#include "g_local.h"
#include "bg_local.h"
#include "w_saber.h"
#include "ai_main.h"
#include "../ghoul2/G2.h"

#define SABER_BOX_SIZE 16.0f
extern bot_state_t *botstates[MAX_CLIENTS];
extern qboolean InFront( vec3_t spot, vec3_t from, vec3_t fromAngles, float threshHold );
extern void G_TestLine(vec3_t start, vec3_t end, int color, int time);

extern vmCvar_t		g_saberRealisticCombat;
extern vmCvar_t		d_saberSPStyleDamage;
extern vmCvar_t		g_debugSaberLocks;
// nmckenzie: SABER_DAMAGE_WALLS
extern vmCvar_t		g_saberWallDamageScale;

int saberSpinSound = 0;

//would be cleaner if these were renamed to BG_ and proto'd in a header.
#include "../namespace_begin.h"
qboolean PM_SaberInTransition( int move );
qboolean PM_SaberInDeflect( int move );
qboolean PM_SaberInBrokenParry( int move );
qboolean PM_SaberInBounce( int move );
qboolean BG_SaberInReturn( int move );
qboolean BG_InKnockDownOnGround( playerState_t *ps );
qboolean BG_StabDownAnim( int anim );
qboolean BG_SabersOff( playerState_t *ps );
qboolean BG_SaberInTransitionAny( int move );
qboolean BG_SaberInAttackPure( int move );
qboolean WP_SaberBladeUseSecondBladeStyle( saberInfo_t *saber, int bladeNum );
qboolean WP_SaberBladeDoTransitionDamage( saberInfo_t *saber, int bladeNum );
#include "../namespace_end.h"

void WP_SaberAddG2Model( gentity_t *saberent, const char *saberModel, qhandle_t saberSkin );
void WP_SaberRemoveG2Model( gentity_t *saberent );

float RandFloat(float min, float max) {
	return ((rand() * (max - min)) / 32768.0F) + min;
}

#ifdef DEBUG_SABER_BOX
void	G_DebugBoxLines(vec3_t mins, vec3_t maxs, int duration)
{
	vec3_t start;
	vec3_t end;

	float x = maxs[0] - mins[0];
	float y = maxs[1] - mins[1];

	// top of box
	VectorCopy(maxs, start);
	VectorCopy(maxs, end);
	start[0] -= x;
	G_TestLine(start, end, 0x00000ff, duration);
	end[0] = start[0];
	end[1] -= y;
	G_TestLine(start, end, 0x00000ff, duration);
	start[1] = end[1];
	start[0] += x;
	G_TestLine(start, end, 0x00000ff, duration);
	G_TestLine(start, maxs, 0x00000ff, duration);
	// bottom of box
	VectorCopy(mins, start);
	VectorCopy(mins, end);
	start[0] += x;
	G_TestLine(start, end, 0x00000ff, duration);
	end[0] = start[0];
	end[1] += y;
	G_TestLine(start, end, 0x00000ff, duration);
	start[1] = end[1];
	start[0] -= x;
	G_TestLine(start, end, 0x00000ff, duration);
	G_TestLine(start, mins, 0x00000ff, duration);
}
#endif

//general check for performing certain attacks against others
qboolean G_CanBeEnemy(gentity_t *self, gentity_t *enemy)
{
	if (!self->inuse || !enemy->inuse || !self->client || !enemy->client)
	{
		return qfalse;
	}

	if (self->client->ps.duelInProgress && self->client->ps.duelIndex[0] != enemy->s.number)
	{ //dueling but not with this person
		return qfalse;
	}

	if (enemy->client->ps.duelInProgress && enemy->client->ps.duelIndex[0] != self->s.number)
	{ //other guy dueling but not with me
		return qfalse;
	}

	if (g_gametype.integer < GT_TEAM)
	{ //ok, sure
		return qtrue;
	}

	if (g_friendlyFire.integer)
	{ //if ff on then can inflict damage normally on teammates
		return qtrue;
	}

	if (OnSameTeam(self, enemy))
	{ //ff not on, don't hurt teammates
		return qfalse;
	}

	return qtrue;
}

//This function gets the attack power which is used to decide broken parries,
//knockaways, and numerous other things. It is not directly related to the
//actual amount of damage done, however. -rww
static GAME_INLINE int G_SaberAttackPower(gentity_t *ent, qboolean attacking)
{
	int baseLevel;
	assert(ent && ent->client);

	baseLevel = ent->client->ps.fd.saberAnimLevel;

	//Give "medium" strength for the two special stances.
	if (baseLevel == SS_DUAL)
	{
		baseLevel = 2;
	}
	else if (baseLevel == SS_STAFF)
	{
		baseLevel = 2;
	}

	if (attacking)
	{ //the attacker gets a boost to help penetrate defense.
		//General boost up so the individual levels make a bigger difference.
		baseLevel *= 2;

		baseLevel++;

		//Get the "speed" of the swing, roughly, and add more power
		//to the attack based on it.
		if (ent->client->lastSaberStorageTime >= (level.time-50) &&
			ent->client->olderIsValid)
		{
			vec3_t vSub;
			int swingDist;
			int toleranceAmt;

			//We want different "tolerance" levels for adding in the distance of the last swing
			//to the base power level depending on which stance we are using. Otherwise fast
			//would have more advantage than it should since the animations are all much faster.
			switch (ent->client->ps.fd.saberAnimLevel)
			{
			case SS_STRONG:
				toleranceAmt = 8;
				break;
			case SS_MEDIUM:
				toleranceAmt = 16;
				break;
			case SS_FAST:
				toleranceAmt = 24;
				break;
			default: //dual, staff, etc.
				toleranceAmt = 16;
				break;
			}

            VectorSubtract(ent->client->lastSaberBase_Always, ent->client->olderSaberBase, vSub);
			swingDist = (int)VectorLength(vSub);

			while (swingDist > 0)
			{ //I would like to do something more clever. But I suppose this works, at least for now.
				baseLevel++;
				swingDist -= toleranceAmt;
			}
		}

#ifndef FINAL_BUILD
		if (g_saberDebugPrint.integer > 1)
		{
			Com_Printf("Client %i: ATT STR: %i\n", ent->s.number, baseLevel);
		}
#endif
	}

	if ((ent->client->ps.brokenLimbs & (1 << BROKENLIMB_RARM)) ||
		(ent->client->ps.brokenLimbs & (1 << BROKENLIMB_LARM)))
	{ //We're very weak when one of our arms is broken
		baseLevel *= 0.3;
	}

	//Cap at reasonable values now.
	if (baseLevel < 1)
	{
		baseLevel = 1;
	}
	else if (baseLevel > 16)
	{
		baseLevel = 16;
	}

	if (g_gametype.integer == GT_POWERDUEL &&
		ent->client->sess.duelTeam == DUELTEAM_LONE)
	{ //get more power then
		return baseLevel*2;
	}
	else if (attacking && g_gametype.integer == GT_SIEGE)
	{ //in siege, saber battles should be quicker and more biased toward the attacker
		return baseLevel*3;
	}
	
	return baseLevel;
}

void WP_DeactivateSaber( gentity_t *self, qboolean clearLength )
{
	if ( !self || !self->client )
	{
		return;
	}
	//keep my saber off!
	if ( !self->client->ps.saberHolstered )
	{
		self->client->ps.saberHolstered = 2;
		/*
		if ( clearLength )
		{
			self->client->ps.SetSaberLength( 0 );
		}
		*/
		//Doens't matter ATM
		if (self->client->saber[0].soundOff)
		{
			G_Sound(self, CHAN_WEAPON, self->client->saber[0].soundOff);
		}

		if (self->client->saber[1].soundOff &&
			self->client->saber[1].model[0])
		{
			G_Sound(self, CHAN_WEAPON, self->client->saber[1].soundOff);
		}

	}
}

void WP_ActivateSaber( gentity_t *self )
{
	if ( !self || !self->client )
	{
		return;
	}

	if (self->NPC &&
		self->client->ps.forceHandExtend == HANDEXTEND_JEDITAUNT &&
		(self->client->ps.forceHandExtendTime - level.time) > 200)
	{ //if we're an NPC and in the middle of a taunt then stop it
		self->client->ps.forceHandExtend = HANDEXTEND_NONE;
		self->client->ps.forceHandExtendTime = 0;
	}
	else if (self->client->ps.fd.forceGripCripple)
	{ //can't activate saber while being gripped
		return;
	}

	if ( self->client->ps.saberHolstered )
	{
		self->client->ps.saberHolstered = 0;
		if (self->client->saber[0].soundOn)
		{
			G_Sound(self, CHAN_WEAPON, self->client->saber[0].soundOn);
		}

		if (self->client->saber[1].soundOn)
		{
			G_Sound(self, CHAN_WEAPON, self->client->saber[1].soundOn);
		}
	}
}

#define PROPER_THROWN_VALUE 999 //Ah, well.. 

void SaberUpdateSelf(gentity_t *ent)
{
	if (ent->r.ownerNum == ENTITYNUM_NONE)
	{
		ent->think = G_FreeEntity;
		ent->nextthink = level.time;
		return;
	}

	if (!g_entities[ent->r.ownerNum].inuse ||
		!g_entities[ent->r.ownerNum].client/* ||
		g_entities[ent->r.ownerNum].client->sess.sessionTeam == TEAM_SPECTATOR*/)
	{
		ent->think = G_FreeEntity;
		ent->nextthink = level.time;
		return;
	}

	if (g_entities[ent->r.ownerNum].client->ps.saberInFlight && g_entities[ent->r.ownerNum].health > 0)
	{ //let The Master take care of us now (we'll get treated like a missile until we return)
		ent->nextthink = level.time;
		ent->genericValue5 = PROPER_THROWN_VALUE;
		return;
	}

	ent->genericValue5 = 0;

	if (g_entities[ent->r.ownerNum].client->ps.weapon != WP_SABER ||
		(g_entities[ent->r.ownerNum].client->ps.pm_flags & PMF_FOLLOW) ||
		//RWW ADDED 7-19-03 BEGIN
		g_entities[ent->r.ownerNum].client->sess.sessionTeam == TEAM_SPECTATOR ||
		g_entities[ent->r.ownerNum].client->tempSpectate >= level.time ||
		//RWW ADDED 7-19-03 END
		g_entities[ent->r.ownerNum].health < 1 ||
		BG_SabersOff( &g_entities[ent->r.ownerNum].client->ps ) ||
		(!g_entities[ent->r.ownerNum].client->ps.fd.forcePowerLevel[FP_SABER_OFFENSE] && g_entities[ent->r.ownerNum].s.eType != ET_NPC))
	{ //owner is not using saber, spectating, dead, saber holstered, or has no attack level
		ent->r.contents = 0;
		ent->clipmask = 0;
	}
	else
	{ //Standard contents (saber is active)
#ifdef DEBUG_SABER_BOX
		if (g_saberDebugBox.integer == 1|| g_saberDebugBox.integer == 4)
		{
			vec3_t dbgMins;
			vec3_t dbgMaxs;

			VectorAdd( ent->r.currentOrigin, ent->r.mins, dbgMins );
			VectorAdd( ent->r.currentOrigin, ent->r.maxs, dbgMaxs );

			G_DebugBoxLines(dbgMins, dbgMaxs, (10.0f/(float)g_svfps.integer)*100);
		}
#endif
		if (ent->r.contents != CONTENTS_LIGHTSABER)
		{
			if ((level.time - g_entities[ent->r.ownerNum].client->lastSaberStorageTime) <= 200)
			{ //Only go back to solid once we're sure our owner has updated recently
				ent->r.contents = CONTENTS_LIGHTSABER;
				ent->clipmask = MASK_PLAYERSOLID | CONTENTS_LIGHTSABER;
			}
		}
		else
		{
			ent->r.contents = CONTENTS_LIGHTSABER;
			ent->clipmask = MASK_PLAYERSOLID | CONTENTS_LIGHTSABER;
		}
	}

	trap_LinkEntity(ent);

	ent->nextthink = level.time;
}

void SaberGotHit( gentity_t *self, gentity_t *other, trace_t *trace )
{
	gentity_t *own = &g_entities[self->r.ownerNum];

	if (!own || !own->client)
	{
		return;
	}

	//Do something here..? Was handling projectiles here, but instead they're now handled in their own functions.
}

#include "../namespace_begin.h"
qboolean BG_SuperBreakLoseAnim( int anim );
#include "../namespace_end.h"

static GAME_INLINE void SetSaberBoxSize(gentity_t *saberent)
{
	gentity_t *owner = NULL;
	vec3_t saberOrg, saberTip;
	int i;
	int j = 0;
	int k = 0;
	qboolean dualSabers = qfalse;
	qboolean alwaysBlock[MAX_SABERS][MAX_BLADES];
	qboolean forceBlock = qfalse;

	assert(saberent && saberent->inuse);

	if (saberent->r.ownerNum < MAX_CLIENTS && saberent->r.ownerNum >= 0)
	{
		owner = &g_entities[saberent->r.ownerNum];
	}
	else if (saberent->r.ownerNum >= 0 && saberent->r.ownerNum < ENTITYNUM_WORLD &&
		g_entities[saberent->r.ownerNum].s.eType == ET_NPC)
	{
		owner = &g_entities[saberent->r.ownerNum];
	}

	if (!owner || !owner->inuse || !owner->client)
	{
		assert(!"Saber with no owner?");
		return;
	}

	if ( owner->client->saber[1].model
		&& owner->client->saber[1].model[0] )
	{
		dualSabers = qtrue;
	}

	if ( PM_SaberInBrokenParry(owner->client->ps.saberMove)
		|| BG_SuperBreakLoseAnim( owner->client->ps.torsoAnim ) )
	{ //let swings go right through when we're in this state
		for ( i = 0; i < MAX_SABERS; i++ )
		{
			if ( i > 0 && !dualSabers )
			{//not using a second saber, set it to not blocking
				for ( j = 0; j < MAX_BLADES; j++ )
				{
					alwaysBlock[i][j] = qfalse;
				}
			}
			else
			{
				if ( (owner->client->saber[i].saberFlags2&SFL2_ALWAYS_BLOCK) )
				{
					for ( j = 0; j < owner->client->saber[i].numBlades; j++ )
					{
						alwaysBlock[i][j] = qtrue;
						forceBlock = qtrue;
					}
				}
				if ( owner->client->saber[i].bladeStyle2Start > 0 )
				{
					for ( j = owner->client->saber[i].bladeStyle2Start; j < owner->client->saber[i].numBlades; j++ )
					{
						if ( (owner->client->saber[i].saberFlags2&SFL2_ALWAYS_BLOCK2) )
						{
							alwaysBlock[i][j] = qtrue;
							forceBlock = qtrue;
						}
						else
						{
							alwaysBlock[i][j] = qfalse;
						}
					}
				}
			}
		}
		if ( !forceBlock )
		{//no sabers/blades to FORCE to be on, so turn off blocking altogether
			VectorSet( saberent->r.mins, 0, 0, 0 );
			VectorSet( saberent->r.maxs, 0, 0, 0 );
#ifndef FINAL_BUILD
			if (g_saberDebugPrint.integer > 1)
			{
				Com_Printf("Client %i in broken parry, saber box 0\n", owner->s.number);
			}
#endif
			return;
		}
	}

	if ((level.time - owner->client->lastSaberStorageTime) > 200 ||
		(level.time - owner->client->saber[j].blade[k].storageTime) > 100)
	{ //it's been too long since we got a reliable point storage, so use the defaults and leave.
		VectorSet( saberent->r.mins, -SABER_BOX_SIZE, -SABER_BOX_SIZE, -SABER_BOX_SIZE );
		VectorSet( saberent->r.maxs, SABER_BOX_SIZE, SABER_BOX_SIZE, SABER_BOX_SIZE );
		return;
	}

	if ( dualSabers
		|| owner->client->saber[0].numBlades > 1 )
	{//dual sabers or multi-blade saber
		if ( owner->client->ps.saberHolstered > 1 )
		{//entirely off
			//no blocking at all
			VectorSet( saberent->r.mins, 0, 0, 0 );
			VectorSet( saberent->r.maxs, 0, 0, 0 );
			return;
		}
	}
	else
	{//single saber
		if ( owner->client->ps.saberHolstered )
		{//off
			//no blocking at all
			VectorSet( saberent->r.mins, 0, 0, 0 );
			VectorSet( saberent->r.maxs, 0, 0, 0 );
			return;
		}
	}
	//Start out at the saber origin, then go through all the blades and push out the extents
	//for each blade, then set the box relative to the origin.
	VectorCopy(saberent->r.currentOrigin, saberent->r.mins);
	VectorCopy(saberent->r.currentOrigin, saberent->r.maxs);

	for (i = 0; i < 3; i++)
	{
		for (j = 0; j < MAX_SABERS; j++)
		{
			if (!owner->client->saber[j].model[0])
			{
				break;
			}
			if ( dualSabers
				&& owner->client->ps.saberHolstered == 1 
				&& j == 1 )
			{ //this mother is holstered, get outta here.
				j++;
				continue;
			}
			for (k = 0; k < owner->client->saber[j].numBlades; k++)
			{
				if ( k > 0 )
				{//not the first blade
					if ( !dualSabers )
					{//using a single saber
						if ( owner->client->saber[j].numBlades > 1 )
						{//with multiple blades
							if( owner->client->ps.saberHolstered == 1 )
							{//all blades after the first one are off
								break;
							}
						}
					}
				}
				if ( forceBlock )
				{//only do blocking with blades that are marked to block
					if ( !alwaysBlock[j][k] )
					{//this blade shouldn't be blocking
						continue;
					}
				}
				//VectorMA(owner->client->saber[j].blade[k].muzzlePoint, owner->client->saber[j].blade[k].lengthMax*0.5f, owner->client->saber[j].blade[k].muzzleDir, saberOrg);
				VectorCopy(owner->client->saber[j].blade[k].muzzlePoint, saberOrg);
				VectorMA(owner->client->saber[j].blade[k].muzzlePoint, owner->client->saber[j].blade[k].lengthMax, owner->client->saber[j].blade[k].muzzleDir, saberTip);

				if (saberOrg[i] < saberent->r.mins[i])
				{
					saberent->r.mins[i] = saberOrg[i];
				}
				if (saberTip[i] < saberent->r.mins[i])
				{
					saberent->r.mins[i] = saberTip[i];
				}

				if (saberOrg[i] > saberent->r.maxs[i])
				{
					saberent->r.maxs[i] = saberOrg[i];
				}
				if (saberTip[i] > saberent->r.maxs[i])
				{
					saberent->r.maxs[i] = saberTip[i];
				}

				//G_TestLine(saberOrg, saberTip, 0x0000ff, 50);
			}
		}
	}

	VectorSubtract(saberent->r.mins, saberent->r.currentOrigin, saberent->r.mins);
	VectorSubtract(saberent->r.maxs, saberent->r.currentOrigin, saberent->r.maxs);
}

void WP_SaberInitBladeData( gentity_t *ent )
{
	gentity_t *saberent = NULL;
	gentity_t *checkEnt;
	int i = 0;

	while (i < level.num_entities)
	{ //make sure there are no other saber entities floating around that think they belong to this client.
		checkEnt = &g_entities[i];

		if (checkEnt->inuse && checkEnt->neverFree &&
			checkEnt->r.ownerNum == ent->s.number &&
			checkEnt->classname && checkEnt->classname[0] &&
			!Q_stricmp(checkEnt->classname, "lightsaber"))
		{
			if (saberent)
			{ //already have one
				checkEnt->neverFree = qfalse;
				checkEnt->think = G_FreeEntity;
				checkEnt->nextthink = level.time;
			}
			else
			{ //hmm.. well then, take it as my own.
				//free the bitch but don't issue a kg2 to avoid overflowing clients.
				checkEnt->s.modelGhoul2 = 0;
				G_FreeEntity(checkEnt);

				//now init it manually and reuse this ent slot.
				G_InitGentity(checkEnt);
				saberent = checkEnt;
			}
		}

		i++;
	}

	//We do not want the client to have any real knowledge of the entity whatsoever. It will only
	//ever be used on the server.
	if (!saberent)
	{ //ok, make one then
		saberent = G_Spawn();
	}
	ent->client->ps.saberEntityNum = ent->client->saberStoredIndex = saberent->s.number;
	saberent->classname = "lightsaber";
	
	saberent->neverFree = qtrue; //the saber being removed would be a terrible thing.

	saberent->r.svFlags = SVF_USE_CURRENT_ORIGIN;
	saberent->r.ownerNum = ent->s.number;

	saberent->clipmask = MASK_PLAYERSOLID | CONTENTS_LIGHTSABER;
	saberent->r.contents = CONTENTS_LIGHTSABER;

	SetSaberBoxSize(saberent);

	saberent->mass = 10;

	saberent->s.eFlags |= EF_NODRAW;
	saberent->r.svFlags |= SVF_NOCLIENT;

	saberent->s.modelGhoul2 = 1;
	//should we happen to be removed (we belong to an NPC and he is removed) then
	//we want to attempt to remove our g2 instance on the client in case we had one.

	saberent->touch = SaberGotHit;

	saberent->think = SaberUpdateSelf;
	saberent->genericValue5 = 0;
	saberent->nextthink = level.time + 50;

	saberSpinSound = G_SoundIndex("sound/weapons/saber/saberspin.wav");
}

#define LOOK_DEFAULT_SPEED	0.15f
#define LOOK_TALKING_SPEED	0.15f	

static GAME_INLINE qboolean G_CheckLookTarget( gentity_t *ent, vec3_t	lookAngles, float *lookingSpeed )
{
	//FIXME: also clamp the lookAngles based on the clamp + the existing difference between
	//		headAngles and torsoAngles?  But often the tag_torso is straight but the torso itself
	//		is deformed to not face straight... sigh...

	if (ent->s.eType == ET_NPC &&
		ent->s.m_iVehicleNum &&
		ent->s.NPC_class != CLASS_VEHICLE )
	{ //an NPC bolted to a vehicle should just look around randomly
		if ( TIMER_Done( ent, "lookAround" ) )
		{
			ent->NPC->shootAngles[YAW] = flrand(0,360);
			TIMER_Set( ent, "lookAround", Q_irand( 500, 3000 ) );
		}
		VectorSet( lookAngles, 0, ent->NPC->shootAngles[YAW], 0 );
		return qtrue;
	}
	//Now calc head angle to lookTarget, if any
	if ( ent->client->renderInfo.lookTarget >= 0 && ent->client->renderInfo.lookTarget < ENTITYNUM_WORLD )
	{
		vec3_t	lookDir, lookOrg, eyeOrg;
		int i;

		if ( ent->client->renderInfo.lookMode == LM_ENT )
		{
			gentity_t	*lookCent = &g_entities[ent->client->renderInfo.lookTarget];
			if ( lookCent )
			{
				if ( lookCent != ent->enemy )
				{//We turn heads faster than headbob speed, but not as fast as if watching an enemy
					*lookingSpeed = LOOK_DEFAULT_SPEED;
				}

				//FIXME: Ignore small deltas from current angles so we don't bob our head in synch with theirs?

				/*
				if ( ent->client->renderInfo.lookTarget == 0 && !cg.renderingThirdPerson )//!cg_thirdPerson.integer )
				{//Special case- use cg.refdef.vieworg if looking at player and not in third person view
					VectorCopy( cg.refdef.vieworg, lookOrg );
				}
				*/ //No no no!
				if ( lookCent->client )
				{
					VectorCopy( lookCent->client->renderInfo.eyePoint, lookOrg );
				}
				else if ( lookCent->inuse && !VectorCompare( lookCent->r.currentOrigin, vec3_origin ) )
				{
					VectorCopy( lookCent->r.currentOrigin, lookOrg );
				}
				else
				{//at origin of world
					return qfalse;
				}
				//Look in dir of lookTarget
			}
		}
		else if ( ent->client->renderInfo.lookMode == LM_INTEREST && ent->client->renderInfo.lookTarget > -1 && ent->client->renderInfo.lookTarget < MAX_INTEREST_POINTS )
		{
			VectorCopy( level.interestPoints[ent->client->renderInfo.lookTarget].origin, lookOrg );
		}
		else
		{
			return qfalse;
		}

		VectorCopy( ent->client->renderInfo.eyePoint, eyeOrg );

		VectorSubtract( lookOrg, eyeOrg, lookDir );

		vectoangles( lookDir, lookAngles );

		for ( i = 0; i < 3; i++ )
		{
			lookAngles[i] = AngleNormalize180( lookAngles[i] );
			ent->client->renderInfo.eyeAngles[i] = AngleNormalize180( ent->client->renderInfo.eyeAngles[i] );
		}
		AnglesSubtract( lookAngles, ent->client->renderInfo.eyeAngles, lookAngles );
		return qtrue;
	}

	return qfalse;
}

//rww - attempted "port" of the SP version which is completely client-side and
//uses illegal gentity access. I am trying to keep this from being too
//bandwidth-intensive.
//This is primarily droid stuff I guess, I'm going to try to handle all humanoid
//NPC stuff in with the actual player stuff if possible.
void NPC_SetBoneAngles(gentity_t *ent, char *bone, vec3_t angles);
static GAME_INLINE void G_G2NPCAngles(gentity_t *ent, vec3_t legs[3], vec3_t angles)
{
	char *craniumBone = "cranium";
	char *thoracicBone = "thoracic"; //only used by atst so doesn't need a case
	qboolean looking = qfalse;
	vec3_t viewAngles;
	vec3_t lookAngles;

	if ( ent->client )
	{
		if ( (ent->client->NPC_class == CLASS_PROBE ) 
			|| (ent->client->NPC_class == CLASS_R2D2 ) 
			|| (ent->client->NPC_class == CLASS_R5D2) 
			|| (ent->client->NPC_class == CLASS_ATST) )
		{
			vec3_t	trailingLegsAngles;

			if (ent->s.eType == ET_NPC &&
				ent->s.m_iVehicleNum &&
				ent->s.NPC_class != CLASS_VEHICLE )
			{ //an NPC bolted to a vehicle should use the full angles
				VectorCopy(ent->r.currentAngles, angles);
			}
			else
			{
				VectorCopy( ent->client->ps.viewangles, angles );
				angles[PITCH] = 0;
			}

			//FIXME: use actual swing/clamp tolerances?
			/*
			if ( ent->client->ps.groundEntityNum != ENTITYNUM_NONE )
			{//on the ground
				CG_PlayerLegsYawFromMovement( cent, ent->client->ps.velocity, &angles[YAW], cent->lerpAngles[YAW], -60, 60, qtrue );
			}
			else
			{//face legs to front
				CG_PlayerLegsYawFromMovement( cent, vec3_origin, &angles[YAW], cent->lerpAngles[YAW], -60, 60, qtrue );
			}
			*/

			VectorCopy( ent->client->ps.viewangles, viewAngles );
	//			viewAngles[YAW] = viewAngles[ROLL] = 0;
			viewAngles[PITCH] *= 0.5;
			VectorCopy( viewAngles, lookAngles );

			lookAngles[1] = 0;

			if ( ent->client->NPC_class == CLASS_ATST )
			{//body pitch
				NPC_SetBoneAngles(ent, thoracicBone, lookAngles);
				//BG_G2SetBoneAngles( cent, ent, ent->thoracicBone, lookAngles, BONE_ANGLES_POSTMULT,POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, cgs.model_draw);
			}

			VectorCopy( viewAngles, lookAngles );

			if ( ent && ent->client && ent->client->NPC_class == CLASS_ATST )
			{
				//CG_ATSTLegsYaw( cent, trailingLegsAngles );
				AnglesToAxis( trailingLegsAngles, legs );
			}
			else
			{
				//FIXME: this needs to properly set the legs.yawing field so we don't erroneously play the turning anim, but we do play it when turning in place
				/*
				if ( angles[YAW] == cent->pe.legs.yawAngle )
				{
					cent->pe.legs.yawing = qfalse;
				}
				else
				{
					cent->pe.legs.yawing = qtrue;
				}

				cent->pe.legs.yawAngle = angles[YAW];
				if ( ent->client )
				{
					ent->client->renderInfo.legsYaw = angles[YAW];
				}
				AnglesToAxis( angles, legs );
				*/
			}

	//			if ( ent && ent->client && ent->client->NPC_class == CLASS_ATST )
	//			{
	//				looking = qfalse;
	//			}
	//			else
			{	//look at lookTarget!
				//FIXME: snaps to side when lets go of lookTarget... ?
				float	lookingSpeed = 0.3f;
				looking = G_CheckLookTarget( ent, lookAngles, &lookingSpeed );
				lookAngles[PITCH] = lookAngles[ROLL] = 0;//droids can't pitch or roll their heads
				if ( looking )
				{//want to keep doing this lerp behavior for a full second after stopped looking (so don't snap)
					ent->client->renderInfo.lookingDebounceTime = level.time + 1000;
				}
			}
			if ( ent->client->renderInfo.lookingDebounceTime > level.time )
			{	//adjust for current body orientation
				vec3_t	oldLookAngles;

				lookAngles[YAW] -= 0;//ent->client->ps.viewangles[YAW];//cent->pe.torso.yawAngle;
				//lookAngles[YAW] -= cent->pe.legs.yawAngle;

				//normalize
				lookAngles[YAW] = AngleNormalize180( lookAngles[YAW] );

				//slowly lerp to this new value
				//Remember last headAngles
				VectorCopy( ent->client->renderInfo.lastHeadAngles, oldLookAngles );
				if( VectorCompare( oldLookAngles, lookAngles ) == qfalse )
				{
					//FIXME: This clamp goes off viewAngles,
					//but really should go off the tag_torso's axis[0] angles, no?
					lookAngles[YAW] = oldLookAngles[YAW]+(lookAngles[YAW]-oldLookAngles[YAW])*0.4f;
				}
				//Remember current lookAngles next time
				VectorCopy( lookAngles, ent->client->renderInfo.lastHeadAngles );
			}
			else
			{//Remember current lookAngles next time
				VectorCopy( lookAngles, ent->client->renderInfo.lastHeadAngles );
			}
			if ( ent->client->NPC_class == CLASS_ATST )
			{
				VectorCopy( ent->client->ps.viewangles, lookAngles );
				lookAngles[0] = lookAngles[2] = 0;
				lookAngles[YAW] -= trailingLegsAngles[YAW];
			}
			else
			{
				lookAngles[PITCH] = lookAngles[ROLL] = 0;
				lookAngles[YAW] -= ent->client->ps.viewangles[YAW];
			}

			NPC_SetBoneAngles(ent, craniumBone, lookAngles);
			//BG_G2SetBoneAngles( cent, ent, ent->craniumBone, lookAngles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, cgs.model_draw); 
			//return;
		}
		else//if ( (ent->client->NPC_class == CLASS_GONK ) || (ent->client->NPC_class == CLASS_INTERROGATOR) || (ent->client->NPC_class == CLASS_SENTRY) )
		{
		//	VectorCopy( ent->client->ps.viewangles, angles );
		//	AnglesToAxis( angles, legs );
			//return;
		}
	}
}

static GAME_INLINE void G_G2PlayerAngles( gentity_t *ent, vec3_t legs[3], vec3_t legsAngles)
{
	qboolean tPitching = qfalse,
			 tYawing = qfalse,
			 lYawing = qfalse;
	float tYawAngle = ent->client->ps.viewangles[YAW],
		  tPitchAngle = 0,
		  lYawAngle = ent->client->ps.viewangles[YAW];

	int ciLegs = ent->client->ps.legsAnim;
	int ciTorso = ent->client->ps.torsoAnim;

	vec3_t turAngles;
	vec3_t lerpOrg, lerpAng;

	if (ent->s.eType == ET_NPC && ent->client)
	{ //sort of hacky, but it saves a pretty big load off the server
		int i = 0;
		gentity_t *clEnt;

		//If no real clients are in the same PVS then don't do any of this stuff, no one can see him anyway!
		while (i < MAX_CLIENTS)
		{
			clEnt = &g_entities[i];

			if (clEnt && clEnt->inuse && clEnt->client &&
				trap_InPVS(clEnt->client->ps.origin, ent->client->ps.origin))
			{ //this client can see him
				break;
			}

			i++;
		}

		if (i == MAX_CLIENTS)
		{ //no one can see him, just return
			return;
		}
	}

	VectorCopy(ent->client->ps.origin, lerpOrg);
	VectorCopy(ent->client->ps.viewangles, lerpAng);

	if (ent->localAnimIndex <= 1)
	{ //don't do these things on non-humanoids
		vec3_t lookAngles;
		entityState_t *emplaced = NULL;

		if (ent->client->ps.hasLookTarget)
		{
			VectorSubtract(g_entities[ent->client->ps.lookTarget].r.currentOrigin, ent->client->ps.origin, lookAngles);
			vectoangles(lookAngles, lookAngles);
			ent->client->lookTime = level.time + 1000;
		}
		else
		{
			VectorCopy(ent->client->ps.origin, lookAngles);
		}
		lookAngles[PITCH] = 0;

		if (ent->client->ps.emplacedIndex)
		{
			emplaced = &g_entities[ent->client->ps.emplacedIndex].s;
		}

		BG_G2PlayerAngles(ent->ghoul2, ent->client->renderInfo.motionBolt, &ent->s, level.time, lerpOrg, lerpAng, legs,
			legsAngles, &tYawing, &tPitching, &lYawing, &tYawAngle, &tPitchAngle, &lYawAngle, FRAMETIME, turAngles,
			ent->modelScale, ciLegs, ciTorso, &ent->client->corrTime, lookAngles, ent->client->lastHeadAngles,
			ent->client->lookTime, emplaced, NULL);

		if (ent->client->ps.heldByClient && ent->client->ps.heldByClient <= MAX_CLIENTS)
		{ //then put our arm in this client's hand
			//is index+1 because index 0 is valid.
			int heldByIndex = ent->client->ps.heldByClient-1;
			gentity_t *other = &g_entities[heldByIndex];
			int lHandBolt = 0;

			if (other && other->inuse && other->client && other->ghoul2)
			{
				lHandBolt = trap_G2API_AddBolt(other->ghoul2, 0, "*l_hand");
			}
			else
			{ //they left the game, perhaps?
				ent->client->ps.heldByClient = 0;
				return;
			}

			if (lHandBolt)
			{
				mdxaBone_t boltMatrix;
				vec3_t boltOrg;
				vec3_t tAngles;

				VectorCopy(other->client->ps.viewangles, tAngles);
				tAngles[PITCH] = tAngles[ROLL] = 0;

				trap_G2API_GetBoltMatrix(other->ghoul2, 0, lHandBolt, &boltMatrix, tAngles, other->client->ps.origin, level.time, 0, other->modelScale);
				boltOrg[0] = boltMatrix.matrix[0][3];
				boltOrg[1] = boltMatrix.matrix[1][3];
				boltOrg[2] = boltMatrix.matrix[2][3];

				BG_IK_MoveArm(ent->ghoul2, lHandBolt, level.time, &ent->s, ent->client->ps.torsoAnim/*BOTH_DEAD1*/, boltOrg, &ent->client->ikStatus,
					ent->client->ps.origin, ent->client->ps.viewangles, ent->modelScale, 500, qfalse);
			}
		}
		else if (ent->client->ikStatus)
		{ //make sure we aren't IKing if we don't have anyone to hold onto us.
			int lHandBolt = 0;

			if (ent && ent->inuse && ent->client && ent->ghoul2)
			{
				lHandBolt = trap_G2API_AddBolt(ent->ghoul2, 0, "*l_hand");
			}
			else
			{ //This shouldn't happen, but just in case it does, we'll have a failsafe.
				ent->client->ikStatus = qfalse;
			}

			if (lHandBolt)
			{
				BG_IK_MoveArm(ent->ghoul2, lHandBolt, level.time, &ent->s,
					ent->client->ps.torsoAnim/*BOTH_DEAD1*/, vec3_origin, &ent->client->ikStatus, ent->client->ps.origin, ent->client->ps.viewangles, ent->modelScale, 500, qtrue);
			}
		}
	}
	else if ( ent->m_pVehicle && ent->m_pVehicle->m_pVehicleInfo->type == VH_WALKER )
	{
		vec3_t lookAngles;

		VectorCopy(ent->client->ps.viewangles, legsAngles);
		legsAngles[PITCH] = 0;
		AnglesToAxis( legsAngles, legs );

		VectorCopy(ent->client->ps.viewangles, lookAngles);
		lookAngles[YAW] = lookAngles[ROLL] = 0;

		BG_G2ATSTAngles( ent->ghoul2, level.time, lookAngles );
	}
	else if (ent->NPC)
	{ //an NPC not using a humanoid skeleton, do special angle stuff.
		if (ent->s.eType == ET_NPC &&
			ent->s.NPC_class == CLASS_VEHICLE &&
			ent->m_pVehicle &&
			ent->m_pVehicle->m_pVehicleInfo->type == VH_FIGHTER)
		{ //fighters actually want to take pitch and roll into account for the axial angles
			VectorCopy(ent->client->ps.viewangles, legsAngles);
			AnglesToAxis( legsAngles, legs );
		}
		else
		{
			G_G2NPCAngles(ent, legs, legsAngles);
		}
	}
}

static GAME_INLINE qboolean SaberAttacking(gentity_t *self)
{
	if (PM_SaberInParry(self->client->ps.saberMove))
	{
		return qfalse;
	}
	if (PM_SaberInBrokenParry(self->client->ps.saberMove))
	{
		return qfalse;
	}
	if (PM_SaberInDeflect(self->client->ps.saberMove))
	{
		return qfalse;
	}
	if (PM_SaberInBounce(self->client->ps.saberMove))
	{
		return qfalse;
	}
	if (PM_SaberInKnockaway(self->client->ps.saberMove))
	{
		return qfalse;
	}

	if (BG_SaberInAttack(self->client->ps.saberMove))
	{
		if (self->client->ps.weaponstate == WEAPON_FIRING && self->client->ps.saberBlocked == BLOCKED_NONE)
		{ //if we're firing and not blocking, then we're attacking.
			return qtrue;
		}
	}

	if (BG_SaberInSpecial(self->client->ps.saberMove))
	{
		return qtrue;
	}

	return qfalse;
}

typedef enum
{
	LOCK_FIRST = 0,
	LOCK_TOP = LOCK_FIRST,
	LOCK_DIAG_TR,
	LOCK_DIAG_TL,
	LOCK_DIAG_BR,
	LOCK_DIAG_BL,
	LOCK_R,
	LOCK_L,
	LOCK_RANDOM
} sabersLockMode_t;

#define LOCK_IDEAL_DIST_TOP 32.0f
#define LOCK_IDEAL_DIST_CIRCLE 48.0f

#define SABER_HITDAMAGE 35
void WP_SaberBlockNonRandom( gentity_t *self, vec3_t hitloc, qboolean missileBlock );

int G_SaberLockAnim( int attackerSaberStyle, int defenderSaberStyle, int topOrSide, int lockOrBreakOrSuperBreak, int winOrLose )
{
	int baseAnim = -1;
	if ( lockOrBreakOrSuperBreak == SABERLOCK_LOCK )
	{//special case: if we're using the same style and locking
		if ( attackerSaberStyle == defenderSaberStyle 
			|| (attackerSaberStyle>=SS_FAST&&attackerSaberStyle<=SS_TAVION&&defenderSaberStyle>=SS_FAST&&defenderSaberStyle<=SS_TAVION) )
		{//using same style
			if ( winOrLose == SABERLOCK_LOSE )
			{//you want the defender's stance...
				switch ( defenderSaberStyle )
				{
				case SS_DUAL:
					if ( topOrSide == SABERLOCK_TOP )
					{
						baseAnim = BOTH_LK_DL_DL_T_L_2;
					}
					else
					{
						baseAnim = BOTH_LK_DL_DL_S_L_2;
					}
					break;
				case SS_STAFF:
					if ( topOrSide == SABERLOCK_TOP )
					{
						baseAnim = BOTH_LK_ST_ST_T_L_2;
					}
					else
					{
						baseAnim = BOTH_LK_ST_ST_S_L_2;
					}
					break;
				default:
					if ( topOrSide == SABERLOCK_TOP )
					{
						baseAnim = BOTH_LK_S_S_T_L_2;
					}
					else
					{
						baseAnim = BOTH_LK_S_S_S_L_2;
					}
					break;
				}
			}
		}
	}
	if ( baseAnim == -1 )
	{
		switch ( attackerSaberStyle )
		{
		case SS_DUAL:
			switch ( defenderSaberStyle )
			{
				case SS_DUAL:
					baseAnim = BOTH_LK_DL_DL_S_B_1_L;
					break;
				case SS_STAFF:
					baseAnim = BOTH_LK_DL_ST_S_B_1_L;
					break;
				default://single
					baseAnim = BOTH_LK_DL_S_S_B_1_L;
					break;
			}
			break;
		case SS_STAFF:
			switch ( defenderSaberStyle )
			{
				case SS_DUAL:
					baseAnim = BOTH_LK_ST_DL_S_B_1_L;
					break;
				case SS_STAFF:
					baseAnim = BOTH_LK_ST_ST_S_B_1_L;
					break;
				default://single
					baseAnim = BOTH_LK_ST_S_S_B_1_L;
					break;
			}
			break;
		default://single
			switch ( defenderSaberStyle )
			{
				case SS_DUAL:
					baseAnim = BOTH_LK_S_DL_S_B_1_L;
					break;
				case SS_STAFF:
					baseAnim = BOTH_LK_S_ST_S_B_1_L;
					break;
				default://single
					baseAnim = BOTH_LK_S_S_S_B_1_L;
					break;
			}
			break;
		}
		//side lock or top lock?
		if ( topOrSide == SABERLOCK_TOP )
		{
			baseAnim += 5;
		}
		//lock, break or superbreak?
		if ( lockOrBreakOrSuperBreak == SABERLOCK_LOCK )
		{
			baseAnim += 2;
		}
		else 
		{//a break or superbreak
			if ( lockOrBreakOrSuperBreak == SABERLOCK_SUPERBREAK )
			{
				baseAnim += 3;
			}
			//winner or loser?
			if ( winOrLose == SABERLOCK_WIN )
			{
				baseAnim += 1;
			}
		}
	}
	return baseAnim;
}

#include "../namespace_begin.h"
extern qboolean BG_CheckIncrementLockAnim( int anim, int winOrLose ); //bg_saber.c
#include "../namespace_end.h"
#define LOCK_IDEAL_DIST_JKA 46.0f//all of the new saberlocks are 46.08 from each other because Richard Lico is da MAN

static GAME_INLINE qboolean WP_SabersCheckLock2( gentity_t *attacker, gentity_t *defender, sabersLockMode_t lockMode )
{
	int		attAnim, defAnim = 0;
	float	attStart = 0.5f, defStart = 0.5f;
	float	idealDist = 48.0f;
	vec3_t	attAngles, defAngles, defDir;
	vec3_t	newOrg;
	vec3_t	attDir;
	float	diff = 0;
	trace_t trace;

	//MATCH ANIMS
	if ( lockMode == LOCK_RANDOM )
	{
		lockMode = (sabersLockMode_t)Q_irand( (int)LOCK_FIRST, (int)(LOCK_RANDOM)-1 );
	}
	if ( attacker->client->ps.fd.saberAnimLevel >= SS_FAST
		&& attacker->client->ps.fd.saberAnimLevel <= SS_TAVION
		&& defender->client->ps.fd.saberAnimLevel >= SS_FAST
		&& defender->client->ps.fd.saberAnimLevel <= SS_TAVION )
	{//2 single sabers?  Just do it the old way...
		switch ( lockMode )
		{
		case LOCK_TOP:
			attAnim = BOTH_BF2LOCK;
			defAnim = BOTH_BF1LOCK;
			attStart = defStart = 0.5f;
			idealDist = LOCK_IDEAL_DIST_TOP;
			break;
		case LOCK_DIAG_TR:
			attAnim = BOTH_CCWCIRCLELOCK;
			defAnim = BOTH_CWCIRCLELOCK;
			attStart = defStart = 0.5f;
			idealDist = LOCK_IDEAL_DIST_CIRCLE;
			break;
		case LOCK_DIAG_TL:
			attAnim = BOTH_CWCIRCLELOCK;
			defAnim = BOTH_CCWCIRCLELOCK;
			attStart = defStart = 0.5f;
			idealDist = LOCK_IDEAL_DIST_CIRCLE;
			break;
		case LOCK_DIAG_BR:
			attAnim = BOTH_CWCIRCLELOCK;
			defAnim = BOTH_CCWCIRCLELOCK;
			attStart = defStart = 0.85f;
			idealDist = LOCK_IDEAL_DIST_CIRCLE;
			break;
		case LOCK_DIAG_BL:
			attAnim = BOTH_CCWCIRCLELOCK;
			defAnim = BOTH_CWCIRCLELOCK;
			attStart = defStart = 0.85f;
			idealDist = LOCK_IDEAL_DIST_CIRCLE;
			break;
		case LOCK_R:
			attAnim = BOTH_CCWCIRCLELOCK;
			defAnim = BOTH_CWCIRCLELOCK;
			attStart = defStart = 0.75f;
			idealDist = LOCK_IDEAL_DIST_CIRCLE;
			break;
		case LOCK_L:
			attAnim = BOTH_CWCIRCLELOCK;
			defAnim = BOTH_CCWCIRCLELOCK;
			attStart = defStart = 0.75f;
			idealDist = LOCK_IDEAL_DIST_CIRCLE;
			break;
		default:
			return qfalse;
			break;
		}
	}
	else
	{//use the new system
		idealDist = LOCK_IDEAL_DIST_JKA;//all of the new saberlocks are 46.08 from each other because Richard Lico is da MAN
		if ( lockMode == LOCK_TOP )
		{//top lock
			attAnim = G_SaberLockAnim( attacker->client->ps.fd.saberAnimLevel, defender->client->ps.fd.saberAnimLevel, SABERLOCK_TOP, SABERLOCK_LOCK, SABERLOCK_WIN );
			defAnim = G_SaberLockAnim( defender->client->ps.fd.saberAnimLevel, attacker->client->ps.fd.saberAnimLevel, SABERLOCK_TOP, SABERLOCK_LOCK, SABERLOCK_LOSE );
			attStart = defStart = 0.5f;
		}
		else
		{//side lock
			switch ( lockMode )
			{
			case LOCK_DIAG_TR:
				attAnim = G_SaberLockAnim( attacker->client->ps.fd.saberAnimLevel, defender->client->ps.fd.saberAnimLevel, SABERLOCK_SIDE, SABERLOCK_LOCK, SABERLOCK_WIN );
				defAnim = G_SaberLockAnim( defender->client->ps.fd.saberAnimLevel, attacker->client->ps.fd.saberAnimLevel, SABERLOCK_SIDE, SABERLOCK_LOCK, SABERLOCK_LOSE );
				attStart = defStart = 0.5f;
				break;
			case LOCK_DIAG_TL:
				attAnim = G_SaberLockAnim( attacker->client->ps.fd.saberAnimLevel, defender->client->ps.fd.saberAnimLevel, SABERLOCK_SIDE, SABERLOCK_LOCK, SABERLOCK_LOSE );
				defAnim = G_SaberLockAnim( defender->client->ps.fd.saberAnimLevel, attacker->client->ps.fd.saberAnimLevel, SABERLOCK_SIDE, SABERLOCK_LOCK, SABERLOCK_WIN );
				attStart = defStart = 0.5f;
				break;
			case LOCK_DIAG_BR:
				attAnim = G_SaberLockAnim( attacker->client->ps.fd.saberAnimLevel, defender->client->ps.fd.saberAnimLevel, SABERLOCK_SIDE, SABERLOCK_LOCK, SABERLOCK_WIN );
				defAnim = G_SaberLockAnim( defender->client->ps.fd.saberAnimLevel, attacker->client->ps.fd.saberAnimLevel, SABERLOCK_SIDE, SABERLOCK_LOCK, SABERLOCK_LOSE );
				if ( BG_CheckIncrementLockAnim( attAnim, SABERLOCK_WIN ) )
				{
					attStart = 0.85f;//move to end of anim
				}
				else
				{
					attStart = 0.15f;//start at beginning of anim
				}
				if ( BG_CheckIncrementLockAnim( defAnim, SABERLOCK_LOSE ) )
				{
					defStart = 0.85f;//start at end of anim
				}
				else
				{
					defStart = 0.15f;//start at beginning of anim
				}
				break;
			case LOCK_DIAG_BL:
				attAnim = G_SaberLockAnim( attacker->client->ps.fd.saberAnimLevel, defender->client->ps.fd.saberAnimLevel, SABERLOCK_SIDE, SABERLOCK_LOCK, SABERLOCK_LOSE );
				defAnim = G_SaberLockAnim( defender->client->ps.fd.saberAnimLevel, attacker->client->ps.fd.saberAnimLevel, SABERLOCK_SIDE, SABERLOCK_LOCK, SABERLOCK_WIN );
				if ( BG_CheckIncrementLockAnim( attAnim, SABERLOCK_WIN ) )
				{
					attStart = 0.85f;//move to end of anim
				}
				else
				{
					attStart = 0.15f;//start at beginning of anim
				}
				if ( BG_CheckIncrementLockAnim( defAnim, SABERLOCK_LOSE ) )
				{
					defStart = 0.85f;//start at end of anim
				}
				else
				{
					defStart = 0.15f;//start at beginning of anim
				}
				break;
			case LOCK_R:
				attAnim = G_SaberLockAnim( attacker->client->ps.fd.saberAnimLevel, defender->client->ps.fd.saberAnimLevel, SABERLOCK_SIDE, SABERLOCK_LOCK, SABERLOCK_LOSE );
				defAnim = G_SaberLockAnim( defender->client->ps.fd.saberAnimLevel, attacker->client->ps.fd.saberAnimLevel, SABERLOCK_SIDE, SABERLOCK_LOCK, SABERLOCK_WIN );
				if ( BG_CheckIncrementLockAnim( attAnim, SABERLOCK_WIN ) )
				{
					attStart = 0.75f;//move to end of anim
				}
				else
				{
					attStart = 0.25f;//start at beginning of anim
				}
				if ( BG_CheckIncrementLockAnim( defAnim, SABERLOCK_LOSE ) )
				{
					defStart = 0.75f;//start at end of anim
				}
				else
				{
					defStart = 0.25f;//start at beginning of anim
				}
				break;
			case LOCK_L:
				attAnim = G_SaberLockAnim( attacker->client->ps.fd.saberAnimLevel, defender->client->ps.fd.saberAnimLevel, SABERLOCK_SIDE, SABERLOCK_LOCK, SABERLOCK_WIN );
				defAnim = G_SaberLockAnim( defender->client->ps.fd.saberAnimLevel, attacker->client->ps.fd.saberAnimLevel, SABERLOCK_SIDE, SABERLOCK_LOCK, SABERLOCK_LOSE );
				//attacker starts with advantage
				if ( BG_CheckIncrementLockAnim( attAnim, SABERLOCK_WIN ) )
				{
					attStart = 0.75f;//move to end of anim
				}
				else
				{
					attStart = 0.25f;//start at beginning of anim
				}
				if ( BG_CheckIncrementLockAnim( defAnim, SABERLOCK_LOSE ) )
				{
					defStart = 0.75f;//start at end of anim
				}
				else
				{
					defStart = 0.25f;//start at beginning of anim
				}
				break;
			default:
				return qfalse;
				break;
			}
		}
	}

	G_SetAnim(attacker, NULL, SETANIM_BOTH, attAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0);
	attacker->client->ps.saberLockFrame = bgAllAnims[attacker->localAnimIndex].anims[attAnim].firstFrame+(bgAllAnims[attacker->localAnimIndex].anims[attAnim].numFrames*attStart);

	G_SetAnim(defender, NULL, SETANIM_BOTH, defAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0);
	defender->client->ps.saberLockFrame = bgAllAnims[defender->localAnimIndex].anims[defAnim].firstFrame+(bgAllAnims[defender->localAnimIndex].anims[defAnim].numFrames*defStart);

	attacker->client->ps.saberLockHits = 0;
	defender->client->ps.saberLockHits = 0;

	attacker->client->ps.saberLockAdvance = qfalse;
	defender->client->ps.saberLockAdvance = qfalse;

	VectorClear( attacker->client->ps.velocity );
	VectorClear( defender->client->ps.velocity );
	attacker->client->ps.saberLockTime = defender->client->ps.saberLockTime = level.time + 10000;
	attacker->client->ps.saberLockEnemy = defender->s.number;
	defender->client->ps.saberLockEnemy = attacker->s.number;
	attacker->client->ps.weaponTime = defender->client->ps.weaponTime = Q_irand( 1000, 3000 );//delay 1 to 3 seconds before pushing

	VectorSubtract( defender->r.currentOrigin, attacker->r.currentOrigin, defDir );
	VectorCopy( attacker->client->ps.viewangles, attAngles );
	attAngles[YAW] = vectoyaw( defDir );
	SetClientViewAngle( attacker, attAngles );
	defAngles[PITCH] = attAngles[PITCH]*-1;
	defAngles[YAW] = AngleNormalize180( attAngles[YAW] + 180);
	defAngles[ROLL] = 0;
	SetClientViewAngle( defender, defAngles );
	
	//MATCH POSITIONS
	diff = VectorNormalize( defDir ) - idealDist;//diff will be the total error in dist
	//try to move attacker half the diff towards the defender
	VectorMA( attacker->r.currentOrigin, diff*0.5f, defDir, newOrg );

	trap_Trace( &trace, attacker->r.currentOrigin, attacker->r.mins, attacker->r.maxs, newOrg, attacker->s.number, attacker->clipmask );
	if ( !trace.startsolid && !trace.allsolid )
	{
		G_SetOrigin( attacker, trace.endpos );
		if (attacker->client)
		{
			VectorCopy(trace.endpos, attacker->client->ps.origin);
		}
		trap_LinkEntity( attacker );
	}
	//now get the defender's dist and do it for him too
	VectorSubtract( attacker->r.currentOrigin, defender->r.currentOrigin, attDir );
	diff = VectorNormalize( attDir ) - idealDist;//diff will be the total error in dist
	//try to move defender all of the remaining diff towards the attacker
	VectorMA( defender->r.currentOrigin, diff, attDir, newOrg );
	trap_Trace( &trace, defender->r.currentOrigin, defender->r.mins, defender->r.maxs, newOrg, defender->s.number, defender->clipmask );
	if ( !trace.startsolid && !trace.allsolid )
	{
		if (defender->client)
		{
			VectorCopy(trace.endpos, defender->client->ps.origin);
		}
		G_SetOrigin( defender, trace.endpos );
		trap_LinkEntity( defender );
	}

	//DONE!
	return qtrue;
}

qboolean WP_SabersCheckLock( gentity_t *ent1, gentity_t *ent2 )
{
	float dist;
	qboolean	ent1BlockingPlayer = qfalse;
	qboolean	ent2BlockingPlayer = qfalse;

	if ( g_debugSaberLocks.integer )
	{
		WP_SabersCheckLock2( ent1, ent2, LOCK_RANDOM );
		return qtrue;
	}
	//for now.. it's not fair to the lone duelist.
	//we need dual saber lock animations.
	if (g_gametype.integer == GT_POWERDUEL)
	{
		return qfalse;
	}

	if (!g_saberLocking.integer)
	{
		return qfalse;
	}

	if (!ent1->client || !ent2->client)
	{
		return qfalse;
	}

	if (ent1->s.eType == ET_NPC ||
		ent2->s.eType == ET_NPC)
	{ //if either ents is NPC, then never let an NPC lock with someone on the same playerTeam
		if (ent1->client->playerTeam == ent2->client->playerTeam)
		{
			return qfalse;
		}
	}

	if (!ent1->client->ps.saberEntityNum ||
		!ent2->client->ps.saberEntityNum ||
		ent1->client->ps.saberInFlight ||
		ent2->client->ps.saberInFlight)
	{ //can't get in lock if one of them has had the saber knocked out of his hand
		return qfalse;
	}

	if (ent1->s.eType != ET_NPC && ent2->s.eType != ET_NPC)
	{ //can always get into locks with NPCs
		if (!ent1->client->ps.duelInProgress ||
			!ent2->client->ps.duelInProgress ||
			ent1->client->ps.duelIndex[0] != ent2->s.number ||
			ent2->client->ps.duelIndex[0] != ent1->s.number)
		{ //only allow saber locking if two players are dueling with each other directly
			if (g_gametype.integer != GT_DUEL && g_gametype.integer != GT_POWERDUEL)
			{
				return qfalse;
			}
		}
	}

	if ( fabs( ent1->r.currentOrigin[2]-ent2->r.currentOrigin[2] ) > 16 )
	{
		return qfalse;
	}
	if ( ent1->client->ps.groundEntityNum == ENTITYNUM_NONE ||
		ent2->client->ps.groundEntityNum == ENTITYNUM_NONE )
	{
		return qfalse;
	}
	dist = DistanceSquared(ent1->r.currentOrigin,ent2->r.currentOrigin);
	if ( dist < 64 || dist > 6400 )
	{//between 8 and 80 from each other
		return qfalse;
	}

	if (BG_InSpecialJump(ent1->client->ps.legsAnim))
	{
		return qfalse;
	}
	if (BG_InSpecialJump(ent2->client->ps.legsAnim))
	{
		return qfalse;
	}

	if (BG_InRoll(&ent1->client->ps, ent1->client->ps.legsAnim))
	{
		return qfalse;
	}
	if (BG_InRoll(&ent2->client->ps, ent2->client->ps.legsAnim))
	{
		return qfalse;
	}

	if (ent1->client->ps.forceHandExtend != HANDEXTEND_NONE ||
		ent2->client->ps.forceHandExtend != HANDEXTEND_NONE)
	{
		return qfalse;
	}

	if ((ent1->client->ps.pm_flags & PMF_DUCKED) ||
		(ent2->client->ps.pm_flags & PMF_DUCKED))
	{
		return qfalse;
	}

	if ( (ent1->client->saber[0].saberFlags&SFL_NOT_LOCKABLE)
		|| (ent2->client->saber[0].saberFlags&SFL_NOT_LOCKABLE) )
	{
		return qfalse;
	}
	if ( ent1->client->saber[1].model
		&& ent1->client->saber[1].model[0]
		&& !ent1->client->ps.saberHolstered
		&& (ent1->client->saber[1].saberFlags&SFL_NOT_LOCKABLE) )
	{
		return qfalse;
	}
	if ( ent2->client->saber[1].model
		&& ent2->client->saber[1].model[0]
		&& !ent2->client->ps.saberHolstered
		&& (ent2->client->saber[1].saberFlags&SFL_NOT_LOCKABLE) )
	{
		return qfalse;
	}

	if (!InFront( ent1->client->ps.origin, ent2->client->ps.origin, ent2->client->ps.viewangles, 0.4f ))
	{
		return qfalse;
	}
	if (!InFront( ent2->client->ps.origin, ent1->client->ps.origin, ent1->client->ps.viewangles, 0.4f ))
	{
		return qfalse;
	}

	//T to B lock
	if ( ent1->client->ps.torsoAnim == BOTH_A1_T__B_ ||
		ent1->client->ps.torsoAnim == BOTH_A2_T__B_ ||
		ent1->client->ps.torsoAnim == BOTH_A3_T__B_ ||
		ent1->client->ps.torsoAnim == BOTH_A4_T__B_ ||
		ent1->client->ps.torsoAnim == BOTH_A5_T__B_ ||
		ent1->client->ps.torsoAnim == BOTH_A6_T__B_ ||
		ent1->client->ps.torsoAnim == BOTH_A7_T__B_)
	{//ent1 is attacking top-down
		return WP_SabersCheckLock2( ent1, ent2, LOCK_TOP );
	}

	if ( ent2->client->ps.torsoAnim == BOTH_A1_T__B_ ||
		ent2->client->ps.torsoAnim == BOTH_A2_T__B_ ||
		ent2->client->ps.torsoAnim == BOTH_A3_T__B_ ||
		ent2->client->ps.torsoAnim == BOTH_A4_T__B_ ||
		ent2->client->ps.torsoAnim == BOTH_A5_T__B_ ||
		ent2->client->ps.torsoAnim == BOTH_A6_T__B_ ||
		ent2->client->ps.torsoAnim == BOTH_A7_T__B_)
	{//ent2 is attacking top-down
		return WP_SabersCheckLock2( ent2, ent1, LOCK_TOP );
	}

	if ( ent1->s.number == 0 &&
		ent1->client->ps.saberBlocking == BLK_WIDE && ent1->client->ps.weaponTime <= 0 )
	{
		ent1BlockingPlayer = qtrue;
	}
	if ( ent2->s.number == 0 &&
		ent2->client->ps.saberBlocking == BLK_WIDE && ent2->client->ps.weaponTime <= 0 )
	{
		ent2BlockingPlayer = qtrue;
	}

	//TR to BL lock
	if ( ent1->client->ps.torsoAnim == BOTH_A1_TR_BL ||
		ent1->client->ps.torsoAnim == BOTH_A2_TR_BL ||
		ent1->client->ps.torsoAnim == BOTH_A3_TR_BL ||
		ent1->client->ps.torsoAnim == BOTH_A4_TR_BL ||
		ent1->client->ps.torsoAnim == BOTH_A5_TR_BL ||
		ent1->client->ps.torsoAnim == BOTH_A6_TR_BL ||
		ent1->client->ps.torsoAnim == BOTH_A7_TR_BL)
	{//ent1 is attacking diagonally
		if ( ent2BlockingPlayer )
		{//player will block this anyway
			return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_TR );
		}
		if ( ent2->client->ps.torsoAnim == BOTH_A1_TR_BL ||
			ent2->client->ps.torsoAnim == BOTH_A2_TR_BL ||
			ent2->client->ps.torsoAnim == BOTH_A3_TR_BL ||
			ent2->client->ps.torsoAnim == BOTH_A4_TR_BL ||
			ent2->client->ps.torsoAnim == BOTH_A5_TR_BL ||
			ent2->client->ps.torsoAnim == BOTH_A6_TR_BL ||
			ent2->client->ps.torsoAnim == BOTH_A7_TR_BL ||
			ent2->client->ps.torsoAnim == BOTH_P1_S1_TL )
		{//ent2 is attacking in the opposite diagonal
			return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_TR );
		}
		if ( ent2->client->ps.torsoAnim == BOTH_A1_BR_TL ||
			ent2->client->ps.torsoAnim == BOTH_A2_BR_TL ||
			ent2->client->ps.torsoAnim == BOTH_A3_BR_TL ||
			ent2->client->ps.torsoAnim == BOTH_A4_BR_TL ||
			ent2->client->ps.torsoAnim == BOTH_A5_BR_TL ||
			ent2->client->ps.torsoAnim == BOTH_A6_BR_TL ||
			ent2->client->ps.torsoAnim == BOTH_A7_BR_TL ||
			ent2->client->ps.torsoAnim == BOTH_P1_S1_BL )
		{//ent2 is attacking in the opposite diagonal
			return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_BL );
		}
		return qfalse;
	}

	if ( ent2->client->ps.torsoAnim == BOTH_A1_TR_BL ||
		ent2->client->ps.torsoAnim == BOTH_A2_TR_BL ||
		ent2->client->ps.torsoAnim == BOTH_A3_TR_BL ||
		ent2->client->ps.torsoAnim == BOTH_A4_TR_BL ||
		ent2->client->ps.torsoAnim == BOTH_A5_TR_BL ||
		ent2->client->ps.torsoAnim == BOTH_A6_TR_BL ||
		ent2->client->ps.torsoAnim == BOTH_A7_TR_BL)
	{//ent2 is attacking diagonally
		if ( ent1BlockingPlayer )
		{//player will block this anyway
			return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_TR );
		}
		if ( ent1->client->ps.torsoAnim == BOTH_A1_TR_BL ||
			ent1->client->ps.torsoAnim == BOTH_A2_TR_BL ||
			ent1->client->ps.torsoAnim == BOTH_A3_TR_BL ||
			ent1->client->ps.torsoAnim == BOTH_A4_TR_BL ||
			ent1->client->ps.torsoAnim == BOTH_A5_TR_BL ||
			ent1->client->ps.torsoAnim == BOTH_A6_TR_BL ||
			ent1->client->ps.torsoAnim == BOTH_A7_TR_BL ||
			ent1->client->ps.torsoAnim == BOTH_P1_S1_TL )
		{//ent1 is attacking in the opposite diagonal
			return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_TR );
		}
		if ( ent1->client->ps.torsoAnim == BOTH_A1_BR_TL ||
			ent1->client->ps.torsoAnim == BOTH_A2_BR_TL ||
			ent1->client->ps.torsoAnim == BOTH_A3_BR_TL ||
			ent1->client->ps.torsoAnim == BOTH_A4_BR_TL ||
			ent1->client->ps.torsoAnim == BOTH_A5_BR_TL ||
			ent1->client->ps.torsoAnim == BOTH_A6_BR_TL ||
			ent1->client->ps.torsoAnim == BOTH_A7_BR_TL ||
			ent1->client->ps.torsoAnim == BOTH_P1_S1_BL )
		{//ent1 is attacking in the opposite diagonal
			return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_BL );
		}
		return qfalse;
	}

	//TL to BR lock
	if ( ent1->client->ps.torsoAnim == BOTH_A1_TL_BR ||
		ent1->client->ps.torsoAnim == BOTH_A2_TL_BR ||
		ent1->client->ps.torsoAnim == BOTH_A3_TL_BR ||
		ent1->client->ps.torsoAnim == BOTH_A4_TL_BR ||
		ent1->client->ps.torsoAnim == BOTH_A5_TL_BR ||
		ent1->client->ps.torsoAnim == BOTH_A6_TL_BR ||
		ent1->client->ps.torsoAnim == BOTH_A7_TL_BR)
	{//ent1 is attacking diagonally
		if ( ent2BlockingPlayer )
		{//player will block this anyway
			return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_TL );
		}
		if ( ent2->client->ps.torsoAnim == BOTH_A1_TL_BR ||
			ent2->client->ps.torsoAnim == BOTH_A2_TL_BR ||
			ent2->client->ps.torsoAnim == BOTH_A3_TL_BR ||
			ent2->client->ps.torsoAnim == BOTH_A4_TL_BR ||
			ent2->client->ps.torsoAnim == BOTH_A5_TL_BR ||
			ent2->client->ps.torsoAnim == BOTH_A6_TL_BR ||
			ent2->client->ps.torsoAnim == BOTH_A7_TL_BR ||
			ent2->client->ps.torsoAnim == BOTH_P1_S1_TR )
		{//ent2 is attacking in the opposite diagonal
			return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_TL );
		}
		if ( ent2->client->ps.torsoAnim == BOTH_A1_BL_TR ||
			ent2->client->ps.torsoAnim == BOTH_A2_BL_TR ||
			ent2->client->ps.torsoAnim == BOTH_A3_BL_TR ||
			ent2->client->ps.torsoAnim == BOTH_A4_BL_TR ||
			ent2->client->ps.torsoAnim == BOTH_A5_BL_TR ||
			ent2->client->ps.torsoAnim == BOTH_A6_BL_TR ||
			ent2->client->ps.torsoAnim == BOTH_A7_BL_TR ||
			ent2->client->ps.torsoAnim == BOTH_P1_S1_BR )
		{//ent2 is attacking in the opposite diagonal
			return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_BR );
		}
		return qfalse;
	}

	if ( ent2->client->ps.torsoAnim == BOTH_A1_TL_BR ||
		ent2->client->ps.torsoAnim == BOTH_A2_TL_BR ||
		ent2->client->ps.torsoAnim == BOTH_A3_TL_BR ||
		ent2->client->ps.torsoAnim == BOTH_A4_TL_BR ||
		ent2->client->ps.torsoAnim == BOTH_A5_TL_BR ||
		ent2->client->ps.torsoAnim == BOTH_A6_TL_BR ||
		ent2->client->ps.torsoAnim == BOTH_A7_TL_BR)
	{//ent2 is attacking diagonally
		if ( ent1BlockingPlayer )
		{//player will block this anyway
			return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_TL );
		}
		if ( ent1->client->ps.torsoAnim == BOTH_A1_TL_BR ||
			ent1->client->ps.torsoAnim == BOTH_A2_TL_BR ||
			ent1->client->ps.torsoAnim == BOTH_A3_TL_BR ||
			ent1->client->ps.torsoAnim == BOTH_A4_TL_BR ||
			ent1->client->ps.torsoAnim == BOTH_A5_TL_BR ||
			ent1->client->ps.torsoAnim == BOTH_A6_TL_BR ||
			ent1->client->ps.torsoAnim == BOTH_A7_TL_BR ||
			ent1->client->ps.torsoAnim == BOTH_P1_S1_TR )
		{//ent1 is attacking in the opposite diagonal
			return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_TL );
		}
		if ( ent1->client->ps.torsoAnim == BOTH_A1_BL_TR ||
			ent1->client->ps.torsoAnim == BOTH_A2_BL_TR ||
			ent1->client->ps.torsoAnim == BOTH_A3_BL_TR ||
			ent1->client->ps.torsoAnim == BOTH_A4_BL_TR ||
			ent1->client->ps.torsoAnim == BOTH_A5_BL_TR ||
			ent1->client->ps.torsoAnim == BOTH_A6_BL_TR ||
			ent1->client->ps.torsoAnim == BOTH_A7_BL_TR ||
			ent1->client->ps.torsoAnim == BOTH_P1_S1_BR )
		{//ent1 is attacking in the opposite diagonal
			return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_BR );
		}
		return qfalse;
	}
	//L to R lock
	if ( ent1->client->ps.torsoAnim == BOTH_A1__L__R ||
		ent1->client->ps.torsoAnim == BOTH_A2__L__R ||
		ent1->client->ps.torsoAnim == BOTH_A3__L__R ||
		ent1->client->ps.torsoAnim == BOTH_A4__L__R ||
		ent1->client->ps.torsoAnim == BOTH_A5__L__R ||
		ent1->client->ps.torsoAnim == BOTH_A6__L__R ||
		ent1->client->ps.torsoAnim == BOTH_A7__L__R)
	{//ent1 is attacking l to r
		if ( ent2BlockingPlayer )
		{//player will block this anyway
			return WP_SabersCheckLock2( ent1, ent2, LOCK_L );
		}
		if ( ent2->client->ps.torsoAnim == BOTH_A1_TL_BR ||
			ent2->client->ps.torsoAnim == BOTH_A2_TL_BR ||
			ent2->client->ps.torsoAnim == BOTH_A3_TL_BR ||
			ent2->client->ps.torsoAnim == BOTH_A4_TL_BR ||
			ent2->client->ps.torsoAnim == BOTH_A5_TL_BR ||
			ent2->client->ps.torsoAnim == BOTH_A6_TL_BR ||
			ent2->client->ps.torsoAnim == BOTH_A7_TL_BR ||
			ent2->client->ps.torsoAnim == BOTH_P1_S1_TR ||
			ent2->client->ps.torsoAnim == BOTH_P1_S1_BL )
		{//ent2 is attacking or blocking on the r
			return WP_SabersCheckLock2( ent1, ent2, LOCK_L );
		}
		return qfalse;
	}
	if ( ent2->client->ps.torsoAnim == BOTH_A1__L__R ||
		ent2->client->ps.torsoAnim == BOTH_A2__L__R ||
		ent2->client->ps.torsoAnim == BOTH_A3__L__R ||
		ent2->client->ps.torsoAnim == BOTH_A4__L__R ||
		ent2->client->ps.torsoAnim == BOTH_A5__L__R ||
		ent2->client->ps.torsoAnim == BOTH_A6__L__R ||
		ent2->client->ps.torsoAnim == BOTH_A7__L__R)
	{//ent2 is attacking l to r
		if ( ent1BlockingPlayer )
		{//player will block this anyway
			return WP_SabersCheckLock2( ent2, ent1, LOCK_L );
		}
		if ( ent1->client->ps.torsoAnim == BOTH_A1_TL_BR ||
			ent1->client->ps.torsoAnim == BOTH_A2_TL_BR ||
			ent1->client->ps.torsoAnim == BOTH_A3_TL_BR ||
			ent1->client->ps.torsoAnim == BOTH_A4_TL_BR ||
			ent1->client->ps.torsoAnim == BOTH_A5_TL_BR ||
			ent1->client->ps.torsoAnim == BOTH_A6_TL_BR ||
			ent1->client->ps.torsoAnim == BOTH_A7_TL_BR ||
			ent1->client->ps.torsoAnim == BOTH_P1_S1_TR ||
			ent1->client->ps.torsoAnim == BOTH_P1_S1_BL )
		{//ent1 is attacking or blocking on the r
			return WP_SabersCheckLock2( ent2, ent1, LOCK_L );
		}
		return qfalse;
	}
	//R to L lock
	if ( ent1->client->ps.torsoAnim == BOTH_A1__R__L ||
		ent1->client->ps.torsoAnim == BOTH_A2__R__L ||
		ent1->client->ps.torsoAnim == BOTH_A3__R__L ||
		ent1->client->ps.torsoAnim == BOTH_A4__R__L ||
		ent1->client->ps.torsoAnim == BOTH_A5__R__L ||
		ent1->client->ps.torsoAnim == BOTH_A6__R__L ||
		ent1->client->ps.torsoAnim == BOTH_A7__R__L)
	{//ent1 is attacking r to l
		if ( ent2BlockingPlayer )
		{//player will block this anyway
			return WP_SabersCheckLock2( ent1, ent2, LOCK_R );
		}
		if ( ent2->client->ps.torsoAnim == BOTH_A1_TR_BL ||
			ent2->client->ps.torsoAnim == BOTH_A2_TR_BL ||
			ent2->client->ps.torsoAnim == BOTH_A3_TR_BL ||
			ent2->client->ps.torsoAnim == BOTH_A4_TR_BL ||
			ent2->client->ps.torsoAnim == BOTH_A5_TR_BL ||
			ent2->client->ps.torsoAnim == BOTH_A6_TR_BL ||
			ent2->client->ps.torsoAnim == BOTH_A7_TR_BL ||
			ent2->client->ps.torsoAnim == BOTH_P1_S1_TL ||
			ent2->client->ps.torsoAnim == BOTH_P1_S1_BR )
		{//ent2 is attacking or blocking on the l
			return WP_SabersCheckLock2( ent1, ent2, LOCK_R );
		}
		return qfalse;
	}
	if ( ent2->client->ps.torsoAnim == BOTH_A1__R__L ||
		ent2->client->ps.torsoAnim == BOTH_A2__R__L ||
		ent2->client->ps.torsoAnim == BOTH_A3__R__L ||
		ent2->client->ps.torsoAnim == BOTH_A4__R__L ||
		ent2->client->ps.torsoAnim == BOTH_A5__R__L ||
		ent2->client->ps.torsoAnim == BOTH_A6__R__L ||
		ent2->client->ps.torsoAnim == BOTH_A7__R__L)
	{//ent2 is attacking r to l
		if ( ent1BlockingPlayer )
		{//player will block this anyway
			return WP_SabersCheckLock2( ent2, ent1, LOCK_R );
		}
		if ( ent1->client->ps.torsoAnim == BOTH_A1_TR_BL ||
			ent1->client->ps.torsoAnim == BOTH_A2_TR_BL ||
			ent1->client->ps.torsoAnim == BOTH_A3_TR_BL ||
			ent1->client->ps.torsoAnim == BOTH_A4_TR_BL ||
			ent1->client->ps.torsoAnim == BOTH_A5_TR_BL ||
			ent1->client->ps.torsoAnim == BOTH_A6_TR_BL ||
			ent1->client->ps.torsoAnim == BOTH_A7_TR_BL ||
			ent1->client->ps.torsoAnim == BOTH_P1_S1_TL ||
			ent1->client->ps.torsoAnim == BOTH_P1_S1_BR )
		{//ent1 is attacking or blocking on the l
			return WP_SabersCheckLock2( ent2, ent1, LOCK_R );
		}
		return qfalse;
	}
	if ( !Q_irand( 0, 10 ) )
	{
		return WP_SabersCheckLock2( ent1, ent2, LOCK_RANDOM );
	}
	return qfalse;
}

static GAME_INLINE int G_GetParryForBlock(int block)
{
	switch (block)
	{
		case BLOCKED_UPPER_RIGHT:
			return LS_PARRY_UR;
			break;
		case BLOCKED_UPPER_RIGHT_PROJ:
			return LS_REFLECT_UR;
			break;
		case BLOCKED_UPPER_LEFT:
			return LS_PARRY_UL;
			break;
		case BLOCKED_UPPER_LEFT_PROJ:
			return LS_REFLECT_UL;
			break;
		case BLOCKED_LOWER_RIGHT:
			return LS_PARRY_LR;
			break;
		case BLOCKED_LOWER_RIGHT_PROJ:
			return LS_REFLECT_LR;
			break;
		case BLOCKED_LOWER_LEFT:
			return LS_PARRY_LL;
			break;
		case BLOCKED_LOWER_LEFT_PROJ:
			return LS_REFLECT_LL;
			break;
		case BLOCKED_TOP:
			return LS_PARRY_UP;
			break;
		case BLOCKED_TOP_PROJ:
			return LS_REFLECT_UP;
			break;
		default:
			break;
	}

	return LS_NONE;
}

#include "../namespace_begin.h"
int PM_SaberBounceForAttack( int move );
int PM_SaberDeflectionForQuad( int quad );
#include "../namespace_end.h"

extern stringID_table_t animTable[MAX_ANIMATIONS+1];
static GAME_INLINE qboolean WP_GetSaberDeflectionAngle( gentity_t *attacker, gentity_t *defender, float saberHitFraction )
{
	qboolean animBasedDeflection = qtrue;
	int attSaberLevel, defSaberLevel;

	if ( !attacker || !attacker->client || !attacker->ghoul2 )
	{
		return qfalse;
	}
	if ( !defender || !defender->client || !defender->ghoul2 )
	{
		return qfalse;
	}

	if ((level.time - attacker->client->lastSaberStorageTime) > 500)
	{ //last update was too long ago, something is happening to this client to prevent his saber from updating
		return qfalse;
	}
	if ((level.time - defender->client->lastSaberStorageTime) > 500)
	{ //ditto
		return qfalse;
	}

	attSaberLevel = G_SaberAttackPower(attacker, SaberAttacking(attacker));
	defSaberLevel = G_SaberAttackPower(defender, SaberAttacking(defender));

	if ( animBasedDeflection )
	{
		//Hmm, let's try just basing it off the anim
		int attQuadStart = saberMoveData[attacker->client->ps.saberMove].startQuad;
		int attQuadEnd = saberMoveData[attacker->client->ps.saberMove].endQuad;
		int defQuad = saberMoveData[defender->client->ps.saberMove].endQuad;
		int quadDiff = fabs((float)(defQuad-attQuadStart));

		if ( defender->client->ps.saberMove == LS_READY )
		{
			//FIXME: we should probably do SOMETHING here...
			//I have this return qfalse here in the hopes that
			//the defender will pick a parry and the attacker
			//will hit the defender's saber again.
			//But maybe this func call should come *after*
			//it's decided whether or not the defender is
			//going to parry.
			return qfalse;
		}

		//reverse the left/right of the defQuad because of the mirrored nature of facing each other in combat
		switch ( defQuad )
		{
		case Q_BR:
			defQuad = Q_BL;
			break;
		case Q_R:
			defQuad = Q_L;
			break;
		case Q_TR:
			defQuad = Q_TL;
			break;
		case Q_TL:
			defQuad = Q_TR;
			break;
		case Q_L:
			defQuad = Q_R;
			break;
		case Q_BL:
			defQuad = Q_BR;
			break;
		}

		if ( quadDiff > 4 )
		{//wrap around so diff is never greater than 180 (4 * 45)
			quadDiff = 4 - (quadDiff - 4);
		}
		//have the quads, find a good anim to use
		if ( (!quadDiff || (quadDiff == 1 && Q_irand(0,1))) //defender pretty much stopped the attack at a 90 degree angle
			&& (defSaberLevel == attSaberLevel || Q_irand( 0, defSaberLevel-attSaberLevel ) >= 0) )//and the defender's style is stronger
		{
			//bounce straight back
#ifndef FINAL_BUILD
			int attMove = attacker->client->ps.saberMove;
#endif
			attacker->client->ps.saberMove = PM_SaberBounceForAttack( attacker->client->ps.saberMove );
#ifndef FINAL_BUILD
			if (g_saberDebugPrint.integer)
			{
				Com_Printf( "attack %s vs. parry %s bounced to %s\n", 
					animTable[saberMoveData[attMove].animToUse].name, 
					animTable[saberMoveData[defender->client->ps.saberMove].animToUse].name,
					animTable[saberMoveData[attacker->client->ps.saberMove].animToUse].name );
			}
#endif
			attacker->client->ps.saberBlocked = BLOCKED_ATK_BOUNCE;
			return qfalse;
		}
		else
		{//attack hit at an angle, figure out what angle it should bounce off att
			int newQuad;
			quadDiff = defQuad - attQuadEnd;
			//add half the diff of between the defense and attack end to the attack end
			if ( quadDiff > 4 )
			{
				quadDiff = 4 - (quadDiff - 4);
			}
			else if ( quadDiff < -4 )
			{
				quadDiff = -4 + (quadDiff + 4);
			}
			newQuad = attQuadEnd + ceil( ((float)quadDiff)/2.0f );
			if ( newQuad < Q_BR )
			{//less than zero wraps around
				newQuad = Q_B + newQuad;
			}
			if ( newQuad == attQuadStart )
			{//never come off at the same angle that we would have if the attack was not interrupted
				if ( Q_irand(0, 1) )
				{
					newQuad--;
				}
				else
				{
					newQuad++;
				}
				if ( newQuad < Q_BR )
				{
					newQuad = Q_B;
				}
				else if ( newQuad > Q_B )
				{
					newQuad = Q_BR;
				}
			}
			if ( newQuad == defQuad )
			{//bounce straight back
#ifndef FINAL_BUILD
				int attMove = attacker->client->ps.saberMove;
#endif
				attacker->client->ps.saberMove = PM_SaberBounceForAttack( attacker->client->ps.saberMove );
#ifndef FINAL_BUILD
				if (g_saberDebugPrint.integer)
				{
					Com_Printf( "attack %s vs. parry %s bounced to %s\n", 
						animTable[saberMoveData[attMove].animToUse].name, 
						animTable[saberMoveData[defender->client->ps.saberMove].animToUse].name,
						animTable[saberMoveData[attacker->client->ps.saberMove].animToUse].name );
				}
#endif
				attacker->client->ps.saberBlocked = BLOCKED_ATK_BOUNCE;
				return qfalse;
			}
			//else, pick a deflection
			else
			{
#ifndef FINAL_BUILD
				int attMove = attacker->client->ps.saberMove;
#endif
				attacker->client->ps.saberMove = PM_SaberDeflectionForQuad( newQuad );
#ifndef FINAL_BUILD
				if (g_saberDebugPrint.integer)
				{
					Com_Printf( "attack %s vs. parry %s deflected to %s\n", 
						animTable[saberMoveData[attMove].animToUse].name, 
						animTable[saberMoveData[defender->client->ps.saberMove].animToUse].name,
						animTable[saberMoveData[attacker->client->ps.saberMove].animToUse].name );
				}
#endif
				attacker->client->ps.saberBlocked = BLOCKED_BOUNCE_MOVE;
				return qtrue;
			}
		}
	}
	else
	{ //old math-based method (probably broken)
		vec3_t	att_HitDir, def_BladeDir, temp;
		float	hitDot;

		VectorCopy(attacker->client->lastSaberBase_Always, temp);

		AngleVectors(attacker->client->lastSaberDir_Always, att_HitDir, 0, 0);

		AngleVectors(defender->client->lastSaberDir_Always, def_BladeDir, 0, 0);

		//now compare
		hitDot = DotProduct( att_HitDir, def_BladeDir );
		if ( hitDot < 0.25f && hitDot > -0.25f )
		{//hit pretty much perpendicular, pop straight back
			attacker->client->ps.saberMove = PM_SaberBounceForAttack( attacker->client->ps.saberMove );
			attacker->client->ps.saberBlocked = BLOCKED_ATK_BOUNCE;
			return qfalse;
		}
		else 
		{//a deflection
			vec3_t	att_Right, att_Up, att_DeflectionDir;
			float	swingRDot, swingUDot;

			//get the direction of the deflection
			VectorScale( def_BladeDir, hitDot, att_DeflectionDir );
			//get our bounce straight back direction
			VectorScale( att_HitDir, -1.0f, temp );
			//add the bounce back and deflection
			VectorAdd( att_DeflectionDir, temp, att_DeflectionDir );
			//normalize the result to determine what direction our saber should bounce back toward
			VectorNormalize( att_DeflectionDir );

			//need to know the direction of the deflectoin relative to the attacker's facing
			VectorSet( temp, 0, attacker->client->ps.viewangles[YAW], 0 );//presumes no pitch!
			AngleVectors( temp, NULL, att_Right, att_Up );
			swingRDot = DotProduct( att_Right, att_DeflectionDir );
			swingUDot = DotProduct( att_Up, att_DeflectionDir );

			if ( swingRDot > 0.25f )
			{//deflect to right
				if ( swingUDot > 0.25f )
				{//deflect to top
					attacker->client->ps.saberMove = LS_D1_TR;
				}
				else if ( swingUDot < -0.25f )
				{//deflect to bottom
					attacker->client->ps.saberMove = LS_D1_BR;
				}
				else
				{//deflect horizontally
					attacker->client->ps.saberMove = LS_D1__R;
				}
			}
			else if ( swingRDot < -0.25f )
			{//deflect to left
				if ( swingUDot > 0.25f )
				{//deflect to top
					attacker->client->ps.saberMove = LS_D1_TL;
				}
				else if ( swingUDot < -0.25f )
				{//deflect to bottom
					attacker->client->ps.saberMove = LS_D1_BL;
				}
				else
				{//deflect horizontally
					attacker->client->ps.saberMove = LS_D1__L;
				}
			}
			else
			{//deflect in middle
				if ( swingUDot > 0.25f )
				{//deflect to top
					attacker->client->ps.saberMove = LS_D1_T_;
				}
				else if ( swingUDot < -0.25f )
				{//deflect to bottom
					attacker->client->ps.saberMove = LS_D1_B_;
				}
				else
				{//deflect horizontally?  Well, no such thing as straight back in my face, so use top
					if ( swingRDot > 0 )
					{
						attacker->client->ps.saberMove = LS_D1_TR;
					}
					else if ( swingRDot < 0 )
					{
						attacker->client->ps.saberMove = LS_D1_TL;
					}
					else
					{
						attacker->client->ps.saberMove = LS_D1_T_;
					}
				}
			}

			attacker->client->ps.saberBlocked = BLOCKED_BOUNCE_MOVE;
			return qtrue;
		}
	}
}

int G_KnockawayForParry( int move )
{
	//FIXME: need actual anims for this
	//FIXME: need to know which side of the saber was hit!  For now, we presume the saber gets knocked away from the center
	switch ( move )
	{
	case LS_PARRY_UP:
		return LS_K1_T_;//push up
		break;
	case LS_PARRY_UR:
	default://case LS_READY:
		return LS_K1_TR;//push up, slightly to right
		break;
	case LS_PARRY_UL:
		return LS_K1_TL;//push up and to left
		break;
	case LS_PARRY_LR:
		return LS_K1_BR;//push down and to left
		break;
	case LS_PARRY_LL:
		return LS_K1_BL;//push down and to right
		break;
	}
}

#define SABER_NONATTACK_DAMAGE 1

//For strong attacks, we ramp damage based on the point in the attack animation
static GAME_INLINE int G_GetAttackDamage(gentity_t *self, int minDmg, int maxDmg, float multPoint)
{
	int peakDif = 0;
	int speedDif = 0;
	int totalDamage = maxDmg;
	float peakPoint = 0;
	float attackAnimLength = bgAllAnims[self->localAnimIndex].anims[self->client->ps.torsoAnim].numFrames * fabs((float)(bgAllAnims[self->localAnimIndex].anims[self->client->ps.torsoAnim].frameLerp));
	float currentPoint = 0;
	float damageFactor = 0;
	float animSpeedFactor = 1.0f;

	//Be sure to scale by the proper anim speed just as if we were going to play the animation
	BG_SaberStartTransAnim(self->s.number, self->client->ps.fd.saberAnimLevel, self->client->ps.weapon, self->client->ps.torsoAnim, &animSpeedFactor, self->client->ps.brokenLimbs);
	speedDif = attackAnimLength - (attackAnimLength * animSpeedFactor);
	attackAnimLength += speedDif;
	peakPoint = attackAnimLength;
	peakPoint -= attackAnimLength*multPoint;

	//we treat torsoTimer as the point in the animation (closer it is to attackAnimLength, closer it is to beginning)
	currentPoint = self->client->ps.torsoTimer;

	if (peakPoint > currentPoint)
	{
		peakDif = (peakPoint - currentPoint);
	}
	else
	{
		peakDif = (currentPoint - peakPoint);
	}

	damageFactor = (float)((currentPoint/peakPoint));
	if (damageFactor > 1)
	{
		damageFactor = (2.0f - damageFactor);
	}

	totalDamage *= damageFactor;
	if (totalDamage < minDmg)
	{
		totalDamage = minDmg;
	}
	if (totalDamage > maxDmg)
	{
		totalDamage = maxDmg;
	}

	//Com_Printf("%i\n", totalDamage);

	return totalDamage;
}

//Get the point in the animation and return a percentage of the current point in the anim between 0 and the total anim length (0.0f - 1.0f)
static GAME_INLINE float G_GetAnimPoint(gentity_t *self)
{
	int speedDif = 0;
	float attackAnimLength = bgAllAnims[self->localAnimIndex].anims[self->client->ps.torsoAnim].numFrames * fabs((float)(bgAllAnims[self->localAnimIndex].anims[self->client->ps.torsoAnim].frameLerp));
	float currentPoint = 0;
	float animSpeedFactor = 1.0f;
	float animPercentage = 0;

	//Be sure to scale by the proper anim speed just as if we were going to play the animation
	BG_SaberStartTransAnim(self->s.number, self->client->ps.fd.saberAnimLevel, self->client->ps.weapon, self->client->ps.torsoAnim, &animSpeedFactor, self->client->ps.brokenLimbs);
	speedDif = attackAnimLength - (attackAnimLength * animSpeedFactor);
	attackAnimLength += speedDif;

	currentPoint = self->client->ps.torsoTimer;

	animPercentage = currentPoint/attackAnimLength;

	//Com_Printf("%f\n", animPercentage);

	return animPercentage;
}

static GAME_INLINE qboolean G_ClientIdleInWorld(gentity_t *ent)
{
	if (ent->s.eType == ET_NPC)
	{
		return qfalse;
	}

	if (!ent->client->pers.cmd.upmove &&
		!ent->client->pers.cmd.forwardmove &&
		!ent->client->pers.cmd.rightmove &&
		!(ent->client->pers.cmd.buttons & BUTTON_GESTURE) &&
		!(ent->client->pers.cmd.buttons & BUTTON_FORCEGRIP) &&
		!(ent->client->pers.cmd.buttons & BUTTON_ALT_ATTACK) &&
		!(ent->client->pers.cmd.buttons & BUTTON_FORCEPOWER) &&
		!(ent->client->pers.cmd.buttons & BUTTON_FORCE_LIGHTNING) &&
		!(ent->client->pers.cmd.buttons & BUTTON_FORCE_DRAIN) &&
		!(ent->client->pers.cmd.buttons & BUTTON_ATTACK))
	{
		return qtrue;
	}

	return qfalse;
}

static GAME_INLINE qboolean G_G2TraceCollide(trace_t *tr, vec3_t lastValidStart, vec3_t lastValidEnd, vec3_t traceMins, vec3_t traceMaxs)
{ //Hit the ent with the normal trace, try the collision trace.
	G2Trace_t		G2Trace;
	gentity_t		*g2Hit;
	vec3_t			angles;
	int				tN = 0;
	float			fRadius = 0;

	if (!d_saberGhoul2Collision.integer)
	{
		return qfalse;
	}

	if (!g_entities[tr->entityNum].inuse /*||
		(g_entities[tr->entityNum].s.eFlags & EF_DEAD)*/)
	{ //don't do perpoly on corpses.
		return qfalse;
	}

	if (traceMins[0] ||
		traceMins[1] ||
		traceMins[2] ||
		traceMaxs[0] ||
		traceMaxs[1] ||
		traceMaxs[2])
	{
		fRadius=(traceMaxs[0]-traceMins[0])/2.0f;
	}

	memset (&G2Trace, 0, sizeof(G2Trace));

	while (tN < MAX_G2_COLLISIONS)
	{
		G2Trace[tN].mEntityNum = -1;
		tN++;
	}
	g2Hit = &g_entities[tr->entityNum];

	if (g2Hit && g2Hit->inuse && g2Hit->ghoul2)
	{
		vec3_t g2HitOrigin;

		angles[ROLL] = angles[PITCH] = 0;

		if (g2Hit->client)
		{
			VectorCopy(g2Hit->client->ps.origin, g2HitOrigin);
			angles[YAW] = g2Hit->client->ps.viewangles[YAW];
		}
		else
		{
			VectorCopy(g2Hit->r.currentOrigin, g2HitOrigin);
			angles[YAW] = g2Hit->r.currentAngles[YAW];
		}

		if (g_optvehtrace.integer &&
			g2Hit->s.eType == ET_NPC &&
			g2Hit->s.NPC_class == CLASS_VEHICLE &&
			g2Hit->m_pVehicle)
		{
			trap_G2API_CollisionDetectCache ( G2Trace, g2Hit->ghoul2, angles, g2HitOrigin, level.time, g2Hit->s.number, lastValidStart, lastValidEnd, g2Hit->modelScale, 0, g_g2TraceLod.integer, fRadius );
		}
		else
		{
			trap_G2API_CollisionDetect ( G2Trace, g2Hit->ghoul2, angles, g2HitOrigin, level.time, g2Hit->s.number, lastValidStart, lastValidEnd, g2Hit->modelScale, 0, g_g2TraceLod.integer, fRadius );
		}

		if (G2Trace[0].mEntityNum != g2Hit->s.number)
		{
			tr->fraction = 1.0f;
			tr->entityNum = ENTITYNUM_NONE;
			tr->startsolid = 0;
			tr->allsolid = 0;
			return qfalse;
		}
		else
		{ //The ghoul2 trace result matches, so copy the collision position into the trace endpos and send it back.
			VectorCopy(G2Trace[0].mCollisionPosition, tr->endpos);
			VectorCopy(G2Trace[0].mCollisionNormal, tr->plane.normal);

			if (g2Hit->client)
			{
				g2Hit->client->g2LastSurfaceHit = G2Trace[0].mSurfaceIndex;
				g2Hit->client->g2LastSurfaceTime = level.time;
			}
			return qtrue;
		}
	}

	return qfalse;
}

static GAME_INLINE qboolean G_SaberInBackAttack(int move)
{
	switch (move)
	{
	case LS_A_BACK:
	case LS_A_BACK_CR:
	case LS_A_BACKSTAB:
		return qtrue;
	}

	return qfalse;
}

qboolean saberCheckKnockdown_Thrown(gentity_t *saberent, gentity_t *saberOwner, gentity_t *other);
qboolean saberCheckKnockdown_Smashed(gentity_t *saberent, gentity_t *saberOwner, gentity_t *other, int damage);
qboolean saberCheckKnockdown_BrokenParry(gentity_t *saberent, gentity_t *saberOwner, gentity_t *other);


typedef struct saberFace_s
{
	vec3_t v1;
	vec3_t v2;
	vec3_t v3;
} saberFace_t;

//build faces around blade for collision checking -rww
static GAME_INLINE void G_BuildSaberFaces(vec3_t base, vec3_t tip, float radius, vec3_t fwd,
										  vec3_t right, int *fNum, saberFace_t **fList)
{
	static saberFace_t faces[12];
	int i = 0;
	float *d1 = NULL, *d2 = NULL;
	vec3_t invFwd;
	vec3_t invRight;

	VectorCopy(fwd, invFwd);
	VectorInverse(invFwd);
	VectorCopy(right, invRight);
	VectorInverse(invRight);

	while (i < 8)
	{
		//yeah, this part is kind of a hack, but eh
		if (i < 2)
		{ //"left" surface
			d1 = &fwd[0];
			d2 = &invRight[0];
		}
		else if (i < 4)
		{ //"right" surface
			d1 = &fwd[0];
			d2 = &right[0];
		}
		else if (i < 6)
		{ //"front" surface
			d1 = &right[0];
			d2 = &fwd[0];
		}
		else if (i < 8)
		{ //"back" surface
			d1 = &right[0];
			d2 = &invFwd[0];
		}

		//first triangle for this surface
		VectorMA(base, radius/2.0f, d1, faces[i].v1);
		VectorMA(faces[i].v1, radius/2.0f, d2, faces[i].v1);

		VectorMA(tip, radius/2.0f, d1, faces[i].v2);
		VectorMA(faces[i].v2, radius/2.0f, d2, faces[i].v2);

		VectorMA(tip, -radius/2.0f, d1, faces[i].v3);
		VectorMA(faces[i].v3, radius/2.0f, d2, faces[i].v3);

		i++;

		//second triangle for this surface
		VectorMA(tip, -radius/2.0f, d1, faces[i].v1);
		VectorMA(faces[i].v1, radius/2.0f, d2, faces[i].v1);

		VectorMA(base, radius/2.0f, d1, faces[i].v2);
		VectorMA(faces[i].v2, radius/2.0f, d2, faces[i].v2);

		VectorMA(base, -radius/2.0f, d1, faces[i].v3);
		VectorMA(faces[i].v3, radius/2.0f, d2, faces[i].v3);

		i++;
	}

	//top surface
	//face 1
	VectorMA(tip, radius/2.0f, fwd, faces[i].v1);
	VectorMA(faces[i].v1, -radius/2.0f, right, faces[i].v1);

	VectorMA(tip, radius/2.0f, fwd, faces[i].v2);
	VectorMA(faces[i].v2, radius/2.0f, right, faces[i].v2);

	VectorMA(tip, -radius/2.0f, fwd, faces[i].v3);
	VectorMA(faces[i].v3, -radius/2.0f, right, faces[i].v3);

	i++;

	//face 2
	VectorMA(tip, radius/2.0f, fwd, faces[i].v1);
	VectorMA(faces[i].v1, radius/2.0f, right, faces[i].v1);

	VectorMA(tip, -radius/2.0f, fwd, faces[i].v2);
	VectorMA(faces[i].v2, -radius/2.0f, right, faces[i].v2);

	VectorMA(tip, -radius/2.0f, fwd, faces[i].v3);
	VectorMA(faces[i].v3, radius/2.0f, right, faces[i].v3);

	i++;

	//bottom surface
	//face 1
	VectorMA(base, radius/2.0f, fwd, faces[i].v1);
	VectorMA(faces[i].v1, -radius/2.0f, right, faces[i].v1);

	VectorMA(base, radius/2.0f, fwd, faces[i].v2);
	VectorMA(faces[i].v2, radius/2.0f, right, faces[i].v2);

	VectorMA(base, -radius/2.0f, fwd, faces[i].v3);
	VectorMA(faces[i].v3, -radius/2.0f, right, faces[i].v3);

	i++;

	//face 2
	VectorMA(base, radius/2.0f, fwd, faces[i].v1);
	VectorMA(faces[i].v1, radius/2.0f, right, faces[i].v1);

	VectorMA(base, -radius/2.0f, fwd, faces[i].v2);
	VectorMA(faces[i].v2, -radius/2.0f, right, faces[i].v2);

	VectorMA(base, -radius/2.0f, fwd, faces[i].v3);
	VectorMA(faces[i].v3, radius/2.0f, right, faces[i].v3);

	i++;

	//yeah.. always going to be 12 I suppose.
	*fNum = i;
	*fList = &faces[0];
}

//collision utility function -rww
static GAME_INLINE void G_SabCol_CalcPlaneEq(vec3_t x, vec3_t y, vec3_t z, float *planeEq)
{
	planeEq[0] = x[1]*(y[2]-z[2]) + y[1]*(z[2]-x[2]) + z[1]*(x[2]-y[2]);
	planeEq[1] = x[2]*(y[0]-z[0]) + y[2]*(z[0]-x[0]) + z[2]*(x[0]-y[0]);
	planeEq[2] = x[0]*(y[1]-z[1]) + y[0]*(z[1]-x[1]) + z[0]*(x[1]-y[1]);
	planeEq[3] = -(x[0]*(y[1]*z[2] - z[1]*y[2]) + y[0]*(z[1]*x[2] - x[1]*z[2]) + z[0]*(x[1]*y[2] - y[1]*x[2]) );
}

//collision utility function -rww
static GAME_INLINE int G_SabCol_PointRelativeToPlane(vec3_t pos, float *side, float *planeEq)
{
	*side = planeEq[0]*pos[0] + planeEq[1]*pos[1] + planeEq[2]*pos[2] + planeEq[3];

	if (*side > 0.0f)
	{
		return 1;
	}
	else if (*side < 0.0f)
	{
		return -1;
	}

	return 0;
}

//do actual collision check using generated saber "faces"
static GAME_INLINE qboolean G_SaberFaceCollisionCheck(int fNum, saberFace_t *fList, vec3_t atkStart,
											 vec3_t atkEnd, vec3_t atkMins, vec3_t atkMaxs, vec3_t impactPoint)
{
	static float planeEq[4];
	static float side, side2, dist;
	static vec3_t dir;
	static vec3_t point;
	int i = 0;

	if (VectorCompare(atkMins, vec3_origin) && VectorCompare(atkMaxs, vec3_origin))
	{
		VectorSet(atkMins, -1.0f, -1.0f, -1.0f);
		VectorSet(atkMaxs, 1.0f, 1.0f, 1.0f);
	}

	VectorSubtract(atkEnd, atkStart, dir);

	while (i < fNum)
	{
		G_SabCol_CalcPlaneEq(fList->v1, fList->v2, fList->v3, planeEq);

		if (G_SabCol_PointRelativeToPlane(atkStart, &side, planeEq) !=
			G_SabCol_PointRelativeToPlane(atkEnd, &side2, planeEq))
		{ //start/end points intersect with the plane
			static vec3_t extruded;
			static vec3_t minPoint, maxPoint;
			static vec3_t planeNormal;
			static int facing;

			VectorCopy(&planeEq[0], planeNormal);
			side2 = planeNormal[0]*dir[0] + planeNormal[1]*dir[1] + planeNormal[2]*dir[2];

			dist = side/side2;
			VectorMA(atkStart, -dist, dir, point);

			VectorAdd(point, atkMins, minPoint);
			VectorAdd(point, atkMaxs, maxPoint);

			//point is now the point at which we intersect on the plane.
			//see if that point is within the edges of the face.
            VectorMA(fList->v1, -2.0f, planeNormal, extruded);
			G_SabCol_CalcPlaneEq(fList->v1, fList->v2, extruded, planeEq);
			facing = G_SabCol_PointRelativeToPlane(point, &side, planeEq);

			if (facing < 0)
			{ //not intersecting.. let's try with the mins/maxs and see if they interesect on the edge plane
				facing = G_SabCol_PointRelativeToPlane(minPoint, &side, planeEq);
				if (facing < 0)
				{
					facing = G_SabCol_PointRelativeToPlane(maxPoint, &side, planeEq);
				}
			}

			if (facing >= 0)
			{ //first edge is facing...
				VectorMA(fList->v2, -2.0f, planeNormal, extruded);
				G_SabCol_CalcPlaneEq(fList->v2, fList->v3, extruded, planeEq);
				facing = G_SabCol_PointRelativeToPlane(point, &side, planeEq);

				if (facing < 0)
				{ //not intersecting.. let's try with the mins/maxs and see if they interesect on the edge plane
					facing = G_SabCol_PointRelativeToPlane(minPoint, &side, planeEq);
					if (facing < 0)
					{
						facing = G_SabCol_PointRelativeToPlane(maxPoint, &side, planeEq);
					}
				}

				if (facing >= 0)
				{ //second edge is facing...
					VectorMA(fList->v3, -2.0f, planeNormal, extruded);
					G_SabCol_CalcPlaneEq(fList->v3, fList->v1, extruded, planeEq);
					facing = G_SabCol_PointRelativeToPlane(point, &side, planeEq);

					if (facing < 0)
					{ //not intersecting.. let's try with the mins/maxs and see if they interesect on the edge plane
						facing = G_SabCol_PointRelativeToPlane(minPoint, &side, planeEq);
						if (facing < 0)
						{
							facing = G_SabCol_PointRelativeToPlane(maxPoint, &side, planeEq);
						}
					}

					if (facing >= 0)
					{ //third edge is facing.. success
						VectorCopy(point, impactPoint);
						return qtrue;
					}
				}
			}
		}

		i++;
		fList++;
	}
	
	//did not hit anything
	return qfalse;
}

//check for collision of 2 blades -rww
static GAME_INLINE qboolean G_SaberCollide(gentity_t *atk, gentity_t *def, vec3_t atkStart,
						vec3_t atkEnd, vec3_t atkMins, vec3_t atkMaxs, vec3_t impactPoint)
{
	static int i, j;

	if (!g_saberBladeFaces.integer)
	{ //detailed check not enabled
		return qtrue;
	}

	if (!atk->inuse || !atk->client || !def->inuse || !def->client)
	{ //must have 2 clients and a valid saber entity
		return qfalse;
	}

	i = 0;
	while (i < MAX_SABERS)
	{
		j = 0;
		if (def->client->saber[i].model && def->client->saber[i].model[0])
		{ //valid saber on the defender
			bladeInfo_t *blade;
			vec3_t v, fwd, right, base, tip;
			int fNum;
			saberFace_t *fList;

			//go through each blade on the defender's sabers
			while (j < def->client->saber[i].numBlades)
			{
				blade = &def->client->saber[i].blade[j];

				if ((level.time-blade->storageTime) < 200)
				{ //recently updated
					//first get base and tip of blade
					VectorCopy(blade->muzzlePoint, base);
					VectorMA(base, blade->lengthMax, blade->muzzleDir, tip);

					//Now get relative angles between the points
					VectorSubtract(tip, base, v);
					vectoangles(v, v);
					AngleVectors(v, NULL, right, fwd);

					//now build collision faces for this blade
					G_BuildSaberFaces(base, tip, blade->radius*3.0f, fwd, right, &fNum, &fList);
					if (fNum > 0)
					{
#if 0
						if (atk->s.number == 0)
						{
							int x = 0;
							saberFace_t *l = fList;
							while (x < fNum)
							{
								G_TestLine(fList->v1, fList->v2, 0x0000ff, 100);
								G_TestLine(fList->v2, fList->v3, 0x0000ff, 100);
								G_TestLine(fList->v3, fList->v1, 0x0000ff, 100);

								fList++;
								x++;
							}
							fList = l;
						}
#endif

						if (G_SaberFaceCollisionCheck(fNum, fList, atkStart, atkEnd, atkMins, atkMaxs, impactPoint))
						{ //collided
							return qtrue;
						}
					}
				}
				j++;
			}
		}
		i++;
	}

	return qfalse;
}

float WP_SaberBladeLength( saberInfo_t *saber )
{//return largest length
	int	i;
	float len = 0.0f;
	for ( i = 0; i < saber->numBlades; i++ )
	{
		if ( saber->blade[i].lengthMax > len )
		{
			len = saber->blade[i].lengthMax; 
		}
	}
	return len;
}

float WP_SaberLength( gentity_t *ent )
{//return largest length
	if ( !ent || !ent->client )
	{
		return 0.0f;
	}
	else
	{
		int i;
		float len, bestLen = 0.0f;
		for ( i = 0; i < MAX_SABERS; i++ )
		{
			len = WP_SaberBladeLength( &ent->client->saber[i] );
			if ( len > bestLen )
			{
				bestLen = len;
			}
		}
		return bestLen;
	}
}
int WPDEBUG_SaberColor( saber_colors_t saberColor )
{
	switch( (int)(saberColor) )
	{
		case SABER_RED:
			return 0x000000ff;
			break;
		case SABER_ORANGE:
			return 0x000088ff;
			break;
		case SABER_YELLOW:
			return 0x0000ffff;
			break;
		case SABER_GREEN:
			return 0x0000ff00;
			break;
		case SABER_BLUE:
			return 0x00ff0000;
			break;
		case SABER_PURPLE:
			return 0x00ff00ff;
			break;
		default:
			return 0x00ffffff;//white
			break;
	}
}
/*
WP_SabersIntersect

Breaks the two saber paths into 2 tris each and tests each tri for the first saber path against each of the other saber path's tris

FIXME: subdivide the arc into a consistant increment
FIXME: test the intersection to see if the sabers really did intersect (weren't going in the same direction and/or passed through same point at different times)?
*/
extern qboolean tri_tri_intersect(vec3_t V0,vec3_t V1,vec3_t V2,vec3_t U0,vec3_t U1,vec3_t U2);
#define SABER_EXTRAPOLATE_DIST 16.0f
qboolean WP_SabersIntersect( gentity_t *ent1, int ent1SaberNum, int ent1BladeNum, gentity_t *ent2, qboolean checkDir )
{
	vec3_t	saberBase1, saberTip1, saberBaseNext1, saberTipNext1;
	vec3_t	saberBase2, saberTip2, saberBaseNext2, saberTipNext2;
	int		ent2SaberNum = 0, ent2BladeNum = 0;
	vec3_t	dir;

	if ( !ent1 || !ent2 )
	{
		return qfalse;
	}
	if ( !ent1->client || !ent2->client )
	{
		return qfalse;
	}
	if ( BG_SabersOff( &ent1->client->ps )
		|| BG_SabersOff( &ent2->client->ps ) )
	{
		return qfalse;
	}

	for ( ent2SaberNum = 0; ent2SaberNum < MAX_SABERS; ent2SaberNum++ )
	{
		if ( ent2->client->saber[ent2SaberNum].type != SABER_NONE )
		{
			for ( ent2BladeNum = 0; ent2BladeNum < ent2->client->saber[ent2SaberNum].numBlades; ent2BladeNum++ )
			{
				if ( ent2->client->saber[ent2SaberNum].blade[ent2BladeNum].lengthMax > 0 )
				{//valid saber and this blade is on
					//if ( ent1->client->saberInFlight )
					{
						VectorCopy( ent1->client->saber[ent1SaberNum].blade[ent1BladeNum].muzzlePointOld, saberBase1 );
						VectorCopy( ent1->client->saber[ent1SaberNum].blade[ent1BladeNum].muzzlePoint, saberBaseNext1 );

						VectorSubtract( ent1->client->saber[ent1SaberNum].blade[ent1BladeNum].muzzlePoint, ent1->client->saber[ent1SaberNum].blade[ent1BladeNum].muzzlePointOld, dir );
						VectorNormalize( dir );
						VectorMA( saberBaseNext1, SABER_EXTRAPOLATE_DIST, dir, saberBaseNext1 );

						VectorMA( saberBase1, ent1->client->saber[ent1SaberNum].blade[ent1BladeNum].lengthMax+SABER_EXTRAPOLATE_DIST, ent1->client->saber[ent1SaberNum].blade[ent1BladeNum].muzzleDirOld, saberTip1 );
						VectorMA( saberBaseNext1, ent1->client->saber[ent1SaberNum].blade[ent1BladeNum].lengthMax+SABER_EXTRAPOLATE_DIST, ent1->client->saber[ent1SaberNum].blade[ent1BladeNum].muzzleDir, saberTipNext1 );

						VectorSubtract( saberTipNext1, saberTip1, dir );
						VectorNormalize( dir );
						VectorMA( saberTipNext1, SABER_EXTRAPOLATE_DIST, dir, saberTipNext1 );
					}
					/*
					else
					{
						VectorCopy( ent1->client->saber[ent1SaberNum].blade[ent1BladeNum].muzzlePoint, saberBase1 );
						VectorCopy( ent1->client->saber[ent1SaberNum].blade[ent1BladeNum].muzzlePointNext, saberBaseNext1 );
						VectorMA( saberBase1, ent1->client->saber[ent1SaberNum].blade[ent1BladeNum].lengthMax, ent1->client->saber[ent1SaberNum].blade[ent1BladeNum].muzzleDir, saberTip1 );
						VectorMA( saberBaseNext1, ent1->client->saber[ent1SaberNum].blade[ent1BladeNum].lengthMax, ent1->client->saber[ent1SaberNum].blade[ent1BladeNum].muzzleDirNext, saberTipNext1 );
					}
					*/

					//if ( ent2->client->saberInFlight )
					{
						VectorCopy( ent2->client->saber[ent2SaberNum].blade[ent2BladeNum].muzzlePointOld, saberBase2 );
						VectorCopy( ent2->client->saber[ent2SaberNum].blade[ent2BladeNum].muzzlePoint, saberBaseNext2 );

						VectorSubtract( ent2->client->saber[ent2SaberNum].blade[ent2BladeNum].muzzlePoint, ent2->client->saber[ent2SaberNum].blade[ent2BladeNum].muzzlePointOld, dir );
						VectorNormalize( dir );
						VectorMA( saberBaseNext2, SABER_EXTRAPOLATE_DIST, dir, saberBaseNext2 );

						VectorMA( saberBase2, ent2->client->saber[ent2SaberNum].blade[ent2BladeNum].lengthMax+SABER_EXTRAPOLATE_DIST, ent2->client->saber[ent2SaberNum].blade[ent2BladeNum].muzzleDirOld, saberTip2 );
						VectorMA( saberBaseNext2, ent2->client->saber[ent2SaberNum].blade[ent2BladeNum].lengthMax+SABER_EXTRAPOLATE_DIST, ent2->client->saber[ent2SaberNum].blade[ent2BladeNum].muzzleDir, saberTipNext2 );

						VectorSubtract( saberTipNext2, saberTip2, dir );
						VectorNormalize( dir );
						VectorMA( saberTipNext2, SABER_EXTRAPOLATE_DIST, dir, saberTipNext2 );
					}
					/*
					else
					{
						VectorCopy( ent2->client->saber[ent2SaberNum].blade[ent2BladeNum].muzzlePoint, saberBase2 );
						VectorCopy( ent2->client->saber[ent2SaberNum].blade[ent2BladeNum].muzzlePointNext, saberBaseNext2 );
						VectorMA( saberBase2, ent2->client->saber[ent2SaberNum].blade[ent2BladeNum].lengthMax, ent2->client->saber[ent2SaberNum].blade[ent2BladeNum].muzzleDir, saberTip2 );
						VectorMA( saberBaseNext2, ent2->client->saber[ent2SaberNum].blade[ent2BladeNum].lengthMax, ent2->client->saber[ent2SaberNum].blade[ent2BladeNum].muzzleDirNext, saberTipNext2 );
					}
					*/
					if ( checkDir )
					{//check the direction of the two swings to make sure the sabers are swinging towards each other
						vec3_t saberDir1, saberDir2;
						float dot = 0.0f;

						VectorSubtract( saberTipNext1, saberTip1, saberDir1 );
						VectorSubtract( saberTipNext2, saberTip2, saberDir2 );
						VectorNormalize( saberDir1 );
						VectorNormalize( saberDir2 );
						if ( DotProduct( saberDir1, saberDir2 ) > 0.6f )
						{//sabers moving in same dir, probably didn't actually hit
							continue;
						}
						//now check orientation of sabers, make sure they're not parallel or close to it
						dot = DotProduct( ent1->client->saber[ent1SaberNum].blade[ent1BladeNum].muzzleDir, ent2->client->saber[ent2SaberNum].blade[ent2BladeNum].muzzleDir );
						if ( dot > 0.9f || dot < -0.9f )
						{//too parallel to really block effectively?
							continue;
						}
					}

#ifdef DEBUG_SABER_BOX
					if ( g_saberDebugBox.integer == 2 || g_saberDebugBox.integer == 4 )
					{
						G_TestLine(saberBase1, saberTip1, ent1->client->saber[ent1SaberNum].blade[ent1BladeNum].color, 500);
						G_TestLine(saberTip1, saberTipNext1, ent1->client->saber[ent1SaberNum].blade[ent1BladeNum].color, 500);
						G_TestLine(saberTipNext1, saberBase1, ent1->client->saber[ent1SaberNum].blade[ent1BladeNum].color, 500);

						G_TestLine(saberBase2, saberTip2, ent2->client->saber[ent2SaberNum].blade[ent2BladeNum].color, 500);
						G_TestLine(saberTip2, saberTipNext2, ent2->client->saber[ent2SaberNum].blade[ent2BladeNum].color, 500);
						G_TestLine(saberTipNext2, saberBase2, ent2->client->saber[ent2SaberNum].blade[ent2BladeNum].color, 500);
					}
#endif
					if ( tri_tri_intersect( saberBase1, saberTip1, saberBaseNext1, saberBase2, saberTip2, saberBaseNext2 ) )
					{
						return qtrue;
					}
					if ( tri_tri_intersect( saberBase1, saberTip1, saberBaseNext1, saberBase2, saberTip2, saberTipNext2 ) )
					{
						return qtrue;
					}
					if ( tri_tri_intersect( saberBase1, saberTip1, saberTipNext1, saberBase2, saberTip2, saberBaseNext2 ) )
					{
						return qtrue;
					}
					if ( tri_tri_intersect( saberBase1, saberTip1, saberTipNext1, saberBase2, saberTip2, saberTipNext2 ) )
					{
						return qtrue;
					}
				}
			}
		}
	}
	return qfalse;
}

static GAME_INLINE int G_PowerLevelForSaberAnim( gentity_t *ent, int saberNum, qboolean mySaberHit )
{
	if ( !ent || !ent->client || saberNum >= MAX_SABERS )
	{
		return FORCE_LEVEL_0;
	}
	else
	{
		int anim = ent->client->ps.torsoAnim;
		int	animTimer = ent->client->ps.torsoTimer;
		int	animTimeElapsed = BG_AnimLength( ent->localAnimIndex, (animNumber_t)anim ) - animTimer;
		saberInfo_t *saber = &ent->client->saber[saberNum];
		if ( anim >= BOTH_A1_T__B_ && anim <= BOTH_D1_B____ )
		{
			//FIXME: these two need their own style
			if ( saber->type == SABER_LANCE )
			{
				return FORCE_LEVEL_4;
			}
			else if ( saber->type == SABER_TRIDENT )
			{
				return FORCE_LEVEL_3;
			}
			return FORCE_LEVEL_1;
		}
		if ( anim >= BOTH_A2_T__B_ && anim <= BOTH_D2_B____ )
		{
			return FORCE_LEVEL_2;
		}
		if ( anim >= BOTH_A3_T__B_ && anim <= BOTH_D3_B____ )
		{
			return FORCE_LEVEL_3;
		}
		if ( anim >= BOTH_A4_T__B_ && anim <= BOTH_D4_B____ )
		{//desann
			return FORCE_LEVEL_4;
		}
		if ( anim >= BOTH_A5_T__B_ && anim <= BOTH_D5_B____ )
		{//tavion
			return FORCE_LEVEL_2;
		}
		if ( anim >= BOTH_A6_T__B_ && anim <= BOTH_D6_B____ )
		{//dual
			return FORCE_LEVEL_2;
		}
		if ( anim >= BOTH_A7_T__B_ && anim <= BOTH_D7_B____ )
		{//staff
			return FORCE_LEVEL_2;
		}
		if ( anim >= BOTH_P1_S1_T_ && anim <= BOTH_H1_S1_BR )
		{//parries, knockaways and broken parries
			return FORCE_LEVEL_1;//FIXME: saberAnimLevel?
		}
		switch ( anim )
		{
		case BOTH_A2_STABBACK1:
			if ( mySaberHit )
			{//someone else hit my saber, not asking for damage level, but defense strength
				return FORCE_LEVEL_1;
			}
			if ( animTimer < 450 )
			{//end of anim
				return FORCE_LEVEL_0;
			}
			else if ( animTimeElapsed < 400 )
			{//beginning of anim
				return FORCE_LEVEL_0;
			}
			return FORCE_LEVEL_3;
			break;
		case BOTH_ATTACK_BACK:
			if ( animTimer < 500 )
			{//end of anim
				return FORCE_LEVEL_0;
			}
			return FORCE_LEVEL_3;
			break;
		case BOTH_CROUCHATTACKBACK1:
			if ( animTimer < 800 )
			{//end of anim
				return FORCE_LEVEL_0;
			}
			return FORCE_LEVEL_3;
			break;
		case BOTH_BUTTERFLY_LEFT:
		case BOTH_BUTTERFLY_RIGHT:
		case BOTH_BUTTERFLY_FL1:
		case BOTH_BUTTERFLY_FR1:
			//FIXME: break up?
			return FORCE_LEVEL_3;
			break;
		case BOTH_FJSS_TR_BL:
		case BOTH_FJSS_TL_BR:
			//FIXME: break up?
			return FORCE_LEVEL_3;
			break;
		case BOTH_K1_S1_T_:	//# knockaway saber top
		case BOTH_K1_S1_TR:	//# knockaway saber top right
		case BOTH_K1_S1_TL:	//# knockaway saber top left
		case BOTH_K1_S1_BL:	//# knockaway saber bottom left
		case BOTH_K1_S1_B_:	//# knockaway saber bottom
		case BOTH_K1_S1_BR:	//# knockaway saber bottom right
			//FIXME: break up?
			return FORCE_LEVEL_3;
			break;
		case BOTH_LUNGE2_B__T_:
			if ( mySaberHit )
			{//someone else hit my saber, not asking for damage level, but defense strength
				return FORCE_LEVEL_1;
			}
			if ( animTimer < 400 )
			{//end of anim
				return FORCE_LEVEL_0;
			}
			else if ( animTimeElapsed < 150 )
			{//beginning of anim
				return FORCE_LEVEL_0;
			}
			return FORCE_LEVEL_3;
			break;
		case BOTH_FORCELEAP2_T__B_:
			if ( animTimer < 400 )
			{//end of anim
				return FORCE_LEVEL_0;
			}
			else if ( animTimeElapsed < 550 )
			{//beginning of anim
				return FORCE_LEVEL_0;
			}
			return FORCE_LEVEL_3;
			break;
		case BOTH_VS_ATR_S:
		case BOTH_VS_ATL_S:
		case BOTH_VT_ATR_S:
		case BOTH_VT_ATL_S:
			return FORCE_LEVEL_3;//???
			break;
		case BOTH_JUMPFLIPSLASHDOWN1:
			if ( animTimer <= 1000 )
			{//end of anim
				return FORCE_LEVEL_0;
			}
			else if ( animTimeElapsed < 600 )
			{//beginning of anim
				return FORCE_LEVEL_0;
			}
			return FORCE_LEVEL_3;
			break;
		case BOTH_JUMPFLIPSTABDOWN:
			if ( animTimer <= 1300 )
			{//end of anim
				return FORCE_LEVEL_0;
			}
			else if ( animTimeElapsed <= 300 )
			{//beginning of anim
				return FORCE_LEVEL_0;
			}
			return FORCE_LEVEL_3;
			break;
		case BOTH_JUMPATTACK6:
			/*
			if (pm->ps)
			{
				if ( ( pm->ps->legsAnimTimer >= 1450
						&& BG_AnimLength( g_entities[ps->clientNum].client->clientInfo.animFileIndex, BOTH_JUMPATTACK6 ) - pm->ps->legsAnimTimer >= 400 ) 
					||(pm->ps->legsAnimTimer >= 400
						&& BG_AnimLength( g_entities[ps->clientNum].client->clientInfo.animFileIndex, BOTH_JUMPATTACK6 ) - pm->ps->legsAnimTimer >= 1100 ) )
				{//pretty much sideways
					return FORCE_LEVEL_3;
				}
			}
			*/
			if ( ( animTimer >= 1450
					&& animTimeElapsed >= 400 )
				||(animTimer >= 400
					&& animTimeElapsed >= 1100 ) )
			{//pretty much sideways
				return FORCE_LEVEL_3;
			}
			return FORCE_LEVEL_0;
			break;
		case BOTH_JUMPATTACK7:
			if ( animTimer <= 1200 )
			{//end of anim
				return FORCE_LEVEL_0;
			}
			else if ( animTimeElapsed < 200 )
			{//beginning of anim
				return FORCE_LEVEL_0;
			}
			return FORCE_LEVEL_3;
			break;
		case BOTH_SPINATTACK6:
			if ( animTimeElapsed <= 200 )
			{//beginning of anim
				return FORCE_LEVEL_0;
			}
			return FORCE_LEVEL_2;//FORCE_LEVEL_3;
			break;
		case BOTH_SPINATTACK7:
			if ( animTimer <= 500 )
			{//end of anim
				return FORCE_LEVEL_0;
			}
			else if ( animTimeElapsed < 500 )
			{//beginning of anim
				return FORCE_LEVEL_0;
			}
			return FORCE_LEVEL_2;//FORCE_LEVEL_3;
			break;
		case BOTH_FORCELONGLEAP_ATTACK:
			if ( animTimeElapsed <= 200 )
			{//1st four frames of anim
				return FORCE_LEVEL_3;
			}
			break;
		/*
		case BOTH_A7_KICK_F://these kicks attack, too
		case BOTH_A7_KICK_B:
		case BOTH_A7_KICK_R:
		case BOTH_A7_KICK_L:
			//FIXME: break up
			return FORCE_LEVEL_3;
			break;
		*/
		case BOTH_STABDOWN:
			if ( animTimer <= 900 )
			{//end of anim
				return FORCE_LEVEL_3;
			}
			break;
		case BOTH_STABDOWN_STAFF:
			if ( animTimer <= 850 )
			{//end of anim
				return FORCE_LEVEL_3;
			}
			break;
		case BOTH_STABDOWN_DUAL:
			if ( animTimer <= 900 )
			{//end of anim
				return FORCE_LEVEL_3;
			}
			break;
		case BOTH_A6_SABERPROTECT:
			if ( animTimer < 650 )
			{//end of anim
				return FORCE_LEVEL_0;
			}
			else if ( animTimeElapsed < 250 )
			{//start of anim
				return FORCE_LEVEL_0;
			}
			return FORCE_LEVEL_3;
			break;
		case BOTH_A7_SOULCAL:
			if ( animTimer < 650 )
			{//end of anim
				return FORCE_LEVEL_0;
			}
			else if ( animTimeElapsed < 600 )
			{//beginning of anim
				return FORCE_LEVEL_0;
			}
			return FORCE_LEVEL_3;
			break;
		case BOTH_A1_SPECIAL:
			if ( animTimer < 600 )
			{//end of anim
				return FORCE_LEVEL_0;
			}
			else if ( animTimeElapsed < 200 )
			{//beginning of anim
				return FORCE_LEVEL_0;
			}
			return FORCE_LEVEL_3;
			break;
		case BOTH_A2_SPECIAL:
			if ( animTimer < 300 )
			{//end of anim
				return FORCE_LEVEL_0;
			}
			else if ( animTimeElapsed < 200 )
			{//beginning of anim
				return FORCE_LEVEL_0;
			}
			return FORCE_LEVEL_3;
			break;
		case BOTH_A3_SPECIAL:
			if ( animTimer < 700 )
			{//end of anim
				return FORCE_LEVEL_0;
			}
			else if ( animTimeElapsed < 200 )
			{//beginning of anim
				return FORCE_LEVEL_0;
			}
			return FORCE_LEVEL_3;
			break;
		case BOTH_FLIP_ATTACK7:
			return FORCE_LEVEL_3;
			break;
		case BOTH_PULL_IMPALE_STAB:
			if ( mySaberHit )
			{//someone else hit my saber, not asking for damage level, but defense strength
				return FORCE_LEVEL_1;
			}
			if ( animTimer < 1000 )
			{//end of anim
				return FORCE_LEVEL_0;
			}
			return FORCE_LEVEL_3;
			break;
		case BOTH_PULL_IMPALE_SWING:
			if ( animTimer < 500 )
			{//end of anim
				return FORCE_LEVEL_0;
			}
			else if ( animTimeElapsed < 650 )
			{//beginning of anim
				return FORCE_LEVEL_0;
			}
			return FORCE_LEVEL_3;
			break;
		case BOTH_ALORA_SPIN_SLASH:
			if ( animTimer < 900 )
			{//end of anim
				return FORCE_LEVEL_0;
			}
			else if ( animTimeElapsed < 250 )
			{//beginning of anim
				return FORCE_LEVEL_0;
			}
			return FORCE_LEVEL_3;
			break;
		case BOTH_A6_FB:
			if ( mySaberHit )
			{//someone else hit my saber, not asking for damage level, but defense strength
				return FORCE_LEVEL_1;
			}
			if ( animTimer < 250 )
			{//end of anim
				return FORCE_LEVEL_0;
			}
			else if ( animTimeElapsed < 250 )
			{//beginning of anim
				return FORCE_LEVEL_0;
			}
			return FORCE_LEVEL_3;
			break;
		case BOTH_A6_LR:	
			if ( mySaberHit )
			{//someone else hit my saber, not asking for damage level, but defense strength
				return FORCE_LEVEL_1;
			}
			if ( animTimer < 250 )
			{//end of anim
				return FORCE_LEVEL_0;
			}
			else if ( animTimeElapsed < 250 )
			{//beginning of anim
				return FORCE_LEVEL_0;
			}
			return FORCE_LEVEL_3;
			break;
		case BOTH_A7_HILT:
			return FORCE_LEVEL_0;
			break;
	//===SABERLOCK SUPERBREAKS START===========================================================================
		case BOTH_LK_S_DL_T_SB_1_W:
			if ( animTimer < 700 )
			{//end of anim
				return FORCE_LEVEL_0;
			}
			return FORCE_LEVEL_5;
			break;
		case BOTH_LK_S_ST_S_SB_1_W:
			if ( animTimer < 300 )
			{//end of anim
				return FORCE_LEVEL_0;
			}
			return FORCE_LEVEL_5;
			break;
		case BOTH_LK_S_DL_S_SB_1_W:
		case BOTH_LK_S_S_S_SB_1_W:
			if ( animTimer < 700 )
			{//end of anim
				return FORCE_LEVEL_0;
			}
			else if ( animTimeElapsed < 400 )
			{//beginning of anim
				return FORCE_LEVEL_0;
			}
			return FORCE_LEVEL_5;
			break;
		case BOTH_LK_S_ST_T_SB_1_W:
		case BOTH_LK_S_S_T_SB_1_W:
			if ( animTimer < 150 )
			{//end of anim
				return FORCE_LEVEL_0;
			}
			else if ( animTimeElapsed < 400 )
			{//beginning of anim
				return FORCE_LEVEL_0;
			}
			return FORCE_LEVEL_5;
			break;
		case BOTH_LK_DL_DL_T_SB_1_W:
			return FORCE_LEVEL_5;
			break;
		case BOTH_LK_DL_DL_S_SB_1_W:
		case BOTH_LK_DL_ST_S_SB_1_W:
			if ( animTimeElapsed < 1000 )
			{//beginning of anim
				return FORCE_LEVEL_0;
			}
			return FORCE_LEVEL_5;
			break;
		case BOTH_LK_DL_ST_T_SB_1_W:
			if ( animTimer < 950 )
			{//end of anim
				return FORCE_LEVEL_0;
			}
			else if ( animTimeElapsed < 650 )
			{//beginning of anim
				return FORCE_LEVEL_0;
			}
			return FORCE_LEVEL_5;
			break;
		case BOTH_LK_DL_S_S_SB_1_W:
			if ( saberNum != 0 )
			{//only right hand saber does damage in this suberbreak
				return FORCE_LEVEL_0;
			}
			if ( animTimer < 900 )
			{//end of anim
				return FORCE_LEVEL_0;
			}
			else if ( animTimeElapsed < 450 )
			{//beginning of anim
				return FORCE_LEVEL_0;
			}
			return FORCE_LEVEL_5;
			break;
		case BOTH_LK_DL_S_T_SB_1_W:
			if ( saberNum != 0 )
			{//only right hand saber does damage in this suberbreak
				return FORCE_LEVEL_0;
			}
			if ( animTimer < 250 )
			{//end of anim
				return FORCE_LEVEL_0;
			}
			else if ( animTimeElapsed < 150 )
			{//beginning of anim
				return FORCE_LEVEL_0;
			}
			return FORCE_LEVEL_5;
			break;
		case BOTH_LK_ST_DL_S_SB_1_W:
			return FORCE_LEVEL_5;
			break;
		case BOTH_LK_ST_DL_T_SB_1_W:
			//special suberbreak - doesn't kill, just kicks them backwards
			return FORCE_LEVEL_0;
			break;
		case BOTH_LK_ST_ST_S_SB_1_W:
		case BOTH_LK_ST_S_S_SB_1_W:
			if ( animTimer < 800 )
			{//end of anim
				return FORCE_LEVEL_0;
			}
			else if ( animTimeElapsed < 350 )
			{//beginning of anim
				return FORCE_LEVEL_0;
			}
			return FORCE_LEVEL_5;
			break;
		case BOTH_LK_ST_ST_T_SB_1_W:
		case BOTH_LK_ST_S_T_SB_1_W:
			return FORCE_LEVEL_5;
			break;
	//===SABERLOCK SUPERBREAKS START===========================================================================
		case BOTH_HANG_ATTACK:
			//FIME: break up
			if ( animTimer < 1000 )
			{//end of anim
				return FORCE_LEVEL_0;
			}
			else if ( animTimeElapsed < 250 )
			{//beginning of anim
				return FORCE_LEVEL_0;
			}
			else
			{//sweet spot
				return FORCE_LEVEL_5;
			}
			break;
		case BOTH_ROLL_STAB:
			if ( mySaberHit )
			{//someone else hit my saber, not asking for damage level, but defense strength
				return FORCE_LEVEL_1;
			}
			if ( animTimeElapsed > 400 )
			{//end of anim
				return FORCE_LEVEL_0;
			}
			else
			{
				return FORCE_LEVEL_3;
			}
			break;
		}
		return FORCE_LEVEL_0;
	}
}

#define MAX_SABER_VICTIMS 16
static int		victimEntityNum[MAX_SABER_VICTIMS];
static qboolean victimHitEffectDone[MAX_SABER_VICTIMS];
static float	totalDmg[MAX_SABER_VICTIMS];
static vec3_t	dmgDir[MAX_SABER_VICTIMS];
static vec3_t	dmgSpot[MAX_SABER_VICTIMS];
static qboolean dismemberDmg[MAX_SABER_VICTIMS];
static int saberKnockbackFlags[MAX_SABER_VICTIMS];
static int numVictims = 0;
void WP_SaberClearDamage( void )
{
	int ven;
	for ( ven = 0; ven < MAX_SABER_VICTIMS; ven++ )
	{
		victimEntityNum[ven] = ENTITYNUM_NONE;
	}
	memset( victimHitEffectDone, 0, sizeof( victimHitEffectDone ) );
	memset( totalDmg, 0, sizeof( totalDmg ) );
	memset( dmgDir, 0, sizeof( dmgDir ) );
	memset( dmgSpot, 0, sizeof( dmgSpot ) );
	memset( dismemberDmg, 0, sizeof( dismemberDmg ) );
	memset( saberKnockbackFlags, 0, sizeof( saberKnockbackFlags ) );
	numVictims = 0;
}

void WP_SaberDamageAdd( int trVictimEntityNum, vec3_t trDmgDir, vec3_t trDmgSpot, 
					   int trDmg, qboolean doDismemberment, int knockBackFlags )
{
	if ( trVictimEntityNum < 0 || trVictimEntityNum >= ENTITYNUM_WORLD )
	{
		return;
	}
	
	if ( trDmg )
	{//did some damage to something
		int curVictim = 0;
		int i;

		for ( i = 0; i < numVictims; i++ )
		{
			if ( victimEntityNum[i] == trVictimEntityNum )
			{//already hit this guy before
				curVictim = i;
				break;
			}
		}
		if ( i == numVictims )
		{//haven't hit his guy before
			if ( numVictims + 1 >= MAX_SABER_VICTIMS )
			{//can't add another victim at this time
				return;
			}
			//add a new victim to the list
			curVictim = numVictims;
			victimEntityNum[numVictims++] = trVictimEntityNum;
		}

		totalDmg[curVictim] += trDmg;
		if ( VectorCompare( dmgDir[curVictim], vec3_origin ) )
		{
			VectorCopy( trDmgDir, dmgDir[curVictim] );
		}
		if ( VectorCompare( dmgSpot[curVictim], vec3_origin ) )
		{
			VectorCopy( trDmgSpot, dmgSpot[curVictim] );
		}
		if ( doDismemberment )
		{
			dismemberDmg[curVictim] = qtrue;
		}
		saberKnockbackFlags[curVictim] |= knockBackFlags;
	}
}

void WP_SaberApplyDamage( gentity_t *self )
{
	int i;
	if ( !numVictims )
	{
		return;
	}
	for ( i = 0; i < numVictims; i++ )
	{
		gentity_t *victim = NULL;
		int dflags = 0;

		victim = &g_entities[victimEntityNum[i]];

// nmckenzie: SABER_DAMAGE_WALLS
		if ( !victim->client )
		{
			totalDmg[i] *= g_saberWallDamageScale.value;
		}

		if ( !dismemberDmg[i] )
		{//don't do dismemberment!
			dflags |= DAMAGE_NO_DISMEMBER;
		}
		dflags |= saberKnockbackFlags[i];

		G_Damage( victim, self, self, dmgDir[i], dmgSpot[i], totalDmg[i], dflags, MOD_SABER );
	}
}


void WP_SaberDoHit( gentity_t *self, int saberNum, int bladeNum )
{
	int i;
	if ( !numVictims )
	{
		return;
	}
	for ( i = 0; i < numVictims; i++ )
	{
		gentity_t *te = NULL, *victim = NULL;
		qboolean isDroid = qfalse;

		if ( victimHitEffectDone[i] )
		{
			continue;
		}

		victimHitEffectDone[i] = qtrue;

		victim = &g_entities[victimEntityNum[i]];

		if ( victim->client )
		{
			class_t npc_class = victim->client->NPC_class;

			if ( npc_class == CLASS_SEEKER || npc_class == CLASS_PROBE || npc_class == CLASS_MOUSE || npc_class == CLASS_REMOTE ||
					npc_class == CLASS_GONK || npc_class == CLASS_R2D2 || npc_class == CLASS_R5D2 ||
					npc_class == CLASS_PROTOCOL || npc_class == CLASS_MARK1 || npc_class == CLASS_MARK2 ||
					npc_class == CLASS_INTERROGATOR || npc_class == CLASS_ATST || npc_class == CLASS_SENTRY )  
			{ //don't make "blood" sparks for droids.
				isDroid = qtrue;
			}
		}

		te = G_TempEntity( dmgSpot[i], EV_SABER_HIT );
		if ( te )
		{
			te->s.otherEntityNum = victimEntityNum[i];
			te->s.otherEntityNum2 = self->s.number;
			te->s.weapon = saberNum;
			te->s.legsAnim = bladeNum;

			VectorCopy(dmgSpot[i], te->s.origin);
			//VectorCopy(tr.plane.normal, te->s.angles);
			VectorScale( dmgDir[i], -1, te->s.angles);
			
			if (!te->s.angles[0] && !te->s.angles[1] && !te->s.angles[2])
			{ //don't let it play with no direction
				te->s.angles[1] = 1;
			}

			if (!isDroid && (victim->client || victim->s.eType == ET_NPC ||
				victim->s.eType == ET_BODY))
			{
				if ( totalDmg[i] < 5 )
				{
					te->s.eventParm = 3;
				}
				else if (totalDmg[i] < 20 )
				{
					te->s.eventParm = 2;
				}
				else
				{
					te->s.eventParm = 1;
				}
			}
			else
			{
				if ( !WP_SaberBladeUseSecondBladeStyle( &self->client->saber[saberNum], bladeNum )
					&& (self->client->saber[saberNum].saberFlags2&SFL2_NO_CLASH_FLARE) )
				{//don't do clash flare
				}
				else if ( WP_SaberBladeUseSecondBladeStyle( &self->client->saber[saberNum], bladeNum )
					&& (self->client->saber[saberNum].saberFlags2&SFL2_NO_CLASH_FLARE2) )
				{//don't do clash flare
				}
				else
				{
					if (totalDmg[i] > SABER_NONATTACK_DAMAGE)
					{ //I suppose I could tie this into the saberblock event, but I'm tired of adding flags to that thing.
						gentity_t *teS = G_TempEntity( te->s.origin, EV_SABER_CLASHFLARE );
						VectorCopy(te->s.origin, teS->s.origin);
					}
					te->s.eventParm = 0;
				}
			}
		}
	}
}

extern qboolean G_EntIsBreakable( int entityNum );
extern void G_Knockdown( gentity_t *victim );
void WP_SaberRadiusDamage( gentity_t *ent, vec3_t point, float radius, int damage, float knockBack )
{
	if ( !ent || !ent->client )
	{
		return;
	}
	else if ( radius <= 0.0f || (damage <= 0 && knockBack <= 0) )
	{
		return;
	}
	else
	{
		vec3_t		mins, maxs, entDir;
		int			radiusEnts[128];
		gentity_t	*radiusEnt = NULL;
		int			numEnts, i;
		float		dist;

		//Setup the bbox to search in
		for ( i = 0; i < 3; i++ )
		{
			mins[i] = point[i] - radius;
			maxs[i] = point[i] + radius;
		}

		//Get the number of entities in a given space
		numEnts = trap_EntitiesInBox( mins, maxs, radiusEnts, 128 );

		for ( i = 0; i < numEnts; i++ )
		{
			radiusEnt = &g_entities[radiusEnts[i]];
			if ( !radiusEnt->inuse )
			{
				continue;
			}
			
			if ( radiusEnt == ent )
			{//Skip myself
				continue;
			}
			
			if ( radiusEnt->client == NULL )
			{//must be a client
				if ( G_EntIsBreakable( radiusEnt->s.number ) )
				{//damage breakables within range, but not as much
					G_Damage( radiusEnt, ent, ent, vec3_origin, radiusEnt->r.currentOrigin, 10, 0, MOD_MELEE );
				}
				continue;
			}

			if ( (radiusEnt->client->ps.eFlags2&EF2_HELD_BY_MONSTER) )
			{//can't be one being held
				continue;
			}
			
			VectorSubtract( radiusEnt->r.currentOrigin, point, entDir );
			dist = VectorNormalize( entDir );
			if ( dist <= radius )
			{//in range
				if ( damage > 0 )
				{//do damage
					int points = ceil((float)damage*dist/radius);
					G_Damage( radiusEnt, ent, ent, vec3_origin, radiusEnt->r.currentOrigin, points, DAMAGE_NO_KNOCKBACK, MOD_MELEE );
				}
				if ( knockBack > 0 )
				{//do knockback
					if ( radiusEnt->client
						&& radiusEnt->client->NPC_class != CLASS_RANCOR
						&& radiusEnt->client->NPC_class != CLASS_ATST
						&& !(radiusEnt->flags&FL_NO_KNOCKBACK) )//don't throw them back
					{
						float knockbackStr = knockBack*dist/radius;
						entDir[2] += 0.1f;
						VectorNormalize( entDir );
						G_Throw( radiusEnt, entDir, knockbackStr );
						if ( radiusEnt->health > 0 )
						{//still alive
							if ( knockbackStr > 50 )
							{//close enough and knockback high enough to possibly knock down
								if ( dist < (radius*0.5f)
									|| radiusEnt->client->ps.groundEntityNum != ENTITYNUM_NONE )
								{//within range of my fist or within ground-shaking range and not in the air
									G_Knockdown( radiusEnt );//, ent, entDir, 500, qtrue );
								}
							}
						}
					}
				}
			}
		}
	}
}

static qboolean saberDoClashEffect = qfalse;
static vec3_t saberClashPos = {0};
static vec3_t saberClashNorm = {0};
static int saberClashEventParm = 1;
void WP_SaberDoClash( gentity_t *self, int saberNum, int bladeNum )
{
	if ( saberDoClashEffect )
	{
		gentity_t *te = G_TempEntity( saberClashPos, EV_SABER_BLOCK );
		VectorCopy(saberClashPos, te->s.origin);
		VectorCopy(saberClashNorm, te->s.angles);
		te->s.eventParm = saberClashEventParm;
		te->s.otherEntityNum2 = self->s.number;
		te->s.weapon = saberNum;
		te->s.legsAnim = bladeNum;
	}
}

void WP_SaberBounceSound( gentity_t *ent, int saberNum, int bladeNum )
{
	int index = 1;
	if ( !ent || !ent->client )
	{
		return;
	}
	index = Q_irand( 1, 9 );
	if ( !WP_SaberBladeUseSecondBladeStyle( &ent->client->saber[saberNum], bladeNum )
		&& ent->client->saber[saberNum].bounceSound[0] )
	{
		G_Sound( ent, CHAN_AUTO, ent->client->saber[saberNum].bounceSound[Q_irand( 0, 2 )] );
	}
	else if ( WP_SaberBladeUseSecondBladeStyle( &ent->client->saber[saberNum], bladeNum )
		&& ent->client->saber[saberNum].bounce2Sound[0] )
	{
		G_Sound( ent, CHAN_AUTO, ent->client->saber[saberNum].bounce2Sound[Q_irand( 0, 2 )] );
	}
	else if ( !WP_SaberBladeUseSecondBladeStyle( &ent->client->saber[saberNum], bladeNum )
		&& ent->client->saber[saberNum].blockSound[0] )
	{
		G_Sound( ent, CHAN_AUTO, ent->client->saber[saberNum].blockSound[Q_irand( 0, 2 )] );
	}
	else if ( WP_SaberBladeUseSecondBladeStyle( &ent->client->saber[saberNum], bladeNum )
		&& ent->client->saber[saberNum].block2Sound[0] )
	{
		G_Sound( ent, CHAN_AUTO, ent->client->saber[saberNum].block2Sound[Q_irand( 0, 2 )] );
	}
	else
	{	
		G_Sound( ent, CHAN_AUTO, G_SoundIndex( va( "sound/weapons/saber/saberblock%d.wav", index ) ) );
	}
}

static qboolean saberHitWall = qfalse;
static qboolean saberHitSaber = qfalse;
static float saberHitFraction = 1.0f;
//rww - MP version of the saber damage function. This is where all the things like blocking, triggering a parry,
//triggering a broken parry, doing actual damage, etc. are done for the saber. It doesn't resemble the SP
//version very much, but functionality is (hopefully) about the same.
//This is a large function. I feel sort of bad inlining it. But it does get called tons of times per frame.
#include "../namespace_begin.h"
qboolean BG_SuperBreakWinAnim( int anim );
#include "../namespace_end.h"

static GAME_INLINE qboolean CheckSaberDamage(gentity_t *self, int rSaberNum, int rBladeNum, vec3_t saberStart, vec3_t saberEnd, qboolean doInterpolate, int trMask, qboolean extrapolate )
{
	static trace_t tr;
	static vec3_t dir;
	static vec3_t saberTrMins, saberTrMaxs;
	static vec3_t lastValidStart;
	static vec3_t lastValidEnd;
	static int selfSaberLevel;
	static int otherSaberLevel;
	int dmg = 0;
	int attackStr = 0;
	float saberBoxSize = d_saberBoxTraceSize.value;
	qboolean idleDamage = qfalse;
	qboolean didHit = qfalse;
	qboolean sabersClashed = qfalse;
	qboolean unblockable = qfalse;
	qboolean didDefense = qfalse;
	qboolean didOffense = qfalse;
	qboolean saberTraceDone = qfalse;
	qboolean otherUnblockable = qfalse;
	qboolean tryDeflectAgain = qfalse;

	gentity_t *otherOwner;

	if (BG_SabersOff( &self->client->ps ))
	{
		return qfalse;
	}

	selfSaberLevel = G_SaberAttackPower(self, SaberAttacking(self));

	//Add the standard radius into the box size
	saberBoxSize += (self->client->saber[rSaberNum].blade[rBladeNum].radius*0.5f);

	if (self->client->ps.weaponTime <= 0)
	{ //if not doing any attacks or anything, just use point traces.
		VectorClear(saberTrMins);
		VectorClear(saberTrMaxs);
	}
	else if (d_saberGhoul2Collision.integer)
	{
		if ( d_saberSPStyleDamage.integer )
		{//SP-size saber damage traces
			VectorSet(saberTrMins, -2, -2, -2 );
			VectorSet(saberTrMaxs, 2, 2, 2 );
		}
		else
		{
			VectorSet(saberTrMins, -saberBoxSize*3, -saberBoxSize*3, -saberBoxSize*3);
			VectorSet(saberTrMaxs, saberBoxSize*3, saberBoxSize*3, saberBoxSize*3);
		}
	}
	else if (self->client->ps.fd.saberAnimLevel < FORCE_LEVEL_2)
	{ //box trace for fast, because it doesn't get updated so often
		VectorSet(saberTrMins, -saberBoxSize, -saberBoxSize, -saberBoxSize);
		VectorSet(saberTrMaxs, saberBoxSize, saberBoxSize, saberBoxSize);
	}
	else if (d_saberAlwaysBoxTrace.integer)
	{
		VectorSet(saberTrMins, -saberBoxSize, -saberBoxSize, -saberBoxSize);
		VectorSet(saberTrMaxs, saberBoxSize, saberBoxSize, saberBoxSize);
	}
	else
	{ //just trace the minimum blade radius
		saberBoxSize = (self->client->saber[rSaberNum].blade[rBladeNum].radius*0.4f);

		VectorSet(saberTrMins, -saberBoxSize, -saberBoxSize, -saberBoxSize);
		VectorSet(saberTrMaxs, saberBoxSize, saberBoxSize, saberBoxSize);
	}

	while (!saberTraceDone)
	{
		if ( doInterpolate
			&& !d_saberSPStyleDamage.integer )
		{ //This didn't quite work out like I hoped. But it's better than nothing. Sort of.
			vec3_t oldSaberStart, oldSaberEnd, saberDif, oldSaberDif;
			int traceTests = 0;
			float trDif = 8;

			if ( (level.time-self->client->saber[rSaberNum].blade[rBladeNum].trail.lastTime) > 100 )
			{//no valid last pos, use current
				VectorCopy(saberStart, oldSaberStart);
				VectorCopy(saberEnd, oldSaberEnd);
			}
			else
			{//trace from last pos
				VectorCopy(self->client->saber[rSaberNum].blade[rBladeNum].trail.base, oldSaberStart);
				VectorCopy(self->client->saber[rSaberNum].blade[rBladeNum].trail.tip, oldSaberEnd);
			}

			VectorSubtract(saberStart, saberEnd, saberDif);
			VectorSubtract(oldSaberStart, oldSaberEnd, oldSaberDif);

			VectorNormalize(saberDif);
			VectorNormalize(oldSaberDif);

			saberEnd[0] = saberStart[0] - (saberDif[0]*trDif);
			saberEnd[1] = saberStart[1] - (saberDif[1]*trDif);
			saberEnd[2] = saberStart[2] - (saberDif[2]*trDif);

			oldSaberEnd[0] = oldSaberStart[0] - (oldSaberDif[0]*trDif);
			oldSaberEnd[1] = oldSaberStart[1] - (oldSaberDif[1]*trDif);
			oldSaberEnd[2] = oldSaberStart[2] - (oldSaberDif[2]*trDif);

			trap_Trace(&tr, saberEnd, saberTrMins, saberTrMaxs, saberStart, self->s.number, trMask);

			VectorCopy(saberEnd, lastValidStart);
			VectorCopy(saberStart, lastValidEnd);
			if (tr.entityNum < MAX_CLIENTS)
			{
				G_G2TraceCollide(&tr, lastValidStart, lastValidEnd, saberTrMins, saberTrMaxs);
			}
			else if (tr.entityNum < ENTITYNUM_WORLD)
			{
				gentity_t *trHit = &g_entities[tr.entityNum];

				if (trHit->inuse && trHit->ghoul2)
				{ //hit a non-client entity with a g2 instance
					G_G2TraceCollide(&tr, lastValidStart, lastValidEnd, saberTrMins, saberTrMaxs);
				}
			}

			trDif++;

			while (tr.fraction == 1.0 && traceTests < 4 && tr.entityNum >= ENTITYNUM_NONE)
			{
				if ( (level.time-self->client->saber[rSaberNum].blade[rBladeNum].trail.lastTime) > 100 )
				{//no valid last pos, use current
					VectorCopy(saberStart, oldSaberStart);
					VectorCopy(saberEnd, oldSaberEnd);
				}
				else
				{//trace from last pos
					VectorCopy(self->client->saber[rSaberNum].blade[rBladeNum].trail.base, oldSaberStart);
					VectorCopy(self->client->saber[rSaberNum].blade[rBladeNum].trail.tip, oldSaberEnd);
				}

				VectorSubtract(saberStart, saberEnd, saberDif);
				VectorSubtract(oldSaberStart, oldSaberEnd, oldSaberDif);

				VectorNormalize(saberDif);
				VectorNormalize(oldSaberDif);

				saberEnd[0] = saberStart[0] - (saberDif[0]*trDif);
				saberEnd[1] = saberStart[1] - (saberDif[1]*trDif);
				saberEnd[2] = saberStart[2] - (saberDif[2]*trDif);

				oldSaberEnd[0] = oldSaberStart[0] - (oldSaberDif[0]*trDif);
				oldSaberEnd[1] = oldSaberStart[1] - (oldSaberDif[1]*trDif);
				oldSaberEnd[2] = oldSaberStart[2] - (oldSaberDif[2]*trDif);

				trap_Trace(&tr, saberEnd, saberTrMins, saberTrMaxs, saberStart, self->s.number, trMask);
				
				VectorCopy(saberEnd, lastValidStart);
				VectorCopy(saberStart, lastValidEnd);
				if (tr.entityNum < MAX_CLIENTS)
				{
					G_G2TraceCollide(&tr, lastValidStart, lastValidEnd, saberTrMins, saberTrMaxs);
				}
				else if (tr.entityNum < ENTITYNUM_WORLD)
				{
					gentity_t *trHit = &g_entities[tr.entityNum];

					if (trHit->inuse && trHit->ghoul2)
					{ //hit a non-client entity with a g2 instance
						G_G2TraceCollide(&tr, lastValidStart, lastValidEnd, saberTrMins, saberTrMaxs);
					}
				}

				traceTests++;
				trDif += 8;
			}
		}
		else
		{
			vec3_t saberEndExtrapolated;
			if ( extrapolate )
			{//extrapolate 16
				vec3_t diff;
				VectorSubtract( saberEnd, saberStart, diff );
				VectorNormalize( diff );
				VectorMA( saberStart, SABER_EXTRAPOLATE_DIST, diff, saberEndExtrapolated );
			}
			else
			{
				VectorCopy( saberEnd, saberEndExtrapolated );
			}
			trap_Trace(&tr, saberStart, saberTrMins, saberTrMaxs, saberEndExtrapolated, self->s.number, trMask);

			VectorCopy(saberStart, lastValidStart);
			VectorCopy(saberEndExtrapolated, lastValidEnd);
			/*
			if ( tr.allsolid || tr.startsolid )
			{
				if ( tr.entityNum == ENTITYNUM_NONE )
				{
					qboolean whah = qtrue;
				}
				Com_Printf( "saber trace start/all solid - ent is %d\n", tr.entityNum );
			}
			*/
			if (tr.entityNum < MAX_CLIENTS)
			{
				G_G2TraceCollide(&tr, lastValidStart, lastValidEnd, saberTrMins, saberTrMaxs);
			}
			else if (tr.entityNum < ENTITYNUM_WORLD)
			{
				gentity_t *trHit = &g_entities[tr.entityNum];

				if (trHit->inuse && trHit->ghoul2)
				{ //hit a non-client entity with a g2 instance
					G_G2TraceCollide(&tr, lastValidStart, lastValidEnd, saberTrMins, saberTrMaxs);
				}
			}
		}

		saberTraceDone = qtrue;
	}

	if ( self->client->ps.saberAttackWound < level.time
		&& (SaberAttacking(self) 
			|| BG_SuperBreakWinAnim(self->client->ps.torsoAnim)
			|| (d_saberSPStyleDamage.integer&&self->client->ps.saberInFlight&&rSaberNum==0)
			|| (WP_SaberBladeDoTransitionDamage( &self->client->saber[rSaberNum], rBladeNum )&&BG_SaberInTransitionAny(self->client->ps.saberMove))
			|| (self->client->ps.m_iVehicleNum && self->client->ps.saberMove > LS_READY) )
	   )
	{ //this animation is that of the last attack movement, and so it should do full damage
		qboolean saberInSpecial = BG_SaberInSpecial(self->client->ps.saberMove);
		qboolean inBackAttack = G_SaberInBackAttack(self->client->ps.saberMove);

		if ( d_saberSPStyleDamage.integer )
		{
			float fDmg = 0.0f;
			if ( self->client->ps.saberInFlight )
			{
				gentity_t *saberEnt = &g_entities[self->client->ps.saberEntityNum];
				if ( !saberEnt 
					|| !saberEnt->s.saberInFlight )
				{//does less damage on the way back
					fDmg = 1.0f;
					attackStr = FORCE_LEVEL_0;
				}
				else
				{
					fDmg = 2.5f*self->client->ps.fd.forcePowerLevel[FP_SABERTHROW];
					attackStr = FORCE_LEVEL_1;
				}
			}
			else
			{
				attackStr = G_PowerLevelForSaberAnim( self, rSaberNum, qfalse );
				if ( g_saberRealisticCombat.integer )
				{
					switch ( attackStr )
					{
					default:
					case FORCE_LEVEL_3:
						fDmg = 10.0f;
						break;
					case FORCE_LEVEL_2:
						fDmg = 5.0f;
						break;
					case FORCE_LEVEL_1:
					case FORCE_LEVEL_0:
						fDmg = 2.5f;
						break;
					}
				}
				else
				{
					if ( self->client->ps.torsoAnim == BOTH_SPINATTACK6
						|| self->client->ps.torsoAnim == BOTH_SPINATTACK7 )
					{//too easy to do, lower damage
						fDmg = 2.5f;
					}
					else
					{
						fDmg = 2.5f * (float)attackStr;
					}
				}
			}
			if ( g_saberRealisticCombat.integer > 1 )
			{//always do damage, and lots of it
				if ( g_saberRealisticCombat.integer > 2 )
				{//always do damage, and lots of it
					fDmg = 25.0f;
				}
				else if ( fDmg > 0.1f )
				{//only do super damage if we would have done damage according to normal rules
					fDmg = 25.0f;
				}
			}
			/*
			if ( dmg > 0.1f )
			{
				if ( (self->client->ps.forcePowersActive&(1<<FP_RAGE)) )
				{//add some damage if raged
					dmg += self->client->ps.forcePowerLevel[FP_RAGE] * 5.0f;
				}
				else if ( self->client->ps.forceRageRecoveryTime )
				{//halve it if recovering
					dmg *= 0.5f;
				}
			}
			*/
			if ( g_gametype.integer != GT_DUEL
				&& g_gametype.integer != GT_POWERDUEL
				&& g_gametype.integer != GT_SIEGE )
			{//in faster-paced games, sabers do more damage
				fDmg *= 2.0f;
			}
			if ( fDmg )
			{//the longer the trace, the more damage it does
				//FIXME: in SP, we only use the part of the trace that's actually *inside* the hit ent...
				float traceLength = Distance( saberEnd, saberStart );
				if ( tr.fraction >= 1.0f )
				{//allsolid?
					dmg = ceil( fDmg*traceLength*0.1f*0.33f );
				}
				else
				{//fractional hit, the sooner you hit in the trace, the more damage you did
					dmg = ceil( fDmg*traceLength*(1.0f-tr.fraction)*0.1f*0.33f );//(1.0f-tr.fraction) isn't really accurate, but kind of simulates what we have in SP
				}
#ifdef DEBUG_SABER_BOX
				if ( g_saberDebugBox.integer == 3 || g_saberDebugBox.integer == 4 )
				{
					G_TestLine( saberStart, saberEnd, 0x0000ff, 50 );
				}
#endif
			}
			/*
			if ( dmg )
			{
				Com_Printf("CL %i SABER DMG: %i, anim %s, torsoTimer %i\n", self->s.number, dmg, animTable[self->client->ps.torsoAnim].name, self->client->ps.torsoTimer );
			}
			*/
			if ( self->client->ps.torsoAnim == BOTH_A1_SPECIAL
				|| self->client->ps.torsoAnim == BOTH_A2_SPECIAL
				|| self->client->ps.torsoAnim == BOTH_A3_SPECIAL )
			{//parry/block/break-parry bonus for single-style kata moves
				attackStr++;
			}
			if ( BG_SuperBreakWinAnim( self->client->ps.torsoAnim ) )
			{
				trMask &= ~CONTENTS_LIGHTSABER;
			}
		}
		else
		{
			dmg = SABER_HITDAMAGE;

			if (self->client->ps.fd.saberAnimLevel == SS_STAFF ||
				self->client->ps.fd.saberAnimLevel == SS_DUAL)
			{
				if (saberInSpecial)
				{
					//it will get auto-ramped based on the point in the attack, later on
					if (self->client->ps.saberMove == LS_SPINATTACK ||
						self->client->ps.saberMove == LS_SPINATTACK_DUAL)
					{ //these attacks are long and have the potential to hit a lot so they will do less damage.
						dmg = 10;
					}
					else
					{
						if ( BG_KickingAnim( self->client->ps.legsAnim ) ||
							BG_KickingAnim( self->client->ps.torsoAnim ) )
						{ //saber shouldn't do more than min dmg during kicks
							dmg = 2;
						}
						else if (BG_SaberInKata(self->client->ps.saberMove))
						{ //special kata move
							if (self->client->ps.fd.saberAnimLevel == SS_DUAL)
							{ //this is the nasty saber twirl, do big damage cause it makes you vulnerable
								dmg = 90;
							}
							else
							{ //staff kata
								dmg = G_GetAttackDamage(self, 60, 70, 0.5f);
							}
						}
						else
						{
							//dmg = 90;
							//ramp from 2 to 90 by default for other specials
							dmg = G_GetAttackDamage(self, 2, 90, 0.5f);
						}
					}
				}
				else
				{ //otherwise we'll ramp up to 70 I guess, for both dual and staff
					dmg = G_GetAttackDamage(self, 2, 70, 0.5f);
				}
			}
			else if (self->client->ps.fd.saberAnimLevel == 3)
			{
				//new damage-ramping system
				if (!saberInSpecial && !inBackAttack)
				{
					dmg = G_GetAttackDamage(self, 2, 120, 0.5f);
				}
				else if (saberInSpecial &&
						(self->client->ps.saberMove == LS_A_JUMP_T__B_))
				{
					dmg = G_GetAttackDamage(self, 2, 180, 0.65f);
				}
				else if (inBackAttack)
				{
					dmg = G_GetAttackDamage(self, 2, 30, 0.5f); //can hit multiple times (and almost always does), so..
				}
				else
				{
					dmg = 100;
				}
			}
			else if (self->client->ps.fd.saberAnimLevel == 2)
			{
				if (saberInSpecial &&
					(self->client->ps.saberMove == LS_A_FLIP_STAB || self->client->ps.saberMove == LS_A_FLIP_SLASH))
				{ //a well-timed hit with this can do a full 85
					dmg = G_GetAttackDamage(self, 2, 80, 0.5f);
				}
				else if (inBackAttack)
				{
					dmg = G_GetAttackDamage(self, 2, 25, 0.5f);
				}
				else
				{
					dmg = 60;
				}
			}
			else if (self->client->ps.fd.saberAnimLevel == 1)
			{
				if (saberInSpecial &&
					(self->client->ps.saberMove == LS_A_LUNGE))
				{
					dmg = G_GetAttackDamage(self, 2, SABER_HITDAMAGE-5, 0.3f);
				}
				else if (inBackAttack)
				{
					dmg = G_GetAttackDamage(self, 2, 30, 0.5f);
				}
				else
				{
					dmg = SABER_HITDAMAGE;
				}
			}

			attackStr = self->client->ps.fd.saberAnimLevel;
		}
	}
	else if (self->client->ps.saberAttackWound < level.time &&
		self->client->ps.saberIdleWound < level.time)
	{ //just touching, do minimal damage and only check for it every 200ms (mainly to cut down on network traffic for hit events)
		if ( (self->client->saber[0].saberFlags2&SFL2_NO_IDLE_EFFECT) )
		{//no idle damage or effects
			return qtrue;//true cause even though we didn't get a hit, we don't want to do those extra traces because the debounce time says not to.
		}
		trMask &= ~CONTENTS_LIGHTSABER;
		if ( d_saberSPStyleDamage.integer )
		{
			if ( BG_SaberInReturn( self->client->ps.saberMove ) )
			{
				dmg = SABER_NONATTACK_DAMAGE;
			}
			else
			{
				if (d_saberSPStyleDamage.integer == 2)
				{
					dmg = SABER_NONATTACK_DAMAGE;
				}
				else
				{
					dmg = 0;
				}
			}
		}
		else
		{
			dmg = SABER_NONATTACK_DAMAGE;
		}
		idleDamage = qtrue;
	}
	else
	{
		return qtrue; //true cause even though we didn't get a hit, we don't want to do those extra traces because the debounce time says not to.
	}

	if (BG_SaberInSpecial(self->client->ps.saberMove))
	{
		qboolean inBackAttack = G_SaberInBackAttack(self->client->ps.saberMove);

		unblockable = qtrue;
		self->client->ps.saberBlocked = 0;

		if ( d_saberSPStyleDamage.integer )
		{
		}
		else if (!inBackAttack)
		{
			if (self->client->ps.saberMove == LS_A_JUMP_T__B_)
			{ //do extra damage for special unblockables
				dmg += 5; //This is very tiny, because this move has a huge damage ramp
			}
			else if (self->client->ps.saberMove == LS_A_FLIP_STAB || self->client->ps.saberMove == LS_A_FLIP_SLASH)
			{
				dmg += 5; //ditto
				if (dmg <= 40 || G_GetAnimPoint(self) <= 0.4f)
				{ //sort of a hack, don't want it doing big damage in the off points of the anim
					dmg = 2;
				}
			}
			else if (self->client->ps.saberMove == LS_A_LUNGE)
			{
				dmg += 2; //and ditto again
				if (G_GetAnimPoint(self) <= 0.4f)
				{ //same as above
					dmg = 2;
				}
			}
			else if (self->client->ps.saberMove == LS_SPINATTACK ||
				self->client->ps.saberMove == LS_SPINATTACK_DUAL)
			{ //do a constant significant amount of damage but ramp up a little to the mid-point
				dmg = G_GetAttackDamage(self, 2, dmg+3, 0.5f);
				dmg += 10;
			}
			else
			{
				//dmg += 20;
				if ( BG_KickingAnim( self->client->ps.legsAnim ) ||
					BG_KickingAnim( self->client->ps.torsoAnim ) )
				{ //saber shouldn't do more than min dmg during kicks
					dmg = 2;
				}
				else
				{ //auto-ramp it I guess since it's a special we don't have a special case for.
					dmg = G_GetAttackDamage(self, 5, dmg+5, 0.5f);
				}
			}
		}
	}

	if (!dmg)
	{
		if (tr.entityNum < MAX_CLIENTS ||
			(g_entities[tr.entityNum].inuse && (g_entities[tr.entityNum].r.contents & CONTENTS_LIGHTSABER)))
		{
			return qtrue;
		}
		return qfalse;
	}

	if (dmg > SABER_NONATTACK_DAMAGE)
	{
		dmg *= g_saberDamageScale.value;

		//see if this specific saber has a damagescale
		if ( !WP_SaberBladeUseSecondBladeStyle( &self->client->saber[rSaberNum], rBladeNum )
			&& self->client->saber[rSaberNum].damageScale != 1.0f )
		{
			dmg = ceil( (float)dmg*self->client->saber[rSaberNum].damageScale );
		}
		else if ( WP_SaberBladeUseSecondBladeStyle( &self->client->saber[rSaberNum], rBladeNum )
			&& self->client->saber[rSaberNum].damageScale2 != 1.0f )
		{
			dmg = ceil( (float)dmg*self->client->saber[rSaberNum].damageScale2 );
		}

		if ((self->client->ps.brokenLimbs & (1 << BROKENLIMB_RARM)) ||
			(self->client->ps.brokenLimbs & (1 << BROKENLIMB_LARM)))
		{ //weaken it if an arm is broken
			dmg *= 0.3;
			if (dmg <= SABER_NONATTACK_DAMAGE)
			{
				dmg = SABER_NONATTACK_DAMAGE+1;
			}
		}
	}

	if (dmg > SABER_NONATTACK_DAMAGE && self->client->ps.isJediMaster)
	{ //give the Jedi Master more saber attack power
		dmg *= 2;
	}

	if (dmg > SABER_NONATTACK_DAMAGE && g_gametype.integer == GT_SIEGE &&
		self->client->siegeClass != -1 && (bgSiegeClasses[self->client->siegeClass].classflags & (1<<CFL_MORESABERDMG)))
	{ //this class is flagged to do extra saber damage. I guess 2x will do for now.
		dmg *= 2;
	}

	if (g_gametype.integer == GT_POWERDUEL &&
		self->client->sess.duelTeam == DUELTEAM_LONE)
	{ //always x2 when we're powerdueling alone... er, so, we apparently no longer want this?  So they say.
		if ( g_duel_fraglimit.integer )
		{
			//dmg *= 1.5 - (.4 * (float)self->client->sess.wins / (float)g_duel_fraglimit.integer);
				
		}
		//dmg *= 2;
	}

#ifndef FINAL_BUILD
	if (g_saberDebugPrint.integer > 2 && dmg > 1)
	{
		Com_Printf("CL %i SABER DMG: %i\n", self->s.number, dmg);
	}
#endif

	VectorSubtract(saberEnd, saberStart, dir);
	VectorNormalize(dir);

	if (tr.entityNum == ENTITYNUM_WORLD ||
		g_entities[tr.entityNum].s.eType == ET_TERRAIN)
	{ //register this as a wall hit for jedi AI
        self->client->ps.saberEventFlags |= SEF_HITWALL;
		saberHitWall = qtrue;
	}

	if (saberHitWall 
		&& (self->client->saber[rSaberNum].saberFlags & SFL_BOUNCE_ON_WALLS)
		&& (BG_SaberInAttackPure( self->client->ps.saberMove ) //only in a normal attack anim
			|| self->client->ps.saberMove == LS_A_JUMP_T__B_ ) //or in the strong jump-fwd-attack "death from above" move
		)
	{ //then bounce off
		/*
		qboolean onlyIfNotSpecial = qfalse;
		qboolean skipIt = qfalse;
		if (tr.plane.normal[2] >= 0.8f ||
			tr.plane.normal[2] <= -0.8f ||
			VectorCompare(tr.plane.normal, vec3_origin))
		{
			if ((tr.plane.normal[2] >= 0.8f || VectorCompare(tr.plane.normal, vec3_origin)) &&
				self->client->ps.viewangles[PITCH] <= 30.0f &&
				self->client->pers.cmd.upmove >= 0)
			{ //don't hit the ground if we are not looking down a lot/crouched
				skipIt = qtrue;
			}
			else
			{
				onlyIfNotSpecial = qtrue;
			}
		}
		if (!skipIt && (!onlyIfNotSpecial || !BG_SaberInSpecial(self->client->ps.saberMove)))
		*/
		{
			gentity_t *te = NULL;
			/*
			qboolean pre = saberDoClashEffect;

			VectorCopy( tr.endpos, saberClashPos );
			VectorCopy( tr.plane.normal, saberClashNorm );
			saberClashEventParm = 1;
			saberDoClashEffect = qtrue;
			WP_SaberDoClash( self, rSaberNum, rBladeNum );
			saberDoClashEffect = pre;
			*/

			self->client->ps.saberMove = BG_BrokenParryForAttack(self->client->ps.saberMove);
			self->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
			if (self->client->ps.torsoAnim == self->client->ps.legsAnim)
			{ //set anim now on both parts
				int anim = saberMoveData[self->client->ps.saberMove].animToUse;
				G_SetAnim(self, &self->client->pers.cmd, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0);
			}

			//do bounce sound & force feedback
			WP_SaberBounceSound( self, rSaberNum, rBladeNum );
			//do hit effect
			te = G_TempEntity( tr.endpos, EV_SABER_HIT );
			te->s.otherEntityNum = ENTITYNUM_NONE;//we didn't hit anyone in particular
			te->s.otherEntityNum2 = self->s.number;//send this so it knows who we are
			te->s.weapon = rSaberNum;
			te->s.legsAnim = rBladeNum;
			VectorCopy(tr.endpos, te->s.origin);
			VectorCopy(tr.plane.normal, te->s.angles);
			if (!te->s.angles[0] && !te->s.angles[1] && !te->s.angles[2])
			{ //don't let it play with no direction
				te->s.angles[1] = 1;
			}
			//do radius damage/knockback, if any
			if ( !WP_SaberBladeUseSecondBladeStyle( &self->client->saber[rSaberNum], rBladeNum ) )
			{
				WP_SaberRadiusDamage( self, tr.endpos, self->client->saber[rSaberNum].splashRadius, self->client->saber[rSaberNum].splashDamage, self->client->saber[rSaberNum].splashKnockback );
			}
			else
			{
				WP_SaberRadiusDamage( self, tr.endpos, self->client->saber[rSaberNum].splashRadius2, self->client->saber[rSaberNum].splashDamage2, self->client->saber[rSaberNum].splashKnockback2 );
			}
	
			return qtrue;
		}
	}

	//rww - I'm saying || tr.startsolid here, because otherwise your saber tends to skip positions and go through
	//people, and the compensation traces start in their bbox too. Which results in the saber passing through people
	//when you visually cut right through them. Which sucks.

	if ((tr.fraction != 1 || tr.startsolid) &&
		g_entities[tr.entityNum].takedamage &&
		(g_entities[tr.entityNum].health > 0 || !(g_entities[tr.entityNum].s.eFlags & EF_DISINTEGRATION)) &&
		tr.entityNum != self->s.number &&
		g_entities[tr.entityNum].inuse)
	{//hit something that had health and takes damage
		if (idleDamage &&
			g_entities[tr.entityNum].client &&
			OnSameTeam(self, &g_entities[tr.entityNum]) &&
			!g_friendlySaber.integer)
		{
			return qfalse;
		}

		if (g_entities[tr.entityNum].client &&
			g_entities[tr.entityNum].client->ps.duelInProgress &&
			g_entities[tr.entityNum].client->ps.duelIndex[0] != self->s.number)
		{
			return qfalse;
		}

		if (g_entities[tr.entityNum].client &&
			self->client->ps.duelInProgress &&
			self->client->ps.duelIndex[0] != g_entities[tr.entityNum].s.number)
		{
			return qfalse;
		}

		if ( BG_StabDownAnim( self->client->ps.torsoAnim )
			&& g_entities[tr.entityNum].client 
			&& !BG_InKnockDownOnGround( &g_entities[tr.entityNum].client->ps ) )
		{//stabdowns only damage people who are actually on the ground...
			return qfalse;
		}
		self->client->ps.saberIdleWound = level.time + g_saberDmgDelay_Idle.integer;

		didHit = qtrue;

		if ( !d_saberSPStyleDamage.integer//let's trying making blocks have to be blocked by a saber
			&& g_entities[tr.entityNum].client 
			&& !unblockable 
			&& WP_SaberCanBlock(&g_entities[tr.entityNum], tr.endpos, 0, MOD_SABER, qfalse, attackStr))
		{//hit a client who blocked the attack (fake: didn't actually hit their saber)
			if (dmg <= SABER_NONATTACK_DAMAGE)
			{
				self->client->ps.saberIdleWound = level.time + g_saberDmgDelay_Idle.integer;
			}
			saberDoClashEffect = qtrue;
			VectorCopy( tr.endpos, saberClashPos );
			VectorCopy( tr.plane.normal, saberClashNorm );
			saberClashEventParm = 1;

			if (dmg > SABER_NONATTACK_DAMAGE)
			{
				int lockFactor = g_saberLockFactor.integer;

				if ((g_entities[tr.entityNum].client->ps.fd.forcePowerLevel[FP_SABER_OFFENSE] - self->client->ps.fd.forcePowerLevel[FP_SABER_OFFENSE]) > 1 &&
					Q_irand(1, 10) < lockFactor*2)
				{ //Just got blocked by someone with a decently higher attack level, so enter into a lock (where they have the advantage due to a higher attack lev)
					if (!G_ClientIdleInWorld(&g_entities[tr.entityNum]))
					{
						if ( (trMask&CONTENTS_LIGHTSABER)
							&& WP_SabersCheckLock(self, &g_entities[tr.entityNum]))
						{	
							self->client->ps.saberBlocked = BLOCKED_NONE;
							g_entities[tr.entityNum].client->ps.saberBlocked = BLOCKED_NONE;
							return didHit;
						}
					}
				}
				else if (Q_irand(1, 20) < lockFactor)
				{
					if (!G_ClientIdleInWorld(&g_entities[tr.entityNum]))
					{
						if ((trMask&CONTENTS_LIGHTSABER)
							&& WP_SabersCheckLock(self, &g_entities[tr.entityNum]))
						{	
							self->client->ps.saberBlocked = BLOCKED_NONE;
							g_entities[tr.entityNum].client->ps.saberBlocked = BLOCKED_NONE;
							return didHit;
						}
					}
				}
			}
			otherOwner = &g_entities[tr.entityNum];
			goto blockStuff;
		}
		else
		{//damage the thing we hit
			qboolean doDismemberment = qfalse;
			int	knockbackFlags = 0;

			if (g_entities[tr.entityNum].client)
			{ //not a "jedi", so make them suffer more
				if ( dmg > SABER_NONATTACK_DAMAGE )
				{ //don't bother increasing just for idle touch damage
					dmg *= 1.5;
				}
			}
			/*
			if (g_entities[tr.entityNum].client 
				&& g_entities[tr.entityNum].client->ps.weapon != WP_SABER )//fd.forcePowerLevel[FP_SABER_OFFENSE])
			{ //not a "jedi", so make them suffer more
				if ( dmg > SABER_NONATTACK_DAMAGE )
				{ //don't bother increasing just for idle touch damage
					dmg *= 1.5;
				}
			}
			*/

			if ( !d_saberSPStyleDamage.integer )
			{
				if (g_entities[tr.entityNum].client && g_entities[tr.entityNum].client->ps.weapon == WP_SABER)
				{ //for jedi using the saber, half the damage (this comes with the increased default dmg debounce time)
					if (g_gametype.integer != GT_SIEGE)
					{ //unless siege..
						if (dmg > SABER_NONATTACK_DAMAGE && !unblockable)
						{ //don't reduce damage if it's only 1, or if this is an unblockable attack
							if (dmg == SABER_HITDAMAGE)
							{ //level 1 attack
								dmg *= 0.7;
							}
							else
							{
								dmg *= 0.5;
							}
						}
					}
				}
			}

			if (self->s.eType == ET_NPC &&
				g_entities[tr.entityNum].client &&
				self->client->playerTeam == g_entities[tr.entityNum].client->playerTeam)
			{ //Oops. Since he's an NPC, we'll be forgiving and cut the damage down.
				dmg *= 0.2f;
			}

			//store the damage, we'll apply it later
			if ( !WP_SaberBladeUseSecondBladeStyle( &self->client->saber[rSaberNum], rBladeNum )
				&& !(self->client->saber[rSaberNum].saberFlags2&SFL2_NO_DISMEMBERMENT) )
			{
				doDismemberment = qtrue;
			}
			if ( WP_SaberBladeUseSecondBladeStyle( &self->client->saber[rSaberNum], rBladeNum )
				&& !(self->client->saber[rSaberNum].saberFlags2&SFL2_NO_DISMEMBERMENT) )
			{
				doDismemberment = qtrue;
			}

			if ( !WP_SaberBladeUseSecondBladeStyle( &self->client->saber[rSaberNum], rBladeNum )
				&& self->client->saber[rSaberNum].knockbackScale > 0.0f )
			{
				if ( rSaberNum < 1 )
				{
					knockbackFlags = DAMAGE_SABER_KNOCKBACK1;
				}
				else
				{
					knockbackFlags = DAMAGE_SABER_KNOCKBACK2;
				}
			}

			if ( WP_SaberBladeUseSecondBladeStyle( &self->client->saber[rSaberNum], rBladeNum )
				&& self->client->saber[rSaberNum].knockbackScale > 0.0f )
			{
				if ( rSaberNum < 1 )
				{
					knockbackFlags = DAMAGE_SABER_KNOCKBACK1_B2;
				}
				else
				{
					knockbackFlags = DAMAGE_SABER_KNOCKBACK2_B2;
				}
			}

			WP_SaberDamageAdd( tr.entityNum, dir, tr.endpos, dmg, doDismemberment, knockbackFlags );

			if (g_entities[tr.entityNum].client)
			{
				//Let jedi AI know if it hit an enemy
				if ( self->enemy && self->enemy == &g_entities[tr.entityNum] )
				{
					self->client->ps.saberEventFlags |= SEF_HITENEMY;
				}
				else
				{
                    self->client->ps.saberEventFlags |= SEF_HITOBJECT;
				}
			}

			if ( d_saberSPStyleDamage.integer )
			{
			}
			else
			{
				self->client->ps.saberAttackWound = level.time + 100;
			}
		}
	}
	else if ((tr.fraction != 1 || tr.startsolid) &&
		(g_entities[tr.entityNum].r.contents & CONTENTS_LIGHTSABER) &&
		g_entities[tr.entityNum].r.contents != -1 &&
		g_entities[tr.entityNum].inuse)
	{ //saber clash
		otherOwner = &g_entities[g_entities[tr.entityNum].r.ownerNum];

		if (!otherOwner->inuse || !otherOwner->client)
		{
			return qfalse;
		}

		if ( otherOwner 
			&& otherOwner->client 
			&& otherOwner->client->ps.saberInFlight )
		{//don't do extra collision checking vs sabers in air
		}
		else
		{//hit an in-hand saber, do extra collision check against it
			if ( d_saberSPStyleDamage.integer )
			{//use SP-style blade-collision test
				if ( !WP_SabersIntersect( self, rSaberNum, rBladeNum, otherOwner, qfalse ) )
				{//sabers did not actually intersect
					return qfalse;
				}
			}
			else
			{//MP-style
				if (!G_SaberCollide(self, otherOwner, lastValidStart,
					lastValidEnd, saberTrMins, saberTrMaxs, tr.endpos))
				{ //detailed collision did not produce results...
					return qfalse;
				}
			}
		}

		if (OnSameTeam(self, otherOwner) &&
			!g_friendlySaber.integer)
		{
			return qfalse;
		}

		if ((self->s.eType == ET_NPC || otherOwner->s.eType == ET_NPC) && //just make sure one of us is an npc
			self->client->playerTeam == otherOwner->client->playerTeam &&
			g_gametype.integer != GT_SIEGE)
		{ //don't hit your teammate's sabers if you are an NPC. It can be rather annoying.
			return qfalse;
		}

		if (otherOwner->client->ps.duelInProgress &&
			otherOwner->client->ps.duelIndex[0] != self->s.number)
		{
			return qfalse;
		}

		if (self->client->ps.duelInProgress &&
			self->client->ps.duelIndex[0] != otherOwner->s.number)
		{
			return qfalse;
		}

		if ( g_debugSaberLocks.integer )
		{
			WP_SabersCheckLock2( self, otherOwner, LOCK_RANDOM );
			return qtrue;
		}
		didHit = qtrue;
		self->client->ps.saberIdleWound = level.time + g_saberDmgDelay_Idle.integer;

		if (dmg <= SABER_NONATTACK_DAMAGE)
		{
			self->client->ps.saberIdleWound = level.time + g_saberDmgDelay_Idle.integer;
		}

		saberDoClashEffect = qtrue;
		VectorCopy( tr.endpos, saberClashPos );
		VectorCopy( tr.plane.normal, saberClashNorm );
		saberClashEventParm = 1;

		sabersClashed = qtrue;
		saberHitSaber = qtrue;
		saberHitFraction = tr.fraction;

		if (saberCheckKnockdown_Smashed(&g_entities[tr.entityNum], otherOwner, self, dmg))
		{ //smashed it out of the air
			return qfalse;
		}

		//is this my thrown saber?
		if ( self->client->ps.saberEntityNum
			&& self->client->ps.saberInFlight
			&& rSaberNum == 0
			&& saberCheckKnockdown_Smashed( &g_entities[self->client->ps.saberEntityNum], self, otherOwner, dmg))
		{ //they smashed it out of the air
			return qfalse;
		}

blockStuff:
		otherUnblockable = qfalse;

		if (otherOwner && otherOwner->client && otherOwner->client->ps.saberInFlight)
		{
			return qfalse;
		}

		//this is a thrown saber, don't do any fancy saber-saber collision stuff
		if ( self->client->ps.saberEntityNum
			&& self->client->ps.saberInFlight
			&& rSaberNum == 0 )
		{
			return qfalse;
		}

		otherSaberLevel = G_SaberAttackPower(otherOwner, SaberAttacking(otherOwner));

		if (dmg > SABER_NONATTACK_DAMAGE && !unblockable && !otherUnblockable)
		{
			int lockFactor = g_saberLockFactor.integer;

			if (sabersClashed && Q_irand(1, 20) <= lockFactor)
			{
				if (!G_ClientIdleInWorld(otherOwner))
				{
					if (WP_SabersCheckLock(self, otherOwner))
					{
						self->client->ps.saberBlocked = BLOCKED_NONE;
						otherOwner->client->ps.saberBlocked = BLOCKED_NONE;
						return didHit;
					}
				}
			}
		}

		if (!otherOwner || !otherOwner->client)
		{
			return didHit;
		}

		if (BG_SaberInSpecial(otherOwner->client->ps.saberMove))
		{
			otherUnblockable = qtrue;
			otherOwner->client->ps.saberBlocked = 0;
		}

		if ( sabersClashed &&
			dmg > SABER_NONATTACK_DAMAGE &&
			 selfSaberLevel < FORCE_LEVEL_3 &&
			 !PM_SaberInBounce(otherOwner->client->ps.saberMove) &&
			 !PM_SaberInParry(self->client->ps.saberMove) &&
			 !PM_SaberInBrokenParry(self->client->ps.saberMove) &&
			 !BG_SaberInSpecial(self->client->ps.saberMove) &&
			 !PM_SaberInBounce(self->client->ps.saberMove) &&
			 !PM_SaberInDeflect(self->client->ps.saberMove) &&
			 !PM_SaberInReflect(self->client->ps.saberMove) &&
			 !unblockable )
		{
			//if (Q_irand(1, 10) <= 6)
			if (1) //for now, just always try a deflect. (deflect func can cause bounces too)
			{
				if (!WP_GetSaberDeflectionAngle(self, otherOwner, tr.fraction))
				{
					tryDeflectAgain = qtrue; //Failed the deflect, try it again if we can if the guy we're smashing goes into a parry and we don't break it
				}
				else
				{
					self->client->ps.saberBlocked = BLOCKED_BOUNCE_MOVE;
					didOffense = qtrue;
				}
			}
			else
			{
				self->client->ps.saberBlocked = BLOCKED_ATK_BOUNCE;
				didOffense = qtrue;

#ifndef FINAL_BUILD
				if (g_saberDebugPrint.integer)
				{
					Com_Printf("Client %i clashed into client %i's saber, did BLOCKED_ATK_BOUNCE\n", self->s.number, otherOwner->s.number);
				}
#endif
			}
		}

		if ( ((selfSaberLevel < FORCE_LEVEL_3 && ((tryDeflectAgain && Q_irand(1, 10) <= 3) || (!tryDeflectAgain && Q_irand(1, 10) <= 7))) || (Q_irand(1, 10) <= 1 && otherSaberLevel >= FORCE_LEVEL_3))
			&& !PM_SaberInBounce(self->client->ps.saberMove)

			&& !PM_SaberInBrokenParry(otherOwner->client->ps.saberMove)
			&& !BG_SaberInSpecial(otherOwner->client->ps.saberMove)
			&& !PM_SaberInBounce(otherOwner->client->ps.saberMove)
			&& !PM_SaberInDeflect(otherOwner->client->ps.saberMove)
			&& !PM_SaberInReflect(otherOwner->client->ps.saberMove)

			&& (otherSaberLevel > FORCE_LEVEL_2 || ( otherOwner->client->ps.fd.forcePowerLevel[FP_SABER_DEFENSE] >= 3 && Q_irand(0, otherSaberLevel) )) 
			&& !unblockable
			&& !otherUnblockable
			&& dmg > SABER_NONATTACK_DAMAGE
			&& !didOffense) //don't allow the person we're attacking to do this if we're making an unblockable attack
		{//knockaways can make fast-attacker go into a broken parry anim if the ent is using fast or med. In MP, we also randomly decide this for level 3 attacks.
			//Going to go ahead and let idle damage do simple knockaways. Looks sort of good that way.
			//turn the parry into a knockaway
			if (self->client->ps.saberEntityNum) //make sure he has his saber still
			{
				saberCheckKnockdown_BrokenParry(&g_entities[self->client->ps.saberEntityNum], self, otherOwner);
			}

			if (!PM_SaberInParry(otherOwner->client->ps.saberMove))
			{
				WP_SaberBlockNonRandom(otherOwner, tr.endpos, qfalse);
				otherOwner->client->ps.saberMove = BG_KnockawayForParry( otherOwner->client->ps.saberBlocked );
				otherOwner->client->ps.saberBlocked = BLOCKED_BOUNCE_MOVE;
			}
			else
			{
				otherOwner->client->ps.saberMove = G_KnockawayForParry(otherOwner->client->ps.saberMove); //BG_KnockawayForParry( otherOwner->client->ps.saberBlocked );
				otherOwner->client->ps.saberBlocked = BLOCKED_BOUNCE_MOVE;
			}
	
			//make them (me) go into a broken parry
			self->client->ps.saberMove = BG_BrokenParryForAttack( self->client->ps.saberMove );
			self->client->ps.saberBlocked = BLOCKED_BOUNCE_MOVE;

#ifndef FINAL_BUILD
			if (g_saberDebugPrint.integer)
			{
				Com_Printf("Client %i sent client %i into a reflected attack with a knockaway\n", otherOwner->s.number, self->s.number);
			}
#endif

			didDefense = qtrue;
		}
		else if ((selfSaberLevel > FORCE_LEVEL_2 || unblockable) && //if we're doing a special attack, we can send them into a broken parry too (MP only)
				 ( otherOwner->client->ps.fd.forcePowerLevel[FP_SABER_DEFENSE] < selfSaberLevel || (otherOwner->client->ps.fd.forcePowerLevel[FP_SABER_DEFENSE] == selfSaberLevel && (Q_irand(1, 10) >= otherSaberLevel*1.5 || unblockable)) ) &&
				 PM_SaberInParry(otherOwner->client->ps.saberMove) &&
				 !PM_SaberInBrokenParry(otherOwner->client->ps.saberMove) &&
				 !PM_SaberInParry(self->client->ps.saberMove) &&
				 !PM_SaberInBrokenParry(self->client->ps.saberMove) &&
				 !PM_SaberInBounce(self->client->ps.saberMove) &&
				 dmg > SABER_NONATTACK_DAMAGE &&
				 !didOffense &&
				 !otherUnblockable)
		{ //they are in a parry, and we are slamming down on them with a move of equal or greater force than their defense, so send them into a broken parry.. unless they are already in one.
			if (otherOwner->client->ps.saberEntityNum) //make sure he has his saber still
			{
				saberCheckKnockdown_BrokenParry(&g_entities[otherOwner->client->ps.saberEntityNum], otherOwner, self);
			}

#ifndef FINAL_BUILD
			if (g_saberDebugPrint.integer)
			{
				Com_Printf("Client %i sent client %i into a broken parry\n", self->s.number, otherOwner->s.number);
			}
#endif

			otherOwner->client->ps.saberMove = BG_BrokenParryForParry( otherOwner->client->ps.saberMove );
			otherOwner->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;

			didDefense = qtrue;
		}
		else if ((selfSaberLevel > FORCE_LEVEL_2) && //if we're doing a special attack, we can send them into a broken parry too (MP only)
				 //( otherOwner->client->ps.fd.forcePowerLevel[FP_SABER_DEFENSE] < selfSaberLevel || (otherOwner->client->ps.fd.forcePowerLevel[FP_SABER_DEFENSE] == selfSaberLevel && (Q_irand(1, 10) >= otherSaberLevel*3 || unblockable)) ) &&
				 otherSaberLevel >= FORCE_LEVEL_3 &&
				 PM_SaberInParry(otherOwner->client->ps.saberMove) &&
				 !PM_SaberInBrokenParry(otherOwner->client->ps.saberMove) &&
				 !PM_SaberInParry(self->client->ps.saberMove) &&
				 !PM_SaberInBrokenParry(self->client->ps.saberMove) &&
				 !PM_SaberInBounce(self->client->ps.saberMove) &&
				 !PM_SaberInDeflect(self->client->ps.saberMove) &&
				 !PM_SaberInReflect(self->client->ps.saberMove) &&
				 dmg > SABER_NONATTACK_DAMAGE &&
				 !didOffense &&
				 !unblockable)
		{ //they are in a parry, and we are slamming down on them with a move of equal or greater force than their defense, so send them into a broken parry.. unless they are already in one.
#ifndef FINAL_BUILD
			if (g_saberDebugPrint.integer)
			{
				Com_Printf("Client %i bounced off of client %i's saber\n", self->s.number, otherOwner->s.number);
			}
#endif

			if (!tryDeflectAgain)
			{
				if (!WP_GetSaberDeflectionAngle(self, otherOwner, tr.fraction))
				{
					tryDeflectAgain = qtrue;
				}
			}

			didOffense = qtrue;
		}
		else if (SaberAttacking(otherOwner) && dmg > SABER_NONATTACK_DAMAGE && !BG_SaberInSpecial(otherOwner->client->ps.saberMove) && !didOffense && !otherUnblockable)
		{ //they were attacking and our saber hit their saber, make them bounce. But if they're in a special attack, leave them.
			if (!PM_SaberInBounce(self->client->ps.saberMove) &&
				!PM_SaberInBounce(otherOwner->client->ps.saberMove) &&
				!PM_SaberInDeflect(self->client->ps.saberMove) &&
				!PM_SaberInDeflect(otherOwner->client->ps.saberMove) &&

				!PM_SaberInReflect(self->client->ps.saberMove) &&
				!PM_SaberInReflect(otherOwner->client->ps.saberMove))
			{
				int attackAdv, defendStr = G_PowerLevelForSaberAnim( otherOwner, 0, qtrue ), attackBonus = 0;
				if ( otherOwner->client->ps.torsoAnim == BOTH_A1_SPECIAL
					|| otherOwner->client->ps.torsoAnim == BOTH_A2_SPECIAL
					|| otherOwner->client->ps.torsoAnim == BOTH_A3_SPECIAL )
				{//parry/block/break-parry bonus for single-style kata moves
					defendStr++;
				}
				defendStr += Q_irand(0, otherOwner->client->saber[0].parryBonus );
				if ( otherOwner->client->saber[1].model
					&& otherOwner->client->saber[1].model[0]
					&& !otherOwner->client->ps.saberHolstered )
				{
					defendStr += Q_irand(0, otherOwner->client->saber[1].parryBonus );
				}

#ifndef FINAL_BUILD
				if (g_saberDebugPrint.integer)
				{
					Com_Printf("Client %i and client %i bounced off of each other's sabers\n", self->s.number, otherOwner->s.number);
				}
#endif

				attackBonus = Q_irand(0, self->client->saber[0].breakParryBonus );
				if ( self->client->saber[1].model
					&& self->client->saber[1].model[0]
					&& !self->client->ps.saberHolstered )
				{
					attackBonus += Q_irand(0, self->client->saber[1].breakParryBonus );
				}
				attackAdv = (attackStr+attackBonus+self->client->ps.fd.forcePowerLevel[FP_SABER_OFFENSE])-(defendStr+otherOwner->client->ps.fd.forcePowerLevel[FP_SABER_OFFENSE]);
				
				if ( attackAdv > 1 ) 
				{//I won, he should knockaway
					otherOwner->client->ps.saberMove = BG_BrokenParryForAttack( otherOwner->client->ps.saberMove );
					otherOwner->client->ps.saberBlocked = BLOCKED_BOUNCE_MOVE;
				}
				else if ( attackAdv > 0 )
				{//I won, he should bounce, I should continue
					otherOwner->client->ps.saberBlocked = BLOCKED_ATK_BOUNCE;
				}
				else if ( attackAdv < 1 )
				{//I lost, I get knocked away
					self->client->ps.saberMove = BG_BrokenParryForAttack( self->client->ps.saberMove );
					self->client->ps.saberBlocked = BLOCKED_BOUNCE_MOVE;
				}
				else if ( attackAdv < 0 )
				{//I lost, I bounce off
					self->client->ps.saberBlocked = BLOCKED_ATK_BOUNCE;
				}
				else
				{//even, both bounce off
					self->client->ps.saberBlocked = BLOCKED_ATK_BOUNCE;
					otherOwner->client->ps.saberBlocked = BLOCKED_ATK_BOUNCE;
				}

				didOffense = qtrue;
			}
		}
		
		if (d_saberGhoul2Collision.integer && !didDefense && dmg <= SABER_NONATTACK_DAMAGE && !otherUnblockable) //with perpoly, it looks pretty weird to have clash flares coming off the guy's face and whatnot
		{
			if (!PM_SaberInParry(otherOwner->client->ps.saberMove) &&
				!PM_SaberInBrokenParry(otherOwner->client->ps.saberMove) &&
				!BG_SaberInSpecial(otherOwner->client->ps.saberMove) &&
				!PM_SaberInBounce(otherOwner->client->ps.saberMove) &&
				!PM_SaberInDeflect(otherOwner->client->ps.saberMove) &&
				!PM_SaberInReflect(otherOwner->client->ps.saberMove))
			{
				WP_SaberBlockNonRandom(otherOwner, tr.endpos, qfalse);
				otherOwner->client->ps.saberEventFlags |= SEF_PARRIED;
			}
		}
		else if (!didDefense && dmg > SABER_NONATTACK_DAMAGE && !otherUnblockable) //if not more than idle damage, don't even bother blocking.
		{ //block
			if (!PM_SaberInParry(otherOwner->client->ps.saberMove) &&
				!PM_SaberInBrokenParry(otherOwner->client->ps.saberMove) &&
				!BG_SaberInSpecial(otherOwner->client->ps.saberMove) &&
				!PM_SaberInBounce(otherOwner->client->ps.saberMove) &&
				!PM_SaberInDeflect(otherOwner->client->ps.saberMove) &&
				!PM_SaberInReflect(otherOwner->client->ps.saberMove))
			{
				qboolean crushTheParry = qfalse;

				if (unblockable)
				{ //It's unblockable. So send us into a broken parry immediately.
					crushTheParry = qtrue;
				}

				if (!SaberAttacking(otherOwner))
				{
					int otherIdleStr = otherOwner->client->ps.fd.saberAnimLevel;
					if ( otherIdleStr == SS_DUAL
						|| otherIdleStr == SS_STAFF )
					{
						otherIdleStr = SS_MEDIUM;
					}

					WP_SaberBlockNonRandom(otherOwner, tr.endpos, qfalse);
					otherOwner->client->ps.saberEventFlags |= SEF_PARRIED;
					self->client->ps.saberEventFlags |= SEF_BLOCKED;

					if ( attackStr+self->client->ps.fd.forcePowerLevel[FP_SABER_OFFENSE] > otherIdleStr+otherOwner->client->ps.fd.forcePowerLevel[FP_SABER_DEFENSE] )
					{
						crushTheParry = qtrue;
					}
					else
					{
						tryDeflectAgain = qtrue;
					}
				}
				else if (selfSaberLevel > otherSaberLevel ||
					(selfSaberLevel == otherSaberLevel && Q_irand(1, 10) <= 2))
				{ //they are attacking, and we managed to make them break
					//Give them a parry, so we can later break it.
					WP_SaberBlockNonRandom(otherOwner, tr.endpos, qfalse);
					crushTheParry = qtrue;

					if (otherOwner->client->ps.saberEntityNum) //make sure he has his saber still
					{
						saberCheckKnockdown_BrokenParry(&g_entities[otherOwner->client->ps.saberEntityNum], otherOwner, self);
					}

#ifndef FINAL_BUILD
					if (g_saberDebugPrint.integer)
					{
						Com_Printf("Client %i forced client %i into a broken parry with a stronger attack\n", self->s.number, otherOwner->s.number);
					}
#endif
				}
				else
				{ //They are attacking, so are we, and obviously they have an attack level higher than or equal to ours
					if (selfSaberLevel == otherSaberLevel)
					{ //equal level, try to bounce off each other's sabers
						if (!didOffense &&
							!PM_SaberInParry(self->client->ps.saberMove) &&
							!PM_SaberInBrokenParry(self->client->ps.saberMove) &&
							!BG_SaberInSpecial(self->client->ps.saberMove) &&
							!PM_SaberInBounce(self->client->ps.saberMove) &&
							!PM_SaberInDeflect(self->client->ps.saberMove) &&
							!PM_SaberInReflect(self->client->ps.saberMove) &&
							!unblockable)
						{
							self->client->ps.saberBlocked = BLOCKED_ATK_BOUNCE;
							didOffense = qtrue;
						}
						if (!didDefense &&
							!PM_SaberInParry(otherOwner->client->ps.saberMove) &&
							!PM_SaberInBrokenParry(otherOwner->client->ps.saberMove) &&
							!BG_SaberInSpecial(otherOwner->client->ps.saberMove) &&
							!PM_SaberInBounce(otherOwner->client->ps.saberMove) &&
							!PM_SaberInDeflect(otherOwner->client->ps.saberMove) &&
							!PM_SaberInReflect(otherOwner->client->ps.saberMove) &&
							!unblockable)
						{
							otherOwner->client->ps.saberBlocked = BLOCKED_ATK_BOUNCE;
						}
#ifndef FINAL_BUILD
						if (g_saberDebugPrint.integer)
						{
							Com_Printf("Equal attack level bounce/deflection for clients %i and %i\n", self->s.number, otherOwner->s.number);
						}
#endif

						self->client->ps.saberEventFlags |= SEF_DEFLECTED;
						otherOwner->client->ps.saberEventFlags |= SEF_DEFLECTED;
					}
					else if ((level.time - otherOwner->client->lastSaberStorageTime) < 500 && !unblockable) //make sure the stored saber data is updated
					{ //They are higher, this means they can actually smash us into a broken parry
						//Using reflected anims instead now
						self->client->ps.saberMove = BG_BrokenParryForAttack(self->client->ps.saberMove);
						self->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;

						if (self->client->ps.saberEntityNum) //make sure he has his saber still
						{
							saberCheckKnockdown_BrokenParry(&g_entities[self->client->ps.saberEntityNum], self, otherOwner);
						}

#ifndef FINAL_BUILD
						if (g_saberDebugPrint.integer)
						{
							Com_Printf("Client %i hit client %i's stronger attack, was forced into a broken parry\n", self->s.number, otherOwner->s.number);
						}
#endif

						otherOwner->client->ps.saberEventFlags &= ~SEF_BLOCKED;

						didOffense = qtrue;
					}
				}

				if (crushTheParry && PM_SaberInParry(G_GetParryForBlock(otherOwner->client->ps.saberBlocked)))
				{ //This means that the attack actually hit our saber, and we went to block it.
				  //But, one of the above cases says we actually can't. So we will be smashed into a broken parry instead.
					otherOwner->client->ps.saberMove = BG_BrokenParryForParry( G_GetParryForBlock(otherOwner->client->ps.saberBlocked) );
					otherOwner->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;

					otherOwner->client->ps.saberEventFlags &= ~SEF_PARRIED;
					self->client->ps.saberEventFlags &= ~SEF_BLOCKED;

#ifndef FINAL_BUILD
					if (g_saberDebugPrint.integer)
					{
						Com_Printf("Client %i broke through %i's parry with a special or stronger attack\n", self->s.number, otherOwner->s.number);
					}
#endif
				}
				else if (PM_SaberInParry(G_GetParryForBlock(otherOwner->client->ps.saberBlocked)) && !didOffense && tryDeflectAgain)
				{ //We want to try deflecting again because the other is in the parry and we haven't made any new moves
					int preMove = otherOwner->client->ps.saberMove;

					otherOwner->client->ps.saberMove = G_GetParryForBlock(otherOwner->client->ps.saberBlocked);
					WP_GetSaberDeflectionAngle(self, otherOwner, tr.fraction);
					otherOwner->client->ps.saberMove = preMove;
				}
			}
		}

		self->client->ps.saberAttackWound = level.time + g_saberDmgDelay_Wound.integer;
	}

	return didHit;
}

GAME_INLINE int VectorCompare2( const vec3_t v1, const vec3_t v2 ) {
	if ( v1[0] > v2[0]+0.0001f || v1[0] < v2[0]-0.0001f
		|| v1[1] > v2[1]+0.0001f || v1[1] < v2[1]-0.0001f
		|| v1[2] > v2[2]+0.0001f || v1[2] < v2[2]-0.0001f ) {
		return 0;
	}			
	return 1;
}

#define MAX_SABER_SWING_INC 0.33f
void G_SPSaberDamageTraceLerped( gentity_t *self, int saberNum, int bladeNum, vec3_t baseNew, vec3_t endNew, int clipmask )
{
	vec3_t baseOld, endOld;
	vec3_t mp1, mp2;
	vec3_t md1, md2;

	if ( (level.time-self->client->saber[saberNum].blade[bladeNum].trail.lastTime) > 100 )
	{//no valid last pos, use current
		VectorCopy(baseNew, baseOld);
		VectorCopy(endNew, endOld);
	}
	else
	{//trace from last pos
		VectorCopy( self->client->saber[saberNum].blade[bladeNum].trail.base, baseOld );
		VectorCopy( self->client->saber[saberNum].blade[bladeNum].trail.tip, endOld );
	}

	VectorCopy( baseOld, mp1 );
	VectorCopy( baseNew, mp2 );
	VectorSubtract( endOld, baseOld, md1 );
	VectorNormalize( md1 );
	VectorSubtract( endNew, baseNew, md2 );
	VectorNormalize( md2 );

	saberHitWall = qfalse;
	saberHitSaber = qfalse;
	saberHitFraction = 1.0f;
	if ( VectorCompare2( baseOld, baseNew ) && VectorCompare2( endOld, endNew ) )
	{//no diff
		CheckSaberDamage( self, saberNum, bladeNum, baseNew, endNew, qfalse, clipmask, qfalse );
	}
	else
	{//saber moved, lerp
		float step = 8, stepsize = 8;//aveLength, 
		vec3_t	ma1, ma2, md2ang, curBase1, curBase2;
		int	xx;
		vec3_t curMD1, curMD2;//, mdDiff, dirDiff;
		float dirInc, curDirFrac;
		vec3_t baseDiff, bladePointOld, bladePointNew;
		qboolean extrapolate = qtrue;

		//do the trace at the base first
		VectorCopy( baseOld, bladePointOld );
		VectorCopy( baseNew, bladePointNew );
		CheckSaberDamage( self, saberNum, bladeNum, bladePointOld, bladePointNew, qfalse, clipmask, qtrue );

		//if hit a saber, shorten rest of traces to match
		if ( saberHitFraction < 1.0f )
		{
			//adjust muzzleDir...
			vec3_t ma1, ma2;
			vectoangles( md1, ma1 );
			vectoangles( md2, ma2 );
			for ( xx = 0; xx < 3; xx++ )
			{
				md2ang[xx] = LerpAngle( ma1[xx], ma2[xx], saberHitFraction );
			}
			AngleVectors( md2ang, md2, NULL, NULL );
			//shorten the base pos
			VectorSubtract( mp2, mp1, baseDiff );
			VectorMA( mp1, saberHitFraction, baseDiff, baseNew );
			VectorMA( baseNew, self->client->saber[saberNum].blade[bladeNum].lengthMax, md2, endNew );
		}

		//If the angle diff in the blade is high, need to do it in chunks of 33 to avoid flattening of the arc
		if ( BG_SaberInAttack( self->client->ps.saberMove ) 
			|| BG_SaberInSpecialAttack( self->client->ps.torsoAnim ) 
			|| BG_SpinningSaberAnim( self->client->ps.torsoAnim ) 
			|| BG_InSpecialJump( self->client->ps.torsoAnim ) )
			//|| (g_timescale->value<1.0f&&BG_SaberInTransitionAny( ent->client->ps.saberMove )) )
		{
			curDirFrac = DotProduct( md1, md2 );
		}
		else
		{
			curDirFrac = 1.0f;
		}
		//NOTE: if saber spun at least 180 degrees since last damage trace, this is not reliable...!
		if ( fabs(curDirFrac) < 1.0f - MAX_SABER_SWING_INC )
		{//the saber blade spun more than 33 degrees since the last damage trace
			curDirFrac = dirInc = 1.0f/((1.0f - curDirFrac)/MAX_SABER_SWING_INC);
		}
		else
		{
			curDirFrac = 1.0f;
			dirInc = 0.0f;
		}
		//qboolean hit_saber = qfalse;

		vectoangles( md1, ma1 );
		vectoangles( md2, ma2 );

		//VectorSubtract( md2, md1, mdDiff );
		VectorCopy( md1, curMD2 );
		VectorCopy( baseOld, curBase2 );

		while ( 1 )
		{
			VectorCopy( curMD2, curMD1 );
			VectorCopy( curBase2, curBase1 );
			if ( curDirFrac >= 1.0f )
			{
				VectorCopy( md2, curMD2 );
				VectorCopy( baseNew, curBase2 );
			}
			else
			{
				for ( xx = 0; xx < 3; xx++ )
				{
					md2ang[xx] = LerpAngle( ma1[xx], ma2[xx], curDirFrac );
				}
				AngleVectors( md2ang, curMD2, NULL, NULL );
				//VectorMA( md1, curDirFrac, mdDiff, curMD2 );
				VectorSubtract( baseNew, baseOld, baseDiff );
				VectorMA( baseOld, curDirFrac, baseDiff, curBase2 );
			}
			// Move up the blade in intervals of stepsize
			for ( step = stepsize; step <= self->client->saber[saberNum].blade[bladeNum].lengthMax /*&& step < self->client->saber[saberNum].blade[bladeNum].lengthOld*/; step += stepsize )
			{
				VectorMA( curBase1, step, curMD1, bladePointOld );
				VectorMA( curBase2, step, curMD2, bladePointNew );
				
				if ( step+stepsize >= self->client->saber[saberNum].blade[bladeNum].lengthMax )
				{
					extrapolate = qfalse;
				}
				//do the damage trace
				CheckSaberDamage( self, saberNum, bladeNum, bladePointOld, bladePointNew, qfalse, clipmask, extrapolate );
				/*
				if ( WP_SaberDamageForTrace( ent->s.number, bladePointOld, bladePointNew, baseDamage, curMD2, 
					qfalse, entPowerLevel, ent->client->ps.saber[saberNum].type, qtrue,
					saberNum, bladeNum ) )
				{
					hit_wall = qtrue;
				}
				*/

				//if hit a saber, shorten rest of traces to match
				if ( saberHitFraction < 1.0f )
				{
					vec3_t curMA1, curMA2;
					//adjust muzzle endpoint
					VectorSubtract( mp2, mp1, baseDiff );
					VectorMA( mp1, saberHitFraction, baseDiff, baseNew );
					VectorMA( baseNew, self->client->saber[saberNum].blade[bladeNum].lengthMax, curMD2, endNew );
					//adjust muzzleDir...
					vectoangles( curMD1, curMA1 );
					vectoangles( curMD2, curMA2 );
					for ( xx = 0; xx < 3; xx++ )
					{
						md2ang[xx] = LerpAngle( curMA1[xx], curMA2[xx], saberHitFraction );
					}
					AngleVectors( md2ang, curMD2, NULL, NULL );
					saberHitSaber = qtrue;
				}
				if (saberHitWall)
				{
					break;
				}
			}
			if ( saberHitWall || saberHitSaber )
			{
				break;
			}
			if ( curDirFrac >= 1.0f )
			{
				break;
			}
			else
			{
				curDirFrac += dirInc;
				if ( curDirFrac >= 1.0f )
				{
					curDirFrac = 1.0f;
				}
			}
		}

		//do the trace at the end last
		//Special check- adjust for length of blade not being a multiple of 12
		/*
		aveLength = (ent->client->ps.saber[saberNum].blade[bladeNum].lengthOld + ent->client->ps.saber[saberNum].blade[bladeNum].length)/2;
		if ( step > aveLength )
		{//less dmg if the last interval was not stepsize
			tipDmgMod = (stepsize-(step-aveLength))/stepsize;
		}
		//NOTE: since this is the tip, we do not extrapolate the extra 16
		if ( WP_SaberDamageForTrace( ent->s.number, endOld, endNew, tipDmgMod*baseDamage, md2, 
			qfalse, entPowerLevel, ent->client->ps.saber[saberNum].type, qfalse,
			saberNum, bladeNum ) )
		{
			hit_wall = qtrue;
		}
		*/
	}
}

#include "../namespace_begin.h"
qboolean BG_SaberInTransitionAny( int move );
#include "../namespace_end.h"

qboolean WP_ForcePowerUsable( gentity_t *self, forcePowers_t forcePower );
qboolean InFOV3( vec3_t spot, vec3_t from, vec3_t fromAngles, int hFOV, int vFOV );
qboolean Jedi_WaitingAmbush( gentity_t *self );
void Jedi_Ambush( gentity_t *self );
evasionType_t Jedi_SaberBlockGo( gentity_t *self, usercmd_t *cmd, vec3_t pHitloc, vec3_t phitDir, gentity_t *incoming, float dist );
void NPC_SetLookTarget( gentity_t *self, int entNum, int clearTime );
void WP_SaberStartMissileBlockCheck( gentity_t *self, usercmd_t *ucmd  )
{
	float		dist;
	gentity_t	*ent, *incoming = NULL;
	int			entityList[MAX_GENTITIES];
	int			numListedEntities;
	vec3_t		mins, maxs;
	int			i, e;
	float		closestDist, radius = 256;
	vec3_t		forward, dir, missile_dir, fwdangles = {0};
	trace_t		trace;
	vec3_t		traceTo, entDir;
	float		dot1, dot2;
	float		lookTDist = -1;
	gentity_t	*lookT = NULL;
	qboolean	doFullRoutine = qtrue;

	//keep this updated even if we don't get below
	if ( !(self->client->ps.eFlags2&EF2_HELD_BY_MONSTER) )
	{//lookTarget is set by and to the monster that's holding you, no other operations can change that
		self->client->ps.hasLookTarget = qfalse;
	}

	if ( self->client->ps.weapon != WP_SABER && self->client->NPC_class != CLASS_BOBAFETT )
	{
		doFullRoutine = qfalse;
	}
	else if ( self->client->ps.saberInFlight )
	{
		doFullRoutine = qfalse;
	}
	else if ( self->client->ps.fd.forcePowersActive&(1<<FP_LIGHTNING) )
	{//can't block while zapping
		doFullRoutine = qfalse;
	}
	else if ( self->client->ps.fd.forcePowersActive&(1<<FP_DRAIN) )
	{//can't block while draining
		doFullRoutine = qfalse;
	}
	else if ( self->client->ps.fd.forcePowersActive&(1<<FP_PUSH) )
	{//can't block while shoving
		doFullRoutine = qfalse;
	}
	else if ( self->client->ps.fd.forcePowersActive&(1<<FP_GRIP) )
	{//can't block while gripping (FIXME: or should it break the grip?  Pain should break the grip, I think...)
		doFullRoutine = qfalse;
	}
	
	if (self->client->ps.weaponTime > 0)
	{ //don't autoblock while busy with stuff
		return;
	}

	if ( (self->client->saber[0].saberFlags&SFL_NOT_ACTIVE_BLOCKING) )
	{//can't actively block with this saber type
		return;
	}

	if ( self->health <= 0 )
	{//dead don't try to block (NOTE: actual deflection happens in missile code)
		return;
	}
	if ( PM_InKnockDown( &self->client->ps ) )
	{//can't block when knocked down
		return;
	}

	if ( BG_SabersOff( &self->client->ps ) && self->client->NPC_class != CLASS_BOBAFETT )
	{
		if ( self->s.eType != ET_NPC )
		{//player doesn't auto-activate
			doFullRoutine = qfalse;
		}
	}

	if ( self->s.eType == ET_PLAYER )
	{//don't do this if already attacking!
		if ( ucmd->buttons & BUTTON_ATTACK 
			|| BG_SaberInAttack( self->client->ps.saberMove )
			|| BG_SaberInSpecialAttack( self->client->ps.torsoAnim )
			|| BG_SaberInTransitionAny( self->client->ps.saberMove ))
		{
			doFullRoutine = qfalse;
		}
	}

	if ( self->client->ps.fd.forcePowerDebounce[FP_SABER_DEFENSE] > level.time )
	{//can't block while gripping (FIXME: or should it break the grip?  Pain should break the grip, I think...)
		doFullRoutine = qfalse;
	}

	fwdangles[1] = self->client->ps.viewangles[1];
	AngleVectors( fwdangles, forward, NULL, NULL );

	for ( i = 0 ; i < 3 ; i++ ) 
	{
		mins[i] = self->r.currentOrigin[i] - radius;
		maxs[i] = self->r.currentOrigin[i] + radius;
	}

	numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );

	closestDist = radius;

	for ( e = 0 ; e < numListedEntities ; e++ ) 
	{
		ent = &g_entities[entityList[ e ]];

		if (ent == self)
			continue;

		//as long as we're here I'm going to get a looktarget too, I guess. -rww
		if (self->s.eType == ET_PLAYER &&
			ent->client &&
			(ent->s.eType == ET_NPC || ent->s.eType == ET_PLAYER) &&
			!OnSameTeam(ent, self) &&
			ent->client->sess.sessionTeam != TEAM_SPECTATOR &&
			!(ent->client->ps.pm_flags & PMF_FOLLOW) &&
			(ent->s.eType != ET_NPC || ent->s.NPC_class != CLASS_VEHICLE) && //don't look at vehicle NPCs
			ent->health > 0)
		{ //seems like a valid enemy to look at.
			vec3_t vecSub;
			float vecLen;

			VectorSubtract(self->client->ps.origin, ent->client->ps.origin, vecSub);
			vecLen = VectorLength(vecSub);

			if (lookTDist == -1 || vecLen < lookTDist)
			{
				trace_t tr;
				vec3_t myEyes;

				VectorCopy(self->client->ps.origin, myEyes);
				myEyes[2] += self->client->ps.viewheight;

				trap_Trace(&tr, myEyes, NULL, NULL, ent->client->ps.origin, self->s.number, MASK_PLAYERSOLID);

				if (tr.fraction == 1.0f || tr.entityNum == ent->s.number)
				{ //we have a clear line of sight to him, so it's all good.
					lookT = ent;
					lookTDist = vecLen;
				}
			}
		}

		if (!doFullRoutine)
		{ //don't care about the rest then
			continue;
		}

		if (ent->r.ownerNum == self->s.number)
			continue;
		if ( !(ent->inuse) )
			continue;
		if ( ent->s.eType != ET_MISSILE && !(ent->s.eFlags&EF_MISSILE_STICK) )
		{//not a normal projectile
			gentity_t *pOwner;

			if (ent->r.ownerNum < 0 || ent->r.ownerNum >= ENTITYNUM_WORLD)
			{ //not going to be a client then.
				continue;
			}
				
			pOwner = &g_entities[ent->r.ownerNum];

			if (!pOwner->inuse || !pOwner->client)
			{
				continue; //not valid cl owner
			}

			if (!pOwner->client->ps.saberEntityNum ||
				!pOwner->client->ps.saberInFlight ||
				pOwner->client->ps.saberEntityNum != ent->s.number)
			{ //the saber is knocked away and/or not flying actively, or this ent is not the cl's saber ent at all
				continue;
			}

			//If we get here then it's ok to be treated as a thrown saber, I guess.
		}
		else
		{
			if ( ent->s.pos.trType == TR_STATIONARY && self->s.eType == ET_PLAYER )
			{//nothing you can do with a stationary missile if you're the player
				continue;
			}
		}

		//see if they're in front of me
		VectorSubtract( ent->r.currentOrigin, self->r.currentOrigin, dir );
		dist = VectorNormalize( dir );
		//FIXME: handle detpacks, proximity mines and tripmines
		if ( ent->s.weapon == WP_THERMAL )
		{//thermal detonator!
			if ( self->NPC && dist < ent->splashRadius )
			{
				if ( dist < ent->splashRadius && 
					ent->nextthink < level.time + 600 && 
					ent->count && 
					self->client->ps.groundEntityNum != ENTITYNUM_NONE && 
						(ent->s.pos.trType == TR_STATIONARY||
						ent->s.pos.trType == TR_INTERPOLATE||
						(dot1 = DotProduct( dir, forward )) < SABER_REFLECT_MISSILE_CONE||
						!WP_ForcePowerUsable( self, FP_PUSH )) )
				{//TD is close enough to hurt me, I'm on the ground and the thing is at rest or behind me and about to blow up, or I don't have force-push so force-jump!
					//FIXME: sometimes this might make me just jump into it...?
					self->client->ps.fd.forceJumpCharge = 480;
				}
				else if ( self->client->NPC_class != CLASS_BOBAFETT )
				{//FIXME: check forcePushRadius[NPC->client->ps.forcePowerLevel[FP_PUSH]]
					ForceThrow( self, qfalse );
				}
			}
			continue;
		}
		else if ( ent->splashDamage && ent->splashRadius )
		{//exploding missile
			//FIXME: handle tripmines and detpacks somehow... 
			//			maybe do a force-gesture that makes them explode?  
			//			But what if we're within it's splashradius?
			if ( self->s.eType == ET_PLAYER )
			{//players don't auto-handle these at all
				continue;
			}
			else 
			{
				//if ( ent->s.pos.trType == TR_STATIONARY && (ent->s.eFlags&EF_MISSILE_STICK) 
				//	&& 	self->client->NPC_class != CLASS_BOBAFETT )
				if (0) //Maybe handle this later?
				{//a placed explosive like a tripmine or detpack
					if ( InFOV3( ent->r.currentOrigin, self->client->renderInfo.eyePoint, self->client->ps.viewangles, 90, 90 ) )
					{//in front of me
						if ( G_ClearLOS4( self, ent ) )
						{//can see it
							vec3_t throwDir;
							//make the gesture
							ForceThrow( self, qfalse );
							//take it off the wall and toss it
							ent->s.pos.trType = TR_GRAVITY;
							ent->s.eType = ET_MISSILE;
							ent->s.eFlags &= ~EF_MISSILE_STICK;
							ent->flags |= FL_BOUNCE_HALF;
							AngleVectors( ent->r.currentAngles, throwDir, NULL, NULL );
							VectorMA( ent->r.currentOrigin, ent->r.maxs[0]+4, throwDir, ent->r.currentOrigin );
							VectorCopy( ent->r.currentOrigin, ent->s.pos.trBase );
							VectorScale( throwDir, 300, ent->s.pos.trDelta );
							ent->s.pos.trDelta[2] += 150;
							VectorMA( ent->s.pos.trDelta, 800, dir, ent->s.pos.trDelta );
							ent->s.pos.trTime = level.time;		// move a bit on the very first frame
							VectorCopy( ent->r.currentOrigin, ent->s.pos.trBase );
							ent->r.ownerNum = self->s.number;
							// make it explode, but with less damage
							ent->splashDamage /= 3;
							ent->splashRadius /= 3;
							//ent->think = WP_Explode;
							ent->nextthink = level.time + Q_irand( 500, 3000 );
						}
					}
				}
				else if ( dist < ent->splashRadius && 
				self->client->ps.groundEntityNum != ENTITYNUM_NONE && 
					(DotProduct( dir, forward ) < SABER_REFLECT_MISSILE_CONE||
					!WP_ForcePowerUsable( self, FP_PUSH )) )
				{//NPCs try to evade it
					self->client->ps.fd.forceJumpCharge = 480;
				}
				else if ( self->client->NPC_class != CLASS_BOBAFETT )
				{//else, try to force-throw it away
					//FIXME: check forcePushRadius[NPC->client->ps.forcePowerLevel[FP_PUSH]]
					ForceThrow( self, qfalse );
				}
			}
			//otherwise, can't block it, so we're screwed
			continue;
		}

		if ( ent->s.weapon != WP_SABER )
		{//only block shots coming from behind
			if ( (dot1 = DotProduct( dir, forward )) < SABER_REFLECT_MISSILE_CONE )
				continue;
		}
		else if ( self->s.eType == ET_PLAYER )
		{//player never auto-blocks thrown sabers
			continue;
		}//NPCs always try to block sabers coming from behind!

		//see if they're heading towards me
		VectorCopy( ent->s.pos.trDelta, missile_dir );
		VectorNormalize( missile_dir );
		if ( (dot2 = DotProduct( dir, missile_dir )) > 0 )
			continue;

		//FIXME: must have a clear trace to me, too...
		if ( dist < closestDist )
		{
			VectorCopy( self->r.currentOrigin, traceTo );
			traceTo[2] = self->r.absmax[2] - 4;
			trap_Trace( &trace, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, traceTo, ent->s.number, ent->clipmask );
			if ( trace.allsolid || trace.startsolid || (trace.fraction < 1.0f && trace.entityNum != self->s.number && trace.entityNum != self->client->ps.saberEntityNum) )
			{//okay, try one more check
				VectorNormalize2( ent->s.pos.trDelta, entDir );
				VectorMA( ent->r.currentOrigin, radius, entDir, traceTo );
				trap_Trace( &trace, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, traceTo, ent->s.number, ent->clipmask );
				if ( trace.allsolid || trace.startsolid || (trace.fraction < 1.0f && trace.entityNum != self->s.number && trace.entityNum != self->client->ps.saberEntityNum) )
				{//can't hit me, ignore it
					continue;
				}
			}
			if ( self->s.eType == ET_NPC )
			{//An NPC
				if ( self->NPC && !self->enemy && ent->r.ownerNum != ENTITYNUM_NONE )
				{
					gentity_t *owner = &g_entities[ent->r.ownerNum];
					if ( owner->health >= 0 && (!owner->client || owner->client->playerTeam != self->client->playerTeam) )
					{
						G_SetEnemy( self, owner );
					}
				}
			}
			//FIXME: if NPC, predict the intersection between my current velocity/path and the missile's, see if it intersects my bounding box (+/-saberLength?), don't try to deflect unless it does?
			closestDist = dist;
			incoming = ent;
		}
	}

	if (self->s.eType == ET_NPC && self->localAnimIndex <= 1)
	{ //humanoid NPCs don't set angles based on server angles for looking, unlike other NPCs
		if (self->client && self->client->renderInfo.lookTarget < ENTITYNUM_WORLD)
		{
			lookT = &g_entities[self->client->renderInfo.lookTarget];
		}
	}

	if (lookT)
	{ //we got a looktarget at some point so we'll assign it then.
		if ( !(self->client->ps.eFlags2&EF2_HELD_BY_MONSTER) )
		{//lookTarget is set by and to the monster that's holding you, no other operations can change that
			self->client->ps.hasLookTarget = qtrue;
			self->client->ps.lookTarget = lookT->s.number;
		}
	}

	if (!doFullRoutine)
	{ //then we're done now
		return;
	}

	if ( incoming )
	{
		if ( self->NPC /*&& !G_ControlledByPlayer( self )*/ )
		{
			if ( Jedi_WaitingAmbush( self ) )
			{
				Jedi_Ambush( self );
			}
			if ( self->client->NPC_class == CLASS_BOBAFETT 
				&& (self->client->ps.eFlags2&EF2_FLYING)//moveType == MT_FLYSWIM 
				&& incoming->methodOfDeath != MOD_ROCKET_HOMING )
			{//a hovering Boba Fett, not a tracking rocket
				if ( !Q_irand( 0, 1 ) )
				{//strafe
					self->NPC->standTime = 0;
					self->client->ps.fd.forcePowerDebounce[FP_SABER_DEFENSE] = level.time + Q_irand( 1000, 2000 );
				}
				if ( !Q_irand( 0, 1 ) )
				{//go up/down
					TIMER_Set( self, "heightChange", Q_irand( 1000, 3000 ) );
					self->client->ps.fd.forcePowerDebounce[FP_SABER_DEFENSE] = level.time + Q_irand( 1000, 2000 );
				}
			}
			else if ( Jedi_SaberBlockGo( self, &self->NPC->last_ucmd, NULL, NULL, incoming, 0.0f ) != EVASION_NONE )
			{//make sure to turn on your saber if it's not on
				if ( self->client->NPC_class != CLASS_BOBAFETT )
				{
					//self->client->ps.SaberActivate();
					WP_ActivateSaber(self);
				}
			}
		}
		else//player
		{
			gentity_t *owner = &g_entities[incoming->r.ownerNum];

			WP_SaberBlockNonRandom( self, incoming->r.currentOrigin, qtrue );
			if ( owner && owner->client && (!self->enemy || self->enemy->s.weapon != WP_SABER) )//keep enemy jedi over shooters
			{
				self->enemy = owner;
				//NPC_SetLookTarget( self, owner->s.number, level.time+1000 );
				//player looktargetting done differently
			}
		}
	}
}

#define MIN_SABER_SLICE_DISTANCE 50

#define MIN_SABER_SLICE_RETURN_DISTANCE 30

#define SABER_THROWN_HIT_DAMAGE 30
#define SABER_THROWN_RETURN_HIT_DAMAGE 5

void thrownSaberTouch (gentity_t *saberent, gentity_t *other, trace_t *trace);

static GAME_INLINE qboolean CheckThrownSaberDamaged(gentity_t *saberent, gentity_t *saberOwner, gentity_t *ent, int dist, int returning, qboolean noDCheck)
{
	vec3_t vecsub;
	float veclen;
	gentity_t *te;

	if (saberOwner && saberOwner->client && saberOwner->client->ps.saberAttackWound > level.time)
	{
		return qfalse;
	}

	if (ent && ent->client && ent->inuse && ent->s.number != saberOwner->s.number &&
		ent->health > 0 && ent->takedamage &&
		trap_InPVS(ent->client->ps.origin, saberent->r.currentOrigin) &&
		ent->client->sess.sessionTeam != TEAM_SPECTATOR &&
		(ent->client->pers.connected || ent->s.eType == ET_NPC))
	{ //hit a client
		if (ent->inuse && ent->client &&
			ent->client->ps.duelInProgress &&
			ent->client->ps.duelIndex[0] != saberOwner->s.number)
		{
			return qfalse;
		}

		if (ent->inuse && ent->client &&
			saberOwner->client->ps.duelInProgress &&
			saberOwner->client->ps.duelIndex[0] != ent->s.number)
		{
			return qfalse;
		}

		VectorSubtract(saberent->r.currentOrigin, ent->client->ps.origin, vecsub);
		veclen = VectorLength(vecsub);

		if (veclen < dist)
		{ //within range
			trace_t tr;

			trap_Trace(&tr, saberent->r.currentOrigin, NULL, NULL, ent->client->ps.origin, saberent->s.number, MASK_SHOT);

			if (tr.fraction == 1 || tr.entityNum == ent->s.number)
			{ //Slice them
				if (!saberOwner->client->ps.isJediMaster && WP_SaberCanBlock(ent, tr.endpos, 0, MOD_SABER, qfalse, 999))
				{ //they blocked it
					WP_SaberBlockNonRandom(ent, tr.endpos, qfalse);

					te = G_TempEntity( tr.endpos, EV_SABER_BLOCK );
					VectorCopy(tr.endpos, te->s.origin);
					VectorCopy(tr.plane.normal, te->s.angles);
					if (!te->s.angles[0] && !te->s.angles[1] && !te->s.angles[2])
					{
						te->s.angles[1] = 1;
					}
					te->s.eventParm = 1;
					te->s.weapon = 0;//saberNum
					te->s.legsAnim = 0;//bladeNum

					if (saberCheckKnockdown_Thrown(saberent, saberOwner, &g_entities[tr.entityNum]))
					{ //it was knocked out of the air
						return qfalse;
					}

					if (!returning)
					{ //return to owner if blocked
						thrownSaberTouch(saberent, saberent, NULL);
					}

					saberOwner->client->ps.saberAttackWound = level.time + 500;
					return qfalse;
				}
				else
				{ //a good hit
					vec3_t dir;
					int dflags = 0;

					VectorSubtract(tr.endpos, saberent->r.currentOrigin, dir);
					VectorNormalize(dir);

					if (!dir[0] && !dir[1] && !dir[2])
					{
						dir[1] = 1;
					}

					if ( (saberOwner->client->saber[0].saberFlags2&SFL2_NO_DISMEMBERMENT) )
					{
						dflags |= DAMAGE_NO_DISMEMBER;
					}

					if ( saberOwner->client->saber[0].knockbackScale > 0.0f )
					{
						dflags |= DAMAGE_SABER_KNOCKBACK1;
					}

					if (saberOwner->client->ps.isJediMaster)
					{ //2x damage for the Jedi Master
						G_Damage(ent, saberOwner, saberOwner, dir, tr.endpos, saberent->damage*2, dflags, MOD_SABER);
					}
					else
					{
						G_Damage(ent, saberOwner, saberOwner, dir, tr.endpos, saberent->damage, dflags, MOD_SABER);
					}

					te = G_TempEntity( tr.endpos, EV_SABER_HIT );
					te->s.otherEntityNum = ent->s.number;
					te->s.otherEntityNum2 = saberOwner->s.number;
					te->s.weapon = 0;//saberNum
					te->s.legsAnim = 0;//bladeNum
					VectorCopy(tr.endpos, te->s.origin);
					VectorCopy(tr.plane.normal, te->s.angles);
					if (!te->s.angles[0] && !te->s.angles[1] && !te->s.angles[2])
					{
						te->s.angles[1] = 1;
					}

					te->s.eventParm = 1;

					if (!returning)
					{ //return to owner if blocked
						thrownSaberTouch(saberent, saberent, NULL);
					}
				}

				saberOwner->client->ps.saberAttackWound = level.time + 500;
			}
		}
	}
	else if (ent && !ent->client && ent->inuse && ent->takedamage && ent->health > 0 && ent->s.number != saberOwner->s.number &&
		ent->s.number != saberent->s.number && (noDCheck ||trap_InPVS(ent->r.currentOrigin, saberent->r.currentOrigin)))
	{ //hit a non-client

		if (noDCheck)
		{
			veclen = 0;
		}
		else
		{
			VectorSubtract(saberent->r.currentOrigin, ent->r.currentOrigin, vecsub);
			veclen = VectorLength(vecsub);
		}

		if (veclen < dist)
		{
			trace_t tr;
			vec3_t entOrigin;

			if (ent->s.eType == ET_MOVER)
			{
				VectorSubtract( ent->r.absmax, ent->r.absmin, entOrigin );
				VectorMA( ent->r.absmin, 0.5, entOrigin, entOrigin );
				VectorAdd( ent->r.absmin, ent->r.absmax, entOrigin );
				VectorScale( entOrigin, 0.5f, entOrigin );
			}
			else
			{
				VectorCopy(ent->r.currentOrigin, entOrigin);
			}

			trap_Trace(&tr, saberent->r.currentOrigin, NULL, NULL, entOrigin, saberent->s.number, MASK_SHOT);

			if (tr.fraction == 1 || tr.entityNum == ent->s.number)
			{
				vec3_t dir;
				int dflags = 0;

				VectorSubtract(tr.endpos, entOrigin, dir);
				VectorNormalize(dir);

				if ( (saberOwner->client->saber[0].saberFlags2&SFL2_NO_DISMEMBERMENT) )
				{
					dflags |= DAMAGE_NO_DISMEMBER;
				}
				if ( saberOwner->client->saber[0].knockbackScale > 0.0f )
				{
					dflags |= DAMAGE_SABER_KNOCKBACK1;
				}

				if (ent->s.eType == ET_NPC)
				{ //an animent
					G_Damage(ent, saberOwner, saberOwner, dir, tr.endpos, 40, dflags, MOD_SABER);
				}
				else
				{
					G_Damage(ent, saberOwner, saberOwner, dir, tr.endpos, 5, dflags, MOD_SABER);
				}

				te = G_TempEntity( tr.endpos, EV_SABER_HIT );
				te->s.otherEntityNum = ENTITYNUM_NONE; //don't do this for throw damage
				//te->s.otherEntityNum = ent->s.number;
				te->s.otherEntityNum2 = saberOwner->s.number;//actually, do send this, though - for the overridden per-saber hit effects/sounds
				te->s.weapon = 0;//saberNum
				te->s.legsAnim = 0;//bladeNum
				VectorCopy(tr.endpos, te->s.origin);
				VectorCopy(tr.plane.normal, te->s.angles);
				if (!te->s.angles[0] && !te->s.angles[1] && !te->s.angles[2])
				{
					te->s.angles[1] = 1;
				}

				if ( ent->s.eType == ET_MOVER )
				{
					if ( saberOwner
						&& saberOwner->client
						&& (saberOwner->client->saber[0].saberFlags2&SFL2_NO_CLASH_FLARE) ) 
					{//don't do clash flare - NOTE: assumes same is true for both sabers if using dual sabers!
						G_FreeEntity( te );//kind of a waste, but...
					}
					else
					{
						//I suppose I could tie this into the saberblock event, but I'm tired of adding flags to that thing.
						gentity_t *teS = G_TempEntity( te->s.origin, EV_SABER_CLASHFLARE );
						VectorCopy(te->s.origin, teS->s.origin);

						te->s.eventParm = 0;
					}
				}
				else
				{
					te->s.eventParm = 1;
				}

				if (!returning)
				{ //return to owner if blocked
					thrownSaberTouch(saberent, saberent, NULL);
				}

				saberOwner->client->ps.saberAttackWound = level.time + 500;
			}
		}
	}

	return qtrue;
}

static GAME_INLINE void saberCheckRadiusDamage(gentity_t *saberent, int returning)
{ //we're going to cheat and damage players within the saber's radius, just for the sake of doing things more "efficiently" (and because the saber entity has no server g2 instance)
	int i = 0;
	int dist = 0;
	gentity_t *ent;
	gentity_t *saberOwner = &g_entities[saberent->r.ownerNum];

	if (returning && returning != 2)
	{
		dist = MIN_SABER_SLICE_RETURN_DISTANCE;
	}
	else
	{
		dist = MIN_SABER_SLICE_DISTANCE;
	}

	if (!saberOwner || !saberOwner->client)
	{
		return;
	}

	if (saberOwner->client->ps.saberAttackWound > level.time)
	{
		return;
	}

	while (i < level.num_entities)
	{
		ent = &g_entities[i];

		CheckThrownSaberDamaged(saberent, saberOwner, ent, dist, returning, qfalse);

		i++;
	}
}

#define THROWN_SABER_COMP

static GAME_INLINE void saberMoveBack( gentity_t *ent, qboolean goingBack ) 
{
	vec3_t		origin, oldOrg;

	ent->s.pos.trType = TR_LINEAR;

	VectorCopy( ent->r.currentOrigin, oldOrg );
	// get current position
	BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );
	//Get current angles?
	BG_EvaluateTrajectory( &ent->s.apos, level.time, ent->r.currentAngles );

	//compensation test code..
#ifdef THROWN_SABER_COMP
	if (!goingBack && ent->s.pos.trType != TR_GRAVITY)
	{ //acts as a fallback in case touch code fails, keeps saber from going through things between predictions
		float originalLength = 0;
		int iCompensationLength = 32;
		trace_t tr;
		vec3_t mins, maxs;
		vec3_t calcComp, compensatedOrigin;
		VectorSet( mins, -24.0f, -24.0f, -8.0f );
		VectorSet( maxs, 24.0f, 24.0f, 8.0f );

		VectorSubtract(origin, oldOrg, calcComp);
		originalLength = VectorLength(calcComp);

		VectorNormalize(calcComp);

		compensatedOrigin[0] = oldOrg[0] + calcComp[0]*(originalLength+iCompensationLength);		
		compensatedOrigin[1] = oldOrg[1] + calcComp[1]*(originalLength+iCompensationLength);
		compensatedOrigin[2] = oldOrg[2] + calcComp[2]*(originalLength+iCompensationLength);

		trap_Trace(&tr, oldOrg, mins, maxs, compensatedOrigin, ent->r.ownerNum, MASK_PLAYERSOLID);

		if ((tr.fraction != 1 || tr.startsolid || tr.allsolid) && tr.entityNum != ent->r.ownerNum && !(g_entities[tr.entityNum].r.contents & CONTENTS_LIGHTSABER))
		{
			VectorClear(ent->s.pos.trDelta);

			//Unfortunately doing this would defeat the purpose of the compensation. We will have to settle for a jerk on the client.
			//VectorCopy( origin, ent->r.currentOrigin );

			//we'll skip the dist check, since we don't really care about that (we just hit it physically)
			CheckThrownSaberDamaged(ent, &g_entities[ent->r.ownerNum], &g_entities[tr.entityNum], 256, 0, qtrue);

			if (ent->s.pos.trType == TR_GRAVITY)
			{ //got blocked and knocked away in the damage func
				return;
			}

			tr.startsolid = 0;
			if (tr.entityNum == ENTITYNUM_NONE)
			{ //eh, this is a filthy lie. (obviously it had to hit something or it wouldn't be in here, so we'll say it hit the world)
				tr.entityNum = ENTITYNUM_WORLD;
			}
			thrownSaberTouch(ent, &g_entities[tr.entityNum], &tr);
			return;
		}
	}
#endif

	VectorCopy( origin, ent->r.currentOrigin );
}

void SaberBounceSound( gentity_t *self, gentity_t *other, trace_t *trace )
{
	VectorCopy(self->r.currentAngles, self->s.apos.trBase);
	self->s.apos.trBase[PITCH] = 90;
}

void DeadSaberThink(gentity_t *saberent)
{
	if (saberent->speed < level.time)
	{
		saberent->think = G_FreeEntity;
		saberent->nextthink = level.time;
		return;
	}

	G_RunObject(saberent);
}

void MakeDeadSaber(gentity_t *ent)
{	//spawn a "dead" saber entity here so it looks like the saber fell out of the air.
	//This entity will remove itself after a very short time period.
	vec3_t startorg;
	vec3_t startang;
	gentity_t *saberent;
	gentity_t *owner = NULL;
	
	if (g_gametype.integer == GT_JEDIMASTER)
	{ //never spawn a dead saber in JM, because the only saber on the level is really a world object
		//G_Sound(ent, CHAN_AUTO, saberOffSound);
		return;
	}

	saberent = G_Spawn();

	VectorCopy(ent->r.currentOrigin, startorg);
	VectorCopy(ent->r.currentAngles, startang);

	saberent->classname = "deadsaber";
			
	saberent->r.svFlags = SVF_USE_CURRENT_ORIGIN;
	saberent->r.ownerNum = ent->s.number;

	saberent->clipmask = MASK_PLAYERSOLID;
	saberent->r.contents = CONTENTS_TRIGGER;//0;

	VectorSet( saberent->r.mins, -3.0f, -3.0f, -1.5f );
	VectorSet( saberent->r.maxs, 3.0f, 3.0f, 1.5f );

	saberent->touch = SaberBounceSound;

	saberent->think = DeadSaberThink;
	saberent->nextthink = level.time;

	VectorCopy(startorg, saberent->s.pos.trBase);
	VectorCopy(startang, saberent->s.apos.trBase);

	VectorCopy(startorg, saberent->s.origin);
	VectorCopy(startang, saberent->s.angles);

	VectorCopy(startorg, saberent->r.currentOrigin);
	VectorCopy(startang, saberent->r.currentAngles);

	saberent->s.apos.trType = TR_GRAVITY;
	saberent->s.apos.trDelta[0] = Q_irand(200, 800);
	saberent->s.apos.trDelta[1] = Q_irand(200, 800);
	saberent->s.apos.trDelta[2] = Q_irand(200, 800);
	saberent->s.apos.trTime = level.time-50;

	saberent->s.pos.trType = TR_GRAVITY;
	saberent->s.pos.trTime = level.time-50;
	saberent->flags = FL_BOUNCE_HALF;
	if (ent->r.ownerNum >= 0 && ent->r.ownerNum < ENTITYNUM_WORLD)
	{
		owner = &g_entities[ent->r.ownerNum];

		if (owner->inuse && owner->client &&
			owner->client->saber[0].model[0])
		{
			WP_SaberAddG2Model( saberent, owner->client->saber[0].model, owner->client->saber[0].skin );
		}
		else
		{
			//WP_SaberAddG2Model( saberent, NULL, 0 );
			//argh!!!!
			G_FreeEntity(saberent);
			return;
		}
	}

	saberent->s.modelGhoul2 = 1;
	saberent->s.g2radius = 20;

	saberent->s.eType = ET_MISSILE;
	saberent->s.weapon = WP_SABER;

	saberent->speed = level.time + 4000;

	saberent->bounceCount = 12;

	//fall off in the direction the real saber was headed
	VectorCopy(ent->s.pos.trDelta, saberent->s.pos.trDelta);

	saberMoveBack(saberent, qtrue);
	saberent->s.pos.trType = TR_GRAVITY;

	trap_LinkEntity(saberent);	
}

#define MAX_LEAVE_TIME 20000

void saberReactivate(gentity_t *saberent, gentity_t *saberOwner);
void saberBackToOwner(gentity_t *saberent);

void DownedSaberThink(gentity_t *saberent)
{
	gentity_t *saberOwn = NULL;
	qboolean notDisowned = qfalse;
	qboolean pullBack = qfalse;

	saberent->nextthink = level.time;

	if (saberent->r.ownerNum == ENTITYNUM_NONE)
	{
		MakeDeadSaber(saberent);

		saberent->think = G_FreeEntity;
		saberent->nextthink = level.time;
		return;
	}

	saberOwn = &g_entities[saberent->r.ownerNum];

	if (!saberOwn ||
		!saberOwn->inuse ||
		!saberOwn->client ||
		saberOwn->client->sess.sessionTeam == TEAM_SPECTATOR ||
		(saberOwn->client->ps.pm_flags & PMF_FOLLOW))
	{
		MakeDeadSaber(saberent);

		saberent->think = G_FreeEntity;
		saberent->nextthink = level.time;
		return;
	}

	if (saberOwn->client->ps.saberEntityNum)
	{
		if (saberOwn->client->ps.saberEntityNum == saberent->s.number)
		{ //owner shouldn't have this set if we're thinking in here. Must've fallen off a cliff and instantly respawned or something.
			notDisowned = qtrue;
		}
		else
		{ //This should never happen, but just in case..
			assert(!"ULTRA BAD THING");
			MakeDeadSaber(saberent);

			saberent->think = G_FreeEntity;
			saberent->nextthink = level.time;
			return;
		}
	}

	if (notDisowned || saberOwn->health < 1 || !saberOwn->client->ps.fd.forcePowerLevel[FP_SABER_OFFENSE])
	{ //He's dead, just go back to our normal saber status
		saberOwn->client->ps.saberEntityNum = saberOwn->client->saberStoredIndex;

		//MakeDeadSaber(saberent); //spawn a dead saber on top of where we are now. The "bodyqueue" method.
		//Actually this will get taken care of when the thrown saber func sees we're dead.

#ifdef _DEBUG
		if (saberOwn->client->saberStoredIndex != saberent->s.number)
		{ //I'm paranoid.
			assert(!"Bad saber index!!!");
		}
#endif

		saberReactivate(saberent, saberOwn);

		if (saberOwn->health < 1)
		{
			saberOwn->client->ps.saberInFlight = qfalse;
			MakeDeadSaber(saberent);
		}

		saberent->touch = SaberGotHit;
		saberent->think = SaberUpdateSelf;
		saberent->genericValue5 = 0;
		saberent->nextthink = level.time;

		saberent->r.svFlags |= (SVF_NOCLIENT);
		//saberent->r.contents = CONTENTS_LIGHTSABER;
		saberent->s.loopSound = 0;
		saberent->s.loopIsSoundset = qfalse;

		if (saberOwn->health > 0)
		{ //only set this if he's alive. If dead we want to reflect the lack of saber on the corpse, as he died with his saber out.
			saberOwn->client->ps.saberInFlight = qfalse;
			WP_SaberRemoveG2Model( saberent );
		}
		saberOwn->client->ps.saberEntityState = 0;
		saberOwn->client->ps.saberThrowDelay = level.time + 500;
		saberOwn->client->ps.saberCanThrow = qfalse;

		return;
	}

	if (saberOwn->client->saberKnockedTime < level.time && (saberOwn->client->pers.cmd.buttons & BUTTON_ATTACK))
	{ //He wants us back
		pullBack = qtrue;
	}
	else if ((level.time - saberOwn->client->saberKnockedTime) > MAX_LEAVE_TIME)
	{ //Been sitting around for too long, go back no matter what he wants.
		pullBack = qtrue;
	}

	if (pullBack)
	{ //Get going back to the owner.
		saberOwn->client->ps.saberEntityNum = saberOwn->client->saberStoredIndex;

#ifdef _DEBUG
		if (saberOwn->client->saberStoredIndex != saberent->s.number)
		{ //I'm paranoid.
			assert(!"Bad saber index!!!");
		}
#endif
		saberReactivate(saberent, saberOwn);

		saberent->touch = SaberGotHit;

		saberent->think = saberBackToOwner;
		saberent->speed = 0;
		saberent->genericValue5 = 0;
		saberent->nextthink = level.time;

		saberent->r.contents = CONTENTS_LIGHTSABER;

		G_Sound( saberOwn, CHAN_BODY, G_SoundIndex( "sound/weapons/force/pull.wav" ) );
		if (saberOwn->client->saber[0].soundOn)
		{
			G_Sound( saberent, CHAN_BODY, saberOwn->client->saber[0].soundOn );
		}
		if (saberOwn->client->saber[1].soundOn)
		{
			G_Sound( saberOwn, CHAN_BODY, saberOwn->client->saber[1].soundOn );
		}

		return;
	}

	G_RunObject(saberent);
	saberent->nextthink = level.time;
}

void saberReactivate(gentity_t *saberent, gentity_t *saberOwner)
{
	saberent->s.saberInFlight = qtrue;

	saberent->s.apos.trType = TR_LINEAR;
	saberent->s.apos.trDelta[0] = 0;
	saberent->s.apos.trDelta[1] = 800;
	saberent->s.apos.trDelta[2] = 0;

	saberent->s.pos.trType = TR_LINEAR;
	saberent->s.eType = ET_GENERAL;
	saberent->s.eFlags = 0;

	saberent->parent = saberOwner;

	saberent->genericValue5 = 0;

	SetSaberBoxSize(saberent);

	saberent->touch = thrownSaberTouch;

	saberent->s.weapon = WP_SABER;

	saberOwner->client->ps.saberEntityState = 1;

	trap_LinkEntity(saberent);
}

#define SABER_RETRIEVE_DELAY 3000 //3 seconds for now. This will leave you nice and open if you lose your saber.

void saberKnockDown(gentity_t *saberent, gentity_t *saberOwner, gentity_t *other)
{
	saberOwner->client->ps.saberEntityNum = 0; //still stored in client->saberStoredIndex
	saberOwner->client->saberKnockedTime = level.time + SABER_RETRIEVE_DELAY;

	saberent->clipmask = MASK_SOLID;
	saberent->r.contents = CONTENTS_TRIGGER;//0;

	VectorSet( saberent->r.mins, -3.0f, -3.0f, -1.5f );
	VectorSet( saberent->r.maxs, 3.0f, 3.0f, 1.5f );

	saberent->s.apos.trType = TR_GRAVITY;
	saberent->s.apos.trDelta[0] = Q_irand(200, 800);
	saberent->s.apos.trDelta[1] = Q_irand(200, 800);
	saberent->s.apos.trDelta[2] = Q_irand(200, 800);
	saberent->s.apos.trTime = level.time-50;

	saberent->s.pos.trType = TR_GRAVITY;
	saberent->s.pos.trTime = level.time-50;
	saberent->flags |= FL_BOUNCE_HALF;

	WP_SaberAddG2Model( saberent, saberOwner->client->saber[0].model, saberOwner->client->saber[0].skin );

	saberent->s.modelGhoul2 = 1;
	saberent->s.g2radius = 20;

	saberent->s.eType = ET_MISSILE;
	saberent->s.weapon = WP_SABER;

	saberent->speed = level.time + 4000;

	saberent->bounceCount = -5;//8;

	saberMoveBack(saberent, qtrue);
	saberent->s.pos.trType = TR_GRAVITY;

	saberent->s.loopSound = 0; //kill this in case it was spinning.
	saberent->s.loopIsSoundset = qfalse;

	saberent->r.svFlags &= ~(SVF_NOCLIENT); //make sure the client is getting updates on where it is and such.

	saberent->touch = SaberBounceSound;
	saberent->think = DownedSaberThink;
	saberent->nextthink = level.time;

	if (saberOwner != other)
	{ //if someone knocked it out of the air and it wasn't turned off, go in the direction they were facing.
		if (other->inuse && other->client)
		{
			vec3_t otherFwd;
			float deflectSpeed = 200;

			AngleVectors(other->client->ps.viewangles, otherFwd, 0, 0);

			saberent->s.pos.trDelta[0] = otherFwd[0]*deflectSpeed;
			saberent->s.pos.trDelta[1] = otherFwd[1]*deflectSpeed;
			saberent->s.pos.trDelta[2] = otherFwd[2]*deflectSpeed;
		}
	}

	trap_LinkEntity(saberent);

	if (saberOwner->client->saber[0].soundOff)
	{
		G_Sound( saberent, CHAN_BODY, saberOwner->client->saber[0].soundOff );
	}

	if (saberOwner->client->saber[1].soundOff &&
		saberOwner->client->saber[1].model[0])
	{
		G_Sound( saberOwner, CHAN_BODY, saberOwner->client->saber[1].soundOff );
	}
}

//sort of a silly macro I guess. But if I change anything in here I'll probably want it to be everywhere.
#define SABERINVALID (!saberent || !saberOwner || !other || !saberent->inuse || !saberOwner->inuse || !other->inuse || !saberOwner->client || !other->client || !saberOwner->client->ps.saberEntityNum || saberOwner->client->ps.saberLockTime > (level.time-100))

void WP_SaberRemoveG2Model( gentity_t *saberent )
{
	if ( saberent->ghoul2 )
	{
		trap_G2API_RemoveGhoul2Models( &saberent->ghoul2 );
	}
}

void WP_SaberAddG2Model( gentity_t *saberent, const char *saberModel, qhandle_t saberSkin )
{
	WP_SaberRemoveG2Model( saberent );
	if ( saberModel && saberModel[0] )
	{
		saberent->s.modelindex = G_ModelIndex(saberModel);
	}
	else
	{
		saberent->s.modelindex = G_ModelIndex( "models/weapons2/saber/saber_w.glm" );
	}
	//FIXME: use customSkin?
	trap_G2API_InitGhoul2Model( &saberent->ghoul2, saberModel, saberent->s.modelindex, saberSkin, 0, 0, 0 );
}

//Make the saber go flying directly out of the owner's hand in the specified direction
qboolean saberKnockOutOfHand(gentity_t *saberent, gentity_t *saberOwner, vec3_t velocity)
{
	if (!saberent || !saberOwner ||
		!saberent->inuse || !saberOwner->inuse ||
		!saberOwner->client)
	{
		return qfalse;
	}

	if (!saberOwner->client->ps.saberEntityNum)
	{ //already gone
		return qfalse;
	}

	if ((level.time - saberOwner->client->lastSaberStorageTime) > 50)
	{ //must have a reasonably updated saber base pos
		return qfalse;
	}

	if (saberOwner->client->ps.saberLockTime > (level.time-100))
	{
		return qfalse;
	}
	if ( (saberOwner->client->saber[0].saberFlags&SFL_NOT_DISARMABLE) )
	{
		return qfalse;
	}

	saberOwner->client->ps.saberInFlight = qtrue;
	saberOwner->client->ps.saberEntityState = 1;

	saberent->s.saberInFlight = qfalse;//qtrue;

	saberent->s.pos.trType = TR_LINEAR;
	saberent->s.eType = ET_GENERAL;
	saberent->s.eFlags = 0;

	WP_SaberAddG2Model( saberent, saberOwner->client->saber[0].model, saberOwner->client->saber[0].skin );

	saberent->s.modelGhoul2 = 127;

	saberent->parent = saberOwner;

	saberent->damage = SABER_THROWN_HIT_DAMAGE;
	saberent->methodOfDeath = MOD_SABER;
	saberent->splashMethodOfDeath = MOD_SABER;
	saberent->s.solid = 2;
	saberent->r.contents = CONTENTS_LIGHTSABER;

	saberent->genericValue5 = 0;

	VectorSet( saberent->r.mins, -24.0f, -24.0f, -8.0f );
	VectorSet( saberent->r.maxs, 24.0f, 24.0f, 8.0f );

	saberent->s.genericenemyindex = saberOwner->s.number+1024;
	saberent->s.weapon = WP_SABER;

	saberent->genericValue5 = 0;

	G_SetOrigin(saberent, saberOwner->client->lastSaberBase_Always); //use this as opposed to the right hand bolt,
	//because I don't want to risk reconstructing the skel again to get it here. And it isn't worth storing.
	saberKnockDown(saberent, saberOwner, saberOwner);
	VectorCopy(velocity, saberent->s.pos.trDelta); //override the velocity on the knocked away saber.
	
	return qtrue;
}

//Called at the result of a circle lock duel - the loser gets his saber tossed away and is put into a reflected attack anim
qboolean saberCheckKnockdown_DuelLoss(gentity_t *saberent, gentity_t *saberOwner, gentity_t *other)
{
	vec3_t dif;
	float totalDistance = 1;
	float distScale = 6.5f;
	qboolean validMomentum = qtrue;
	int	disarmChance = 1;

	if (SABERINVALID)
	{
		return qfalse;
	}

	VectorClear(dif);

	if (!other->client->olderIsValid || (level.time - other->client->lastSaberStorageTime) >= 200)
	{ //see if the spots are valid
		validMomentum = qfalse;
	}

	if (validMomentum)
	{
		//Get the difference 
		VectorSubtract(other->client->lastSaberBase_Always, other->client->olderSaberBase, dif);
		totalDistance = VectorNormalize(dif);

		if (!totalDistance)
		{ //fine, try our own
			if (!saberOwner->client->olderIsValid || (level.time - saberOwner->client->lastSaberStorageTime) >= 200)
			{
				validMomentum = qfalse;
			}

			if (validMomentum)
			{
				VectorSubtract(saberOwner->client->lastSaberBase_Always, saberOwner->client->olderSaberBase, dif);
				totalDistance = VectorNormalize(dif);
			}
		}

		if (validMomentum)
		{
			if (!totalDistance)
			{ //try the difference between the two blades
				VectorSubtract(saberOwner->client->lastSaberBase_Always, other->client->lastSaberBase_Always, dif);
				totalDistance = VectorNormalize(dif);
			}

			if (totalDistance)
			{ //if we still have no difference somehow, just let it fall to the ground when the time comes.
				if (totalDistance < 20)
				{
					totalDistance = 20;
				}
				VectorScale(dif, totalDistance*distScale, dif);
			}
		}
	}

	saberOwner->client->ps.saberMove = LS_V1_BL; //rwwFIXMEFIXME: Ideally check which lock it was exactly and use the proper anim (same goes for the attacker)
	saberOwner->client->ps.saberBlocked = BLOCKED_BOUNCE_MOVE;

	if ( other && other->client )
	{
		disarmChance += other->client->saber[0].disarmBonus;
		if ( other->client->saber[1].model
			&& other->client->saber[1].model[0]
			&& !other->client->ps.saberHolstered )
		{
			other->client->saber[1].disarmBonus;
		}
	}
	if ( Q_irand( 0, disarmChance ) )
	{
		return saberKnockOutOfHand(saberent, saberOwner, dif);
	}
	else
	{
		return qfalse;
	}
}

//Called when we want to try knocking the saber out of the owner's hand upon them going into a broken parry.
//Also called on reflected attacks.
qboolean saberCheckKnockdown_BrokenParry(gentity_t *saberent, gentity_t *saberOwner, gentity_t *other)
{
	int myAttack;
	int otherAttack;
	qboolean doKnock = qfalse;
	int	disarmChance = 1;

	if (SABERINVALID)
	{
		return qfalse;
	}

	//Neither gets an advantage based on attack state, when it comes to knocking
	//saber out of hand.
	myAttack = G_SaberAttackPower(saberOwner, qfalse);
	otherAttack = G_SaberAttackPower(other, qfalse);

	if (!other->client->olderIsValid || (level.time - other->client->lastSaberStorageTime) >= 200)
	{ //if we don't know which way to throw the saber based on momentum between saber positions, just don't throw it
		return qfalse;
	}

	//only knock the saber out of the hand if they're in a stronger stance I suppose. Makes strong more advantageous.
	if (otherAttack > myAttack+1 && Q_irand(1, 10) <= 7)
	{ //This would be, say, strong stance against light stance.
		doKnock = qtrue;
	}
	else if (otherAttack > myAttack && Q_irand(1, 10) <= 3)
	{ //Strong vs. medium, medium vs. light
		doKnock = qtrue;
	}

	if (doKnock)
	{
		vec3_t dif;
		float totalDistance;
		float distScale = 6.5f;

		VectorSubtract(other->client->lastSaberBase_Always, other->client->olderSaberBase, dif);
		totalDistance = VectorNormalize(dif);

		if (!totalDistance)
		{ //fine, try our own
			if (!saberOwner->client->olderIsValid || (level.time - saberOwner->client->lastSaberStorageTime) >= 200)
			{ //if we don't know which way to throw the saber based on momentum between saber positions, just don't throw it
				return qfalse;
			}

			VectorSubtract(saberOwner->client->lastSaberBase_Always, saberOwner->client->olderSaberBase, dif);
			totalDistance = VectorNormalize(dif);
		}

		if (!totalDistance)
		{ //...forget it then.
			return qfalse;
		}

		if (totalDistance < 20)
		{
			totalDistance = 20;
		}
		VectorScale(dif, totalDistance*distScale, dif);

		if ( other && other->client )
		{
			disarmChance += other->client->saber[0].disarmBonus;
			if ( other->client->saber[1].model
				&& other->client->saber[1].model[0]
				&& !other->client->ps.saberHolstered )
			{
				other->client->saber[1].disarmBonus;
			}
		}
		if ( Q_irand( 0, disarmChance ) )
		{
			return saberKnockOutOfHand(saberent, saberOwner, dif);
		}
	}

	return qfalse;
}

#include "../namespace_begin.h"
qboolean BG_InExtraDefenseSaberMove( int move );
#include "../namespace_end.h"

//Called upon an enemy actually slashing into a thrown saber
qboolean saberCheckKnockdown_Smashed(gentity_t *saberent, gentity_t *saberOwner, gentity_t *other, int damage)
{
	if (SABERINVALID)
	{
		return qfalse;
	}

	if (!saberOwner->client->ps.saberInFlight)
	{ //can only do this if the saber is already actually in flight
		return qfalse;
	}

	if ( other
		&& other->inuse
		&& other->client 
		&& BG_InExtraDefenseSaberMove( other->client->ps.saberMove ) )
	{ //make sure the blow was strong enough
		saberKnockDown(saberent, saberOwner, other);
		return qtrue;
	}

	if (damage > 10)
	{ //make sure the blow was strong enough
		saberKnockDown(saberent, saberOwner, other);
		return qtrue;
	}

	return qfalse;
}

//Called upon blocking a thrown saber. If the throw level compared to the blocker's defense level
//is inferior, or equal and a random factor is met, then the saber will be tossed to the ground.
qboolean saberCheckKnockdown_Thrown(gentity_t *saberent, gentity_t *saberOwner, gentity_t *other)
{
	int throwLevel = 0;
	int defenLevel = 0;
	qboolean tossIt = qfalse;

	if (SABERINVALID)
	{
		return qfalse;
	}

	defenLevel = other->client->ps.fd.forcePowerLevel[FP_SABER_DEFENSE];
	throwLevel = saberOwner->client->ps.fd.forcePowerLevel[FP_SABERTHROW];

	if (defenLevel > throwLevel)
	{
		tossIt = qtrue;
	}
	else if (defenLevel == throwLevel && Q_irand(1, 10) <= 4)
	{
		tossIt = qtrue;
	}
	//otherwise don't

	if (tossIt)
	{
		saberKnockDown(saberent, saberOwner, other);
		return qtrue;
	}

	return qfalse;
}

void saberBackToOwner(gentity_t *saberent)
{
	gentity_t *saberOwner = &g_entities[saberent->r.ownerNum];
	vec3_t dir;
	float ownerLen;

	if (saberent->r.ownerNum == ENTITYNUM_NONE)
	{
		MakeDeadSaber(saberent);

		saberent->think = G_FreeEntity;
		saberent->nextthink = level.time;
		return;
	}

	if (!saberOwner->inuse ||
		!saberOwner->client ||
		saberOwner->client->sess.sessionTeam == TEAM_SPECTATOR)
	{
		MakeDeadSaber(saberent);

		saberent->think = G_FreeEntity;
		saberent->nextthink = level.time;
		return;
	}

	if (saberOwner->health < 1 || !saberOwner->client->ps.fd.forcePowerLevel[FP_SABER_OFFENSE])
	{ //He's dead, just go back to our normal saber status
		saberent->touch = SaberGotHit;
		saberent->think = SaberUpdateSelf;
		saberent->genericValue5 = 0;
		saberent->nextthink = level.time;

		if (saberOwner->client &&
			saberOwner->client->saber[0].soundOff)
		{
			G_Sound(saberent, CHAN_AUTO, saberOwner->client->saber[0].soundOff);
		}
		MakeDeadSaber(saberent);

		saberent->r.svFlags |= (SVF_NOCLIENT);
		saberent->r.contents = CONTENTS_LIGHTSABER;
		SetSaberBoxSize(saberent);
		saberent->s.loopSound = 0;
		saberent->s.loopIsSoundset = qfalse;
		WP_SaberRemoveG2Model( saberent );

		saberOwner->client->ps.saberInFlight = qfalse;
		saberOwner->client->ps.saberEntityState = 0;
		saberOwner->client->ps.saberThrowDelay = level.time + 500;
		saberOwner->client->ps.saberCanThrow = qfalse;

		return;
	}

	//make sure this is set alright
	assert(saberOwner->client->ps.saberEntityNum == saberent->s.number ||
		saberOwner->client->saberStoredIndex == saberent->s.number);
	saberOwner->client->ps.saberEntityNum = saberent->s.number;

	saberent->r.contents = CONTENTS_LIGHTSABER;

	VectorSubtract(saberent->pos1, saberent->r.currentOrigin, dir);

	ownerLen = VectorLength(dir);

	if (saberent->speed < level.time)
	{
		float baseSpeed = 900;

		VectorNormalize(dir);

		saberMoveBack(saberent, qtrue);
		VectorCopy(saberent->r.currentOrigin, saberent->s.pos.trBase);

		if (saberOwner->client->ps.fd.forcePowerLevel[FP_SABERTHROW] >= FORCE_LEVEL_3)
		{ //allow players with high saber throw rank to control the return speed of the saber
			baseSpeed = 900;

			saberent->speed = level.time;// + 200;
		}
		else
		{
			baseSpeed = 700;
			saberent->speed = level.time + 50;
		}

		//Gradually slow down as it approaches, so it looks smoother coming into the hand.
		if (ownerLen < 64)
		{
			VectorScale(dir, baseSpeed-200, saberent->s.pos.trDelta );
		}
		else if (ownerLen < 128)
		{
			VectorScale(dir, baseSpeed-150, saberent->s.pos.trDelta );
		}
		else if (ownerLen < 256)
		{
			VectorScale(dir, baseSpeed-100, saberent->s.pos.trDelta );
		}
		else
		{
			VectorScale(dir, baseSpeed, saberent->s.pos.trDelta );
		}

		saberent->s.pos.trTime = level.time;
	}

	/*
	if (ownerLen <= 512)
	{
		saberent->s.saberInFlight = qfalse;
		saberent->s.loopSound = saberHumSound;
		saberent->s.loopIsSoundset = qfalse;
	}
	*/
	//I'm just doing this now. I don't really like the spin on the way back. And it does weird stuff with the new saber-knocked-away code.
	if (saberOwner->client->ps.saberEntityNum == saberent->s.number)
	{
		if ( !(saberOwner->client->saber[0].saberFlags&SFL_RETURN_DAMAGE)
			|| saberOwner->client->ps.saberHolstered )
		{
			saberent->s.saberInFlight = qfalse;
		}
		saberent->s.loopSound = saberOwner->client->saber[0].soundLoop;
		saberent->s.loopIsSoundset = qfalse;

		if (ownerLen <= 32)
		{
			G_Sound( saberent, CHAN_AUTO, G_SoundIndex( "sound/weapons/saber/saber_catch.wav" ) );

			saberOwner->client->ps.saberInFlight = qfalse;
			saberOwner->client->ps.saberEntityState = 0;
			saberOwner->client->ps.saberCanThrow = qfalse;
			saberOwner->client->ps.saberThrowDelay = level.time + 300;

			saberent->touch = SaberGotHit;

			saberent->think = SaberUpdateSelf;
			saberent->genericValue5 = 0;
			saberent->nextthink = level.time + 50;
			WP_SaberRemoveG2Model( saberent );

			return;
		}

		if (!saberent->s.saberInFlight)
		{
			saberCheckRadiusDamage(saberent, 1);
		}
		else
		{
			saberCheckRadiusDamage(saberent, 2);
		}

		saberMoveBack(saberent, qtrue);
	}

	saberent->nextthink = level.time;
}

void saberFirstThrown(gentity_t *saberent);

void thrownSaberTouch (gentity_t *saberent, gentity_t *other, trace_t *trace)
{
	gentity_t *hitEnt = other;

	if (other && other->s.number == saberent->r.ownerNum)
	{
		return;
	}
	VectorClear(saberent->s.pos.trDelta);
	saberent->s.pos.trTime = level.time;

	saberent->s.apos.trType = TR_LINEAR;
	saberent->s.apos.trDelta[0] = 0;
	saberent->s.apos.trDelta[1] = 800;
	saberent->s.apos.trDelta[2] = 0;

	VectorCopy(saberent->r.currentOrigin, saberent->s.pos.trBase);

	saberent->think = saberBackToOwner;
	saberent->nextthink = level.time;

	if (other && other->r.ownerNum < MAX_CLIENTS &&
		(other->r.contents & CONTENTS_LIGHTSABER) &&
		g_entities[other->r.ownerNum].client &&
		g_entities[other->r.ownerNum].inuse)
	{
		hitEnt = &g_entities[other->r.ownerNum];
	}

	//we'll skip the dist check, since we don't really care about that (we just hit it physically)
	CheckThrownSaberDamaged(saberent, &g_entities[saberent->r.ownerNum], hitEnt, 256, 0, qtrue);

	saberent->speed = 0;
}

#define SABER_MAX_THROW_DISTANCE 700

void saberFirstThrown(gentity_t *saberent)
{
	vec3_t		vSub;
	float		vLen;
	gentity_t	*saberOwn = &g_entities[saberent->r.ownerNum];

	if (saberent->r.ownerNum == ENTITYNUM_NONE)
	{
		MakeDeadSaber(saberent);

		saberent->think = G_FreeEntity;
		saberent->nextthink = level.time;
		return;
	}

	if (!saberOwn ||
		!saberOwn->inuse ||
		!saberOwn->client ||
		saberOwn->client->sess.sessionTeam == TEAM_SPECTATOR)
	{
		MakeDeadSaber(saberent);

		saberent->think = G_FreeEntity;
		saberent->nextthink = level.time;
		return;
	}

	if (saberOwn->health < 1 || !saberOwn->client->ps.fd.forcePowerLevel[FP_SABER_OFFENSE])
	{ //He's dead, just go back to our normal saber status
		saberent->touch = SaberGotHit;
		saberent->think = SaberUpdateSelf;
		saberent->genericValue5 = 0;
		saberent->nextthink = level.time;

		if (saberOwn->client &&
			saberOwn->client->saber[0].soundOff)
		{
			G_Sound(saberent, CHAN_AUTO, saberOwn->client->saber[0].soundOff);
		}
		MakeDeadSaber(saberent);

		saberent->r.svFlags |= (SVF_NOCLIENT);
		saberent->r.contents = CONTENTS_LIGHTSABER;
		SetSaberBoxSize(saberent);
		saberent->s.loopSound = 0;
		saberent->s.loopIsSoundset = qfalse;
		WP_SaberRemoveG2Model( saberent );

		saberOwn->client->ps.saberInFlight = qfalse;
		saberOwn->client->ps.saberEntityState = 0;
		saberOwn->client->ps.saberThrowDelay = level.time + 500;
		saberOwn->client->ps.saberCanThrow = qfalse;

		return;
	}

	if ((level.time - saberOwn->client->ps.saberDidThrowTime) > 500)
	{
		if (!(saberOwn->client->buttons & BUTTON_ALT_ATTACK))
		{ //If owner releases altattack 500ms or later after throwing saber, it autoreturns
			thrownSaberTouch(saberent, saberent, NULL);
			goto runMin;
		}
		else if ((level.time - saberOwn->client->ps.saberDidThrowTime) > 6000)
		{ //if it's out longer than 6 seconds, return it
			thrownSaberTouch(saberent, saberent, NULL);
			goto runMin;
		}
	}

	if (BG_HasYsalamiri(g_gametype.integer, &saberOwn->client->ps))
	{
		thrownSaberTouch(saberent, saberent, NULL);
		goto runMin;
	}
	
	if (!BG_CanUseFPNow(g_gametype.integer, &saberOwn->client->ps, level.time, FP_SABERTHROW))
	{
		thrownSaberTouch(saberent, saberent, NULL);
		goto runMin;
	}

	VectorSubtract(saberOwn->client->ps.origin, saberent->r.currentOrigin, vSub);
	vLen = VectorLength(vSub);

	if (vLen >= (SABER_MAX_THROW_DISTANCE*saberOwn->client->ps.fd.forcePowerLevel[FP_SABERTHROW]))
	{
		thrownSaberTouch(saberent, saberent, NULL);
		goto runMin;
	}

	if (saberOwn->client->ps.fd.forcePowerLevel[FP_SABERTHROW] >= FORCE_LEVEL_2 &&
		saberent->speed < level.time)
	{ //if owner is rank 3 in saber throwing, the saber goes where he points
		vec3_t fwd, traceFrom, traceTo, dir;
		trace_t tr;

		AngleVectors(saberOwn->client->ps.viewangles, fwd, 0, 0);

		VectorCopy(saberOwn->client->ps.origin, traceFrom);
		traceFrom[2] += saberOwn->client->ps.viewheight;

		VectorCopy(traceFrom, traceTo);
		traceTo[0] += fwd[0]*4096;
		traceTo[1] += fwd[1]*4096;
		traceTo[2] += fwd[2]*4096;

		saberMoveBack(saberent, qfalse);
		VectorCopy(saberent->r.currentOrigin, saberent->s.pos.trBase);

		if (saberOwn->client->ps.fd.forcePowerLevel[FP_SABERTHROW] >= FORCE_LEVEL_3)
		{ //if highest saber throw rank, we can direct the saber toward players directly by looking at them
			trap_Trace(&tr, traceFrom, NULL, NULL, traceTo, saberOwn->s.number, MASK_PLAYERSOLID);
		}
		else
		{
			trap_Trace(&tr, traceFrom, NULL, NULL, traceTo, saberOwn->s.number, MASK_SOLID);
		}

		VectorSubtract(tr.endpos, saberent->r.currentOrigin, dir);

		VectorNormalize(dir);

		VectorScale(dir, 500, saberent->s.pos.trDelta );
		saberent->s.pos.trTime = level.time;

		if (saberOwn->client->ps.fd.forcePowerLevel[FP_SABERTHROW] >= FORCE_LEVEL_3)
		{ //we'll treat them to a quicker update rate if their throw rank is high enough
			saberent->speed = level.time + 100;
		}
		else
		{
			saberent->speed = level.time + 400;
		}
	}

runMin:

	saberCheckRadiusDamage(saberent, 0);
	G_RunObject(saberent);
}

void UpdateClientRenderBolts(gentity_t *self, vec3_t renderOrigin, vec3_t renderAngles)
{
	mdxaBone_t boltMatrix;
	renderInfo_t *ri = &self->client->renderInfo;

	if (!self->ghoul2)
	{
		VectorCopy(self->client->ps.origin, ri->headPoint);
		VectorCopy(self->client->ps.origin, ri->handRPoint);
		VectorCopy(self->client->ps.origin, ri->handLPoint);
		VectorCopy(self->client->ps.origin, ri->torsoPoint);
		VectorCopy(self->client->ps.origin, ri->crotchPoint);
		VectorCopy(self->client->ps.origin, ri->footRPoint);
		VectorCopy(self->client->ps.origin, ri->footLPoint);
	}
	else
	{
		//head
		trap_G2API_GetBoltMatrix(self->ghoul2, 0, ri->headBolt, &boltMatrix, renderAngles, renderOrigin, level.time, NULL, self->modelScale);
		ri->headPoint[0] = boltMatrix.matrix[0][3];
		ri->headPoint[1] = boltMatrix.matrix[1][3];
		ri->headPoint[2] = boltMatrix.matrix[2][3];

		//right hand
		trap_G2API_GetBoltMatrix(self->ghoul2, 0, ri->handRBolt, &boltMatrix, renderAngles, renderOrigin, level.time, NULL, self->modelScale);
		ri->handRPoint[0] = boltMatrix.matrix[0][3];
		ri->handRPoint[1] = boltMatrix.matrix[1][3];
		ri->handRPoint[2] = boltMatrix.matrix[2][3];

		//left hand
		trap_G2API_GetBoltMatrix(self->ghoul2, 0, ri->handLBolt, &boltMatrix, renderAngles, renderOrigin, level.time, NULL, self->modelScale);
		ri->handLPoint[0] = boltMatrix.matrix[0][3];
		ri->handLPoint[1] = boltMatrix.matrix[1][3];
		ri->handLPoint[2] = boltMatrix.matrix[2][3];

		//chest
		trap_G2API_GetBoltMatrix(self->ghoul2, 0, ri->torsoBolt, &boltMatrix, renderAngles, renderOrigin, level.time, NULL, self->modelScale);
		ri->torsoPoint[0] = boltMatrix.matrix[0][3];
		ri->torsoPoint[1] = boltMatrix.matrix[1][3];
		ri->torsoPoint[2] = boltMatrix.matrix[2][3];

		//crotch
		trap_G2API_GetBoltMatrix(self->ghoul2, 0, ri->crotchBolt, &boltMatrix, renderAngles, renderOrigin, level.time, NULL, self->modelScale);
		ri->crotchPoint[0] = boltMatrix.matrix[0][3];
		ri->crotchPoint[1] = boltMatrix.matrix[1][3];
		ri->crotchPoint[2] = boltMatrix.matrix[2][3];

		//right foot
		trap_G2API_GetBoltMatrix(self->ghoul2, 0, ri->footRBolt, &boltMatrix, renderAngles, renderOrigin, level.time, NULL, self->modelScale);
		ri->footRPoint[0] = boltMatrix.matrix[0][3];
		ri->footRPoint[1] = boltMatrix.matrix[1][3];
		ri->footRPoint[2] = boltMatrix.matrix[2][3];

		//left foot
		trap_G2API_GetBoltMatrix(self->ghoul2, 0, ri->footLBolt, &boltMatrix, renderAngles, renderOrigin, level.time, NULL, self->modelScale);
		ri->footLPoint[0] = boltMatrix.matrix[0][3];
		ri->footLPoint[1] = boltMatrix.matrix[1][3];
		ri->footLPoint[2] = boltMatrix.matrix[2][3];
	}

	self->client->renderInfo.boltValidityTime = level.time;
}

void UpdateClientRenderinfo(gentity_t *self, vec3_t renderOrigin, vec3_t renderAngles)
{
	renderInfo_t *ri = &self->client->renderInfo;
	if ( ri->mPCalcTime < level.time )
	{
		//We're just going to give rough estimates on most of this stuff,
		//it's not like most of it matters.

	#if 0 //#if 0'd since it's a waste setting all this to 0 each frame.
		//Should you wish to make any of this valid then feel free to do so.
		ri->headYawRangeLeft = ri->headYawRangeRight = ri->headPitchRangeUp = ri->headPitchRangeDown = 0;
		ri->torsoYawRangeLeft = ri->torsoYawRangeRight = ri->torsoPitchRangeUp = ri->torsoPitchRangeDown = 0;

		ri->torsoFpsMod = ri->legsFpsMod = 0;

		VectorClear(ri->customRGB);
		ri->customAlpha = 0;
		ri->renderFlags = 0;
		ri->lockYaw = 0;

		VectorClear(ri->headAngles);
		VectorClear(ri->torsoAngles);

		//VectorClear(ri->eyeAngles);

		ri->legsYaw = 0;
	#endif

		if (self->ghoul2 &&
			self->ghoul2 != ri->lastG2)
		{ //the g2 instance changed, so update all the bolts.
			//rwwFIXMEFIXME: Base on skeleton used? Assuming humanoid currently.
			ri->lastG2 = self->ghoul2;

			if (self->localAnimIndex <= 1)
			{
				ri->headBolt = trap_G2API_AddBolt(self->ghoul2, 0, "*head_eyes");
				ri->handRBolt = trap_G2API_AddBolt(self->ghoul2, 0, "*r_hand");
				ri->handLBolt = trap_G2API_AddBolt(self->ghoul2, 0, "*l_hand");
				ri->torsoBolt = trap_G2API_AddBolt(self->ghoul2, 0, "thoracic");
				ri->crotchBolt = trap_G2API_AddBolt(self->ghoul2, 0, "pelvis");
				ri->footRBolt = trap_G2API_AddBolt(self->ghoul2, 0, "*r_leg_foot");
				ri->footLBolt = trap_G2API_AddBolt(self->ghoul2, 0, "*l_leg_foot");
				ri->motionBolt = trap_G2API_AddBolt(self->ghoul2, 0, "Motion");
			}
			else
			{
				ri->headBolt = -1;
				ri->handRBolt = -1;
				ri->handLBolt = -1;
				ri->torsoBolt = -1;
				ri->crotchBolt = -1;
				ri->footRBolt = -1;
				ri->footLBolt = -1;
				ri->motionBolt = -1;
			}

			ri->lastG2 = self->ghoul2;
		}

		VectorCopy( self->client->ps.viewangles, self->client->renderInfo.eyeAngles );

		//we'll just say the legs/torso are whatever the first frame of our current anim is.
		ri->torsoFrame = bgAllAnims[self->localAnimIndex].anims[self->client->ps.torsoAnim].firstFrame;
		ri->legsFrame = bgAllAnims[self->localAnimIndex].anims[self->client->ps.legsAnim].firstFrame;
		if (g_debugServerSkel.integer)
		{	//Alright, I was doing this, but it's just too slow to do every frame.
			//From now on if we want this data to be valid we're going to have to make a verify call for it before
			//accessing it. I'm only doing this now if we want to debug the server skel by drawing lines from bolt
			//positions every frame.
			mdxaBone_t boltMatrix;

			if (!self->ghoul2)
			{
				VectorCopy(self->client->ps.origin, ri->headPoint);
				VectorCopy(self->client->ps.origin, ri->handRPoint);
				VectorCopy(self->client->ps.origin, ri->handLPoint);
				VectorCopy(self->client->ps.origin, ri->torsoPoint);
				VectorCopy(self->client->ps.origin, ri->crotchPoint);
				VectorCopy(self->client->ps.origin, ri->footRPoint);
				VectorCopy(self->client->ps.origin, ri->footLPoint);
			}
			else
			{
				//head
				trap_G2API_GetBoltMatrix(self->ghoul2, 0, ri->headBolt, &boltMatrix, renderAngles, renderOrigin, level.time, NULL, self->modelScale);
				ri->headPoint[0] = boltMatrix.matrix[0][3];
				ri->headPoint[1] = boltMatrix.matrix[1][3];
				ri->headPoint[2] = boltMatrix.matrix[2][3];

				//right hand
				trap_G2API_GetBoltMatrix(self->ghoul2, 0, ri->handRBolt, &boltMatrix, renderAngles, renderOrigin, level.time, NULL, self->modelScale);
				ri->handRPoint[0] = boltMatrix.matrix[0][3];
				ri->handRPoint[1] = boltMatrix.matrix[1][3];
				ri->handRPoint[2] = boltMatrix.matrix[2][3];

				//left hand
				trap_G2API_GetBoltMatrix(self->ghoul2, 0, ri->handLBolt, &boltMatrix, renderAngles, renderOrigin, level.time, NULL, self->modelScale);
				ri->handLPoint[0] = boltMatrix.matrix[0][3];
				ri->handLPoint[1] = boltMatrix.matrix[1][3];
				ri->handLPoint[2] = boltMatrix.matrix[2][3];

				//chest
				trap_G2API_GetBoltMatrix(self->ghoul2, 0, ri->torsoBolt, &boltMatrix, renderAngles, renderOrigin, level.time, NULL, self->modelScale);
				ri->torsoPoint[0] = boltMatrix.matrix[0][3];
				ri->torsoPoint[1] = boltMatrix.matrix[1][3];
				ri->torsoPoint[2] = boltMatrix.matrix[2][3];

				//crotch
				trap_G2API_GetBoltMatrix(self->ghoul2, 0, ri->crotchBolt, &boltMatrix, renderAngles, renderOrigin, level.time, NULL, self->modelScale);
				ri->crotchPoint[0] = boltMatrix.matrix[0][3];
				ri->crotchPoint[1] = boltMatrix.matrix[1][3];
				ri->crotchPoint[2] = boltMatrix.matrix[2][3];

				//right foot
				trap_G2API_GetBoltMatrix(self->ghoul2, 0, ri->footRBolt, &boltMatrix, renderAngles, renderOrigin, level.time, NULL, self->modelScale);
				ri->footRPoint[0] = boltMatrix.matrix[0][3];
				ri->footRPoint[1] = boltMatrix.matrix[1][3];
				ri->footRPoint[2] = boltMatrix.matrix[2][3];

				//left foot
				trap_G2API_GetBoltMatrix(self->ghoul2, 0, ri->footLBolt, &boltMatrix, renderAngles, renderOrigin, level.time, NULL, self->modelScale);
				ri->footLPoint[0] = boltMatrix.matrix[0][3];
				ri->footLPoint[1] = boltMatrix.matrix[1][3];
				ri->footLPoint[2] = boltMatrix.matrix[2][3];
			}

			//Now draw the skel for debug
			G_TestLine(ri->headPoint, ri->torsoPoint, 0x000000ff, 50);
			G_TestLine(ri->torsoPoint, ri->handRPoint, 0x000000ff, 50);
			G_TestLine(ri->torsoPoint, ri->handLPoint, 0x000000ff, 50);
			G_TestLine(ri->torsoPoint, ri->crotchPoint, 0x000000ff, 50);
			G_TestLine(ri->crotchPoint, ri->footRPoint, 0x000000ff, 50);
			G_TestLine(ri->crotchPoint, ri->footLPoint, 0x000000ff, 50);
		}

		//muzzle point calc (we are going to be cheap here)
		VectorCopy(ri->muzzlePoint, ri->muzzlePointOld);
		VectorCopy(self->client->ps.origin, ri->muzzlePoint);
		VectorCopy(ri->muzzleDir, ri->muzzleDirOld);
		AngleVectors(self->client->ps.viewangles, ri->muzzleDir, 0, 0);
		ri->mPCalcTime = level.time;

		VectorCopy(self->client->ps.origin, ri->eyePoint);
		ri->eyePoint[2] += self->client->ps.viewheight;
	}
}

#define STAFF_KICK_RANGE 16
extern void G_GetBoltPosition( gentity_t *self, int boltIndex, vec3_t pos, int modelIndex ); //NPC_utils.c

extern qboolean BG_InKnockDown( int anim );
static qboolean G_KickDownable(gentity_t *ent)
{
	if (!d_saberKickTweak.integer)
	{
		return qtrue;
	}

	if (!ent || !ent->inuse || !ent->client)
	{
		return qfalse;
	}

	if (BG_InKnockDown(ent->client->ps.legsAnim) ||
		BG_InKnockDown(ent->client->ps.torsoAnim))
	{
		return qfalse;
	}

	if (ent->client->ps.weaponTime <= 0 &&
		ent->client->ps.weapon == WP_SABER &&
		ent->client->ps.groundEntityNum != ENTITYNUM_NONE)
	{
		return qfalse;
	}

	return qtrue;
}

static void G_TossTheMofo(gentity_t *ent, vec3_t tossDir, float tossStr)
{
	if (!ent->inuse || !ent->client)
	{ //no good
		return;
	}

	if (ent->s.eType == ET_NPC && ent->s.NPC_class == CLASS_VEHICLE)
	{ //no, silly
		return;
	}

	VectorMA(ent->client->ps.velocity, tossStr, tossDir, ent->client->ps.velocity);
	ent->client->ps.velocity[2] = 200;
	if (ent->health > 0 && ent->client->ps.forceHandExtend != HANDEXTEND_KNOCKDOWN &&
		BG_KnockDownable(&ent->client->ps) &&
		G_KickDownable(ent))
	{ //if they are alive, knock them down I suppose
		ent->client->ps.forceHandExtend = HANDEXTEND_KNOCKDOWN;
		ent->client->ps.forceHandExtendTime = level.time + 700;
		ent->client->ps.forceDodgeAnim = 0; //this toggles between 1 and 0, when it's 1 we should play the get up anim
		//ent->client->ps.quickerGetup = qtrue;
	}
}

static gentity_t *G_KickTrace( gentity_t *ent, vec3_t kickDir, float kickDist, vec3_t kickEnd, int kickDamage, float kickPush )
{
	vec3_t	traceOrg, traceEnd, kickMins, kickMaxs;
	trace_t	trace;
	gentity_t	*hitEnt = NULL;
	VectorSet(kickMins, -2.0f, -2.0f, -2.0f);
	VectorSet(kickMaxs, 2.0f, 2.0f, 2.0f);
	//FIXME: variable kick height?
	if ( kickEnd && !VectorCompare( kickEnd, vec3_origin ) )
	{//they passed us the end point of the trace, just use that
		//this makes the trace flat
		VectorSet( traceOrg, ent->r.currentOrigin[0], ent->r.currentOrigin[1], kickEnd[2] );
		VectorCopy( kickEnd, traceEnd );
	}
	else
	{//extrude
		VectorSet( traceOrg, ent->r.currentOrigin[0], ent->r.currentOrigin[1], ent->r.currentOrigin[2]+ent->r.maxs[2]*0.5f );
		VectorMA( traceOrg, kickDist, kickDir, traceEnd );
	}

	if (d_saberKickTweak.integer)
	{
		trap_G2Trace( &trace, traceOrg, kickMins, kickMaxs, traceEnd, ent->s.number, MASK_SHOT, G2TRFLAG_DOGHOULTRACE|G2TRFLAG_GETSURFINDEX|G2TRFLAG_THICK|G2TRFLAG_HITCORPSES, g_g2TraceLod.integer );
	}
	else
	{
		trap_Trace( &trace, traceOrg, kickMins, kickMaxs, traceEnd, ent->s.number, MASK_SHOT );
	}

	//G_TestLine(traceOrg, traceEnd, 0x0000ff, 5000);
	if ( trace.fraction < 1.0f && !trace.startsolid && !trace.allsolid )
	{
		if (ent->client->jediKickTime > level.time)
		{
			if (trace.entityNum == ent->client->jediKickIndex)
			{ //we are hitting the same ent we last hit in this same anim, don't hit it again
				return NULL;
			}
		}
		ent->client->jediKickIndex = trace.entityNum;
		ent->client->jediKickTime = level.time + ent->client->ps.legsTimer;

		hitEnt = &g_entities[trace.entityNum];
		//FIXME: regardless of what we hit, do kick hit sound and impact effect
		//G_PlayEffect( "misc/kickHit", trace.endpos, trace.plane.normal );
		if ( ent->client->ps.torsoAnim == BOTH_A7_HILT )
		{
			G_Sound( ent, CHAN_AUTO, G_SoundIndex( "sound/movers/objects/saber_slam" ) );
		}
		else
		{
			G_Sound( ent, CHAN_AUTO, G_SoundIndex( va( "sound/weapons/melee/punch%d", Q_irand( 1, 4 ) ) ) );
		}
		if ( hitEnt->inuse )
		{//we hit an entity
			//FIXME: don't hit same ent more than once per kick
			if ( hitEnt->takedamage )
			{//hurt it
				if (hitEnt->client)
				{
					hitEnt->client->ps.otherKiller = ent->s.number;
					hitEnt->client->ps.otherKillerDebounceTime = level.time + 10000;
					hitEnt->client->ps.otherKillerTime = level.time + 10000;
				}

				if (d_saberKickTweak.integer)
				{
					G_Damage( hitEnt, ent, ent, kickDir, trace.endpos, kickDamage*0.2f, DAMAGE_NO_KNOCKBACK, MOD_MELEE );
				}
				else
				{
					G_Damage( hitEnt, ent, ent, kickDir, trace.endpos, kickDamage, DAMAGE_NO_KNOCKBACK, MOD_MELEE );
				}
			}
			if ( hitEnt->client 
				&& !(hitEnt->client->ps.pm_flags&PMF_TIME_KNOCKBACK) //not already flying through air?  Intended to stop multiple hits, but...
				&& G_CanBeEnemy(ent, hitEnt) )
			{//FIXME: this should not always work
				if ( hitEnt->health <= 0 )
				{//we kicked a dead guy
					//throw harder - FIXME: no matter how hard I push them, they don't go anywhere... corpses use less physics???
				//	G_Throw( hitEnt, kickDir, kickPush*4 );
					//see if we should play a better looking death on them
				//	G_ThrownDeathAnimForDeathAnim( hitEnt, trace.endpos );
					G_TossTheMofo(hitEnt, kickDir, kickPush*4.0f);
				}
				else
				{
					/*
					G_Throw( hitEnt, kickDir, kickPush );
					if ( kickPush >= 75.0f && !Q_irand( 0, 2 ) )
					{
						G_Knockdown( hitEnt, ent, kickDir, 300, qtrue );
					}
					else
					{
						G_Knockdown( hitEnt, ent, kickDir, kickPush, qtrue );
					}
					*/
					if ( kickPush >= 75.0f && !Q_irand( 0, 2 ) )
					{
						G_TossTheMofo(hitEnt, kickDir, 300.0f);
					}
					else
					{
						G_TossTheMofo(hitEnt, kickDir, kickPush);
					}
				}
			}
		}
	}
	return (hitEnt);
}

static void G_KickSomeMofos(gentity_t *ent)
{
	vec3_t	kickDir, kickEnd, fwdAngs;
	float animLength = BG_AnimLength( ent->localAnimIndex, (animNumber_t)ent->client->ps.legsAnim );
	float elapsedTime = (float)(animLength-ent->client->ps.legsTimer);
	float remainingTime = (animLength-elapsedTime);
	float kickDist = (ent->r.maxs[0]*1.5f)+STAFF_KICK_RANGE+8.0f;//fudge factor of 8
	int	  kickDamage = Q_irand(10, 15);//Q_irand( 3, 8 ); //since it can only hit a guy once now
	int	  kickPush = flrand( 50.0f, 100.0f );
	qboolean doKick = qfalse;
	renderInfo_t *ri = &ent->client->renderInfo;

	VectorSet(kickDir, 0.0f, 0.0f, 0.0f);
	VectorSet(kickEnd, 0.0f, 0.0f, 0.0f);
	VectorSet(fwdAngs, 0.0f, ent->client->ps.viewangles[YAW], 0.0f);

	//HMM... or maybe trace from origin to footRBolt/footLBolt?  Which one?  G2 trace?  Will do hitLoc, if so...
	if ( ent->client->ps.torsoAnim == BOTH_A7_HILT )
	{
		if ( elapsedTime >= 250 && remainingTime >= 250 )
		{//front
			doKick = qtrue;
			if ( ri->handRBolt != -1 )
			{//actually trace to a bolt
				G_GetBoltPosition( ent, ri->handRBolt, kickEnd, 0 );
				VectorSubtract( kickEnd, ent->client->ps.origin, kickDir );
				kickDir[2] = 0;//ah, flatten it, I guess...
				VectorNormalize( kickDir );
			}
			else
			{//guess
				AngleVectors( fwdAngs, kickDir, NULL, NULL );
			}
		}
	}
	else
	{
		switch ( ent->client->ps.legsAnim )
		{
		case BOTH_GETUP_BROLL_B:
		case BOTH_GETUP_BROLL_F:
		case BOTH_GETUP_FROLL_B:
		case BOTH_GETUP_FROLL_F:
			if ( elapsedTime >= 250 && remainingTime >= 250 )
			{//front
				doKick = qtrue;
				if ( ri->footRBolt != -1 )
				{//actually trace to a bolt
					G_GetBoltPosition( ent, ri->footRBolt, kickEnd, 0 );
					VectorSubtract( kickEnd, ent->client->ps.origin, kickDir );
					kickDir[2] = 0;//ah, flatten it, I guess...
					VectorNormalize( kickDir );
				}
				else
				{//guess
					AngleVectors( fwdAngs, kickDir, NULL, NULL );
				}
			}
			break;
		case BOTH_A7_KICK_F_AIR:
		case BOTH_A7_KICK_B_AIR:
		case BOTH_A7_KICK_R_AIR:
		case BOTH_A7_KICK_L_AIR:
			if ( elapsedTime >= 100 && remainingTime >= 250 )
			{//air
				doKick = qtrue;
				if ( ri->footRBolt != -1 )
				{//actually trace to a bolt
					G_GetBoltPosition( ent, ri->footRBolt, kickEnd, 0 );
					VectorSubtract( kickEnd, ent->r.currentOrigin, kickDir );
					kickDir[2] = 0;//ah, flatten it, I guess...
					VectorNormalize( kickDir );
				}
				else
				{//guess
					AngleVectors( fwdAngs, kickDir, NULL, NULL );
				}
			}
			break;
		case BOTH_A7_KICK_F:
			//FIXME: push forward?
			if ( elapsedTime >= 250 && remainingTime >= 250 )
			{//front
				doKick = qtrue;
				if ( ri->footRBolt != -1 )
				{//actually trace to a bolt
					G_GetBoltPosition( ent, ri->footRBolt, kickEnd, 0 );
					VectorSubtract( kickEnd, ent->r.currentOrigin, kickDir );
					kickDir[2] = 0;//ah, flatten it, I guess...
					VectorNormalize( kickDir );
				}
				else
				{//guess
					AngleVectors( fwdAngs, kickDir, NULL, NULL );
				}
			}
			break;
		case BOTH_A7_KICK_B:
			//FIXME: push back?
			if ( elapsedTime >= 250 && remainingTime >= 250 )
			{//back
				doKick = qtrue;
				if ( ri->footRBolt != -1 )
				{//actually trace to a bolt
					G_GetBoltPosition( ent, ri->footRBolt, kickEnd, 0 );
					VectorSubtract( kickEnd, ent->r.currentOrigin, kickDir );
					kickDir[2] = 0;//ah, flatten it, I guess...
					VectorNormalize( kickDir );
				}
				else
				{//guess
					AngleVectors( fwdAngs, kickDir, NULL, NULL );
					VectorScale( kickDir, -1, kickDir );
				}
			}
			break;
		case BOTH_A7_KICK_R:
			//FIXME: push right?
			if ( elapsedTime >= 250 && remainingTime >= 250 )
			{//right
				doKick = qtrue;
				if ( ri->footRBolt != -1 )
				{//actually trace to a bolt
					G_GetBoltPosition( ent, ri->footRBolt, kickEnd, 0 );
					VectorSubtract( kickEnd, ent->r.currentOrigin, kickDir );
					kickDir[2] = 0;//ah, flatten it, I guess...
					VectorNormalize( kickDir );
				}
				else
				{//guess
					AngleVectors( fwdAngs, NULL, kickDir, NULL );
				}
			}
			break;
		case BOTH_A7_KICK_L:
			//FIXME: push left?
			if ( elapsedTime >= 250 && remainingTime >= 250 )
			{//left
				doKick = qtrue;
				if ( ri->footLBolt != -1 )
				{//actually trace to a bolt
					G_GetBoltPosition( ent, ri->footLBolt, kickEnd, 0 );
					VectorSubtract( kickEnd, ent->r.currentOrigin, kickDir );
					kickDir[2] = 0;//ah, flatten it, I guess...
					VectorNormalize( kickDir );
				}
				else
				{//guess
					AngleVectors( fwdAngs, NULL, kickDir, NULL );
					VectorScale( kickDir, -1, kickDir );
				}
			}
			break;
		case BOTH_A7_KICK_S:
			kickPush = flrand( 75.0f, 125.0f );
			if ( ri->footRBolt != -1 )
			{//actually trace to a bolt
				if ( elapsedTime >= 550 
					&& elapsedTime <= 1050 )
				{
					doKick = qtrue;
					G_GetBoltPosition( ent, ri->footRBolt, kickEnd, 0 );
					VectorSubtract( kickEnd, ent->r.currentOrigin, kickDir );
					kickDir[2] = 0;//ah, flatten it, I guess...
					VectorNormalize( kickDir );
					//NOTE: have to fudge this a little because it's not getting enough range with the anim as-is
					VectorMA( kickEnd, 8.0f, kickDir, kickEnd );
				}
			}
			else
			{//guess
				if ( elapsedTime >= 400 && elapsedTime < 500 )
				{//front
					doKick = qtrue;
					AngleVectors( fwdAngs, kickDir, NULL, NULL );
				}
				else if ( elapsedTime >= 500 && elapsedTime < 600 )
				{//front-right?
					doKick = qtrue;
					fwdAngs[YAW] += 45;
					AngleVectors( fwdAngs, kickDir, NULL, NULL );
				}
				else if ( elapsedTime >= 600 && elapsedTime < 700 )
				{//right
					doKick = qtrue;
					AngleVectors( fwdAngs, NULL, kickDir, NULL );
				}
				else if ( elapsedTime >= 700 && elapsedTime < 800 )
				{//back-right?
					doKick = qtrue;
					fwdAngs[YAW] += 45;
					AngleVectors( fwdAngs, NULL, kickDir, NULL );
				}
				else if ( elapsedTime >= 800 && elapsedTime < 900 )
				{//back
					doKick = qtrue;
					AngleVectors( fwdAngs, kickDir, NULL, NULL );
					VectorScale( kickDir, -1, kickDir );
				}
				else if ( elapsedTime >= 900 && elapsedTime < 1000 )
				{//back-left?
					doKick = qtrue;
					fwdAngs[YAW] += 45;
					AngleVectors( fwdAngs, kickDir, NULL, NULL );
				}
				else if ( elapsedTime >= 1000 && elapsedTime < 1100 )
				{//left
					doKick = qtrue;
					AngleVectors( fwdAngs, NULL, kickDir, NULL );
					VectorScale( kickDir, -1, kickDir );
				}
				else if ( elapsedTime >= 1100 && elapsedTime < 1200 )
				{//front-left?
					doKick = qtrue;
					fwdAngs[YAW] += 45;
					AngleVectors( fwdAngs, NULL, kickDir, NULL );
					VectorScale( kickDir, -1, kickDir );
				}
			}
			break;
		case BOTH_A7_KICK_BF:
			kickPush = flrand( 75.0f, 125.0f );
			kickDist += 20.0f;
			if ( elapsedTime < 1500 )
			{//auto-aim!
	//			overridAngles = PM_AdjustAnglesForBFKick( ent, ucmd, fwdAngs, qboolean(elapsedTime<850) )?qtrue:overridAngles;
				//FIXME: if we haven't done the back kick yet and there's no-one there to
				//			kick anymore, go into some anim that returns us to our base stance
			}
			if ( ri->footRBolt != -1 )
			{//actually trace to a bolt
				if ( ( elapsedTime >= 750 && elapsedTime < 850 )
					|| ( elapsedTime >= 1400 && elapsedTime < 1500 ) )
				{//right, though either would do
					doKick = qtrue;
					G_GetBoltPosition( ent, ri->footRBolt, kickEnd, 0 );
					VectorSubtract( kickEnd, ent->r.currentOrigin, kickDir );
					kickDir[2] = 0;//ah, flatten it, I guess...
					VectorNormalize( kickDir );
					//NOTE: have to fudge this a little because it's not getting enough range with the anim as-is
					VectorMA( kickEnd, 8, kickDir, kickEnd );
				}
			}
			else
			{//guess
				if ( elapsedTime >= 250 && elapsedTime < 350 )
				{//front
					doKick = qtrue;
					AngleVectors( fwdAngs, kickDir, NULL, NULL );
				}
				else if ( elapsedTime >= 350 && elapsedTime < 450 )
				{//back
					doKick = qtrue;
					AngleVectors( fwdAngs, kickDir, NULL, NULL );
					VectorScale( kickDir, -1, kickDir );
				}
			}
			break;
		case BOTH_A7_KICK_RL:
			kickPush = flrand( 75.0f, 125.0f );
			kickDist += 10.0f;

			//ok, I'm tracing constantly on these things, they NEVER hit otherwise (in MP at least)

			//FIXME: auto aim at enemies on the side of us?
			//overridAngles = PM_AdjustAnglesForRLKick( ent, ucmd, fwdAngs, qboolean(elapsedTime<850) )?qtrue:overridAngles;
			//if ( elapsedTime >= 250 && elapsedTime < 350 )
			if (level.framenum&1)
			{//right
				doKick = qtrue;
				if ( ri->footRBolt != -1 )
				{//actually trace to a bolt
					G_GetBoltPosition( ent, ri->footRBolt, kickEnd, 0 );
					VectorSubtract( kickEnd, ent->r.currentOrigin, kickDir );
					kickDir[2] = 0;//ah, flatten it, I guess...
					VectorNormalize( kickDir );
					//NOTE: have to fudge this a little because it's not getting enough range with the anim as-is
					VectorMA( kickEnd, 8, kickDir, kickEnd );
				}
				else
				{//guess
					AngleVectors( fwdAngs, NULL, kickDir, NULL );
				}
			}
			//else if ( elapsedTime >= 350 && elapsedTime < 450 )
			else
			{//left
				doKick = qtrue;
				if ( ri->footLBolt != -1 )
				{//actually trace to a bolt
					G_GetBoltPosition( ent, ri->footLBolt, kickEnd, 0 );
					VectorSubtract( kickEnd, ent->r.currentOrigin, kickDir );
					kickDir[2] = 0;//ah, flatten it, I guess...
					VectorNormalize( kickDir );
					//NOTE: have to fudge this a little because it's not getting enough range with the anim as-is
					VectorMA( kickEnd, 8, kickDir, kickEnd );
				}
				else
				{//guess
					AngleVectors( fwdAngs, NULL, kickDir, NULL );
					VectorScale( kickDir, -1, kickDir );
				}
			}
			break;
		}
	}

	if ( doKick )
	{
//		G_KickTrace( ent, kickDir, kickDist, kickEnd, kickDamage, kickPush );
		G_KickTrace( ent, kickDir, kickDist, NULL, kickDamage, kickPush );
	}
}

static GAME_INLINE qboolean G_PrettyCloseIGuess(float a, float b, float tolerance)
{
    if ((a-b) < tolerance &&
		(a-b) > -tolerance)
	{
		return qtrue;
	}

	return qfalse;
}

static void G_GrabSomeMofos(gentity_t *self)
{
	renderInfo_t *ri = &self->client->renderInfo;
	mdxaBone_t boltMatrix;
	vec3_t flatAng;
	vec3_t pos;
	vec3_t grabMins, grabMaxs;
	trace_t trace;

	if (!self->ghoul2 || ri->handRBolt == -1)
	{ //no good
		return;
	}

    VectorSet(flatAng, 0.0f, self->client->ps.viewangles[1], 0.0f);
	trap_G2API_GetBoltMatrix(self->ghoul2, 0, ri->handRBolt, &boltMatrix, flatAng, self->client->ps.origin,
		level.time, NULL, self->modelScale);
	BG_GiveMeVectorFromMatrix(&boltMatrix, ORIGIN, pos);

	VectorSet(grabMins, -4.0f, -4.0f, -4.0f);
	VectorSet(grabMaxs, 4.0f, 4.0f, 4.0f);

	//trace from my origin to my hand, if we hit anyone then get 'em
	trap_G2Trace( &trace, self->client->ps.origin, grabMins, grabMaxs, pos, self->s.number, MASK_SHOT, G2TRFLAG_DOGHOULTRACE|G2TRFLAG_GETSURFINDEX|G2TRFLAG_THICK|G2TRFLAG_HITCORPSES, g_g2TraceLod.integer );
    
	if (trace.fraction != 1.0f &&
		trace.entityNum < ENTITYNUM_WORLD)
	{
		gentity_t *grabbed = &g_entities[trace.entityNum];

		if (grabbed->inuse && (grabbed->s.eType == ET_PLAYER || grabbed->s.eType == ET_NPC) &&
			grabbed->client && grabbed->health > 0 &&
			G_CanBeEnemy(self, grabbed) &&
			G_PrettyCloseIGuess(grabbed->client->ps.origin[2], self->client->ps.origin[2], 4.0f) &&
			(!BG_InGrappleMove(grabbed->client->ps.torsoAnim) || grabbed->client->ps.torsoAnim == BOTH_KYLE_GRAB) &&
			(!BG_InGrappleMove(grabbed->client->ps.legsAnim) || grabbed->client->ps.legsAnim == BOTH_KYLE_GRAB))
		{ //grabbed an active player/npc
			int tortureAnim = -1;
			int correspondingAnim = -1;

			if (self->client->pers.cmd.forwardmove > 0)
			{ //punch grab
				tortureAnim = BOTH_KYLE_PA_1;
				correspondingAnim = BOTH_PLAYER_PA_1;
			}
			else if (self->client->pers.cmd.forwardmove < 0)
			{ //knee-throw
				tortureAnim = BOTH_KYLE_PA_2;
				correspondingAnim = BOTH_PLAYER_PA_2;
			}

			if (tortureAnim == -1 || correspondingAnim == -1)
			{
				if (self->client->ps.torsoTimer < 300 && !self->client->grappleState)
				{ //you failed to grab anyone, play the "failed to grab" anim
					G_SetAnim(self, &self->client->pers.cmd, SETANIM_BOTH, BOTH_KYLE_MISS, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0);
					if (self->client->ps.torsoAnim == BOTH_KYLE_MISS)
					{ //providing the anim set succeeded..
						self->client->ps.weaponTime = self->client->ps.torsoTimer;
					}
				}
				return;
			}

			self->client->grappleIndex = grabbed->s.number;
			self->client->grappleState = 1;

			grabbed->client->grappleIndex = self->s.number;
			grabbed->client->grappleState = 20;

			//time to crack some heads
			G_SetAnim(self, &self->client->pers.cmd, SETANIM_BOTH, tortureAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0);
			if (self->client->ps.torsoAnim == tortureAnim)
			{ //providing the anim set succeeded..
				self->client->ps.weaponTime = self->client->ps.torsoTimer;
			}

			G_SetAnim(grabbed, &grabbed->client->pers.cmd, SETANIM_BOTH, correspondingAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0);
			if (grabbed->client->ps.torsoAnim == correspondingAnim)
			{ //providing the anim set succeeded..
				if (grabbed->client->ps.weapon == WP_SABER)
				{ //turn it off
					if (!grabbed->client->ps.saberHolstered)
					{
						grabbed->client->ps.saberHolstered = 2;
						if (grabbed->client->saber[0].soundOff)
						{
							G_Sound(grabbed, CHAN_AUTO, grabbed->client->saber[0].soundOff);
						}
						if (grabbed->client->saber[1].soundOff &&
							grabbed->client->saber[1].model[0])
						{
							G_Sound(grabbed, CHAN_AUTO, grabbed->client->saber[1].soundOff);
						}
					}
				}
				if (grabbed->client->ps.torsoTimer < self->client->ps.torsoTimer)
				{ //make sure they stay in the anim at least as long as the grabber
					grabbed->client->ps.torsoTimer = self->client->ps.torsoTimer;
				}
				grabbed->client->ps.weaponTime = grabbed->client->ps.torsoTimer;
			}
		}
	}

	if (self->client->ps.torsoTimer < 300 && !self->client->grappleState)
	{ //you failed to grab anyone, play the "failed to grab" anim
		G_SetAnim(self, &self->client->pers.cmd, SETANIM_BOTH, BOTH_KYLE_MISS, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0);
		if (self->client->ps.torsoAnim == BOTH_KYLE_MISS)
		{ //providing the anim set succeeded..
			self->client->ps.weaponTime = self->client->ps.torsoTimer;
		}
	}
}

void WP_SaberPositionUpdate( gentity_t *self, usercmd_t *ucmd )
{ //rww - keep the saber position as updated as possible on the server so that we can try to do realistic-looking contact stuff
  //Note that this function also does the majority of working in maintaining the server g2 client instance (updating angles/anims/etc)
	gentity_t *mySaber = NULL;
	mdxaBone_t	boltMatrix;
	vec3_t properAngles, properOrigin;
	vec3_t boltAngles, boltOrigin;
	vec3_t end;
	vec3_t legAxis[3];
	vec3_t addVel;
	vec3_t rawAngles;
	float fVSpeed = 0;
	int returnAfterUpdate = 0;
	float animSpeedScale = 1.0f;
	int saberNum;
	qboolean clientOverride;
	gentity_t *vehEnt = NULL;
	int rSaberNum = 0;
	int rBladeNum = 0;

#ifdef _DEBUG
	if (g_disableServerG2.integer)
	{
		return;
	}
#endif

	if (self && self->inuse && self->client)
	{
		if (self->client->saberCycleQueue)
		{
			self->client->ps.fd.saberDrawAnimLevel = self->client->saberCycleQueue;
		}
		else
		{
			self->client->ps.fd.saberDrawAnimLevel = self->client->ps.fd.saberAnimLevel;
		}
	}

	if (self &&
		self->inuse &&
		self->client &&
		self->client->saberCycleQueue &&
		(self->client->ps.weaponTime <= 0 || self->health < 1))
	{ //we cycled attack levels while we were busy, so update now that we aren't (even if that means we're dead)
		self->client->ps.fd.saberAnimLevel = self->client->saberCycleQueue;
		self->client->saberCycleQueue = 0;
	}

	if (!self ||
		!self->inuse ||
		!self->client ||
		!self->ghoul2 ||
		!g2SaberInstance)
	{
		return;
	}

	if (BG_KickingAnim(self->client->ps.legsAnim))
	{ //do some kick traces and stuff if we're in the appropriate anim
		G_KickSomeMofos(self);
	}
	else if (self->client->ps.torsoAnim == BOTH_KYLE_GRAB)
	{ //try to grab someone
		G_GrabSomeMofos(self);
	}
	else if (self->client->grappleState)
	{
		gentity_t *grappler = &g_entities[self->client->grappleIndex];

		if (!grappler->inuse || !grappler->client || grappler->client->grappleIndex != self->s.number ||
			!BG_InGrappleMove(grappler->client->ps.torsoAnim) || !BG_InGrappleMove(grappler->client->ps.legsAnim) ||
			!BG_InGrappleMove(self->client->ps.torsoAnim) || !BG_InGrappleMove(self->client->ps.legsAnim) ||
			!self->client->grappleState || !grappler->client->grappleState ||
			grappler->health < 1 || self->health < 1 ||
			!G_PrettyCloseIGuess(self->client->ps.origin[2], grappler->client->ps.origin[2], 4.0f))
		{
			self->client->grappleState = 0;
			if ((BG_InGrappleMove(self->client->ps.torsoAnim) && self->client->ps.torsoTimer > 100) ||
				(BG_InGrappleMove(self->client->ps.legsAnim) && self->client->ps.legsTimer > 100))
			{ //if they're pretty far from finishing the anim then shove them into another anim
				G_SetAnim(self, &self->client->pers.cmd, SETANIM_BOTH, BOTH_KYLE_MISS, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0);
				if (self->client->ps.torsoAnim == BOTH_KYLE_MISS)
				{ //providing the anim set succeeded..
					self->client->ps.weaponTime = self->client->ps.torsoTimer;
				}
			}
		}
		else
		{
			vec3_t grapAng;

			VectorSubtract(grappler->client->ps.origin, self->client->ps.origin, grapAng);

			if (VectorLength(grapAng) > 64.0f)
			{ //too far away, break it off
				if ((BG_InGrappleMove(self->client->ps.torsoAnim) && self->client->ps.torsoTimer > 100) ||
					(BG_InGrappleMove(self->client->ps.legsAnim) && self->client->ps.legsTimer > 100))
				{
					self->client->grappleState = 0;

					G_SetAnim(self, &self->client->pers.cmd, SETANIM_BOTH, BOTH_KYLE_MISS, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0);
					if (self->client->ps.torsoAnim == BOTH_KYLE_MISS)
					{ //providing the anim set succeeded..
						self->client->ps.weaponTime = self->client->ps.torsoTimer;
					}
				}
			}
			else
			{
				vectoangles(grapAng, grapAng);
				SetClientViewAngle(self, grapAng);

				if (self->client->grappleState >= 20)
				{ //grapplee
					//try to position myself at the correct distance from my grappler
					float idealDist;
					vec3_t gFwd, idealSpot;
					trace_t trace;

					if (grappler->client->ps.torsoAnim == BOTH_KYLE_PA_1)
					{ //grab punch
						idealDist = 46.0f;
					}
					else
					{ //knee-throw
						idealDist = 34.0f;
					}

					AngleVectors(grappler->client->ps.viewangles, gFwd, 0, 0);
					VectorMA(grappler->client->ps.origin, idealDist, gFwd, idealSpot);

					trap_Trace(&trace, self->client->ps.origin, self->r.mins, self->r.maxs, idealSpot, self->s.number, self->clipmask);
					if (!trace.startsolid && !trace.allsolid && trace.fraction == 1.0f)
					{ //go there
						G_SetOrigin(self, idealSpot);
						VectorCopy(idealSpot, self->client->ps.origin);
					}
				}
				else if (self->client->grappleState >= 1)
				{ //grappler
					if (grappler->client->ps.weapon == WP_SABER)
					{ //make sure their saber is shut off
						if (!grappler->client->ps.saberHolstered)
						{
							grappler->client->ps.saberHolstered = 2;
							if (grappler->client->saber[0].soundOff)
							{
								G_Sound(grappler, CHAN_AUTO, grappler->client->saber[0].soundOff);
							}
							if (grappler->client->saber[1].soundOff &&
								grappler->client->saber[1].model[0])
							{
								G_Sound(grappler, CHAN_AUTO, grappler->client->saber[1].soundOff);
							}
						}
					}

					//check for smashy events
					if (self->client->ps.torsoAnim == BOTH_KYLE_PA_1)
					{ //grab punch
                        if (self->client->grappleState == 1)
						{ //smack
							if (self->client->ps.torsoTimer < 3400)
							{
								int grapplerAnim = grappler->client->ps.torsoAnim;
								int grapplerTime = grappler->client->ps.torsoTimer;

								G_Damage(grappler, self, self, NULL, self->client->ps.origin, 10, 0, MOD_MELEE);
								//G_Sound( grappler, CHAN_AUTO, G_SoundIndex( va( "sound/weapons/melee/punch%d", Q_irand( 1, 4 ) ) ) );

								//it might try to put them into a pain anim or something, so override it back again
								if (grappler->health > 0)
								{
									grappler->client->ps.torsoAnim = grapplerAnim;
									grappler->client->ps.torsoTimer = grapplerTime;
									grappler->client->ps.legsAnim = grapplerAnim;
									grappler->client->ps.legsTimer = grapplerTime;
									grappler->client->ps.weaponTime = grapplerTime;
								}
								self->client->grappleState++;
							}
						}
						else if (self->client->grappleState == 2)
						{ //smack!
							if (self->client->ps.torsoTimer < 2550)
							{
								int grapplerAnim = grappler->client->ps.torsoAnim;
								int grapplerTime = grappler->client->ps.torsoTimer;

								G_Damage(grappler, self, self, NULL, self->client->ps.origin, 10, 0, MOD_MELEE);
								//G_Sound( grappler, CHAN_AUTO, G_SoundIndex( va( "sound/weapons/melee/punch%d", Q_irand( 1, 4 ) ) ) );

								//it might try to put them into a pain anim or something, so override it back again
								if (grappler->health > 0)
								{
									grappler->client->ps.torsoAnim = grapplerAnim;
									grappler->client->ps.torsoTimer = grapplerTime;
									grappler->client->ps.legsAnim = grapplerAnim;
									grappler->client->ps.legsTimer = grapplerTime;
									grappler->client->ps.weaponTime = grapplerTime;
								}
								self->client->grappleState++;
							}
						}
						else
						{ //SMACK!
							if (self->client->ps.torsoTimer < 1300)
							{
								vec3_t tossDir;

								G_Damage(grappler, self, self, NULL, self->client->ps.origin, 30, 0, MOD_MELEE);
								//G_Sound( grappler, CHAN_AUTO, G_SoundIndex( va( "sound/weapons/melee/punch%d", Q_irand( 1, 4 ) ) ) );

								self->client->grappleState = 0;

								VectorSubtract(grappler->client->ps.origin, self->client->ps.origin, tossDir);
								VectorNormalize(tossDir);
								VectorScale(tossDir, 500.0f, tossDir);
								tossDir[2] = 200.0f;

								VectorAdd(grappler->client->ps.velocity, tossDir, grappler->client->ps.velocity);

								if (grappler->health > 0)
								{ //if still alive knock them down
									grappler->client->ps.forceHandExtend = HANDEXTEND_KNOCKDOWN;
									grappler->client->ps.forceHandExtendTime = level.time + 1300;
								}
							}
						}
					}
					else if (self->client->ps.torsoAnim == BOTH_KYLE_PA_2)
					{ //knee throw
                        if (self->client->grappleState == 1)
						{ //knee to the face
							if (self->client->ps.torsoTimer < 3200)
							{
								int grapplerAnim = grappler->client->ps.torsoAnim;
								int grapplerTime = grappler->client->ps.torsoTimer;

								G_Damage(grappler, self, self, NULL, self->client->ps.origin, 20, 0, MOD_MELEE);
								//G_Sound( grappler, CHAN_AUTO, G_SoundIndex( va( "sound/weapons/melee/punch%d", Q_irand( 1, 4 ) ) ) );

								//it might try to put them into a pain anim or something, so override it back again
								if (grappler->health > 0)
								{
									grappler->client->ps.torsoAnim = grapplerAnim;
									grappler->client->ps.torsoTimer = grapplerTime;
									grappler->client->ps.legsAnim = grapplerAnim;
									grappler->client->ps.legsTimer = grapplerTime;
									grappler->client->ps.weaponTime = grapplerTime;
								}
								self->client->grappleState++;
							}
						}
						else if (self->client->grappleState == 2)
						{ //smashed on the ground
							if (self->client->ps.torsoTimer < 2000)
							{
								//G_Damage(grappler, self, self, NULL, self->client->ps.origin, 10, 0, MOD_MELEE);
								//don't do damage on this one, it would look very freaky if they died
								G_EntitySound( grappler, CHAN_VOICE, G_SoundIndex("*pain100.wav") );
								//G_Sound( grappler, CHAN_AUTO, G_SoundIndex( va( "sound/weapons/melee/punch%d", Q_irand( 1, 4 ) ) ) );
								self->client->grappleState++;
							}
						}
						else
						{ //and another smash
							if (self->client->ps.torsoTimer < 1000)
							{
								G_Damage(grappler, self, self, NULL, self->client->ps.origin, 30, 0, MOD_MELEE);
								//G_Sound( grappler, CHAN_AUTO, G_SoundIndex( va( "sound/weapons/melee/punch%d", Q_irand( 1, 4 ) ) ) );

								//it might try to put them into a pain anim or something, so override it back again
								if (grappler->health > 0)
								{
									grappler->client->ps.torsoTimer = 1000;
									//G_SetAnim(grappler, &grappler->client->pers.cmd, SETANIM_BOTH, BOTH_GETUP3, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0);
									grappler->client->grappleState = 0;
								}
								else
								{ //override death anim
									grappler->client->ps.torsoAnim = BOTH_DEADFLOP1;
									grappler->client->ps.legsAnim = BOTH_DEADFLOP1;
								}

								self->client->grappleState = 0;
							}
						}
					}
					else
					{ //?
					}
				}
			}
		}
	}

	//If this is a listen server (client+server running on same machine),
	//then lets try to steal the skeleton/etc data off the client instance
	//for this entity to save us processing time.
	clientOverride = trap_G2API_OverrideServer(self->ghoul2);

	saberNum = self->client->ps.saberEntityNum;

	if (!saberNum)
	{
		saberNum = self->client->saberStoredIndex;
	}

	if (!saberNum)
	{
		returnAfterUpdate = 1;
		goto nextStep;
	}

	mySaber = &g_entities[saberNum];

	if (self->health < 1)
	{ //we don't want to waste precious CPU time calculating saber positions for corpses. But we want to avoid the saber ent position lagging on spawn, so..
		//I guess it's good to keep the position updated even when contents are 0
		if (mySaber && ((mySaber->r.contents & CONTENTS_LIGHTSABER) || mySaber->r.contents == 0) && !self->client->ps.saberInFlight)
		{ //Since we haven't got a bolt position, place it on top of the player origin.
			VectorCopy(self->client->ps.origin, mySaber->r.currentOrigin);
		}
	
		//I don't want to return now actually, I want to keep g2 instances for corpses up to
		//date because I'm doing better corpse hit detection/dismem (particularly for the
		//npc's)
		//return;
	}

	if ( BG_SuperBreakWinAnim( self->client->ps.torsoAnim ) )
	{
		self->client->ps.weaponstate = WEAPON_FIRING;
	}
	if (self->client->ps.weapon != WP_SABER ||
		self->client->ps.weaponstate == WEAPON_RAISING ||
		self->client->ps.weaponstate == WEAPON_DROPPING ||
		self->health < 1)
	{
		if (!self->client->ps.saberInFlight)
		{
			returnAfterUpdate = 1;
		}
	}

	if (self->client->ps.saberThrowDelay < level.time)
	{
		if ( (self->client->saber[0].saberFlags&SFL_NOT_THROWABLE) )
		{//cant throw it normally!
			if ( (self->client->saber[0].saberFlags&SFL_SINGLE_BLADE_THROWABLE) )
			{//but can throw it if only have 1 blade on
				if ( self->client->saber[0].numBlades > 1
					&& self->client->ps.saberHolstered == 1 )
				{//have multiple blades and only one blade on
					self->client->ps.saberCanThrow = qtrue;//qfalse;
					//huh? want to be able to throw then right?
				}
				else
				{//multiple blades on, can't throw
					self->client->ps.saberCanThrow = qfalse;
				}
			}
			else
			{//never can throw it
				self->client->ps.saberCanThrow = qfalse;
			}
		}
		else
		{//can throw it!
			self->client->ps.saberCanThrow = qtrue;
		}
	}
nextStep:
	if (self->client->ps.fd.forcePowersActive & (1 << FP_RAGE))
	{
		animSpeedScale = 2;
	}
	
	VectorCopy(self->client->ps.origin, properOrigin);

	//try to predict the origin based on velocity so it's more like what the client is seeing
	VectorCopy(self->client->ps.velocity, addVel);
	VectorNormalize(addVel);

	if (self->client->ps.velocity[0] < 0)
	{
		fVSpeed += (-self->client->ps.velocity[0]);
	}
	else
	{
		fVSpeed += self->client->ps.velocity[0];
	}
	if (self->client->ps.velocity[1] < 0)
	{
		fVSpeed += (-self->client->ps.velocity[1]);
	}
	else
	{
		fVSpeed += self->client->ps.velocity[1];
	}
	if (self->client->ps.velocity[2] < 0)
	{
		fVSpeed += (-self->client->ps.velocity[2]);
	}
	else
	{
		fVSpeed += self->client->ps.velocity[2];
	}

	//fVSpeed *= 0.08;
	fVSpeed *= 1.6f/g_svfps.value;

	//Cap it off at reasonable values so the saber box doesn't go flying ahead of us or
	//something if we get a big speed boost from something.
	if (fVSpeed > 70)
	{
		fVSpeed = 70;
	}
	if (fVSpeed < -70)
	{
		fVSpeed = -70;
	}

	properOrigin[0] += addVel[0]*fVSpeed;
	properOrigin[1] += addVel[1]*fVSpeed;
	properOrigin[2] += addVel[2]*fVSpeed;

	properAngles[0] = 0;
	if (self->s.number < MAX_CLIENTS && self->client->ps.m_iVehicleNum)
	{
		vehEnt = &g_entities[self->client->ps.m_iVehicleNum];
		if (vehEnt->inuse && vehEnt->client && vehEnt->m_pVehicle)
		{
			properAngles[1] = vehEnt->m_pVehicle->m_vOrientation[YAW];
		}
		else
		{
			properAngles[1] = self->client->ps.viewangles[YAW];
			vehEnt = NULL;
		}
	}
	else
	{
		properAngles[1] = self->client->ps.viewangles[YAW];
	}
	properAngles[2] = 0;

	AnglesToAxis( properAngles, legAxis );

	UpdateClientRenderinfo(self, properOrigin, properAngles);

	if (!clientOverride)
	{ //if we get the client instance we don't need to do this
		G_G2PlayerAngles( self, legAxis, properAngles );
	}

	if (vehEnt)
	{
		properAngles[1] = vehEnt->m_pVehicle->m_vOrientation[YAW];
	}

	if (returnAfterUpdate && saberNum)
	{ //We don't even need to do GetBoltMatrix if we're only in here to keep the g2 server instance in sync
		//but keep our saber entity in sync too, just copy it over our origin.

		//I guess it's good to keep the position updated even when contents are 0
		if (mySaber && ((mySaber->r.contents & CONTENTS_LIGHTSABER) || mySaber->r.contents == 0) && !self->client->ps.saberInFlight)
		{ //Since we haven't got a bolt position, place it on top of the player origin.
			VectorCopy(self->client->ps.origin, mySaber->r.currentOrigin);
		}

		goto finalUpdate;
	}

	if (returnAfterUpdate)
	{
		goto finalUpdate;
	}

	//We'll get data for blade 0 first no matter what it is and stick them into
	//the constant ("_Always") values. Later we will handle going through each blade.
	trap_G2API_GetBoltMatrix(self->ghoul2, 1, 0, &boltMatrix, properAngles, properOrigin, level.time, NULL, self->modelScale);
	BG_GiveMeVectorFromMatrix(&boltMatrix, ORIGIN, boltOrigin);
	BG_GiveMeVectorFromMatrix(&boltMatrix, NEGATIVE_Y, boltAngles);

	//immediately store these values so we don't have to recalculate this again
	if (self->client->lastSaberStorageTime && (level.time - self->client->lastSaberStorageTime) < 200)
	{ //alright
		VectorCopy(self->client->lastSaberBase_Always, self->client->olderSaberBase);
		self->client->olderIsValid = qtrue;
	}
	else
	{
		self->client->olderIsValid = qfalse;
	}

	VectorCopy(boltOrigin, self->client->lastSaberBase_Always);
	VectorCopy(boltAngles, self->client->lastSaberDir_Always);
	self->client->lastSaberStorageTime = level.time;

	VectorCopy(boltAngles, rawAngles);

	VectorMA( boltOrigin, self->client->saber[0].blade[0].lengthMax, boltAngles, end );

	if (self->client->ps.saberEntityNum)
	{
		//I guess it's good to keep the position updated even when contents are 0
		if (mySaber && ((mySaber->r.contents & CONTENTS_LIGHTSABER) || mySaber->r.contents == 0) && !self->client->ps.saberInFlight)
		{ //place it roughly in the middle of the saber..
			VectorMA( boltOrigin, self->client->saber[0].blade[0].lengthMax, boltAngles, mySaber->r.currentOrigin );
		}
	}

	boltAngles[YAW] = self->client->ps.viewangles[YAW];

/*	{
		static int lastDTime = 0;
		if (lastDTime < level.time)
		{
			G_TestLine(boltOrigin, end, 0x0000ff, 200);
			lastDTime = level.time + 200;
		}
	}
*/
	if (self->client->ps.saberInFlight)
	{ //do the thrown-saber stuff
		gentity_t *saberent = &g_entities[saberNum];

		if (saberent)
		{
			if (!self->client->ps.saberEntityState && self->client->ps.saberEntityNum)
			{
				vec3_t startorg, startang, dir;

				VectorCopy(boltOrigin, saberent->r.currentOrigin);

				VectorCopy(boltOrigin, startorg);
				VectorCopy(boltAngles, startang);

				//startang[0] = 90;
				//Instead of this we'll sort of fake it and slowly tilt it down on the client via
				//a perframe method (which doesn't actually affect where or how the saber hits)

				saberent->r.svFlags &= ~(SVF_NOCLIENT);
				VectorCopy(startorg, saberent->s.pos.trBase);
				VectorCopy(startang, saberent->s.apos.trBase);

				VectorCopy(startorg, saberent->s.origin);
				VectorCopy(startang, saberent->s.angles);

				saberent->s.saberInFlight = qtrue;

				saberent->s.apos.trType = TR_LINEAR;
				saberent->s.apos.trDelta[0] = 0;
				saberent->s.apos.trDelta[1] = 800;
				saberent->s.apos.trDelta[2] = 0;

				saberent->s.pos.trType = TR_LINEAR;
				saberent->s.eType = ET_GENERAL;
				saberent->s.eFlags = 0;

				WP_SaberAddG2Model( saberent, self->client->saber[0].model, self->client->saber[0].skin );

				saberent->s.modelGhoul2 = 127;

				saberent->parent = self;

				self->client->ps.saberEntityState = 1;

				//Projectile stuff:
				AngleVectors(self->client->ps.viewangles, dir, NULL, NULL);

				saberent->nextthink = level.time + FRAMETIME;
				saberent->think = saberFirstThrown;

				saberent->damage = SABER_THROWN_HIT_DAMAGE;
				saberent->methodOfDeath = MOD_SABER;
				saberent->splashMethodOfDeath = MOD_SABER;
				saberent->s.solid = 2;
				saberent->r.contents = CONTENTS_LIGHTSABER;

				saberent->genericValue5 = 0;

				VectorSet( saberent->r.mins, SABERMINS_X, SABERMINS_Y, SABERMINS_Z );
				VectorSet( saberent->r.maxs, SABERMAXS_X, SABERMAXS_Y, SABERMAXS_Z );

				saberent->s.genericenemyindex = self->s.number+1024;

				saberent->touch = thrownSaberTouch;

				saberent->s.weapon = WP_SABER;

				VectorScale(dir, 400, saberent->s.pos.trDelta );
				saberent->s.pos.trTime = level.time;

				if ( self->client->saber[0].spinSound )
				{
					saberent->s.loopSound = self->client->saber[0].spinSound;
				}
				else
				{
					saberent->s.loopSound = saberSpinSound;
				}
				saberent->s.loopIsSoundset = qfalse;

				self->client->ps.saberDidThrowTime = level.time;

				self->client->dangerTime = level.time;
				self->client->ps.eFlags &= ~EF_INVULNERABLE;
				self->client->invulnerableTimer = 0;

				trap_LinkEntity(saberent);
			}
			else if (self->client->ps.saberEntityNum) //only do this stuff if your saber is active and has not been knocked out of the air.
			{
				VectorCopy(boltOrigin, saberent->pos1);
				trap_LinkEntity(saberent);

				if (saberent->genericValue5 == PROPER_THROWN_VALUE)
				{ //return to the owner now, this is a bad state to be in for here..
					saberent->genericValue5 = 0;
					saberent->think = SaberUpdateSelf;
					saberent->nextthink = level.time;
					WP_SaberRemoveG2Model( saberent );
					
					self->client->ps.saberInFlight = qfalse;
					self->client->ps.saberEntityState = 0;
					self->client->ps.saberThrowDelay = level.time + 500;
					self->client->ps.saberCanThrow = qfalse;
				}
			}
		}
	}

	/*
	if (self->client->ps.saberInFlight)
	{ //if saber is thrown then only do the standard stuff for the left hand saber
		rSaberNum = 1;
	}
	*/

	if (!BG_SabersOff(&self->client->ps))
	{
		gentity_t *saberent = &g_entities[saberNum];

		if (!self->client->ps.saberInFlight && saberent)
		{
			saberent->r.svFlags |= (SVF_NOCLIENT);
			saberent->r.contents = CONTENTS_LIGHTSABER;
			SetSaberBoxSize(saberent);
			saberent->s.loopSound = 0;
			saberent->s.loopIsSoundset = qfalse;
		}

		if (self->client->ps.saberLockTime > level.time && self->client->ps.saberEntityNum)
		{
			if (self->client->ps.saberIdleWound < level.time)
			{
				gentity_t *te;
				vec3_t dir;
				te = G_TempEntity( g_entities[saberNum].r.currentOrigin, EV_SABER_BLOCK );
				VectorSet( dir, 0, 1, 0 );
				VectorCopy(g_entities[saberNum].r.currentOrigin, te->s.origin);
				VectorCopy(dir, te->s.angles);
				te->s.eventParm = 1;
				te->s.weapon = 0;//saberNum
				te->s.legsAnim = 0;//bladeNum

				self->client->ps.saberIdleWound = level.time + Q_irand(400, 600);
			}

			while (rSaberNum < MAX_SABERS)
			{
				rBladeNum = 0;
				while (rBladeNum < self->client->saber[rSaberNum].numBlades)
				{ //Don't bother updating the bolt for each blade for this, it's just a very rough fallback method for during saberlocks
					VectorCopy(boltOrigin, self->client->saber[saberNum].blade[rBladeNum].trail.base);
					VectorCopy(end, self->client->saber[saberNum].blade[rBladeNum].trail.tip);
					self->client->saber[saberNum].blade[rBladeNum].trail.lastTime = level.time;

					rBladeNum++;
				}

				rSaberNum++;
			}
			self->client->hasCurrentPosition = qtrue;

			self->client->ps.saberBlocked = BLOCKED_NONE;

			goto finalUpdate;
		}

		//reset it in case we used it for cycling before
		rSaberNum = rBladeNum = 0;

		if (self->client->ps.saberInFlight)
		{ //if saber is thrown then only do the standard stuff for the left hand saber
			if (!self->client->ps.saberEntityNum)
			{ //however, if saber is not in flight but rather knocked away, our left saber is off, and thus we may do nothing.
				rSaberNum = 1;//was 2?
			}
			else
			{//thrown saber still in flight, so do damage
				rSaberNum = 0;//was 1?
			}
		}

		WP_SaberClearDamage();
		saberDoClashEffect = qfalse;

		//Now cycle through each saber and each blade on the saber and do damage traces.
		while (rSaberNum < MAX_SABERS)
		{
			if (!self->client->saber[rSaberNum].model[0])
			{
				rSaberNum++;
				continue;
			}

			/*
			if (rSaberNum == 0 && (self->client->ps.brokenLimbs & (1 << BROKENLIMB_RARM)))
			{ //don't do saber 0 is the right arm is broken
				rSaberNum++;
				continue;
			}
			*/
			//for now I'm keeping a broken right arm swingable, it will just look and act damaged
			//but still be useable
			
			if (rSaberNum == 1 && (self->client->ps.brokenLimbs & (1 << BROKENLIMB_LARM)))
			{ //don't to saber 1 if the left arm is broken
				break;
			}
			if (rSaberNum > 0 
				&& self->client->saber[1].model
				&& self->client->saber[1].model[0]
				&& self->client->ps.saberHolstered == 1 )
			{ //don't to saber 2 if it's off
				break;
			}
			rBladeNum = 0;
			while (rBladeNum < self->client->saber[rSaberNum].numBlades)
			{
				//update muzzle data for the blade
				VectorCopy(self->client->saber[rSaberNum].blade[rBladeNum].muzzlePoint, self->client->saber[rSaberNum].blade[rBladeNum].muzzlePointOld);
				VectorCopy(self->client->saber[rSaberNum].blade[rBladeNum].muzzleDir, self->client->saber[rSaberNum].blade[rBladeNum].muzzleDirOld);

				if ( rBladeNum > 0 //more than one blade
					&& (!self->client->saber[1].model||!self->client->saber[1].model[0])//not using dual blades
					&& self->client->saber[rSaberNum].numBlades > 1//using a multi-bladed saber
					&& self->client->ps.saberHolstered == 1 )//
				{ //don't to extra blades if they're off
					break;
				}
				//get the new data
				//then update the bolt pos/dir. rBladeNum corresponds to the bolt index because blade bolts are added in order.
				if ( rSaberNum == 0 && self->client->ps.saberInFlight )
				{
					if ( !self->client->ps.saberEntityNum )
					{//dropped it... shouldn't get here, but...
						//assert(0);
						//FIXME: It's getting here a lot actually....
						rSaberNum++;
						rBladeNum = 0;
						continue;
					}
					else
					{
						gentity_t *saberEnt = &g_entities[self->client->ps.saberEntityNum];
						vec3_t saberOrg, saberAngles;
						if ( !saberEnt 
							|| !saberEnt->inuse
							|| !saberEnt->ghoul2 )
						{//wtf?
							rSaberNum++;
							rBladeNum = 0;
							continue;
						}
						if ( saberent->s.saberInFlight )
						{//spinning
							BG_EvaluateTrajectory( &saberEnt->s.pos, level.time+50, saberOrg );
							BG_EvaluateTrajectory( &saberEnt->s.apos, level.time+50, saberAngles );
						}
						else
						{//coming right back
							vec3_t saberDir;
							BG_EvaluateTrajectory( &saberEnt->s.pos, level.time, saberOrg );
							VectorSubtract( self->r.currentOrigin, saberOrg, saberDir );
							vectoangles( saberDir, saberAngles );
						}
						trap_G2API_GetBoltMatrix(saberEnt->ghoul2, 0, rBladeNum, &boltMatrix, saberAngles, saberOrg, level.time, NULL, self->modelScale);
						BG_GiveMeVectorFromMatrix(&boltMatrix, ORIGIN, self->client->saber[rSaberNum].blade[rBladeNum].muzzlePoint);
						BG_GiveMeVectorFromMatrix(&boltMatrix, NEGATIVE_Y, self->client->saber[rSaberNum].blade[rBladeNum].muzzleDir);
						VectorCopy( self->client->saber[rSaberNum].blade[rBladeNum].muzzlePoint, boltOrigin );
						VectorMA( boltOrigin, self->client->saber[rSaberNum].blade[rBladeNum].lengthMax, self->client->saber[rSaberNum].blade[rBladeNum].muzzleDir, end );
					}

				}
				else
				{
					trap_G2API_GetBoltMatrix(self->ghoul2, rSaberNum+1, rBladeNum, &boltMatrix, properAngles, properOrigin, level.time, NULL, self->modelScale);
					BG_GiveMeVectorFromMatrix(&boltMatrix, ORIGIN, self->client->saber[rSaberNum].blade[rBladeNum].muzzlePoint);
					BG_GiveMeVectorFromMatrix(&boltMatrix, NEGATIVE_Y, self->client->saber[rSaberNum].blade[rBladeNum].muzzleDir);
					VectorCopy( self->client->saber[rSaberNum].blade[rBladeNum].muzzlePoint, boltOrigin );
					VectorMA( boltOrigin, self->client->saber[rSaberNum].blade[rBladeNum].lengthMax, self->client->saber[rSaberNum].blade[rBladeNum].muzzleDir, end );
				}

				self->client->saber[rSaberNum].blade[rBladeNum].storageTime = level.time;

				if (self->client->hasCurrentPosition && d_saberInterpolate.integer)
				{
					if (self->client->ps.weaponTime <= 0)
					{ //rww - 07/17/02 - don't bother doing the extra stuff unless actually attacking. This is in attempt to save CPU.
						CheckSaberDamage(self, rSaberNum, rBladeNum, boltOrigin, end, qfalse, (MASK_PLAYERSOLID|CONTENTS_LIGHTSABER|MASK_SHOT), qfalse);
					}
					else if (d_saberInterpolate.integer == 1)
					{
						int trMask = CONTENTS_LIGHTSABER|CONTENTS_BODY;
						int sN = 0;
						qboolean gotHit = qfalse;
						qboolean clientUnlinked[MAX_CLIENTS];
						qboolean skipSaberTrace = qfalse;
						
						if (!g_saberTraceSaberFirst.integer)
						{
							skipSaberTrace = qtrue;
						}
						else if (g_saberTraceSaberFirst.integer >= 2 &&
							g_gametype.integer != GT_DUEL &&
							g_gametype.integer != GT_POWERDUEL &&
							!self->client->ps.duelInProgress)
						{ //if value is >= 2, and not in a duel, skip
							skipSaberTrace = qtrue;
						}

						if (skipSaberTrace)
						{ //skip the saber-contents-only trace and get right to the full trace
							trMask = (MASK_PLAYERSOLID|CONTENTS_LIGHTSABER|MASK_SHOT);
						}
						else
						{
							while (sN < MAX_CLIENTS)
							{
								if (g_entities[sN].inuse && g_entities[sN].client && g_entities[sN].r.linked && g_entities[sN].health > 0 && (g_entities[sN].r.contents & CONTENTS_BODY))
								{ //Take this mask off before the saber trace, because we want to hit the saber first
									g_entities[sN].r.contents &= ~CONTENTS_BODY;
									clientUnlinked[sN] = qtrue;
								}
								else
								{
									clientUnlinked[sN] = qfalse;
								}
								sN++;
							}
						}

						while (!gotHit)
						{
							if (!CheckSaberDamage(self, rSaberNum, rBladeNum, boltOrigin, end, qfalse, trMask, qfalse))
							{
								if (!CheckSaberDamage(self, rSaberNum, rBladeNum, boltOrigin, end, qtrue, trMask, qfalse))
								{
									vec3_t oldSaberStart;
									vec3_t oldSaberEnd;
									vec3_t saberAngleNow;
									vec3_t saberAngleBefore;
									vec3_t saberMidDir;
									vec3_t saberMidAngle;
									vec3_t saberMidPoint;
									vec3_t saberMidEnd;
									vec3_t saberSubBase;
									float deltaX, deltaY, deltaZ;

									if ( (level.time-self->client->saber[rSaberNum].blade[rBladeNum].trail.lastTime) > 100 )
									{//no valid last pos, use current
										VectorCopy(boltOrigin, oldSaberStart);
										VectorCopy(end, oldSaberEnd);
									}
									else
									{//trace from last pos
										VectorCopy(self->client->saber[rSaberNum].blade[rBladeNum].trail.base, oldSaberStart);
										VectorCopy(self->client->saber[rSaberNum].blade[rBladeNum].trail.tip, oldSaberEnd);
									}

									VectorSubtract(oldSaberEnd, oldSaberStart, saberAngleBefore);
									vectoangles(saberAngleBefore, saberAngleBefore);

									VectorSubtract(end, boltOrigin, saberAngleNow);
									vectoangles(saberAngleNow, saberAngleNow);

									deltaX = AngleDelta(saberAngleBefore[0], saberAngleNow[0]);
									deltaY = AngleDelta(saberAngleBefore[1], saberAngleNow[1]);
									deltaZ = AngleDelta(saberAngleBefore[2], saberAngleNow[2]);

									if ( (deltaX != 0 || deltaY != 0 || deltaZ != 0) && deltaX < 180 && deltaY < 180 && deltaZ < 180 && (BG_SaberInAttack(self->client->ps.saberMove) || PM_SaberInTransition(self->client->ps.saberMove)) )
									{ //don't go beyond here if we aren't attacking/transitioning or the angle is too large.
									//and don't bother if the angle is the same
										saberMidAngle[0] = saberAngleBefore[0] + (deltaX/2);
										saberMidAngle[1] = saberAngleBefore[1] + (deltaY/2);
										saberMidAngle[2] = saberAngleBefore[2] + (deltaZ/2);

										//Now that I have the angle, I'll just say the base for it is the difference between the two start
										//points (even though that's quite possibly completely false)
										VectorSubtract(boltOrigin, oldSaberStart, saberSubBase);
										saberMidPoint[0] = boltOrigin[0] + (saberSubBase[0]*0.5);
										saberMidPoint[1] = boltOrigin[1] + (saberSubBase[1]*0.5);
										saberMidPoint[2] = boltOrigin[2] + (saberSubBase[2]*0.5);

										AngleVectors(saberMidAngle, saberMidDir, 0, 0);
										saberMidEnd[0] = saberMidPoint[0] + saberMidDir[0]*self->client->saber[rSaberNum].blade[rBladeNum].lengthMax;
										saberMidEnd[1] = saberMidPoint[1] + saberMidDir[1]*self->client->saber[rSaberNum].blade[rBladeNum].lengthMax;
										saberMidEnd[2] = saberMidPoint[2] + saberMidDir[2]*self->client->saber[rSaberNum].blade[rBladeNum].lengthMax;

										//I'll just trace straight out and not even trace between positions to save speed.
										if (CheckSaberDamage(self, rSaberNum, rBladeNum, saberMidPoint, saberMidEnd, qfalse, trMask, qfalse))
										{
											gotHit = qtrue;
										}
									}
								}
								else
								{
									gotHit = qtrue;
								}
							}
							else
							{
								gotHit = qtrue;
							}

							if (g_saberTraceSaberFirst.integer)
							{
								sN = 0;
								while (sN < MAX_CLIENTS)
								{
									if (clientUnlinked[sN])
									{ //Make clients clip properly again.
										if (g_entities[sN].inuse && g_entities[sN].health > 0)
										{
											g_entities[sN].r.contents |= CONTENTS_BODY;
										}
									}
									sN++;
								}
							}

							if (!gotHit)
							{
								if (trMask != (MASK_PLAYERSOLID|CONTENTS_LIGHTSABER|MASK_SHOT))
								{
									trMask = (MASK_PLAYERSOLID|CONTENTS_LIGHTSABER|MASK_SHOT);
								}
								else
								{
									gotHit = qtrue; //break out of the loop
								}
							}
						}
					}
					else if (d_saberInterpolate.integer) //anything but 0 or 1, use the old plain method.
					{
						if (!CheckSaberDamage(self, rSaberNum, rBladeNum, boltOrigin, end, qfalse, (MASK_PLAYERSOLID|CONTENTS_LIGHTSABER|MASK_SHOT), qfalse))
						{
							CheckSaberDamage(self, rSaberNum, rBladeNum, boltOrigin, end, qtrue, (MASK_PLAYERSOLID|CONTENTS_LIGHTSABER|MASK_SHOT), qfalse);
						}
					}
				}
				else if ( d_saberSPStyleDamage.integer )
				{
					G_SPSaberDamageTraceLerped( self, rSaberNum, rBladeNum, boltOrigin, end, (MASK_PLAYERSOLID|CONTENTS_LIGHTSABER|MASK_SHOT) );
				}
				else
				{
					CheckSaberDamage(self, rSaberNum, rBladeNum, boltOrigin, end, qfalse, (MASK_PLAYERSOLID|CONTENTS_LIGHTSABER|MASK_SHOT), qfalse);
				}

				VectorCopy(boltOrigin, self->client->saber[rSaberNum].blade[rBladeNum].trail.base);
				VectorCopy(end, self->client->saber[rSaberNum].blade[rBladeNum].trail.tip);
				self->client->saber[rSaberNum].blade[rBladeNum].trail.lastTime = level.time;
				//VectorCopy(boltOrigin, self->client->lastSaberBase);
				//VectorCopy(end, self->client->lastSaberTip);
				self->client->hasCurrentPosition = qtrue;

				//do hit effects
				WP_SaberDoHit( self, rSaberNum, rBladeNum );
				WP_SaberDoClash( self, rSaberNum, rBladeNum );

				rBladeNum++;
			}

			rSaberNum++;
		}
		
		WP_SaberApplyDamage( self );
		//NOTE: doing one call like this after the 2 loops above is a bit cheaper, tempentity-wise... but won't use the correct saber and blade numbers...
		//now actually go through and apply all the damage we did
		//WP_SaberDoHit( self, 0, 0 );
		//WP_SaberDoClash( self, 0, 0 );

		if (mySaber && mySaber->inuse)
		{
			trap_LinkEntity(mySaber);
		}

		if (!self->client->ps.saberInFlight)
		{
			self->client->ps.saberEntityState = 0;
		}
	}
finalUpdate:
	if (clientOverride)
	{ //if we get the client instance we don't even need to bother setting anims and stuff
		return;
	}

	G_UpdateClientAnims(self, animSpeedScale);
}

int WP_MissileBlockForBlock( int saberBlock )
{
	switch( saberBlock )
	{
	case BLOCKED_UPPER_RIGHT:
		return BLOCKED_UPPER_RIGHT_PROJ;
		break;
	case BLOCKED_UPPER_LEFT:
		return BLOCKED_UPPER_LEFT_PROJ;
		break;
	case BLOCKED_LOWER_RIGHT:
		return BLOCKED_LOWER_RIGHT_PROJ;
		break;
	case BLOCKED_LOWER_LEFT:
		return BLOCKED_LOWER_LEFT_PROJ;
		break;
	case BLOCKED_TOP:
		return BLOCKED_TOP_PROJ;
		break;
	}
	return saberBlock;
}

void WP_SaberBlockNonRandom( gentity_t *self, vec3_t hitloc, qboolean missileBlock )
{
	vec3_t diff, fwdangles={0,0,0}, right;
	vec3_t clEye;
	float rightdot;
	float zdiff;

	VectorCopy(self->client->ps.origin, clEye);
	clEye[2] += self->client->ps.viewheight;

	VectorSubtract( hitloc, clEye, diff );
	diff[2] = 0;
	VectorNormalize( diff );

	fwdangles[1] = self->client->ps.viewangles[1];
	// Ultimately we might care if the shot was ahead or behind, but for now, just quadrant is fine.
	AngleVectors( fwdangles, NULL, right, NULL );

	rightdot = DotProduct(right, diff);
	zdiff = hitloc[2] - clEye[2];
	
	if ( zdiff > 0 )
	{
		if ( rightdot > 0.3 )
		{
			self->client->ps.saberBlocked = BLOCKED_UPPER_RIGHT;
		}
		else if ( rightdot < -0.3 )
		{
			self->client->ps.saberBlocked = BLOCKED_UPPER_LEFT;
		}
		else
		{
			self->client->ps.saberBlocked = BLOCKED_TOP;
		}
	}
	else if ( zdiff > -20 )//20 )
	{
		if ( zdiff < -10 )//30 )
		{//hmm, pretty low, but not low enough to use the low block, so we need to duck
			
		}
		if ( rightdot > 0.1 )
		{
			self->client->ps.saberBlocked = BLOCKED_UPPER_RIGHT;
		}
		else if ( rightdot < -0.1 )
		{
			self->client->ps.saberBlocked = BLOCKED_UPPER_LEFT;
		}
		else
		{
			self->client->ps.saberBlocked = BLOCKED_TOP;
		}
	}
	else
	{
		if ( rightdot >= 0 )
		{
			self->client->ps.saberBlocked = BLOCKED_LOWER_RIGHT;
		}
		else
		{
			self->client->ps.saberBlocked = BLOCKED_LOWER_LEFT;
		}
	}

	if ( missileBlock )
	{
		self->client->ps.saberBlocked = WP_MissileBlockForBlock( self->client->ps.saberBlocked );
	}
}

void WP_SaberBlock( gentity_t *playerent, vec3_t hitloc, qboolean missileBlock )
{
	vec3_t diff, fwdangles={0,0,0}, right;
	float rightdot;
	float zdiff;

	VectorSubtract(hitloc, playerent->client->ps.origin, diff);
	VectorNormalize(diff);

	fwdangles[1] = playerent->client->ps.viewangles[1];
	// Ultimately we might care if the shot was ahead or behind, but for now, just quadrant is fine.
	AngleVectors( fwdangles, NULL, right, NULL );

	rightdot = DotProduct(right, diff) + RandFloat(-0.2f,0.2f);
	zdiff = hitloc[2] - playerent->client->ps.origin[2] + Q_irand(-8,8);
	
	// Figure out what quadrant the block was in.
	if (zdiff > 24)
	{	// Attack from above
		if (Q_irand(0,1))
		{
			playerent->client->ps.saberBlocked = BLOCKED_TOP;
		}
		else
		{
			playerent->client->ps.saberBlocked = BLOCKED_UPPER_LEFT;
		}
	}
	else if (zdiff > 13)
	{	// The upper half has three viable blocks...
		if (rightdot > 0.25)
		{	// In the right quadrant...
			if (Q_irand(0,1))
			{
				playerent->client->ps.saberBlocked = BLOCKED_UPPER_LEFT;
			}
			else
			{
				playerent->client->ps.saberBlocked = BLOCKED_LOWER_LEFT;
			}
		}
		else
		{
			switch(Q_irand(0,3))
			{
			case 0:
				playerent->client->ps.saberBlocked = BLOCKED_UPPER_RIGHT;
				break;
			case 1:
			case 2:
				playerent->client->ps.saberBlocked = BLOCKED_LOWER_RIGHT;
				break;
			case 3:
				playerent->client->ps.saberBlocked = BLOCKED_TOP;
				break;
			}
		}
	}
	else
	{	// The lower half is a bit iffy as far as block coverage.  Pick one of the "low" ones at random.
		if (Q_irand(0,1))
		{
			playerent->client->ps.saberBlocked = BLOCKED_LOWER_RIGHT;
		}
		else
		{
			playerent->client->ps.saberBlocked = BLOCKED_LOWER_LEFT;
		}
	}

	if ( missileBlock )
	{
		playerent->client->ps.saberBlocked = WP_MissileBlockForBlock( playerent->client->ps.saberBlocked );
	}
}

int WP_SaberCanBlock(gentity_t *self, vec3_t point, int dflags, int mod, qboolean projectile, int attackStr)
{
	qboolean thrownSaber = qfalse;
	float blockFactor = 0;

	if (!self || !self->client || !point)
	{
		return 0;
	}

	if (attackStr == 999)
	{
		attackStr = 0;
		thrownSaber = qtrue;
	}

	if (BG_SaberInAttack(self->client->ps.saberMove))
	{
		return 0;
	}

	if (PM_InSaberAnim(self->client->ps.torsoAnim) && !self->client->ps.saberBlocked &&
		self->client->ps.saberMove != LS_READY && self->client->ps.saberMove != LS_NONE)
	{
		if ( self->client->ps.saberMove < LS_PARRY_UP || self->client->ps.saberMove > LS_REFLECT_LL )
		{
			return 0;
		}
	}

	if (PM_SaberInBrokenParry(self->client->ps.saberMove))
	{
		return 0;
	}

	if (!self->client->ps.saberEntityNum)
	{ //saber is knocked away
		return 0;
	}

	if (BG_SabersOff( &self->client->ps ))
	{
		return 0;
	}

	if (self->client->ps.weapon != WP_SABER)
	{
		return 0;
	}

	if (self->client->ps.weaponstate == WEAPON_RAISING)
	{
		return 0;
	}

	if (self->client->ps.saberInFlight)
	{
		return 0;
	}

	if ((self->client->pers.cmd.buttons & BUTTON_ATTACK)/* &&
		(projectile || attackStr == FORCE_LEVEL_3)*/)
	{ //don't block when the player is trying to slash, if it's a projectile or he's doing a very strong attack
		return 0;
	}

	//Removed this for now, the new broken parry stuff should handle it. This is how
	//blocks were decided before the 1.03 patch (as you can see, it was STUPID.. for the most part)
	/*
	if (attackStr == FORCE_LEVEL_3)
	{
		if (self->client->ps.fd.forcePowerLevel[FP_SABER_DEFENSE] >= FORCE_LEVEL_3)
		{
			if (Q_irand(1, 10) < 3)
			{
				return 0;
			}
		}
		else
		{
			return 0;
		}
	}

	if (attackStr == FORCE_LEVEL_2 && Q_irand(1, 10) < 3)
	{
		if (self->client->ps.fd.forcePowerLevel[FP_SABER_DEFENSE] >= FORCE_LEVEL_3)
		{
			//do nothing for now
		}
		else if (self->client->ps.fd.forcePowerLevel[FP_SABER_DEFENSE] >= FORCE_LEVEL_2)
		{
			if (Q_irand(1, 10) < 5)
			{
				return 0;
			}
		}
		else
		{
			return 0;
		}
	}
	
	if (attackStr == FORCE_LEVEL_1 && !self->client->ps.fd.forcePowerLevel[FP_SABER_DEFENSE] &&
		Q_irand(1, 40) < 3)
	{ //if I have no defense level at all then I might be unable to block a level 1 attack (but very rarely)
		return 0;
	}
	*/

	if (SaberAttacking(self))
	{ //attacking, can't block now
		return 0;
	}

	if (self->client->ps.saberMove != LS_READY &&
		!self->client->ps.saberBlocking)
	{
		return 0;
	}

	if (self->client->ps.saberBlockTime >= level.time)
	{
		return 0;
	}

	if (self->client->ps.forceHandExtend != HANDEXTEND_NONE)
	{
		return 0;
	}

	if (self->client->ps.fd.forcePowerLevel[FP_SABER_DEFENSE] == FORCE_LEVEL_3)
	{
		if (d_saberGhoul2Collision.integer)
		{
			blockFactor = 0.3f;
		}
		else
		{
			blockFactor = 0.05f;
		}
	}
	else if (self->client->ps.fd.forcePowerLevel[FP_SABER_DEFENSE] == FORCE_LEVEL_2)
	{
		blockFactor = 0.6f;
	}
	else if (self->client->ps.fd.forcePowerLevel[FP_SABER_DEFENSE] == FORCE_LEVEL_1)
	{
		blockFactor = 0.9f;
	}
	else
	{ //for now we just don't get to autoblock with no def
		return 0;
	}

	if (thrownSaber)
	{
		blockFactor -= 0.25f;
	}

	if (attackStr)
	{ //blocking a saber, not a projectile.
		blockFactor -= 0.25f;
	}

	if (!InFront( point, self->client->ps.origin, self->client->ps.viewangles, blockFactor )) //orig 0.2f
	{
		return 0;
	}

	if (projectile)
	{
		WP_SaberBlockNonRandom(self, point, projectile);
	}
	return 1;
}

qboolean HasSetSaberOnly(void)
{
	int i = 0;
	int wDisable = 0;

	if (g_gametype.integer == GT_JEDIMASTER)
	{ //set to 0 
		return qfalse;
	}

	if (g_gametype.integer == GT_DUEL || g_gametype.integer == GT_POWERDUEL)
	{
		wDisable = g_duelWeaponDisable.integer;
	}
	else
	{
		wDisable = g_weaponDisable.integer;
	}

	while (i < WP_NUM_WEAPONS)
	{
		if (!(wDisable & (1 << i)) &&
			i != WP_SABER && i != WP_NONE)
		{
			return qfalse;
		}

		i++;
	}

	return qtrue;
}
