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path: root/src/jake2/game/GamePWeapon.java
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/*
Copyright (C) 1997-2001 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 the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/

// Created on 16.11.2003 by RST.
// $Id: GamePWeapon.java,v 1.5 2004-09-12 19:54:29 hzi Exp $

package jake2.game;

import jake2.Defines;
import jake2.Globals;
import jake2.util.Lib;
import jake2.util.Math3D;

public class GamePWeapon {

	public static EntThinkAdapter Weapon_Grenade= new EntThinkAdapter() {
	
		public boolean think(edict_t ent) {
			if ((ent.client.newweapon != null) && (ent.client.weaponstate == Defines.WEAPON_READY)) {
				GamePWeapon.ChangeWeapon(ent);
				return true;
			}
	
			if (ent.client.weaponstate == Defines.WEAPON_ACTIVATING) {
				ent.client.weaponstate= Defines.WEAPON_READY;
				ent.client.ps.gunframe= 16;
				return true;
			}
	
			if (ent.client.weaponstate == Defines.WEAPON_READY) {
				if (((ent.client.latched_buttons | ent.client.buttons) & Defines.BUTTON_ATTACK) != 0) {
					ent.client.latched_buttons &= ~Defines.BUTTON_ATTACK;
					if (0 != ent.client.pers.inventory[ent.client.ammo_index]) {
						ent.client.ps.gunframe= 1;
						ent.client.weaponstate= Defines.WEAPON_FIRING;
						ent.client.grenade_time= 0;
					} else {
						if (GameBase.level.time >= ent.pain_debounce_time) {
							GameBase.gi.sound(
								ent,
								Defines.CHAN_VOICE,
								GameBase.gi.soundindex("weapons/noammo.wav"),
								1,
								Defines.ATTN_NORM,
								0);
							ent.pain_debounce_time= GameBase.level.time + 1;
						}
						GamePWeapon.NoAmmoWeaponChange(ent);
					}
					return true;
				}
	
				if ((ent.client.ps.gunframe == 29)
					|| (ent.client.ps.gunframe == 34)
					|| (ent.client.ps.gunframe == 39)
					|| (ent.client.ps.gunframe == 48)) {
					if ((Lib.rand() & 15) != 0)
						return true;
				}
	
				if (++ent.client.ps.gunframe > 48)
					ent.client.ps.gunframe= 16;
				return true;
			}
	
			if (ent.client.weaponstate == Defines.WEAPON_FIRING) {
				if (ent.client.ps.gunframe == 5)
					GameBase.gi.sound(
						ent,
						Defines.CHAN_WEAPON,
						GameBase.gi.soundindex("weapons/hgrena1b.wav"),
						1,
						Defines.ATTN_NORM,
						0);
	
				if (ent.client.ps.gunframe == 11) {
					if (0 == ent.client.grenade_time) {
						ent.client.grenade_time= GameBase.level.time + Defines.GRENADE_TIMER + 0.2f;
						ent.client.weapon_sound= GameBase.gi.soundindex("weapons/hgrenc1b.wav");
					}
	
					// they waited too long, detonate it in their hand
					if (!ent.client.grenade_blew_up && GameBase.level.time >= ent.client.grenade_time) {
						ent.client.weapon_sound= 0;
						GamePWeapon.weapon_grenade_fire(ent, true);
						ent.client.grenade_blew_up= true;
					}
	
					if ((ent.client.buttons & Defines.BUTTON_ATTACK) != 0)
						return true;
	
					if (ent.client.grenade_blew_up) {
						if (GameBase.level.time >= ent.client.grenade_time) {
							ent.client.ps.gunframe= 15;
							ent.client.grenade_blew_up= false;
						} else {
							return true;
						}
					}
				}
	
				if (ent.client.ps.gunframe == 12) {
					ent.client.weapon_sound= 0;
					GamePWeapon.weapon_grenade_fire(ent, false);
				}
	
				if ((ent.client.ps.gunframe == 15) && (GameBase.level.time < ent.client.grenade_time))
					return true;
	
				ent.client.ps.gunframe++;
	
				if (ent.client.ps.gunframe == 16) {
					ent.client.grenade_time= 0;
					ent.client.weaponstate= Defines.WEAPON_READY;
				}
			}
			return true;
		}
	};
	/*
	======================================================================
	
	GRENADE LAUNCHER
	
	======================================================================
	*/
	
	public static EntThinkAdapter weapon_grenadelauncher_fire= new EntThinkAdapter() {
	
		public boolean think(edict_t ent) {
			float[] offset= { 0, 0, 0 };
			float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 };
			float[] start= { 0, 0, 0 };
			int damage= 120;
			float radius;
	
			radius= damage + 40;
			if (GamePWeapon.is_quad)
				damage *= 4;
	
			Math3D.VectorSet(offset, 8, 8, ent.viewheight - 8);
			Math3D.AngleVectors(ent.client.v_angle, forward, right, null);
			GamePWeapon.P_ProjectSource(ent.client, ent.s.origin, offset, forward, right, start);
	
			Math3D.VectorScale(forward, -2, ent.client.kick_origin);
			ent.client.kick_angles[0]= -1;
	
			Fire.fire_grenade(ent, start, forward, damage, 600, 2.5f, radius);
	
			GameBase.gi.WriteByte(Defines.svc_muzzleflash);
			GameBase.gi.WriteShort(ent.index);
			GameBase.gi.WriteByte(Defines.MZ_GRENADE | GamePWeapon.is_silenced);
			GameBase.gi.multicast(ent.s.origin, Defines.MULTICAST_PVS);
	
			ent.client.ps.gunframe++;
	
			GameWeapon.PlayerNoise(ent, start, Defines.PNOISE_WEAPON);
	
			if (0 == ((int) GameBase.dmflags.value & Defines.DF_INFINITE_AMMO))
				ent.client.pers.inventory[ent.client.ammo_index]--;
	
			return true;
		}
	};
	public static EntThinkAdapter Weapon_GrenadeLauncher= new EntThinkAdapter() {
	
		public boolean think(edict_t ent) {
	
			int pause_frames[]= { 34, 51, 59, 0 };
			int fire_frames[]= { 6, 0 };
	
			GamePWeapon.Weapon_Generic(
				ent,
				5,
				16,
				59,
				64,
				pause_frames,
				fire_frames,
				weapon_grenadelauncher_fire);
			return true;
		}
	};
	/*
	======================================================================
	
	ROCKET
	
	======================================================================
	*/
	
	public static EntThinkAdapter Weapon_RocketLauncher_Fire= new EntThinkAdapter() {
	
		public boolean think(edict_t ent) {
	
			float[] offset= { 0, 0, 0 }, start= { 0, 0, 0 };
			float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 };
			int damage;
			float damage_radius;
			int radius_damage;
	
			damage= 100 + (int) (Lib.random() * 20.0);
			radius_damage= 120;
			damage_radius= 120;
			if (GamePWeapon.is_quad) {
				damage *= 4;
				radius_damage *= 4;
			}
	
			Math3D.AngleVectors(ent.client.v_angle, forward, right, null);
	
			Math3D.VectorScale(forward, -2, ent.client.kick_origin);
			ent.client.kick_angles[0]= -1;
	
			Math3D.VectorSet(offset, 8, 8, ent.viewheight - 8);
			GamePWeapon.P_ProjectSource(ent.client, ent.s.origin, offset, forward, right, start);
			Fire.fire_rocket(ent, start, forward, damage, 650, damage_radius, radius_damage);
	
			// send muzzle flash
			GameBase.gi.WriteByte(Defines.svc_muzzleflash);

			GameBase.gi.WriteShort(ent.index);
			GameBase.gi.WriteByte(Defines.MZ_ROCKET | GamePWeapon.is_silenced);
			GameBase.gi.multicast(ent.s.origin, Defines.MULTICAST_PVS);
	
			ent.client.ps.gunframe++;
	
			GameWeapon.PlayerNoise(ent, start, Defines.PNOISE_WEAPON);
	
			if (0 == ((int) GameBase.dmflags.value & Defines.DF_INFINITE_AMMO))
				ent.client.pers.inventory[ent.client.ammo_index]--;
	
			return true;
		}
	};
	public static EntThinkAdapter Weapon_RocketLauncher= new EntThinkAdapter() {
	
		public boolean think(edict_t ent) {
	
			int pause_frames[]= { 25, 33, 42, 50, 0 };
			int fire_frames[]= { 5, 0 };
	
			GamePWeapon.Weapon_Generic(
				ent,
				4,
				12,
				50,
				54,
				pause_frames,
				fire_frames,
				Weapon_RocketLauncher_Fire);
			return true;
		}
	};
	public static EntThinkAdapter Weapon_Blaster_Fire= new EntThinkAdapter() {
	
		public boolean think(edict_t ent) {
	
			int damage;
	
			if (GameBase.deathmatch.value != 0)
				damage= 15;
			else
				damage= 10;
			GamePWeapon.Blaster_Fire(ent, Globals.vec3_origin, damage, false, Defines.EF_BLASTER);
			ent.client.ps.gunframe++;
			return true;
		}
	};
	public static EntThinkAdapter Weapon_Blaster= new EntThinkAdapter() {
	
		public boolean think(edict_t ent) {
	
			int pause_frames[]= { 19, 32, 0 };
			int fire_frames[]= { 5, 0 };
	
			GamePWeapon.Weapon_Generic(ent, 4, 8, 52, 55, pause_frames, fire_frames, Weapon_Blaster_Fire);
			return true;
		}
	};
	public static EntThinkAdapter Weapon_HyperBlaster_Fire= new EntThinkAdapter() {
	
		public boolean think(edict_t ent) {
			float rotation;
			float[] offset= { 0, 0, 0 };
			int effect;
			int damage;
	
			ent.client.weapon_sound= GameBase.gi.soundindex("weapons/hyprbl1a.wav");
	
			if (0 == (ent.client.buttons & Defines.BUTTON_ATTACK)) {
				ent.client.ps.gunframe++;
			} else {
				if (0 == ent.client.pers.inventory[ent.client.ammo_index]) {
					if (GameBase.level.time >= ent.pain_debounce_time) {
						GameBase.gi.sound(
							ent,
							Defines.CHAN_VOICE,
							GameBase.gi.soundindex("weapons/noammo.wav"),
							1,
							Defines.ATTN_NORM,
							0);
						ent.pain_debounce_time= GameBase.level.time + 1;
					}
					GamePWeapon.NoAmmoWeaponChange(ent);
				} else {
					rotation= (float) ((ent.client.ps.gunframe - 5) * 2 * Math.PI / 6);
					offset[0]= (float) (-4 * Math.sin(rotation));
					offset[1]= 0f;
					offset[2]= (float) (4 * Math.cos(rotation));
	
					if ((ent.client.ps.gunframe == 6) || (ent.client.ps.gunframe == 9))
						effect= Defines.EF_HYPERBLASTER;
					else
						effect= 0;
					if (GameBase.deathmatch.value != 0)
						damage= 15;
					else
						damage= 20;
					GamePWeapon.Blaster_Fire(ent, offset, damage, true, effect);
					if (0 == ((int) GameBase.dmflags.value & Defines.DF_INFINITE_AMMO))
						ent.client.pers.inventory[ent.client.ammo_index]--;
	
					ent.client.anim_priority= Defines.ANIM_ATTACK;
					if ((ent.client.ps.pmove.pm_flags & Defines.PMF_DUCKED) != 0) {
						ent.s.frame= M_Player.FRAME_crattak1 - 1;
						ent.client.anim_end= M_Player.FRAME_crattak9;
					} else {
						ent.s.frame= M_Player.FRAME_attack1 - 1;
						ent.client.anim_end= M_Player.FRAME_attack8;
					}
				}
	
				ent.client.ps.gunframe++;
				if (ent.client.ps.gunframe == 12
					&& 0 != ent.client.pers.inventory[ent.client.ammo_index])
					ent.client.ps.gunframe= 6;
			}
	
			if (ent.client.ps.gunframe == 12) {
				GameBase.gi.sound(ent, Defines.CHAN_AUTO, GameBase.gi.soundindex("weapons/hyprbd1a.wav"), 1, Defines.ATTN_NORM, 0);
				ent.client.weapon_sound= 0;
			}
	
			return true;
	
		}
	};
	public static EntThinkAdapter Weapon_HyperBlaster= new EntThinkAdapter() {
		public boolean think(edict_t ent) {
	
			int pause_frames[]= { 0 };
			int fire_frames[]= { 6, 7, 8, 9, 10, 11, 0 };
	
			GamePWeapon.Weapon_Generic(ent, 5, 20, 49, 53, pause_frames, fire_frames, Weapon_HyperBlaster_Fire);
			return true;
		}
	};
	public static EntThinkAdapter Weapon_Machinegun= new EntThinkAdapter() {
		public boolean think(edict_t ent) {
	
			int pause_frames[]= { 23, 45, 0 };
			int fire_frames[]= { 4, 5, 0 };
	
			GamePWeapon.Weapon_Generic(ent, 3, 5, 45, 49, pause_frames, fire_frames, GamePWeapon.Machinegun_Fire);
			return true;
		}
	};
	public static EntThinkAdapter Weapon_Chaingun= new EntThinkAdapter() {
		public boolean think(edict_t ent) {
	
			int pause_frames[]= { 38, 43, 51, 61, 0 };
			int fire_frames[]= { 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 0 };
	
			GamePWeapon.Weapon_Generic(ent, 4, 31, 61, 64, pause_frames, fire_frames, GamePWeapon.Chaingun_Fire);
			return true;
		}
	};
	/*
	======================================================================
	
	SHOTGUN / SUPERSHOTGUN
	
	======================================================================
	*/
	
	public static EntThinkAdapter weapon_shotgun_fire= new EntThinkAdapter() {
	
		public boolean think(edict_t ent) {
	
			float[] start= { 0, 0, 0 };
			float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 };
			float[] offset= { 0, 0, 0 };
			int damage= 4;
			int kick= 8;
	
			if (ent.client.ps.gunframe == 9) {
				ent.client.ps.gunframe++;
				return true;
			}
	
			Math3D.AngleVectors(ent.client.v_angle, forward, right, null);
	
			Math3D.VectorScale(forward, -2, ent.client.kick_origin);
			ent.client.kick_angles[0]= -2;
	
			Math3D.VectorSet(offset, 0, 8, ent.viewheight - 8);
			GamePWeapon.P_ProjectSource(ent.client, ent.s.origin, offset, forward, right, start);
	
			if (GamePWeapon.is_quad) {
				damage *= 4;
				kick *= 4;
			}
	
			if (GameBase.deathmatch.value != 0)
				Fire.fire_shotgun(
					ent,
					start,
					forward,
					damage,
					kick,
					500,
					500,
					Defines.DEFAULT_DEATHMATCH_SHOTGUN_COUNT,
					Defines.MOD_SHOTGUN);
			else
				Fire.fire_shotgun(
					ent,
					start,
					forward,
					damage,
					kick,
					500,
					500,
					Defines.DEFAULT_SHOTGUN_COUNT,
					Defines.MOD_SHOTGUN);
	
			// send muzzle flash
			GameBase.gi.WriteByte(Defines.svc_muzzleflash);

			GameBase.gi.WriteShort(ent.index);
			GameBase.gi.WriteByte(Defines.MZ_SHOTGUN | GamePWeapon.is_silenced);
			GameBase.gi.multicast(ent.s.origin, Defines.MULTICAST_PVS);
	
			ent.client.ps.gunframe++;
			GameWeapon.PlayerNoise(ent, start, Defines.PNOISE_WEAPON);
	
			if (0 == ((int) GameBase.dmflags.value & Defines.DF_INFINITE_AMMO))
				ent.client.pers.inventory[ent.client.ammo_index]--;
	
			return true;
		}
	};
	public static EntThinkAdapter Weapon_Shotgun= new EntThinkAdapter() {
		public boolean think(edict_t ent) {
			int pause_frames[]= { 22, 28, 34, 0 };
			int fire_frames[]= { 8, 9, 0 };
	
			GamePWeapon.Weapon_Generic(ent, 7, 18, 36, 39, pause_frames, fire_frames, weapon_shotgun_fire);
			return true;
		}
	};
	public static EntThinkAdapter weapon_supershotgun_fire= new EntThinkAdapter() {
	
		public boolean think(edict_t ent) {
	
			float[] start= { 0, 0, 0 };
			float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 };
			float[] offset= { 0, 0, 0 };
			float[] v= { 0, 0, 0 };
			int damage= 6;
			int kick= 12;
	
			Math3D.AngleVectors(ent.client.v_angle, forward, right, null);
	
			Math3D.VectorScale(forward, -2, ent.client.kick_origin);
			ent.client.kick_angles[0]= -2;
	
			Math3D.VectorSet(offset, 0, 8, ent.viewheight - 8);
			GamePWeapon.P_ProjectSource(ent.client, ent.s.origin, offset, forward, right, start);
	
			if (GamePWeapon.is_quad) {
				damage *= 4;
				kick *= 4;
			}
	
			v[Defines.PITCH]= ent.client.v_angle[Defines.PITCH];
			v[Defines.YAW]= ent.client.v_angle[Defines.YAW] - 5;
			v[Defines.ROLL]= ent.client.v_angle[Defines.ROLL];
			Math3D.AngleVectors(v, forward, null, null);
			Fire.fire_shotgun(
				ent,
				start,
				forward,
				damage,
				kick,
				Defines.DEFAULT_SHOTGUN_HSPREAD,
				Defines.DEFAULT_SHOTGUN_VSPREAD,
				Defines.DEFAULT_SSHOTGUN_COUNT / 2,
				Defines.MOD_SSHOTGUN);
			v[Defines.YAW]= ent.client.v_angle[Defines.YAW] + 5;
			Math3D.AngleVectors(v, forward, null, null);
			Fire.fire_shotgun(
				ent,
				start,
				forward,
				damage,
				kick,
				Defines.DEFAULT_SHOTGUN_HSPREAD,
				Defines.DEFAULT_SHOTGUN_VSPREAD,
				Defines.DEFAULT_SSHOTGUN_COUNT / 2,
				Defines.MOD_SSHOTGUN);
	
			// send muzzle flash
			GameBase.gi.WriteByte(Defines.svc_muzzleflash);

			GameBase.gi.WriteShort(ent.index);
			GameBase.gi.WriteByte(Defines.MZ_SSHOTGUN | GamePWeapon.is_silenced);
			GameBase.gi.multicast(ent.s.origin, Defines.MULTICAST_PVS);
	
			ent.client.ps.gunframe++;
			GameWeapon.PlayerNoise(ent, start, Defines.PNOISE_WEAPON);
	
			if (0 == ((int) GameBase.dmflags.value & Defines.DF_INFINITE_AMMO))
				ent.client.pers.inventory[ent.client.ammo_index] -= 2;
	
			return true;
		}
	};
	public static EntThinkAdapter Weapon_SuperShotgun= new EntThinkAdapter() {
		public boolean think(edict_t ent) {
	
			int pause_frames[]= { 29, 42, 57, 0 };
			int fire_frames[]= { 7, 0 };
	
			GamePWeapon.Weapon_Generic(ent, 6, 17, 57, 61, pause_frames, fire_frames, weapon_supershotgun_fire);
			return true;
		}
	};
	/*
	======================================================================
	
	RAILGUN
	
	======================================================================
	*/
	public static EntThinkAdapter weapon_railgun_fire= new EntThinkAdapter() {
	
		public boolean think(edict_t ent) {
	
			float[] start= { 0, 0, 0 };
			float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 };
			float[] offset= { 0, 0, 0 };
			int damage;
			int kick;
	
			if (GameBase.deathmatch.value != 0) { // normal damage is too extreme in dm
				damage= 100;
				kick= 200;
			} else {
				damage= 150;
				kick= 250;
			}
	
			if (GamePWeapon.is_quad) {
				damage *= 4;
				kick *= 4;
			}
	
			Math3D.AngleVectors(ent.client.v_angle, forward, right, null);
	
			Math3D.VectorScale(forward, -3, ent.client.kick_origin);
			ent.client.kick_angles[0]= -3;
	
			Math3D.VectorSet(offset, 0, 7, ent.viewheight - 8);
			GamePWeapon.P_ProjectSource(ent.client, ent.s.origin, offset, forward, right, start);
			Fire.fire_rail(ent, start, forward, damage, kick);
	
			// send muzzle flash
			GameBase.gi.WriteByte(Defines.svc_muzzleflash);

			GameBase.gi.WriteShort(ent.index);
			GameBase.gi.WriteByte(Defines.MZ_RAILGUN | GamePWeapon.is_silenced);
			GameBase.gi.multicast(ent.s.origin, Defines.MULTICAST_PVS);
	
			ent.client.ps.gunframe++;
			GameWeapon.PlayerNoise(ent, start, Defines.PNOISE_WEAPON);
	
			if (0 == ((int) GameBase.dmflags.value & Defines.DF_INFINITE_AMMO))
				ent.client.pers.inventory[ent.client.ammo_index]--;
	
			return true;
		}
	};
	public static EntThinkAdapter Weapon_Railgun= new EntThinkAdapter() {
	
		public boolean think(edict_t ent) {
	
			int pause_frames[]= { 56, 0 };
			int fire_frames[]= { 4, 0 };
			GamePWeapon.Weapon_Generic(ent, 3, 18, 56, 61, pause_frames, fire_frames, weapon_railgun_fire);
			return true;
		}
	};
	/*
	======================================================================
	
	BFG10K
	
	======================================================================
	*/
	
	public static EntThinkAdapter weapon_bfg_fire= new EntThinkAdapter() {
	
		public boolean think(edict_t ent) {
	
			float[] offset= { 0, 0, 0 }, start= { 0, 0, 0 };
			float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 };
			int damage;
			float damage_radius= 1000;
	
			if (GameBase.deathmatch.value != 0)
				damage= 200;
			else
				damage= 500;
	
			if (ent.client.ps.gunframe == 9) {
				// send muzzle flash
				GameBase.gi.WriteByte(Defines.svc_muzzleflash);
	
				GameBase.gi.WriteShort(ent.index);
				GameBase.gi.WriteByte(Defines.MZ_BFG | GamePWeapon.is_silenced);
				GameBase.gi.multicast(ent.s.origin, Defines.MULTICAST_PVS);
	
				ent.client.ps.gunframe++;
	
				GameWeapon.PlayerNoise(ent, start, Defines.PNOISE_WEAPON);
				return true;
			}
	
			// cells can go down during windup (from power armor hits), so
			// check again and abort firing if we don't have enough now
			if (ent.client.pers.inventory[ent.client.ammo_index] < 50) {
				ent.client.ps.gunframe++;
				return true;
			}
	
			if (GamePWeapon.is_quad)
				damage *= 4;
	
			Math3D.AngleVectors(ent.client.v_angle, forward, right, null);
	
			Math3D.VectorScale(forward, -2, ent.client.kick_origin);
	
			// make a big pitch kick with an inverse fall
			ent.client.v_dmg_pitch= -40;
			ent.client.v_dmg_roll= Lib.crandom() * 8;
			ent.client.v_dmg_time= GameBase.level.time + Defines.DAMAGE_TIME;
	
			Math3D.VectorSet(offset, 8, 8, ent.viewheight - 8);
			GamePWeapon.P_ProjectSource(ent.client, ent.s.origin, offset, forward, right, start);
			Fire.fire_bfg(ent, start, forward, damage, 400, damage_radius);
	
			ent.client.ps.gunframe++;
	
			GameWeapon.PlayerNoise(ent, start, Defines.PNOISE_WEAPON);
	
			if (0 == ((int) GameBase.dmflags.value & Defines.DF_INFINITE_AMMO))
				ent.client.pers.inventory[ent.client.ammo_index] -= 50;
	
			return true;
		}
	};
	public static EntThinkAdapter Weapon_BFG= new EntThinkAdapter() {
		public boolean think(edict_t ent) {
	
			GamePWeapon.Weapon_Generic(ent, 8, 32, 55, 58, GamePWeapon.pause_frames, GamePWeapon.fire_frames, weapon_bfg_fire);
			return true;
		}
	};
	public static boolean is_quad;
	public static byte is_silenced;
	public static EntInteractAdapter Pickup_Weapon= new EntInteractAdapter() {
		public boolean interact(edict_t ent, edict_t other) {
			int index;
			gitem_t ammo;
	
			index= GameUtil.ITEM_INDEX(ent.item);
	
			if ((((int) (GameBase.dmflags.value) & Defines.DF_WEAPONS_STAY) != 0 || GameBase.coop.value != 0)
				&& 0 != other.client.pers.inventory[index]) {
				if (0 == (ent.spawnflags & (Defines.DROPPED_ITEM | Defines.DROPPED_PLAYER_ITEM)))
					return false; // leave the weapon for others to pickup
			}
	
			other.client.pers.inventory[index]++;
	
			if (0 == (ent.spawnflags & Defines.DROPPED_ITEM)) {
				// give them some ammo with it
				ammo= GameUtil.FindItem(ent.item.ammo);
				if (((int) GameBase.dmflags.value & Defines.DF_INFINITE_AMMO) != 0)
					GameAI.Add_Ammo(other, ammo, 1000);
				else
					GameAI.Add_Ammo(other, ammo, ammo.quantity);
	
				if (0 == (ent.spawnflags & Defines.DROPPED_PLAYER_ITEM)) {
					if (GameBase.deathmatch.value != 0) {
						if (((int) (GameBase.dmflags.value) & Defines.DF_WEAPONS_STAY) != 0)
							ent.flags |= Defines.FL_RESPAWN;
						else
							GameUtil.SetRespawn(ent, 30);
					}
					if (GameBase.coop.value != 0)
						ent.flags |= Defines.FL_RESPAWN;
				}
			}
	
			if (other.client.pers.weapon != ent.item
				&& (other.client.pers.inventory[index] == 1)
				&& (0 == GameBase.deathmatch.value || other.client.pers.weapon == GameUtil.FindItem("blaster")))
				other.client.newweapon= ent.item;
	
			return true;
		}
	};
	/*
	================
	Use_Weapon
	
	Make the weapon ready if there is ammo
	================
	*/
	public static ItemUseAdapter Use_Weapon= new ItemUseAdapter() {
	
		public void use(edict_t ent, gitem_t item) {
			int ammo_index;
			gitem_t ammo_item;
	
			// see if we're already using it
			if (item == ent.client.pers.weapon)
				return;
	
			if (item.ammo != null && 0 == GameBase.g_select_empty.value && 0 == (item.flags & Defines.IT_AMMO)) {
				ammo_item= GameUtil.FindItem(item.ammo);
				ammo_index= GameUtil.ITEM_INDEX(ammo_item);
	
				if (0 == ent.client.pers.inventory[ammo_index]) {
					GameBase.gi.cprintf(ent, Defines.PRINT_HIGH, "No " + ammo_item.pickup_name + " for " + item.pickup_name + ".\n");
					return;
				}
	
				if (ent.client.pers.inventory[ammo_index] < item.quantity) {
					GameBase.gi.cprintf(
						ent,
						Defines.PRINT_HIGH,
						"Not enough " + ammo_item.pickup_name + " for " + item.pickup_name + ".\n");
					return;
				}
			}
	
			// change to this weapon when down
			ent.client.newweapon= item;
		}
	};
	/*
	================
	Drop_Weapon
	================
	*/
	
	public static ItemDropAdapter Drop_Weapon= new ItemDropAdapter() {
		public void drop(edict_t ent, gitem_t item) {
			int index;
	
			if (0 != ((int) (GameBase.dmflags.value) & Defines.DF_WEAPONS_STAY))
				return;
	
			index= GameUtil.ITEM_INDEX(item);
			// see if we're already using it
			if (((item == ent.client.pers.weapon) || (item == ent.client.newweapon))
				&& (ent.client.pers.inventory[index] == 1)) {
				GameBase.gi.cprintf(ent, Defines.PRINT_HIGH, "Can't drop current weapon\n");
				return;
			}
	
			GameUtil.Drop_Item(ent, item);
			ent.client.pers.inventory[index]--;
		}
	};
	/*
	======================================================================
	
	MACHINEGUN / CHAINGUN
	
	======================================================================
	*/
	
	public static EntThinkAdapter Machinegun_Fire= new EntThinkAdapter() {
	
		public boolean think(edict_t ent) {
	
			int i;
			float[] start= { 0, 0, 0 };
			float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 };
			float[] angles= { 0, 0, 0 };
			int damage= 8;
			int kick= 2;
			float[] offset= { 0, 0, 0 };
	
			if (0 == (ent.client.buttons & Defines.BUTTON_ATTACK)) {
				ent.client.machinegun_shots= 0;
				ent.client.ps.gunframe++;
				return true;
			}
	
			if (ent.client.ps.gunframe == 5)
				ent.client.ps.gunframe= 4;
			else
				ent.client.ps.gunframe= 5;
	
			if (ent.client.pers.inventory[ent.client.ammo_index] < 1) {
				ent.client.ps.gunframe= 6;
				if (GameBase.level.time >= ent.pain_debounce_time) {
					GameBase.gi.sound(ent, Defines.CHAN_VOICE, GameBase.gi.soundindex("weapons/noammo.wav"), 1, Defines.ATTN_NORM, 0);
					ent.pain_debounce_time= GameBase.level.time + 1;
				}
				NoAmmoWeaponChange(ent);
				return true;
			}
	
			if (is_quad) {
				damage *= 4;
				kick *= 4;
			}
	
			for (i= 1; i < 3; i++) {
				ent.client.kick_origin[i]= Lib.crandom() * 0.35f;
				ent.client.kick_angles[i]= Lib.crandom() * 0.7f;
			}
			ent.client.kick_origin[0]= Lib.crandom() * 0.35f;
			ent.client.kick_angles[0]= ent.client.machinegun_shots * -1.5f;
	
			// raise the gun as it is firing
			if (0 == GameBase.deathmatch.value) {
				ent.client.machinegun_shots++;
				if (ent.client.machinegun_shots > 9)
					ent.client.machinegun_shots= 9;
			}
	
			// get start / end positions
			Math3D.VectorAdd(ent.client.v_angle, ent.client.kick_angles, angles);
			Math3D.AngleVectors(angles, forward, right, null);
			Math3D.VectorSet(offset, 0, 8, ent.viewheight - 8);
			P_ProjectSource(ent.client, ent.s.origin, offset, forward, right, start);
			Fire.fire_bullet(
				ent,
				start,
				forward,
				damage,
				kick,
				Defines.DEFAULT_BULLET_HSPREAD,
				Defines.DEFAULT_BULLET_VSPREAD,
				Defines.MOD_MACHINEGUN);
	
			GameBase.gi.WriteByte(Defines.svc_muzzleflash);
			
			GameBase.gi.WriteShort(ent.index);
			GameBase.gi.WriteByte(Defines.MZ_MACHINEGUN | is_silenced);
			GameBase.gi.multicast(ent.s.origin, Defines.MULTICAST_PVS);
	
			GameWeapon.PlayerNoise(ent, start, Defines.PNOISE_WEAPON);
	
			if (0 == ((int) GameBase.dmflags.value & Defines.DF_INFINITE_AMMO))
				ent.client.pers.inventory[ent.client.ammo_index]--;
	
			ent.client.anim_priority= Defines.ANIM_ATTACK;
			if ((ent.client.ps.pmove.pm_flags & Defines.PMF_DUCKED) != 0) {
				ent.s.frame= M_Player.FRAME_crattak1 - (int) (Lib.random() + 0.25);
				ent.client.anim_end= M_Player.FRAME_crattak9;
			} else {
				ent.s.frame= M_Player.FRAME_attack1 - (int) (Lib.random() + 0.25);
				ent.client.anim_end= M_Player.FRAME_attack8;
			}
			return true;
		}
	};
	public static EntThinkAdapter Chaingun_Fire= new EntThinkAdapter() {
	
		public boolean think(edict_t ent) {
	
			int i;
			int shots;
			float[] start= { 0, 0, 0 };
			float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 }, up= { 0, 0, 0 };
			float r, u;
			float[] offset= { 0, 0, 0 };
			int damage;
			int kick= 2;
	
			if (GameBase.deathmatch.value != 0)
				damage= 6;
			else
				damage= 8;
	
			if (ent.client.ps.gunframe == 5)
				GameBase.gi.sound(ent, Defines.CHAN_AUTO, GameBase.gi.soundindex("weapons/chngnu1a.wav"), 1, Defines.ATTN_IDLE, 0);
	
			if ((ent.client.ps.gunframe == 14) && 0 == (ent.client.buttons & Defines.BUTTON_ATTACK)) {
				ent.client.ps.gunframe= 32;
				ent.client.weapon_sound= 0;
				return true;
			} else if (
				(ent.client.ps.gunframe == 21)
					&& (ent.client.buttons & Defines.BUTTON_ATTACK) != 0
					&& 0 != ent.client.pers.inventory[ent.client.ammo_index]) {
				ent.client.ps.gunframe= 15;
			} else {
				ent.client.ps.gunframe++;
			}
	
			if (ent.client.ps.gunframe == 22) {
				ent.client.weapon_sound= 0;
				GameBase.gi.sound(ent, Defines.CHAN_AUTO, GameBase.gi.soundindex("weapons/chngnd1a.wav"), 1, Defines.ATTN_IDLE, 0);
			} else {
				ent.client.weapon_sound= GameBase.gi.soundindex("weapons/chngnl1a.wav");
			}
	
			ent.client.anim_priority= Defines.ANIM_ATTACK;
			if ((ent.client.ps.pmove.pm_flags & Defines.PMF_DUCKED) != 0) {
				ent.s.frame= M_Player.FRAME_crattak1 - (ent.client.ps.gunframe & 1);
				ent.client.anim_end= M_Player.FRAME_crattak9;
			} else {
				ent.s.frame= M_Player.FRAME_attack1 - (ent.client.ps.gunframe & 1);
				ent.client.anim_end= M_Player.FRAME_attack8;
			}
	
			if (ent.client.ps.gunframe <= 9)
				shots= 1;
			else if (ent.client.ps.gunframe <= 14) {
				if ((ent.client.buttons & Defines.BUTTON_ATTACK) != 0)
					shots= 2;
				else
					shots= 1;
			} else
				shots= 3;
	
			if (ent.client.pers.inventory[ent.client.ammo_index] < shots)
				shots= ent.client.pers.inventory[ent.client.ammo_index];
	
			if (0 == shots) {
				if (GameBase.level.time >= ent.pain_debounce_time) {
					GameBase.gi.sound(ent, Defines.CHAN_VOICE, GameBase.gi.soundindex("weapons/noammo.wav"), 1, Defines.ATTN_NORM, 0);
					ent.pain_debounce_time= GameBase.level.time + 1;
				}
				NoAmmoWeaponChange(ent);
				return true;
			}
	
			if (is_quad) {
				damage *= 4;
				kick *= 4;
			}
	
			for (i= 0; i < 3; i++) {
				ent.client.kick_origin[i]= Lib.crandom() * 0.35f;
				ent.client.kick_angles[i]= Lib.crandom() * 0.7f;
			}
	
			for (i= 0; i < shots; i++) {
				// get start / end positions
				Math3D.AngleVectors(ent.client.v_angle, forward, right, up);
				r= 7 + Lib.crandom() * 4;
				u= Lib.crandom() * 4;
				Math3D.VectorSet(offset, 0, r, u + ent.viewheight - 8);
				P_ProjectSource(ent.client, ent.s.origin, offset, forward, right, start);
	
				Fire.fire_bullet(
					ent,
					start,
					forward,
					damage,
					kick,
					Defines.DEFAULT_BULLET_HSPREAD,
					Defines.DEFAULT_BULLET_VSPREAD,
					Defines.MOD_CHAINGUN);
			}
	
			// send muzzle flash
			GameBase.gi.WriteByte(Defines.svc_muzzleflash);

			GameBase.gi.WriteShort(ent.index);
			GameBase.gi.WriteByte((Defines.MZ_CHAINGUN1 + shots - 1) | is_silenced);
			GameBase.gi.multicast(ent.s.origin, Defines.MULTICAST_PVS);
	
			GameWeapon.PlayerNoise(ent, start, Defines.PNOISE_WEAPON);
	
			if (0 == ((int) GameBase.dmflags.value & Defines.DF_INFINITE_AMMO))
				ent.client.pers.inventory[ent.client.ammo_index] -= shots;
	
			return true;
		}
	};
	public static int pause_frames[]= { 39, 45, 50, 55, 0 };
	public static int fire_frames[]= { 9, 17, 0 };
	public static void P_ProjectSource(
		gclient_t client,
		float[] point,
		float[] distance,
		float[] forward,
		float[] right,
		float[] result) {
		float[] _distance= { 0, 0, 0 };
	
		Math3D.VectorCopy(distance, _distance);
		if (client.pers.hand == Defines.LEFT_HANDED)
			_distance[1] *= -1;
		else if (client.pers.hand == Defines.CENTER_HANDED)
			_distance[1]= 0;
		Math3D.G_ProjectSource(point, _distance, forward, right, result);
	}
	/*
	===============
	ChangeWeapon
	
	The old weapon has been dropped all the way, so make the new one
	current
	===============
	*/
	public static void ChangeWeapon(edict_t ent) {
		int i;
	
		if (ent.client.grenade_time != 0) {
			ent.client.grenade_time= GameBase.level.time;
			ent.client.weapon_sound= 0;
			weapon_grenade_fire(ent, false);
			ent.client.grenade_time= 0;
		}
	
		ent.client.pers.lastweapon= ent.client.pers.weapon;
		ent.client.pers.weapon= ent.client.newweapon;
		ent.client.newweapon= null;
		ent.client.machinegun_shots= 0;
	
		// set visible model
		if (ent.s.modelindex == 255) {
			if (ent.client.pers.weapon != null)
				i= ((ent.client.pers.weapon.weapmodel & 0xff) << 8);
			else
				i= 0;
			ent.s.skinnum= (ent.index - 1) | i;
		}
	
		if (ent.client.pers.weapon != null && ent.client.pers.weapon.ammo != null)
			ent.client.ammo_index= GameUtil.ITEM_INDEX(GameUtil.FindItem(ent.client.pers.weapon.ammo));
		else
			ent.client.ammo_index= 0;
	
		if (ent.client.pers.weapon == null) { // dead
			ent.client.ps.gunindex= 0;
			return;
		}
	
		ent.client.weaponstate= Defines.WEAPON_ACTIVATING;
		ent.client.ps.gunframe= 0;
		ent.client.ps.gunindex= GameBase.gi.modelindex(ent.client.pers.weapon.view_model);
	
		ent.client.anim_priority= Defines.ANIM_PAIN;
		if ((ent.client.ps.pmove.pm_flags & Defines.PMF_DUCKED) != 0) {
			ent.s.frame= M_Player.FRAME_crpain1;
			ent.client.anim_end= M_Player.FRAME_crpain4;
		} else {
			ent.s.frame= M_Player.FRAME_pain301;
			ent.client.anim_end= M_Player.FRAME_pain304;
	
		}
	}
	/*
	=================
	NoAmmoWeaponChange
	=================
	*/
	public static void NoAmmoWeaponChange(edict_t ent) {
		if (0 != ent.client.pers.inventory[GameUtil.ITEM_INDEX(GameUtil.FindItem("slugs"))]
			&& 0 != ent.client.pers.inventory[GameUtil.ITEM_INDEX(GameUtil.FindItem("railgun"))]) {
			ent.client.newweapon= GameUtil.FindItem("railgun");
			return;
		}
		if (0 != ent.client.pers.inventory[GameUtil.ITEM_INDEX(GameUtil.FindItem("cells"))]
			&& 0 != ent.client.pers.inventory[GameUtil.ITEM_INDEX(GameUtil.FindItem("hyperblaster"))]) {
			ent.client.newweapon= GameUtil.FindItem("hyperblaster");
			return;
		}
		if (0 != ent.client.pers.inventory[GameUtil.ITEM_INDEX(GameUtil.FindItem("bullets"))]
			&& 0 != ent.client.pers.inventory[GameUtil.ITEM_INDEX(GameUtil.FindItem("chaingun"))]) {
			ent.client.newweapon= GameUtil.FindItem("chaingun");
			return;
		}
		if (0 != ent.client.pers.inventory[GameUtil.ITEM_INDEX(GameUtil.FindItem("bullets"))]
			&& 0 != ent.client.pers.inventory[GameUtil.ITEM_INDEX(GameUtil.FindItem("machinegun"))]) {
			ent.client.newweapon= GameUtil.FindItem("machinegun");
			return;
		}
		if (ent.client.pers.inventory[GameUtil.ITEM_INDEX(GameUtil.FindItem("shells"))] > 1
			&& 0 != ent.client.pers.inventory[GameUtil.ITEM_INDEX(GameUtil.FindItem("super shotgun"))]) {
			ent.client.newweapon= GameUtil.FindItem("super shotgun");
			return;
		}
		if (0 != ent.client.pers.inventory[GameUtil.ITEM_INDEX(GameUtil.FindItem("shells"))]
			&& 0 != ent.client.pers.inventory[GameUtil.ITEM_INDEX(GameUtil.FindItem("shotgun"))]) {
			ent.client.newweapon= GameUtil.FindItem("shotgun");
			return;
		}
		ent.client.newweapon= GameUtil.FindItem("blaster");
	}
	/*
	=================
	Think_Weapon
	
	Called by ClientBeginServerFrame and ClientThink
	=================
	*/
	public static void Think_Weapon(edict_t ent) {
		// if just died, put the weapon away
		if (ent.health < 1) {
			ent.client.newweapon= null;
			ChangeWeapon(ent);
		}
	
		// call active weapon think routine
		if (null != ent.client.pers.weapon && null != ent.client.pers.weapon.weaponthink) {
			is_quad= (ent.client.quad_framenum > GameBase.level.framenum);
			if (ent.client.silencer_shots != 0)
				is_silenced= (byte) Defines.MZ_SILENCED;
			else
				is_silenced= 0;
			ent.client.pers.weapon.weaponthink.think(ent);
		}
	}
	/*
	================
	Weapon_Generic
	
	A generic function to handle the basics of weapon thinking
	================
	*/
	
	public static void Weapon_Generic(
		edict_t ent,
		int FRAME_ACTIVATE_LAST,
		int FRAME_FIRE_LAST,
		int FRAME_IDLE_LAST,
		int FRAME_DEACTIVATE_LAST,
		int pause_frames[],
		int fire_frames[],
		EntThinkAdapter fire) {
		int FRAME_FIRE_FIRST= (FRAME_ACTIVATE_LAST + 1);
		int FRAME_IDLE_FIRST= (FRAME_FIRE_LAST + 1);
		int FRAME_DEACTIVATE_FIRST= (FRAME_IDLE_LAST + 1);
	
		int n;
	
		if (ent.deadflag != 0 || ent.s.modelindex != 255) // VWep animations screw up corpses
			{
			return;
		}
	
		if (ent.client.weaponstate == Defines.WEAPON_DROPPING) {
			if (ent.client.ps.gunframe == FRAME_DEACTIVATE_LAST) {
				ChangeWeapon(ent);
				return;
			} else if ((FRAME_DEACTIVATE_LAST - ent.client.ps.gunframe) == 4) {
				ent.client.anim_priority= Defines.ANIM_REVERSE;
				if ((ent.client.ps.pmove.pm_flags & Defines.PMF_DUCKED) != 0) {
					ent.s.frame= M_Player.FRAME_crpain4 + 1;
					ent.client.anim_end= M_Player.FRAME_crpain1;
				} else {
					ent.s.frame= M_Player.FRAME_pain304 + 1;
					ent.client.anim_end= M_Player.FRAME_pain301;
	
				}
			}
	
			ent.client.ps.gunframe++;
			return;
		}
	
		if (ent.client.weaponstate == Defines.WEAPON_ACTIVATING) {
			if (ent.client.ps.gunframe == FRAME_ACTIVATE_LAST) {
				ent.client.weaponstate= Defines.WEAPON_READY;
				ent.client.ps.gunframe= FRAME_IDLE_FIRST;
				return;
			}
	
			ent.client.ps.gunframe++;
			return;
		}
	
		if ((ent.client.newweapon != null) && (ent.client.weaponstate != Defines.WEAPON_FIRING)) {
			ent.client.weaponstate= Defines.WEAPON_DROPPING;
			ent.client.ps.gunframe= FRAME_DEACTIVATE_FIRST;
	
			if ((FRAME_DEACTIVATE_LAST - FRAME_DEACTIVATE_FIRST) < 4) {
				ent.client.anim_priority= Defines.ANIM_REVERSE;
				if ((ent.client.ps.pmove.pm_flags & Defines.PMF_DUCKED) != 0) {
					ent.s.frame= M_Player.FRAME_crpain4 + 1;
					ent.client.anim_end= M_Player.FRAME_crpain1;
				} else {
					ent.s.frame= M_Player.FRAME_pain304 + 1;
					ent.client.anim_end= M_Player.FRAME_pain301;
	
				}
			}
			return;
		}
	
		if (ent.client.weaponstate == Defines.WEAPON_READY) {
			if (((ent.client.latched_buttons | ent.client.buttons) & Defines.BUTTON_ATTACK) != 0) {
				ent.client.latched_buttons &= ~Defines.BUTTON_ATTACK;
				if ((0 == ent.client.ammo_index)
					|| (ent.client.pers.inventory[ent.client.ammo_index]
						>= ent.client.pers.weapon.quantity)) {
					ent.client.ps.gunframe= FRAME_FIRE_FIRST;
					ent.client.weaponstate= Defines.WEAPON_FIRING;
	
					// start the animation
					ent.client.anim_priority= Defines.ANIM_ATTACK;
					if ((ent.client.ps.pmove.pm_flags & Defines.PMF_DUCKED) != 0) {
						ent.s.frame= M_Player.FRAME_crattak1 - 1;
						ent.client.anim_end= M_Player.FRAME_crattak9;
					} else {
						ent.s.frame= M_Player.FRAME_attack1 - 1;
						ent.client.anim_end= M_Player.FRAME_attack8;
					}
				} else {
					if (GameBase.level.time >= ent.pain_debounce_time) {
						GameBase.gi.sound(
							ent,
							Defines.CHAN_VOICE,
							GameBase.gi.soundindex("weapons/noammo.wav"),
							1,
							Defines.ATTN_NORM,
							0);
						ent.pain_debounce_time= GameBase.level.time + 1;
					}
					NoAmmoWeaponChange(ent);
				}
			} else {
				if (ent.client.ps.gunframe == FRAME_IDLE_LAST) {
					ent.client.ps.gunframe= FRAME_IDLE_FIRST;
					return;
				}
	
				if (pause_frames != null) {
					for (n= 0; pause_frames[n] != 0; n++) {
						if (ent.client.ps.gunframe == pause_frames[n]) {
							if ((Lib.rand() & 15) != 0)
								return;
						}
					}
				}
	
				ent.client.ps.gunframe++;
				return;
			}
		}
	
		if (ent.client.weaponstate == Defines.WEAPON_FIRING) {
			for (n= 0; fire_frames[n] != 0; n++) {
				if (ent.client.ps.gunframe == fire_frames[n]) {
					if (ent.client.quad_framenum > GameBase.level.framenum)
						GameBase.gi.sound(
							ent,
							Defines.CHAN_ITEM,
							GameBase.gi.soundindex("items/damage3.wav"),
							1,
							Defines.ATTN_NORM,
							0);
	
					fire.think(ent);
					break;
				}
			}
	
			if (0 == fire_frames[n])
				ent.client.ps.gunframe++;
	
			if (ent.client.ps.gunframe == FRAME_IDLE_FIRST + 1)
				ent.client.weaponstate= Defines.WEAPON_READY;
		}
	}
	/*
	======================================================================
	
	GRENADE
	
	======================================================================
	*/
	
	public static void weapon_grenade_fire(edict_t ent, boolean held) {
		float[] offset= { 0, 0, 0 };
		float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 };
		float[] start= { 0, 0, 0 };
		int damage= 125;
		float timer;
		int speed;
		float radius;
	
		radius= damage + 40;
		if (is_quad)
			damage *= 4;
	
		Math3D.VectorSet(offset, 8, 8, ent.viewheight - 8);
		Math3D.AngleVectors(ent.client.v_angle, forward, right, null);
		P_ProjectSource(ent.client, ent.s.origin, offset, forward, right, start);
	
		timer= ent.client.grenade_time - GameBase.level.time;
		speed=
			(int) (Defines.GRENADE_MINSPEED
				+ (Defines.GRENADE_TIMER - timer) * ((Defines.GRENADE_MAXSPEED - Defines.GRENADE_MINSPEED) / Defines.GRENADE_TIMER));
		Fire.fire_grenade2(ent, start, forward, damage, speed, timer, radius, held);
	
		if (0 == ((int) GameBase.dmflags.value & Defines.DF_INFINITE_AMMO))
			ent.client.pers.inventory[ent.client.ammo_index]--;
	
		ent.client.grenade_time= GameBase.level.time + 1.0f;
	
		if (ent.deadflag != 0 || ent.s.modelindex != 255) // VWep animations screw up corpses
			{
			return;
		}
	
		if (ent.health <= 0)
			return;
	
		if ((ent.client.ps.pmove.pm_flags & Defines.PMF_DUCKED) != 0) {
			ent.client.anim_priority= Defines.ANIM_ATTACK;
			ent.s.frame= M_Player.FRAME_crattak1 - 1;
			ent.client.anim_end= M_Player.FRAME_crattak3;
		} else {
			ent.client.anim_priority= Defines.ANIM_REVERSE;
			ent.s.frame= M_Player.FRAME_wave08;
			ent.client.anim_end= M_Player.FRAME_wave01;
		}
	}
	/*
	======================================================================
	
	BLASTER / HYPERBLASTER
	
	======================================================================
	*/
	
	public static void Blaster_Fire(
		edict_t ent,
		float[] g_offset,
		int damage,
		boolean hyper,
		int effect) {
		float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 };
		float[] start= { 0, 0, 0 };
		float[] offset= { 0, 0, 0 };
	
		if (is_quad)
			damage *= 4;
		Math3D.AngleVectors(ent.client.v_angle, forward, right, null);
		Math3D.VectorSet(offset, 24, 8, ent.viewheight - 8);
		Math3D.VectorAdd(offset, g_offset, offset);
		P_ProjectSource(ent.client, ent.s.origin, offset, forward, right, start);
	
		Math3D.VectorScale(forward, -2, ent.client.kick_origin);
		ent.client.kick_angles[0]= -1;
	
		Fire.fire_blaster(ent, start, forward, damage, 1000, effect, hyper);
	
		// send muzzle flash
		GameBase.gi.WriteByte(Defines.svc_muzzleflash);
		GameBase.gi.WriteShort(ent.index);
		if (hyper)
			GameBase.gi.WriteByte(Defines.MZ_HYPERBLASTER | is_silenced);
		else
			GameBase.gi.WriteByte(Defines.MZ_BLASTER | is_silenced);
		GameBase.gi.multicast(ent.s.origin, Defines.MULTICAST_PVS);
	
		GameWeapon.PlayerNoise(ent, start, Defines.PNOISE_WEAPON);
	}
}