/***
*
*	Copyright (c) 1996-2002, 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.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"

#include "usercmd.h"
#include "entity_state.h"
#include "demo_api.h"
#include "pm_defs.h"
#include "event_api.h"
#include "r_efx.h"

#include "../hud_iface.h"
#include "../com_weapons.h"
#include "../demo.h"

#include "quake_gun.h"
#include "../DMC_Teleporters.h"

extern globalvars_t *gpGlobals;

// Pool of client side entities/entvars_t
static entvars_t	ev[ 32 ];
static int			num_ents = 0;

// The entity we'll use to represent the local client
static CBasePlayer	player;

// Local version of game .dll global variables ( time, etc. )
static globalvars_t	Globals; 

static CBasePlayerWeapon *g_pWpns[ 32 ];
extern int iCarriedWeapons;
int g_iWaterLevel;
// HLDM Weapon placeholder entities.
CQuakeGun g_QuakeGun;

extern BEAM *pBeam;
/*
======================
AlertMessage

Print debug messages to console
======================
*/
void AlertMessage( ALERT_TYPE atype, char *szFmt, ... )
{
	va_list		argptr;
	static char	string[1024];
	
	va_start (argptr, szFmt);
	vsprintf (string, szFmt,argptr);
	va_end (argptr);

	gEngfuncs.Con_Printf( "cl:  " );
	gEngfuncs.Con_Printf( string );
}

/*
=====================
HUD_PrepEntity

Links the raw entity to an entvars_s holder.  If a player is passed in as the owner, then
we set up the m_pPlayer field.
=====================
*/
void HUD_PrepEntity( CBaseEntity *pEntity, CBasePlayer *pWeaponOwner )
{
	memset( &ev[ num_ents ], 0, sizeof( entvars_t ) );
	pEntity->pev = &ev[ num_ents++ ];

	pEntity->Precache();
	pEntity->Spawn();

	if ( pWeaponOwner )
	{
		ItemInfo info;
		
		((CBasePlayerWeapon *)pEntity)->m_pPlayer = pWeaponOwner;
		
		((CBasePlayerWeapon *)pEntity)->GetItemInfo( &info );

		g_pWpns[ info.iId ] = (CBasePlayerWeapon *)pEntity;
	}
}

CQuakeRocket *CQuakeRocket::CreateRocket( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner )
{
	return NULL;
}

CQuakeRocket *CQuakeRocket::CreateGrenade( Vector vecOrigin, Vector vecVelocity, CBaseEntity *pOwner )
{
	return NULL;
}

CQuakeNail *CQuakeNail::CreateSuperNail( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner )
{
	return NULL;
}

CQuakeNail *CQuakeNail::CreateNail( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner )
{
	return NULL;
}

void CBasePlayer :: Precache( void )
{
	m_usShotgunSingle	= PRECACHE_EVENT( 1, "events/shotgun1.sc" );
	m_usShotgunDouble	= PRECACHE_EVENT( 1, "events/shotgun2.sc" );
	m_usAxe				= PRECACHE_EVENT( 1, "events/axe.sc" );
	m_usAxeSwing		= PRECACHE_EVENT( 1, "events/axeswing.sc" );
	m_usRocket			= PRECACHE_EVENT( 1, "events/rocket.sc" );
	m_usGrenade			= PRECACHE_EVENT( 1, "events/grenade.sc" );
	m_usLightning		= PRECACHE_EVENT( 1, "events/lightning.sc" );
	m_usSpike			= PRECACHE_EVENT( 1, "events/spike.sc" );
	m_usSuperSpike		= PRECACHE_EVENT( 1, "events/superspike.sc" );
}

/*
=====================
CBaseEntity :: Killed

If weapons code "kills" an entity, just set its effects to EF_NODRAW
=====================
*/
void CBaseEntity :: Killed( entvars_t *pevAttacker, int iGib )
{
	pev->effects |= EF_NODRAW;
}

/*
=====================
CBasePlayerWeapon :: DefaultReload
=====================
*/
BOOL CBasePlayerWeapon :: DefaultReload( int iClipSize, int iAnim, float fDelay )
{
	m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + fDelay;

	//!!UNDONE -- reload sound goes here !!!
	SendWeaponAnim( iAnim );

	m_fInReload = TRUE;

	m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3;
	return TRUE;
}

/*
=====================
CBasePlayerWeapon :: CanDeploy
=====================
*/
BOOL CBasePlayerWeapon :: CanDeploy( void ) 
{
	BOOL bHasAmmo = 0;

	if ( !pszAmmo1() )
	{
		// this weapon doesn't use ammo, can always deploy.
		return TRUE;
	}

	if ( pszAmmo1() )
	{
		bHasAmmo |= (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] != 0);
	}
	if ( pszAmmo2() )
	{
		bHasAmmo |= (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] != 0);
	}
	if (m_iClip > 0)
	{
		bHasAmmo |= 1;
	}
	if (!bHasAmmo)
	{
		return FALSE;
	}

	return TRUE;
}

/*
=====================
CBasePlayerWeapon :: DefaultDeploy

=====================
*/
BOOL CBasePlayerWeapon :: DefaultDeploy( char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal )
{
	if ( !CanDeploy() )
		return FALSE;

	gEngfuncs.CL_LoadModel( szViewModel, &m_pPlayer->pev->viewmodel );
	
	SendWeaponAnim( iAnim );

	m_bPlayedIdleAnim = FALSE;

	m_pPlayer->m_flNextAttack = 0.5;
	m_flTimeWeaponIdle = 1.0;
	return TRUE;
}

/*
=====================
CBasePlayerWeapon :: PlayEmptySound

=====================
*/
BOOL CBasePlayerWeapon :: PlayEmptySound( void )
{
	if (m_iPlayEmptySound)
	{
		HUD_PlaySound( "weapons/357_cock1.wav", 0.8 );
		m_iPlayEmptySound = 0;
		return 0;
	}
	return 0;
}

/*
=====================
CBasePlayerWeapon :: ResetEmptySound

=====================
*/
void CBasePlayerWeapon :: ResetEmptySound( void )
{
	m_iPlayEmptySound = 1;
}

/*
=====================
CBasePlayerWeapon::Holster

Put away weapon
=====================
*/
void CBasePlayerWeapon::Holster( int skiplocal /* = 0 */ )
{ 
	m_fInReload = FALSE; // cancel any reload in progress.
	m_pPlayer->pev->viewmodel = 0; 
}

/*
=====================
CBasePlayerWeapon::SendWeaponAnim

Animate weapon model
=====================
*/
void CBasePlayerWeapon::SendWeaponAnim( int iAnim, int skiplocal )
{
	m_pPlayer->pev->weaponanim = iAnim;
	
	int body = 0;

	HUD_SendWeaponAnim( iAnim, body, 0 );
}

/*
=====================
CBasePlayerWeapon::ItemPostFrame

Handles weapon firing, reloading, etc.
=====================
*/
void CBasePlayerWeapon::ItemPostFrame( void )
{
	if ((m_fInReload) && (m_pPlayer->m_flNextAttack <= 0.0))
	{
#if 0 // FIXME, need ammo on client to make this work right
		// complete the reload. 
		int j = min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);	

		// Add them to the clip
		m_iClip += j;
		m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j;
#else	
		m_iClip += 10;
#endif
		m_fInReload = FALSE;
	}

	if ((m_pPlayer->pev->button & IN_ATTACK2) && (m_flNextSecondaryAttack <= 0.0))
	{
		if ( pszAmmo2() && !m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()] )
		{
			m_fFireOnEmpty = TRUE;
		}

		SecondaryAttack();
		m_pPlayer->pev->button &= ~IN_ATTACK2;
	}
	else if ((m_pPlayer->pev->button & IN_ATTACK) && (m_flNextPrimaryAttack <= 0.0))
	{
		if ( (m_iClip == 0 && pszAmmo1()) || (iMaxClip() == -1 && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) )
		{
			m_fFireOnEmpty = TRUE;
		}

		PrimaryAttack();
	}
	else if ( m_pPlayer->pev->button & IN_RELOAD && iMaxClip() != WEAPON_NOCLIP && !m_fInReload ) 
	{
		// reload when reload is pressed, or if no buttons are down and weapon is empty.
		Reload();
	}
	else if ( !(m_pPlayer->pev->button & (IN_ATTACK|IN_ATTACK2) ) )
	{
		// no fire buttons down

		m_fFireOnEmpty = FALSE;

		if ( !m_bPlayedIdleAnim )
		{
			m_bPlayedIdleAnim = TRUE;
		
			if ( m_pPlayer->m_iQuakeWeapon == IT_LIGHTNING )
				 PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_pPlayer->m_usLightning, 0, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, 0.0, 0.0, 0, 1, 0, 0 );
		}

		WeaponIdle( );
		return;
	}
	
	// catch all
	if ( ShouldWeaponIdle() )
	{
		WeaponIdle();
	}
}

/*
=====================
CBasePlayer::SelectItem

  Switch weapons
=====================
*/
void CBasePlayer::SelectItem(const char *pstr)
{
	if (!pstr)
		return;

	CBasePlayerItem *pItem = NULL;

	if (!pItem)
		return;

	
	if (pItem == m_pActiveItem)
		return;

	if (m_pActiveItem)
		m_pActiveItem->Holster( );
	
	m_pLastItem = m_pActiveItem;
	m_pActiveItem = pItem;

	if (m_pActiveItem)
	{
		m_pActiveItem->Deploy( );
	}
}

/*
=====================
CBasePlayer::SelectLastItem

=====================
*/
void CBasePlayer::SelectLastItem(void)
{
	if (!m_pLastItem)
	{
		return;
	}

	if ( m_pActiveItem && !m_pActiveItem->CanHolster() )
	{
		return;
	}

	if (m_pActiveItem)
		m_pActiveItem->Holster( );
	
	CBasePlayerItem *pTemp = m_pActiveItem;
	m_pActiveItem = m_pLastItem;
	m_pLastItem = pTemp;
	m_pActiveItem->Deploy( );
}

/*
=====================
CBasePlayer::Killed

=====================
*/
void CBasePlayer::Killed( entvars_t *pevAttacker, int iGib )
{
	if ( m_iQuakeWeapon == IT_LIGHTNING )
	{
		 PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usLightning, 0, (float *)&pev->origin, (float *)&pev->angles, 0.0, 0.0, 0, 1, 0, 0 );
	}

	// Holster weapon immediately, to allow it to cleanup
	if (m_pActiveItem)
		m_pActiveItem->Holster( );
}

/*
=====================
CBasePlayer::Spawn

=====================
*/
void CBasePlayer::Spawn( void )
{
	if (m_pActiveItem)
		m_pActiveItem->Deploy( );
}

BOOL CQuakeGun::Deploy( )
{
	gEngfuncs.CL_LoadModel( "models/v_axe.mdl", &m_pPlayer->pev->viewmodel );
	strcpy( m_pPlayer->m_szAnimExtention, "onehanded" );
	return TRUE;
}

int HUD_GetModelIndex( char *modelname )
{
	int retval = 0;
	gEngfuncs.CL_LoadModel( modelname, &retval );
	return retval;
}

/*
=====================
UTIL_TraceLine

Don't actually trace, but act like the trace didn't hit anything.
=====================
*/
void UTIL_TraceLine( const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, edict_t *pentIgnore, TraceResult *ptr )
{
	memset( ptr, 0, sizeof( *ptr ) );
	ptr->flFraction = 1.0;
}

/*
=====================
UTIL_ParticleBox

For debugging, draw a box around a player made out of particles
=====================
*/
void UTIL_ParticleBox( CBasePlayer *player, float *mins, float *maxs, float life, unsigned char r, unsigned char g, unsigned char b )
{
	int i;
	vec3_t mmin, mmax;

	for ( i = 0; i < 3; i++ )
	{
		mmin[ i ] = player->pev->origin[ i ] + mins[ i ];
		mmax[ i ] = player->pev->origin[ i ] + maxs[ i ];
	}

	gEngfuncs.pEfxAPI->R_ParticleBox( (float *)&mmin, (float *)&mmax, 5.0, 0, 255, 0 );
}

/*
=====================
UTIL_ParticleBoxes

For debugging, draw boxes for other collidable players
=====================
*/
void UTIL_ParticleBoxes( void )
{
	int idx;
	physent_t *pe;
	cl_entity_t *player;
	vec3_t mins, maxs;
	
	gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true );

	// Store off the old count
	gEngfuncs.pEventAPI->EV_PushPMStates();

	player = gEngfuncs.GetLocalPlayer();
	// Now add in all of the players.
	gEngfuncs.pEventAPI->EV_SetSolidPlayers ( player->index - 1 );	

	for ( idx = 1; idx < 100; idx++ )
	{
		pe = gEngfuncs.pEventAPI->EV_GetPhysent( idx );
		if ( !pe )
			break;

		if ( pe->info >= 1 && pe->info <= gEngfuncs.GetMaxClients() )
		{
			mins = pe->origin + pe->mins;
			maxs = pe->origin + pe->maxs;

			gEngfuncs.pEfxAPI->R_ParticleBox( (float *)&mins, (float *)&maxs, 0, 0, 255, 2.0 );
		}
	}

	gEngfuncs.pEventAPI->EV_PopPMStates();
}

/*
=====================
UTIL_ParticleLine

For debugging, draw a line made out of particles
=====================
*/
void UTIL_ParticleLine( CBasePlayer *player, float *start, float *end, float life, unsigned char r, unsigned char g, unsigned char b )
{
	gEngfuncs.pEfxAPI->R_ParticleLine( start, end, r, g, b, life );
}

/*
=====================
CBasePlayerWeapon::PrintState

For debugging, print out state variables to log file
=====================
*/
void CBasePlayerWeapon::PrintState( void )
{
	COM_Log( "c:\\hl.log", "%.4f ", gpGlobals->time );
	COM_Log( "c:\\hl.log", "%.4f ", m_pPlayer->m_flNextAttack );
	COM_Log( "c:\\hl.log", "%.4f ", m_flNextPrimaryAttack );
	COM_Log( "c:\\hl.log", "%.4f ", m_flTimeWeaponIdle - gpGlobals->time);
	COM_Log( "c:\\hl.log", "%i ", m_iClip );
}

vec3_t previousorigin;

/*
=====================
HUD_GetLastOrg

Retruns the last position that we stored for egon beam endpoint.
=====================
*/
void HUD_GetLastOrg( float *org )
{
	int i;
	
	// Return last origin
	for ( i = 0; i < 3; i++ )
	{
		org[i] = previousorigin[i];
	}
}

/*
=====================
HUD_SetLastOrg

Remember our exact predicted origin so we can draw the egon to the right position.
=====================
*/
void HUD_SetLastOrg( void )
{
	int i;
	
	// Offset final origin by view_offset
	for ( i = 0; i < 3; i++ )
	{
		previousorigin[i] = g_finalstate->playerstate.origin[i] + g_finalstate->client.view_ofs[ i ];
	}
}

/*
=====================
HUD_InitClientWeapons

Set up weapons, player and functions needed to run weapons code client-side.
=====================
*/
void HUD_InitClientWeapons( void )
{
	static int initialized = 0;
	if ( initialized )
		return;

	initialized = 1;

	// Set up pointer ( dummy object )
	gpGlobals = &Globals;

	// Fill in current time ( probably not needed )
	gpGlobals->time = gEngfuncs.GetClientTime();

	// Fake functions
	g_engfuncs.pfnPrecacheModel		= stub_PrecacheModel;
	g_engfuncs.pfnPrecacheSound		= stub_PrecacheSound;
	g_engfuncs.pfnPrecacheEvent		= stub_PrecacheEvent;
	g_engfuncs.pfnNameForFunction	= stub_NameForFunction;
	g_engfuncs.pfnSetModel			= stub_SetModel;
	g_engfuncs.pfnSetClientMaxspeed = HUD_SetMaxSpeed;

	// Handled locally
	g_engfuncs.pfnPlaybackEvent		= HUD_PlaybackEvent;
	g_engfuncs.pfnAlertMessage		= AlertMessage;

	// Pass through to engine
	g_engfuncs.pfnPrecacheEvent		= gEngfuncs.pfnPrecacheEvent;
	g_engfuncs.pfnRandomFloat		= gEngfuncs.pfnRandomFloat;
	g_engfuncs.pfnRandomLong		= gEngfuncs.pfnRandomLong;

	// Allocate a slot for the local player
	HUD_PrepEntity( &player		, NULL );

	// Allocate slot(s) for each weapon that we are going to be predicting
	HUD_PrepEntity( &g_QuakeGun	, &player );
}

int Quake_NumForWeaponItem( int quakeitem )
{
	int retval = 1;
	switch ( quakeitem )
	{
	default:
	case IT_AXE:
		retval = 1;
		break;
	case IT_SHOTGUN:
		retval = 2;
		break;
	case IT_SUPER_SHOTGUN:
		retval = 3;
		break;
	case IT_NAILGUN:
		retval = 4;
		break;
	case IT_SUPER_NAILGUN:
		retval = 5;
		break;
	case IT_GRENADE_LAUNCHER:
		retval = 6;
		break;
	case IT_ROCKET_LAUNCHER:
		retval = 7;
		break;

	case IT_LIGHTNING:
		retval = 8;
		break;
	}

	return retval;
}

/*
=====================
HUD_WeaponsPostThink

Run Weapon firing code on client
=====================
*/
void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cmd, double time, unsigned int random_seed )
{
	int i;
	int buttonsChanged;
	CBasePlayerWeapon *pWeapon = NULL;
	CBasePlayerWeapon *pCurrent;
	weapon_data_t nulldata, *pfrom, *pto;
	static int lasthealth;

	memset( &nulldata, 0, sizeof( nulldata ) );

	HUD_InitClientWeapons();	

	// Get current clock
	gpGlobals->time = time;

	// Fill in data based on selected weapon
	// FIXME, make this a method in each weapon?  where you pass in an entity_state_t *?
	switch ( from->client.m_iId )
	{
	case WEAPON_GLOCK:
		pWeapon = &g_QuakeGun;
		break;
	}

	// Store pointer to our destination entity_state_t so we can get our origin, etc. from it
	//  for setting up events on the client
	g_finalstate = to;

	// If we are running events/etc. go ahead and see if we
	//  managed to die between last frame and this one
	// If so, run the appropriate player killed or spawn function
	if ( g_runfuncs )
	{
		if ( to->client.health <= 0 && lasthealth > 0 )
		{
			player.Killed( NULL, 0 );
		}
		else if ( to->client.health > 0 && lasthealth <= 0 )
		{
			player.Spawn();
		}

		lasthealth = to->client.health;
	}

	// We are not predicting the current weapon, just bow out here.
	if ( !pWeapon )
		return;

	gpGlobals->deathmatch = from->client.iuser4;

	for ( i = 0; i < 32; i++ )
	{
		pCurrent = g_pWpns[ i ];
		if ( !pCurrent )
		{
			continue;
		}

		pfrom = &from->weapondata[ i ];
		
		pCurrent->m_fInReload			= pfrom->m_fInReload;
		pCurrent->m_iClip				= pfrom->m_iClip;
		pCurrent->m_flNextPrimaryAttack	= pfrom->m_flNextPrimaryAttack;
		pCurrent->m_flNextSecondaryAttack = pfrom->m_flNextSecondaryAttack;
		pCurrent->m_flTimeWeaponIdle	= pfrom->m_flTimeWeaponIdle;
	}

	// For random weapon events, use this seed to seed random # generator
	player.random_seed = random_seed;

	// Get old buttons from previous state.
	player.m_afButtonLast = from->playerstate.oldbuttons;

	// Which buttsons chave changed
	buttonsChanged = (player.m_afButtonLast ^ cmd->buttons);	// These buttons have changed this frame
	
	// Debounced button codes for pressed/released
	// The changed ones still down are "pressed"
	player.m_afButtonPressed =  buttonsChanged & cmd->buttons;	
	// The ones not down are "released"
	player.m_afButtonReleased = buttonsChanged & (~cmd->buttons);

	// Set player variables that weapons code might check/alter
	player.pev->button = cmd->buttons;

	player.pev->velocity = from->client.velocity;
	player.pev->flags = from->client.flags;

	player.pev->deadflag = from->client.deadflag;
	g_iWaterLevel = player.pev->waterlevel = from->client.waterlevel;
	player.pev->maxspeed    = from->client.maxspeed;
	player.pev->fov = from->client.fov;
	player.pev->weaponanim = from->client.weaponanim;
	player.pev->viewmodel = from->client.viewmodel;
	player.m_flNextAttack = from->client.m_flNextAttack;
	player.m_iQuakeWeapon = (int)from->client.fuser1;
	iCarriedWeapons = player.m_iQuakeItems = from->client.iuser3;

	player.m_iAmmoShells = from->client.ammo_shells;
	player.m_iAmmoCells = from->client.ammo_cells;
	player.m_iAmmoRockets = from->client.ammo_rockets;
	player.m_iAmmoNails = from->client.ammo_nails;

	player.m_iNailOffset = (int)from->client.fuser2 != 0.0 ? 4.0 : -4.0;


	
	// REally useful for debugging prediction
/*	if ( player.m_iQuakeWeapon > 0 )
	{
		gEngfuncs.Con_NPrintf( 9, "got qw %i", player.m_iQuakeWeapon );
		char items[33];
		for ( int i = 0; i < 32; i++ )
		{
			if ( player.m_iQuakeItems & (1<<i) )
			{
				items[i] = '1';
			}
			else
			{
				items[i] = '0';
			}
		}
		items[32] = 0;
		gEngfuncs.Con_NPrintf( 10, "got qi %s", items );
		gEngfuncs.Con_NPrintf( 11, "shells %i", player.m_iAmmoShells );
		gEngfuncs.Con_NPrintf( 12, "cells %i", player.m_iAmmoCells );
		gEngfuncs.Con_NPrintf( 13, "rockets %i", player.m_iAmmoRockets );
		gEngfuncs.Con_NPrintf( 14, "nails %i", player.m_iAmmoNails );
		gEngfuncs.Con_NPrintf( 15, "viewmodel %i", player.pev->viewmodel );
		gEngfuncs.Con_NPrintf( 16, "dm == %i", gpGlobals->deathmatch );
	}*/
	

	// Point to current weapon object
	if ( from->client.m_iId )
	{
		player.m_pActiveItem = g_pWpns[ from->client.m_iId ];
	}

	// Set ammo, but don't change anim
	player.W_SetCurrentAmmo( 0 );

	

	// Don't go firing anything if we have died.
	// Or if we don't have a weapon model deployed
	if ( ( player.pev->deadflag != ( DEAD_DISCARDBODY + 1 ) ) && !CL_IsDead() ) // && player.pev->viewmodel )
	{
		if ( player.m_flNextAttack <= 0 )
		{
			pWeapon->ItemPostFrame();
		}
	}

	// Assume that we are not going to switch weapons
	to->client.m_iId					= from->client.m_iId;

	// Now see if we issued a changeweapon command ( and we're not dead )
	if ( cmd->weaponselect && ( player.pev->deadflag != ( DEAD_DISCARDBODY + 1 ) ) )
	{
		// Switched to a different weapon?
		if ( Quake_NumForWeaponItem( player.m_iQuakeWeapon ) != cmd->weaponselect )
		{
			player.W_ChangeWeapon( cmd->weaponselect );
		}
	}

	if ( player.m_iQuakeWeapon != IT_LIGHTNING && pBeam != NULL )
	{
		pBeam->die = 0.0;
		pBeam = NULL;
	}
	// Copy in results of predcition code
	
	to->client.viewmodel				= player.pev->viewmodel;
	to->client.fov						= player.pev->fov;
	to->client.weaponanim				= player.pev->weaponanim;
	to->client.m_flNextAttack			= player.m_flNextAttack;
	to->client.maxspeed					= player.pev->maxspeed;
	to->client.iuser3					= player.m_iQuakeItems;
	to->client.fuser1					= (float)player.m_iQuakeWeapon;
	to->client.fuser2					= (float)player.m_iNailOffset > 0.0 ? 1.0 : 0.0;
	
	to->client.ammo_shells				= player.m_iAmmoShells;
	to->client.ammo_cells				= player.m_iAmmoCells;
	to->client.ammo_rockets				= player.m_iAmmoRockets;
	to->client.ammo_nails				= player.m_iAmmoNails;

	// Make sure that weapon animation matches what the game .dll is telling us
	//  over the wire ( fixes some animation glitches )
	if ( g_runfuncs && ( HUD_GetWeaponAnim() != to->client.weaponanim ) )
	{
		int body = 2;
		// Force a fixed anim down to viewmodel
		HUD_SendWeaponAnim( to->client.weaponanim, body, 1 );
	}

	for ( i = 0; i < 32; i++ )
	{
		pCurrent = g_pWpns[ i ];

		pto = &to->weapondata[ i ];

		if ( !pCurrent )
		{
			memset( pto, 0, sizeof( weapon_data_t ) );
			continue;
		}
	
		pto->m_fInReload				= pCurrent->m_fInReload;
		pto->m_iClip					= pCurrent->m_iClip; 
		pto->m_flNextPrimaryAttack		= pCurrent->m_flNextPrimaryAttack;
		pto->m_flNextSecondaryAttack	= pCurrent->m_flNextSecondaryAttack;
		pto->m_flTimeWeaponIdle			= pCurrent->m_flTimeWeaponIdle;

		// Decrement weapon counters, server does this at same time ( during post think, after doing everything else )
		pto->m_flNextReload				-= cmd->msec / 1000.0;
		pto->m_fNextAimBonus			-= cmd->msec / 1000.0;
		pto->m_flNextPrimaryAttack		-= cmd->msec / 1000.0;
		pto->m_flNextSecondaryAttack	-= cmd->msec / 1000.0;
		pto->m_flTimeWeaponIdle			-= cmd->msec / 1000.0;

		if ( pto->m_flPumpTime != -9999 )
		{
			pto->m_flPumpTime -= cmd->msec / 1000.0;
			if ( pto->m_flPumpTime < -0.001 )
				pto->m_flPumpTime = -0.001;
		}

		if ( pto->m_fNextAimBonus < -1.0 )
		{
			pto->m_fNextAimBonus = -1.0;
		}

		if ( pto->m_flNextPrimaryAttack < -1.0 )
		{
			pto->m_flNextPrimaryAttack = -1.0;
		}

		if ( pto->m_flNextSecondaryAttack < -0.001 )
		{
			pto->m_flNextSecondaryAttack = -0.001;
		}

		if ( pto->m_flTimeWeaponIdle < -0.001 )
		{
			pto->m_flTimeWeaponIdle = -0.001;
		}

		if ( pto->m_flNextReload < -0.001 )
		{
			pto->m_flNextReload = -0.001;
		}
	}

	// m_flNextAttack is now part of the weapons, but is part of the player instead
	to->client.m_flNextAttack -= cmd->msec / 1000.0;
	if ( to->client.m_flNextAttack < -0.001 )
	{
		to->client.m_flNextAttack = -0.001;
	}

	// Store off the last position from the predicted state.
	HUD_SetLastOrg();
	// Wipe it so we can't use it after this frame
	g_finalstate = NULL;
}

/*
=====================
HUD_PostRunCmd

Client calls this during prediction, after it has moved the player and updated any info changed into to->
time is the current client clock based on prediction
cmd is the command that caused the movement, etc
runfuncs is 1 if this is the first time we've predicted this command.  If so, sounds and effects should play, otherwise, they should
be ignored
=====================
*/
void _DLLEXPORT HUD_PostRunCmd( struct local_state_s *from, struct local_state_s *to, struct usercmd_s *cmd, int runfuncs, double time, unsigned int random_seed )
{
	g_runfuncs = runfuncs;

	// Only run post think stuff for glock for the sample
	//  implementation
	if ( cl_lw && cl_lw->value )
	{
		HUD_WeaponsPostThink( from, to, cmd, time, random_seed );
	}
	else
	{
		to->client.fov = g_lastFOV;
	}

	Dmc_CheckTeleporters( from, to ); // See if we stepped on a jump pad

	// All games can use FOV state
	g_lastFOV = to->client.fov;
}
