// Emacs style mode select	 -*- C++ -*- 
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
//		Player related stuff.
//		Bobbing POV/weapon, movement.
//		Pending weapon.
//
//-----------------------------------------------------------------------------

#include "templates.h"
#include "doomdef.h"
#include "d_event.h"
#include "p_local.h"
#include "doomstat.h"
#include "s_sound.h"
#include "i_system.h"
#include "gi.h"
#include "m_random.h"
#include "p_pspr.h"
#include "p_enemy.h"
#include "s_sound.h"
#include "a_sharedglobal.h"
#include "a_keys.h"
#include "statnums.h"
#include "v_palette.h"
#include "v_video.h"
#include "w_wad.h"
#include "cmdlib.h"
#include "sbar.h"
#include "intermission/intermission.h"
#include "c_console.h"
#include "doomdef.h"
#include "c_dispatch.h"
#include "tarray.h"
#include "thingdef/thingdef.h"
#include "g_level.h"
#include "d_net.h"
#include "gstrings.h"
#include "farchive.h"
#include "r_renderer.h"
// [BB] New #includes.
#include "sv_commands.h"
#include "a_doomglobal.h"
#include "deathmatch.h"
#include "duel.h"
#include "g_game.h"
#include "team.h"
#include "network.h"
#include "joinqueue.h"
#include "d_gui.h"
#include "lastmanstanding.h"
#include "cooperative.h"
#include "survival.h"
#include "sv_main.h"
#include "cl_demo.h"
#include "cl_main.h"
#include "st_hud.h"
#include "p_acs.h"
#include "possession.h"
#include "cl_commands.h"
#include "gamemode.h"
#include "invasion.h"
#include "d_netinf.h"
#include "g_shared/pwo.h"

static FRandom pr_skullpop ("SkullPop");

// [RH] # of ticks to complete a turn180
#define TURN180_TICKS	((TICRATE / 4) + 1)

// Variables for prediction
CVAR (Bool, cl_noprediction, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
static player_t PredictionPlayerBackup;
static BYTE PredictionActorBackup[sizeof(AActor)];
static TArray<sector_t *> PredictionTouchingSectorsBackup;
static TArray<AActor *> PredictionSectorListBackup;
static TArray<msecnode_t *> PredictionSector_sprev_Backup;

// [Leo] Stops the screen from bobbing but not the weapon itself.
CVAR (Bool, cl_viewbob, true, CVAR_ARCHIVE)

// [Dusk] Determine speed spectators will move at
CUSTOM_CVAR (Float, cl_spectatormove, 1.0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) {
	if (self > 100.0)
		self = 100.0;
	else if (self < -100.0)
		self = -100.0;
}

// [GRB] Custom player classes
TArray<FPlayerClass> PlayerClasses;

FPlayerClass::FPlayerClass ()
{
	Type = NULL;
	Flags = 0;
}

FPlayerClass::FPlayerClass (const FPlayerClass &other)
{
	Type = other.Type;
	Flags = other.Flags;
	Skins = other.Skins;
}

FPlayerClass::~FPlayerClass ()
{
}

bool FPlayerClass::CheckSkin (int skin)
{
	for (unsigned int i = 0; i < Skins.Size (); i++)
	{
		if (Skins[i] == skin)
			return true;
	}

	return false;
}

//===========================================================================
//
// GetDisplayName
//
//===========================================================================

const char *GetPrintableDisplayName(const PClass *cls)
{ 
	// Fixme; This needs a decent way to access the string table without creating a mess.
	const char *name = cls->Meta.GetMetaString(APMETA_DisplayName);
	return name;
}

bool ValidatePlayerClass(const PClass *ti, const char *name)
{
	if (!ti)
	{
		Printf ("Unknown player class '%s'\n", name);
		return false;
	}
	else if (!ti->IsDescendantOf (RUNTIME_CLASS (APlayerPawn)))
	{
		Printf ("Invalid player class '%s'\n", name);
		return false;
	}
	else if (ti->Meta.GetMetaString (APMETA_DisplayName) == NULL)
	{
		Printf ("Missing displayname for player class '%s'\n", name);
		return false;
	}
	return true;
}

void SetupPlayerClasses ()
{
	FPlayerClass newclass;

	PlayerClasses.Clear();
	for (unsigned i=0; i<gameinfo.PlayerClasses.Size(); i++)
	{
		newclass.Flags = 0;
		newclass.Type = PClass::FindClass(gameinfo.PlayerClasses[i]);

		if (ValidatePlayerClass(newclass.Type, gameinfo.PlayerClasses[i]))
		{
			if ((GetDefaultByType(newclass.Type)->flags6 & MF6_NOMENU))
			{
				newclass.Flags |= PCF_NOMENU;
			}
			PlayerClasses.Push (newclass);
		}
	}
}

CCMD (clearplayerclasses)
{
	if (ParsingKeyConf)
	{
		PlayerClasses.Clear ();
	}
}

CCMD (addplayerclass)
{
	if (ParsingKeyConf && argv.argc () > 1)
	{
		const PClass *ti = PClass::FindClass (argv[1]);

		if (ValidatePlayerClass(ti, argv[1]))
		{
			FPlayerClass newclass;

			newclass.Type = ti;
			newclass.Flags = 0;

			int arg = 2;
			while (arg < argv.argc ())
			{
				if (!stricmp (argv[arg], "nomenu"))
				{
					newclass.Flags |= PCF_NOMENU;
				}
				else
				{
					Printf ("Unknown flag '%s' for player class '%s'\n", argv[arg], argv[1]);
				}

				arg++;
			}

			PlayerClasses.Push (newclass);
		}
	}
}

CCMD (playerclasses)
{
	for (unsigned int i = 0; i < PlayerClasses.Size (); i++)
	{
		Printf ("%3d: Class = %s, Name = %s\n", i,
			PlayerClasses[i].Type->TypeName.GetChars(),
			PlayerClasses[i].Type->Meta.GetMetaString (APMETA_DisplayName));
	}
}


//
// Movement.
//

// 16 pixels of bob
#define MAXBOB			0x100000

FArchive &operator<< (FArchive &arc, player_t *&p)
{
	return arc.SerializePointer (players, (BYTE **)&p, sizeof(*players));
}

// The player_t constructor. Since LogText is not a POD, we cannot just
// memset it all to 0.
player_t::player_t()
: mo(0),
  playerstate(0),
  cls(0),
  DesiredFOV(0),
  FOV(0),
  viewz(0),
  viewheight(0),
  deltaviewheight(0),
  bob(0),
  velx(0),
  vely(0),
  centering(0),
  turnticks(0),
  attackdown(0),
  usedown(0),
  oldbuttons(0),
  health(0),
  inventorytics(0),
  CurrentPlayerClass(0),
  backpack(0),
  fragcount(0),
  WeaponState(0),
  ReadyWeapon(0),
  PendingWeapon(0),
  cheats(0),
  cheats2(0), // [BB]
  timefreezer(0),
  refire(0),
  killcount(0),
  itemcount(0),
  secretcount(0),
  damagecount(0),
  bonuscount(0),
  hazardcount(0),
  poisoncount(0),
  poisoner(0),
  attacker(0),
  extralight(0),
  morphTics(0),
  MorphedPlayerClass(0),
  MorphStyle(0),
  MorphExitFlash(0),
  PremorphWeapon(0),
  chickenPeck(0),
  jumpTics(0),
  onground(0),
  respawn_time(0),
  camera(0),
  air_finished(0),
  BlendR(0),
  BlendG(0),
  BlendB(0),
  BlendA(0),
  LogText(),
  crouching(0),
  crouchdir(0),
  crouchfactor(0),
  crouchoffset(0),
  crouchviewdelta(0),
  ConversationNPC(0),
  ConversationPC(0),
  ConversationNPCAngle(0),
  ConversationFaceTalker(0),
  // [BC] Initialize ST's additional properties.
  bOnTeam( 0 ),
  Team( 0 ),
  lPointCount( 0 ),
  ulDeathCount( 0 ),
  ulLastFragTick( 0 ),
  ulLastExcellentTick( 0 ),
  ulLastSpamTick( 0 ),
  ulConsecutiveHits( 0 ),
  ulConsecutiveRailgunHits( 0 ),
  ulFragsWithoutDeath( 0 ),
  ulDeathsWithoutFrag( 0 ),
  ulUnrewardedDamageDealt( 0 ),
  bChatting( 0 ),
  bInConsole( 0 ),
  bInMenu( 0 ),
  bSpectating( 0 ),
  bDeadSpectator( 0 ),
  ulLivesLeft( 0 ),
  bStruckPlayer( 0 ),
  RailgunShots( 0 ),
  pIcon( 0 ),
  MaxHealthBonus( 0 ),
  ulWins( 0 ),
  pSkullBot( 0 ),
  bIsBot( 0 ),
  bIgnoreChat( 0 ),
  lIgnoreChatTicks( -1 ),
  ulPing( 0 ),
  ulPingAverages( 0 ),
  ulCountryIndex( 0 ),
  bReadyToGoOn( 0 ),
  pCorpse( 0 ),
  OldPendingWeapon( 0 ),
  bLagging( 0 ),
  bSpawnTelefragged( 0 ),
  ulTime( 0 ),
  bUnarmed( false )
{
	memset (&cmd, 0, sizeof(cmd));
	// [BB] Check if this is still necessary.
	userinfo.Reset();
	memset (psprites, 0, sizeof(psprites));

	// [BC] Initialize additonal ST properties.
	memset( &ulMedalCount, 0, sizeof( ULONG ) * NUM_MEDALS );
}

player_t &player_t::operator=(const player_t &p)
{
	mo = p.mo;
	playerstate = p.playerstate;
	cmd = p.cmd;
	original_cmd = p.original_cmd;
	original_oldbuttons = p.original_oldbuttons;
	// Intentionally not copying userinfo!
	cls = p.cls;
	DesiredFOV = p.DesiredFOV;
	FOV = p.FOV;
	viewz = p.viewz;
	viewheight = p.viewheight;
	deltaviewheight = p.deltaviewheight;
	bob = p.bob;
	velx = p.velx;
	vely = p.vely;
	centering = p.centering;
	turnticks = p.turnticks;
	attackdown = p.attackdown;
	usedown = p.usedown;
	oldbuttons = p.oldbuttons;
	health = p.health;
	inventorytics = p.inventorytics;
	CurrentPlayerClass = p.CurrentPlayerClass;
	backpack = p.backpack;
	// [BB] Zandronum doesn't have this.
	//memcpy(frags, &p.frags, sizeof(frags));
	fragcount = p.fragcount;
	/* [BB] Zandronum doesn't have these.
	lastkilltime = p.lastkilltime;
	multicount = p.multicount;
	spreecount = p.spreecount;
	*/
	WeaponState = p.WeaponState;
	ReadyWeapon = p.ReadyWeapon;
	PendingWeapon = p.PendingWeapon;
	cheats = p.cheats;
	timefreezer = p.timefreezer;
	refire = p.refire;
	// [BB] Zandronum doesn't have this.
	//inconsistant = p.inconsistant;
	waiting = p.waiting;
	killcount = p.killcount;
	itemcount = p.itemcount;
	secretcount = p.secretcount;
	damagecount = p.damagecount;
	bonuscount = p.bonuscount;
	hazardcount = p.hazardcount;
	poisoncount = p.poisoncount;
	poisontype = p.poisontype;
	poisonpaintype = p.poisonpaintype;
	poisoner = p.poisoner;
	attacker = p.attacker;
	extralight = p.extralight;
	fixedcolormap = p.fixedcolormap;
	fixedlightlevel = p.fixedlightlevel;
	memcpy(psprites, &p.psprites, sizeof(psprites));
	morphTics = p.morphTics;
	MorphedPlayerClass = p.MorphedPlayerClass;
	MorphStyle = p.MorphStyle;
	MorphExitFlash = p.MorphExitFlash;
	PremorphWeapon = p.PremorphWeapon;
	chickenPeck = p.chickenPeck;
	jumpTics = p.jumpTics;
	onground = p.onground;
	respawn_time = p.respawn_time;
	camera = p.camera;
	air_finished = p.air_finished;
	LastDamageType = p.LastDamageType;
	/* [BB] Zandronum doesn't have these.
	savedyaw = p.savedyaw;
	savedpitch = p.savedpitch;
	angle = p.angle;
	dest = p.dest;
	prev = p.prev;
	enemy = p.enemy;
	missile = p.missile;
	mate = p.mate;
	last_mate = p.last_mate;
	*/
	settings_controller = p.settings_controller;
	/* [BB] Zandronum doesn't have these.
	skill = p.skill;
	t_active = p.t_active;
	t_respawn = p.t_respawn;
	t_strafe = p.t_strafe;
	t_react = p.t_react;
	t_fight = p.t_fight;
	t_roam = p.t_roam;
	t_rocket = p.t_rocket;
	isbot = p.isbot;
	first_shot = p.first_shot;
	sleft = p.sleft;
	allround = p.allround;
	oldx = p.oldx;
	oldy = p.oldy;
	*/
	BlendR = p.BlendR;
	BlendG = p.BlendG;
	BlendB = p.BlendB;
	BlendA = p.BlendA;
	LogText = p.LogText;
	MinPitch = p.MinPitch;
	MaxPitch = p.MaxPitch;
	crouching = p.crouching;
	crouchdir = p.crouchdir;
	crouchfactor = p.crouchfactor;
	crouchoffset = p.crouchoffset;
	crouchviewdelta = p.crouchviewdelta;
	weapons = p.weapons;
	ConversationNPC = p.ConversationNPC;
	ConversationPC = p.ConversationPC;
	ConversationNPCAngle = p.ConversationNPCAngle;
	ConversationFaceTalker = p.ConversationFaceTalker;

	// [BB] Zandronum additions
	cheats2 = p.cheats2;
	bOnTeam = p.bOnTeam;
	Team = p.Team;
	lPointCount = p.lPointCount;
	ulDeathCount = p.ulDeathCount;
	ulLastFragTick = p.ulLastFragTick;
	ulLastExcellentTick = p.ulLastExcellentTick;
	ulLastSpamTick = p.ulLastSpamTick;
	ulConsecutiveHits = p.ulConsecutiveHits;
	ulConsecutiveRailgunHits = p.ulConsecutiveRailgunHits;
	ulFragsWithoutDeath = p.ulFragsWithoutDeath;
	ulDeathsWithoutFrag = p.ulDeathsWithoutFrag;
	ulUnrewardedDamageDealt = p.ulUnrewardedDamageDealt;
	bChatting = p.bChatting;
	bInConsole = p.bInConsole;
	bInMenu = p.bInMenu;
	bSpectating = p.bSpectating;
	bDeadSpectator = p.bDeadSpectator;
	ulLivesLeft = p.ulLivesLeft;
	bStruckPlayer = p.bStruckPlayer;
	RailgunShots = p.RailgunShots;
	memcpy(ulMedalCount, &p.ulMedalCount, sizeof( ULONG ) * NUM_MEDALS);
	pIcon = p.pIcon;
	MaxHealthBonus = p.MaxHealthBonus;
	ulWins = p.ulWins;
	pSkullBot = p.pSkullBot;
	bIsBot = p.bIsBot;
	bIgnoreChat = p.bIgnoreChat;
	lIgnoreChatTicks = p.lIgnoreChatTicks;
	ulPing = p.ulPing;
	ulPingAverages = p.ulPingAverages;
	ulCountryIndex = p.ulCountryIndex;
	bReadyToGoOn = p.bReadyToGoOn;
	pCorpse = p.pCorpse;
	OldPendingWeapon = p.OldPendingWeapon;
	StartingWeaponName = p.StartingWeaponName;
	bClientSelectedWeapon = p.bClientSelectedWeapon;
	bLagging = p.bLagging;
	bSpawnTelefragged = p.bSpawnTelefragged;
	ulTime = p.ulTime;
	bUnarmed = p.bUnarmed;

	// [AK] Copy the old positions for the unlagged.
	for ( unsigned int i = 0; i < UNLAGGEDTICS; i++ )
		unlaggedPos[i] = p.unlaggedPos[i];

	restorePos = p.restorePos;
	restoreFloorZ = p.restoreFloorZ;
	restoreCeilingZ = p.restoreCeilingZ;

	return *this;
}

// This function supplements the pointer cleanup in dobject.cpp, because
// player_t is not derived from DObject. (I tried it, and DestroyScan was
// unable to properly determine the player object's type--possibly
// because it gets staticly allocated in an array.)
//
// This function checks all the DObject pointers in a player_t and NULLs any
// that match the pointer passed in. If you add any pointers that point to
// DObject (or a subclass), add them here too.

size_t player_t::FixPointers (const DObject *old, DObject *rep)
{
	APlayerPawn *replacement = static_cast<APlayerPawn *>(rep);
	size_t changed = 0;

	// The construct *& is used in several of these to avoid the read barriers
	// that would turn the pointer we want to check to NULL if the old object
	// is pending deletion.
	if (mo == old)					mo = replacement, changed++;
	if (*&poisoner == old)			poisoner = replacement, changed++;
	if (*&attacker == old)			attacker = replacement, changed++;
	if (*&camera == old)			camera = replacement, changed++;
	/* [BB] ST doesn't have these.
	if (*&dest == old)				dest = replacement, changed++;
	if (*&prev == old)				prev = replacement, changed++;
	if (*&enemy == old)				enemy = replacement, changed++;
	if (*&missile == old)			missile = replacement, changed++;
	if (*&mate == old)				mate = replacement, changed++;
	if (*&last_mate == old)			last_mate = replacement, changed++;
	*/
	if (ReadyWeapon == old)			ReadyWeapon = static_cast<AWeapon *>(rep), changed++;
	if (PendingWeapon == old)		PendingWeapon = static_cast<AWeapon *>(rep), changed++;
	if (*&PremorphWeapon == old)	PremorphWeapon = static_cast<AWeapon *>(rep), changed++;
	if (*&ConversationNPC == old)	ConversationNPC = replacement, changed++;
	if (*&ConversationPC == old)	ConversationPC = replacement, changed++;
	// [BC]
	if ( pIcon == old )		pIcon = static_cast<AFloatyIcon *>( rep ), changed++;
	if ( OldPendingWeapon == old )		OldPendingWeapon = static_cast<AWeapon *>( rep ), changed++;

	return changed;
}

size_t player_t::PropagateMark()
{
	GC::Mark(mo);
	GC::Mark(poisoner);
	GC::Mark(attacker);
	GC::Mark(camera);
	/* [BB] ST doesn't have these.
	GC::Mark(dest);
	GC::Mark(prev);
	GC::Mark(enemy);
	GC::Mark(missile);
	GC::Mark(mate);
	GC::Mark(last_mate);
	*/
	GC::Mark(ReadyWeapon);
	GC::Mark(ConversationNPC);
	GC::Mark(ConversationPC);
	GC::Mark(PremorphWeapon);
	if (PendingWeapon != WP_NOCHANGE)
	{
		GC::Mark(PendingWeapon);
	}
	// [BB]
	GC::Mark(pIcon);
	if (OldPendingWeapon != WP_NOCHANGE)
		GC::Mark(OldPendingWeapon);
	return sizeof(*this);
}

void player_t::SetLogNumber (int num)
{
	char lumpname[16];
	int lumpnum;

	mysnprintf (lumpname, countof(lumpname), "LOG%d", num);
	lumpnum = Wads.CheckNumForName (lumpname);
	if (lumpnum == -1)
	{
		// Leave the log message alone if this one doesn't exist.
		//SetLogText (lumpname);
	}
	else
	{
		int length=Wads.LumpLength(lumpnum);
		char *data= new char[length+1];
		Wads.ReadLump (lumpnum, data);
		data[length]=0;
		SetLogText (data);
		delete[] data;
	}
}

void player_t::SetLogText (const char *text)
{
	LogText = text;

	// Print log text to console
	AddToConsole(-1, TEXTCOLOR_GOLD);
	AddToConsole(-1, LogText);
	AddToConsole(-1, "\n");
}

int player_t::GetSpawnClass()
{
	const PClass * type = PlayerClasses[CurrentPlayerClass].Type;
	return static_cast<APlayerPawn*>(GetDefaultByType(type))->SpawnMask;
}

//===========================================================================
//
// player_t :: SendPitchLimits
//
// Ask the local player's renderer what pitch restrictions should be imposed
// and let everybody know. Only sends data for the consoleplayer, since the
// local player is the only one our data is valid for.
//
//===========================================================================

void player_t::SendPitchLimits() const
{
	// [BB] Client and server have to set the pitch limits directly and for all players.
	if ( ( NETWORK_InClientMode() == false ) && ( NETWORK_GetState( ) != NETSTATE_SERVER ) )
	{
		if (this - players == consoleplayer)
		{
			Net_WriteByte(DEM_SETPITCHLIMIT);
			Net_WriteByte(Renderer->GetMaxViewPitch(false));	// up
			Net_WriteByte(Renderer->GetMaxViewPitch(true));		// down
		}
	}
	else
	{
		// [BB] The extra player for the free spectate mode doesn't have a valid player index.
		const unsigned int playerIndex = this - players;
		if ( playerIndex < MAXPLAYERS )
		{
			if ( NETWORK_GetState( ) != NETSTATE_SERVER )
			{
				players[playerIndex].MinPitch = Renderer->GetMaxViewPitch(false) * -ANGLE_1;
				players[playerIndex].MaxPitch = Renderer->GetMaxViewPitch(true) * ANGLE_1;
			}
			else
			{
				players[playerIndex].MinPitch = - 32 * ANGLE_1;
				players[playerIndex].MaxPitch = 56 * ANGLE_1;
			}
		}
	}
}

//===========================================================================
//
// APlayerPawn
//
//===========================================================================

IMPLEMENT_POINTY_CLASS (APlayerPawn)
 DECLARE_POINTER(InvFirst)
 DECLARE_POINTER(InvSel)
END_POINTERS

IMPLEMENT_CLASS (APlayerChunk)

void APlayerPawn::Serialize (FArchive &arc)
{
	Super::Serialize (arc);

	arc << JumpZ
		<< MaxHealth
		<< RunHealth
		<< SpawnMask
		<< ForwardMove1
		<< ForwardMove2
		<< SideMove1
		<< SideMove2
		<< ScoreIcon
		<< InvFirst
		<< InvSel
		<< MorphWeapon
		<< DamageFade
		<< PlayerFlags
		<< FlechetteType;
	if (SaveVersion < 3829)
	{
		GruntSpeed = 12*FRACUNIT;
		FallingScreamMinSpeed = 35*FRACUNIT;
		FallingScreamMaxSpeed = 40*FRACUNIT;
	}
	else
	{
		arc << GruntSpeed << FallingScreamMinSpeed << FallingScreamMaxSpeed;
	}
	if (SaveVersion >= 4502)
	{
		arc << UseRange;
	}
	if (SaveVersion >= 4503)
	{
		arc << AirCapacity;
	}
}

//===========================================================================
//
// APlayerPawn :: MarkPrecacheSounds
//
//===========================================================================

void APlayerPawn::MarkPrecacheSounds() const
{
	Super::MarkPrecacheSounds();
	S_MarkPlayerSounds(GetSoundClass());
}

//===========================================================================
//
// APlayerPawn :: BeginPlay
//
//===========================================================================

void APlayerPawn::BeginPlay ()
{
	Super::BeginPlay ();
	ChangeStatNum (STAT_PLAYER);

	// Check whether a PWADs normal sprite is to be combined with the base WADs
	// crouch sprite. In such a case the sprites normally don't match and it is
	// best to disable the crouch sprite.
	if (crouchsprite > 0)
	{
		// This assumes that player sprites always exist in rotated form and
		// that the front view is always a separate sprite. So far this is
		// true for anything that exists.
		FString normspritename = sprites[SpawnState->sprite].name;
		FString crouchspritename = sprites[crouchsprite].name;

		int spritenorm = Wads.CheckNumForName(normspritename + "A1", ns_sprites);
		int spritecrouch = Wads.CheckNumForName(crouchspritename + "A1", ns_sprites);
		
		if (spritenorm==-1 || spritecrouch ==-1) 
		{
			// Sprites do not exist so it is best to disable the crouch sprite.
			crouchsprite = 0;
			return;
		}
	
		int wadnorm = Wads.GetLumpFile(spritenorm);
		int wadcrouch = Wads.GetLumpFile(spritenorm);
		
		if (wadnorm > FWadCollection::IWAD_FILENUM && wadcrouch <= FWadCollection::IWAD_FILENUM) 
		{
			// Question: Add an option / disable crouching or do what?
			crouchsprite = 0;
		}
	}
}

//===========================================================================
//
// APlayerPawn :: Tick
//
//===========================================================================

void APlayerPawn::Tick()
{
	if (player != NULL && player->mo == this && player->CanCrouch() && player->playerstate != PST_DEAD)
	{
		// [BC] Make the player flat, so he can travel under doors and such.
		if ( player->bSpectating )
			height = 0;
		else
			height = FixedMul(GetDefault()->height, player->crouchfactor);
	}
	else
	{
		if (health > 0) height = GetDefault()->height;
	}
	Super::Tick();
}

//===========================================================================
//
// APlayerPawn :: PostBeginPlay
//
//===========================================================================

void APlayerPawn::PostBeginPlay()
{
	Super::PostBeginPlay();
	SetupWeaponSlots();

	// Voodoo dolls: restore original floorz/ceilingz logic
	if (player == NULL || player->mo != this)
	{
		dropoffz = floorz = Sector->floorplane.ZatPoint(x, y);
		ceilingz = Sector->ceilingplane.ZatPoint(x, y);
		P_FindFloorCeiling(this, FFCF_ONLYSPAWNPOS);
		z = floorz;
	}
	else
	{
		player->SendPitchLimits();
	}
}

//===========================================================================
//
// APlayerPawn :: SetupWeaponSlots
//
// Sets up the default weapon slots for this player. If this is also the
// local player, determines local modifications and sends those across the
// network. Ignores voodoo dolls.
//
//===========================================================================

void APlayerPawn::SetupWeaponSlots()
{
	if (player != NULL && player->mo == this)
	{
		player->weapons.StandardSetup(GetClass());
		// If we're the local player, then there's a bit more work to do.
		// This also applies if we're a bot and this is the net arbitrator.
		// [BB] Since ST doesn't use the DEM_* stuff let clients do this
		// for all players. Otherwise the KEYCONF lump would be completely ignored
		// on clients for all players other than the consoleplayer.
		if ( (player - players == consoleplayer) || NETWORK_InClientMode() )
			// (player->isbot && consoleplayer == Net_Arbitrator)) // [BB] Zandronum treats bots differently.
		{
			FWeaponSlots local_slots(player->weapons);
			/*  [BB] Zandronum treats bots differently.
			if (player->isbot)
			{ // Bots only need weapons from KEYCONF, not INI modifications.
				P_PlaybackKeyConfWeapons(&local_slots);
			}
			else
			*/
			{
				local_slots.LocalSetup(GetClass());
			}
			// [BB] SendDifferences uses DEM_* stuff, that ST never uses in
			// multiplayer games, so we have to handle this differently.
			if ( NETWORK_GetState( ) != NETSTATE_CLIENT )
				local_slots.SendDifferences(int(player - players), player->weapons);
			else
				player->weapons = local_slots;
		}
	}
}

//===========================================================================
//
// APlayerPawn :: AddInventory
//
//===========================================================================

void APlayerPawn::AddInventory (AInventory *item)
{
	// Adding inventory to a voodoo doll should add it to the real player instead.
	if (player != NULL && player->mo != this && player->mo != NULL)
	{
		player->mo->AddInventory (item);
		return;
	}
	Super::AddInventory (item);

	// If nothing is selected, select this item.
	if (InvSel == NULL && (item->ItemFlags & IF_INVBAR))
	{
		InvSel = item;
	}

	// [AK] Update the carriers if we added a team item to the player's inventory in a team-based game mode.
	if (( GAMEMODE_GetCurrentFlags( ) & GMF_PLAYERSONTEAMS ) && ( item->IsKindOf( RUNTIME_CLASS( ATeamItem ))))
		TEAM_UpdateCarriers( );
}

//===========================================================================
//
// APlayerPawn :: RemoveInventory
//
//===========================================================================

void APlayerPawn::RemoveInventory (AInventory *item)
{
	bool pickWeap = false;

	// Since voodoo dolls aren't supposed to have an inventory, there should be
	// no need to redirect them to the real player here as there is with AddInventory.

	// If the item removed is the selected one, select something else, either the next
	// item, if there is one, or the previous item.
	if (player != NULL)
	{
		if (InvSel == item)
		{
			InvSel = item->NextInv ();
			if (InvSel == NULL)
			{
				InvSel = item->PrevInv ();
			}
		}
		if (InvFirst == item)
		{
			InvFirst = item->NextInv ();
			if (InvFirst == NULL)
			{
				InvFirst = item->PrevInv ();
			}
		}
		if (item == player->PendingWeapon)
		{
			player->PendingWeapon = WP_NOCHANGE;
		}
		if (item == player->ReadyWeapon)
		{
			// If the current weapon is removed, clear the refire counter and pick a new one.
			// [BC] Don't pick a new weapon if the owner is dead.
			if (( item->Owner ) && ( item->Owner->health <= 0 ))
				pickWeap = false;
			else
				pickWeap = true;
			player->ReadyWeapon = NULL;
			player->refire = 0;
		}
	}
	Super::RemoveInventory (item);
	if (pickWeap && player->mo == this && player->PendingWeapon == WP_NOCHANGE)
	{
		PickNewWeapon (NULL);
	}

	// [AK] Update the carriers if we removed a team item from the player's inventory in a team-based game mode.
	if (( GAMEMODE_GetCurrentFlags( ) & GMF_PLAYERSONTEAMS ) && ( item->IsKindOf( RUNTIME_CLASS( ATeamItem ))))
		TEAM_UpdateCarriers( );
}

//===========================================================================
//
// APlayerPawn :: UseInventory
//
//===========================================================================

bool APlayerPawn::UseInventory (AInventory *item)
{
	// [BB] Morphing clears the unmorphed actor's "player" field, so remember which player number we are.
	const ULONG ulPlayer = static_cast<ULONG>( this->player - players );

	const PClass *itemtype = item->GetClass();

	if (player->cheats & CF_TOTALLYFROZEN)
	{ // You can't use items if you're totally frozen
		return false;
	}
	if ((level.flags2 & LEVEL2_FROZEN) && (player == NULL || player->timefreezer == 0))
	{
		// Time frozen
		return false;
	}

	if (!Super::UseInventory (item))
	{
		// [BB] The server won't call SERVERCOMMANDS_PlayerUseInventory in this case, so we have to 
		// notify the clients when a weapon change happened because of the use. Probably it would be better 
		// to do this in AWeapon::Use, but it's not obvious how to prevent the server from doing it there
		// when the client calls AWeapon::Use for other reasons than APlayerPawn::UseInventory. 
		if ( ( NETWORK_GetState( ) == NETSTATE_SERVER ) && item->Owner && item->Owner->player && item->IsKindOf ( RUNTIME_CLASS(AWeapon) ) )
		{
			const player_t *pPlayer = item->Owner->player;
			const ULONG ulPlayer = static_cast<ULONG> ( pPlayer - players );
			if ( ( pPlayer->PendingWeapon == item ) && ( pPlayer->ReadyWeapon != item ) )
				SERVERCOMMANDS_SetPlayerPendingWeapon( ulPlayer );
		}

		// Heretic and Hexen advance the inventory cursor if the use failed.
		// Should this behavior be retained?
		return false;
	}
	// [BB] The server only has to tell the client, that he successfully used
	// the item. The sound and the status bar flashing are handled by the client.
	if( NETWORK_GetState( ) == NETSTATE_SERVER )
	{
		// [BB] Use the player number we stored above.
		SERVERCOMMANDS_PlayerUseInventory( ulPlayer, item );
	}
	else if (player == &players[consoleplayer])
	{
		S_Sound (this, CHAN_ITEM, item->UseSound, 1, ATTN_NORM);
		StatusBar->FlashItem (itemtype);
	}
	return true;
}

//===========================================================================
//
// APlayerPawn :: BestWeapon
//
// Returns the best weapon a player has, possibly restricted to a single
// type of ammo.
//
//===========================================================================

AWeapon *APlayerPawn::BestWeapon (const PClass *ammotype)
{
	AWeapon *bestMatch = NULL;
	int bestOrder = INT_MAX;
	AInventory *item;
	AWeapon *weap;
	bool tomed = NULL != FindInventory (RUNTIME_CLASS(APowerWeaponLevel2), true);
	int bestWeight = INT_MIN; // [TP]

	// Find the best weapon the player has.
	for (item = Inventory; item != NULL; item = item->Inventory)
	{
		if (!item->IsKindOf (RUNTIME_CLASS(AWeapon)))
			continue;

		weap = static_cast<AWeapon *> (item);

		// [TP] If PWO is active, a weight check overrides the selection order one (unless the
		// weights are the same)
		int weight = 0;

		if ( PWO_IsActive( player ))
		{
			PWOWeaponInfo* info = PWOWeaponInfo::FindInfo( weap->GetClass() );
			weight = info ? info->GetWeight() : INT_MIN;

			if ( weight < bestWeight )
				continue;
		}

		if ( ( PWO_IsActive( player ) == false ) || ( weight == bestWeight ) )
		{
			// Don't select it if it's worse than what was already found.
			if (weap->SelectionOrder > bestOrder)
				continue;
		}

		// Don't select it if its primary fire doesn't use the desired ammo.
		if (ammotype != NULL &&
			(weap->Ammo1 == NULL ||
			 weap->Ammo1->GetClass() != ammotype))
			continue;

		// Don't select it if the Tome is active and this isn't the powered-up version.
		if (tomed && weap->SisterWeapon != NULL && weap->SisterWeapon->WeaponFlags & WIF_POWERED_UP)
			continue;

		// Don't select it if it's powered-up and the Tome is not active.
		if (!tomed && weap->WeaponFlags & WIF_POWERED_UP)
			continue;

		// Don't select it if there isn't enough ammo to use its primary fire.
		if (!(weap->WeaponFlags & WIF_AMMO_OPTIONAL) &&
			!weap->CheckAmmo (AWeapon::PrimaryFire, false))
			continue;

		// Don't select if if there isn't enough ammo as determined by the weapon's author.
		if (weap->MinSelAmmo1 > 0 && (weap->Ammo1 == NULL || weap->Ammo1->Amount < weap->MinSelAmmo1))
			continue;
		if (weap->MinSelAmmo2 > 0 && (weap->Ammo2 == NULL || weap->Ammo2->Amount < weap->MinSelAmmo2))
			continue;

		// This weapon is usable!
		bestOrder = weap->SelectionOrder;
		bestMatch = weap;
		bestWeight = weight; // [TP]
	}
	return bestMatch;
}

//===========================================================================
//
// APlayerPawn :: PickNewWeapon
//
// Picks a new weapon for this player. Used mostly for running out of ammo,
// but it also works when an ACS script explicitly takes the ready weapon
// away or the player picks up some ammo they had previously run out of.
//
//===========================================================================

AWeapon *APlayerPawn::PickNewWeapon (const PClass *ammotype)
{
	AWeapon *best = BestWeapon (ammotype);

	if (best != NULL)
	{
		// [EP] We can't rely on the 'this->player' pointer when doing network stuff,
		// because 'this' may be the morphed player body and can be destroyed if
		// the 'Deselect' state in the dropped weapon destroys the morph item, hence
		// making the player unmorph.
		int playernum = player - players;

		player->PendingWeapon = best;
		if (player->ReadyWeapon != NULL)
		{
			P_DropWeapon(player);
		}
		else if (player->PendingWeapon != WP_NOCHANGE)
		{
			P_BringUpWeapon (player);
		}

		// [BC] In client mode, tell the server which weapon we're using.
		if (( NETWORK_GetState( ) == NETSTATE_CLIENT ) && ( playernum == consoleplayer ))
		{
			CLIENTCOMMANDS_WeaponSelect( best->GetClass( ));

			if (( CLIENTDEMO_IsRecording( )) &&
				( CLIENT_IsParsingPacket( ) == false ))
			{
				CLIENTDEMO_WriteLocalCommand( CLD_LCMD_INVUSE, best->GetClass( )->TypeName.GetChars( ) );
			}
		}
		// [BB] The server needs to tell the clients about bot weapon changes.
		else if ( ( NETWORK_GetState( ) == NETSTATE_SERVER ) && ( players[playernum].bIsBot == true ) )
			SERVERCOMMANDS_SetPlayerPendingWeapon( static_cast<ULONG> ( playernum ) );
	}
	return best;
}


//===========================================================================
//
// APlayerPawn :: CheckWeaponSwitch
//
// Checks if weapons should be changed after picking up ammo
//
//===========================================================================

void APlayerPawn::CheckWeaponSwitch(const PClass *ammotype)
{
	if (( NETWORK_GetState( ) != NETSTATE_SERVER ) && // [BC] Let clients decide if they want to switch weapons.
		( player->userinfo.GetSwitchOnPickup() > 0 ) &&
		player->PendingWeapon == WP_NOCHANGE && 
		(player->ReadyWeapon == NULL ||
		 (player->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON)))
	{
		AWeapon *best = BestWeapon (ammotype);
		if (best != NULL && (player->ReadyWeapon == NULL ||
			best->SelectionOrder < player->ReadyWeapon->SelectionOrder))
		{
			player->PendingWeapon = best;

			// [BC] If we're a client, tell the server we're switching weapons.
			if (( NETWORK_GetState( ) == NETSTATE_CLIENT ) && (( player - players ) == consoleplayer ))
			{
				CLIENTCOMMANDS_WeaponSelect( best->GetClass( ));

				if ( CLIENTDEMO_IsRecording( ))
					CLIENTDEMO_WriteLocalCommand( CLD_LCMD_INVUSE, best->GetClass( )->TypeName.GetChars( ) );
			}
		}
	}
}

//===========================================================================
//
// APlayerPawn :: GiveDeathmatchInventory
//
// Gives players items they should have in addition to their default
// inventory when playing deathmatch. (i.e. all keys)
//
//===========================================================================

void APlayerPawn::GiveDeathmatchInventory()
{
	// [BB] Spectators are supposed to have no inventory.
	if ( player && player->bSpectating ) return;

	for (unsigned int i = 0; i < PClass::m_Types.Size(); ++i)
	{
		if (PClass::m_Types[i]->IsDescendantOf (RUNTIME_CLASS(AKey)))
		{
			AKey *key = (AKey *)GetDefaultByType (PClass::m_Types[i]);
			if (key->KeyNumber != 0)
			{
				key = static_cast<AKey *>(Spawn (PClass::m_Types[i], 0,0,0, NO_REPLACE));
				if (!key->CallTryPickup (this))
				{
					key->Destroy ();
				}
			}
		}
	}
}

//===========================================================================
//
// APlayerPawn :: FilterCoopRespawnInventory
//
// When respawning in coop, this function is called to walk through the dead
// player's inventory and modify it according to the current game flags so
// that it can be transferred to the new live player. This player currently
// has the default inventory, and the oldplayer has the inventory at the time
// of death.
//
//===========================================================================

void APlayerPawn::FilterCoopRespawnInventory (APlayerPawn *oldplayer)
{
	AInventory *item, *next, *defitem;

	// If we're losing everything, this is really simple.
	if (dmflags & DF_COOP_LOSE_INVENTORY)
	{
		oldplayer->DestroyAllInventory();
		return;
	}

	if (dmflags &  (DF_COOP_LOSE_KEYS |
					DF_COOP_LOSE_WEAPONS |
					DF_COOP_LOSE_AMMO |
					DF_COOP_HALVE_AMMO |
					DF_COOP_LOSE_ARMOR |
					DF_COOP_LOSE_POWERUPS))
	{
		// Walk through the old player's inventory and destroy or modify
		// according to dmflags.
		for (item = oldplayer->Inventory; item != NULL; item = next)
		{
			next = item->Inventory;

			// If this item is part of the default inventory, we never want
			// to destroy it, although we might want to copy the default
			// inventory amount.
			defitem = FindInventory (item->GetClass());

			if ((dmflags & DF_COOP_LOSE_KEYS) &&
				defitem == NULL &&
				item->IsKindOf(RUNTIME_CLASS(AKey)))
			{
				item->Destroy();
			}
			else if ((dmflags & DF_COOP_LOSE_WEAPONS) &&
				defitem == NULL &&
				item->IsKindOf(RUNTIME_CLASS(AWeapon)))
			{
				item->Destroy();
			}
			else if ((dmflags & DF_COOP_LOSE_ARMOR) &&
				item->IsKindOf(RUNTIME_CLASS(AArmor)))
			{
				if (defitem != NULL)
				{
					item->Destroy();
				}
				else if (item->IsKindOf(RUNTIME_CLASS(ABasicArmor)))
				{
					static_cast<ABasicArmor*>(item)->SavePercent = static_cast<ABasicArmor*>(defitem)->SavePercent;
					item->Amount = defitem->Amount;
				}
				else if (item->IsKindOf(RUNTIME_CLASS(AHexenArmor)))
				{
					static_cast<AHexenArmor*>(item)->Slots[0] = static_cast<AHexenArmor*>(defitem)->Slots[0];
					static_cast<AHexenArmor*>(item)->Slots[1] = static_cast<AHexenArmor*>(defitem)->Slots[1];
					static_cast<AHexenArmor*>(item)->Slots[2] = static_cast<AHexenArmor*>(defitem)->Slots[2];
					static_cast<AHexenArmor*>(item)->Slots[3] = static_cast<AHexenArmor*>(defitem)->Slots[3];
				}
			}
			else if ((dmflags & DF_COOP_LOSE_POWERUPS) &&
				defitem == NULL &&
				item->IsKindOf(RUNTIME_CLASS(APowerupGiver)))
			{
				item->Destroy();
			}
			else if ((dmflags & (DF_COOP_LOSE_AMMO | DF_COOP_HALVE_AMMO)) &&
				item->IsKindOf(RUNTIME_CLASS(AAmmo)))
			{
				if (defitem == NULL)
				{
					if (dmflags & DF_COOP_LOSE_AMMO)
					{
						// Do NOT destroy the ammo, because a weapon might reference it.
						item->Amount = 0;
					}
					else if (item->Amount > 1)
					{
						item->Amount /= 2;
					}
				}
				else
				{
					// When set to lose ammo, you get to keep all your starting ammo.
					// When set to halve ammo, you won't be left with less than your starting amount.
					if (dmflags & DF_COOP_LOSE_AMMO)
					{
						item->Amount = defitem->Amount;
					}
					else if (item->Amount > 1)
					{
						item->Amount = MAX(item->Amount / 2, defitem->Amount);
					}
				}
			}
		}
	}

	// Now destroy the default inventory this player is holding and move
	// over the old player's remaining inventory.
	DestroyAllInventory();
	ObtainInventory (oldplayer);

	player->ReadyWeapon = NULL;
	// [BB] The server waits for the client to select the weapon (but has to handle bots).
	if ( ( NETWORK_GetState( ) != NETSTATE_SERVER ) || player->bIsBot || ( SERVER_GetClient( player - players )->State == CLS_SPAWNED_BUT_NEEDS_AUTHENTICATION ) )
		PickNewWeapon (NULL);
	else
		PLAYER_ClearWeapon( player );

	// [AK] The server doesn't handle a player's last used weapon.
	if ( NETWORK_GetState( ) != NETSTATE_SERVER )
	{
		LastWeaponUsed = NULL;

		// [AK] If the player's current weapon isn't the one they used
		// before respawning, the latter then becomes the last weapon used.
		if ( player->ReadyWeapon != NULL )
		{
			if ( player->ReadyWeapon->GetClass( ) != LastWeaponSelected )
				LastWeaponUsed = LastWeaponSelected;
			else if ( player->ReadyWeapon->GetClass( ) != LastWeaponUsedRespawn )
				LastWeaponUsed = LastWeaponUsedRespawn;
		}

		LastWeaponUsedRespawn = LastWeaponSelected = NULL;
	}
}

//===========================================================================
//
// APlayerPawn :: GetSoundClass
//
//===========================================================================

const char *APlayerPawn::GetSoundClass() const
{
	// [BC] If this player's skin is disabled, just use the base sound class.
	// [BB] Voodoo dolls don't have valid userinfo.
	if (( player != NULL ) && ( player->mo == this ) &&
		(( cl_skins == 1 ) || (( cl_skins >= 2 ) &&
		( player->userinfo.GetSkin() < static_cast<signed> (skins.Size()) ) &&
		( skins[player->userinfo.GetSkin()].bCheat == false ))))
	{
		if (player != NULL &&
		(player->mo == NULL || !(player->mo->flags4 &MF4_NOSKIN)) &&
			(unsigned int)player->userinfo.GetSkin() >= PlayerClasses.Size () &&
			(size_t)player->userinfo.GetSkin() < skins.Size())
		{
			return skins[player->userinfo.GetSkin()].name;
		}
	}

	// [GRB]
	const char *sclass = GetClass ()->Meta.GetMetaString (APMETA_SoundClass);
	return sclass != NULL ? sclass : "player";
}

//===========================================================================
//
// APlayerPawn :: GetMaxHealth
//
// only needed because Boom screwed up Dehacked.
//
//===========================================================================

int APlayerPawn::GetMaxHealth() const 
{ 
	return MaxHealth > 0? MaxHealth : ((i_compatflags&COMPATF_DEHHEALTH)? 100 : deh.MaxHealth);
}

//===========================================================================
//
// APlayerPawn :: UpdateWaterLevel
//
// Plays surfacing and diving sounds, as appropriate.
//
//===========================================================================

bool APlayerPawn::UpdateWaterLevel (fixed_t oldz, bool splash)
{
	int oldlevel = waterlevel;
	bool retval = Super::UpdateWaterLevel (oldz, splash);
	if (player != NULL )
	{
		if (oldlevel < 3 && waterlevel == 3)
		{ // Our head just went under.
			S_Sound (this, CHAN_VOICE, "*dive", 1, ATTN_NORM);
		}
		else if (oldlevel == 3 && waterlevel < 3)
		{ // Our head just came up.
			if (player->air_finished > level.time)
			{ // We hadn't run out of air yet.
				S_Sound (this, CHAN_VOICE, "*surface", 1, ATTN_NORM);
			}
			// If we were running out of air, then ResetAirSupply() will play *gasp.
		}
	}
	return retval;
}

//===========================================================================
//
// APlayerPawn :: ResetAirSupply
//
// Gives the player a full "tank" of air. If they had previously completely
// run out of air, also plays the *gasp sound. Returns true if the player
// was drowning.
//
//===========================================================================

bool APlayerPawn::ResetAirSupply (bool playgasp)
{
	bool wasdrowning = (player->air_finished < level.time);

	if (playgasp && wasdrowning)
	{
		S_Sound (this, CHAN_VOICE, "*gasp", 1, ATTN_NORM);
	}
	if (level.airsupply> 0 && player->mo->AirCapacity > 0) player->air_finished = level.time + FixedMul(level.airsupply, player->mo->AirCapacity);
	else player->air_finished = INT_MAX;
	return wasdrowning;
}

//===========================================================================
//
// Animations
//
//===========================================================================

void APlayerPawn::PlayIdle ()
{
	if (InStateSequence(state, SeeState))
	{
		// [BC] If we're the server, tell clients to update this player's state.
		if ( NETWORK_GetState( ) == NETSTATE_SERVER )
			SERVERCOMMANDS_SetPlayerState( ULONG( player - players ), STATE_PLAYER_IDLE, ULONG( player - players ), SVCF_SKIPTHISCLIENT );

		SetState (SpawnState);
	}
}

void APlayerPawn::PlayRunning ()
{
	if (InStateSequence(state, SpawnState) && SeeState != NULL)
	{
		// [BC] If we're the server, tell clients to update this player's state.
		if ( NETWORK_GetState( ) == NETSTATE_SERVER )
			SERVERCOMMANDS_SetPlayerState( ULONG( player - players ), STATE_PLAYER_SEE, ULONG( player - players ), SVCF_SKIPTHISCLIENT );

		SetState (SeeState);
	}
}

void APlayerPawn::PlayAttacking ()
{
	if (MissileState != NULL) SetState (MissileState);
}

void APlayerPawn::PlayAttacking2 ()
{
	if (MeleeState != NULL) SetState (MeleeState);
}

void APlayerPawn::ThrowPoisonBag ()
{
}

//===========================================================================
//
// APlayerPawn :: GiveDefaultInventory
//
//===========================================================================

void APlayerPawn::GiveDefaultInventory ()
{
	if (player == NULL) return;

	AInventory *fist, *pistol, *bullets;
	ULONG						ulIdx;
	const PClass				*pType;
	AWeapon						*pWeapon;
	APowerStrength				*pBerserk;
	AWeapon						*pPendingWeapon;
	AInventory					*pInventory;

	// [GRB] Give inventory specified in DECORATE
	player->health = GetDefault ()->health;

	// [BB] True spectators are supposed to have no inventory, but they should get their health.
	if ( player->bSpectating && (!player->bDeadSpectator || !( zadmflags & ZADF_DEAD_PLAYERS_CAN_KEEP_INVENTORY ) ) ) return;

	// [BC] Initialize the max. health bonus.
	player->MaxHealthBonus = 0;

	// [BC] If the user has chosen to handicap himself, do that now.
	if (( deathmatch || teamgame || alwaysapplydmflags ) && player->userinfo.GetHandicap() )
	{
		player->health -= player->userinfo.GetHandicap();

		// Don't allow player to be DOA.
		if ( player->health <= 0 )
			player->health = 1;
	}

	// HexenArmor must always be the first item in the inventory because
	// it provides player class based protection that should not affect
	// any other protection item.
	fixed_t hx[5];
	for(int i=0;i<5;i++)
	{
		hx[i] = GetClass()->Meta.GetMetaFixed(APMETA_Hexenarmor0+i);
	}
	GiveInventoryType (RUNTIME_CLASS(AHexenArmor));
	AHexenArmor *harmor = FindInventory<AHexenArmor>();
	harmor->Slots[4] = hx[0];
	harmor->SlotsIncrement[0] = hx[1];
	harmor->SlotsIncrement[1] = hx[2];
	harmor->SlotsIncrement[2] = hx[3];
	harmor->SlotsIncrement[3] = hx[4];

	// BasicArmor must come right after that. It should not affect any
	// other protection item as well but needs to process the damage
	// before the HexenArmor does.
	ABasicArmor *barmor = Spawn<ABasicArmor> (0,0,0, NO_REPLACE);
	barmor->BecomeItem ();
	barmor->SavePercent = 0;
	barmor->Amount = 0;
	AddInventory (barmor);

	// Now add the items from the DECORATE definition
	FDropItem *di = GetDropItems();

	// [BB] Buckshot only makes sense if this is a Doom, but not a Doom 1 game.
	const bool bBuckshotPossible = ((gameinfo.gametype == GAME_Doom) && (gameinfo.flags & GI_MAPxx) );

	// [BB] Ugly hack: Stuff for the Doom player. The instagib and buckshot stuff
	// has to be done before giving the default items.
	if ( this->GetClass()->IsDescendantOf( PClass::FindClass( "DoomPlayer" ) ) )
	{
		// [BB] The icon of ABasicArmor is the one of the blue armor. Change this here
		// to fix the fullscreen hud display.
		barmor->Icon = TexMan.GetTexture( "ARM1A0", 0 );
		// [BC] In instagib mode, give the player the railgun, and the maximum amount of cells
		// possible.
		if (( instagib ) && ( deathmatch || teamgame ))
		{
			// [BL] This used to call GiveInventoryTypeRespectingReplacements, but we also want to be sure
			// the railgun is a weapon so that we can be sure we give the player the proper kind of ammo.
			// [Dusk] Since Railgun was moved out to skulltag_actors, its presence must be checked for.
			const PClass *pRailgunClass = PClass::FindClass( "Railgun" );
			if(!pRailgunClass)
				I_Error("Tried to play instagib without a railgun!\n");

			const PClass *pRailgun = pRailgunClass->ActorInfo->GetReplacement( )->Class;
			if(!pRailgun->IsDescendantOf( RUNTIME_CLASS( AWeapon ) ))
				I_Error("Tried to give an improperly defined railgun.\n");

			// Give the player the weapon.
			pInventory = player->mo->GiveInventoryType( pRailgun );

			if ( pInventory )
			{
				// Make the weapon the player's ready weapon.
				// [BB] PLAYER_SetWeapon takes care of the special client / server and demo handling.
				PLAYER_SetWeapon ( player, static_cast<AWeapon *>( pInventory ), true );

				// Find the player's ammo for the weapon in his inventory, and max. out the amount.
				AInventory *ammo1 = player->mo->FindInventory( static_cast<AWeapon *> (pInventory)->AmmoType1 );
				AInventory *ammo2 = player->mo->FindInventory( static_cast<AWeapon *> (pInventory)->AmmoType2 );
				if ( ammo1 != NULL )
					ammo1->Amount = ammo1->MaxAmount;
				if ( ammo2 != NULL )
					ammo2->Amount = ammo2->MaxAmount;
			}

			return;
		}
		// [BC] In buckshot mode, give the player the SSG, and the maximum amount of shells
		// possible.
		else if (( buckshot && bBuckshotPossible ) && ( deathmatch || teamgame ))
		{
			// Give the player the weapon.
			pInventory = player->mo->GiveInventoryTypeRespectingReplacements( PClass::FindClass( "SuperShotgun" ) );

			if ( pInventory )
			{
				// Make the weapon the player's ready weapon.
				// [BB] PLAYER_SetWeapon takes care of the special client / server and demo handling.
				PLAYER_SetWeapon ( player, static_cast<AWeapon *>( pInventory ), true );
			}

			// Find the player's ammo for the weapon in his inventory, and max. out the amount.
			pInventory = player->mo->FindInventory( PClass::FindClass( "Shell" ));
			if ( pInventory != NULL )
				pInventory->Amount = pInventory->MaxAmount;
			return;
		}
	}

	while (di)
	{
		const PClass *ti = PClass::FindClass (di->Name);
		// [BB] Don't give out weapons in LMS that are supposed to be forbidden.
		if (ti && ( LASTMANSTANDING_IsWeaponDisallowed ( ti ) == false ) )
		{
			AInventory *item = FindInventory (ti);
			if (item != NULL)
			{
				item->Amount = clamp<int>(
					item->Amount + (di->amount ? di->amount : ((AInventory *)item->GetDefault ())->Amount),
					0, item->MaxAmount);
			}
			else
			{
				item = static_cast<AInventory *>(Spawn (ti, 0,0,0, NO_REPLACE));
				item->ItemFlags|=IF_IGNORESKILL;	// no skill multiplicators here
				item->Amount = di->amount;
				if (item->IsKindOf (RUNTIME_CLASS (AWeapon)))
				{
					// To allow better control any weapon is emptied of
					// ammo before being given to the player.
					static_cast<AWeapon*>(item)->AmmoGive1 =
					static_cast<AWeapon*>(item)->AmmoGive2 = 0;
				}
				AActor *check;
				if (!item->CallTryPickup(this, &check))
				{
					if (check != this)
					{
						// Player was morphed. This is illegal at game start.
						// This problem is only detectable when it's too late to do something about it...
						I_Error("Cannot give morph items when starting a game");
					}
					item->Destroy ();
					item = NULL;
				}
			}
			if (item != NULL && item->IsKindOf (RUNTIME_CLASS (AWeapon)) &&
				static_cast<AWeapon*>(item)->CheckAmmo(AWeapon::EitherFire, false))
			{
				// [BB] The server waits for the client to select the weapon (but has to handle bots and clients that are still loading the level).
				if ( ( NETWORK_GetState( ) == NETSTATE_SERVER ) && ( player->bIsBot == false ) && ( SERVER_GetClient( player - players )->State != CLS_SPAWNED_BUT_NEEDS_AUTHENTICATION ) ) {
					PLAYER_ClearWeapon ( player );
					player->StartingWeaponName = item ? item->GetClass()->TypeName : NAME_None;
				}
				// [BB] When playing a client side demo, the default weapon for the consoleplayer
				// will be selected by a recorded CLD_LCMD_INVUSE command.
				else if ( ( CLIENTDEMO_IsPlaying() == false ) || ( player - players ) != consoleplayer )
					player->ReadyWeapon = player->PendingWeapon = static_cast<AWeapon *> (item);
			}
		}
		di = di->Next;
	}

	// [BB] If we're a client, tell the server the weapon we selected from the default inventory.
	if (( NETWORK_GetState( ) == NETSTATE_CLIENT ) && (( player - players ) == consoleplayer ) && player->PendingWeapon )
	{
		CLIENTCOMMANDS_WeaponSelect( player->PendingWeapon->GetClass( ));

		if ( CLIENTDEMO_IsRecording( ))
			CLIENTDEMO_WriteLocalCommand( CLD_LCMD_INVUSE, player->PendingWeapon->GetClass( )->TypeName.GetChars( ) );
	}

	// [BB] Ugly hack: Stuff for the Doom player. Moved here since the Doom player
	// was converted to DECORATE. TO-DO: Find a better place for this and perhaps
	// make this work for arbitraty player classes.
	if ( this->GetClass()->IsDescendantOf( PClass::FindClass( "DoomPlayer" ) ) )
	{
		// [BC] Give a bunch of weapons in LMS mode, depending on the LMS allowed weapon flags.
		if ( lastmanstanding || teamlms )
		{
			// Give the player all the weapons, and the maximum amount of every type of
			// ammunition.
			pPendingWeapon = NULL;

			// [BB] If we already have a pending weapon, use that one to initialize pPendingWeapon.
			// This will prevent us from starting with no weapon in hand online in case we are not
			// given additional weapons here, e.g. if everything additional is forbidden by lmsallowedweapons.
			if ( player->PendingWeapon != WP_NOCHANGE )
				pPendingWeapon = player->PendingWeapon;

			for ( ulIdx = 0; ulIdx < PClass::m_Types.Size( ); ulIdx++ )
			{
				pType = PClass::m_Types[ulIdx];

				// [BB] Don't give anything that is not allowed for our game.
				if ( pType->ActorInfo && ( pType->ActorInfo->GameFilter != GAME_Any ) && ( ( pType->ActorInfo->GameFilter & gameinfo.gametype ) == 0 ) )
					continue;

				// Potentially disallow certain weapons.
				if ( LASTMANSTANDING_IsWeaponDisallowed ( pType ) )
					continue;

				if ( pType->ParentClass->IsDescendantOf( RUNTIME_CLASS( AWeapon )))
				{
					pInventory = player->mo->GiveInventoryTypeRespectingReplacements( pType );

					// Make this weapon the player's pending weapon if it ranks higher.
					// [BB] We obviously only can do the cast when the possible replacement is still a weapon.
					if ( pInventory && pInventory->GetClass()->IsDescendantOf( RUNTIME_CLASS( AWeapon )) )
						pWeapon = static_cast<AWeapon *>( pInventory );
					else
						pWeapon = NULL;

					if ( pWeapon != NULL )
					{
						if ( pWeapon->WeaponFlags & WIF_NOLMS )
						{
							player->mo->RemoveInventory( pWeapon );
							continue;
						}

						if (( pPendingWeapon == NULL ) || 
							( pWeapon->SelectionOrder < pPendingWeapon->SelectionOrder ))
						{
							pPendingWeapon = static_cast<AWeapon *>( pInventory );
						}

						if ( pWeapon->Ammo1 )
						{
							pInventory = player->mo->FindInventory( pWeapon->Ammo1->GetClass( ));

							// Give the player the maximum amount of this type of ammunition.
							if ( pInventory != NULL )
								pInventory->Amount = pInventory->MaxAmount;
						}
						if ( pWeapon->Ammo2 )
						{
							pInventory = player->mo->FindInventory( pWeapon->Ammo2->GetClass( ));

							// Give the player the maximum amount of this type of ammunition.
							if ( pInventory != NULL )
								pInventory->Amount = pInventory->MaxAmount;
						}
					}
				}
			}

			// Also give the player berserk.
			player->mo->GiveInventoryTypeRespectingReplacements( PClass::FindClass( "Berserk" ) );
			pBerserk = static_cast<APowerStrength *>( player->mo->FindInventory( PClass::FindClass( "PowerStrength" )));
			if ( pBerserk )
			{
				pBerserk->EffectTics = 768;
				// [BB] This is a workaround to set the EffectTics property of the powerup on the clients.
				// Note: The server already tells the clients that they got PowerStrength, because
				// Berserk uses A_GiveInventory("PowerStrength").
				if ( NETWORK_GetState( ) == NETSTATE_SERVER )
					SERVERCOMMANDS_GivePowerup( static_cast<ULONG>(player - players), pBerserk );
			}

			player->health = deh.MegasphereHealth;
			player->mo->GiveInventoryTypeRespectingReplacements( PClass::FindClass( "GreenArmor" ) );
			player->health -= player->userinfo.GetHandicap();

			// Don't allow player to be DOA.
			if ( player->health <= 0 )
				player->health = 1;

			// Finally, set the ready and pending weapon.
			// [BB] PLAYER_SetWeapon takes care of the special client / server and demo handling.
			PLAYER_SetWeapon( player, pPendingWeapon, true );
		}
		// [BC] If the user has the shotgun start flag set, do that!
		else if ( dmflags2 & DF2_COOP_SHOTGUNSTART )
		{
			pInventory = player->mo->GiveInventoryTypeRespectingReplacements( PClass::FindClass( "Shotgun" ) );
			if ( pInventory )
			{
				// [BB] PLAYER_SetWeapon takes care of the special client / server and demo handling.
				PLAYER_SetWeapon( player, static_cast<AWeapon *>( pInventory ), true );

				// Start them off with two clips.
				// [BB] PLAYER_SetWeapon doesn't set the consoleplayer's ReadyWeapon/PendingWeapon.
				// Thus, we can't use those pointers, but need to rely on pInventory.
				AInventory *pAmmo = player->mo->FindInventory( PClass::FindClass( "Shell" )->ActorInfo->GetReplacement( )->Class );
				if ( pAmmo != NULL )
					pAmmo->Amount = static_cast<AWeapon *>( pInventory )->AmmoGive1 * 2;
			}
		}
		else if (!Inventory)
		{
			fist = player->mo->GiveInventoryType (PClass::FindClass ("Fist"));
			pistol = player->mo->GiveInventoryType (PClass::FindClass ("Pistol"));
			// Adding the pistol automatically adds bullets
			bullets = player->mo->FindInventory (PClass::FindClass ("Clip"));
			if (bullets != NULL)
			{
				bullets->Amount = deh.StartBullets;		// [RH] Used to be 50
			}
			// [BB] PLAYER_SetWeapon takes care of the special client / server and demo handling.
			PLAYER_SetWeapon( player,
				static_cast<AWeapon *> (deh.StartBullets > 0 ? pistol : fist), true );
			return;
		}
	}

	// [BB] LMS Stuff for the Heretic player. Moved here since the Heretic player
	// was converted to DECORATE. TO-DO: Find a better place for this and perhaps
	// make this work for arbitraty player classes.
	if ( this->GetClass()->IsDescendantOf( PClass::FindClass( "HereticPlayer" ) ) )
	{
		ULONG			ulIdx;
		const PClass	*pType;
		AWeapon			*pWeapon;
		AWeapon			*pPendingWeapon;
		AInventory		*pInventory;

		// [BC] Give a bunch of weapons in LMS mode, depending on the LMS allowed weapon flags.
		if ( lastmanstanding || teamlms )
		{
			// Give the player all the weapons, and the maximum amount of every type of
			// ammunition.
			pPendingWeapon = NULL;
			for ( ulIdx = 0; ulIdx < PClass::m_Types.Size( ); ulIdx++ )
			{
				pType = PClass::m_Types[ulIdx];

				// [BB] Don't give anything that is not allowed for our game.
				if ( pType->ActorInfo && ( ( pType->ActorInfo->GameFilter & gameinfo.gametype ) == 0 ) )
					continue;

				if ( pType->ParentClass->IsDescendantOf( RUNTIME_CLASS( AWeapon )))
				{
					pInventory = player->mo->GiveInventoryTypeRespectingReplacements( pType );

					// Make this weapon the player's pending weapon if it ranks higher.
					pWeapon = static_cast<AWeapon *>( pInventory );
					if ( pWeapon != NULL )
					{
						if ( pWeapon->WeaponFlags & WIF_NOLMS )
						{
							player->mo->RemoveInventory( pWeapon );
							continue;
						}

						if (( pPendingWeapon == NULL ) || 
							( pWeapon->SelectionOrder < pPendingWeapon->SelectionOrder ))
						{
							pPendingWeapon = static_cast<AWeapon *>( pInventory );
						}

						if ( pWeapon->Ammo1 )
						{
							pInventory = player->mo->FindInventory( pWeapon->Ammo1->GetClass( ));

							// Give the player the maximum amount of this type of ammunition.
							if ( pInventory != NULL )
								pInventory->Amount = pInventory->MaxAmount;
						}
						if ( pWeapon->Ammo2 )
						{
							pInventory = player->mo->FindInventory( pWeapon->Ammo2->GetClass( ));

							// Give the player the maximum amount of this type of ammunition.
							if ( pInventory != NULL )
								pInventory->Amount = pInventory->MaxAmount;
						}
					}
				}
			}

			player->health = deh.MegasphereHealth;
			player->mo->GiveInventoryTypeRespectingReplacements( PClass::FindClass( "SilverShield" ) );
			player->health -= player->userinfo.GetHandicap();

			// Don't allow player to be DOA.
			if ( player->health <= 0 )
				player->health = 1;

			// Finally, set the ready and pending weapon.
			// [BB] PLAYER_SetWeapon takes care of the special client / server and demo handling.
			PLAYER_SetWeapon( player, pPendingWeapon, true );
		}
	}
}

void APlayerPawn::MorphPlayerThink ()
{
}

void APlayerPawn::ActivateMorphWeapon ()
{
	const PClass *morphweapon = PClass::FindClass (MorphWeapon);
	player->PendingWeapon = WP_NOCHANGE;
	player->psprites[ps_weapon].sy = WEAPONTOP;

	if (morphweapon == NULL || !morphweapon->IsDescendantOf (RUNTIME_CLASS(AWeapon)))
	{ // No weapon at all while morphed!
		player->ReadyWeapon = NULL;
		P_SetPsprite (player, ps_weapon, NULL);
	}
	else
	{
		player->ReadyWeapon = static_cast<AWeapon *>(player->mo->FindInventory (morphweapon));
		if (player->ReadyWeapon == NULL)
		{
			player->ReadyWeapon = static_cast<AWeapon *>(player->mo->GiveInventoryType (morphweapon));
			if (player->ReadyWeapon != NULL)
			{
				player->ReadyWeapon->GivenAsMorphWeapon = true; // flag is used only by new beastweap semantics in P_UndoPlayerMorph
			}
		}
		if (player->ReadyWeapon != NULL)
		{
			P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetReadyState());
		}
		else
		{
			P_SetPsprite (player, ps_weapon, NULL);
		}
	}
	P_SetPsprite (player, ps_flash, NULL);

	player->PendingWeapon = WP_NOCHANGE;
}

//===========================================================================
//
// APlayerPawn :: Die
//
//===========================================================================

void APlayerPawn::Die (AActor *source, AActor *inflictor, int dmgflags)
{
	// [BB] Drop any important items the player may be carrying before handling
	// any other part of the death logic.
	if ( NETWORK_InClientMode() == false )
		DropImportantItems ( false, source );

	Super::Die (source, inflictor, dmgflags);

	if (player != NULL && player->mo == this) player->bonuscount = 0;

	// [BC] Nothing for the client to do here.
	if ( NETWORK_InClientMode() )
	{
		return;
	}

	if (player != NULL && player->mo != this)
	{ // Make the real player die, too
		player->mo->Die (source, inflictor, dmgflags);
		return;
	}
	// [BC] There was an "else" here that was completely unnecessary.

	if (player != NULL && (dmflags2 & DF2_YES_WEAPONDROP))
	{ // Voodoo dolls don't drop weapons
		AWeapon *weap = player->ReadyWeapon;
		if (weap != NULL)
		{
			AInventory *item;

			// kgDROP - start - modified copy from a_action.cpp
			FDropItem *di = weap->GetDropItems();

			if (di != NULL)
			{
				while (di != NULL)
				{
					if (di->Name != NAME_None)
					{
						const PClass *ti = PClass::FindClass(di->Name);
						if (ti) P_DropItem (player->mo, ti, di->amount, di->probability);
					}
					di = di->Next;
				}
			} else
			// kgDROP - end
			if (weap->SpawnState != NULL &&
				weap->SpawnState != ::GetDefault<AActor>()->SpawnState)
			{
				item = P_DropItem (this, weap->GetClass(), -1, 256);
				if (item != NULL)
				{
					if (weap->AmmoGive1 && weap->Ammo1)
					{
						static_cast<AWeapon *>(item)->AmmoGive1 = weap->Ammo1->Amount;
					}
					if (weap->AmmoGive2 && weap->Ammo2)
					{
						static_cast<AWeapon *>(item)->AmmoGive2 = weap->Ammo2->Amount;
					}
					item->ItemFlags |= IF_IGNORESKILL;

					// [BB] Now that the ammo amount from weapon pickups is handled on the server
					// this shouldn't be necessary anymore. Remove after thorough testing.
					// [BC] If we're the server, tell clients that the thing is dropped.
					//if ( NETWORK_GetState( ) == NETSTATE_SERVER )
					//	SERVERCOMMANDS_SetWeaponAmmoGive( item );
				}
			}
			else
			{
				item = P_DropItem (this, weap->AmmoType1, -1, 256);
				if (item != NULL)
				{
					item->Amount = weap->Ammo1->Amount;
					item->ItemFlags |= IF_IGNORESKILL;
				}
				item = P_DropItem (this, weap->AmmoType2, -1, 256);
				if (item != NULL)
				{
					item->Amount = weap->Ammo2->Amount;
					item->ItemFlags |= IF_IGNORESKILL;
				}
			}
		}
	}

	// [BC] The following require player to be non-NULL.
	if (( player == NULL ) || ( player->mo == NULL ))
		return;

/*
	// If this is cooperative mode, drop a backpack full of the player's stuff.
	if (( deathmatch == false ) && ( teamgame == false ) &&
		(( i_compatflags & COMPATF_DISABLECOOPERATIVEBACKPACKS ) == false ) &&
		( NETWORK_GetState( ) != NETSTATE_SINGLE ))
	{
		AActor	*pBackpack;

		// Spawn the backpack.
		pBackpack = Spawn( RUNTIME_CLASS( ACooperativeBackpack ), x, y, z, NO_REPLACE );

		// If we're the server, tell clients to spawn the backpack.
		if ( NETWORK_GetState( ) == NETSTATE_SERVER )
			SERVERCOMMANDS_SpawnThing( pBackpack );

		// Finally, fill the backpack with the player's inventory items.
		if ( pBackpack )
			static_cast<ACooperativeBackpack *>( pBackpack )->FillBackpack( player );
	}
*/
	if (( NETWORK_GetState( ) == NETSTATE_SINGLE ) && level.info->deathsequence != NAME_None)
	{
		F_StartIntermission(level.info->deathsequence, FSTATE_EndingGame);
	}
}

void APlayerPawn::DropImportantItems( bool bLeavingGame, AActor *pSource )
{
	AActor		*pTeamItem;
	AInventory	*pInventory;

	if ( player == NULL )
		return;

	// If we're in a teamgame, don't allow him to "take" flags or skulls with him. If
	// he was carrying any, spawn what he was carrying on the ground when he leaves.
	if (( teamgame ) && ( player->bOnTeam ))
	{
		// Check if he's carrying the opponents' flag.
		for ( ULONG i = 0; i < teams.Size( ); i++ )
		{
			pInventory = this->FindInventory( TEAM_GetItem( i ));

			if ( pInventory )
			{
				this->RemoveInventory( pInventory );

				// Tell the clients that this player no longer possesses a flag.
				if (( bLeavingGame == false ) && ( NETWORK_GetState( ) == NETSTATE_SERVER ))
					SERVERCOMMANDS_TakeInventory( player - players, TEAM_GetItem( i ), 0 );
				if ( NETWORK_GetState( ) != NETSTATE_SERVER )
					HUD_ShouldRefreshBeforeRendering( );

				// Spawn a new flag.
				pTeamItem = Spawn( TEAM_GetItem( i ), x, y, z, NO_REPLACE );

				if ( pTeamItem )
				{
					pTeamItem->flags |= MF_DROPPED;

					// If the flag spawned in an instant return zone, the return routine
					// has already been executed. No need to do anything!
					if ( pTeamItem->Sector && (( pTeamItem->Sector->MoreFlags & SECF_RETURNZONE ) == false ))
					{
						if ( dmflags2 & DF2_INSTANT_RETURN )
							TEAM_ExecuteReturnRoutine( i, NULL ); // [BB] Flags returned by DF2_INSTANT_RETURN are considered to have no "returner" player.
						else
						{
							TEAM_SetReturnTicks( i, sv_flagreturntime * TICRATE );

							// Print flag dropped message and do announcer stuff.
							TEAM_FlagDropped( player, i );

							// If we're the server, spawn the item to clients.
							if ( NETWORK_GetState( ) == NETSTATE_SERVER )
								SERVERCOMMANDS_SpawnThing( pTeamItem );
						}
					}
				}

				// Cancel out the potential for an assist.
				TEAM_SetAssistPlayer( player->Team, MAXPLAYERS );

				// Award a "Defense!" medal to the player who fragged this flag carrier.
				// [BB] but only if the flag belongs to the team of the fragger.
				if (( pSource ) && ( pSource->player ) && ( pSource->IsTeammate( this ) == false ) && ( pSource->player->Team == i ))
					MEDAL_GiveMedal( pSource->player - players, MEDAL_DEFENSE );
			}
		}

		// Check if the player is carrying the white flag.
		pInventory = this->FindInventory( PClass::FindClass( "WhiteFlag" ), true );
		if (( oneflagctf ) && ( pInventory ))
		{
			this->RemoveInventory( pInventory );

			// Tell the clients that this player no longer possesses a flag.
			if (( bLeavingGame == false ) && ( NETWORK_GetState( ) == NETSTATE_SERVER ))
				SERVERCOMMANDS_TakeInventory( player - players, pInventory->GetClass( ), 0 );
			if ( NETWORK_GetState( ) != NETSTATE_SERVER )
				HUD_ShouldRefreshBeforeRendering( );

			// Spawn a new flag.
			pTeamItem = Spawn( PClass::FindClass( "WhiteFlag" ), x, y, z, ALLOW_REPLACE );
			if ( pTeamItem )
			{
				pTeamItem->flags |= MF_DROPPED;

				pTeamItem->tid = 668;
				pTeamItem->AddToHash( );

				// If the flag spawned in an instant return zone, the return routine
				// has already been executed. No need to do anything!
				if ( pTeamItem->Sector && (( pTeamItem->Sector->MoreFlags & SECF_RETURNZONE ) == false ))
				{
					if ( dmflags2 & DF2_INSTANT_RETURN )
						TEAM_ExecuteReturnRoutine( teams.Size( ), NULL );
					else
					{
						TEAM_SetReturnTicks( teams.Size( ), sv_flagreturntime * TICRATE );

						// If we're the server, spawn the item to clients.
						if ( NETWORK_GetState( ) == NETSTATE_SERVER )
							SERVERCOMMANDS_SpawnThing( pTeamItem );
					}
				}
			}

			// Award a "Defense!" medal to the player who fragged this flag carrier.
			if ( pSource && pSource->player && ( pSource->IsTeammate( this ) == false ))
				MEDAL_GiveMedal( pSource->player - players, MEDAL_DEFENSE );
		}
	}

	// If we're in a terminator game, don't allow the player to "take" the terminator
	// artifact with him.
	if ( terminator )
	{
		if ( player->cheats2 & CF2_TERMINATORARTIFACT )
		{
			P_DropItem( this, PClass::FindClass( "Terminator" ), -1, 256 );

			// Tell the clients that this player no longer possesses the terminator orb.
			if ( NETWORK_GetState( ) == NETSTATE_SERVER )
				SERVERCOMMANDS_TakeInventory( player - players, PClass::FindClass( "PowerTerminatorArtifact" ), 0 );
			else
				HUD_ShouldRefreshBeforeRendering( );
		}
	}

	// If we're in a possession game, don't allow the player to "take" the possession
	// artifact with him.
	if ( possession || teampossession )
	{
		if ( player->cheats2 & CF2_POSSESSIONARTIFACT )
		{
			P_DropItem( this, PClass::FindClass( "PossessionStone" ), -1, 256 );

			// Tell the clients that this player no longer possesses the stone.
			if ( NETWORK_GetState( ) == NETSTATE_SERVER )
				SERVERCOMMANDS_TakeInventory( player - players, PClass::FindClass( "PowerPossessionArtifact" ), 0 );
			else
				HUD_ShouldRefreshBeforeRendering( );

			// Tell the possession module that the artifact has been dropped.
			if ( possession || teampossession )
				POSSESSION_ArtifactDropped( );
		}
	}
}

//===========================================================================
//
// APlayerPawn :: TweakSpeeds
//
//===========================================================================

void APlayerPawn::TweakSpeeds (int &forward, int &side)
{
	// [Dusk] Let the user move at whatever speed they desire when spectating.
	if (player->bSpectating) {
		fixed_t factor = FLOAT2FIXED(cl_spectatormove);
		forward = FixedMul(forward, factor);
		side = FixedMul(side, factor);
		return;
	}

	// Strife's player can't run when its healh is below 10
	if (health <= RunHealth)
	{
		forward = clamp(forward, -0x1900, 0x1900);
		side = clamp(side, -0x1800, 0x1800);
	}

	// [GRB]
	if ((unsigned int)(forward + 0x31ff) < 0x63ff)
	{
		forward = FixedMul (forward, ForwardMove1);
	}
	else
	{
		forward = FixedMul (forward, ForwardMove2);
	}
	if ((unsigned int)(side + 0x27ff) < 0x4fff)
	{
		side = FixedMul (side, SideMove1);
	}
	else
	{
		side = FixedMul (side, SideMove2);
	}

	// [BC] This comes out to 50%, so we can use this for the turbosphere.
	if (!player->morphTics && Inventory != NULL)
	{
		fixed_t factor = Inventory->GetSpeedFactor ();
		forward = FixedMul(forward, factor);
		side = FixedMul(side, factor);
	}

	// [BC] Apply the 25% speed increase power.
	if ( player->cheats & CF_SPEED25 )
	{
		forward = (LONG)( forward * 1.25 );
		side = (LONG)( side * 1.25 );
	}
}

//===========================================================================
//
// [BC] APlayerPawn :: Destroy
//
// All this function does is set the actor's health to 0, and then call the
// super function. This is done to prevent the player from cycling through
// weapons when it dies.
//
//===========================================================================

void APlayerPawn::Destroy( void )
{
	// Set the actor's health to 0, so that when the player's inventory
	// is destroyed, a new weapon isn't chosen for the player as his
	// ready weapon isn't deleted, preventing the playing of upsounds.
	this->health = 0;

	// That's it. Now proceed as normal.
	Super::Destroy( );
}

//===========================================================================
//
// [Dusk] This is in a separate function now.
//
//===========================================================================
fixed_t APlayerPawn::CalcJumpVelz()
{
	fixed_t z = JumpZ * 35 / TICRATE;

	// [BC] If the player has the high jump power, double his jump velocity.
	if ( player->cheats & CF_HIGHJUMP )
		z *= 2;

	// [BC] If the player is standing on a spring pad, halve his jump velocity.
	if ( player->mo->floorsector->GetFlags(sector_t::floor) & PLANEF_SPRINGPAD )
		z /= 2;

	return z;
}

//===========================================================================
//
// [Dusk] Calculate the height a player can reach with a jump
//
//===========================================================================
fixed_t APlayerPawn::CalcJumpHeight( bool bAddStepZ )
{
	// [sleep] Don't calculate if jumping is not allowed.
	if ( !level.IsJumpingAllowed( ) )
		return 0;

	// To get the jump height we simulate a jump with the player's jumpZ with
	// the environment's gravity. The grav equation was copied from p_mobj.cpp.
	// Should it be made a function?
	fixed_t velz = CalcJumpVelz(),
	        grav = (fixed_t)(level.gravity * Sector->gravity * FIXED2FLOAT(gravity) * 81.92),
	        z = 0;

	// This hangs if grav is 0. I'm not sure what to return in such a scenario
	// so we'll just return 0.
	if ( grav <= 0 )
		return 0;

	// Simulate the jump now.
	while ( velz > 0 )
	{
		z += velz;
		velz -= grav;
	}

	// The total height the player can reach is the calculated max Z plus the
	// max step height. I guess the bare max Z value can also be of interest
	// so the step Z an optional, yes-defaulting parameter.
	if ( bAddStepZ )
		z += MaxStepHeight;

	return z;
}

//===========================================================================
//
// A_PlayerScream
//
// try to find the appropriate death sound and use suitable 
// replacements if necessary
//
//===========================================================================

DEFINE_ACTION_FUNCTION(AActor, A_PlayerScream)
{
	int sound = 0;
	int chan = CHAN_VOICE;

	if (self->player == NULL || self->DeathSound != 0)
	{
		if (self->DeathSound != 0)
		{
			S_Sound (self, CHAN_VOICE, self->DeathSound, 1, ATTN_NORM);
		}
		else
		{
			S_Sound (self, CHAN_VOICE, "*death", 1, ATTN_NORM);
		}
		return;
	}

	// Handle the different player death screams
	if ((((level.flags >> 15) | (dmflags)) &
		(DF_FORCE_FALLINGZD | DF_FORCE_FALLINGHX)) &&
		self->velz <= -39*FRACUNIT)
	{
		sound = S_FindSkinnedSound (self, "*splat");
		chan = CHAN_BODY;
	}

	if (!sound && self->special1<10)
	{ // Wimpy death sound
		sound = S_FindSkinnedSoundEx (self, "*wimpydeath", self->player->LastDamageType);
	}
	if (!sound && self->health <= -50)
	{
		if (self->health > -100)
		{ // Crazy death sound
			sound = S_FindSkinnedSoundEx (self, "*crazydeath", self->player->LastDamageType);
		}
		if (!sound)
		{ // Extreme death sound
			sound = S_FindSkinnedSoundEx (self, "*xdeath", self->player->LastDamageType);
			if (!sound)
			{
				sound = S_FindSkinnedSoundEx (self, "*gibbed", self->player->LastDamageType);
				chan = CHAN_BODY;
			}
		}
	}
	if (!sound)
	{ // Normal death sound
		sound = S_FindSkinnedSoundEx (self, "*death", self->player->LastDamageType);
	}

	if (chan != CHAN_VOICE)
	{
		for (int i = 0; i < 8; ++i)
		{ // Stop most playing sounds from this player.
		  // This is mainly to stop *land from messing up *splat.
			if (i != CHAN_WEAPON && i != CHAN_VOICE)
			{
				S_StopSound (self, i);
			}
		}
	}
	S_Sound (self, chan, sound, 1, ATTN_NORM);
}


//----------------------------------------------------------------------------
//
// PROC A_SkullPop
//
//----------------------------------------------------------------------------

DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SkullPop)
{
	ACTION_PARAM_START(1);
	ACTION_PARAM_CLASS(spawntype, 0);

	APlayerPawn *mo;
	player_t *player;

	// [GRB] Parameterized version
	if (!spawntype || !spawntype->IsDescendantOf (RUNTIME_CLASS (APlayerChunk)))
	{
		spawntype = PClass::FindClass("BloodySkull");
		if (spawntype == NULL) return;
	}

	self->flags &= ~MF_SOLID;
	mo = (APlayerPawn *)Spawn (spawntype, self->x, self->y, self->z + 48*FRACUNIT, NO_REPLACE);
	mo->target = self; // [AK] We need some way to retrieve the original body, so make it the target.
	mo->velx = pr_skullpop.Random2() << 9;
	mo->vely = pr_skullpop.Random2() << 9;
	mo->velz = 2*FRACUNIT + (pr_skullpop() << 6);
	// Attach player mobj to bloody skull
	player = self->player;
	self->player = NULL;
	mo->ObtainInventory (self);
	mo->player = player;
	mo->health = self->health;
	mo->angle = self->angle;
	if (player != NULL)
	{
		player->mo = mo;
		if (player->camera == self)
		{
			player->camera = mo;
		}
		player->damagecount = 32;

		// [BC] Attach the player's icon to the skull.
		if ( player->pIcon )
			player->pIcon->SetTracer( mo );
	}
}

//----------------------------------------------------------------------------
//
// PROC A_CheckSkullDone
//
//----------------------------------------------------------------------------

DEFINE_ACTION_FUNCTION(AActor, A_CheckPlayerDone)
{
	if (self->player == NULL)
	{
		self->Destroy ();
	}
}

//===========================================================================
//
// P_CheckPlayerSprites
//
// Here's the place where crouching sprites are handled.
// R_ProjectSprite() calls this for any players.
//
//===========================================================================

void P_CheckPlayerSprite(AActor *actor, int &spritenum, fixed_t &scalex, fixed_t &scaley)
{
	LONG	lSkin;

	player_t *player = actor->player;
	const bool bUsingWeaponSkin = PLAYER_IsUsingWeaponSkin( actor ); // [AK]

	int crouchspriteno;

	// [AK] Don't set the player's sprite if their current body doesn't match their class due to A_SkullPop.
	if ( actor->IsKindOf( RUNTIME_CLASS( APlayerChunk )))
		return;

	// [BC] Because of cl_skins, we might not necessarily use the player's
	// desired skin.
	lSkin = player->userinfo.GetSkin();

	// [BB] MF4_NOSKIN should force the player to have the base skin too, the same is true for morphed players.
	if (( cl_skins <= 0 ) || ((( cl_skins >= 2 ) && ( skins[player->userinfo.GetSkin()].bCheat ))) || (actor->flags4 & MF4_NOSKIN) || player->morphTics )
		lSkin = R_FindSkin( "base", player->CurrentPlayerClass );

	// [BB] If the weapon has a PreferredSkin defined, make the player use it here.
	if ( bUsingWeaponSkin )
	{
		LONG lDesiredSkin = R_FindSkin( player->ReadyWeapon->PreferredSkin.GetChars(), player->CurrentPlayerClass );
		if ( lDesiredSkin != lSkin )
		{
			lSkin = lDesiredSkin;
			spritenum = skins[lSkin].sprite;
		}
	}
	// [BB] No longer using a weapon with a preferred skin, reset the sprite.
	else if ( ( spritenum != skins[lSkin].sprite ) && ( spritenum != skins[lSkin].crouchsprite )
			&& ( spritenum != actor->state->sprite ) && (actor->state->sprite != SPR_NOCHANGE) && 
			(actor->state->sprite != SPR_FIXED))
	{
		spritenum = skins[lSkin].sprite;
	}

	// [BB] PreferredSkin overrides NOSKIN.
	if (lSkin != 0 && ( !(player->mo->flags4 & MF4_NOSKIN) || ( bUsingWeaponSkin ) ) )
	{
		// Convert from default scale to skin scale.
		fixed_t defscaleY = actor->GetDefault()->scaleY;
		fixed_t defscaleX = actor->GetDefault()->scaleX;
		scaley = Scale(scaley, skins[lSkin].ScaleY, defscaleY);
		scalex = Scale(scalex, skins[lSkin].ScaleX, defscaleX);
	}

	// Set the crouch sprite?
	if (player->crouchfactor < FRACUNIT*3/4)
	{
		if (spritenum == actor->SpawnState->sprite || spritenum == player->mo->crouchsprite) 
		{
			crouchspriteno = player->mo->crouchsprite;
		}
		// [BB] PreferredSkin overrides NOSKIN.
		else if ( ( !(actor->flags4 & MF4_NOSKIN) || ( bUsingWeaponSkin ) ) &&
				(spritenum == skins[lSkin].sprite ||
				 spritenum == skins[lSkin].crouchsprite))
		{
			crouchspriteno = skins[lSkin].crouchsprite;
		}
		else
		{ // no sprite -> squash the existing one
			crouchspriteno = -1;
		}

		if (crouchspriteno > 0) 
		{
			spritenum = crouchspriteno;
		}
		else if (player->playerstate != PST_DEAD && player->crouchfactor < FRACUNIT*3/4)
		{
			scaley /= 2;
		}
	}
}

/*
==================
=
= P_Thrust
=
= moves the given origin along a given angle
=
==================
*/

void P_SideThrust (player_t *player, angle_t angle, fixed_t move)
{
	angle = (angle - ANGLE_90) >> ANGLETOFINESHIFT;

	player->mo->velx += FixedMul (move, finecosine[angle]);
	player->mo->vely += FixedMul (move, finesine[angle]);
}

void P_ForwardThrust (player_t *player, angle_t angle, fixed_t move)
{
	angle >>= ANGLETOFINESHIFT;

	if ((player->mo->waterlevel || (player->mo->flags & MF_NOGRAVITY))
		&& player->mo->pitch != 0)
	{
		angle_t pitch = (angle_t)player->mo->pitch >> ANGLETOFINESHIFT;
		fixed_t zpush = FixedMul (move, finesine[pitch]);
		if (player->mo->waterlevel && player->mo->waterlevel < 2 && zpush < 0)
			zpush = 0;
		player->mo->velz -= zpush;
		move = FixedMul (move, finecosine[pitch]);
	}
	player->mo->velx += FixedMul (move, finecosine[angle]);
	player->mo->vely += FixedMul (move, finesine[angle]);
}

//
// P_Bob
// Same as P_Thrust, but only affects bobbing.
//
// killough 10/98: We apply thrust separately between the real physical player
// and the part which affects bobbing. This way, bobbing only comes from player
// motion, nothing external, avoiding many problems, e.g. bobbing should not
// occur on conveyors, unless the player walks on one, and bobbing should be
// reduced at a regular rate, even on ice (where the player coasts).
//

void P_Bob (player_t *player, angle_t angle, fixed_t move, bool forward)
{
	if (forward
		&& (player->mo->waterlevel || (player->mo->flags & MF_NOGRAVITY))
		&& player->mo->pitch != 0)
	{
		angle_t pitch = (angle_t)player->mo->pitch >> ANGLETOFINESHIFT;
		move = FixedMul (move, finecosine[pitch]);
	}

	angle >>= ANGLETOFINESHIFT;

	player->velx += FixedMul(move, finecosine[angle]);
	player->vely += FixedMul(move, finesine[angle]);
}

/*
==================
=
= P_CalcHeight
=
=
Calculate the walking / running height adjustment
=
==================
*/

void P_CalcHeight (player_t *player) 
{
	int 		angle;
	fixed_t 	bob;
	bool		still = false;

	// [BB] Clients don't calculate the viewheight of the player whose eyes they are looking through
	// they receive that from the server (except if they are looking through their own eyes).
	if (( NETWORK_GetState( ) == NETSTATE_CLIENT ) && ( player->mo->CheckLocalView( consoleplayer ) ) &&
		(( player - players ) != consoleplayer ))
	{
		return;
	}

	// [BC] If we're predicting, nothing to do here.
	if ( CLIENT_PREDICT_IsPredicting( ))
		return;

	// Regular movement bobbing
	// (needs to be calculated for gun swing even if not on ground)

	// killough 10/98: Make bobbing depend only on player-applied motion.
	//
	// Note: don't reduce bobbing here if on ice: if you reduce bobbing here,
	// it causes bobbing jerkiness when the player moves from ice to non-ice,
	// and vice-versa.

	if (player->cheats & CF_NOCLIP2)
	{
		player->bob = 0;
	}
	else if ((player->mo->flags & MF_NOGRAVITY) && !player->onground)
	{
		player->bob = FRACUNIT / 2;
	}
	else
	{
		player->bob = DMulScale16 (player->velx, player->velx, player->vely, player->vely);
		if (player->bob == 0)
		{
			still = true;
		}
		else
		{
			if ( NETWORK_GetState( ) == NETSTATE_SERVER )
				player->bob = FixedMul( player->bob, 16384 );
			else
				player->bob = FixedMul (player->bob, player->userinfo.GetMoveBob());

			// [BB] I've seen bob becoming negative for a high ping clients (250+) on low gravity servers (sv_gravity 200)
			// when moving forward in the air for too long. Overflow problem? Nevertheless, setting negative values
			// to MAXBOB seems to fix the issue.
			if ( (player->bob > MAXBOB) || player->bob < 0 )
				player->bob = MAXBOB;
		}
	}

	fixed_t defaultviewheight = player->mo->ViewHeight + player->crouchviewdelta;

	if (player->cheats & CF_NOVELOCITY)
	{
		player->viewz = player->mo->z + defaultviewheight;

		if (player->viewz > player->mo->ceilingz-4*FRACUNIT)
			player->viewz = player->mo->ceilingz-4*FRACUNIT;

		return;
	}

	if (still)
	{
		if (player->health > 0)
		{
			// [BC] We need to cap level.time, because if it gets too big, DivScale
			// can crash.
			angle = DivScale13 (level.time % 65536, 120*TICRATE/35) & FINEMASK;
			bob = FixedMul (player->userinfo.GetStillBob(), finesine[angle]);
		}
		else
		{
			bob = 0;
		}
	}
	else
	{
		// DivScale 13 because FINEANGLES == (1<<13)
		// [BC] We need to cap level.time, because if it gets too big, DivScale
		// can crash.
		angle = DivScale13 (level.time % 65536, 20*TICRATE/35) & FINEMASK;
		bob = FixedMul (player->bob>>(player->mo->waterlevel > 1 ? 2 : 1), finesine[angle]);
	}

	// move viewheight
	if (player->playerstate == PST_LIVE)
	{
		player->viewheight += player->deltaviewheight;

		if (player->viewheight > defaultviewheight)
		{
			player->viewheight = defaultviewheight;
			player->deltaviewheight = 0;
		}
		else if (player->viewheight < (defaultviewheight>>1))
		{
			player->viewheight = defaultviewheight>>1;
			if (player->deltaviewheight <= 0)
				player->deltaviewheight = 1;
		}
		
		if (player->deltaviewheight)	
		{
			player->deltaviewheight += FRACUNIT/4;
			if (!player->deltaviewheight)
				player->deltaviewheight = 1;
		}
	}

	if (player->morphTics)
	{
		bob = 0;
	}
	// [AK] Don't bob the screen if cl_viewbob is disabled.
	player->viewz = player->mo->z + player->viewheight + (cl_viewbob ? bob : 0);
	if (player->mo->floorclip && player->playerstate != PST_DEAD
		&& player->mo->z <= player->mo->floorz)
	{
		player->viewz -= player->mo->floorclip;
	}
	if (player->viewz > player->mo->ceilingz - 4*FRACUNIT)
	{
		player->viewz = player->mo->ceilingz - 4*FRACUNIT;
	}
	if (player->viewz < player->mo->floorz + 4*FRACUNIT)
	{
		player->viewz = player->mo->floorz + 4*FRACUNIT;
	}
}

/*
=================
=
= P_MovePlayer
=
=================
*/

// [AK] Added CVAR_GAMEPLAYSETTING.
CUSTOM_CVAR (Float, sv_aircontrol, 0.00390625f, CVAR_SERVERINFO|CVAR_NOSAVE|CVAR_GAMEPLAYSETTING)
{
	level.aircontrol = (fixed_t)(self * 65536.f);
	G_AirControlChanged ();

	// [BB] Let the clients know about the change.
	SERVER_SettingChanged( self, false );
}

void P_MovePlayer (player_t *player)
{
	// [BB] A client doesn't know enough about the other players to make their movement.
	if ( NETWORK_InClientMode() &&
		(( player - players ) != consoleplayer ) && !CLIENTDEMO_IsFreeSpectatorPlayer ( player ))
	{
		return;
	}

	ticcmd_t *cmd = &player->cmd;
	APlayerPawn *mo = player->mo;

	// [Leo] cl_spectatormove is now applied here to avoid code duplication.
	fixed_t spectatormove = FLOAT2FIXED(cl_spectatormove);

	// [AK] Save the player's angle before we update it.
	fixed_t oldAngle = mo->angle;

	// [RH] 180-degree turn overrides all other yaws
	if (player->turnticks)
	{
		player->turnticks--;
		mo->angle += (ANGLE_180 / TURN180_TICKS);
	}
	else
	{
		mo->angle += cmd->ucmd.yaw << 16;
	}

	// [AK] Calculate how much the player's angle changed.
	mo->AngleDelta = mo->angle - oldAngle;

	// [TP] Allow spectators to move freely even if the game is suspended.
	if ( GAME_GetEndLevelDelay( ) && ( player->bSpectating == false ))
		memset( cmd, 0, sizeof( ticcmd_t ));

	player->onground = (mo->z <= mo->floorz) || (mo->flags2 & MF2_ONMOBJ) || (mo->BounceFlags & BOUNCE_MBF) || (player->cheats & CF_NOCLIP2);

	// killough 10/98:
	//
	// We must apply thrust to the player and bobbing separately, to avoid
	// anomalies. The thrust applied to bobbing is always the same strength on
	// ice, because the player still "works just as hard" to move, while the
	// thrust applied to the movement varies with 'movefactor'.

	if (cmd->ucmd.forwardmove | cmd->ucmd.sidemove)
	{
		fixed_t forwardmove, sidemove;
		int bobfactor;
		int friction, movefactor;
		int fm, sm;

		movefactor = P_GetMoveFactor (mo, &friction);
		bobfactor = friction < ORIG_FRICTION ? movefactor : ORIG_FRICTION_FACTOR;
		if (!player->onground && !(player->mo->flags & MF_NOGRAVITY) && !player->mo->waterlevel)
		{
			// [RH] allow very limited movement if not on ground.
			if ( zacompatflags & ZACOMPATF_LIMITED_AIRMOVEMENT )
			{
				movefactor = FixedMul (movefactor, level.aircontrol);
				bobfactor = FixedMul (bobfactor, level.aircontrol);
			}
			else
			{
				// Skulltag needs increased air movement for jump pads, etc.
				movefactor /= 4;
				bobfactor /= 4;
			}
		}

		fm = cmd->ucmd.forwardmove;
		sm = cmd->ucmd.sidemove;
		mo->TweakSpeeds (fm, sm);
		fm = FixedMul (fm, player->mo->Speed);
		sm = FixedMul (sm, player->mo->Speed);

		// When crouching, speed and bobbing have to be reduced
		if (player->CanCrouch() && player->crouchfactor != FRACUNIT)
		{
			fm = FixedMul(fm, player->crouchfactor);
			sm = FixedMul(sm, player->crouchfactor);
			bobfactor = FixedMul(bobfactor, player->crouchfactor);
		}

		forwardmove = Scale (fm, movefactor * 35, TICRATE << 8);
		sidemove = Scale (sm, movefactor * 35, TICRATE << 8);

		if (forwardmove)
		{
			P_Bob (player, mo->angle, (cmd->ucmd.forwardmove * bobfactor) >> 8, true);
			P_ForwardThrust (player, mo->angle, forwardmove);
		}
		if (sidemove)
		{
			P_Bob (player, mo->angle-ANG90, (cmd->ucmd.sidemove * bobfactor) >> 8, false);
			P_SideThrust (player, mo->angle, sidemove);
		}
/*
		if (debugfile)
		{
			fprintf (debugfile, "move player for pl %d%c: (%d,%d,%d) (%d,%d) %d %d w%d [", int(player-players),
				player->cheats&CF_PREDICTING?'p':' ',
				player->mo->x, player->mo->y, player->mo->z,forwardmove, sidemove, movefactor, friction, player->mo->waterlevel);
			msecnode_t *n = player->mo->touching_sectorlist;
			while (n != NULL)
			{
				fprintf (debugfile, "%td ", n->m_sector-sectors);
				n = n->m_tnext;
			}
			fprintf (debugfile, "]\n");
		}
*/
		// [BB] Spectators shall stay in their spawn state and don't execute any code pointers.
		if ( (CLIENT_PREDICT_IsPredicting( ) == false) && (forwardmove|sidemove) && (player->bSpectating == false) )//(!(player->cheats & CF_PREDICTING))
		{
			player->mo->PlayRunning ();
		}

		if (player->cheats & CF_REVERTPLEASE)
		{
			player->cheats &= ~CF_REVERTPLEASE;
			player->camera = player->mo;
		}
	}

	// [RH] check for jump
	if ( cmd->ucmd.buttons & BT_JUMP )
	{
		if (player->mo->waterlevel >= 2)
		{
			player->mo->velz = FixedMul(4*FRACUNIT, player->mo->Speed);

			// [Leo] Apply cl_spectatormove here.
			if ( player->bSpectating )
				player->mo->velz = FixedMul(player->mo->velz, spectatormove);
		}
		else if (player->mo->flags2 & MF2_FLY)
		{
			player->mo->velz = 3*FRACUNIT;

			// [Leo] Apply cl_spectatormove here.
			if ( player->bSpectating )
				player->mo->velz = FixedMul(player->mo->velz, spectatormove);
		}
		// [Leo] Spectators shouldn't be limited by the server settings.
		else if ((player->bSpectating || level.IsJumpingAllowed()) && player->onground && player->jumpTics == 0)
		{
			fixed_t	JumpVelz;
			ULONG	ulJumpTicks;

			// Set base jump velocity.
			// [Dusk] Exported this into a function as I need it elsewhere as well.
			JumpVelz = player->mo->CalcJumpVelz();

			// Set base jump ticks.
			// [BB] In ZDoom revision 2970 changed the jumping behavior.
			if ( zacompatflags & ZACOMPATF_SKULLTAG_JUMPING )
				ulJumpTicks = 18 * TICRATE / 35;
			else
				ulJumpTicks = -1;

			// [BB] We may not play the sound while predicting, otherwise it'll stutter.
			if ( CLIENT_PREDICT_IsPredicting( ) == false )
				S_Sound (player->mo, CHAN_BODY, "*jump", 1, ATTN_NORM);

			// [EP] Inform the other clients to play the sound.
			if ( NETWORK_GetState() == NETSTATE_SERVER )
				SERVERCOMMANDS_SoundActor( player->mo, CHAN_BODY, "*jump", 1, ATTN_NORM, player - players, SVCF_SKIPTHISCLIENT );

			player->mo->flags2 &= ~MF2_ONMOBJ;

			// [BC] Increase jump delay if the player has the high jump power.
			if ( player->cheats & CF_HIGHJUMP )
				ulJumpTicks *= 2;

			// [BC] Remove jump delay if the player is on a spring pad.
			if ( player->mo->floorsector->GetFlags(sector_t::floor) & PLANEF_SPRINGPAD )
				ulJumpTicks = 0;

			player->mo->velz += JumpVelz;
			player->jumpTics = ulJumpTicks;

			// [Leo] Inform the client of the jumpTics change.
			if ( NETWORK_GetState() == NETSTATE_SERVER )
				SERVERCOMMANDS_SetLocalPlayerJumpTics( player - players );
		}
	}
}		

//==========================================================================
//
// P_FallingDamage
//
//==========================================================================

void P_FallingDamage (AActor *actor)
{
	int damagestyle;
	int damage;
	fixed_t vel;

	// [BB] This is handled server-side.
	if ( NETWORK_InClientMode() )
	{
		return;
	}

	damagestyle = ((level.flags >> 15) | (dmflags)) &
		(DF_FORCE_FALLINGZD | DF_FORCE_FALLINGHX);

	if (damagestyle == 0)
		return;
		
	if (actor->floorsector->Flags & SECF_NOFALLINGDAMAGE)
		return;

	vel = abs(actor->velz);

	// Since Hexen falling damage is stronger than ZDoom's, it takes
	// precedence. ZDoom falling damage may not be as strong, but it
	// gets felt sooner.

	switch (damagestyle)
	{
	case DF_FORCE_FALLINGHX:		// Hexen falling damage
		if (vel <= 23*FRACUNIT)
		{ // Not fast enough to hurt
			return;
		}
		if (vel >= 63*FRACUNIT)
		{ // automatic death
			damage = 1000000;
		}
		else
		{
			vel = FixedMul (vel, 16*FRACUNIT/23);
			damage = ((FixedMul (vel, vel) / 10) >> FRACBITS) - 24;
			if (actor->velz > -39*FRACUNIT && damage > actor->health
				&& actor->health != 1)
			{ // No-death threshold
				damage = actor->health-1;
			}
		}
		break;
	
	case DF_FORCE_FALLINGZD:		// ZDoom falling damage
		if (vel <= 19*FRACUNIT)
		{ // Not fast enough to hurt
			return;
		}
		if (vel >= 84*FRACUNIT)
		{ // automatic death
			damage = 1000000;
		}
		else
		{
			damage = ((MulScale23 (vel, vel*11) >> FRACBITS) - 30) / 2;
			if (damage < 1)
			{
				damage = 1;
			}
		}
		break;

	case DF_FORCE_FALLINGST:		// Strife falling damage
		if (vel <= 20*FRACUNIT)
		{ // Not fast enough to hurt
			return;
		}
		// The minimum amount of damage you take from falling in Strife
		// is 52. Ouch!
		damage = vel / 25000;
		break;

	default:
		return;
	}

	if (actor->player)
	{
		S_Sound (actor, CHAN_AUTO, "*land", 1, ATTN_NORM);
		P_NoiseAlert (actor, actor, true);
		if (damage == 1000000 && (actor->player->cheats & (CF_GODMODE | CF_BUDDHA)))
		{
			damage = 999;
		}
	}
	P_DamageMobj (actor, NULL, NULL, damage, NAME_Falling);
}

//==========================================================================
//
// P_DeathThink
//
//==========================================================================

void P_DeathThink (player_t *player)
{
	int dir;
	angle_t delta;
	int lookDelta;

	P_MovePsprites (player);

	player->onground = (player->mo->z <= player->mo->floorz);
	if (player->mo->IsKindOf (RUNTIME_CLASS(APlayerChunk)))
	{ // Flying bloody skull or flying ice chunk
		player->viewheight = 6 * FRACUNIT;
		player->deltaviewheight = 0;
		if (player->onground)
		{
			if (player->mo->pitch > -(int)ANGLE_1*19)
			{
				lookDelta = (-(int)ANGLE_1*19 - player->mo->pitch) / 8;
				player->mo->pitch += lookDelta;
			}
		}
	}
	else if (!(player->mo->flags & MF_ICECORPSE))
	{ // Fall to ground (if not frozen)
		player->deltaviewheight = 0;
		if (player->viewheight > 6*FRACUNIT)
		{
			player->viewheight -= FRACUNIT;
		}
		if (player->viewheight < 6*FRACUNIT)
		{
			player->viewheight = 6*FRACUNIT;
		}
		if (player->mo->pitch < 0)
		{
			player->mo->pitch += ANGLE_1*3;
		}
		else if (player->mo->pitch > 0)
		{
			player->mo->pitch -= ANGLE_1*3;
		}
		if (abs(player->mo->pitch) < ANGLE_1*3)
		{
			player->mo->pitch = 0;
		}
	}
	P_CalcHeight (player);
		
	if (player->attacker && player->attacker != player->mo)
	{ // Watch killer
		dir = P_FaceMobj (player->mo, player->attacker, &delta);
		if (delta < ANGLE_1*10)
		{ // Looking at killer, so fade damage and poison counters
			if (player->damagecount)
			{
				player->damagecount--;
			}
			if (player->poisoncount)
			{
				player->poisoncount--;
			}
		}
		delta /= 8;
		if (delta > ANGLE_1*5)
		{
			delta = ANGLE_1*5;
		}
		if (dir)
		{ // Turn clockwise
			player->mo->angle += delta;
		}
		else
		{ // Turn counter clockwise
			player->mo->angle -= delta;
		}
	}
	else
	{
		if (player->damagecount)
		{
			player->damagecount--;
		}
		if (player->poisoncount)
		{
			player->poisoncount--;
		}
	}		

	// [BC] Respawning is server-side.
	if ( NETWORK_InClientMode() )
	{
		return;
	}

	// [RK] Handle player respawn time when force respawn is on
	// normally players can't respawn manually until the level time is larger than respawn time
	// since sv_forcerespawntime adds onto a player's respawn time, we'll set the time to 0 when they press use
	// this statement factors in compat_instantrespawn and determines whether a player can respawn instantly or has to wait
	if ( dmflags & DF_FORCE_RESPAWN )
	{
		if (( level.time >= ( player->respawn_time - ( sv_forcerespawntime*TICRATE )) && (( zacompatflags & ZACOMPATF_INSTANTRESPAWN ) == false ))
			|| ( level.time < player->respawn_time && ( zacompatflags & ZACOMPATF_INSTANTRESPAWN )))
		{
			if (( player->cmd.ucmd.buttons & BT_USE ) || (( player->userinfo.GetClientFlags() & CLIENTFLAGS_RESPAWNONFIRE ) && ( player->cmd.ucmd.buttons & BT_ATTACK ) && (( player->oldbuttons & BT_ATTACK ) == false )))
				player->respawn_time = 0;
		}
	}

	// [BB] If lives are limited and the game is in progess, possibly put the player in dead spectator mode.
	if ( GAMEMODE_AreLivesLimited ( ) && GAMEMODE_IsGameInProgress ( ) )
	{
		if ( level.time >= player->respawn_time )
		{
			// If a player got telefragged at the beginning of a LMS or survival round, don't
			// penalize them for it.
			if ( player->bSpawnTelefragged )
			{
				player->bSpawnTelefragged = false;

				player->cls = NULL;		// Force a new class if the player is using a random class
				player->playerstate = ( NETWORK_GetState( ) != NETSTATE_SINGLE ) ? PST_REBORN : PST_ENTER;
				if (player->mo->special1 > 2)
				{
					player->mo->special1 = 0;
				}

				return;
			}
			else
			{
				// [BB] No lives left, make this player a dead spectator.
				if ( player->ulLivesLeft == 0 )
				{
					PLAYER_SetSpectator( player, false, true );

					// Tell the other players to mark this player as a spectator.
					if ( NETWORK_GetState( ) == NETSTATE_SERVER )
						SERVERCOMMANDS_PlayerIsSpectator( player - players );
				}
			}
		}

		// [BB] No lives left, no need to do anything else in this function.
		if ( player->ulLivesLeft == 0 )
			return;
	}

	// [AK] Don't allow players to respawn during the result sequence, in case sv_forcerespawn is on.
	if ( level.time >= player->respawn_time && GAMEMODE_IsGameInResultSequence( ) == false )
	{
		if (((( player->cmd.ucmd.buttons & BT_USE ) || ( ( player->userinfo.GetClientFlags() & CLIENTFLAGS_RESPAWNONFIRE ) && ( player->cmd.ucmd.buttons & BT_ATTACK ) && (( player->oldbuttons & BT_ATTACK ) == false ))) || 
			(( deathmatch || teamgame || alwaysapplydmflags ) &&
			( dmflags & DF_FORCE_RESPAWN ))) && !(dmflags2 & DF2_NO_RESPAWN) )
		{
			player->cls = NULL;		// Force a new class if the player is using a random class
			player->playerstate = ( ( NETWORK_GetState( ) != NETSTATE_SINGLE ) || (level.flags2 & LEVEL2_ALLOWRESPAWN)) ? PST_REBORN : PST_ENTER;
			if (player->mo->special1 > 2)
			{
				player->mo->special1 = 0;
			}
			// [BB] The player will be reborn, so take away one life, but only if the game is already in progress.
			if ( ( player->ulLivesLeft > 0 ) && GAMEMODE_IsGameInProgress ( ) )
			{
				PLAYER_SetLivesLeft ( player, player->ulLivesLeft - 1 );
			}
		}
//		else if ( player->pSkullBot )
//		{
//			Printf( "WARNING! Bot %s dead and not hitting repawn in state %s!\n", player->userinfo.GetName(), player->pSkullBot->m_ScriptData.szStateName[player->pSkullBot->m_ScriptData.lCurrentStateIdx] );
//		}
	}
/* [BB] For some reason Skulltag does this a little differently above. Todo: Unify this, to make merging ZDoom updates easier.
	if ((player->cmd.ucmd.buttons & BT_USE ||
		((multiplayer || alwaysapplydmflags) && (dmflags & DF_FORCE_RESPAWN))) && !(dmflags2 & DF2_NO_RESPAWN))
	{
		if (level.time >= player->respawn_time || ((player->cmd.ucmd.buttons & BT_USE) && !player->isbot))
		{
			player->cls = NULL;		// Force a new class if the player is using a random class
			player->playerstate = (multiplayer || (level.flags2 & LEVEL2_ALLOWRESPAWN)) ? PST_REBORN : PST_ENTER;
			if (player->mo->special1 > 2)
			{
				player->mo->special1 = 0;
			}
		}
	}
*/
}



// [AK] We'll need this if we need to assign a random class to a player.
extern FRandom pr_classchoice;

//*****************************************************************************
//
void PLAYER_JoinGameFromSpectators( int iChar )
{
	if ( iChar != 'y' )
		return;

	// [BB] No joining while playing a demo.
	if ( CLIENTDEMO_IsPlaying( ) == true )
	{
		Printf ( "You can't join during demo playback.\n" );
		return;
	}

	// Inform the server that we wish to join the current game.
	if ( NETWORK_GetState( ) == NETSTATE_CLIENT )
	{
		UCVarValue	Val;

		Val = cl_joinpassword.GetGenericRep( CVAR_String );

		CLIENTCOMMANDS_RequestJoin( Val.String );
		return;
	}

	// [BB] Already joined, the player can't join again.
	if ( players[consoleplayer].bSpectating == false )
		return;

	// [BB] If players aren't allowed to join at the moment, just put the consoleplayer in line.
	if ( GAMEMODE_PreventPlayersFromJoining() )
	{
		JOINQUEUE_AddConsolePlayer ( teams.Size( ) );
		return;
	}

	// [BB] In single player, allow the player to switch its class when changing from spectator to player.
	if ( ( NETWORK_GetState( ) == NETSTATE_SINGLE ) || ( NETWORK_GetState( ) == NETSTATE_SINGLE_MULTIPLAYER ) )
	{
		SinglePlayerClass[consoleplayer] = players[consoleplayer].userinfo.GetPlayerClassNum();

		// [AK] Assign a random class for the player if necessary.
		if ( SinglePlayerClass[consoleplayer] < 0 )
			SinglePlayerClass[consoleplayer] = ( pr_classchoice() ) % PlayerClasses.Size();
	}

	PLAYER_SpectatorJoinsGame( &players[consoleplayer] );
	players[consoleplayer].camera = players[consoleplayer].mo;
	Printf( "%s joined the game.\n", players[consoleplayer].userinfo.GetName() );

	// [BB] If players are supposed to be on teams, select one for the player now.
	if ( GAMEMODE_GetCurrentFlags() & GMF_PLAYERSONTEAMS )
		PLAYER_SetTeam( &players[consoleplayer], TEAM_ChooseBestTeamForPlayer( ), true );
}

CCMD( join ) {
	// [BB] The server can't use this.
	if ( NETWORK_GetState( ) == NETSTATE_SERVER )
	{
		Printf ( "CCMD join can't be used on the server\n" );
		return;
	}

	PLAYER_JoinGameFromSpectators('y');
}

//*****************************************************************************
//
bool PLAYER_Responder( event_t *pEvent )
{
	// [RC] This isn't used ATM.
	return false;
}

//----------------------------------------------------------------------------
//
// PROC P_CrouchMove
//
//----------------------------------------------------------------------------

void P_CrouchMove(player_t * player, int direction)
{
	fixed_t defaultheight = player->mo->GetDefault()->height;
	fixed_t savedheight = player->mo->height;
	fixed_t crouchspeed = direction * CROUCHSPEED;
	fixed_t oldheight = player->viewheight;

	player->crouchdir = (signed char) direction;
	player->crouchfactor += crouchspeed;

	// check whether the move is ok
	player->mo->height = FixedMul(defaultheight, player->crouchfactor);
	if (!P_TryMove(player->mo, player->mo->x, player->mo->y, false, NULL))
	{
		player->mo->height = savedheight;
		if (direction > 0)
		{
			// doesn't fit
			player->crouchfactor -= crouchspeed;
			return;
		}
	}
	player->mo->height = savedheight;

	player->crouchfactor = clamp<fixed_t>(player->crouchfactor, FRACUNIT/2, FRACUNIT);
	player->viewheight = FixedMul(player->mo->ViewHeight, player->crouchfactor);
	player->crouchviewdelta = player->viewheight - player->mo->ViewHeight;

	// Check for eyes going above/below fake floor due to crouching motion.
	P_CheckFakeFloorTriggers(player->mo, player->mo->z + oldheight, true);
}

//----------------------------------------------------------------------------
//
// PROC P_PlayerThink
//
//----------------------------------------------------------------------------

void P_PlayerThink (player_t *player)
{
	ticcmd_t *cmd;

	if (player->mo == NULL)
	{
		// Just print an error if a bot tried to spawn.
		if ( player->pSkullBot )
		{
			Printf( "%s left: No player %td start\n", player->userinfo.GetName(), player - players + 1 );
			BOTS_RemoveBot( player - players, false );
			return;
		}
		else
		{
			if ( NETWORK_GetState( ) == NETSTATE_SERVER )
			{
//				// Don't really bitch here, because this tends to happen if people use the "map"
//				// rcon command.
				Printf( "No player %td start\n", player - players + 1 );
				SERVER_DisconnectClient( player - players, true, true );
				return;
			}
			else
			{
				if ( NETWORK_InClientMode() &&
					(( player - players ) != consoleplayer ))
				{
					//PLAYER_SetSpectator(player, true, false);
					// [BB] Since the full update may be distributed over multiple tics, we
					// can start ticking the world before all player bodies are spawned.
					if ( CLIENT_GetFullUpdateIncomplete() == false )
						Printf( "P_PlayerThink: No body for player %td!\n", player - players + 1 );
					return;
				}
				else
					I_Error ("No player %td start\n", player - players + 1);
			}
		}
	}

/*
	if (debugfile && !(player->cheats & CF_PREDICTING))
	{
		fprintf (debugfile, "tic %d for pl %td: (%d, %d, %d, %u) b:%02x p:%d y:%d f:%d s:%d u:%d\n",
			gametic, player-players, player->mo->x, player->mo->y, player->mo->z,
			player->mo->angle>>ANGLETOFINESHIFT, player->cmd.ucmd.buttons,
			player->cmd.ucmd.pitch, player->cmd.ucmd.yaw, player->cmd.ucmd.forwardmove,
			player->cmd.ucmd.sidemove, player->cmd.ucmd.upmove);
	}
*/
	if ( CLIENT_PREDICT_IsPredicting( ) == false )
	{
		// [RH] Zoom the player's FOV
		float desired = player->DesiredFOV;
		// Adjust FOV using on the currently held weapon.
		if (player->playerstate != PST_DEAD &&		// No adjustment while dead.
			player->ReadyWeapon != NULL &&			// No adjustment if no weapon.
			player->ReadyWeapon->FOVScale != 0)		// No adjustment if the adjustment is zero.
		{
			// A negative scale is used to prevent G_AddViewAngle/G_AddViewPitch
			// from scaling with the FOV scale.
			desired *= fabsf(player->ReadyWeapon->FOVScale);
		}
		if (player->FOV != desired)
	{
			if (fabsf (player->FOV - desired) < 7.f)
			{
				player->FOV = desired;
			}
			else
			{
				float zoom = MAX(7.f, fabsf(player->FOV - desired) * 0.025f);
				if (player->FOV > desired)
				{
					player->FOV = player->FOV - zoom;
				}
				else
				{
					player->FOV = player->FOV + zoom;
				}
			}
		}
	}

	if ( CLIENT_PREDICT_IsPredicting( ) == false )
	{
		if (player->inventorytics)
		{
			player->inventorytics--;
		}
	}
	// Don't interpolate the view for more than one tic
	player->cheats &= ~CF_INTERPVIEW;

	// No-clip cheat
	if ((player->cheats & (CF_NOCLIP | CF_NOCLIP2)) == CF_NOCLIP2)
	{ // No noclip2 without noclip
		player->cheats &= ~CF_NOCLIP2;
	}
	// [Leo] Spectators have the noclip cheat off by default.
	if (player->cheats & (CF_NOCLIP | CF_NOCLIP2) || ((player->mo->GetDefault()->flags & MF_NOCLIP) && (player->bSpectating == false)))
	{
		player->mo->flags |= MF_NOCLIP;
	}
	else
	{
		player->mo->flags &= ~MF_NOCLIP;
	}
	if (player->cheats & CF_NOCLIP2)
	{
		player->mo->flags |= MF_NOGRAVITY;
	}
	else if (!(player->mo->flags2 & MF2_FLY) && !(player->mo->GetDefault()->flags & MF_NOGRAVITY))
	{
		player->mo->flags &= ~MF_NOGRAVITY;
	}
	cmd = &player->cmd;

	// Make unmodified copies for ACS's GetPlayerInput.
	player->original_oldbuttons = player->original_cmd.buttons;
	player->original_cmd = cmd->ucmd;

	if (player->mo->flags & MF_JUSTATTACKED &&
		NETWORK_InClientMode() )
	{ // Chainsaw/Gauntlets attack auto forward motion
		cmd->ucmd.yaw = 0;
		cmd->ucmd.forwardmove = 0xc800/2;
		cmd->ucmd.sidemove = 0;
		player->mo->flags &= ~MF_JUSTATTACKED;
	}

	bool totallyfrozen = P_IsPlayerTotallyFrozen(player);

	// [BB] Why should a predicting client ignore CF_TOTALLYFROZEN and CF_FROZEN?
	//if ( CLIENT_PREDICT_IsPredicting( ) == false )
	{
		// [RH] Being totally frozen zeros out most input parameters.
		if (totallyfrozen)
		{
			if (gamestate == GS_TITLELEVEL)
			{
				cmd->ucmd.buttons = 0;
			}
			else
			{
				cmd->ucmd.buttons &= BT_USE;
			}
			cmd->ucmd.pitch = 0;
			cmd->ucmd.yaw = 0;
			cmd->ucmd.roll = 0;
			cmd->ucmd.forwardmove = 0;
			cmd->ucmd.sidemove = 0;
			cmd->ucmd.upmove = 0;
			player->turnticks = 0;
		}
		else if (player->cheats & CF_FROZEN)
		{
			cmd->ucmd.forwardmove = 0;
			cmd->ucmd.sidemove = 0;
			cmd->ucmd.upmove = 0;
		}
	}

	// If this is a bot, run its logic.
	if ( player->pSkullBot )
		player->pSkullBot->Tick( );

	// [BB] Since the game is currently suspended, prevent the player from doing anything.
	// Note: This needs to be done after ticking the bot, otherwise the bot could still act.
	// [TP] Allow spectators to move freely even if the game is suspended.
	if ( GAME_GetEndLevelDelay( ) && ( player->bSpectating == false ))
		memset( cmd, 0, sizeof( ticcmd_t ));

	// Handle crouching
	if (player->cmd.ucmd.buttons & BT_JUMP)
	{
		player->cmd.ucmd.buttons &= ~BT_CROUCH;
	}
	// [BC] Don't do this for clients other than ourself in client mode.
	// [BB] Also, don't do this while predicting.
	if (( NETWORK_InClientMode() == false ) || ( (( player - players ) == consoleplayer ) && ( CLIENT_PREDICT_IsPredicting( ) == false ) ))
	{
		if (player->CanCrouch() && player->health > 0 && level.IsCrouchingAllowed())
		{
			if (!totallyfrozen)
			{
				int crouchdir = player->crouching;
			
				if (crouchdir == 0)
				{
					crouchdir = (player->cmd.ucmd.buttons & BT_CROUCH) ? -1 : 1;
				}
				else if (player->cmd.ucmd.buttons & BT_CROUCH)
				{
					player->crouching = 0;
				}
				if (crouchdir == 1 && player->crouchfactor < FRACUNIT &&
					player->mo->z + player->mo->height < player->mo->ceilingz)
				{
					P_CrouchMove(player, 1);
				}
				else if (crouchdir == -1 && player->crouchfactor > FRACUNIT/2)
				{
					P_CrouchMove(player, -1);
				}
			}
		}
		else
		{
			player->Uncrouch();
		}
	}

	player->crouchoffset = -FixedMul(player->mo->ViewHeight, (FRACUNIT - player->crouchfactor));


	if (player->playerstate == PST_DEAD)
	{
		player->Uncrouch();
		P_DeathThink (player);

		// [BC] Update oldbuttons.
		player->oldbuttons = player->cmd.ucmd.buttons;
		return;
	}
	if (player->jumpTics != 0)
	{
		player->jumpTics--;
		if (player->onground && player->jumpTics < -18)
		{
			player->jumpTics = 0;
		}
	}
	if (player->morphTics)// && !(player->cheats & CF_PREDICTING))
	{
		player->mo->MorphPlayerThink ();
	}

	// [AK] Save the player's pitch before we update it.
	fixed_t oldPlayerPitch = player->mo->pitch;

	// [Leo] Spectators shouldn't be limited by the server settings.
	// [RH] Look up/down stuff
	if (!level.IsFreelookAllowed() && player->bSpectating == false)
	{
		player->mo->pitch = 0;
	}
	else
	{
		// Servers read in the pitch value. It is not calculated.
		if (( NETWORK_GetState( ) != NETSTATE_SERVER ) || ( player->pSkullBot != NULL ))
		{
			int look = cmd->ucmd.pitch << 16;

			// The player's view pitch is clamped between -32 and +56 degrees,
			// which translates to about half a screen height up and (more than)
			// one full screen height down from straight ahead when view panning
			// is used.
			if (look)
			{
				if (look == -32768 << 16)
				{ // center view
					player->mo->pitch = 0;
				}
				else
				{
					fixed_t oldpitch = player->mo->pitch;
					player->mo->pitch -= look;
					if (look > 0)
					{ // look up
						// [BB] Zandronum handles pitch differently.
						const fixed_t pitchLimit = - ( ( NETWORK_GetState( ) != NETSTATE_SERVER ) ? Renderer->GetMaxViewPitch(false) : 32 ) * ANGLE_1;
						player->mo->pitch = MAX(player->mo->pitch, pitchLimit );
						if (player->mo->pitch > oldpitch)
						{
							player->mo->pitch = pitchLimit;
						}
					}
					else
					{ // look down
						// [BB] Zandronum handles pitch differently.
						const fixed_t pitchLimit = ( ( NETWORK_GetState( ) != NETSTATE_SERVER ) ? Renderer->GetMaxViewPitch(true) : 56 ) * ANGLE_1;
						player->mo->pitch = MIN(player->mo->pitch, pitchLimit );
						if (player->mo->pitch < oldpitch)
						{
							player->mo->pitch = pitchLimit;
						}
					}
				}
			}
		}
	}
	if (player->centering)
	{
		if (abs(player->mo->pitch) > 2*ANGLE_1)
		{
			player->mo->pitch = FixedMul(player->mo->pitch, FRACUNIT*2/3);
		}
		else
		{
			player->mo->pitch = 0;
			player->centering = false;
			if (player - players == consoleplayer)
			{
				LocalViewPitch = 0;
			}
		}
	}

	// [AK] Calculate how much the player's pitch changed.
	player->mo->PitchDelta = player->mo->pitch - oldPlayerPitch;

	// [RH] Check for fast turn around
	if (cmd->ucmd.buttons & BT_TURN180 && !(player->oldbuttons & BT_TURN180))
	{
		player->turnticks = TURN180_TICKS;
	}

	// Handle movement
	if (player->mo->reactiontime)
	{ // Player is frozen
			player->mo->reactiontime--;
	}
	else
	{
		P_MovePlayer (player);

		if (cmd->ucmd.upmove == -32768)
		{ // Only land if in the air
			if ((player->mo->flags & MF_NOGRAVITY) && player->mo->waterlevel < 2)
			{
				//player->mo->flags2 &= ~MF2_FLY;
				player->mo->flags &= ~MF_NOGRAVITY;
			}
		}
		else if (cmd->ucmd.upmove != 0)
		{
			// Clamp the speed to some reasonable maximum.
			int magnitude = abs (cmd->ucmd.upmove);
			if (magnitude > 0x300)
			{
				cmd->ucmd.upmove = ksgn (cmd->ucmd.upmove) * 0x300;
			}
			if (player->mo->waterlevel >= 2 || (player->mo->flags2 & MF2_FLY) || (player->cheats & CF_NOCLIP2))
			{
				player->mo->velz = FixedMul(player->mo->Speed, cmd->ucmd.upmove << 9);

				// [Leo] Apply cl_spectatormove here.
				if ( player->bSpectating )
					player->mo->velz = FixedMul(player->mo->velz, FLOAT2FIXED(cl_spectatormove));

				if (player->mo->waterlevel < 2 && !(player->mo->flags & MF_NOGRAVITY))
				{
					player->mo->flags2 |= MF2_FLY;
					player->mo->flags |= MF_NOGRAVITY;
					if ((player->mo->velz <= -39 * FRACUNIT) && !CLIENT_PREDICT_IsPredicting( )) // [BB] Adapted prediction.
					{ // Stop falling scream
						S_StopSound (player->mo, CHAN_VOICE);
					}
				}
			}
			else if (cmd->ucmd.upmove > 0)// && !(player->cheats & CF_PREDICTING))
			{
				AInventory *fly = player->mo->FindInventory (NAME_ArtiFly);
				if (fly != NULL)
				{
					// [BB] The server tells the client that it used the fly item.
					if( NETWORK_GetState( ) != NETSTATE_CLIENT )
						player->mo->UseInventory (fly);
				}
			}
		}
	}

	P_CalcHeight (player);

	// [Leo] Done with spectator specific logic.
	if (player->bSpectating)
	{
		P_SetPsprite( player, ps_weapon, NULL );
		return;
	}

	if ( CLIENT_PREDICT_IsPredicting( ) == false )
	{
		P_PlayerOnSpecial3DFloor (player);
		if (player->mo->Sector->special || player->mo->Sector->damage)
		{
			P_PlayerInSpecialSector (player);
		}
		P_PlayerOnSpecialFlat (player, P_GetThingFloorType (player->mo));
		if (player->mo->velz <= -player->mo->FallingScreamMinSpeed &&
			player->mo->velz >= -player->mo->FallingScreamMaxSpeed && !player->morphTics &&
			player->mo->waterlevel == 0)
		{
			int id = S_FindSkinnedSound (player->mo, "*falling");
			if (id != 0 && !S_IsActorPlayingSomething (player->mo, CHAN_VOICE, id))
			{
				S_Sound (player->mo, CHAN_VOICE, id, 1, ATTN_NORM);
			}
		}
		// check for use
		if (cmd->ucmd.buttons & BT_USE)
		{
			if (!player->usedown)
			{
				player->usedown = true;
				if (!P_TalkFacing(player->mo))
				{
					P_UseLines(player);
				}
			}
		}
		else
		{
			player->usedown = false;
		}
		// Morph counter
		if (player->morphTics)
		{
			if (player->chickenPeck)
			{ // Chicken attack counter
				player->chickenPeck -= 3;
			}
			if (!--player->morphTics)
			{ // Attempt to undo the chicken/pig
				P_UndoPlayerMorph (player, player, MORPH_UNDOBYTIMEOUT);
			}
		}

		// Cycle psprites
		// [AK] Don't do this while extrapolating the player's movement.
		if ( SERVER_IsExtrapolatingPlayer( player - players ) == false )
			P_MovePsprites (player);

		// [AK] Stop here if we're backtracing the player's movement.
		if ( SERVER_IsBacktracingPlayer( player - players ))
			return;

		// Other Counters
		if (player->damagecount)
			player->damagecount--;

		if (player->bonuscount)
			player->bonuscount--;

		if (player->hazardcount)
		{
			player->hazardcount--;
			// [BB] The clients only tick down, the server handles the damage.
			if ( NETWORK_InClientMode() == false )
			{
				if (!(level.time & 31) && player->hazardcount > 16*TICRATE)
					P_DamageMobj (player->mo, NULL, NULL, 5, NAME_Slime);
			}
		}

		if (player->poisoncount && !(level.time & 15))
		{
			player->poisoncount -= 5;
			if (player->poisoncount < 0)
			{
				player->poisoncount = 0;
			}
			P_PoisonDamage (player, player->poisoner, 1, true);
		}

		// [BC] Don't do the following block in client mode.
		if ( NETWORK_InClientMode() == false )
		{
			// Apply degeneration.
			if ( dmflags2 & DF2_YES_DEGENERATION )
			{
				if ((( level.time & 127 ) == 0 ) && ( player->health > ( deh.StartHealth + player->MaxHealthBonus )))
				{
					player->health--;
					player->mo->health--;

					// [BC] If we're the server, send out the health change.
					if ( NETWORK_GetState( ) == NETSTATE_SERVER )
						SERVERCOMMANDS_SetPlayerHealth( player - players );
				}
				/* [BB] This is ZDoom's way of degeneration. Should we use this?
				if ((level.time % TICRATE) == 0 && player->health > deh.MaxHealth)
				{
					if (player->health - 5 < deh.MaxHealth)
						player->health = deh.MaxHealth;
					else
						player->health--;

					player->mo->health = player->health;
				}
				*/
			}

		}

		// Handle air supply
		//if (level.airsupply > 0)
		{
			if (player->mo->waterlevel < 3 ||
				(player->mo->flags2 & MF2_INVULNERABLE) ||
				(player->cheats & (CF_GODMODE | CF_NOCLIP2)))
			{
				player->mo->ResetAirSupply ();
			}
			else if (player->air_finished <= level.time && !(level.time & 31))
			{
				// [BB] The server handles damaging the players.
				if ( NETWORK_InClientMode() == false )
				{
					P_DamageMobj (player->mo, NULL, NULL, 2 + ((level.time-player->air_finished)/TICRATE), NAME_Drowning);
				}
			}
		}
	}
}

/*
void P_PredictPlayer (player_t *player)
{
	int maxtic;

	if (cl_noprediction ||
		singletics ||
		demoplayback ||
		player->mo == NULL ||
		player != &players[consoleplayer] ||
		player->playerstate != PST_LIVE ||
		!netgame ||
		player->morphTics ||*
		(player->cheats & CF_PREDICTING))
	{
		return;
	}

	maxtic = maketic;

	if (gametic == maxtic)
	{
		return;
	}

	// Save original values for restoration later
	PredictionPlayerBackup = *player;

	AActor *act = player->mo;
	memcpy (PredictionActorBackup, &act->x, sizeof(AActor)-((BYTE *)&act->x-(BYTE *)act));

	act->flags &= ~MF_PICKUP;
	act->flags2 &= ~MF2_PUSHWALL;
	player->cheats |= CF_PREDICTING;

	// The ordering of the touching_sectorlist needs to remain unchanged
	// Also store a copy of all previous sector_thinglist nodes
	msecnode_t *mnode = act->touching_sectorlist;
	msecnode_t *snode;
	PredictionSector_sprev_Backup.Clear();
	PredictionTouchingSectorsBackup.Clear ();

	while (mnode != NULL)
	{
		PredictionTouchingSectorsBackup.Push (mnode->m_sector);

		for (snode = mnode->m_sector->touching_thinglist; snode; snode = snode->m_snext)
		{
			if (snode->m_thing == act)
			{
				PredictionSector_sprev_Backup.Push(snode->m_sprev);
				break;
			}
		}

		mnode = mnode->m_tnext;
	}

	// Keep an ordered list off all actors in the linked sector.
	PredictionSectorListBackup.Clear();
	if (!(act->flags & MF_NOSECTOR))
	{
		AActor *link = act->Sector->thinglist;
		
		while (link != NULL)
		{
			PredictionSectorListBackup.Push(link);
			link = link->snext;
		}
	}

	// Blockmap ordering also needs to stay the same, so unlink the block nodes
	// without releasing them. (They will be used again in P_UnpredictPlayer).
	FBlockNode *block = act->BlockNode;

	while (block != NULL)
	{
		if (block->NextActor != NULL)
		{
			block->NextActor->PrevActor = block->PrevActor;
		}
		*(block->PrevActor) = block->NextActor;
		block = block->NextBlock;
	}
	act->BlockNode = NULL;


	for (int i = gametic; i < maxtic; ++i)
	{
		player->cmd = localcmds[i % LOCALCMDTICS];
		P_PlayerThink (player);
		player->mo->Tick ();
	}
}
*/

extern msecnode_t *P_AddSecnode (sector_t *s, AActor *thing, msecnode_t *nextnode);

/*
void P_UnPredictPlayer ()
{
	player_t *player = &players[consoleplayer];

	if (player->cheats & CF_PREDICTING)
	{
		unsigned int i;
		AActor *act = player->mo;
		AActor *savedcamera = player->camera;

		*player = PredictionPlayerBackup;

		// Restore the camera instead of using the backup's copy, because spynext/prev
		// could cause it to change during prediction.
		player->camera = savedcamera;

		act->UnlinkFromWorld();
		memcpy(&act->x, PredictionActorBackup, sizeof(AActor)-((BYTE *)&act->x - (BYTE *)act));

		// Make the sector_list match the player's touching_sectorlist before it got predicted.
		P_DelSeclist(sector_list);
		sector_list = NULL;
		for (i = PredictionTouchingSectorsBackup.Size(); i-- > 0;)
		{
			sector_list = P_AddSecnode(PredictionTouchingSectorsBackup[i], act, sector_list);
		}

		// The blockmap ordering needs to remain unchanged, too. Right now, act has the right
		// pointers, so temporarily set its MF_NOBLOCKMAP flag so that LinkToWorld() does not
		// mess with them.
		{
			DWORD keepflags = act->flags;
			act->flags |= MF_NOBLOCKMAP;
			act->LinkToWorld();
			act->flags = keepflags;
		}

		// Restore sector links.
		if (!(act->flags & MF_NOSECTOR))
		{
			sector_t *sec = act->Sector;
			AActor *me, *next;
			AActor **link;// , **prev;

			// The thinglist is just a pointer chain. We are restoring the exact same things, so we can NULL the head safely
			sec->thinglist = NULL;

			for (i = PredictionSectorListBackup.Size(); i-- > 0;)
			{
				me = PredictionSectorListBackup[i];
				link = &sec->thinglist;
				next = *link;
				if ((me->snext = next))
					next->sprev = &me->snext;
				me->sprev = link;
				*link = me;
			}

			msecnode_t *snode;

			// Restore sector thinglist order
			for (i = PredictionTouchingSectorsBackup.Size(); i-- > 0;)
			{
				// If we were already the head node, then nothing needs to change
				if (PredictionSector_sprev_Backup[i] == NULL)
					continue;

				for (snode = PredictionTouchingSectorsBackup[i]->touching_thinglist; snode; snode = snode->m_snext)
				{
					if (snode->m_thing == act)
					{
						if (snode->m_sprev)
							snode->m_sprev->m_snext = snode->m_snext;
						else
							snode->m_sector->touching_thinglist = snode->m_snext;
						if (snode->m_snext)
							snode->m_snext->m_sprev = snode->m_sprev;

						snode->m_sprev = PredictionSector_sprev_Backup[i];

						// At the moment, we don't exist in the list anymore, but we do know what our previous node is, so we set its current m_snext->m_sprev to us.
						if (snode->m_sprev->m_snext)
							snode->m_sprev->m_snext->m_sprev = snode;
						snode->m_snext = snode->m_sprev->m_snext;
						snode->m_sprev->m_snext = snode;
						break;
					}
				}
			}
		}

		// Now fix the pointers in the blocknode chain
		FBlockNode *block = act->BlockNode;

		while (block != NULL)
		{
			*(block->PrevActor) = block;
			if (block->NextActor != NULL)
			{
				block->NextActor->PrevActor = &block->NextActor;
			}
			block = block->NextBlock;
		}
	}
}
*/

void player_t::Serialize (FArchive &arc)
{
	int i;
	FString skinname;

	arc << cls
		<< mo
		<< camera
		<< playerstate
		<< cmd;
	if (arc.IsLoading())
	{
		ReadUserInfo(arc, userinfo, skinname);
	}
	else
	{
		WriteUserInfo(arc, userinfo);
	}
	arc << DesiredFOV << FOV
		<< viewz
		<< viewheight
		<< deltaviewheight
		<< bob
		<< velx
		<< vely
		<< centering
		<< health
		<< inventorytics
		<< backpack
		<< fragcount
		<< ReadyWeapon << PendingWeapon
		<< cheats
		<< refire
		<< killcount
		<< itemcount
		<< secretcount
		<< damagecount
		<< bonuscount
		<< hazardcount
		<< poisoncount
		<< poisoner
		<< attacker
		<< extralight
		<< fixedcolormap << fixedlightlevel
		<< morphTics
		<< MorphedPlayerClass
		<< MorphStyle
		<< MorphExitFlash
		<< PremorphWeapon
		<< chickenPeck
		<< jumpTics
		<< respawn_time
		<< air_finished
		<< turnticks
		<< oldbuttons
		<< BlendR
		<< BlendG
		<< BlendB
		<< BlendA
		// [BB] Skulltag additions - start
		<< bOnTeam
		<< Team
		<< bChatting
		<< bInConsole
		<< bInMenu
		<< RailgunShots
		<< MaxHealthBonus
		<< cheats2
		// [BB] Skulltag additions - end
		;
	if (SaveVersion < 3427)
	{
		WORD oldaccuracy, oldstamina;
		arc << oldaccuracy << oldstamina;
		if (mo != NULL)
		{
			mo->accuracy = oldaccuracy;
			mo->stamina = oldstamina;
		}
	}
	if (SaveVersion < 4041)
	{
		// Move weapon state flags from cheats and into WeaponState.
		WeaponState = ((cheats >> 14) & 1) | ((cheats & (0x37 << 24)) >> (24 - 1));
		cheats &= ~((1 << 14) | (0x37 << 24));
	}
	else
	{
		arc << WeaponState;
	}
	arc << LogText
		<< ConversationNPC
		<< ConversationPC
		<< ConversationNPCAngle
		<< ConversationFaceTalker;

	// [BB] Zandronum doesn't use this.
	//for (i = 0; i < MAXPLAYERS; i++)
	//	arc << frags[i];
	for (i = 0; i < NUMPSPRITES; i++)
		arc << psprites[i];

	arc << CurrentPlayerClass;

	arc << crouchfactor
		<< crouching 
		<< crouchdir
		<< crouchviewdelta
		<< original_cmd
		<< original_oldbuttons;

	// [BL] is the player unarmed?
	arc << bUnarmed;

	if (SaveVersion >= 3475)
	{
		arc << poisontype << poisonpaintype;
	}
	else if (poisoner != NULL)
	{
		poisontype = poisoner->DamageType;
		poisonpaintype = poisoner->PainType != NAME_None ? poisoner->PainType : poisoner->DamageType;
	}

	if (SaveVersion >= 3599)
	{
		arc << timefreezer;
	}
	else
	{
		cheats &= ~(1 << 15);	// make sure old CF_TIMEFREEZE bit is cleared
	}
	if (SaveVersion < 3640)
	{
		cheats &= ~(1 << 17);	// make sure old CF_REGENERATION bit is cleared
	}
	if (SaveVersion >= 3780)
	{
		arc << settings_controller;
	}
	else
	{
		settings_controller = (this - players == Net_Arbitrator);
	}
	if (SaveVersion >= 4505)
	{
		arc << onground;
	}
	else
	{
		onground = (mo->z <= mo->floorz) || (mo->flags2 & MF2_ONMOBJ) || (mo->BounceFlags & BOUNCE_MBF) || (cheats & CF_NOCLIP2);
	}

	if (arc.IsLoading ())
	{
		// If the player reloaded because they pressed +use after dying, we
		// don't want +use to still be down after the game is loaded.
		oldbuttons = ~0;
		original_oldbuttons = ~0;
	}
	if (skinname.IsNotEmpty())
	{
		userinfo.SkinChanged(skinname, CurrentPlayerClass);
	}
}


static FPlayerColorSetMap *GetPlayerColors(FName classname)
{
	const PClass *cls = PClass::FindClass(classname);

	if (cls != NULL)
	{
		FActorInfo *inf = cls->ActorInfo;

		if (inf != NULL)
		{
			return inf->ColorSets;
		}
	}
	return NULL;
}

FPlayerColorSet *P_GetPlayerColorSet(FName classname, int setnum)
{
	FPlayerColorSetMap *map = GetPlayerColors(classname);
	if (map == NULL)
	{
		return NULL;
	}
	return map->CheckKey(setnum);
}

static int STACK_ARGS intcmp(const void *a, const void *b)
{
	return *(const int *)a - *(const int *)b;
}

void P_EnumPlayerColorSets(FName classname, TArray<int> *out)
{
	out->Clear();
	FPlayerColorSetMap *map = GetPlayerColors(classname);
	if (map != NULL)
	{
		FPlayerColorSetMap::Iterator it(*map);
		FPlayerColorSetMap::Pair *pair;

		while (it.NextPair(pair))
		{
			out->Push(pair->Key);
		}
		qsort(&(*out)[0], out->Size(), sizeof(int), intcmp);
	}
}

// [Leo] Added spectator check.
bool P_IsPlayerTotallyFrozen(const player_t *player)
{
	return
		gamestate == GS_TITLELEVEL ||
		player->cheats & CF_TOTALLYFROZEN ||
		((level.flags2 & LEVEL2_FROZEN) && player->timefreezer == 0 && (player->bSpectating == false));
}

// [AK] Resets the player's pitch limits anytime they need to be changed.
void P_ResetPlayerPitchLimits(void)
{
	const fixed_t maxPitch = ((NETWORK_GetState() != NETSTATE_SERVER) ? Renderer->GetMaxViewPitch(true) : 56) * ANGLE_1;
	const fixed_t minPitch = -((NETWORK_GetState() != NETSTATE_SERVER) ? Renderer->GetMaxViewPitch(false) : 32) * ANGLE_1;

	// [AK] Set the pitch limits for all active players.
	for (ULONG ulIdx = 0; ulIdx < MAXPLAYERS; ulIdx++)
	{
		if (playeringame[ulIdx])
		{
			players[ulIdx].SendPitchLimits();

			// [AK] Also clamp the player's pitch within the new limits if it's outside them.
			if (players[ulIdx].mo != NULL)
				players[ulIdx].mo->pitch = clamp(players[ulIdx].mo->pitch, minPitch, maxPitch);
		}
	}
}
