/***
*
*	Copyright (c) 1996-2001, Valve LLC. All rights reserved.
*
*	This product contains software technology licensed from Id
*	Software, Inc. ("Id Technology").  Id Technology (c) 1996 Id Software, Inc.
*	All Rights Reserved.
*
*   Use, distribution, and modification of this source code and/or resulting
*   object code is restricted to non-commercial enhancements to products from
*   Valve LLC.  All other use, distribution, or modification is prohibited
*   without written permission from Valve LLC.
*
****/
/*

===== generic grenade.cpp ========================================================

*/

#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "soundent.h"
#include "decals.h"
#include "player.h"
#include "explode.h"
#include "gamerules.h"

#define SF_PROP_RESPAWN		8 // enable autorespawn
#define SF_PROP_BREAKABLE	16 // enable break/explode
#define SF_PROP_FIXED		32 // don't move untill touch
typedef enum
{
	expRandom,
	expDirected
}Explosions;

typedef enum
{
	matGlass = 0,
	matWood,
	matMetal,
	matFlesh,
	matCinderBlock,
	matCeilingTile,
	matComputer,
	matUnbreakableGlass,
	matRocks,
	matNone,
	matLastMaterial
}Materials;

//extern "C" void AngleVectors( const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
Vector UTIL_AngleVectorsF( const Vector &angles )
{
	float rgflVecOut[3];
	float rgflVecIn[3];
	angles.CopyToArray( rgflVecIn );
	g_engfuncs.pfnAngleVectors( rgflVecIn, rgflVecOut, NULL, NULL );
	return Vector( rgflVecOut );
}
Vector UTIL_AngleVectorsR( const Vector &angles )
{
	float rgflVecOut[3];
	float rgflVecIn[3];
	angles.CopyToArray( rgflVecIn );
	g_engfuncs.pfnAngleVectors( rgflVecIn, NULL, rgflVecOut, NULL );
	return Vector( rgflVecOut );
}
Vector UTIL_AngleVectorsU( const Vector &angles )
{
	float rgflVecOut[3];
	float rgflVecIn[3];
	angles.CopyToArray( rgflVecIn );
	g_engfuncs.pfnAngleVectors( rgflVecIn, NULL, rgflVecOut, NULL );
	return Vector( rgflVecOut );
}
//===================grenade

enum PropShape
{
	SHAPE_CYL_H = 0,
	SHAPE_CYL_V,
	SHAPE_BOX,
	SHAPE_GENERIC,
	SHAPE_SPHERE,
	SHAPE_NOROTATE
};

class CProp : public CBaseEntity
{
public:
	void Spawn( void );
	void Precache();

	void EXPORT BounceTouch( CBaseEntity *pOther );
	//void EXPORT SlideTouch( CBaseEntity *pOther );
	virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
	virtual void Force( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
	int TakeDamage( entvars_t *pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType );
	virtual int ObjectCaps( void ) { return ( CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION ) | FCAP_IMPULSE_USE | FCAP_CONTINUOUS_USE; }
	virtual void BounceSound( void );
	virtual int BloodColor( void ) { return DONT_BLEED; }
	virtual void Killed( entvars_t *pevAttacker, int iGib );
	void CheckRotate();
	void EXPORT RespawnThink();
	void EXPORT AngleThink();
	void EXPORT DeployThink();
	void EXPORT DieThink();
	void DamageSound( void );
	void PropRespawn();
	void KeyValue( KeyValueData *pkvd );

	static const char *pSoundsWood[];
	static const char *pSoundsFlesh[];
	static const char *pSoundsGlass[];
	static const char *pSoundsMetal[];
	static const char *pSoundsConcrete[];
	static const char *pSpawnObjects[];

	inline BOOL Explodable( void ) { return ExplosionMagnitude() > 0; }
	inline int ExplosionMagnitude( void ) { return pev->impulse; }
	inline void ExplosionSetMagnitude( int magnitude ) { pev->impulse = magnitude; }

	static void MaterialSoundPrecache( Materials precacheMaterial );
	static void MaterialSoundRandom( edict_t *pEdict, Materials soundMaterial, float volume );
	static const char **MaterialSoundList( Materials precacheMaterial, int &soundCount );
	void EXPORT Die( void );

	BOOL m_bBarrel;
	float m_flFloorFriction;
	float m_flCollideFriction;

	// hull sizes
	Vector minsH, maxsH;
	Vector minsV, maxsV;

	// spawn backup;
	Vector spawnOrigin;
	Vector spawnAngles;

	edict_t *m_owner2;
	edict_t *m_attacker;
	float m_flNextAttack;
	float m_flRespawnTime;
	PropShape m_shape;
	PropShape m_oldshape;
	CBasePlayer *m_pHolstered;
	float m_flSpawnHealth;
	int m_idShard;
	float m_angle;
	int m_iszGibModel;
	Materials m_Material;
	Explosions m_Explosion;
	int m_iaCustomAnglesX[10];
	int m_iaCustomAnglesZ[10];
};

LINK_ENTITY_TO_CLASS( prop, CProp )

const char *CProp::pSoundsWood[] =
{
	"debris/wood1.wav",
	"debris/wood2.wav",
	"debris/wood3.wav",
};

const char *CProp::pSoundsFlesh[] =
{
	"debris/flesh1.wav",
	"debris/flesh2.wav",
	"debris/flesh3.wav",
	"debris/flesh5.wav",
	"debris/flesh6.wav",
	"debris/flesh7.wav",
};

const char *CProp::pSoundsMetal[] =
{
	"debris/metal1.wav",
	"debris/metal2.wav",
	"debris/metal3.wav",
};

const char *CProp::pSoundsConcrete[] =
{
	"debris/concrete1.wav",
	"debris/concrete2.wav",
	"debris/concrete3.wav",
};

const char *CProp::pSoundsGlass[] =
{
	"debris/glass1.wav",
	"debris/glass2.wav",
	"debris/glass3.wav",
};

const char **CProp::MaterialSoundList( Materials precacheMaterial, int &soundCount )
{
	const char **pSoundList = NULL;

	switch( precacheMaterial )
	{
	case matWood:
		pSoundList = pSoundsWood;
		soundCount = ARRAYSIZE( pSoundsWood );
		break;
	case matFlesh:
		pSoundList = pSoundsFlesh;
		soundCount = ARRAYSIZE( pSoundsFlesh );
		break;
	case matComputer:
	case matUnbreakableGlass:
	case matGlass:
		pSoundList = pSoundsGlass;
		soundCount = ARRAYSIZE( pSoundsGlass );
		break;
	case matMetal:
		pSoundList = pSoundsMetal;
		soundCount = ARRAYSIZE( pSoundsMetal );
		break;
	case matCinderBlock:
	case matRocks:
		pSoundList = pSoundsConcrete;
		soundCount = ARRAYSIZE( pSoundsConcrete );
		break;
	case matCeilingTile:
	case matNone:
	default:
		soundCount = 0;
		break;
	}

	return pSoundList;
}

void CProp::MaterialSoundPrecache( Materials precacheMaterial )
{
	const char **pSoundList;
	int i, soundCount = 0;

	pSoundList = MaterialSoundList( precacheMaterial, soundCount );

	for( i = 0; i < soundCount; i++ )
	{
		PRECACHE_SOUND( pSoundList[i] );
	}
}

void CProp::MaterialSoundRandom( edict_t *pEdict, Materials soundMaterial, float volume )
{
	const char **pSoundList;
	int soundCount = 0;

	pSoundList = MaterialSoundList( soundMaterial, soundCount );

	if( soundCount )
		EMIT_SOUND( pEdict, CHAN_BODY, pSoundList[RANDOM_LONG( 0, soundCount - 1 )], volume, 1.0 );
}

void CProp::Precache( void )
{
	const char *pGibName;

	if( !pev->model )
		pev->model = MAKE_STRING( "models/xash/barrel_brown.mdl" );

	switch( m_Material )
	{
	case matWood:
		pGibName = "models/woodgibs.mdl";

		PRECACHE_SOUND( "debris/bustcrate1.wav" );
		PRECACHE_SOUND( "debris/bustcrate2.wav" );
		break;
	case matFlesh:
		pGibName = "models/fleshgibs.mdl";

		PRECACHE_SOUND( "debris/bustflesh1.wav" );
		PRECACHE_SOUND( "debris/bustflesh2.wav" );
		break;
	case matComputer:
		PRECACHE_SOUND( "buttons/spark5.wav");
		PRECACHE_SOUND( "buttons/spark6.wav");
		pGibName = "models/computergibs.mdl";

		PRECACHE_SOUND( "debris/bustmetal1.wav" );
		PRECACHE_SOUND( "debris/bustmetal2.wav" );
		break;
	case matUnbreakableGlass:
	case matGlass:
		pGibName = "models/glassgibs.mdl";

		PRECACHE_SOUND( "debris/bustglass1.wav" );
		PRECACHE_SOUND( "debris/bustglass2.wav" );
		break;
	case matMetal:
		pGibName = "models/metalplategibs.mdl";

		PRECACHE_SOUND( "debris/bustmetal1.wav" );
		PRECACHE_SOUND( "debris/bustmetal2.wav" );
		break;
	case matCinderBlock:
		pGibName = "models/cindergibs.mdl";

		PRECACHE_SOUND( "debris/bustconcrete1.wav" );
		PRECACHE_SOUND( "debris/bustconcrete2.wav" );
		break;
	case matRocks:
		pGibName = "models/rockgibs.mdl";

		PRECACHE_SOUND( "debris/bustconcrete1.wav" );
		PRECACHE_SOUND( "debris/bustconcrete2.wav" );
		break;
	case matCeilingTile:
		pGibName = "models/ceilinggibs.mdl";

		PRECACHE_SOUND( "debris/bustceiling.wav" );
		break;
	}
	MaterialSoundPrecache( m_Material );
	if( m_iszGibModel )
		pGibName = STRING( m_iszGibModel );

	m_idShard = PRECACHE_MODEL( pGibName );
	PRECACHE_MODEL( STRING( pev->model ) );
}

void CProp::DamageSound( void )
{
	int pitch;
	float fvol;
	char *rgpsz[6];
	int i;
	int material = m_Material;

	//if( RANDOM_LONG( 0, 1 ) )
	//	return;

	if( RANDOM_LONG( 0, 2 ) )
		pitch = PITCH_NORM;
	else
		pitch = 95 + RANDOM_LONG( 0, 34 );

	fvol = RANDOM_FLOAT( 0.75, 1.0 );

	if( material == matComputer && RANDOM_LONG( 0, 1 ) )
		material = matMetal;

	switch( material )
	{
	case matComputer:
	case matGlass:
	case matUnbreakableGlass:
		rgpsz[0] = "debris/glass1.wav";
		rgpsz[1] = "debris/glass2.wav";
		rgpsz[2] = "debris/glass3.wav";
		i = 3;
		break;
	case matWood:
		rgpsz[0] = "debris/wood1.wav";
		rgpsz[1] = "debris/wood2.wav";
		rgpsz[2] = "debris/wood3.wav";
		i = 3;
		break;
	case matMetal:
		rgpsz[0] = "debris/metal1.wav";
		rgpsz[1] = "debris/metal3.wav";
		rgpsz[2] = "debris/metal2.wav";
		i = 2;
		break;
	case matFlesh:
		rgpsz[0] = "debris/flesh1.wav";
		rgpsz[1] = "debris/flesh2.wav";
		rgpsz[2] = "debris/flesh3.wav";
		rgpsz[3] = "debris/flesh5.wav";
		rgpsz[4] = "debris/flesh6.wav";
		rgpsz[5] = "debris/flesh7.wav";
		i = 6;
		break;
	case matRocks:
	case matCinderBlock:
		rgpsz[0] = "debris/concrete1.wav";
		rgpsz[1] = "debris/concrete2.wav";
		rgpsz[2] = "debris/concrete3.wav";
		i = 3;
		break;
	case matCeilingTile:
		// UNDONE: no ceiling tile shard sound yet
		i = 0;
		break;
	}

	if( i )
		EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, rgpsz[RANDOM_LONG( 0, i - 1 )], fvol, ATTN_NORM, 0, pitch );
}

void CProp::Die( void )
{
	Vector vecSpot;// shard origin
	Vector vecVelocity;// shard velocity
	char cFlag = 0;
	int pitch;
	float fvol;

	pitch = 95 + RANDOM_LONG( 0, 29 );

	if( pitch > 97 && pitch < 103 )
		pitch = 100;

	// The more negative pev->health, the louder
	// the sound should be.

	fvol = RANDOM_FLOAT( 0.85, 1.0 ) + ( fabs( pev->health ) / 100.0 );

	if( fvol > 1.0 )
		fvol = 1.0;

	switch( m_Material )
	{
	case matGlass:
		switch( RANDOM_LONG( 0, 1 ) )
		{
		case 0:
			EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustglass1.wav", fvol, ATTN_NORM, 0, pitch );
			break;
		case 1:
			EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustglass2.wav", fvol, ATTN_NORM, 0, pitch );
			break;
		}
		cFlag = BREAK_GLASS;
		break;
	case matWood:
		switch( RANDOM_LONG( 0, 1 ) )
		{
		case 0:
			EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustcrate1.wav", fvol, ATTN_NORM, 0, pitch );
			break;
		case 1:
			EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustcrate2.wav", fvol, ATTN_NORM, 0, pitch );
			break;
		}
		cFlag = BREAK_WOOD;
		break;
	case matComputer:
	case matMetal:
		switch( RANDOM_LONG( 0, 1 ) )
		{
		case 0:
			EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustmetal1.wav", fvol, ATTN_NORM, 0, pitch );
			break;
		case 1:
			EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustmetal2.wav", fvol, ATTN_NORM, 0, pitch );
			break;
		}
		cFlag = BREAK_METAL;
		break;
	case matFlesh:
		switch( RANDOM_LONG( 0, 1 ) )
		{
		case 0:
			EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustflesh1.wav", fvol, ATTN_NORM, 0, pitch );
			break;
		case 1:
			EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustflesh2.wav", fvol, ATTN_NORM, 0, pitch );
			break;
		}
		cFlag = BREAK_FLESH;
		break;
	case matRocks:
	case matCinderBlock:
		switch( RANDOM_LONG( 0, 1 ) )
		{
		case 0:
			EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustconcrete1.wav", fvol, ATTN_NORM, 0, pitch );
			break;
		case 1:
			EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustconcrete2.wav", fvol, ATTN_NORM, 0, pitch );
			break;
		}
		cFlag = BREAK_CONCRETE;
		break;
	case matCeilingTile:
		EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustceiling.wav", fvol, ATTN_NORM, 0, pitch );
		break;
	}

	if( m_Explosion == expDirected )
		vecVelocity = g_vecAttackDir * 200;
	else
	{
		vecVelocity.x = 0;
		vecVelocity.y = 0;
		vecVelocity.z = 0;
	}

	vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5;
	MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
		WRITE_BYTE( TE_BREAKMODEL);

		// position
		WRITE_COORD( vecSpot.x );
		WRITE_COORD( vecSpot.y );
		WRITE_COORD( vecSpot.z );

		// size
		WRITE_COORD( pev->size.x);
		WRITE_COORD( pev->size.y);
		WRITE_COORD( pev->size.z);

		// velocity
		WRITE_COORD( vecVelocity.x );
		WRITE_COORD( vecVelocity.y );
		WRITE_COORD( vecVelocity.z );

		// randomization
		WRITE_BYTE( 10 );

		// Model
		WRITE_SHORT( m_idShard );	//model id#

		// # of shards
		WRITE_BYTE( 0 );	// let client decide

		// duration
		WRITE_BYTE( 25 );// 2.5 seconds

		// flags
		WRITE_BYTE( cFlag );
	MESSAGE_END();

	float size = pev->size.x;
	if( size < pev->size.y )
		size = pev->size.y;
	if( size < pev->size.z )
		size = pev->size.z;

	// !!! HACK  This should work!
	// Build a box above the entity that looks like an 8 pixel high sheet
	Vector mins = pev->absmin;
	Vector maxs = pev->absmax;
	mins.z = pev->absmax.z;
	maxs.z += 8;

	// BUGBUG -- can only find 256 entities on a breakable -- should be enough
	CBaseEntity *pList[256];
	int count = UTIL_EntitiesInBox( pList, 256, mins, maxs, FL_ONGROUND );
	if( count )
	{
		for( int i = 0; i < count; i++ )
		{
			ClearBits( pList[i]->pev->flags, FL_ONGROUND );
			pList[i]->pev->groundentity = NULL;
		}
	}

	// Don't fire something that could fire myself
	pev->targetname = 0;

	pev->solid = SOLID_NOT;

	// Fire targets on break
	SUB_UseTargets( NULL, USE_TOGGLE, 0 );

	if( Explodable() && ( m_attacker != NULL ) )
	{
		ExplosionCreate( pev->origin, pev->angles, m_attacker, ExplosionMagnitude(), FALSE );
		RadiusDamage( pev->origin, pev, VARS(m_attacker), ExplosionMagnitude(), ExplosionMagnitude() * 2.5 , CLASS_NONE, DMG_BLAST );
	}
	UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) );
}

void CProp::Killed( entvars_t *pevAttacker, int iGib )
{
	pev->takedamage = DAMAGE_NO;
	pev->deadflag = DEAD_DEAD;
	pev->solid = SOLID_NOT;
	pev->effects |= EF_NODRAW;
	pev->nextthink = gpGlobals->time + m_flRespawnTime;
	SetThink( &CProp::RespawnThink );
	SetTouch( NULL );
	SetUse( NULL );
}

void CProp::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
	if( pev->health <= 0 )
		return;
	if( m_owner2 != pActivator->edict() )
	{
		if( pev->velocity.Length() < 100 && pActivator->IsPlayer() )
		{
			m_owner2 = m_attacker = pActivator->edict();
		}
		else
			return;
	}
	if( pActivator->IsPlayer() )
	{
		m_pHolstered = (CBasePlayer *) pActivator;
		if( m_pHolstered )
		{

			if( m_pHolstered->m_pActiveItem )
			{
				CBasePlayerWeapon *weapon = (CBasePlayerWeapon *)m_pHolstered->m_pActiveItem->GetWeaponPtr();

				//m_Holstered->m_pActiveItem->Holster(); // strange bug here. ValveWHY?

				// HACK: prevent attack
				if( weapon )
				{
					weapon->m_flNextPrimaryAttack += 0.1;
					weapon->m_flNextSecondaryAttack += 0.1;
				}
				m_pHolstered->m_iHideHUD |= HIDEHUD_WEAPONS;
				m_pHolstered->pev->weaponmodel = 0;
				m_pHolstered->pev->viewmodel = 0;
			}
			SetThink( &CProp::DeployThink );
			pev->nextthink = gpGlobals->time + 0.2;
		}
	}
	Vector target = pActivator->pev->origin + UTIL_GetAimVector( m_owner2, 1000 ) * 50;
	target.z = target.z + 32;
	pev->velocity = ( target - VecBModelOrigin( pev ) ) * 10;
	Vector atarget = UTIL_VecToAngles(UTIL_GetAimVector( m_owner2, 1000 ) );
	pev->angles.x = UTIL_AngleMod( pev->angles.x );
	pev->angles.y = UTIL_AngleMod( pev->angles.y );
	pev->angles.z = UTIL_AngleMod( pev->angles.z );
	atarget.x = UTIL_AngleMod( atarget.x );
	atarget.y = UTIL_AngleMod( atarget.y );
	atarget.z = UTIL_AngleMod( atarget.z );
	pev->avelocity.x = UTIL_AngleDiff( atarget.x, pev->angles.x ) * 10;
	pev->avelocity.y = UTIL_AngleDiff( atarget.y, pev->angles.y ) * 10;
	pev->avelocity.z = UTIL_AngleDiff( atarget.z, pev->angles.z ) * 10;
	//pev->angles.z += ( 0 - pev->angles.z ) * 0.06;
	if( ( pActivator->pev->button & ( IN_ATTACK ) ) )
	{
		pev->velocity = UTIL_GetAimVector( m_owner2, 1000 ) * 1000;
		pev->avelocity.y = pev->avelocity.y * 1.5 + RANDOM_FLOAT( 100, -100 );
		pev->avelocity.x = pev->avelocity.x * 1.5 + RANDOM_FLOAT( 100, -100 );
		//pev->avelocity.z = pev->avelocity.z * 0.5 + RANDOM_FLOAT( 100, -100 );
	}
	if ( ( pActivator->pev->button & ( IN_ATTACK2 ) ) )
	{
		//m_Horizontal = false;
		//pev->angles.z = 0;
	}
	//	m_Horizontal = ( fabs( UTIL_AngleDiff( pev->angles.z, 90 ) ) < 20 ) || ( sin( pev->angles.x / 180 * M_PI ) > 0.1 );
	//	CheckRotate();
	//ALERT( at_console, "Prop use!\n" );
}

void CProp::Force( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
	if( pev->health <= 0 )
		return;
	if( m_owner2 != pActivator->edict() )
	{
		if( pev->velocity.Length() < 100 && pActivator->IsPlayer() )
			m_attacker = pActivator->edict();
		else
			return;
	}

	if( ( pActivator->pev->button & ( IN_ATTACK ) ) )
	{
		pev->velocity = UTIL_GetAimVector( m_owner2, 3000 ) * 1000;
		pev->avelocity.y = pev->avelocity.y * 1.5 + RANDOM_FLOAT( 100, -100 );
		pev->avelocity.x = pev->avelocity.x * 1.5 + RANDOM_FLOAT( 100, -100 );
		//pev->avelocity.z = pev->avelocity.z * 0.5 + RANDOM_FLOAT( 100, -100 );
	}
	if( ( pActivator->pev->button & ( IN_ATTACK2 ) ) )
	{
		//m_Horizontal = false;
		//pev->angles.z = 0;
	}

	pev->nextthink = gpGlobals->time + m_flRespawnTime;
	SetThink( &CProp::RespawnThink );
}

void CProp::CheckRotate()
{
	if( m_shape != SHAPE_CYL_H && m_shape != SHAPE_CYL_V )
	{
		UTIL_SetSize(pev, minsH, maxsH);
		return;
	}
	if( ( fabs( UTIL_AngleDiff( pev->angles.z, 90 ) ) < 20 ) || ( fabs( sin( pev->angles.x / 180 * M_PI ) ) > 0.3 ) )
		m_shape = SHAPE_CYL_H;
	else
		m_shape = SHAPE_CYL_V;

	if( m_oldshape != m_shape )
	{
		if( m_shape == SHAPE_CYL_H )
		{
			pev->angles.y += 90;

			ALERT( at_console, "setH: %f %f %f\n", pev->angles.x, pev->angles.y, pev->angles.z );

			UTIL_SetSize( pev, minsH, maxsH );
		}
		else if( m_shape == SHAPE_CYL_V )
		{
			Vector mins = pev->absmin;
			Vector maxs = pev->absmax;

			mins.z = pev->absmax.z;
			maxs.z += 10;
			ALERT( at_console, "setV: %f %f %f\n", pev->angles.x, pev->angles.y, pev->angles.z );

			// BUGBUG -- can only find 256 entities on a prop -- should be enough
			CBaseEntity *pList[256];
			int count = UTIL_EntitiesInBox( pList, 256, mins, maxs, FL_ONGROUND );
			if( count )
			{
				for( int i = 0; i < count; i++ )
				{
					pList[i]->pev->origin.z += 10;
				}
			}
			pev->origin.z += 10;
			//pev->angles.y -= 90;
			UTIL_SetSize( pev, minsV, maxsV );
		}
		//DROP_TO_FLOOR( edict() );
		//pev->origin.z += 0.5;
		m_oldshape = m_shape;
	}
}

void CProp::DeployThink( void )
{
	if( m_pHolstered )
	{
		if( m_pHolstered->m_pActiveItem )
		{
			m_pHolstered->m_pActiveItem->Deploy();
			CBasePlayerWeapon *weapon = (CBasePlayerWeapon *) m_pHolstered->m_pActiveItem->GetWeaponPtr();
			if( weapon )
			{
				weapon->m_flNextPrimaryAttack = 0;
				weapon->m_flNextSecondaryAttack = 0;
			}
		}
		m_pHolstered ->m_iHideHUD &= ~HIDEHUD_WEAPONS;
		m_pHolstered = NULL;
	}
	if( m_pfnThink == &CProp::DeployThink )
	{
		pev->nextthink = gpGlobals->time + m_flRespawnTime;
		SetThink( &CProp::RespawnThink );
	}
}

void CProp::BounceTouch( CBaseEntity *pOther )
{
	if( pev->health <= 0 )
		return;
	//ALERT( at_console, "BounceTouch: %f %f %f\n", pev->angles.x, pev->angles.y, pev->angles.z );
	// only do damage if we're moving fairly fast
	DeployThink();

	if( m_flNextAttack < gpGlobals->time && pev->velocity.Length() > 300 )
	{
		entvars_t *pevOwner = VARS( m_attacker );
		if( pevOwner )
		{
			float dmg = 50 + pev->velocity.Length() / 40;
			if( pOther->edict() == m_owner2 )
			{
				dmg = 5;
				if( pOther->pev->button & ( IN_USE ) )
				{
					dmg = 1;
				}
			}
			TraceResult tr = UTIL_GetGlobalTrace();
			ClearMultiDamage();
			pOther->TraceAttack( pevOwner, dmg, gpGlobals->v_forward, &tr, DMG_CLUB );
			ApplyMultiDamage( pev, pevOwner );
		}
		m_flNextAttack = gpGlobals->time + 1.0; // debounce
	}
	if( ( pOther->edict() != m_owner2 ) && ( pev->spawnflags & SF_PROP_BREAKABLE ) && ( pev->velocity.Length() > 900 ) )
	{
		pev->nextthink = gpGlobals->time + 0.1;
		SetThink( &CProp::DieThink );
	}

	pev->velocity = pev->velocity + pOther->pev->velocity;
	float dp = cos( M_PI / 180 * UTIL_AngleDiff( UTIL_VecToAngles( pev->velocity ).y, pev->angles.y ) );
	if( pev->flags & FL_ONGROUND || fabs( pev->velocity.z ) < 40 )
	{
		CheckRotate();
		if( m_shape == SHAPE_CYL_H )
		{
			pev->velocity.x *= fabs( dp ) * 0.8 + 0.2;
			pev->velocity.y *= fabs( dp ) * 0.8 + 0.2;
			pev->velocity.z -= 20;
			pev->avelocity.x = -dp*pev->velocity.Length()* 1.5;
			pev->avelocity.y = 0;
			pev->avelocity.z = 0;
			pev->angles.z += UTIL_AngleDiff( 90, pev->angles.z ) * 0.7;
			//AngleThink();
		}
		else if( m_shape == SHAPE_CYL_V )
		{
			// pev->angles.z *= 0.3;
			//pev->angles.x *= 0.3;
			//AngleThink();
			//CheckRotate();
			pev->velocity.z *= m_flFloorFriction;
			pev->velocity.x *= m_flFloorFriction;
			pev->velocity.y *= m_flFloorFriction;
			pev->velocity.z -= 10;
			pev->avelocity.y = pev->avelocity.y * 0.4 + RANDOM_FLOAT( 30, -30 );
		}
		else if( m_shape == SHAPE_SPHERE )
		{
			pev->velocity.z -= 20;
			pev->avelocity.x = -cos( M_PI / 180 * UTIL_AngleDiff( UTIL_VecToAngles( pev->velocity ).y, pev->angles.y ) ) * pev->velocity.Length() * 1.5;
			pev->avelocity.y =  -sin( M_PI / 180 * UTIL_AngleDiff( UTIL_VecToAngles( pev->velocity ).y, pev->angles.y ) ) * pev->velocity.Length() * 1.5;;
			pev->avelocity.z = 0;
		}
		else if( m_shape == SHAPE_BOX || m_shape == SHAPE_GENERIC )
		{
			pev->velocity.z *= m_flFloorFriction;
			pev->velocity.x *= m_flFloorFriction;
			pev->velocity.y *= m_flFloorFriction;
			pev->velocity.z -= 10;
		}
	}
	else
	{
		{
			pev->velocity.z *= 0.3;
			pev->velocity.y *= m_flCollideFriction;
			pev->velocity.x *= m_flCollideFriction;
			if( m_shape != SHAPE_SPHERE )
			{
				pev->avelocity.y = pev->avelocity.y * 0.4 + RANDOM_FLOAT( 100, -100 );
				pev->avelocity.x = pev->avelocity.x * 0.5 + RANDOM_FLOAT( 100, -100 );
			}
		}
		//pev->avelocity.z = pev->avelocity.z*0.5 + RANDOM_FLOAT( 1, -1 );
		BounceSound();
	}
	pev->framerate = pev->velocity.Length() / 200.0;
	if( pev->framerate > 1.0 )
		pev->framerate = 1;
	else if( pev->framerate < 0.2 )
	{
		CheckRotate();
		AngleThink();
		if( pev->angles.z == 0 || pev->angles.z == 90 )
			pev->framerate = 0;
		else
			pev->framerate = 0.2;
	}
}

void CProp::BounceSound( void )
{
	switch( RANDOM_LONG( 0, 2 ) )
	{
	case 0:
		EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/grenade_hit1.wav", 0.25, ATTN_NORM );
		break;
	case 1:
		EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/grenade_hit2.wav", 0.25, ATTN_NORM );
		break;
	case 2:
		EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/grenade_hit3.wav", 0.25, ATTN_NORM );
		break;
	}
}

void CProp::Spawn( void )
{
	Precache();

	if( minsH == g_vecZero )
	{
		// default barrel parameters
		minsV = Vector( -10, -10, -17 );
		maxsV = Vector( 10, 10, 18 );
		minsH = Vector( -10, -10, -10 );
		maxsH = Vector( 10, 10, 13 );
	}
	m_flCollideFriction = 0.7;
	m_flFloorFriction = 0.5;
	spawnOrigin = pev->origin;
	spawnAngles = pev->angles;
	m_flSpawnHealth = pev->health;
	if( m_flSpawnHealth <= 0 )
		m_flSpawnHealth = 30;
	if( !m_flRespawnTime )
		m_flRespawnTime = 20;
	pev->dmg = 100;
	PropRespawn();
}

void CProp::PropRespawn()
{
	UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) );
	pev->effects &= ~EF_NODRAW;
	pev->movetype = MOVETYPE_BOUNCE;
	pev->solid = SOLID_SLIDEBOX;
	pev->takedamage = DAMAGE_YES;
	pev->health = m_flSpawnHealth;
	pev->velocity = pev->avelocity = g_vecZero;
	pev->angles = spawnAngles;
	pev->deadflag = DEAD_NO;
	SET_MODEL( ENT( pev ), STRING( pev->model ) );
	m_oldshape = ( PropShape ) - 1;
	CheckRotate();
	SetTouch( &CProp::BounceTouch );
	SetUse( &CProp::Use );

	pev->framerate = 1.0f;
	UTIL_SetOrigin( pev, spawnOrigin );
}

void CProp::RespawnThink()
{
	if( !( pev->spawnflags & SF_PROP_RESPAWN ) )
	{
		if( pev->health <= 0 )
		{
			pev->nextthink = gpGlobals->time + 0.1;
			SetThink( &CBaseEntity::SUB_Remove );
		}
		return;
	}
	PropRespawn();
}

void CProp::AngleThink()
{
	pev->nextthink = gpGlobals->time + m_flRespawnTime;
	SetThink( &CProp::RespawnThink);
	if(! ( pev->flags & FL_ONGROUND || fabs( pev->velocity.z ) < 40 ) )
	{
		m_owner2 = m_attacker = 0;
		return;
	}
	if( m_shape == SHAPE_CYL_H )
	{
		pev->angles.z += UTIL_AngleDiff( 90, pev->angles.z ) * 0.7;
		if( fabs( UTIL_AngleDiff( 90, pev->angles.z ) ) > 0.1 )
		{
			SetThink( &CProp::AngleThink );
			pev->nextthink = gpGlobals->time + 0.1;
		}
		//ALERT( at_console, "AngleThink: %f %f %f\n", pev->angles.x, pev->angles.y, pev->angles.z );
		pev->avelocity.y = pev->avelocity.z = 0;
	}
	else if( m_shape == SHAPE_CYL_V )
	{
		if( fabs( UTIL_AngleDiff( 90, pev->angles.z ) ) > 0.1 )
		{
			SetThink( &CProp::AngleThink );
			pev->nextthink = gpGlobals->time + 0.1;
		}
		pev->angles.z += UTIL_AngleDiff( 0, pev->angles.z ) * 0.7;
		//pev->angles.x += UTIL_AngleDiff( 0, pev->angles.x ) * 0.3;
		pev->avelocity.x = pev->avelocity.y = pev->avelocity.z = 0;
	}
	else if( m_shape == SHAPE_BOX )
	{
		Vector iangles;
		iangles.x = round( pev->angles.x / 90 ) * 90;
		iangles.y = round( pev->angles.y / 90 ) * 90;
		iangles.z = round( pev->angles.z / 90 ) * 90;
		if( fabs( UTIL_AngleDiff( iangles.x, pev->angles.x ) ) > 0.1 ||
			//fabs( UTIL_AngleDiff( iangles.y, pev->angles.y ) ) > 0.1 ||
			fabs( UTIL_AngleDiff( iangles.z, pev->angles.z ) ) > 0.1)
		{
			SetThink( &CProp::AngleThink );
			pev->nextthink = gpGlobals->time + 0.1;
		}
		pev->angles.x += UTIL_AngleDiff( iangles.x, pev->angles.x ) * 0.6;
		//pev->angles.y += UTIL_AngleDiff( iangles.y, pev->angles.y ) * 0.6;
		pev->angles.z += UTIL_AngleDiff( iangles.z, pev->angles.z ) * 0.6;

		pev->avelocity.x = pev->avelocity.y = pev->avelocity.z = 0;
	}
	else if( m_shape == SHAPE_NOROTATE )
	{
		pev->avelocity.x = pev->avelocity.y = pev->avelocity.z = 0;
		Vector iangles = spawnAngles;
		if( fabs(UTIL_AngleDiff( iangles.x, pev->angles.x ) ) > 0.1 ||
			fabs( UTIL_AngleDiff( iangles.y, pev->angles.y ) ) > 0.1 ||
			fabs( UTIL_AngleDiff( iangles.z, pev->angles.z ) ) > 0.1 )
		{
			SetThink( &CProp::AngleThink );
			pev->nextthink = gpGlobals->time + 0.1;
		}
		pev->angles.x += UTIL_AngleDiff( iangles.x, pev->angles.x ) * 0.6;
		pev->angles.y += UTIL_AngleDiff( iangles.y, pev->angles.y ) * 0.6;
		pev->angles.z += UTIL_AngleDiff( iangles.z, pev->angles.z ) * 0.6;
	}
	else if( m_shape == SHAPE_GENERIC )
	{
		float ianglex = 0, ianglez = 0, imaxanglediff=360.0f;
		//  if first number is zero, it is angle
		// all other zeroes is array end
		for( int i = 0; ( i < 10 ) && ( ( i == 0 ) || m_iaCustomAnglesX[i] ); i++ )
		{
			float anglediff = fabs( UTIL_AngleDiff( pev->angles.x, m_iaCustomAnglesX[i] ) );
			if( imaxanglediff > anglediff )
			{
				ianglex = m_iaCustomAnglesX[i];
				imaxanglediff = anglediff;
			}
		}
		imaxanglediff=360.0f;
		for( int i = 0; ( i < 10 ) && ( ( i == 0 ) || m_iaCustomAnglesZ[i] ); i++ )
		{
			float anglediff = fabs( UTIL_AngleDiff( pev->angles.z, m_iaCustomAnglesZ[i] ) );
			if( imaxanglediff > anglediff )
			{
				ianglez = m_iaCustomAnglesZ[i];
				imaxanglediff = anglediff;
			}
		}
		if( fabs( UTIL_AngleDiff( ianglex, pev->angles.x ) ) > 0.1 ||
			fabs( UTIL_AngleDiff( ianglez, pev->angles.z ) ) > 0.1 )
		{
			SetThink( &CProp::AngleThink );
			pev->nextthink = gpGlobals->time + 0.1;
		}
		pev->angles.x += UTIL_AngleDiff( ianglex, pev->angles.x ) * 0.6;
		pev->angles.z += UTIL_AngleDiff( ianglez, pev->angles.z ) * 0.6;
		pev->avelocity.x = pev->avelocity.y = pev->avelocity.z = 0;
	}
	pev->angles.x = UTIL_AngleMod( pev->angles.x );
	pev->angles.y = UTIL_AngleMod( pev->angles.y );
	pev->angles.z = UTIL_AngleMod( pev->angles.z );
}

void CProp::DieThink()
{
	Killed( VARS( m_attacker ), GIB_NORMAL );
	Die();
}

int CProp::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
{
	Vector r = ( pevInflictor->origin - pev->origin );
	if( ( !m_attacker || ( pev->velocity.Length() < 700 ) )
		 && ( (CBaseEntity*)GET_PRIVATE( ENT( pevAttacker ) ) )->IsPlayer() )
		m_attacker = ENT( pevAttacker );
	DeployThink();

	pev->velocity = r * flDamage / -7;
	pev->avelocity.x = pev->avelocity.x*0.5 + RANDOM_FLOAT( 100, -100 );
	ALERT( at_console, "Takedmg: %s %s %f %f\n", STRING( pevInflictor->classname ), STRING( pevAttacker->classname ), flDamage, pev->health );

	// now some func_breakable code
	if( !( pev->spawnflags & SF_PROP_BREAKABLE ) )
		return 0;
	if( pev->health <= 0 )
		return;
	// Breakables take double damage from the crowbar
	if( bitsDamageType & DMG_CLUB )
		flDamage *= 2;

	// Boxes / glass / etc. don't take much poison damage, just the impact of the dart - consider that 10%
	if( bitsDamageType & DMG_POISON )
		flDamage *= 0.1;
	g_vecAttackDir = r.Normalize();

	// do the damage
	pev->health -= flDamage;
	if( pev->health <= 0 )
	{
		// delayed explode
		SetThink( &CProp::DieThink );
		pev->nextthink = gpGlobals->time + 0.2;
		return 0;
	}

	// Make a shard noise each time func breakable is hit.
	// Don't play shard noise if cbreakable actually died.
	DamageSound();
	return 1;
}

void CProp::KeyValue( KeyValueData* pkvd )
{
	ALERT( at_console, "%s %s\n", pkvd->szKeyName, pkvd->szValue );
	// UNDONE_WC: explicitly ignoring these fields, but they shouldn't be in the map file!
	if( FStrEq( pkvd->szKeyName, "explosion" ) )
	{
		if( !stricmp( pkvd->szValue, "directed" ) )
			m_Explosion = expDirected;
		else if( !stricmp(pkvd->szValue, "random" ) )
			m_Explosion = expRandom;
		else
			m_Explosion = expRandom;

		pkvd->fHandled = TRUE;
	}
	else if( FStrEq( pkvd->szKeyName, "material" ) )
	{
		int i = atoi( pkvd->szValue );

		// 0:glass, 1:metal, 2:flesh, 3:wood

		if( ( i < 0 ) || ( i >= matLastMaterial ) )
			m_Material = matWood;
		else
			m_Material = (Materials)i;

		pkvd->fHandled = TRUE;
	}
	else if( FStrEq( pkvd->szKeyName, "shape" ) )
	{
		int i = atoi( pkvd->szValue );

		if( ( i < 0 ) || ( i >= SHAPE_NOROTATE ) )
			m_shape = SHAPE_NOROTATE;
		else
			m_shape = (PropShape)i;

		pkvd->fHandled = TRUE;
	}
	else if( FStrEq( pkvd->szKeyName, "gibmodel" ) )
	{
		m_iszGibModel = ALLOC_STRING( pkvd->szValue );
		pkvd->fHandled = TRUE;
	}
	else if( FStrEq( pkvd->szKeyName, "explodemagnitude" ) )
	{
		ExplosionSetMagnitude( atoi( pkvd->szValue ) );
		pkvd->fHandled = TRUE;
	}
	else if( FStrEq( pkvd->szKeyName, "respawntime" ) )
	{
		m_flRespawnTime = atof( pkvd->szValue );
		pkvd->fHandled = TRUE;
	}
	else if( FStrEq( pkvd->szKeyName, "customanglesx" ) )
	{
		UTIL_StringToIntArray( m_iaCustomAnglesX, ARRAYSIZE( m_iaCustomAnglesX ), pkvd->szValue );
		pkvd->fHandled = TRUE;
	}
	else if( FStrEq( pkvd->szKeyName, "customanglesz" ) )
	{
		UTIL_StringToIntArray( m_iaCustomAnglesZ, ARRAYSIZE( m_iaCustomAnglesZ ), pkvd->szValue );
		pkvd->fHandled = TRUE;
	}
	else if( FStrEq( pkvd->szKeyName, "hmin" ) )
	{
		UTIL_StringToVector( minsH, pkvd->szValue );
		pkvd->fHandled = TRUE;
	}
	else if( FStrEq( pkvd->szKeyName, "hmax" ) )
	{
		UTIL_StringToVector( maxsH, pkvd->szValue );
		pkvd->fHandled = TRUE;
	}
	else if( FStrEq( pkvd->szKeyName, "vmin" ) )
	{
		UTIL_StringToVector( minsV, pkvd->szValue );
		pkvd->fHandled = TRUE;
	}
	else if( FStrEq( pkvd->szKeyName, "vmax" ) )
	{
		UTIL_StringToVector( maxsV, pkvd->szValue );
		pkvd->fHandled = TRUE;
	}
	else
		CBaseEntity::KeyValue( pkvd );
}