact_invisibility =
-{
-	self.touch = powerup_touch;
-
-	precache_model ("progs/invisibl.mdl");
-	precache_sound ("items/inv1.wav");
-	precache_sound ("items/inv2.wav");
-	precache_sound ("items/inv3.wav");
-	self.noise = "items/inv1.wav";
-	setmodel (self, "progs/invisibl.mdl");
-	self.netname = "Ring of Shadows";
-	self.items = IT_INVISIBILITY;
-	setsize (self, '-16 -16 -24', '16 16 32');
-	StartItem ();
-};
-
-
-/*QUAKED item_artifact_super_damage (0 .5 .8) (-16 -16 -24) (16 16 32)
-The next attack from the player will do 4x damage
-*/
-void() item_artifact_super_damage =
-{
-	self.touch = powerup_touch;
-
-	precache_model ("progs/quaddama.mdl");
-	precache_sound ("items/damage.wav");
-	precache_sound ("items/damage2.wav");
-	precache_sound ("items/damage3.wav");
-	self.noise = "items/damage.wav";
-	setmodel (self, "progs/quaddama.mdl");
-	if (deathmatch == 4)
-		self.netname = "OctaPower";	
-	else
-		self.netname = "Quad Damage";
-	self.items = IT_QUAD;
-	self.effects = self.effects | EF_BLUE;
-	setsize (self, '-16 -16 -24', '16 16 32');
-	StartItem ();
-};
-
-
-
-/*
-===============================================================================
-
-PLAYER BACKPACKS
-
-===============================================================================
-*/
-
-void() BackpackTouch =
-{
-	local string    s;
-	local   float   best, old, new;
-	local           entity  stemp;
-	local   float   acount;
-	local   float   b_switch;
-
-	if (deathmatch == 4)
-		if (other.invincible_time > 0)
-			return;
-
-	if ((stof(infokey(other,"b_switch"))) == 0)
-		b_switch = 8;
-	else
-		b_switch = stof(infokey(other,"b_switch"));
-	
-
-	if (other.classname != "player")
-		return;
-	if (other.health <= 0)
-		return;
-		
-	acount = 0;
-	sprint (other, PRINT_LOW, "You get ");
- 
-	if (deathmatch == 4)
-	{       
-		other.health = other.health + 10;
-		sprint (other, PRINT_LOW, "10 additional health\n");
-		if ((other.health > 250) && (other.health < 300))
-			sound (other, CHAN_ITEM, "items/protect3.wav", 1, ATTN_NORM);
-		else
-			sound (other, CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM);
-		stuffcmd (other, "bf\n");
-		remove(self);
-
-		if (other.health >299)
-		{               
-			if (other.invincible_time != 1)
-			{                       
-				other.invincible_time = 1;
-				other.invincible_finished = time + 30;
-				other.items = other.items | IT_INVULNERABILITY;
-				
-				other.super_time = 1;
-				other.super_damage_finished = time + 30;
-				other.items = other.items | IT_QUAD;
-
-				other.ammo_cells = 0;		
-		
-	
-				sound (other, CHAN_VOICE, "boss1/sight1.wav", 1, ATTN_NORM);
-				stuffcmd (other, "bf\n");               
-				bprint (PRINT_HIGH, other.netname);
-				bprint (PRINT_HIGH, " attains bonus powers!!!\n");
-			}
-		}
-		self = other;
-		return;
-	}
-	if (self.items)
-		if ((other.items & self.items) == 0)
-		{
-			acount = 1;
-			sprint (other, PRINT_LOW, "the ");
-			sprint (other, PRINT_LOW, self.netname);
-		}
- 
-// if the player was using his best weapon, change up to the new one if better          
-	stemp = self;
-	self = other;
-	best = W_BestWeapon();
-	self = stemp;
-
-// change weapons
-	other.ammo_shells = other.ammo_shells + self.ammo_shells;
-	other.ammo_nails = other.ammo_nails + self.ammo_nails;
-	other.ammo_rockets = other.ammo_rockets + self.ammo_rockets;
-	other.ammo_cells = other.ammo_cells + self.ammo_cells;
-
-	new = self.items;
-	if (!new)
-		new = other.weapon;
-	old = other.items;
-	other.items = other.items | self.items;
-	
-	bound_other_ammo ();
-
-	if (self.ammo_shells)
-	{
-		if (acount)
-			sprint(other, PRINT_LOW, ", ");
-		acount = 1;
-		s = ftos(self.ammo_shells);
-		sprint (other, PRINT_LOW, s);
-		sprint (other, PRINT_LOW, " shells");
-	}
-	if (self.ammo_nails)
-	{
-		if (acount)
-			sprint(other, PRINT_LOW, ", ");
-		acount = 1;
-		s = ftos(self.ammo_nails);
-		sprint (other, PRINT_LOW, s);
-		sprint (other, PRINT_LOW, " nails");
-	}
-	if (self.ammo_rockets)
-	{
-		if (acount)
-			sprint(other, PRINT_LOW, ", ");
-		acount = 1;
-		s = ftos(self.ammo_rockets);
-		sprint (other, PRINT_LOW, s);
-		sprint (other, PRINT_LOW, " rockets");
-	}
-	if (self.ammo_cells)
-	{
-		if (acount)
-			sprint(other, PRINT_LOW, ", ");
-		acount = 1;
-		s = ftos(self.ammo_cells);
-		sprint (other, PRINT_LOW, s);
-		sprint (other,PRINT_LOW, " cells");
-	}
-	
-	if ( (deathmatch==3 || deathmatch == 5) & ( (WeaponCode(new)==6) || (WeaponCode(new)==7) ) & (other.ammo_rockets < 5) )
-		other.ammo_rockets = 5;
-
-	sprint (other, PRINT_LOW, "\n");
-// backpack touch sound
-	sound (other, CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM);
-	stuffcmd (other, "bf\n");
-
-	remove(self);
-	self = other;
-	
-// change to the weapon
-	
-	
-	if ( WeaponCode(new) <= b_switch )
-	{
-		if (self.flags & FL_INWATER)
-		{
-			if (new != IT_LIGHTNING)
-			{
-				Deathmatch_Weapon (old, new);
-			}
-		}
-		else
-		{                
-			Deathmatch_Weapon (old, new);
-		}
-	}
-
-	W_SetCurrentAmmo ();
-};
-
-/*
-===============
-DropBackpack
-===============
-*/
-void() DropBackpack =
-{
-	local entity    item;
-
-	if (!(self.ammo_shells + self.ammo_nails + self.ammo_rockets + self.ammo_cells))
-		return; // nothing in it
-
-	item = spawn();
-	item.origin = self.origin - '0 0 24';
-	
-	item.items = self.weapon;
-	if (item.items == IT_AXE)
-		item.netname = "Axe";
-	else if (item.items == IT_SHOTGUN)
-		item.netname = "Shotgun";
-	else if (item.items == IT_SUPER_SHOTGUN)
-		item.netname = "Double-barrelled Shotgun";
-	else if (item.items == IT_NAILGUN)
-		item.netname = "Nailgun";
-	else if (item.items == IT_SUPER_NAILGUN)
-		item.netname = "Super Nailgun";
-	else if (item.items == IT_GRENADE_LAUNCHER)
-		item.netname = "Grenade Launcher";
-	else if (item.items == IT_ROCKET_LAUNCHER)
-		item.netname = "Rocket Launcher";
-	else if (item.items == IT_LIGHTNING)
-		item.netname = "Thunderbolt";
-	else
-		item.netname = "";
-
-	item.ammo_shells = self.ammo_shells;
-	item.ammo_nails = self.ammo_nails;
-	item.ammo_rockets = self.ammo_rockets;
-	item.ammo_cells = self.ammo_cells;
-
-	item.velocity_z = 300;
-	item.velocity_x = -100 + (random() * 200);
-	item.velocity_y = -100 + (random() * 200);
-	
-	item.flags = FL_ITEM;
-	item.solid = SOLID_TRIGGER;
-	item.movetype = MOVETYPE_TOSS;
-	setmodel (item, "progs/backpack.mdl");
-	setsize (item, '-16 -16 0', '16 16 56');
-	item.touch = BackpackTouch;
-	
-	item.nextthink = time + 120;    // remove after 2 minutes
-	item.think = SUB_Remove;
-};
-
-
--- a/qw-qc/misc.qc
+++ /dev/null
@@ -1,756 +1,0 @@
-/*
-	misc.qc
-
-	pretty much everything else
-
-	Copyright (C) 1996-1997  Id Software, Inc.
-
-	This program is free software; you can redistribute it and/or
-	modify it under the terms of the GNU General Public License
-	as published by the Free Software Foundation; either version 2
-	of the License, or (at your option) any later version.
-
-	This program is distributed in the hope that it will be useful,
-	but WITHOUT ANY WARRANTY; without even the implied warranty of
-	MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
-	See the GNU General Public License for more details.
-
-	You should have received a copy of the GNU General Public License
-	along with this program; if not, write to:
-
-		Free Software Foundation, Inc.
-		59 Temple Place - Suite 330
-		Boston, MA  02111-1307, USA
-
-*/
-
-/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
-Used as a positional target for spotlights, etc.
-*/
-void() info_null =
-{
-	remove(self);
-};
-
-/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
-Used as a positional target for lightning.
-*/
-void() info_notnull =
-{
-};
-
-//============================================================================
-
-float START_OFF = 1;
-
-void() light_use =
-{
-	if (self.spawnflags & START_OFF)
-	{
-		lightstyle(self.style, "m");
-		self.spawnflags = self.spawnflags - START_OFF;
-	}
-	else
-	{
-		lightstyle(self.style, "a");
-		self.spawnflags = self.spawnflags + START_OFF;
-	}
-};
-
-/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
-Non-displayed light.
-Default light value is 300
-Default style is 0
-If targeted, it will toggle between on or off.
-*/
-void() light =
-{
-	if (!self.targetname)
-	{       // inert light
-		remove(self);
-		return;
-	}
-	
-	if (self.style >= 32)
-	{
-		self.use = light_use;
-		if (self.spawnflags & START_OFF)
-			lightstyle(self.style, "a");
-		else
-			lightstyle(self.style, "m");
-	}
-};
-
-/*QUAKED light_fluoro (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
-Non-displayed light.
-Default light value is 300
-Default style is 0
-If targeted, it will toggle between on or off.
-Makes steady fluorescent humming sound
-*/
-void() light_fluoro =
-{
-	if (self.style >= 32)
-	{
-		self.use = light_use;
-		if (self.spawnflags & START_OFF)
-			lightstyle(self.style, "a");
-		else
-			lightstyle(self.style, "m");
-	}
-	
-	precache_sound ("ambience/fl_hum1.wav");
-	ambientsound (self.origin, "ambience/fl_hum1.wav", 0.5, ATTN_STATIC);
-};
-
-/*QUAKED light_fluorospark (0 1 0) (-8 -8 -8) (8 8 8)
-Non-displayed light.
-Default light value is 300
-Default style is 10
-Makes sparking, broken fluorescent sound
-*/
-void() light_fluorospark =
-{
-	if (!self.style)
-		self.style = 10;
-
-	precache_sound ("ambience/buzz1.wav");
-	ambientsound (self.origin, "ambience/buzz1.wav", 0.5, ATTN_STATIC);
-};
-
-/*QUAKED light_globe (0 1 0) (-8 -8 -8) (8 8 8)
-Sphere globe light.
-Default light value is 300
-Default style is 0
-*/
-void() light_globe =
-{
-	precache_model ("progs/s_light.spr");
-	setmodel (self, "progs/s_light.spr");
-	makestatic (self);
-};
-
-void() FireAmbient =
-{
-	precache_sound ("ambience/fire1.wav");
-// attenuate fast
-	ambientsound (self.origin, "ambience/fire1.wav", 0.5, ATTN_STATIC);
-};
-
-/*QUAKED light_torch_small_walltorch (0 .5 0) (-10 -10 -20) (10 10 20)
-Short wall torch
-Default light value is 200
-Default style is 0
-*/
-void() light_torch_small_walltorch =
-{
-	precache_model ("progs/flame.mdl");
-	setmodel (self, "progs/flame.mdl");
-	FireAmbient ();
-	makestatic (self);
-};
-
-/*QUAKED light_flame_large_yellow (0 1 0) (-10 -10 -12) (12 12 18)
-Large yellow flame ball
-*/
-void() light_flame_large_yellow =
-{
-	precache_model ("progs/flame2.mdl");
-	setmodel (self, "progs/flame2.mdl");
-	self.frame = 1;
-	FireAmbient ();
-	makestatic (self);
-};
-
-/*QUAKED light_flame_small_yellow (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
-Small yellow flame ball
-*/
-void() light_flame_small_yellow =
-{
-	precache_model ("progs/flame2.mdl");
-	setmodel (self, "progs/flame2.mdl");
-	FireAmbient ();
-	makestatic (self);
-};
-
-/*QUAKED light_flame_small_white (0 1 0) (-10 -10 -40) (10 10 40) START_OFF
-Small white flame ball
-*/
-void() light_flame_small_white =
-{
-	precache_model ("progs/flame2.mdl");
-	setmodel (self, "progs/flame2.mdl");
-	FireAmbient ();
-	makestatic (self);
-};
-
-//============================================================================
-
-
-/*QUAKED misc_fireball (0 .5 .8) (-8 -8 -8) (8 8 8)
-Lava Balls
-*/
-
-void() fire_fly;
-void() fire_touch;
-void() misc_fireball =
-{
-	
-	precache_model ("progs/lavaball.mdl");
-	self.classname = "fireball";
-	self.nextthink = time + (random() * 5);
-	self.think = fire_fly;
-	if (!self.speed)
-		self.speed == 1000;
-};
-
-void() fire_fly =
-{
-local entity    fireball;
-
-	fireball = spawn();
-	fireball.solid = SOLID_TRIGGER;
-	fireball.movetype = MOVETYPE_TOSS;
-	fireball.velocity = '0 0 1000';
-	fireball.velocity_x = (random() * 100) - 50;
-	fireball.velocity_y = (random() * 100) - 50;
-	fireball.velocity_z = self.speed + (random() * 200);
-	fireball.classname = "fireball";
-	setmodel (fireball, "progs/lavaball.mdl");
-	setsize (fireball, '0 0 0', '0 0 0');
-	setorigin (fireball, self.origin);
-	fireball.nextthink = time + 5;
-	fireball.think = SUB_Remove;
-	fireball.touch = fire_touch;
-	
-	self.nextthink = time + (random() * 5) + 3;
-	self.think = fire_fly;
-};
-
-
-void() fire_touch =
-{
-	T_Damage (other, self, self, 20);
-	remove(self);
-};
-
-//============================================================================
-
-
-void() barrel_explode =
-{
-	self.takedamage = DAMAGE_NO;
-	self.classname = "explo_box";
-	// did say self.owner
-	T_RadiusDamage (self, self, 160, world, "");
-	WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
-	WriteByte (MSG_MULTICAST, TE_EXPLOSION);
-	WriteCoord (MSG_MULTICAST, self.origin_x);
-	WriteCoord (MSG_MULTICAST, self.origin_y);
-	WriteCoord (MSG_MULTICAST, self.origin_z+32);
-	multicast (self.origin, MULTICAST_PHS);
-	remove (self);
-};
-
-
-
-/*QUAKED misc_explobox (0 .5 .8) (0 0 0) (32 32 64)
-TESTING THING
-*/
-
-void() misc_explobox =
-{
-	local float     oldz;
-	
-	self.solid = SOLID_BBOX;
-	self.movetype = MOVETYPE_NONE;
-	precache_model ("maps/b_explob.bsp");
-	setmodel (self, "maps/b_explob.bsp");
-	setsize (self, '0 0 0', '32 32 64');
-	precache_sound ("weapons/r_exp3.wav");
-	self.health = 20;
-	self.th_die = barrel_explode;
-	self.takedamage = DAMAGE_AIM;
-
-	self.origin_z = self.origin_z + 2;
-	oldz = self.origin_z;
-	droptofloor();
-	if (oldz - self.origin_z > 250)
-	{
-		dprint ("item fell out of level at ");
-		dprint (vtos(self.origin));
-		dprint ("\n");
-		remove(self);
-	}
-};
-
-
-
-
-/*QUAKED misc_explobox2 (0 .5 .8) (0 0 0) (32 32 64)
-Smaller exploding box, REGISTERED ONLY
-*/
-
-void() misc_explobox2 =
-{
-	local float     oldz;
-	
-	self.solid = SOLID_BBOX;
-	self.movetype = MOVETYPE_NONE;
-	precache_model2 ("maps/b_exbox2.bsp");
-	setmodel (self, "maps/b_exbox2.bsp");
-	setsize (self, '0 0 0', '32 32 32');
-	precache_sound ("weapons/r_exp3.wav");
-	self.health = 20;
-	self.th_die = barrel_explode;
-	self.takedamage = DAMAGE_AIM;
-
-	self.origin_z = self.origin_z + 2;
-	oldz = self.origin_z;
-	droptofloor();
-	if (oldz - self.origin_z > 250)
-	{
-		dprint ("item fell out of level at ");
-		dprint (vtos(self.origin));
-		dprint ("\n");
-		remove(self);
-	}
-};
-
-//============================================================================
-
-float SPAWNFLAG_SUPERSPIKE      = 1;
-float SPAWNFLAG_LASER = 2;
-
-void() Laser_Touch =
-{
-	local vector org;
-	
-	if (other == self.owner)
-		return;         // don't explode on owner
-
-	if (pointcontents(self.origin) == CONTENT_SKY)
-	{
-		remove(self);
-		return;
-	}
-	
-	sound (self, CHAN_WEAPON, "enforcer/enfstop.wav", 1, ATTN_STATIC);
-	org = self.origin - 8*normalize(self.velocity);
-
-	if (other.health)
-	{
-		SpawnBlood (org, 15);
-		other.deathtype = "laser";
-		T_Damage (other, self, self.owner, 15);
-	}
-	else
-	{
-		WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
-		WriteByte (MSG_MULTICAST, TE_GUNSHOT);
-		WriteByte (MSG_MULTICAST, 5);
-		WriteCoord (MSG_MULTICAST, org_x);
-		WriteCoord (MSG_MULTICAST, org_y);
-		WriteCoord (MSG_MULTICAST, org_z);
-		multicast (org, MULTICAST_PVS);
-	}
-	
-	remove(self);   
-};
-
-void(vector org, vector vec) LaunchLaser =
-{
-	local   vector  vec;
-		
-	if (self.classname == "monster_enforcer")
-		sound (self, CHAN_WEAPON, "enforcer/enfire.wav", 1, ATTN_NORM);
-
-	vec = normalize(vec);
-	
-	newmis = spawn();
-	newmis.owner = self;
-	newmis.movetype = MOVETYPE_FLY;
-	newmis.solid = SOLID_BBOX;
-	newmis.effects = EF_DIMLIGHT;
-
-	setmodel (newmis, "progs/laser.mdl");
-	setsize (newmis, '0 0 0', '0 0 0');             
-
-	setorigin (newmis, org);
-
-	newmis.velocity = vec * 600;
-	newmis.angles = vectoangles(newmis.velocity);
-
-	newmis.nextthink = time + 5;
-	newmis.think = SUB_Remove;
-	newmis.touch = Laser_Touch;
-};
-
-void() spikeshooter_use =
-{
-	if (self.spawnflags & SPAWNFLAG_LASER)
-	{
-		sound (self, CHAN_VOICE, "enforcer/enfire.wav", 1, ATTN_NORM);
-		LaunchLaser (self.origin, self.movedir);
-	}
-	else
-	{
-		sound (self, CHAN_VOICE, "weapons/spike2.wav", 1, ATTN_NORM);
-		launch_spike (self.origin, self.movedir);
-		newmis.velocity = self.movedir * 500;
-		if (self.spawnflags & SPAWNFLAG_SUPERSPIKE)
-			newmis.touch = superspike_touch;
-	}
-};
-
-void() shooter_think =
-{
-	spikeshooter_use ();
-	self.nextthink = time + self.wait;
-	newmis.velocity = self.movedir * 500;
-};
-
-
-/*QUAKED trap_spikeshooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser
-When triggered, fires a spike in the direction set in QuakeEd.
-Laser is only for REGISTERED.
-*/
-
-void() trap_spikeshooter =
-{
-	SetMovedir ();
-	self.use = spikeshooter_use;
-	if (self.spawnflags & SPAWNFLAG_LASER)
-	{
-		precache_model2 ("progs/laser.mdl");
-		
-		precache_sound2 ("enforcer/enfire.wav");
-		precache_sound2 ("enforcer/enfstop.wav");
-	}
-	else
-		precache_sound ("weapons/spike2.wav");
-};
-
-
-/*QUAKED trap_shooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser
-Continuously fires spikes.
-"wait" time between spike (1.0 default)
-"nextthink" delay before firing first spike, so multiple shooters can be stagered.
-*/
-void() trap_shooter =
-{
-	trap_spikeshooter ();
-	
-	if (self.wait == 0)
-		self.wait = 1;
-	self.nextthink = self.nextthink + self.wait + self.ltime;
-	self.think = shooter_think;
-};
-
-
-
-/*
-===============================================================================
-
-
-===============================================================================
-*/
-
-
-void() make_bubbles;
-void() bubble_remove;
-void() bubble_bob;
-
-/*QUAKED air_bubbles (0 .5 .8) (-8 -8 -8) (8 8 8)
-
-testing air bubbles
-*/
-
-void() air_bubbles =
-{
-	remove (self);
-};
-
-void() make_bubbles =
-{
-local entity    bubble;
-
-	bubble = spawn();
-	setmodel (bubble, "progs/s_bubble.spr");
-	setorigin (bubble, self.origin);
-	bubble.movetype = MOVETYPE_NOCLIP;
-	bubble.solid = SOLID_NOT;
-	bubble.velocity = '0 0 15';
-	bubble.nextthink = time + 0.5;
-	bubble.think = bubble_bob;
-	bubble.touch = bubble_remove;
-	bubble.classname = "bubble";
-	bubble.frame = 0;
-	bubble.cnt = 0;
-	setsize (bubble, '-8 -8 -8', '8 8 8');
-	self.nextthink = time + random() + 0.5;
-	self.think = make_bubbles;
-};
-
-void() bubble_split =
-{
-local entity    bubble;
-	bubble = spawn();
-	setmodel (bubble, "progs/s_bubble.spr");
-	setorigin (bubble, self.origin);
-	bubble.movetype = MOVETYPE_NOCLIP;
-	bubble.solid = SOLID_NOT;
-	bubble.velocity = self.velocity;
-	bubble.nextthink = time + 0.5;
-	bubble.think = bubble_bob;
-	bubble.touch = bubble_remove;
-	bubble.classname = "bubble";
-	bubble.frame = 1;
-	bubble.cnt = 10;
-	setsize (bubble, '-8 -8 -8', '8 8 8');
-	self.frame = 1;
-	self.cnt = 10;
-	if (self.waterlevel != 3)
-		remove (self);
-};
-
-void() bubble_remove =
-{
-	if (other.classname == self.classname)
-	{
-//              dprint ("bump");
-		return;
-	}
-	remove(self);
-};
-
-void() bubble_bob =
-{
-local float             rnd1, rnd2, rnd3;
-local vector    vtmp1, modi;
-
-	self.cnt = self.cnt + 1;
-	if (self.cnt == 4)
-		bubble_split();
-	if (self.cnt == 20)
-		remove(self);
-
-	rnd1 = self.velocity_x + (-10 + (random() * 20));
-	rnd2 = self.velocity_y + (-10 + (random() * 20));
-	rnd3 = self.velocity_z + 10 + random() * 10;
-
-	if (rnd1 > 10)
-		rnd1 = 5;
-	if (rnd1 < -10)
-		rnd1 = -5;
-		
-	if (rnd2 > 10)
-		rnd2 = 5;
-	if (rnd2 < -10)
-		rnd2 = -5;
-		
-	if (rnd3 < 10)
-		rnd3 = 15;
-	if (rnd3 > 30)
-		rnd3 = 25;
-	
-	self.velocity_x = rnd1;
-	self.velocity_y = rnd2;
-	self.velocity_z = rnd3;
-		
-	self.nextthink = time + 0.5;
-	self.think = bubble_bob;
-};
-
-/*~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>
-~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~*/
-
-/*QUAKED viewthing (0 .5 .8) (-8 -8 -8) (8 8 8)
-
-Just for the debugging level.  Don't use
-*/
-
-void() viewthing =
-
-{
-	self.movetype = MOVETYPE_NONE;
-	self.solid = SOLID_NOT;
-	precache_model ("progs/player.mdl");
-	setmodel (self, "progs/player.mdl");
-};
-
-
-/*
-==============================================================================
-
-SIMPLE BMODELS
-
-==============================================================================
-*/
-
-void() func_wall_use =
-{       // change to alternate textures
-	self.frame = 1 - self.frame;
-};
-
-/*QUAKED func_wall (0 .5 .8) ?
-This is just a solid wall if not inhibitted
-*/
-void() func_wall =
-{
-	self.angles = '0 0 0';
-	self.movetype = MOVETYPE_PUSH;  // so it doesn't get pushed by anything
-	self.solid = SOLID_BSP;
-	self.use = func_wall_use;
-	setmodel (self, self.model);
-};
-
-
-/*QUAKED func_illusionary (0 .5 .8) ?
-A simple entity that looks solid but lets you walk through it.
-*/
-void() func_illusionary =
-
-{
-	self.angles = '0 0 0';
-	self.movetype = MOVETYPE_NONE;
-	self.solid = SOLID_NOT;
-	setmodel (self, self.model);
-	makestatic ();
-};
-
-/*QUAKED func_episodegate (0 .5 .8) ? E1 E2 E3 E4
-This bmodel will appear if the episode has allready been completed, so players can't reenter it.
-*/
-void() func_episodegate =
-
-{
-	if (!(serverflags & self.spawnflags))
-		return;                 // can still enter episode
-
-	self.angles = '0 0 0';
-	self.movetype = MOVETYPE_PUSH;  // so it doesn't get pushed by anything
-	self.solid = SOLID_BSP;
-	self.use = func_wall_use;
-	setmodel (self, self.model);
-};
-
-/*QUAKED func_bossgate (0 .5 .8) ?
-This bmodel appears unless players have all of the episode sigils.
-*/
-void() func_bossgate =
-
-{
-	if ( (serverflags & 15) == 15)
-		return;         // all episodes completed
-	self.angles = '0 0 0';
-	self.movetype = MOVETYPE_PUSH;  // so it doesn't get pushed by anything
-	self.solid = SOLID_BSP;
-	self.use = func_wall_use;
-	setmodel (self, self.model);
-};
-
-//============================================================================
-/*QUAKED ambient_suck_wind (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
-*/
-void() ambient_suck_wind =
-{
-	precache_sound ("ambience/suck1.wav");
-	ambientsound (self.origin, "ambience/suck1.wav", 1, ATTN_STATIC);
-};
-
-/*QUAKED ambient_drone (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
-*/
-void() ambient_drone =
-{
-	precache_sound ("ambience/drone6.wav");
-	ambientsound (self.origin, "ambience/drone6.wav", 0.5, ATTN_STATIC);
-};
-
-/*QUAKED ambient_flouro_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
-*/
-void() ambient_flouro_buzz =
-{
-	precache_sound ("ambience/buzz1.wav");
-	ambientsound (self.origin, "ambience/buzz1.wav", 1, ATTN_STATIC);
-};
-/*QUAKED ambient_drip (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
-*/
-void() ambient_drip =
-{
-	precache_sound ("ambience/drip1.wav");
-	ambientsound (self.origin, "ambience/drip1.wav", 0.5, ATTN_STATIC);
-};
-/*QUAKED ambient_comp_hum (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
-*/
-void() ambient_comp_hum =
-{
-	precache_sound ("ambience/comp1.wav");
-	ambientsound (self.origin, "ambience/comp1.wav", 1, ATTN_STATIC);
-};
-/*QUAKED ambient_thunder (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
-*/
-void() ambient_thunder =
-{
-	precache_sound ("ambience/thunder1.wav");
-	ambientsound (self.origin, "ambience/thunder1.wav", 0.5, ATTN_STATIC);
-};
-/*QUAKED ambient_light_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
-*/
-void() ambient_light_buzz =
-{
-	precache_sound ("ambience/fl_hum1.wav");
-	ambientsound (self.origin, "ambience/fl_hum1.wav", 0.5, ATTN_STATIC);
-};
-/*QUAKED ambient_swamp1 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
-*/
-void() ambient_swamp1 =
-{
-	precache_sound ("ambience/swamp1.wav");
-	ambientsound (self.origin, "ambience/swamp1.wav", 0.5, ATTN_STATIC);
-};
-/*QUAKED ambient_swamp2 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
-*/
-void() ambient_swamp2 =
-{
-	precache_sound ("ambience/swamp2.wav");
-	ambientsound (self.origin, "ambience/swamp2.wav", 0.5, ATTN_STATIC);
-};
-
-//============================================================================
-
-void() noise_think =
-{
-	self.nextthink = time + 0.5;
-	sound (self, 1, "enforcer/enfire.wav", 1, ATTN_NORM);
-	sound (self, 2, "enforcer/enfstop.wav", 1, ATTN_NORM);
-	sound (self, 3, "enforcer/sight1.wav", 1, ATTN_NORM);
-	sound (self, 4, "enforcer/sight2.wav", 1, ATTN_NORM);
-	sound (self, 5, "enforcer/sight3.wav", 1, ATTN_NORM);
-	sound (self, 6, "enforcer/sight4.wav", 1, ATTN_NORM);
-	sound (self, 7, "enforcer/pain1.wav", 1, ATTN_NORM);
-};
-
-/*QUAKED misc_noisemaker (1 0.5 0) (-10 -10 -10) (10 10 10)
-
-For optimzation testing, starts a lot of sounds.
-*/
-
-void() misc_noisemaker =
-
-{
-	precache_sound2 ("enforcer/enfire.wav");
-	precache_sound2 ("enforcer/enfstop.wav");
-	precache_sound2 ("enforcer/sight1.wav");
-	precache_sound2 ("enforcer/sight2.wav");
-	precache_sound2 ("enforcer/sight3.wav");
-	precache_sound2 ("enforcer/sight4.wav");
-	precache_sound2 ("enforcer/pain1.wav");
-	precache_sound2 ("enforcer/pain2.wav");
-	precache_sound2 ("enforcer/death1.wav");
-	precache_sound2 ("enforcer/idle1.wav");
-
-	self.nextthink = time + 0.1 + random();
-	self.think = noise_think;
-};
--- a/qw-qc/models.qc
+++ /dev/null
@@ -1,611 +1,0 @@
-/*
-	models.qc
-
-	model definitions
-
-	Copyright (C) 1996-1997  Id Software, Inc.
-
-	This program is free software; you can redistribute it and/or
-	modify it under the terms of the GNU General Public License
-	as published by the Free Software Foundation; either version 2
-	of the License, or (at your option) any later version.
-
-	This program is distributed in the hope that it will be useful,
-	but WITHOUT ANY WARRANTY; without even the implied warranty of
-	MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
-	See the GNU General Public License for more details.
-
-	You should have received a copy of the GNU General Public License
-	along with this program; if not, write to:
-
-		Free Software Foundation, Inc.
-		59 Temple Place - Suite 330
-		Boston, MA  02111-1307, USA
-
-*/
-
-/*
-===============================================================================
-
-WORLD WEAPONS
-
-===============================================================================
-*/
-
-$modelname g_shot
-$cd /raid/quake/id1/models/g_shot
-$origin 0 0 -24
-$flags 8		// client side rotate
-$base base
-$skin skin
-$frame shot1
-
-
-$modelname g_nail
-$cd /raid/quake/id1/models/g_nail
-$flags 8		// client side rotate
-$origin 0 0 -24
-$base base
-$skin skin
-$frame shot1
-
-
-$modelname g_nail2
-$cd /raid/quake/id1/models/g_nail2
-$flags 8		// client side rotate
-$origin 0 0 -24
-$base base
-$skin skin
-$frame shot2
-
-
-$modelname g_rock
-$cd /raid/quake/id1/models/g_rock
-$flags 8		// client side rotate
-$origin 0 0 -24
-$base base
-$skin skin
-$frame shot1
-
-
-$modelname g_rock2
-$cd /raid/quake/id1/models/g_rock2
-$flags 8		// client side rotate
-$origin 0 0 -24
-$base base
-$skin skin
-$frame shot1
-
-$modelname g_light
-$cd /raid/quake/id1/models/g_light
-$flags 8		// client side rotate
-$origin 0 0 -24
-$base base
-$skin skin
-$frame shot1
-
-/*
-===============================================================================
-
-VIEW WEAPONS
-
-===============================================================================
-*/
-
-$modelname v_axe
-$cd /raid/quake/id1/models/v_axe
-$origin 0 5 54
-$base base
-$skin skin
-$frame frame1 frame2 frame3 frame4 frame5 frame6 frame7 frame8 frame9
-
-
-$modelname v_shot
-$cd /raid/quake/id1/models/v_shot
-$origin 0 0 54
-$base base
-$skin skin
-$frame shot1 shot2 shot3 shot4 shot5 shot6 shot7
-
-
-$modelname v_shot2
-$cd /raid/quake/id1/models/v_shot2
-$origin 0 0 56
-$base base
-$skin skin
-$frame shot1 shot2 shot3 shot4 shot5 shot6 shot7
-
-
-$modelname v_rock2
-$cd /raid/quake/id1/models/v_rock2
-$origin 0 0 54
-$base base
-$skin skin
-$frame shot1 shot2 shot3 shot4 shot5 shot6 shot6
-
-
-$modelname v_rock
-$cd /raid/quake/id1/models/v_rock
-$origin 0 0 54
-$base base
-$skin skin
-$frame shot1 shot2 shot3 shot4 shot5 shot6 shot7
-
-
-$modelname v_nail2
-$cd /raid/quake/id1/models/v_nail2
-$origin 0 0 54
-$base base
-$skin skin
-$frame shot1 shot2 shot3 shot4 shot5 shot6 shot7 shot8 shot9
-
-
-$modelname v_nail
-$cd /raid/quake/id1/models/v_nail
-$origin 0 0 54
-$base base
-$skin skin
-$frame shot1 shot2 shot3 shot4 shot5 shot6 shot7 shot8 shot9
-
-$modelname v_light
-$cd /raid/quake/id1/models/v_light
-$origin 0 0 54
-$base base
-$skin skin
-$frame shot1 shot2 shot3 shot4 shot5
-
-
-/*
-===============================================================================
-
-ITEMS
-
-===============================================================================
-*/
-
-$modelname w_g_key
-$cd /raid/quake/id1/models/w_g_key
-$flags 8		// client side rotate
-$base base
-$skin skin
-$frame frame1
-
-$modelname w_s_key
-$cd /raid/quake/id1/models/w_s_key
-$flags 8		// client side rotate
-$base base
-$skin skin
-$frame frame1
-
-$modelname m_g_key
-$cd /raid/quake/id1/models/m_g_key
-$flags 8		// client side rotate
-$base base
-$skin skin
-$frame frame1
-
-$modelname m_s_key
-$cd /raid/quake/id1/models/m_s_key
-$flags 8		// client side rotate
-$base base
-$skin skin
-$frame frame1
-
-$modelname b_g_key
-$cd /raid/quake/id1/models/b_g_key
-$flags 8		// client side rotate
-$base base
-$skin skin
-$frame frame1
-
-$modelname b_s_key
-$cd /raid/quake/id1/models/b_s_key
-$flags 8		// client side rotate
-$base base
-$skin skin
-$frame frame1
-
-
-$modelname quaddama
-$cd /raid/quake/id1/models/quaddama
-$flags 8		// client side rotate
-$base base
-$skin skin
-$frame frame1
-
-$modelname invisibl
-$cd /raid/quake/id1/models/invisibl
-$flags 8		// client side rotate
-$base base
-$skin skin
-$frame frame1
-
-$modelname invulner
-$flags 8		// client side rotate
-$cd /raid/quake/id1/models/invulner
-$base base
-$skin skin
-$frame frame1
-
-//modelname jetpack
-//cd /raid/quake/id1/models/jetpack
-//flags 8		// client side rotate
-//base base
-//skin skin
-//frame frame1
-
-$modelname cube
-$cd /raid/quake/id1/models/cube
-$flags 8		// client side rotate
-$base base
-$skin skin
-$frame frame1
-
-$modelname suit
-$cd /raid/quake/id1/models/suit
-$flags 8		// client side rotate
-$base base
-$skin skin
-$frame frame1
-
-$modelname boots
-$cd /raid/quake/id1/models/boots
-$flags 8		// client side rotate
-$base base
-$skin skin
-$frame frame1
-
-$modelname end1
-$cd /raid/quake/id1/models/end1
-$flags 8		// client side rotate
-$base base
-$skin skin
-$frame frame1
-
-$modelname end2
-$cd /raid/quake/id1/models/end2
-$flags 8		// client side rotate
-$base base
-$skin skin
-$frame frame1
-
-$modelname end3
-$cd /raid/quake/id1/models/end3
-$flags 8		// client side rotate
-$base base
-$skin skin
-$frame frame1
-
-$modelname end4
-$cd /raid/quake/id1/models/end4
-$flags 8		// client side rotate
-$base base
-$skin skin
-$frame frame1
-
-
-/*
-===============================================================================
-
-GIBS
-
-===============================================================================
-*/
-
-$modelname gib1
-$cd /raid/quake/id1/models/gib1
-$flags 4		// EF_GIB
-$origin 0 0 0
-$base base
-$skin skin
-$frame frame1
-
-
-// torso
-$modelname gib2
-$cd /raid/quake/id1/models/gib2
-$flags 4		// EF_GIB
-$origin 0 0 0
-$base base
-$skin skin
-$frame frame1
-
-$modelname gib3
-$cd /raid/quake/id1/models/gib3
-$flags 4		// EF_GIB
-$origin 0 0 0
-$base base
-$skin skin
-$frame frame1
-
-
-// heads
-
-$modelname h_player
-$cd /raid/quake/id1/models/h_player
-$flags 4		// EF_GIB
-$origin 0 0 0
-$base base
-$skin skin
-$frame frame1
-
-$modelname h_dog
-$cd /raid/quake/id1/models/h_dog
-$flags 4		// EF_GIB
-$origin 0 0 0
-$base base
-$skin skin
-$frame frame1
-
-$modelname h_mega
-$cd /raid/quake/id1/models/h_mega
-$flags 4		// EF_GIB
-$origin 0 0 0
-$base base
-$skin skin
-$frame frame1
-
-$modelname h_guard
-$cd /raid/quake/id1/models/h_guard
-$flags 4		// EF_GIB
-$origin 0 0 0
-$base base
-$skin skin
-$frame frame1
-
-$modelname h_wizard
-$cd /raid/quake/id1/models/h_wizard
-$flags 4		// EF_GIB
-$origin 0 0 0
-$base base
-$skin skin
-$frame frame1
-
-$modelname h_knight
-$cd /raid/quake/id1/models/h_knight
-$flags 4		// EF_GIB
-$origin 0 0 0
-$base base
-$skin skin
-$frame frame1
-
-$modelname h_hellkn
-$cd /raid/quake/id1/models/h_hellkn
-$flags 4		// EF_GIB
-$origin 0 0 0
-$base base
-$skin skin
-$frame frame1
-
-$modelname h_zombie
-$cd /raid/quake/id1/models/h_zombie
-$flags 4		// EF_GIB
-$origin 0 0 0
-$base base
-$skin skin
-$frame frame1
-
-$modelname h_shams
-$cd /raid/quake/id1/models/h_shams
-$flags 4		// EF_GIB
-$origin 0 0 0
-$base base
-$skin skin
-$frame frame1
-
-$modelname h_shal
-$cd /raid/quake/id1/models/h_shal
-$flags 4		// EF_GIB
-$origin 0 0 0
-$base base
-$skin skin
-$frame frame1
-
-$modelname h_ogre
-$cd /raid/quake/id1/models/h_ogre
-$flags 4		// EF_GIB
-$origin 0 0 0
-$base base
-$skin skin
-$frame frame1
-
-$modelname h_demon
-$cd /raid/quake/id1/models/h_demon
-$flags 4		// EF_GIB
-$origin 0 0 0
-$base base
-$skin skin
-$frame frame1
-
-/*
-===============================================================================
-
-MISC
-
-===============================================================================
-*/
-
-$modelname armor
-$cd /raid/quake/id1/models/armor
-$flags 8		// client side rotate
-$origin 0 0 -8
-$base base
-$skin skin
-$skin skin2
-$skin skin3
-$frame armor
-
-$modelname s_light			// shambler lightning ready
-$cd /raid/quake/id1/models/s_light
-$origin 0 0 24
-$base base
-$skin skin
-$frame	frame1 frame2 frame3
-
-$modelname bolt3			// lightning towar bolts
-$cd /raid/quake/id1/models/bolt2
-$origin 0 0 0
-$base base
-$scale 4
-$skin skin
-$frame	light
-
-$modelname bolt2
-$cd /raid/quake/id1/models/bolt2
-$origin 0 0 0
-$base base
-$skin skin
-$frame	light
-
-$modelname bolt
-$cd /raid/quake/id1/models/bolt
-$origin 0 0 0
-$base light
-$skin light
-$frame	light
-
-$modelname laser
-$cd /raid/quake/id1/models/laser
-$base base
-$skin skin
-$scale 2
-$frame frame1
-
-$modelname flame		// with torch
-$cd /raid/quake/id1/models/flame
-$origin 0 0 12
-$base base
-$skin skin
-$framegroupstart
-$frame flame1	0.1
-$frame flame2	0.1
-$frame flame3	0.1
-$frame flame4	0.1
-$frame flame5	0.1
-$frame flame6	0.1
-$framegroupend
-
-$modelname flame2		// standing flame, no torch
-$cd /raid/quake/id1/models/flame2
-$origin 0 0 12
-$base base
-$skin skin
-$framegroupstart
-$frame flame1	0.1
-$frame flame2	0.1
-$frame flame3	0.1
-$frame flame4	0.1
-$frame flame5	0.1
-$frame flame6	0.1
-$framegroupend
-$framegroupstart
-$frame flameb1
-$frame flameb2
-$frame flameb3
-$frame flameb4
-$frame flameb5
-$frame flameb6
-$frame flameb7
-$frame flameb8
-$frame flameb9
-$frame flameb10
-$frame flameb11
-$framegroupend
-
-$modelname zom_gib
-$cd /raid/quake/id1/models/zom_gib
-$flags 32		// EF_ZOMGIB
-$base base
-$skin skin
-$frame frame1
-
-$modelname eyes
-$cd /raid/quake/id1/models/eyes
-$origin 0 0 -24
-$base base
-$skin skin
-$frame frame1
-
-$modelname spike
-$cd /raid/quake/id1/models/spike
-$origin 0 0 0
-$base spike
-$skin skin
-$frame spike
-
-$modelname s_spike
-$cd /raid/quake/id1/models/s_spike
-$origin 0 0 0
-$base spike
-$skin skin
-$frame spike
-
-$modelname v_spike
-$cd /raid/quake/id1/models/v_spike
-$flags 128		// EF_TRACER3
-$origin 0 0 0
-$base base
-$skin skin
-$frame frame1
-
-$modelname w_spike
-$cd /raid/quake/id1/models/w_spike
-$flags 16		// EF_TRACER
-$origin 0 0 0
-$base base
-$skin skin
-$framegroupstart
-$frame frame1	0.1
-$frame frame2	0.1
-$frame frame3	0.1
-$frame frame4	0.1
-$framegroupend
-
-$modelname k_spike
-$cd /raid/quake/id1/models/k_spike
-$flags 64		// EF_TRACER2
-$origin 0 0 0
-$base base
-$skin skin
-$frame frame1
-
-$modelname backpack
-$cd /raid/quake/id1/models/backpack
-$flags 8		// EF_ROTATE
-$origin 0 0 0
-$base base
-$skin skin
-$frame frame1
-
-$modelname grenade
-$cd /raid/quake/id1/models/grenade2
-$flags 2		// EF_GRENADE
-$origin 0 0 0
-$base base
-$skin skin
-$frame grenade
-
-$modelname missile
-$cd /raid/quake/id1/models/missile
-$flags	1			// EF_ROCKET
-$origin 0 0 0
-$base base
-$skin skin
-$frame missile
-
-$modelname lavaball
-$cd /raid/quake/id1/models/lavaball
-$flags	1			// EF_ROCKET
-$origin 0 0 0
-$base base
-$skin skin
-$frame frame1
-
-$modelname teleport
-$cd /raid/quake/id1/models/teleport
-$origin 0 0 24
-$base base
-$skin skin
-$frame frame1
-
--- a/qw-qc/plats.qc
+++ /dev/null
@@ -1,393 +1,0 @@
-/*
-	plats.qc
-
-	platform functions
-
-	Copyright (C) 1996-1997  Id Software, Inc.
-
-	This program is free software; you can redistribute it and/or
-	modify it under the terms of the GNU General Public License
-	as published by the Free Software Foundation; either version 2
-	of the License, or (at your option) any later version.
-
-	This program is distributed in the hope that it will be useful,
-	but WITHOUT ANY WARRANTY; without even the implied warranty of
-	MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
-	See the GNU General Public License for more details.
-
-	You should have received a copy of the GNU General Public License
-	along with this program; if not, write to:
-
-		Free Software Foundation, Inc.
-		59 Temple Place - Suite 330
-		Boston, MA  02111-1307, USA
-
-*/
-
-
-void() plat_center_touch;
-void() plat_outside_touch;
-void() plat_trigger_use;
-void() plat_go_up;
-void() plat_go_down;
-void() plat_crush;
-float PLAT_LOW_TRIGGER = 1;
-
-void() plat_spawn_inside_trigger =
-{
-	local entity	trigger;
-	local vector	tmin, tmax;
-
-//
-// middle trigger
-//	
-	trigger = spawn();
-	trigger.touch = plat_center_touch;
-	trigger.movetype = MOVETYPE_NONE;
-	trigger.solid = SOLID_TRIGGER;
-	trigger.enemy = self;
-	
-	tmin = self.mins + '25 25 0';
-	tmax = self.maxs - '25 25 -8';
-	tmin_z = tmax_z - (self.pos1_z - self.pos2_z + 8);
-	if (self.spawnflags & PLAT_LOW_TRIGGER)
-		tmax_z = tmin_z + 8;
-	
-	if (self.size_x <= 50)
-	{
-		tmin_x = (self.mins_x + self.maxs_x) / 2;
-		tmax_x = tmin_x + 1;
-	}
-	if (self.size_y <= 50)
-	{
-		tmin_y = (self.mins_y + self.maxs_y) / 2;
-		tmax_y = tmin_y + 1;
-	}
-	
-	setsize (trigger, tmin, tmax);
-};
-
-void() plat_hit_top =
-{
-	sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self.noise1, 1, ATTN_NORM);
-	self.state = STATE_TOP;
-	self.think = plat_go_down;
-	self.nextthink = self.ltime + 3;
-};
-
-void() plat_hit_bottom =
-{
-	sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self.noise1, 1, ATTN_NORM);
-	self.state = STATE_BOTTOM;
-};
-
-void() plat_go_down =
-{
-	sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
-	self.state = STATE_DOWN;
-	SUB_CalcMove (self.pos2, self.speed, plat_hit_bottom);
-};
-
-void() plat_go_up =
-{
-	sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
-	self.state = STATE_UP;
-	SUB_CalcMove (self.pos1, self.speed, plat_hit_top);
-};
-
-void() plat_center_touch =
-{
-	if (other.classname != "player")
-		return;
-		
-	if (other.health <= 0)
-		return;
-
-	self = self.enemy;
-	if (self.state == STATE_BOTTOM)
-		plat_go_up ();
-	else if (self.state == STATE_TOP)
-		self.nextthink = self.ltime + 1;	// delay going down
-};
-
-void() plat_outside_touch =
-{
-	if (other.classname != "player")
-		return;
-
-	if (other.health <= 0)
-		return;
-		
-//dprint ("plat_outside_touch\n");
-	self = self.enemy;
-	if (self.state == STATE_TOP)
-		plat_go_down ();
-};
-
-void() plat_trigger_use =
-{
-	if (self.think)
-		return;		// allready activated
-	plat_go_down();
-};
-
-
-void() plat_crush =
-{
-//dprint ("plat_crush\n");
-
-	other.deathtype = "squish";
-	T_Damage (other, self, self, 1);
-	
-	if (self.state == STATE_UP)
-		plat_go_down ();
-	else if (self.state == STATE_DOWN)
-		plat_go_up ();
-	else
-		objerror ("plat_crush: bad self.state\n");
-};
-
-void() plat_use =
-{
-	self.use = SUB_Null;
-	if (self.state != STATE_UP)
-		objerror ("plat_use: not in up state");
-	plat_go_down();
-};
-
-
-/*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER
-speed	default 150
-
-Plats are always drawn in the extended position, so they will light correctly.
-
-If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is trigger, when it will lower and become a normal plat.
-
-If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determined by the model's height.
-Set "sounds" to one of the following:
-1) base fast
-2) chain slow
-*/
-
-
-void() func_plat =
-
-{
-local entity t;
-
-	if (!self.t_length)
-		self.t_length = 80;
-	if (!self.t_width)
-		self.t_width = 10;
-
-	if (self.sounds == 0)
-		self.sounds = 2;
-// FIX THIS TO LOAD A GENERIC PLAT SOUND
-
-	if (self.sounds == 1)
-	{
-		precache_sound ("plats/plat1.wav");
-		precache_sound ("plats/plat2.wav");
-		self.noise = "plats/plat1.wav";
-		self.noise1 = "plats/plat2.wav";
-	}
-
-	if (self.sounds == 2)
-	{
-		precache_sound ("plats/medplat1.wav");
-		precache_sound ("plats/medplat2.wav");
-		self.noise = "plats/medplat1.wav";
-		self.noise1 = "plats/medplat2.wav";
-	}
-
-
-	self.mangle = self.angles;
-	self.angles = '0 0 0';
-
-	self.classname = "plat";
-	self.solid = SOLID_BSP;
-	self.movetype = MOVETYPE_PUSH;
-	setorigin (self, self.origin);	
-	setmodel (self, self.model);
-	setsize (self, self.mins , self.maxs);
-
-	self.blocked = plat_crush;
-	if (!self.speed)
-		self.speed = 150;
-
-// pos1 is the top position, pos2 is the bottom
-	self.pos1 = self.origin;
-	self.pos2 = self.origin;
-	if (self.height)
-		self.pos2_z = self.origin_z - self.height;
-	else
-		self.pos2_z = self.origin_z - self.size_z + 8;
-
-	self.use = plat_trigger_use;
-
-	plat_spawn_inside_trigger ();	// the "start moving" trigger	
-
-	if (self.targetname)
-	{
-		self.state = STATE_UP;
-		self.use = plat_use;
-	}
-	else
-	{
-		setorigin (self, self.pos2);
-		self.state = STATE_BOTTOM;
-	}
-};
-
-//============================================================================
-
-void() train_next;
-void() func_train_find;
-
-void() train_blocked =
-{
-	if (time < self.attack_finished)
-		return;
-	self.attack_finished = time + 0.5;
-	other.deathtype = "squish";
-	T_Damage (other, self, self, self.dmg);
-};
-
-void() train_use =
-{
-	if (self.think != func_train_find)
-		return;		// already activated
-	train_next();
-};
-
-void() train_wait =
-{
-	if (self.wait)
-	{
-		self.nextthink = self.ltime + self.wait;
-		sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self.noise, 1, ATTN_NORM);
-	}
-	else
-		self.nextthink = self.ltime + 0.1;
-	
-	self.think = train_next;
-};
-
-void() train_next =
-{
-	local entity	targ;
-
-	targ = find (world, targetname, self.target);
-	self.target = targ.target;
-	if (!self.target)
-		objerror ("train_next: no next target");
-	if (targ.wait)
-		self.wait = targ.wait;
-	else
-		self.wait = 0;
-	sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
-	SUB_CalcMove (targ.origin - self.mins, self.speed, train_wait);
-};
-
-void() func_train_find =
-
-{
-	local entity	targ;
-
-	targ = find (world, targetname, self.target);
-	self.target = targ.target;
-	setorigin (self, targ.origin - self.mins);
-	if (!self.targetname)
-	{	// not triggered, so start immediately
-		self.nextthink = self.ltime + 0.1;
-		self.think = train_next;
-	}
-};
-
-/*QUAKED func_train (0 .5 .8) ?
-Trains are moving platforms that players can ride.
-The targets origin specifies the min point of the train at each corner.
-The train spawns at the first target it is pointing at.
-If the train is the target of a button or trigger, it will not begin moving until activated.
-speed	default 100
-dmg		default	2
-sounds
-1) ratchet metal
-
-*/
-void() func_train =
-{	
-	if (!self.speed)
-		self.speed = 100;
-	if (!self.target)
-		objerror ("func_train without a target");
-	if (!self.dmg)
-		self.dmg = 2;
-
-	if (self.sounds == 0)
-	{
-		self.noise = ("misc/null.wav");
-		precache_sound ("misc/null.wav");
-		self.noise1 = ("misc/null.wav");
-		precache_sound ("misc/null.wav");
-	}
-
-	if (self.sounds == 1)
-	{
-		self.noise = ("plats/train2.wav");
-		precache_sound ("plats/train2.wav");
-		self.noise1 = ("plats/train1.wav");
-		precache_sound ("plats/train1.wav");
-	}
-
-	self.cnt = 1;
-	self.solid = SOLID_BSP;
-	self.movetype = MOVETYPE_PUSH;
-	self.blocked = train_blocked;
-	self.use = train_use;
-	self.classname = "train";
-
-	setmodel (self, self.model);
-	setsize (self, self.mins , self.maxs);
-	setorigin (self, self.origin);
-
-// start trains on the second frame, to make sure their targets have had
-// a chance to spawn
-	self.nextthink = self.ltime + 0.1;
-	self.think = func_train_find;
-};
-
-/*QUAKED misc_teleporttrain (0 .5 .8) (-8 -8 -8) (8 8 8)
-This is used for the final bos
-*/
-void() misc_teleporttrain =
-{	
-	if (!self.speed)
-		self.speed = 100;
-	if (!self.target)
-		objerror ("func_train without a target");
-
-	self.cnt = 1;
-	self.solid = SOLID_NOT;
-	self.movetype = MOVETYPE_PUSH;
-	self.blocked = train_blocked;
-	self.use = train_use;
-	self.avelocity = '100 200 300';
-
-	self.noise = ("misc/null.wav");
-	precache_sound ("misc/null.wav");
-	self.noise1 = ("misc/null.wav");
-	precache_sound ("misc/null.wav");
-
-	precache_model2 ("progs/teleport.mdl");
-	setmodel (self, "progs/teleport.mdl");
-	setsize (self, self.mins , self.maxs);
-	setorigin (self, self.origin);
-
-// start trains on the second frame, to make sure their targets have had
-// a chance to spawn
-	self.nextthink = self.ltime + 0.1;
-	self.think = func_train_find;
-};
-
--- a/qw-qc/player.qc
+++ /dev/null
@@ -1,736 +1,0 @@
-/*
-	player.qc
-
-	player functions/definitions
-
-	Copyright (C) 1996-1997  Id Software, Inc.
-
-	This program is free software; you can redistribute it and/or
-	modify it under the terms of the GNU General Public License
-	as published by the Free Software Foundation; either version 2
-	of the License, or (at your option) any later version.
-
-	This program is distributed in the hope that it will be useful,
-	but WITHOUT ANY WARRANTY; without even the implied warranty of
-	MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
-	See the GNU General Public License for more details.
-
-	You should have received a copy of the GNU General Public License
-	along with this program; if not, write to:
-
-		Free Software Foundation, Inc.
-		59 Temple Place - Suite 330
-		Boston, MA  02111-1307, USA
-
-*/
-
-void() bubble_bob;
-
-/*
-==============================================================================
-
-PLAYER
-
-==============================================================================
-*/
-
-$cd /raid/quake/id1/models/player_4
-$origin 0 -6 24
-$base base              
-$skin skin
-
-//
-// running
-//
-$frame axrun1 axrun2 axrun3 axrun4 axrun5 axrun6
-
-$frame rockrun1 rockrun2 rockrun3 rockrun4 rockrun5 rockrun6
-
-//
-// standing
-//
-$frame stand1 stand2 stand3 stand4 stand5
-
-$frame axstnd1 axstnd2 axstnd3 axstnd4 axstnd5 axstnd6
-$frame axstnd7 axstnd8 axstnd9 axstnd10 axstnd11 axstnd12
-
-
-//
-// pain
-//
-$frame axpain1 axpain2 axpain3 axpain4 axpain5 axpain6
-
-$frame pain1 pain2 pain3 pain4 pain5 pain6
-
-
-//
-// death
-//
-
-$frame axdeth1 axdeth2 axdeth3 axdeth4 axdeth5 axdeth6
-$frame axdeth7 axdeth8 axdeth9
-
-$frame deatha1 deatha2 deatha3 deatha4 deatha5 deatha6 deatha7 deatha8
-$frame deatha9 deatha10 deatha11
-
-$frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8
-$frame deathb9
-
-$frame deathc1 deathc2 deathc3 deathc4 deathc5 deathc6 deathc7 deathc8
-$frame deathc9 deathc10 deathc11 deathc12 deathc13 deathc14 deathc15
-
-$frame deathd1 deathd2 deathd3 deathd4 deathd5 deathd6 deathd7
-$frame deathd8 deathd9
-
-$frame deathe1 deathe2 deathe3 deathe4 deathe5 deathe6 deathe7
-$frame deathe8 deathe9
-
-//
-// attacks
-//
-$frame nailatt1 nailatt2
-
-$frame light1 light2
-
-$frame rockatt1 rockatt2 rockatt3 rockatt4 rockatt5 rockatt6
-
-$frame shotatt1 shotatt2 shotatt3 shotatt4 shotatt5 shotatt6
-
-$frame axatt1 axatt2 axatt3 axatt4 axatt5 axatt6
-
-$frame axattb1 axattb2 axattb3 axattb4 axattb5 axattb6
-
-$frame axattc1 axattc2 axattc3 axattc4 axattc5 axattc6
-
-$frame axattd1 axattd2 axattd3 axattd4 axattd5 axattd6
-
-
-/*
-==============================================================================
-PLAYER
-==============================================================================
-*/
-
-void() player_run;
-
-void()  player_stand1 =[        $axstnd1,       player_stand1   ]
-{
-	self.weaponframe=0;
-	if (self.velocity_x || self.velocity_y)
-	{
-		self.walkframe=0;
-		player_run();
-		return;
-	}
-
-	if (self.weapon == IT_AXE)
-	{
-		if (self.walkframe >= 12)
-			self.walkframe = 0;
-		self.frame = $axstnd1 + self.walkframe;
-	}
-	else
-	{
-		if (self.walkframe >= 5)
-			self.walkframe = 0;
-		self.frame = $stand1 + self.walkframe;
-	}
-	self.walkframe = self.walkframe + 1;    
-};
-
-void()  player_run =[   $rockrun1,      player_run      ]
-{
-	self.weaponframe=0;
-	if (!self.velocity_x && !self.velocity_y)
-	{
-		self.walkframe=0;
-		player_stand1();
-		return;
-	}
-
-	if (self.weapon == IT_AXE)
-	{
-		if (self.walkframe == 6)
-			self.walkframe = 0;
-		self.frame = $axrun1 + self.walkframe;
-	}
-	else
-	{
-		if (self.walkframe == 6)
-			self.walkframe = 0;
-		self.frame = self.frame + self.walkframe;
-	}
-	self.walkframe = self.walkframe + 1;
-};
-
-void()muzzleflash =
-{
-	WriteByte (MSG_MULTICAST, SVC_MUZZLEFLASH);
-	WriteEntity (MSG_MULTICAST, self);
-	multicast (self.origin, MULTICAST_PVS);
-};
-
-
-void()  player_shot1 =  [$shotatt1, player_shot2        ] {self.weaponframe=1;muzzleflash();};
-void()  player_shot2 =  [$shotatt2, player_shot3        ] {self.weaponframe=2;};
-void()  player_shot3 =  [$shotatt3, player_shot4        ] {self.weaponframe=3;};
-void()  player_shot4 =  [$shotatt4, player_shot5        ] {self.weaponframe=4;};
-void()  player_shot5 =  [$shotatt5, player_shot6        ] {self.weaponframe=5;};
-void()  player_shot6 =  [$shotatt6, player_run  ] {self.weaponframe=6;};
-
-void()  player_axe1 =   [$axatt1, player_axe2   ] {self.weaponframe=1;};
-void()  player_axe2 =   [$axatt2, player_axe3   ] {self.weaponframe=2;};
-void()  player_axe3 =   [$axatt3, player_axe4   ] {self.weaponframe=3;W_FireAxe();};
-void()  player_axe4 =   [$axatt4, player_run    ] {self.weaponframe=4;};
-
-void()  player_axeb1 =  [$axattb1, player_axeb2 ] {self.weaponframe=5;};
-void()  player_axeb2 =  [$axattb2, player_axeb3 ] {self.weaponframe=6;};
-void()  player_axeb3 =  [$axattb3, player_axeb4 ] {self.weaponframe=7;W_FireAxe();};
-void()  player_axeb4 =  [$axattb4, player_run   ] {self.weaponframe=8;};
-
-void()  player_axec1 =  [$axattc1, player_axec2 ] {self.weaponframe=1;};
-void()  player_axec2 =  [$axattc2, player_axec3 ] {self.weaponframe=2;};
-void()  player_axec3 =  [$axattc3, player_axec4 ] {self.weaponframe=3;W_FireAxe();};
-void()  player_axec4 =  [$axattc4, player_run   ] {self.weaponframe=4;};
-
-void()  player_axed1 =  [$axattd1, player_axed2 ] {self.weaponframe=5;};
-void()  player_axed2 =  [$axattd2, player_axed3 ] {self.weaponframe=6;};
-void()  player_axed3 =  [$axattd3, player_axed4 ] {self.weaponframe=7;W_FireAxe();};
-void()  player_axed4 =  [$axattd4, player_run   ] {self.weaponframe=8;};
-
-
-//============================================================================
-
-void() player_nail1   =[$nailatt1, player_nail2  ] 
-{
-	muzzleflash();
-
-	if (!self.button0 || intermission_running || self.impulse)
-		{player_run ();return;}
-	self.weaponframe = self.weaponframe + 1;
-	if (self.weaponframe == 9)
-		self.weaponframe = 1;
-	SuperDamageSound();
-	W_FireSpikes (4);
-	self.attack_finished = time + 0.2;
-};
-void() player_nail2   =[$nailatt2, player_nail1  ]
-{
-	muzzleflash();
-
-	if (!self.button0 || intermission_running || self.impulse)
-		{player_run ();return;}
-	self.weaponframe = self.weaponframe + 1;
-	if (self.weaponframe == 9)
-		self.weaponframe = 1;
-	SuperDamageSound();
-	W_FireSpikes (-4);
-	self.attack_finished = time + 0.2;
-};
-
-//============================================================================
-
-void() player_light1   =[$light1, player_light2  ] 
-{
-	muzzleflash();
-
-	if (!self.button0 || intermission_running)
-		{player_run ();return;}
-	self.weaponframe = self.weaponframe + 1;
-	if (self.weaponframe == 5)
-		self.weaponframe = 1;
-	SuperDamageSound();
-	W_FireLightning();
-	self.attack_finished = time + 0.2;
-};
-void() player_light2   =[$light2, player_light1  ]
-{
-	muzzleflash();
-
-	if (!self.button0 || intermission_running)
-		{player_run ();return;}
-	self.weaponframe = self.weaponframe + 1;
-	if (self.weaponframe == 5)
-		self.weaponframe = 1;
-	SuperDamageSound();
-	W_FireLightning();
-	self.attack_finished = time + 0.2;
-};
-
-//============================================================================
-
-
-void() player_rocket1   =[$rockatt1, player_rocket2  ] {self.weaponframe=1;
-	muzzleflash();};
-void() player_rocket2   =[$rockatt2, player_rocket3  ] {self.weaponframe=2;};
-void() player_rocket3   =[$rockatt3, player_rocket4  ] {self.weaponframe=3;};
-void() player_rocket4   =[$rockatt4, player_rocket5  ] {self.weaponframe=4;};
-void() player_rocket5   =[$rockatt5, player_rocket6  ] {self.weaponframe=5;};
-void() player_rocket6   =[$rockatt6, player_run  ] {self.weaponframe=6;};
-void(float num_bubbles) DeathBubbles;
-
-void() PainSound =
-{
-local float             rs;
-
-	if (self.health < 0)
-		return;
-
-	if (damage_attacker.classname == "teledeath")
-	{
-		sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
-		return;
-	}
-
-// water pain sounds
-	if (self.watertype == CONTENT_WATER && self.waterlevel == 3)
-	{
-		DeathBubbles(1);
-		if (random() > 0.5)
-			sound (self, CHAN_VOICE, "player/drown1.wav", 1, ATTN_NORM);
-		else
-			sound (self, CHAN_VOICE, "player/drown2.wav", 1, ATTN_NORM);
-		return;
-	}
-
-// slime pain sounds
-	if (self.watertype == CONTENT_SLIME)
-	{
-// FIX ME       put in some steam here
-		if (random() > 0.5)
-			sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
-		else
-			sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
-		return;
-	}
-
-	if (self.watertype == CONTENT_LAVA)
-	{
-		if (random() > 0.5)
-			sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
-		else
-			sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
-		return;
-	}
-
-	if (self.pain_finished > time)
-	{
-		self.axhitme = 0;
-		return;
-	}
-	self.pain_finished = time + 0.5;
-
-// don't make multiple pain sounds right after each other
-
-// ax pain sound
-	if (self.axhitme == 1)
-	{
-		self.axhitme = 0;
-		sound (self, CHAN_VOICE, "player/axhit1.wav", 1, ATTN_NORM);
-		return;
-	}
-	
-
-	rs = rint((random() * 5) + 1);
-
-	self.noise = "";
-	if (rs == 1)
-		self.noise = "player/pain1.wav";
-	else if (rs == 2)
-		self.noise = "player/pain2.wav";
-	else if (rs == 3)
-		self.noise = "player/pain3.wav";
-	else if (rs == 4)
-		self.noise = "player/pain4.wav";
-	else if (rs == 5)
-		self.noise = "player/pain5.wav";
-	else
-		self.noise = "player/pain6.wav";
-
-	sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
-	return;
-};
-
-void()  player_pain1 =  [       $pain1, player_pain2    ] {PainSound();self.weaponframe=0;};
-void()  player_pain2 =  [       $pain2, player_pain3    ] {};
-void()  player_pain3 =  [       $pain3, player_pain4    ] {};
-void()  player_pain4 =  [       $pain4, player_pain5    ] {};
-void()  player_pain5 =  [       $pain5, player_pain6    ] {};
-void()  player_pain6 =  [       $pain6, player_run      ] {};
-
-void()  player_axpain1 =        [       $axpain1,       player_axpain2  ] {PainSound();self.weaponframe=0;};
-void()  player_axpain2 =        [       $axpain2,       player_axpain3  ] {};
-void()  player_axpain3 =        [       $axpain3,       player_axpain4  ] {};
-void()  player_axpain4 =        [       $axpain4,       player_axpain5  ] {};
-void()  player_axpain5 =        [       $axpain5,       player_axpain6  ] {};
-void()  player_axpain6 =        [       $axpain6,       player_run      ] {};
-
-void() player_pain =
-{
-	if (self.weaponframe)
-		return;
-
-	if (self.invisible_finished > time)
-		return;         // eyes don't have pain frames
-
-	if (self.weapon == IT_AXE)
-		player_axpain1 ();
-	else
-		player_pain1 ();
-};
-
-void() player_diea1;
-void() player_dieb1;
-void() player_diec1;
-void() player_died1;
-void() player_diee1;
-void() player_die_ax1;
-
-void() DeathBubblesSpawn =
-{
-local entity    bubble;
-	if (self.owner.waterlevel != 3)
-		return;
-	bubble = spawn();
-	setmodel (bubble, "progs/s_bubble.spr");
-	setorigin (bubble, self.owner.origin + '0 0 24');
-	bubble.movetype = MOVETYPE_NOCLIP;
-	bubble.solid = SOLID_NOT;
-	bubble.velocity = '0 0 15';
-	bubble.nextthink = time + 0.5;
-	bubble.think = bubble_bob;
-	bubble.classname = "bubble";
-	bubble.frame = 0;
-	bubble.cnt = 0;
-	setsize (bubble, '-8 -8 -8', '8 8 8');
-	self.nextthink = time + 0.1;
-	self.think = DeathBubblesSpawn;
-	self.air_finished = self.air_finished + 1;
-	if (self.air_finished >= self.bubble_count)
-		remove(self);
-};
-
-void(float num_bubbles) DeathBubbles =
-{
-local entity    bubble_spawner;
-	
-	bubble_spawner = spawn();
-	setorigin (bubble_spawner, self.origin);
-	bubble_spawner.movetype = MOVETYPE_NONE;
-	bubble_spawner.solid = SOLID_NOT;
-	bubble_spawner.nextthink = time + 0.1;
-	bubble_spawner.think = DeathBubblesSpawn;
-	bubble_spawner.air_finished = 0;
-	bubble_spawner.owner = self;
-	bubble_spawner.bubble_count = num_bubbles;
-	return;
-};
-
-
-void() DeathSound =
-{
-local float             rs;
-
-	// water death sounds
-	if (self.waterlevel == 3)
-	{
-		DeathBubbles(5);
-		sound (self, CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE);
-		return;
-	}
-	
-	rs = rint ((random() * 4) + 1);
-	if (rs == 1)
-		self.noise = "player/death1.wav";
-	if (rs == 2)
-		self.noise = "player/death2.wav";
-	if (rs == 3)
-		self.noise = "player/death3.wav";
-	if (rs == 4)
-		self.noise = "player/death4.wav";
-	if (rs == 5)
-		self.noise = "player/death5.wav";
-
-	sound (self, CHAN_VOICE, self.noise, 1, ATTN_NONE);
-	return;
-};
-
-
-void() PlayerDead =
-{
-	self.nextthink = -1;
-// allow respawn after a certain time
-	self.deadflag = DEAD_DEAD;
-};
-
-vector(float dm) VelocityForDamage =
-{
-	local vector v;
-
-	if (vlen(damage_inflictor.velocity)>0)
-	{
-		v = 0.5 * damage_inflictor.velocity;
-		v = v + (25 * normalize(self.origin-damage_inflictor.origin));
-		v_z = 100 + 240 * random();
-		v_x = v_x + (200 * crandom());
-		v_y = v_y + (200 * crandom());
-		//dprint ("Velocity gib\n");                
-	}
-	else
-	{
-		v_x = 100 * crandom();
-		v_y = 100 * crandom();
-		v_z = 200 + 100 * random();
-	}
-
-	//v_x = 100 * crandom();
-	//v_y = 100 * crandom();
-	//v_z = 200 + 100 * random();
-
-	if (dm > -50)
-	{
-	//      dprint ("level 1\n");
-		v = v * 0.7;
-	}
-	else if (dm > -200)
-	{
-	//      dprint ("level 3\n");
-		v = v * 2;
-	}
-	else
-		v = v * 10;
-
-	return v;
-};
-
-void(string gibname, float dm) ThrowGib =
-{
-	local   entity new;
-
-	new = spawn();
-	new.origin = self.origin;
-	setmodel (new, gibname);
-	setsize (new, '0 0 0', '0 0 0');
-	new.velocity = VelocityForDamage (dm);
-	new.movetype = MOVETYPE_BOUNCE;
-	new.solid = SOLID_NOT;
-	new.avelocity_x = random()*600;
-	new.avelocity_y = random()*600;
-	new.avelocity_z = random()*600;
-	new.think = SUB_Remove;
-	new.ltime = time;
-	new.nextthink = time + 10 + random()*10;
-	new.frame = 0;
-	new.flags = 0;
-};
-
-void(string gibname, float dm) ThrowHead =
-{
-	setmodel (self, gibname);
-	self.frame = 0;
-	self.nextthink = -1;
-	self.movetype = MOVETYPE_BOUNCE;
-	self.takedamage = DAMAGE_NO;
-	self.solid = SOLID_NOT;
-	self.view_ofs = '0 0 8';
-	setsize (self, '-16 -16 0', '16 16 56');
-	self.velocity = VelocityForDamage (dm);
-	self.origin_z = self.origin_z - 24;
-	self.flags = self.flags - (self.flags & FL_ONGROUND);
-	self.avelocity = crandom() * '0 600 0';
-};
-
-
-void() GibPlayer =
-{
-	ThrowHead ("progs/h_player.mdl", self.health);
-	ThrowGib ("progs/gib1.mdl", self.health);
-	ThrowGib ("progs/gib2.mdl", self.health);
-	ThrowGib ("progs/gib3.mdl", self.health);
-
-	self.deadflag = DEAD_DEAD;
-
-	if (damage_attacker.classname == "teledeath")
-	{
-		sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
-		return;
-	}
-
-	if (damage_attacker.classname == "teledeath2")
-	{
-		sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
-		return;
-	}
-		
-	if (random() < 0.5)
-		sound (self, CHAN_VOICE, "player/gib.wav", 1, ATTN_NONE);
-	else
-		sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NONE);
-};
-
-void() PlayerDie =
-{
-	local   float   i;
-	local	string	s;	
-	self.items = self.items - (self.items & IT_INVISIBILITY);
-
-	if ((stof(infokey(world,"dq"))) != 0)
-	{
-		if (self.super_damage_finished > 0)
-		{
-			DropQuad (self.super_damage_finished - time);
-			bprint (PRINT_LOW, self.netname);
-			if (deathmatch == 4)
-				bprint (PRINT_LOW, " lost an OctaPower with ");
-			else
-				bprint (PRINT_LOW, " lost a quad with ");
-			s = ftos(rint(self.super_damage_finished - time));
-			bprint (PRINT_LOW, s);
-			bprint (PRINT_LOW, " seconds remaining\n");
-		}
-	}
-
-	if ((stof(infokey(world,"dr"))) != 0)
-	{
-		if (self.invisible_finished > 0)
-		{
-			bprint (PRINT_LOW, self.netname);
-			bprint (PRINT_LOW, " lost a ring with ");
-			s = ftos(rint(self.invisible_finished - time));
-			bprint (PRINT_LOW, s);
-			bprint (PRINT_LOW, " seconds remaining\n");
-			DropRing (self.invisible_finished - time);
-		}
-	}
-
-	self.invisible_finished = 0;    // don't die as eyes
-	self.invincible_finished = 0;
-	self.super_damage_finished = 0;
-	self.radsuit_finished = 0;
-	self.modelindex = modelindex_player;    // don't use eyes
-
-	DropBackpack();
-	
-	self.weaponmodel="";
-	self.view_ofs = '0 0 -8';
-	self.deadflag = DEAD_DYING;
-	self.solid = SOLID_NOT;
-	self.flags = self.flags - (self.flags & FL_ONGROUND);
-	self.movetype = MOVETYPE_TOSS;
-	if (self.velocity_z < 10)
-		self.velocity_z = self.velocity_z + random()*300;
-
-	if (self.health < -40)
-	{
-		GibPlayer ();
-		return;
-	}
-
-	DeathSound();
-	
-	self.angles_x = 0;
-	self.angles_z = 0;
-	
-	if (self.weapon == IT_AXE)
-	{
-		player_die_ax1 ();
-		return;
-	}
-	
-	i = cvar("temp1");
-	if (!i)
-		i = 1 + floor(random()*6);
-	
-	if (i == 1)
-		player_diea1();
-	else if (i == 2)
-		player_dieb1();
-	else if (i == 3)
-		player_diec1();
-	else if (i == 4)
-		player_died1();
-	else
-		player_diee1();
-
-};
-
-void() set_suicide_frame =
-{       // used by klill command and diconnect command
-	if (self.model != "progs/player.mdl")
-		return; // allready gibbed
-	self.frame = $deatha11;
-	self.solid = SOLID_NOT;
-	self.movetype = MOVETYPE_TOSS;
-	self.deadflag = DEAD_DEAD;
-	self.nextthink = -1;
-};
-
-
-void()  player_diea1    =       [       $deatha1,       player_diea2    ] {};
-void()  player_diea2    =       [       $deatha2,       player_diea3    ] {};
-void()  player_diea3    =       [       $deatha3,       player_diea4    ] {};
-void()  player_diea4    =       [       $deatha4,       player_diea5    ] {};
-void()  player_diea5    =       [       $deatha5,       player_diea6    ] {};
-void()  player_diea6    =       [       $deatha6,       player_diea7    ] {};
-void()  player_diea7    =       [       $deatha7,       player_diea8    ] {};
-void()  player_diea8    =       [       $deatha8,       player_diea9    ] {};
-void()  player_diea9    =       [       $deatha9,       player_diea10   ] {};
-void()  player_diea10   =       [       $deatha10,      player_diea11   ] {};
-void()  player_diea11   =       [       $deatha11,      player_diea11 ] {PlayerDead();};
-
-void()  player_dieb1    =       [       $deathb1,       player_dieb2    ] {};
-void()  player_dieb2    =       [       $deathb2,       player_dieb3    ] {};
-void()  player_dieb3    =       [       $deathb3,       player_dieb4    ] {};
-void()  player_dieb4    =       [       $deathb4,       player_dieb5    ] {};
-void()  player_dieb5    =       [       $deathb5,       player_dieb6    ] {};
-void()  player_dieb6    =       [       $deathb6,       player_dieb7    ] {};
-void()  player_dieb7    =       [       $deathb7,       player_dieb8    ] {};
-void()  player_dieb8    =       [       $deathb8,       player_dieb9    ] {};
-void()  player_dieb9    =       [       $deathb9,       player_dieb9    ] {PlayerDead();};
-
-void()  player_diec1    =       [       $deathc1,       player_diec2    ] {};
-void()  player_diec2    =       [       $deathc2,       player_diec3    ] {};
-void()  player_diec3    =       [       $deathc3,       player_diec4    ] {};
-void()  player_diec4    =       [       $deathc4,       player_diec5    ] {};
-void()  player_diec5    =       [       $deathc5,       player_diec6    ] {};
-void()  player_diec6    =       [       $deathc6,       player_diec7    ] {};
-void()  player_diec7    =       [       $deathc7,       player_diec8    ] {};
-void()  player_diec8    =       [       $deathc8,       player_diec9    ] {};
-void()  player_diec9    =       [       $deathc9,       player_diec10   ] {};
-void()  player_diec10   =       [       $deathc10,      player_diec11   ] {};
-void()  player_diec11   =       [       $deathc11,      player_diec12   ] {};
-void()  player_diec12   =       [       $deathc12,      player_diec13   ] {};
-void()  player_diec13   =       [       $deathc13,      player_diec14   ] {};
-void()  player_diec14   =       [       $deathc14,      player_diec15   ] {};
-void()  player_diec15   =       [       $deathc15,      player_diec15 ] {PlayerDead();};
-
-void()  player_died1    =       [       $deathd1,       player_died2    ] {};
-void()  player_died2    =       [       $deathd2,       player_died3    ] {};
-void()  player_died3    =       [       $deathd3,       player_died4    ] {};
-void()  player_died4    =       [       $deathd4,       player_died5    ] {};
-void()  player_died5    =       [       $deathd5,       player_died6    ] {};
-void()  player_died6    =       [       $deathd6,       player_died7    ] {};
-void()  player_died7    =       [       $deathd7,       player_died8    ] {};
-void()  player_died8    =       [       $deathd8,       player_died9    ] {};
-void()  player_died9    =       [       $deathd9,       player_died9    ] {PlayerDead();};
-
-void()  player_diee1    =       [       $deathe1,       player_diee2    ] {};
-void()  player_diee2    =       [       $deathe2,       player_diee3    ] {};
-void()  player_diee3    =       [       $deathe3,       player_diee4    ] {};
-void()  player_diee4    =       [       $deathe4,       player_diee5    ] {};
-void()  player_diee5    =       [       $deathe5,       player_diee6    ] {};
-void()  player_diee6    =       [       $deathe6,       player_diee7    ] {};
-void()  player_diee7    =       [       $deathe7,       player_diee8    ] {};
-void()  player_diee8    =       [       $deathe8,       player_diee9    ] {};
-void()  player_diee9    =       [       $deathe9,       player_diee9    ] {PlayerDead();};
-
-void()  player_die_ax1  =       [       $axdeth1,       player_die_ax2  ] {};
-void()  player_die_ax2  =       [       $axdeth2,       player_die_ax3  ] {};
-void()  player_die_ax3  =       [       $axdeth3,       player_die_ax4  ] {};
-void()  player_die_ax4  =       [       $axdeth4,       player_die_ax5  ] {};
-void()  player_die_ax5  =       [       $axdeth5,       player_die_ax6  ] {};
-void()  player_die_ax6  =       [       $axdeth6,       player_die_ax7  ] {};
-void()  player_die_ax7  =       [       $axdeth7,       player_die_ax8  ] {};
-void()  player_die_ax8  =       [       $axdeth8,       player_die_ax9  ] {};
-void()  player_die_ax9  =       [       $axdeth9,       player_die_ax9  ] {PlayerDead();};
--- a/qw-qc/progdefs.h
+++ /dev/null
@@ -1,140 +1,0 @@
-
-/* file generated by qcc, do not modify */
-
-typedef struct
-{	int	pad[28];
-	int	self;
-	int	other;
-	int	world;
-	float	time;
-	float	frametime;
-	int	newmis;
-	float	force_retouch;
-	string_t	mapname;
-	float	serverflags;
-	float	total_secrets;
-	float	total_monsters;
-	float	found_secrets;
-	float	killed_monsters;
-	float	parm1;
-	float	parm2;
-	float	parm3;
-	float	parm4;
-	float	parm5;
-	float	parm6;
-	float	parm7;
-	float	parm8;
-	float	parm9;
-	float	parm10;
-	float	parm11;
-	float	parm12;
-	float	parm13;
-	float	parm14;
-	float	parm15;
-	float	parm16;
-	vec3_t	v_forward;
-	vec3_t	v_up;
-	vec3_t	v_right;
-	float	trace_allsolid;
-	float	trace_startsolid;
-	float	trace_fraction;
-	vec3_t	trace_endpos;
-	vec3_t	trace_plane_normal;
-	float	trace_plane_dist;
-	int	trace_ent;
-	float	trace_inopen;
-	float	trace_inwater;
-	int	msg_entity;
-	func_t	main;
-	func_t	StartFrame;
-	func_t	PlayerPreThink;
-	func_t	PlayerPostThink;
-	func_t	ClientKill;
-	func_t	ClientConnect;
-	func_t	PutClientInServer;
-	func_t	ClientDisconnect;
-	func_t	SetNewParms;
-	func_t	SetChangeParms;
-} globalvars_t;
-
-typedef struct
-{
-	float	modelindex;
-	vec3_t	absmin;
-	vec3_t	absmax;
-	float	ltime;
-	float	lastruntime;
-	float	movetype;
-	float	solid;
-	vec3_t	origin;
-	vec3_t	oldorigin;
-	vec3_t	velocity;
-	vec3_t	angles;
-	vec3_t	avelocity;
-	string_t	classname;
-	string_t	model;
-	float	frame;
-	float	skin;
-	float	effects;
-	vec3_t	mins;
-	vec3_t	maxs;
-	vec3_t	size;
-	func_t	touch;
-	func_t	use;
-	func_t	think;
-	func_t	blocked;
-	float	nextthink;
-	int	groundentity;
-	float	health;
-	float	frags;
-	float	weapon;
-	string_t	weaponmodel;
-	float	weaponframe;
-	float	currentammo;
-	float	ammo_shells;
-	float	ammo_nails;
-	float	ammo_rockets;
-	float	ammo_cells;
-	float	items;
-	float	takedamage;
-	int	chain;
-	float	deadflag;
-	vec3_t	view_ofs;
-	float	button0;
-	float	button1;
-	float	button2;
-	float	impulse;
-	float	fixangle;
-	vec3_t	v_angle;
-	string_t	netname;
-	int	enemy;
-	float	flags;
-	float	colormap;
-	float	team;
-	float	max_health;
-	float	teleport_time;
-	float	armortype;
-	float	armorvalue;
-	float	waterlevel;
-	float	watertype;
-	float	ideal_yaw;
-	float	yaw_speed;
-	int	aiment;
-	int	goalentity;
-	float	spawnflags;
-	string_t	target;
-	string_t	targetname;
-	float	dmg_take;
-	float	dmg_save;
-	int	dmg_inflictor;
-	int	owner;
-	vec3_t	movedir;
-	string_t	message;
-	float	sounds;
-	string_t	noise;
-	string_t	noise1;
-	string_t	noise2;
-	string_t	noise3;
-} entvars_t;
-
-#define PROGHEADER_CRC 54730
--- a/qw-qc/progs.src
+++ /dev/null
@@ -1,18 +1,0 @@
-./qwprogs.dat
-
-defs.qc
-subs.qc
-combat.qc
-items.qc
-weapons.qc
-world.qc
-client.qc
-spectate.qc
-player.qc
-doors.qc
-buttons.qc
-triggers.qc
-plats.qc
-misc.qc
-
-server.qc
binary files a/qw-qc/qwprogs.dat /dev/null differ
--- a/qw-qc/server.qc
+++ /dev/null
@@ -1,123 +1,0 @@
-/*
-	server.qc
-
-	server functions (movetarget code)
-
-	Copyright (C) 1996-1997  Id Software, Inc.
-
-	This program is free software; you can redistribute it and/or
-	modify it under the terms of the GNU General Public License
-	as published by the Free Software Foundation; either version 2
-	of the License, or (at your option) any later version.
-
-	This program is distributed in the hope that it will be useful,
-	but WITHOUT ANY WARRANTY; without even the implied warranty of
-	MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
-	See the GNU General Public License for more details.
-
-	You should have received a copy of the GNU General Public License
-	along with this program; if not, write to:
-
-		Free Software Foundation, Inc.
-		59 Temple Place - Suite 330
-		Boston, MA  02111-1307, USA
-
-*/
-
-void() monster_ogre = {remove(self);};
-void() monster_demon1 = {remove(self);};
-void() monster_shambler = {remove(self);};
-void() monster_knight = {remove(self);};
-void() monster_army = {remove(self);};
-void() monster_wizard = {remove(self);};
-void() monster_dog = {remove(self);};
-void() monster_zombie = {remove(self);};
-void() monster_boss = {remove(self);};
-void() monster_tarbaby = {remove(self);};
-void() monster_hell_knight = {remove(self);};
-void() monster_fish = {remove(self);};
-void() monster_shalrath = {remove(self);};
-void() monster_enforcer = {remove(self);};
-void() monster_oldone = {remove(self);};
-void() event_lightning = {remove(self);};
-
-/*
-==============================================================================
-
-MOVETARGET CODE
-
-The angle of the movetarget effects standing and bowing direction, but has no effect on movement, which allways heads to the next target.
-
-targetname
-must be present.  The name of this movetarget.
-
-target
-the next spot to move to.  If not present, stop here for good.
-
-pausetime
-The number of seconds to spend standing or bowing for path_stand or path_bow
-
-==============================================================================
-*/
-
-/*
-=============
-t_movetarget
-
-Something has bumped into a movetarget.  If it is a monster
-moving towards it, change the next destination and continue.
-==============
-*/
-void() t_movetarget =
-{
-local entity    temp;
-
-	if (other.movetarget != self)
-		return;
-	
-	if (other.enemy)
-		return;         // fighting, not following a path
-
-	temp = self;
-	self = other;
-	other = temp;
-
-	if (self.classname == "monster_ogre")
-		sound (self, CHAN_VOICE, "ogre/ogdrag.wav", 1, ATTN_IDLE);// play chainsaw drag sound
-
-//dprint ("t_movetarget\n");
-	self.goalentity = self.movetarget = find (world, targetname, other.target);
-	self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
-	if (!self.movetarget)
-	{
-		self.pausetime = time + 999999;
-		self.th_stand ();
-		return;
-	}
-};
-
-
-
-void() movetarget_f =
-{
-	if (!self.targetname)
-		objerror ("monster_movetarget: no targetname");
-		
-	self.solid = SOLID_TRIGGER;
-	self.touch = t_movetarget;
-	setsize (self, '-8 -8 -8', '8 8 8');
-	
-};
-
-/*QUAKED path_corner (0.5 0.3 0) (-8 -8 -8) (8 8 8)
-Monsters will continue walking towards the next target corner.
-*/
-void() path_corner =
-{
-	movetarget_f ();
-};
-
-
-
-//============================================================================
--- a/qw-qc/spectate.qc
+++ /dev/null
@@ -1,111 +1,0 @@
-/*
-	spectate.qc
-
-	spectator functions
-
-	PURPOSE
-
-	Copyright (C) 1996-1997  Id Software, Inc.
-
-	This program is free software; you can redistribute it and/or
-	modify it under the terms of the GNU General Public License
-	as published by the Free Software Foundation; either version 2
-	of the License, or (at your option) any later version.
-
-	This program is distributed in the hope that it will be useful,
-	but WITHOUT ANY WARRANTY; without even the implied warranty of
-	MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
-	See the GNU General Public License for more details.
-
-	You should have received a copy of the GNU General Public License
-	along with this program; if not, write to:
-
-		Free Software Foundation, Inc.
-		59 Temple Place - Suite 330
-		Boston, MA  02111-1307, USA
-
-*/
-// Added Aug11'97 by Zoid <zoid@idsoftware.com>
-//
-// These functions are called from the server if they exist.
-// Note that Spectators only have one think since they movement code doesn't
-// track them much.  Impulse commands work as usual, but don't call
-// the regular ImpulseCommand handler in weapons.qc since Spectators don't
-// have any weapons and things can explode.
-//
-//   --- Zoid.
-
-/*
-===========
-SpectatorConnect
-
-called when a spectator connects to a server
-============
-*/
-void() SpectatorConnect =
-{
-	bprint (PRINT_MEDIUM, "Spectator ");
-	bprint (PRINT_MEDIUM, self.netname);
-	bprint (PRINT_MEDIUM, " entered the game\n");
-
-	self.goalentity = world; // used for impulse 1 below
-};
-
-/*
-===========
-SpectatorDisconnect
-
-called when a spectator disconnects from a server
-============
-*/
-void() SpectatorDisconnect =
-{
-	bprint (PRINT_MEDIUM, "Spectator ");
-	bprint (PRINT_MEDIUM, self.netname);
-	bprint (PRINT_MEDIUM, " left the game\n");
-};
-
-/*
-================
-SpectatorImpulseCommand
-
-Called by SpectatorThink if the spectator entered an impulse
-================
-*/
-void() SpectatorImpulseCommand =
-{
-	if (self.impulse == 1) {
-		// teleport the spectator to the next spawn point
-		// note that if the spectator is tracking, this doesn't do
-		// much
-		self.goalentity = find(self.goalentity, classname, "info_player_deathmatch");
-		if (self.goalentity == world)
-			self.goalentity = find(self.goalentity, classname, "info_player_deathmatch");
-		if (self.goalentity != world) {
-			setorigin(self, self.goalentity.origin);
-			self.angles = self.goalentity.angles;
-			self.fixangle = TRUE;           // turn this way immediately
-		}
-	}
-
-	self.impulse = 0;
-};
-
-/*
-================
-SpectatorThink
-
-Called every frame after physics are run
-================
-*/
-void() SpectatorThink =
-{
-	// self.origin, etc contains spectator position, so you could
-	// do some neat stuff here
-
-	if (self.impulse)
-		SpectatorImpulseCommand();
-};
-
-
--- a/qw-qc/sprites.qc
+++ /dev/null
@@ -1,52 +1,0 @@
-/*
-	sprites.qc
-
-	sprite definitions
-
-	Copyright (C) 1996-1997  Id Software, Inc.
-
-	This program is free software; you can redistribute it and/or
-	modify it under the terms of the GNU General Public License
-	as published by the Free Software Foundation; either version 2
-	of the License, or (at your option) any later version.
-
-	This program is distributed in the hope that it will be useful,
-	but WITHOUT ANY WARRANTY; without even the implied warranty of
-	MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
-	See the GNU General Public License for more details.
-
-	You should have received a copy of the GNU General Public License
-	along with this program; if not, write to:
-
-		Free Software Foundation, Inc.
-		59 Temple Place - Suite 330
-		Boston, MA  02111-1307, USA
-
-*/
-
-// these are the only sprites still in the game...
-
-$spritename s_explod
-$type vp_parallel
-$load /raid/quake/id1/gfx/sprites/explod03.lbm
-$frame	24	24	56	56
-$frame	120	24	56	56
-$frame	216	24	56	56
-$frame	24	88	56	56
-$frame	120	88	56	56
-$frame	216	88	56	56
-
-
-$spritename s_bubble
-$type vp_parallel
-$load /raid/quake/id1/gfx/sprites/bubble.lbm
-$frame	16	16	16	16
-$frame	40	16	16	16
-
-
-$spritename s_light
-$type vp_parallel
-$load /raid/quake/id1/gfx/sprites/light.lbm
-$frame	104	32	32	32
-
--- a/qw-qc/subs.qc
+++ /dev/null
@@ -1,310 +1,0 @@
-/*
-	subs.qc
-
-	sub-functions, mostly movement related
-
-	Copyright (C) 1996-1997  Id Software, Inc.
-
-	This program is free software; you can redistribute it and/or
-	modify it under the terms of the GNU General Public License
-	as published by the Free Software Foundation; either version 2
-	of the License, or (at your option) any later version.
-
-	This program is distributed in the hope that it will be useful,
-	but WITHOUT ANY WARRANTY; without even the implied warranty of
-	MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
-	See the GNU General Public License for more details.
-
-	You should have received a copy of the GNU General Public License
-	along with this program; if not, write to:
-
-		Free Software Foundation, Inc.
-		59 Temple Place - Suite 330
-		Boston, MA  02111-1307, USA
-
-*/
-
-
-void() SUB_Null = {};
-
-void() SUB_Remove = {remove(self);};
-
-
-/*
-QuakeEd only writes a single float for angles (bad idea), so up and down are
-just constant angles.
-*/
-vector() SetMovedir =
-{
-	if (self.angles == '0 -1 0')
-		self.movedir = '0 0 1';
-	else if (self.angles == '0 -2 0')
-		self.movedir = '0 0 -1';
-	else
-	{
-		makevectors (self.angles);
-		self.movedir = v_forward;
-	}
-	
-	self.angles = '0 0 0';
-};
-
-/*
-================
-InitTrigger
-================
-*/
-void() InitTrigger =
-{
-// trigger angles are used for one-way touches.  An angle of 0 is assumed
-// to mean no restrictions, so use a yaw of 360 instead.
-	if (self.angles != '0 0 0')
-		SetMovedir ();
-	self.solid = SOLID_TRIGGER;
-	setmodel (self, self.model);	// set size and link into world
-	self.movetype = MOVETYPE_NONE;
-	self.modelindex = 0;
-	self.model = "";
-};
-
-/*
-=============
-SUB_CalcMove
-
-calculate self.velocity and self.nextthink to reach dest from
-self.origin traveling at speed
-===============
-*/
-void(entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt =
-{
-local entity	stemp;
-	stemp = self;
-	self = ent;
-
-	SUB_CalcMove (tdest, tspeed, func);
-	self = stemp;
-};
-
-void(vector tdest, float tspeed, void() func) SUB_CalcMove =
-{
-local vector	vdestdelta;
-local float		len, traveltime;
-
-	if (!tspeed)
-		objerror("No speed is defined!");
-
-	self.think1 = func;
-	self.finaldest = tdest;
-	self.think = SUB_CalcMoveDone;
-
-	if (tdest == self.origin)
-	{
-		self.velocity = '0 0 0';
-		self.nextthink = self.ltime + 0.1;
-		return;
-	}
-		
-// set destdelta to the vector needed to move
-	vdestdelta = tdest - self.origin;
-	
-// calculate length of vector
-	len = vlen (vdestdelta);
-	
-// divide by speed to get time to reach dest
-	traveltime = len / tspeed;
-
-	if (traveltime < 0.03)
-		traveltime = 0.03;
-	
-// set nextthink to trigger a think when dest is reached
-	self.nextthink = self.ltime + traveltime;
-
-// scale the destdelta vector by the time spent traveling to get velocity
-	self.velocity = vdestdelta * (1/traveltime);	// qcc won't take vec/float	
-};
-
-/*
-============
-After moving, set origin to exact final destination
-============
-*/
-void()  SUB_CalcMoveDone =
-{
-	setorigin(self, self.finaldest);
-	self.velocity = '0 0 0';
-	self.nextthink = -1;
-	if (self.think1)
-		self.think1();
-};
-
-
-/*
-=============
-SUB_CalcAngleMove
-
-calculate self.avelocity and self.nextthink to reach destangle from
-self.angles rotating 
-
-The calling function should make sure self.think is valid
-===============
-*/
-void(entity ent, vector destangle, float tspeed, void() func) SUB_CalcAngleMoveEnt =
-{
-local entity		stemp;
-	stemp = self;
-	self = ent;
-	SUB_CalcAngleMove (destangle, tspeed, func);
-	self = stemp;
-};
-
-void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove =
-{
-local vector	destdelta;
-local float		len, traveltime;
-
-	if (!tspeed)
-		objerror("No speed is defined!");
-		
-// set destdelta to the vector needed to move
-	destdelta = destangle - self.angles;
-	
-// calculate length of vector
-	len = vlen (destdelta);
-	
-// divide by speed to get time to reach dest
-	traveltime = len / tspeed;
-
-// set nextthink to trigger a think when dest is reached
-	self.nextthink = self.ltime + traveltime;
-
-// scale the destdelta vector by the time spent traveling to get velocity
-	self.avelocity = destdelta * (1 / traveltime);
-	
-	self.think1 = func;
-	self.finalangle = destangle;
-	self.think = SUB_CalcAngleMoveDone;
-};
-
-/*
-============
-After rotating, set angle to exact final angle
-============
-*/
-void() SUB_CalcAngleMoveDone =
-{
-	self.angles = self.finalangle;
-	self.avelocity = '0 0 0';
-	self.nextthink = -1;
-	if (self.think1)
-		self.think1();
-};
-
-
-//=============================================================================
-
-void() DelayThink =
-{
-	activator = self.enemy;
-	SUB_UseTargets ();
-	remove(self);
-};
-
-/*
-==============================
-SUB_UseTargets
-
-the global "activator" should be set to the entity that initiated the firing.
-
-If self.delay is set, a DelayedUse entity will be created that will actually
-do the SUB_UseTargets after that many seconds have passed.
-
-Centerprints any self.message to the activator.
-
-Removes all entities with a targetname that match self.killtarget,
-and removes them, so some events can remove other triggers.
-
-Search for (string)targetname in all entities that
-match (string)self.target and call their .use function
-
-==============================
-*/
-void() SUB_UseTargets =
-{
-	local entity t, stemp, otemp, act;
-
-//
-// check for a delay
-//
-	if (self.delay)
-	{
-	// create a temp object to fire at a later time
-		t = spawn();
-		t.classname = "DelayedUse";
-		t.nextthink = time + self.delay;
-		t.think = DelayThink;
-		t.enemy = activator;
-		t.message = self.message;
-		t.killtarget = self.killtarget;
-		t.target = self.target;
-		return;
-	}
-	
-	
-//
-// print the message
-//
-	if (activator.classname == "player" && self.message != "")
-	{
-		centerprint (activator, self.message);
-		if (!self.noise)
-			sound (activator, CHAN_VOICE, "misc/talk.wav", 1, ATTN_NORM);
-	}
-
-//
-// kill the killtagets
-//
-	if (self.killtarget)
-	{
-		t = world;
-		do
-		{
-			t = find (t, targetname, self.killtarget);
-			if (!t)
-				return;
-			remove (t);
-		} while ( 1 );
-	}
-	
-//
-// fire targets
-//
-	if (self.target)
-	{
-		act = activator;
-		t = world;
-		do
-		{
-			t = find (t, targetname, self.target);
-			if (!t)
-			{
-				return;
-			}
-			stemp = self;
-			otemp = other;
-			self = t;
-			other = stemp;
-			if (self.use != SUB_Null)
-			{
-				if (self.use)
-					self.use ();
-			}
-			self = stemp;
-			other = otemp;
-			activator = act;
-		} while ( 1 );
-	}
-	
-
-};
-
--- a/qw-qc/triggers.qc
+++ /dev/null
@@ -1,672 +1,0 @@
-/*
-	triggers.qc
-
-	trigger functions
-
-	Copyright (C) 1996-1997  Id Software, Inc.
-
-	This program is free software; you can redistribute it and/or
-	modify it under the terms of the GNU General Public License
-	as published by the Free Software Foundation; either version 2
-	of the License, or (at your option) any later version.
-
-	This program is distributed in the hope that it will be useful,
-	but WITHOUT ANY WARRANTY; without even the implied warranty of
-	MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
-	See the GNU General Public License for more details.
-
-	You should have received a copy of the GNU General Public License
-	along with this program; if not, write to:
-
-		Free Software Foundation, Inc.
-		59 Temple Place - Suite 330
-		Boston, MA  02111-1307, USA
-
-*/
-
-entity stemp, otemp, s, old;
-
-
-void() trigger_reactivate =
-{
-	self.solid = SOLID_TRIGGER;
-};
-
-//=============================================================================
-
-float	SPAWNFLAG_NOMESSAGE = 1;
-float	SPAWNFLAG_NOTOUCH = 1;
-
-// the wait time has passed, so set back up for another activation
-void() multi_wait =
-{
-	if (self.max_health)
-	{
-		self.health = self.max_health;
-		self.takedamage = DAMAGE_YES;
-		self.solid = SOLID_BBOX;
-	}
-};
-
-
-// the trigger was just touched/killed/used
-// self.enemy should be set to the activator so it can be held through a delay
-// so wait for the delay time before firing
-void() multi_trigger =
-{
-	if (self.nextthink > time)
-	{
-		return;		// allready been triggered
-	}
-
-	if (self.classname == "trigger_secret")
-	{
-		if (self.enemy.classname != "player")
-			return;
-		found_secrets = found_secrets + 1;
-		WriteByte (MSG_ALL, SVC_FOUNDSECRET);
-	}
-
-	if (self.noise)
-		sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
-
-// don't trigger again until reset
-	self.takedamage = DAMAGE_NO;
-
-	activator = self.enemy;
-	
-	SUB_UseTargets();
-
-	if (self.wait > 0)	
-	{
-		self.think = multi_wait;
-		self.nextthink = time + self.wait;
-	}
-	else
-	{	// we can't just remove (self) here, because this is a touch function
-		// called wheil C code is looping through area links...
-		self.touch = SUB_Null;
-		self.nextthink = time + 0.1;
-		self.think = SUB_Remove;
-	}
-};
-
-void() multi_killed =
-{
-	self.enemy = damage_attacker;
-	multi_trigger();
-};
-
-void() multi_use =
-{
-	self.enemy = activator;
-	multi_trigger();
-};
-
-void() multi_touch =
-{
-	if (other.classname != "player")
-		return;
-	
-// if the trigger has an angles field, check player's facing direction
-	if (self.movedir != '0 0 0')
-	{
-		makevectors (other.angles);
-		if (v_forward * self.movedir < 0)
-			return;		// not facing the right way
-	}
-	
-	self.enemy = other;
-	multi_trigger ();
-};
-
-/*QUAKED trigger_multiple (.5 .5 .5) ? notouch
-Variable sized repeatable trigger.  Must be targeted at one or more entities.  If "health" is set, the trigger must be killed to activate each time.
-If "delay" is set, the trigger waits some time after activating before firing.
-"wait" : Seconds between triggerings. (.2 default)
-If notouch is set, the trigger is only fired by other entities, not by touching.
-NOTOUCH has been obsoleted by trigger_relay!
-sounds
-1)	secret
-2)	beep beep
-3)	large switch
-4)
-set "message" to text string
-*/
-void() trigger_multiple =
-{
-	if (self.sounds == 1)
-	{
-		precache_sound ("misc/secret.wav");
-		self.noise = "misc/secret.wav";
-	}
-	else if (self.sounds == 2)
-	{
-		precache_sound ("misc/talk.wav");
-		self.noise = "misc/talk.wav";
-	}
-	else if (self.sounds == 3)
-	{
-		precache_sound ("misc/trigger1.wav");
-		self.noise = "misc/trigger1.wav";
-	}
-	
-	if (!self.wait)
-		self.wait = 0.2;
-	self.use = multi_use;
-
-	InitTrigger ();
-
-	if (self.health)
-	{
-		if (self.spawnflags & SPAWNFLAG_NOTOUCH)
-			objerror ("health and notouch don't make sense\n");
-		self.max_health = self.health;
-		self.th_die = multi_killed;
-		self.takedamage = DAMAGE_YES;
-		self.solid = SOLID_BBOX;
-		setorigin (self, self.origin);	// make sure it links into the world
-	}
-	else
-	{
-		if ( !(self.spawnflags & SPAWNFLAG_NOTOUCH) )
-		{
-			self.touch = multi_touch;
-		}
-	}
-};
-
-
-/*QUAKED trigger_once (.5 .5 .5) ? notouch
-Variable sized trigger. Triggers once, then removes itself.  You must set the key "target" to the name of another object in the level that has a matching
-"targetname".  If "health" is set, the trigger must be killed to activate.
-If notouch is set, the trigger is only fired by other entities, not by touching.
-if "killtarget" is set, any objects that have a matching "target" will be removed when the trigger is fired.
-if "angle" is set, the trigger will only fire when someone is facing the direction of the angle.  Use "360" for an angle of 0.
-sounds
-1)	secret
-2)	beep beep
-3)	large switch
-4)
-set "message" to text string
-*/
-void() trigger_once =
-{
-	self.wait = -1;
-	trigger_multiple();
-};
-
-//=============================================================================
-
-/*QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8)
-This fixed size trigger cannot be touched, it can only be fired by other events.  It can contain killtargets, targets, delays, and messages.
-*/
-void() trigger_relay =
-{
-	self.use = SUB_UseTargets;
-};
-
-
-//=============================================================================
-
-/*QUAKED trigger_secret (.5 .5 .5) ?
-secret counter trigger
-sounds
-1)	secret
-2)	beep beep
-3)
-4)
-set "message" to text string
-*/
-void() trigger_secret =
-{
-	total_secrets = total_secrets + 1;
-	self.wait = -1;
-	if (!self.message)
-		self.message = "You found a secret area!";
-	if (!self.sounds)
-		self.sounds = 1;
-	
-	if (self.sounds == 1)
-	{
-		precache_sound ("misc/secret.wav");
-		self.noise = "misc/secret.wav";
-	}
-	else if (self.sounds == 2)
-	{
-		precache_sound ("misc/talk.wav");
-		self.noise = "misc/talk.wav";
-	}
-
-	trigger_multiple ();
-};
-
-//=============================================================================
-
-
-void() counter_use =
-{
-	local string junk;
-
-	self.count = self.count - 1;
-	if (self.count < 0)
-		return;
-	
-	if (self.count != 0)
-	{
-		if (activator.classname == "player"
-		&& (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
-		{
-			if (self.count >= 4)
-				centerprint (activator, "There are more to go...");
-			else if (self.count == 3)
-				centerprint (activator, "Only 3 more to go...");
-			else if (self.count == 2)
-				centerprint (activator, "Only 2 more to go...");
-			else
-				centerprint (activator, "Only 1 more to go...");
-		}
-		return;
-	}
-	
-	if (activator.classname == "player"
-	&& (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
-		centerprint(activator, "Sequence completed!");
-	self.enemy = activator;
-	multi_trigger ();
-};
-
-/*QUAKED trigger_counter (.5 .5 .5) ? nomessage
-Acts as an intermediary for an action that takes multiple inputs.
-
-If nomessage is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished.
-
-After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself.
-*/
-void() trigger_counter =
-{
-	self.wait = -1;
-	if (!self.count)
-		self.count = 2;
-
-	self.use = counter_use;
-};
-
-
-/*
-==============================================================================
-
-TELEPORT TRIGGERS
-
-==============================================================================
-*/
-
-float	PLAYER_ONLY	= 1;
-float	SILENT = 2;
-
-void() play_teleport =
-{
-	local	float v;
-	local	string tmpstr;
-
-	v = random() * 5;
-	if (v < 1)
-		tmpstr = "misc/r_tele1.wav";
-	else if (v < 2)
-		tmpstr = "misc/r_tele2.wav";
-	else if (v < 3)
-		tmpstr = "misc/r_tele3.wav";
-	else if (v < 4)
-		tmpstr = "misc/r_tele4.wav";
-	else
-		tmpstr = "misc/r_tele5.wav";
-
-	sound (self, CHAN_VOICE, tmpstr, 1, ATTN_NORM);
-	remove (self);
-};
-
-void(vector org) spawn_tfog =
-{
-	s = spawn ();
-	s.origin = org;
-	s.nextthink = time + 0.2;
-	s.think = play_teleport;
-
-	WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
-	WriteByte (MSG_MULTICAST, TE_TELEPORT);
-	WriteCoord (MSG_MULTICAST, org_x);
-	WriteCoord (MSG_MULTICAST, org_y);
-	WriteCoord (MSG_MULTICAST, org_z);
-	multicast (org, MULTICAST_PHS);
-};
-
-
-void() tdeath_touch =
-{
-	local entity other2;
-
-	if (other == self.owner)
-		return;
-
-// frag anyone who teleports in on top of an invincible player
-	if (other.classname == "player")
-	{
-		if (other.invincible_finished > time &&
-			self.owner.invincible_finished > time) {
-			self.classname = "teledeath3";
-			other.invincible_finished = 0;
-			self.owner.invincible_finished = 0;
-			T_Damage (other, self, self, 50000);
-			other2 = self.owner;
-			self.owner = other;
-			T_Damage (other2, self, self, 50000);
-		}
-			
-		if (other.invincible_finished > time)
-		{
-			self.classname = "teledeath2";
-			T_Damage (self.owner, self, self, 50000);
-			return;
-		}
-		
-	}
-
-	if (other.health)
-	{
-		T_Damage (other, self, self, 50000);
-	}
-};
-
-
-void(vector org, entity death_owner) spawn_tdeath =
-{
-local entity	death;
-
-	death = spawn();
-	death.classname = "teledeath";
-	death.movetype = MOVETYPE_NONE;
-	death.solid = SOLID_TRIGGER;
-	death.angles = '0 0 0';
-	setsize (death, death_owner.mins - '1 1 1', death_owner.maxs + '1 1 1');
-	setorigin (death, org);
-	death.touch = tdeath_touch;
-	death.nextthink = time + 0.2;
-	death.think = SUB_Remove;
-	death.owner = death_owner;
-	
-	force_retouch = 2;		// make sure even still objects get hit
-};
-
-void() teleport_touch =
-{
-local entity	t;
-local vector	org;
-
-	if (self.targetname)
-	{
-		if (self.nextthink < time)
-		{
-			return;		// not fired yet
-		}
-	}
-
-	if (self.spawnflags & PLAYER_ONLY)
-	{
-		if (other.classname != "player")
-			return;
-	}
-
-// only teleport living creatures
-	if (other.health <= 0 || other.solid != SOLID_SLIDEBOX)
-		return;
-
-	SUB_UseTargets ();
-
-// put a tfog where the player was
-	spawn_tfog (other.origin);
-
-	t = find (world, targetname, self.target);
-	if (!t)
-		objerror ("couldn't find target");
-		
-// spawn a tfog flash in front of the destination
-	makevectors (t.mangle);
-	org = t.origin + 32 * v_forward;
-
-	spawn_tfog (org);
-	spawn_tdeath(t.origin, other);
-
-// move the player and lock him down for a little while
-	if (!other.health)
-	{
-		other.origin = t.origin;
-		other.velocity = (v_forward * other.velocity_x) + (v_forward * other.velocity_y);
-		return;
-	}
-
-	setorigin (other, t.origin);
-	other.angles = t.mangle;
-	if (other.classname == "player")
-	{
-		other.fixangle = 1;		// turn this way immediately
-		other.teleport_time = time + 0.7;
-		if (other.flags & FL_ONGROUND)
-			other.flags = other.flags - FL_ONGROUND;
-		other.velocity = v_forward * 300;
-	}
-	other.flags = other.flags - other.flags & FL_ONGROUND;
-};
-
-/*QUAKED info_teleport_destination (.5 .5 .5) (-8 -8 -8) (8 8 32)
-This is the destination marker for a teleporter.  It should have a "targetname" field with the same value as a teleporter's "target" field.
-*/
-void() info_teleport_destination =
-{
-// this does nothing, just serves as a target spot
-	self.mangle = self.angles;
-	self.angles = '0 0 0';
-	self.model = "";
-	self.origin = self.origin + '0 0 27';
-	if (!self.targetname)
-		objerror ("no targetname");
-};
-
-void() teleport_use =
-{
-	self.nextthink = time + 0.2;
-	force_retouch = 2;		// make sure even still objects get hit
-	self.think = SUB_Null;
-};
-
-/*QUAKED trigger_teleport (.5 .5 .5) ? PLAYER_ONLY SILENT
-Any object touching this will be transported to the corresponding info_teleport_destination entity. You must set the "target" field, and create an object with a "targetname" field that matches.
-
-If the trigger_teleport has a targetname, it will only teleport entities when it has been fired.
-*/
-void() trigger_teleport =
-{
-	local vector o;
-
-	InitTrigger ();
-	self.touch = teleport_touch;
-	// find the destination 
-	if (!self.target)
-		objerror ("no target");
-	self.use = teleport_use;
-
-	if (!(self.spawnflags & SILENT))
-	{
-		precache_sound ("ambience/hum1.wav");
-		o = (self.mins + self.maxs)*0.5;
-		ambientsound (o, "ambience/hum1.wav",0.5 , ATTN_STATIC);
-	}
-};
-
-/*
-==============================================================================
-
-trigger_setskill
-
-==============================================================================
-*/
-
-/*QUAKED trigger_setskill (.5 .5 .5) ?
-sets skill level to the value of "message".
-Only used on start map.
-*/
-void() trigger_setskill =
-{
-	remove (self);
-};
-
-
-/*
-==============================================================================
-
-ONLY REGISTERED TRIGGERS
-
-==============================================================================
-*/
-
-void() trigger_onlyregistered_touch =
-{
-	if (other.classname != "player")
-		return;
-	if (self.attack_finished > time)
-		return;
-
-	self.attack_finished = time + 2;
-	if (cvar("registered"))
-	{
-		self.message = "";
-		SUB_UseTargets ();
-		remove (self);
-	}
-	else
-	{
-		if (self.message != "")
-		{
-			centerprint (other, self.message);
-			sound (other, CHAN_BODY, "misc/talk.wav", 1, ATTN_NORM);
-		}
-	}
-};
-
-/*QUAKED trigger_onlyregistered (.5 .5 .5) ?
-Only fires if playing the registered version, otherwise prints the message
-*/
-void() trigger_onlyregistered =
-{
-	precache_sound ("misc/talk.wav");
-	InitTrigger ();
-	self.touch = trigger_onlyregistered_touch;
-};
-
-//============================================================================
-
-void() hurt_on =
-{
-	self.solid = SOLID_TRIGGER;
-	self.nextthink = -1;
-};
-
-void() hurt_touch =
-{
-	if (other.takedamage)
-	{
-		self.solid = SOLID_NOT;
-		T_Damage (other, self, self, self.dmg);
-		self.think = hurt_on;
-		self.nextthink = time + 1;
-	}
-
-	return;
-};
-
-/*QUAKED trigger_hurt (.5 .5 .5) ?
-Any object touching this will be hurt
-set dmg to damage amount
-defalt dmg = 5
-*/
-void() trigger_hurt =
-{
-	InitTrigger ();
-	self.touch = hurt_touch;
-	if (!self.dmg)
-		self.dmg = 5;
-};
-
-//============================================================================
-
-float PUSH_ONCE = 1;
-
-void() trigger_push_touch =
-{
-	if (other.classname == "grenade")
-		other.velocity = self.speed * self.movedir * 10;
-	else if (other.health > 0)
-	{
-		other.velocity = self.speed * self.movedir * 10;
-		if (other.classname == "player")
-		{
-			if (other.fly_sound < time)
-			{
-				other.fly_sound = time + 1.5;
-				sound (other, CHAN_AUTO, "ambience/windfly.wav", 1, ATTN_NORM);
-			}
-		}
-	}
-	if (self.spawnflags & PUSH_ONCE)
-		remove(self);
-};
-
-
-/*QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE
-Pushes the player
-*/
-void() trigger_push =
-{
-	InitTrigger ();
-	precache_sound ("ambience/windfly.wav");
-	self.touch = trigger_push_touch;
-	if (!self.speed)
-		self.speed = 1000;
-};
-
-//============================================================================
-
-void() trigger_monsterjump_touch =
-{
-	if ( other.flags & (FL_MONSTER | FL_FLY | FL_SWIM) != FL_MONSTER )
-		return;
-
-// set XY even if not on ground, so the jump will clear lips
-	other.velocity_x = self.movedir_x * self.speed;
-	other.velocity_y = self.movedir_y * self.speed;
-	
-	if ( !(other.flags & FL_ONGROUND) )
-		return;
-	
-	other.flags = other.flags - FL_ONGROUND;
-
-	other.velocity_z = self.height;
-};
-
-/*QUAKED trigger_monsterjump (.5 .5 .5) ?
-Walking monsters that touch this will jump in the direction of the trigger's angle
-"speed" default to 200, the speed thrown forward
-"height" default to 200, the speed thrown upwards
-*/
-void() trigger_monsterjump =
-{
-	if (!self.speed)
-		self.speed = 200;
-	if (!self.height)
-		self.height = 200;
-	if (self.angles == '0 0 0')
-		self.angles = '0 360 0';
-	InitTrigger ();
-	self.touch = trigger_monsterjump_touch;
-};
-
--- a/qw-qc/weapons.qc
+++ /dev/null
@@ -1,1427 +1,0 @@
-/*
-	weapons.qc
-
-	weapon and weapon hit functions
-
-	Copyright (C) 1996-1997  Id Software, Inc.
-
-	This program is free software; you can redistribute it and/or
-	modify it under the terms of the GNU General Public License
-	as published by the Free Software Foundation; either version 2
-	of the License, or (at your option) any later version.
-
-	This program is distributed in the hope that it will be useful,
-	but WITHOUT ANY WARRANTY; without even the implied warranty of
-	MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
-	See the GNU General Public License for more details.
-
-	You should have received a copy of the GNU General Public License
-	along with this program; if not, write to:
-
-		Free Software Foundation, Inc.
-		59 Temple Place - Suite 330
-		Boston, MA  02111-1307, USA
-
-*/
-
-void (entity targ, entity inflictor, entity attacker, float damage) T_Damage;
-void () player_run;
-void(entity bomb, entity attacker, float rad, entity ignore, string dtype) T_RadiusDamage;
-void(vector org, float damage) SpawnBlood;
-void() SuperDamageSound;
-
-
-// called by worldspawn
-void() W_Precache =
-{
-	precache_sound ("weapons/r_exp3.wav");  // new rocket explosion
-	precache_sound ("weapons/rocket1i.wav");        // spike gun
-	precache_sound ("weapons/sgun1.wav");
-	precache_sound ("weapons/guncock.wav"); // player shotgun
-	precache_sound ("weapons/ric1.wav");    // ricochet (used in c code)
-	precache_sound ("weapons/ric2.wav");    // ricochet (used in c code)
-	precache_sound ("weapons/ric3.wav");    // ricochet (used in c code)
-	precache_sound ("weapons/spike2.wav");  // super spikes
-	precache_sound ("weapons/tink1.wav");   // spikes tink (used in c code)
-	precache_sound ("weapons/grenade.wav"); // grenade launcher
-	precache_sound ("weapons/bounce.wav");          // grenade bounce
-	precache_sound ("weapons/shotgn2.wav"); // super shotgun
-};
-
-float() crandom =
-{
-	return 2*(random() - 0.5);
-};
-
-/*
-================
-W_FireAxe
-================
-*/
-void() W_FireAxe =
-{
-	local   vector  source;
-	local   vector  org;
-
-	makevectors (self.v_angle);
-	source = self.origin + '0 0 16';
-	traceline (source, source + v_forward*64, FALSE, self);
-	if (trace_fraction == 1.0)
-		return;
-	
-	org = trace_endpos - v_forward*4;
-
-	if (trace_ent.takedamage)
-	{
-		trace_ent.axhitme = 1;
-		SpawnBlood (org, 20);
-		if (deathmatch > 3)
-			T_Damage (trace_ent, self, self, 75);
-		else
-			T_Damage (trace_ent, self, self, 20);
-	}
-	else
-	{       // hit wall
-		sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM);
-
-		WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
-		WriteByte (MSG_MULTICAST, TE_GUNSHOT);
-		WriteByte (MSG_MULTICAST, 3);
-		WriteCoord (MSG_MULTICAST, org_x);
-		WriteCoord (MSG_MULTICAST, org_y);
-		WriteCoord (MSG_MULTICAST, org_z);
-		multicast (org, MULTICAST_PVS);
-	}
-};
-
-
-//============================================================================
-
-
-vector() wall_velocity =
-{
-	local vector    vel;
-	
-	vel = normalize (self.velocity);
-	vel = normalize(vel + v_up*(random()- 0.5) + v_right*(random()- 0.5));
-	vel = vel + 2*trace_plane_normal;
-	vel = vel * 200;
-	
-	return vel;
-};
-
-
-/*
-================
-SpawnMeatSpray
-================
-*/
-void(vector org, vector vel) SpawnMeatSpray =
-{
-	local   entity missile;
-	local   vector  org;
-
-	missile = spawn ();
-	missile.owner = self;
-	missile.movetype = MOVETYPE_BOUNCE;
-	missile.solid = SOLID_NOT;
-
-	makevectors (self.angles);
-
-	missile.velocity = vel;
-	missile.velocity_z = missile.velocity_z + 250 + 50*random();
-
-	missile.avelocity = '3000 1000 2000';
-	
-// set missile duration
-	missile.nextthink = time + 1;
-	missile.think = SUB_Remove;
-
-	setmodel (missile, "progs/zom_gib.mdl");
-	setsize (missile, '0 0 0', '0 0 0');            
-	setorigin (missile, org);
-};
-
-/*
-================
-SpawnBlood
-================
-*/
-void(vector org, float damage) SpawnBlood =
-{
-	WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
-	WriteByte (MSG_MULTICAST, TE_BLOOD);
-	WriteByte (MSG_MULTICAST, 1);
-	WriteCoord (MSG_MULTICAST, org_x);
-	WriteCoord (MSG_MULTICAST, org_y);
-	WriteCoord (MSG_MULTICAST, org_z);
-	multicast (org, MULTICAST_PVS);
-};
-
-/*
-================
-spawn_touchblood
-================
-*/
-void(float damage) spawn_touchblood =
-{
-	local vector    vel;
-
-	vel = wall_velocity () * 0.2;
-	SpawnBlood (self.origin + vel*0.01, damage);
-};
-
-/*
-==============================================================================
-
-MULTI-DAMAGE
-
-Collects multiple small damages into a single damage
-
-==============================================================================
-*/
-
-entity  multi_ent;
-float   multi_damage;
-
-vector  blood_org;
-float   blood_count;
-
-vector  puff_org;
-float   puff_count;
-
-void() ClearMultiDamage =
-{
-	multi_ent = world;
-	multi_damage = 0;
-	blood_count = 0;
-	puff_count = 0;
-};
-
-void() ApplyMultiDamage =
-{
-	if (!multi_ent)
-		return;
-	T_Damage (multi_ent, self, self, multi_damage);
-};
-
-void(entity hit, float damage) AddMultiDamage =
-{
-	if (!hit)
-		return;
-	
-	if (hit != multi_ent)
-	{
-		ApplyMultiDamage ();
-		multi_damage = damage;
-		multi_ent = hit;
-	}
-	else
-		multi_damage = multi_damage + damage;
-};
-
-void() Multi_Finish =
-{
-	if (puff_count)
-	{
-		WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
-		WriteByte (MSG_MULTICAST, TE_GUNSHOT);
-		WriteByte (MSG_MULTICAST, puff_count);
-		WriteCoord (MSG_MULTICAST, puff_org_x);
-		WriteCoord (MSG_MULTICAST, puff_org_y);
-		WriteCoord (MSG_MULTICAST, puff_org_z);
-		multicast (puff_org, MULTICAST_PVS);
-	}
-
-	if (blood_count)
-	{
-		WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
-		WriteByte (MSG_MULTICAST, TE_BLOOD);
-		WriteByte (MSG_MULTICAST, blood_count);
-		WriteCoord (MSG_MULTICAST, blood_org_x);
-		WriteCoord (MSG_MULTICAST, blood_org_y);
-		WriteCoord (MSG_MULTICAST, blood_org_z);
-		multicast (puff_org, MULTICAST_PVS);
-	}
-};
-
-/*
-==============================================================================
-BULLETS
-==============================================================================
-*/
-
-/*
-================
-TraceAttack
-================
-*/
-void(float damage, vector dir) TraceAttack =
-{
-	local   vector  vel, org;
-	
-	vel = normalize(dir + v_up*crandom() + v_right*crandom());
-	vel = vel + 2*trace_plane_normal;
-	vel = vel * 200;
-
-	org = trace_endpos - dir*4;
-
-	if (trace_ent.takedamage)
-	{
-		blood_count = blood_count + 1;
-		blood_org = org;
-		AddMultiDamage (trace_ent, damage);
-	}
-	else
-	{
-		puff_count = puff_count + 1;
-	}
-};
-
-/*
-================
-FireBullets
-
-Used by shotgun, super shotgun, and enemy soldier firing
-Go to the trouble of combining multiple pellets into a single damage call.
-================
-*/
-void(float shotcount, vector dir, vector spread) FireBullets =
-{
-	local   vector direction;
-	local   vector  src;
-	
-	makevectors(self.v_angle);
-
-	src = self.origin + v_forward*10;
-	src_z = self.absmin_z + self.size_z * 0.7;
-
-	ClearMultiDamage ();
-
-	traceline (src, src + dir*2048, FALSE, self);
-	puff_org = trace_endpos - dir*4;
-
-	while (shotcount > 0)
-	{
-		direction = dir + crandom()*spread_x*v_right + crandom()*spread_y*v_up;
-		traceline (src, src + direction*2048, FALSE, self);
-		if (trace_fraction != 1.0)
-			TraceAttack (4, direction);
-
-		shotcount = shotcount - 1;
-	}
-	ApplyMultiDamage ();
-	Multi_Finish ();
-};
-
-/*
-================
-W_FireShotgun
-================
-*/
-void() W_FireShotgun =
-{
-	local vector dir;
-
-	sound (self, CHAN_WEAPON, "weapons/guncock.wav", 1, ATTN_NORM); 
-
-	msg_entity = self;
-	WriteByte (MSG_ONE, SVC_SMALLKICK);
-	
-	if (deathmatch != 4 )
-		self.currentammo = self.ammo_shells = self.ammo_shells - 1;
-
-	dir = aim (self, 100000);
-	FireBullets (6, dir, '0.04 0.04 0');
-};
-
-
-/*
-================
-W_FireSuperShotgun
-================
-*/
-void() W_FireSuperShotgun =
-{
-	local vector dir;
-
-	if (self.currentammo == 1)
-	{
-		W_FireShotgun ();
-		return;
-	}
-		
-	sound (self ,CHAN_WEAPON, "weapons/shotgn2.wav", 1, ATTN_NORM); 
-
-	msg_entity = self;
-	WriteByte (MSG_ONE, SVC_BIGKICK);
-	
-	if (deathmatch != 4)
-		self.currentammo = self.ammo_shells = self.ammo_shells - 2;
-	dir = aim (self, 100000);
-	FireBullets (14, dir, '0.14 0.08 0');
-};
-
-
-/*
-==============================================================================
-
-ROCKETS
-
-==============================================================================
-*/
-
-void() T_MissileTouch =
-{
-	local float     damg;
-
-//	if (deathmatch == 4)
-//	{
-//	if ( ((other.weapon == 32) || (other.weapon == 16)))
-//		{	
-//			if (random() < 0.1)
-//			{
-//				if (other != world)
-//				{
-//	//				bprint (PRINT_HIGH, "Got here\n");
-//					other.deathtype = "blaze";
-//					T_Damage (other, self, self.owner, 1000 );
-//					T_RadiusDamage (self, self.owner, 1000, other);
-//				}
-//			}
-//		}	
-//	}
-
-	if (other == self.owner)
-		return;         // don't explode on owner
-
-	if (self.voided) {
-		return;
-	}
-	self.voided = 1;
-
-	if (pointcontents(self.origin) == CONTENT_SKY)
-	{
-		remove(self);
-		return;
-	}
-
-	damg = 100 + random()*20;
-	
-	if (other.health)
-	{
-		other.deathtype = "rocket";
-		T_Damage (other, self, self.owner, damg );
-	}
-
-	// don't do radius damage to the other, because all the damage
-	// was done in the impact
-
-
-	T_RadiusDamage (self, self.owner, 120, other, "rocket");
-
-//  sound (self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM);
-	self.origin = self.origin - 8 * normalize(self.velocity);
-
-	WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
-	WriteByte (MSG_MULTICAST, TE_EXPLOSION);
-	WriteCoord (MSG_MULTICAST, self.origin_x);
-	WriteCoord (MSG_MULTICAST, self.origin_y);
-	WriteCoord (MSG_MULTICAST, self.origin_z);
-	multicast (self.origin, MULTICAST_PHS);
-
-	remove(self);
-};
-
-
-
-/*
-================
-W_FireRocket
-================
-*/
-void() W_FireRocket =
-{
-	if (deathmatch != 4)
-		self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
-	
-	sound (self, CHAN_WEAPON, "weapons/sgun1.wav", 1, ATTN_NORM);
-
-	msg_entity = self;
-	WriteByte (MSG_ONE, SVC_SMALLKICK);
-
-	newmis = spawn ();
-	newmis.owner = self;
-	newmis.movetype = MOVETYPE_FLYMISSILE;
-	newmis.solid = SOLID_BBOX;
-		
-// set newmis speed     
-
-	makevectors (self.v_angle);
-	newmis.velocity = aim(self, 1000);
-	newmis.velocity = newmis.velocity * 1000;
-	newmis.angles = vectoangles(newmis.velocity);
-	
-	newmis.touch = T_MissileTouch;
-	newmis.voided = 0;
-	
-// set newmis duration
-	newmis.nextthink = time + 5;
-	newmis.think = SUB_Remove;
-	newmis.classname = "rocket";
-
-	setmodel (newmis, "progs/missile.mdl");
-	setsize (newmis, '0 0 0', '0 0 0');             
-	setorigin (newmis, self.origin + v_forward*8 + '0 0 16');
-};
-
-/*
-===============================================================================
-LIGHTNING
-===============================================================================
-*/
-
-void(entity from, float damage) LightningHit =
-{
-	WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
-	WriteByte (MSG_MULTICAST, TE_LIGHTNINGBLOOD);
-	WriteCoord (MSG_MULTICAST, trace_endpos_x);
-	WriteCoord (MSG_MULTICAST, trace_endpos_y);
-	WriteCoord (MSG_MULTICAST, trace_endpos_z);
-	multicast (trace_endpos, MULTICAST_PVS);
-
-	T_Damage (trace_ent, from, from, damage);
-};
-
-/*
-=================
-LightningDamage
-=================
-*/
-void(vector p1, vector p2, entity from, float damage) LightningDamage =
-{
-	local entity            e1, e2;
-	local vector            f;
-	
-	f = p2 - p1;
-	normalize (f);
-	f_x = 0 - f_y;
-	f_y = f_x;
-	f_z = 0;
-	f = f*16;
-
-	e1 = e2 = world;
-
-	traceline (p1, p2, FALSE, self);
-
-	if (trace_ent.takedamage)
-	{
-		LightningHit (from, damage);
-		if (self.classname == "player")
-		{
-			if (other.classname == "player")
-				trace_ent.velocity_z = trace_ent.velocity_z + 400;
-		}
-	}
-	e1 = trace_ent;
-
-	traceline (p1 + f, p2 + f, FALSE, self);
-	if (trace_ent != e1 && trace_ent.takedamage)
-	{
-		LightningHit (from, damage);
-	}
-	e2 = trace_ent;
-
-	traceline (p1 - f, p2 - f, FALSE, self);
-	if (trace_ent != e1 && trace_ent != e2 && trace_ent.takedamage)
-	{
-		LightningHit (from, damage);
-	}
-};
-
-
-void() W_FireLightning =
-{
-	local   vector          org;
-	local   float           cells;
-
-	if (self.ammo_cells < 1)
-	{
-		self.weapon = W_BestWeapon ();
-		W_SetCurrentAmmo ();
-		return;
-	}
-
-// explode if under water
-	if (self.waterlevel > 1)
-	{
-		if (deathmatch > 3)
-		{
-			if (random() <= 0.5)
-			{
-				self.deathtype = "selfwater";
-				T_Damage (self, self, self.owner, 4000 );
-			}
-			else
-			{
-				cells = self.ammo_cells;
-				self.ammo_cells = 0;
-				W_SetCurrentAmmo ();
-				T_RadiusDamage (self, self, 35*cells, world, "");
-				return;
-			}
-		}
-		else
-		{
-			cells = self.ammo_cells;
-			self.ammo_cells = 0;
-			W_SetCurrentAmmo ();
-			T_RadiusDamage (self, self, 35*cells, world,"");
-			return;
-		}
-	}
-
-	if (self.t_width < time)
-	{
-		sound (self, CHAN_WEAPON, "weapons/lhit.wav", 1, ATTN_NORM);
-		self.t_width = time + 0.6;
-	}
-	msg_entity = self;
-	WriteByte (MSG_ONE, SVC_SMALLKICK);
-
-	if (deathmatch != 4)
-		self.currentammo = self.ammo_cells = self.ammo_cells - 1;
-
-	org = self.origin + '0 0 16';
-	
-	traceline (org, org + v_forward*600, TRUE, self);
-
-	WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
-	WriteByte (MSG_MULTICAST, TE_LIGHTNING2);
-	WriteEntity (MSG_MULTICAST, self);
-	WriteCoord (MSG_MULTICAST, org_x);
-	WriteCoord (MSG_MULTICAST, org_y);
-	WriteCoord (MSG_MULTICAST, org_z);
-	WriteCoord (MSG_MULTICAST, trace_endpos_x);
-	WriteCoord (MSG_MULTICAST, trace_endpos_y);
-	WriteCoord (MSG_MULTICAST, trace_endpos_z);
-	multicast (org, MULTICAST_PHS);
-
-	LightningDamage (self.origin, trace_endpos + v_forward*4, self, 30);
-};
-
-
-//=============================================================================
-
-
-void() GrenadeExplode =
-{
-	if (self.voided) {
-		return;
-	}
-	self.voided = 1;
-
-	T_RadiusDamage (self, self.owner, 120, world, "grenade");
-
-	WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
-	WriteByte (MSG_MULTICAST, TE_EXPLOSION);
-	WriteCoord (MSG_MULTICAST, self.origin_x);
-	WriteCoord (MSG_MULTICAST, self.origin_y);
-	WriteCoord (MSG_MULTICAST, self.origin_z);
-	multicast (self.origin, MULTICAST_PHS);
-
-	remove (self);
-};
-
-void() GrenadeTouch =
-{
-	if (other == self.owner)
-		return;         // don't explode on owner
-	if (other.takedamage == DAMAGE_AIM)
-	{
-		GrenadeExplode();
-		return;
-	}
-	sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM);  // bounce sound
-	if (self.velocity == '0 0 0')
-		self.avelocity = '0 0 0';
-};
-
-/*
-================
-W_FireGrenade
-================
-*/
-void() W_FireGrenade =
-{       
-	if (deathmatch != 4)
-		self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
-	
-	sound (self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);
-
-	msg_entity = self;
-	WriteByte (MSG_ONE, SVC_SMALLKICK);
-
-	newmis = spawn ();
-	newmis.voided=0;
-	newmis.owner = self;
-	newmis.movetype = MOVETYPE_BOUNCE;
-	newmis.solid = SOLID_BBOX;
-	newmis.classname = "grenade";
-		
-// set newmis speed     
-
-	makevectors (self.v_angle);
-
-	if (self.v_angle_x)
-		newmis.velocity = v_forward*600 + v_up * 200 + crandom()*v_right*10 + crandom()*v_up*10;
-	else
-	{
-		newmis.velocity = aim(self, 10000);
-		newmis.velocity = newmis.velocity * 600;
-		newmis.velocity_z = 200;
-	}
-
-	newmis.avelocity = '300 300 300';
-
-	newmis.angles = vectoangles(newmis.velocity);
-	
-	newmis.touch = GrenadeTouch;
-	
-// set newmis duration
-	if (deathmatch == 4)
-	{
-		newmis.nextthink = time + 2.5;		
-		self.attack_finished = time + 1.1;
-//		self.health = self.health - 1;
-		T_Damage (self, self, self.owner, 10 );
-	}
-	else
-		newmis.nextthink = time + 2.5;
-
-	newmis.think = GrenadeExplode;
-
-	setmodel (newmis, "progs/grenade.mdl");
-	setsize (newmis, '0 0 0', '0 0 0');             
-	setorigin (newmis, self.origin);
-};
-
-
-//=============================================================================
-
-void() spike_touch;
-void() superspike_touch;
-
-
-/*
-===============
-launch_spike
-
-Used for both the player and the ogre
-===============
-*/
-void(vector org, vector dir) launch_spike =
-{
-	newmis = spawn ();
-	newmis.voided=0;
-	newmis.owner = self;
-	newmis.movetype = MOVETYPE_FLYMISSILE;
-	newmis.solid = SOLID_BBOX;
-
-	newmis.angles = vectoangles(dir);
-	
-	newmis.touch = spike_touch;
-	newmis.classname = "spike";
-	newmis.think = SUB_Remove;
-	newmis.nextthink = time + 6;
-	setmodel (newmis, "progs/spike.mdl");
-	setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);               
-	setorigin (newmis, org);
-
-	newmis.velocity = dir * 1000;
-};
-
-void() W_FireSuperSpikes =
-{
-	local vector    dir;
-	local entity    old;
-	
-	sound (self, CHAN_WEAPON, "weapons/spike2.wav", 1, ATTN_NORM);
-	self.attack_finished = time + 0.2;
-	if (deathmatch != 4) 
-		self.currentammo = self.ammo_nails = self.ammo_nails - 2;
-	dir = aim (self, 1000);
-	launch_spike (self.origin + '0 0 16', dir);
-	newmis.touch = superspike_touch;
-	setmodel (newmis, "progs/s_spike.mdl");
-	setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);               
-	msg_entity = self;
-	WriteByte (MSG_ONE, SVC_SMALLKICK);
-};
-
-void(float ox) W_FireSpikes =
-{
-	local vector    dir;
-	local entity    old;
-	
-	makevectors (self.v_angle);
-	
-	if (self.ammo_nails >= 2 && self.weapon == IT_SUPER_NAILGUN)
-	{
-		W_FireSuperSpikes ();
-		return;
-	}
-
-	if (self.ammo_nails < 1)
-	{
-		self.weapon = W_BestWeapon ();
-		W_SetCurrentAmmo ();
-		return;
-	}
-
-	sound (self, CHAN_WEAPON, "weapons/rocket1i.wav", 1, ATTN_NORM);
-	self.attack_finished = time + 0.2;
-	if (deathmatch != 4)
-		self.currentammo = self.ammo_nails = self.ammo_nails - 1;
-	dir = aim (self, 1000);
-	launch_spike (self.origin + '0 0 16' + v_right*ox, dir);
-
-	msg_entity = self;
-	WriteByte (MSG_ONE, SVC_SMALLKICK);
-};
-
-
-
-.float hit_z;
-void() spike_touch =
-{
-local float rand;
-	if (other == self.owner)
-		return;
-
-	if (self.voided) {
-		return;
-	}
-	self.voided = 1;
-
-	if (other.solid == SOLID_TRIGGER)
-		return; // trigger field, do nothing
-
-	if (pointcontents(self.origin) == CONTENT_SKY)
-	{
-		remove(self);
-		return;
-	}
-	
-// hit something that bleeds
-	if (other.takedamage)
-	{
-		spawn_touchblood (9);
-		other.deathtype = "nail";
-		T_Damage (other, self, self.owner, 9);
-	}
-	else
-	{
-		WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
-		if (self.classname == "wizspike")
-			WriteByte (MSG_MULTICAST, TE_WIZSPIKE);
-		else if (self.classname == "knightspike")
-			WriteByte (MSG_MULTICAST, TE_KNIGHTSPIKE);
-		else
-			WriteByte (MSG_MULTICAST, TE_SPIKE);
-		WriteCoord (MSG_MULTICAST, self.origin_x);
-		WriteCoord (MSG_MULTICAST, self.origin_y);
-		WriteCoord (MSG_MULTICAST, self.origin_z);
-		multicast (self.origin, MULTICAST_PHS);
-	}
-
-	remove(self);
-
-};
-
-void() superspike_touch =
-{
-local float rand;
-	if (other == self.owner)
-		return;
-
-	if (self.voided) {
-		return;
-	}
-	self.voided = 1;
-
-
-	if (other.solid == SOLID_TRIGGER)
-		return; // trigger field, do nothing
-
-	if (pointcontents(self.origin) == CONTENT_SKY)
-	{
-		remove(self);
-		return;
-	}
-	
-// hit something that bleeds
-	if (other.takedamage)
-	{
-		spawn_touchblood (18);
-		other.deathtype = "supernail";
-		T_Damage (other, self, self.owner, 18);
-	}
-	else
-	{
-		WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
-		WriteByte (MSG_MULTICAST, TE_SUPERSPIKE);
-		WriteCoord (MSG_MULTICAST, self.origin_x);
-		WriteCoord (MSG_MULTICAST, self.origin_y);
-		WriteCoord (MSG_MULTICAST, self.origin_z);
-		multicast (self.origin, MULTICAST_PHS);
-	}
-
-	remove(self);
-
-};
-
-
-/*
-===============================================================================
-
-PLAYER WEAPON USE
-
-===============================================================================
-*/
-
-void() W_SetCurrentAmmo =
-{
-	player_run ();          // get out of any weapon firing states
-
-	self.items = self.items - ( self.items & (IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS) );
-	
-	if (self.weapon == IT_AXE)
-	{
-		self.currentammo = 0;
-		self.weaponmodel = "progs/v_axe.mdl";
-		self.weaponframe = 0;
-	}
-	else if (self.weapon == IT_SHOTGUN)
-	{
-		self.currentammo = self.ammo_shells;
-		self.weaponmodel = "progs/v_shot.mdl";
-		self.weaponframe = 0;
-		self.items = self.items | IT_SHELLS;
-	}
-	else if (self.weapon == IT_SUPER_SHOTGUN)
-	{
-		self.currentammo = self.ammo_shells;
-		self.weaponmodel = "progs/v_shot2.mdl";
-		self.weaponframe = 0;
-		self.items = self.items | IT_SHELLS;
-	}
-	else if (self.weapon == IT_NAILGUN)
-	{
-		self.currentammo = self.ammo_nails;
-		self.weaponmodel = "progs/v_nail.mdl";
-		self.weaponframe = 0;
-		self.items = self.items | IT_NAILS;
-	}
-	else if (self.weapon == IT_SUPER_NAILGUN)
-	{
-		self.currentammo = self.ammo_nails;
-		self.weaponmodel = "progs/v_nail2.mdl";
-		self.weaponframe = 0;
-		self.items = self.items | IT_NAILS;
-	}
-	else if (self.weapon == IT_GRENADE_LAUNCHER)
-	{
-		self.currentammo = self.ammo_rockets;
-		self.weaponmodel = "progs/v_rock.mdl";
-		self.weaponframe = 0;
-		self.items = self.items | IT_ROCKETS;
-	}
-	else if (self.weapon == IT_ROCKET_LAUNCHER)
-	{
-		self.currentammo = self.ammo_rockets;
-		self.weaponmodel = "progs/v_rock2.mdl";
-		self.weaponframe = 0;
-		self.items = self.items | IT_ROCKETS;
-	}
-	else if (self.weapon == IT_LIGHTNING)
-	{
-		self.currentammo = self.ammo_cells;
-		self.weaponmodel = "progs/v_light.mdl";
-		self.weaponframe = 0;
-		self.items = self.items | IT_CELLS;
-	}
-	else
-	{
-		self.currentammo = 0;
-		self.weaponmodel = "";
-		self.weaponframe = 0;
-	}
-};
-
-float() W_BestWeapon =
-{
-	local   float   it;
-	
-	it = self.items;
-
-	if (self.waterlevel <= 1 && self.ammo_cells >= 1 && (it & IT_LIGHTNING) )
-		return IT_LIGHTNING;
-	else if(self.ammo_nails >= 2 && (it & IT_SUPER_NAILGUN) )
-		return IT_SUPER_NAILGUN;
-	else if(self.ammo_shells >= 2 && (it & IT_SUPER_SHOTGUN) )
-		return IT_SUPER_SHOTGUN;
-	else if(self.ammo_nails >= 1 && (it & IT_NAILGUN) )
-		return IT_NAILGUN;
-	else if(self.ammo_shells >= 1 && (it & IT_SHOTGUN)  )
-		return IT_SHOTGUN;
-		
-/*
-	if(self.ammo_rockets >= 1 && (it & IT_ROCKET_LAUNCHER) )
-		return IT_ROCKET_LAUNCHER;
-	else if(self.ammo_rockets >= 1 && (it & IT_GRENADE_LAUNCHER) )
-		return IT_GRENADE_LAUNCHER;
-
-*/
-
-	return IT_AXE;
-};
-
-float() W_CheckNoAmmo =
-{
-	if (self.currentammo > 0)
-		return TRUE;
-
-	if (self.weapon == IT_AXE)
-		return TRUE;
-	
-	self.weapon = W_BestWeapon ();
-
-	W_SetCurrentAmmo ();
-	
-// drop the weapon down
-	return FALSE;
-};
-
-/*
-============
-W_Attack
-
-An attack impulse can be triggered now
-============
-*/
-void()  player_axe1;
-void()  player_axeb1;
-void()  player_axec1;
-void()  player_axed1;
-void()  player_shot1;
-void()  player_nail1;
-void()  player_light1;
-void()  player_rocket1;
-
-void() W_Attack =
-{
-	local   float   r;
-
-	if (!W_CheckNoAmmo ())
-		return;
-
-	makevectors     (self.v_angle);                 // calculate forward angle for velocity
-	self.show_hostile = time + 1;   // wake monsters up
-
-	if (self.weapon == IT_AXE)
-	{
-		self.attack_finished = time + 0.5;
-		sound (self, CHAN_WEAPON, "weapons/ax1.wav", 1, ATTN_NORM);
-		r = random();
-		if (r < 0.25)
-			player_axe1 ();
-		else if (r<0.5)
-			player_axeb1 ();
-		else if (r<0.75)
-			player_axec1 ();
-		else
-			player_axed1 ();
-	}
-	else if (self.weapon == IT_SHOTGUN)
-	{
-		player_shot1 ();
-		self.attack_finished = time + 0.5;
-		W_FireShotgun ();
-	}
-	else if (self.weapon == IT_SUPER_SHOTGUN)
-	{
-		player_shot1 ();
-		self.attack_finished = time + 0.7;
-		W_FireSuperShotgun ();
-	}
-	else if (self.weapon == IT_NAILGUN)
-	{
-		player_nail1 ();
-	}
-	else if (self.weapon == IT_SUPER_NAILGUN)
-	{
-		player_nail1 ();
-	}
-	else if (self.weapon == IT_GRENADE_LAUNCHER)
-	{
-		player_rocket1();
-		self.attack_finished = time + 0.6;
-		W_FireGrenade();
-	}
-	else if (self.weapon == IT_ROCKET_LAUNCHER)
-	{
-		player_rocket1();
-		self.attack_finished = time + 0.8;
-		W_FireRocket();
-	}
-	else if (self.weapon == IT_LIGHTNING)
-	{
-		self.attack_finished = time + 0.1;
-		sound (self, CHAN_AUTO, "weapons/lstart.wav", 1, ATTN_NORM);
-		player_light1();
-	}
-};
-
-/*
-============
-W_ChangeWeapon
-
-============
-*/
-void() W_ChangeWeapon =
-{
-	local   float   it, am, fl;
-	
-	it = self.items;
-	am = 0;
-	
-	if (self.impulse == 1)
-	{
-		fl = IT_AXE;
-	}
-	else if (self.impulse == 2)
-	{
-		fl = IT_SHOTGUN;
-		if (self.ammo_shells < 1)
-			am = 1;
-	}
-	else if (self.impulse == 3)
-	{
-		fl = IT_SUPER_SHOTGUN;
-		if (self.ammo_shells < 2)
-			am = 1;
-	}               
-	else if (self.impulse == 4)
-	{
-		fl = IT_NAILGUN;
-		if (self.ammo_nails < 1)
-			am = 1;
-	}
-	else if (self.impulse == 5)
-	{
-		fl = IT_SUPER_NAILGUN;
-		if (self.ammo_nails < 2)
-			am = 1;
-	}
-	else if (self.impulse == 6)
-	{
-		fl = IT_GRENADE_LAUNCHER;
-		if (self.ammo_rockets < 1)
-			am = 1;
-	}
-	else if (self.impulse == 7)
-	{
-		fl = IT_ROCKET_LAUNCHER;
-		if (self.ammo_rockets < 1)
-			am = 1;
-	}
-	else if (self.impulse == 8)
-	{
-		fl = IT_LIGHTNING;
-		if (self.ammo_cells < 1)
-			am = 1;
-	}
-
-	self.impulse = 0;
-	
-	if (!(self.items & fl))
-	{       // don't have the weapon or the ammo
-		sprint (self, PRINT_HIGH, "no weapon.\n");
-		return;
-	}
-	
-	if (am)
-	{       // don't have the ammo
-		sprint (self, PRINT_HIGH, "not enough ammo.\n");
-		return;
-	}
-
-//
-// set weapon, set ammo
-//
-	self.weapon = fl;               
-	W_SetCurrentAmmo ();
-};
-
-/*
-============
-CheatCommand
-============
-*/
-void() CheatCommand =
-{
-//      if (deathmatch || coop)
-		return;
-
-	self.ammo_rockets = 100;
-	self.ammo_nails = 200;
-	self.ammo_shells = 100;
-	self.items = self.items | 
-		IT_AXE |
-		IT_SHOTGUN |
-		IT_SUPER_SHOTGUN |
-		IT_NAILGUN |
-		IT_SUPER_NAILGUN |
-		IT_GRENADE_LAUNCHER |
-		IT_ROCKET_LAUNCHER |
-		IT_KEY1 | IT_KEY2;
-
-	self.ammo_cells = 200;
-	self.items = self.items | IT_LIGHTNING;
-
-	self.weapon = IT_ROCKET_LAUNCHER;
-	self.impulse = 0;
-	W_SetCurrentAmmo ();
-};
-
-/*
-============
-CycleWeaponCommand
-
-Go to the next weapon with ammo
-============
-*/
-void() CycleWeaponCommand =
-{
-	local   float   it, am;
-	
-	it = self.items;
-	self.impulse = 0;
-
-	while (1)
-	{
-		am = 0;
-
-		if (self.weapon == IT_LIGHTNING)
-		{
-			self.weapon = IT_AXE;
-		}
-		else if (self.weapon == IT_AXE)
-		{
-			self.weapon = IT_SHOTGUN;
-			if (self.ammo_shells < 1)
-				am = 1;
-		}
-		else if (self.weapon == IT_SHOTGUN)
-		{
-			self.weapon = IT_SUPER_SHOTGUN;
-			if (self.ammo_shells < 2)
-				am = 1;
-		}               
-		else if (self.weapon == IT_SUPER_SHOTGUN)
-		{
-			self.weapon = IT_NAILGUN;
-			if (self.ammo_nails < 1)
-				am = 1;
-		}
-		else if (self.weapon == IT_NAILGUN)
-		{
-			self.weapon = IT_SUPER_NAILGUN;
-			if (self.ammo_nails < 2)
-				am = 1;
-		}
-		else if (self.weapon == IT_SUPER_NAILGUN)
-		{
-			self.weapon = IT_GRENADE_LAUNCHER;
-			if (self.ammo_rockets < 1)
-				am = 1;
-		}
-		else if (self.weapon == IT_GRENADE_LAUNCHER)
-		{
-			self.weapon = IT_ROCKET_LAUNCHER;
-			if (self.ammo_rockets < 1)
-				am = 1;
-		}
-		else if (self.weapon == IT_ROCKET_LAUNCHER)
-		{
-			self.weapon = IT_LIGHTNING;
-			if (self.ammo_cells < 1)
-				am = 1;
-		}
-	
-		if ( (self.items & self.weapon) && am == 0)
-		{
-			W_SetCurrentAmmo ();
-			return;
-		}
-	}
-
-};
-
-
-/*
-============
-CycleWeaponReverseCommand
-
-Go to the prev weapon with ammo
-============
-*/
-void() CycleWeaponReverseCommand =
-{
-	local   float   it, am;
-	
-	it = self.items;
-	self.impulse = 0;
-
-	while (1)
-	{
-		am = 0;
-
-		if (self.weapon == IT_LIGHTNING)
-		{
-			self.weapon = IT_ROCKET_LAUNCHER;
-			if (self.ammo_rockets < 1)
-				am = 1;
-		}
-		else if (self.weapon == IT_ROCKET_LAUNCHER)
-		{
-			self.weapon = IT_GRENADE_LAUNCHER;
-			if (self.ammo_rockets < 1)
-				am = 1;
-		}
-		else if (self.weapon == IT_GRENADE_LAUNCHER)
-		{
-			self.weapon = IT_SUPER_NAILGUN;
-			if (self.ammo_nails < 2)
-				am = 1;
-		}
-		else if (self.weapon == IT_SUPER_NAILGUN)
-		{
-			self.weapon = IT_NAILGUN;
-			if (self.ammo_nails < 1)
-				am = 1;
-		}
-		else if (self.weapon == IT_NAILGUN)
-		{
-			self.weapon = IT_SUPER_SHOTGUN;
-			if (self.ammo_shells < 2)
-				am = 1;
-		}               
-		else if (self.weapon == IT_SUPER_SHOTGUN)
-		{
-			self.weapon = IT_SHOTGUN;
-			if (self.ammo_shells < 1)
-				am = 1;
-		}
-		else if (self.weapon == IT_SHOTGUN)
-		{
-			self.weapon = IT_AXE;
-		}
-		else if (self.weapon == IT_AXE)
-		{
-			self.weapon = IT_LIGHTNING;
-			if (self.ammo_cells < 1)
-				am = 1;
-		}
-	
-		if ( (it & self.weapon) && am == 0)
-		{
-			W_SetCurrentAmmo ();
-			return;
-		}
-	}
-
-};
-
-
-/*
-============
-ServerflagsCommand
-
-Just for development
-============
-*/
-void() ServerflagsCommand =
-{
-	serverflags = serverflags * 2 + 1;
-};
-
-
-/*
-============
-ImpulseCommands
-
-============
-*/
-void() ImpulseCommands =
-{
-	if (self.impulse >= 1 && self.impulse <= 8)
-		W_ChangeWeapon ();
-
-	if (self.impulse == 9)
-		CheatCommand ();
-	if (self.impulse == 10)
-		CycleWeaponCommand ();
-	if (self.impulse == 11)
-		ServerflagsCommand ();
-	if (self.impulse == 12)
-		CycleWeaponReverseCommand ();
-
-	self.impulse = 0;
-};
-
-/*
-============
-W_WeaponFrame
-
-Called every frame so impulse events can be handled as well as possible
-============
-*/
-void() W_WeaponFrame =
-{
-	if (time < self.attack_finished)
-		return;
-
-	ImpulseCommands ();
-	
-// check for attack
-	if (self.button0)
-	{
-		SuperDamageSound ();
-		W_Attack ();
-	}
-};
-
-/*
-========
-SuperDamageSound
-
-Plays sound if needed
-========
-*/
-void() SuperDamageSound =
-{
-	if (self.super_damage_finished > time)
-	{
-		if (self.super_sound < time)
-		{
-			self.super_sound = time + 1;
-			sound (self, CHAN_BODY, "items/damage3.wav", 1, ATTN_NORM);
-		}
-	}
-	return;
-};
-
-
--- a/qw-qc/world.qc
+++ /dev/null
@@ -1,432 +1,0 @@
-/*
-	world.qc
-
-	main/world setup functions
-
-	Copyright (C) 1996-1997  Id Software, Inc.
-
-	This program is free software; you can redistribute it and/or
-	modify it under the terms of the GNU General Public License
-	as published by the Free Software Foundation; either version 2
-	of the License, or (at your option) any later version.
-
-	This program is distributed in the hope that it will be useful,
-	but WITHOUT ANY WARRANTY; without even the implied warranty of
-	MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
-	See the GNU General Public License for more details.
-
-	You should have received a copy of the GNU General Public License
-	along with this program; if not, write to:
-
-		Free Software Foundation, Inc.
-		59 Temple Place - Suite 330
-		Boston, MA  02111-1307, USA
-
-*/
-
-void() InitBodyQue;
-
-
-void() main =
-{
-	dprint ("main function\n");
-	
-// these are just commands the the prog compiler to copy these files
-
-	precache_file ("progs.dat");
-	precache_file ("gfx.wad");
-	precache_file ("quake.rc");
-	precache_file ("default.cfg");
-
-	precache_file ("end1.bin");
-	precache_file2 ("end2.bin");
-
-	precache_file ("demo1.dem");
-	precache_file ("demo2.dem");
-	precache_file ("demo3.dem");
-
-//
-// these are all of the lumps from the cached.ls files
-//
-	precache_file ("gfx/palette.lmp");
-	precache_file ("gfx/colormap.lmp");
-
-	precache_file2 ("gfx/pop.lmp");
-
-	precache_file ("gfx/complete.lmp");
-	precache_file ("gfx/inter.lmp");
-
-	precache_file ("gfx/ranking.lmp");
-	precache_file ("gfx/vidmodes.lmp");
-	precache_file ("gfx/finale.lmp");
-	precache_file ("gfx/conback.lmp");
-	precache_file ("gfx/qplaque.lmp");
-
-	precache_file ("gfx/menudot1.lmp");
-	precache_file ("gfx/menudot2.lmp");
-	precache_file ("gfx/menudot3.lmp");
-	precache_file ("gfx/menudot4.lmp");
-	precache_file ("gfx/menudot5.lmp");
-	precache_file ("gfx/menudot6.lmp");
-
-	precache_file ("gfx/menuplyr.lmp");
-	precache_file ("gfx/bigbox.lmp");
-	precache_file ("gfx/dim_modm.lmp");
-	precache_file ("gfx/dim_drct.lmp");
-	precache_file ("gfx/dim_ipx.lmp");
-	precache_file ("gfx/dim_tcp.lmp");
-	precache_file ("gfx/dim_mult.lmp");
-	precache_file ("gfx/mainmenu.lmp");
-	
-	precache_file ("gfx/box_tl.lmp");
-	precache_file ("gfx/box_tm.lmp");
-	precache_file ("gfx/box_tr.lmp");
-	
-	precache_file ("gfx/box_ml.lmp");
-	precache_file ("gfx/box_mm.lmp");
-	precache_file ("gfx/box_mm2.lmp");
-	precache_file ("gfx/box_mr.lmp");
-	
-	precache_file ("gfx/box_bl.lmp");
-	precache_file ("gfx/box_bm.lmp");
-	precache_file ("gfx/box_br.lmp");
-	
-	precache_file ("gfx/sp_menu.lmp");
-	precache_file ("gfx/ttl_sgl.lmp");
-	precache_file ("gfx/ttl_main.lmp");
-	precache_file ("gfx/ttl_cstm.lmp");
-	
-	precache_file ("gfx/mp_menu.lmp");
-	
-	precache_file ("gfx/netmen1.lmp");
-	precache_file ("gfx/netmen2.lmp");
-	precache_file ("gfx/netmen3.lmp");
-	precache_file ("gfx/netmen4.lmp");
-	precache_file ("gfx/netmen5.lmp");
-	
-	precache_file ("gfx/sell.lmp");
-	
-	precache_file ("gfx/help0.lmp");
-	precache_file ("gfx/help1.lmp");
-	precache_file ("gfx/help2.lmp");
-	precache_file ("gfx/help3.lmp");
-	precache_file ("gfx/help4.lmp");
-	precache_file ("gfx/help5.lmp");
-
-	precache_file ("gfx/pause.lmp");
-	precache_file ("gfx/loading.lmp");
-
-	precache_file ("gfx/p_option.lmp");
-	precache_file ("gfx/p_load.lmp");
-	precache_file ("gfx/p_save.lmp");
-	precache_file ("gfx/p_multi.lmp");
-
-// sounds loaded by C code
-	precache_sound ("misc/menu1.wav");
-	precache_sound ("misc/menu2.wav");
-	precache_sound ("misc/menu3.wav");
-
-	precache_sound ("ambience/water1.wav");
-	precache_sound ("ambience/wind2.wav");
-
-// shareware
-	precache_file ("maps/start.bsp");
-
-	precache_file ("maps/e1m1.bsp");
-	precache_file ("maps/e1m2.bsp");
-	precache_file ("maps/e1m3.bsp");
-	precache_file ("maps/e1m4.bsp");
-	precache_file ("maps/e1m5.bsp");
-	precache_file ("maps/e1m6.bsp");
-	precache_file ("maps/e1m7.bsp");
-	precache_file ("maps/e1m8.bsp");
-
-// registered
-	precache_file2 ("gfx/pop.lmp");
-
-	precache_file2 ("maps/e2m1.bsp");
-	precache_file2 ("maps/e2m2.bsp");
-	precache_file2 ("maps/e2m3.bsp");
-	precache_file2 ("maps/e2m4.bsp");
-	precache_file2 ("maps/e2m5.bsp");
-	precache_file2 ("maps/e2m6.bsp");
-	precache_file2 ("maps/e2m7.bsp");
-
-	precache_file2 ("maps/e3m1.bsp");
-	precache_file2 ("maps/e3m2.bsp");
-	precache_file2 ("maps/e3m3.bsp");
-	precache_file2 ("maps/e3m4.bsp");
-	precache_file2 ("maps/e3m5.bsp");
-	precache_file2 ("maps/e3m6.bsp");
-	precache_file2 ("maps/e3m7.bsp");
-
-	precache_file2 ("maps/e4m1.bsp");
-	precache_file2 ("maps/e4m2.bsp");
-	precache_file2 ("maps/e4m3.bsp");
-	precache_file2 ("maps/e4m4.bsp");
-	precache_file2 ("maps/e4m5.bsp");
-	precache_file2 ("maps/e4m6.bsp");
-	precache_file2 ("maps/e4m7.bsp");
-	precache_file2 ("maps/e4m8.bsp");
-
-	precache_file2 ("maps/end.bsp");
-
-	precache_file2 ("maps/dm1.bsp");
-	precache_file2 ("maps/dm2.bsp");
-	precache_file2 ("maps/dm3.bsp");
-	precache_file2 ("maps/dm4.bsp");
-	precache_file2 ("maps/dm5.bsp");
-	precache_file2 ("maps/dm6.bsp");
-};
-
-
-entity  lastspawn;
-
-//=======================
-/*QUAKED worldspawn (0 0 0) ?
-Only used for the world entity.
-Set message to the level name.
-Set sounds to the cd track to play.
-
-World Types:
-0: medieval
-1: metal
-2: base
-*/
-//=======================
-void() worldspawn =
-{
-	lastspawn = world;
-	InitBodyQue ();
-
-// custom map attributes
-
-	if (self.model == "maps/e1m8.bsp")
-		cvar_set ("sv_gravity", "100");
-	else
-		cvar_set ("sv_gravity", "800");
-
-
-// the area based ambient sounds MUST be the first precache_sounds
-
-// player precaches     
-	W_Precache ();                  // get weapon precaches
-
-// sounds used from C physics code
-	precache_sound ("demon/dland2.wav");            // landing thud
-	precache_sound ("misc/h2ohit1.wav");            // landing splash
-
-// setup precaches allways needed
-	precache_sound ("items/itembk2.wav");           // item respawn sound
-	precache_sound ("player/plyrjmp8.wav");         // player jump
-	precache_sound ("player/land.wav");                     // player landing
-	precache_sound ("player/land2.wav");            // player hurt landing
-	precache_sound ("player/drown1.wav");           // drowning pain
-	precache_sound ("player/drown2.wav");           // drowning pain
-	precache_sound ("player/gasp1.wav");            // gasping for air
-	precache_sound ("player/gasp2.wav");            // taking breath
-	precache_sound ("player/h2odeath.wav");         // drowning death
-
-	precache_sound ("misc/talk.wav");                       // talk
-	precache_sound ("player/teledth1.wav");         // telefrag
-	precache_sound ("misc/r_tele1.wav");            // teleport sounds
-	precache_sound ("misc/r_tele2.wav");
-	precache_sound ("misc/r_tele3.wav");
-	precache_sound ("misc/r_tele4.wav");
-	precache_sound ("misc/r_tele5.wav");
-	precache_sound ("weapons/lock4.wav");           // ammo pick up
-	precache_sound ("weapons/pkup.wav");            // weapon up
-	precache_sound ("items/armor1.wav");            // armor up
-	precache_sound ("weapons/lhit.wav");            //lightning
-	precache_sound ("weapons/lstart.wav");          //lightning start
-	precache_sound ("items/damage3.wav");
-
-	precache_sound ("misc/power.wav");                      //lightning for boss
-
-// player gib sounds
-	precache_sound ("player/gib.wav");                      // player gib sound
-	precache_sound ("player/udeath.wav");           // player gib sound
-	precache_sound ("player/tornoff2.wav");         // gib sound
-
-// player pain sounds
-
-	precache_sound ("player/pain1.wav");
-	precache_sound ("player/pain2.wav");
-	precache_sound ("player/pain3.wav");
-	precache_sound ("player/pain4.wav");
-	precache_sound ("player/pain5.wav");
-	precache_sound ("player/pain6.wav");
-
-// player death sounds
-	precache_sound ("player/death1.wav");
-	precache_sound ("player/death2.wav");
-	precache_sound ("player/death3.wav");
-	precache_sound ("player/death4.wav");
-	precache_sound ("player/death5.wav");
-
-	precache_sound ("boss1/sight1.wav");
-
-// ax sounds    
-	precache_sound ("weapons/ax1.wav");                     // ax swoosh
-	precache_sound ("player/axhit1.wav");           // ax hit meat
-	precache_sound ("player/axhit2.wav");           // ax hit world
-
-	precache_sound ("player/h2ojump.wav");          // player jumping into water
-	precache_sound ("player/slimbrn2.wav");         // player enter slime
-	precache_sound ("player/inh2o.wav");            // player enter water
-	precache_sound ("player/inlava.wav");           // player enter lava
-	precache_sound ("misc/outwater.wav");           // leaving water sound
-
-	precache_sound ("player/lburn1.wav");           // lava burn
-	precache_sound ("player/lburn2.wav");           // lava burn
-
-	precache_sound ("misc/water1.wav");                     // swimming
-	precache_sound ("misc/water2.wav");                     // swimming
-
-// Invulnerability sounds
-	precache_sound ("items/protect.wav");
-	precache_sound ("items/protect2.wav");
-	precache_sound ("items/protect3.wav");
-
-
-	precache_model ("progs/player.mdl");
-	precache_model ("progs/eyes.mdl");
-	precache_model ("progs/h_player.mdl");
-	precache_model ("progs/gib1.mdl");
-	precache_model ("progs/gib2.mdl");
-	precache_model ("progs/gib3.mdl");
-
-	precache_model ("progs/s_bubble.spr");  // drowning bubbles
-	precache_model ("progs/s_explod.spr");  // sprite explosion
-
-	precache_model ("progs/v_axe.mdl");
-	precache_model ("progs/v_shot.mdl");
-	precache_model ("progs/v_nail.mdl");
-	precache_model ("progs/v_rock.mdl");
-	precache_model ("progs/v_shot2.mdl");
-	precache_model ("progs/v_nail2.mdl");
-	precache_model ("progs/v_rock2.mdl");
-
-	precache_model ("progs/bolt.mdl");              // for lightning gun
-	precache_model ("progs/bolt2.mdl");             // for lightning gun
-	precache_model ("progs/bolt3.mdl");             // for boss shock
-	precache_model ("progs/lavaball.mdl");  // for testing
-	
-	precache_model ("progs/missile.mdl");
-	precache_model ("progs/grenade.mdl");
-	precache_model ("progs/spike.mdl");
-	precache_model ("progs/s_spike.mdl");
-
-	precache_model ("progs/backpack.mdl");
-
-	precache_model ("progs/zom_gib.mdl");
-
-	precache_model ("progs/v_light.mdl");
-	
-
-//
-// Setup light animation tables. 'a' is total darkness, 'z' is maxbright.
-//
-
-	// 0 normal
-	lightstyle(0, "m");
-	
-	// 1 FLICKER (first variety)
-	lightstyle(1, "mmnmmommommnonmmonqnmmo");
-	
-	// 2 SLOW STRONG PULSE
-	lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
-	
-	// 3 CANDLE (first variety)
-	lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
-	
-	// 4 FAST STROBE
-	lightstyle(4, "mamamamamama");
-	
-	// 5 GENTLE PULSE 1
-	lightstyle(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
-	
-	// 6 FLICKER (second variety)
-	lightstyle(6, "nmonqnmomnmomomno");
-	
-	// 7 CANDLE (second variety)
-	lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm");
-	
-	// 8 CANDLE (third variety)
-	lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
-	
-	// 9 SLOW STROBE (fourth variety)
-	lightstyle(9, "aaaaaaaazzzzzzzz");
-	
-	// 10 FLUORESCENT FLICKER
-	lightstyle(10, "mmamammmmammamamaaamammma");
-
-	// 11 SLOW PULSE NOT FADE TO BLACK
-	lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
-	
-	// styles 32-62 are assigned by the light program for switchable lights
-
-	// 63 testing
-	lightstyle(63, "a");
-};
-
-void() StartFrame =
-{
-	timelimit = cvar("timelimit") * 60;
-	fraglimit = cvar("fraglimit");
-	teamplay = cvar("teamplay");
-	deathmatch = cvar("deathmatch");
-	
-	framecount = framecount + 1;
-};
-
-/*
-==============================================================================
-
-BODY QUE
-
-==============================================================================
-*/
-
-entity  bodyque_head;
-
-void() bodyque =
-{       // just here so spawn functions don't complain after the world
-	// creates bodyques
-};
-
-void() InitBodyQue =
-{
-	local entity    e;
-	
-	bodyque_head = spawn();
-	bodyque_head.classname = "bodyque";
-	bodyque_head.owner = spawn();
-	bodyque_head.owner.classname = "bodyque";
-	bodyque_head.owner.owner = spawn();
-	bodyque_head.owner.owner.classname = "bodyque";
-	bodyque_head.owner.owner.owner = spawn();
-	bodyque_head.owner.owner.owner.classname = "bodyque";
-	bodyque_head.owner.owner.owner.owner = bodyque_head;
-};
-
-
-// make a body que entry for the given ent so the ent can be
-// respawned elsewhere
-void(entity ent) CopyToBodyQue =
-{
-	bodyque_head.angles = ent.angles;
-	bodyque_head.model = ent.model;
-	bodyque_head.modelindex = ent.modelindex;
-	bodyque_head.frame = ent.frame;
-	bodyque_head.colormap = ent.colormap;
-	bodyque_head.movetype = ent.movetype;
-	bodyque_head.velocity = ent.velocity;
-	bodyque_head.flags = 0;
-	setorigin (bodyque_head, ent.origin);
-	setsize (bodyque_head, ent.mins, ent.maxs);
-	bodyque_head = bodyque_head.owner;
-};
-
-