// Copyright (C) 2004 Id Software, Inc.
//

#include "../../idlib/precompiled.h"
#pragma hdrstop

#include "../Game_local.h"

/***********************************************************************

	AI Events

***********************************************************************/

const idEventDef AI_FindEnemy( "findEnemy", "d", 'e' );
const idEventDef AI_FindEnemyAI( "findEnemyAI", "d", 'e' );
const idEventDef AI_FindEnemyInCombatNodes( "findEnemyInCombatNodes", NULL, 'e' );
const idEventDef AI_ClosestReachableEnemyOfEntity( "closestReachableEnemyOfEntity", "E", 'e' );
const idEventDef AI_HeardSound( "heardSound", "d", 'e' );
const idEventDef AI_SetEnemy( "setEnemy", "E" );
const idEventDef AI_ClearEnemy( "clearEnemy" );
const idEventDef AI_MuzzleFlash( "muzzleFlash", "s" );
const idEventDef AI_CreateMissile( "createMissile", "s", 'e' );
const idEventDef AI_AttackMissile( "attackMissile", "s", 'e' );
const idEventDef AI_FireMissileAtTarget( "fireMissileAtTarget", "ss", 'e' );
const idEventDef AI_LaunchMissile( "launchMissile", "vv", 'e' );
const idEventDef AI_AttackMelee( "attackMelee", "s", 'd' );
const idEventDef AI_DirectDamage( "directDamage", "es" );
const idEventDef AI_RadiusDamageFromJoint( "radiusDamageFromJoint", "ss" );
const idEventDef AI_BeginAttack( "attackBegin", "s" );
const idEventDef AI_EndAttack( "attackEnd" );
const idEventDef AI_MeleeAttackToJoint( "meleeAttackToJoint", "ss", 'd' );
const idEventDef AI_RandomPath( "randomPath", NULL, 'e' );
const idEventDef AI_CanBecomeSolid( "canBecomeSolid", NULL, 'f' );
const idEventDef AI_BecomeSolid( "becomeSolid" );
const idEventDef AI_BecomeRagdoll( "becomeRagdoll", NULL, 'd' );
const idEventDef AI_StopRagdoll( "stopRagdoll" );
const idEventDef AI_SetHealth( "setHealth", "f" );
const idEventDef AI_GetHealth( "getHealth", NULL, 'f' );
const idEventDef AI_AllowDamage( "allowDamage" );
const idEventDef AI_IgnoreDamage( "ignoreDamage" );
const idEventDef AI_GetCurrentYaw( "getCurrentYaw", NULL, 'f' );
const idEventDef AI_TurnTo( "turnTo", "f" );
const idEventDef AI_TurnToPos( "turnToPos", "v" );
const idEventDef AI_TurnToEntity( "turnToEntity", "E" );
const idEventDef AI_MoveStatus( "moveStatus", NULL, 'd' );
const idEventDef AI_StopMove( "stopMove" );
const idEventDef AI_MoveToCover( "moveToCover" );
const idEventDef AI_MoveToEnemy( "moveToEnemy" );
const idEventDef AI_MoveToEnemyHeight( "moveToEnemyHeight" );
const idEventDef AI_MoveOutOfRange( "moveOutOfRange", "ef" );
const idEventDef AI_MoveToAttackPosition( "moveToAttackPosition", "es" );
const idEventDef AI_Wander( "wander" );
const idEventDef AI_MoveToEntity( "moveToEntity", "e" );
const idEventDef AI_MoveToPosition( "moveToPosition", "v" );
const idEventDef AI_SlideTo( "slideTo", "vf" );
const idEventDef AI_FacingIdeal( "facingIdeal", NULL, 'd' );
const idEventDef AI_FaceEnemy( "faceEnemy" );
const idEventDef AI_FaceEntity( "faceEntity", "E" );
const idEventDef AI_GetCombatNode( "getCombatNode", NULL, 'e' );
const idEventDef AI_EnemyInCombatCone( "enemyInCombatCone", "Ed", 'd' );
const idEventDef AI_WaitMove( "waitMove" );
const idEventDef AI_GetJumpVelocity( "getJumpVelocity", "vff", 'v' );
const idEventDef AI_EntityInAttackCone( "entityInAttackCone", "E", 'd' );
const idEventDef AI_CanSeeEntity( "canSee", "E", 'd' );
const idEventDef AI_SetTalkTarget( "setTalkTarget", "E" );
const idEventDef AI_GetTalkTarget( "getTalkTarget", NULL, 'e' );
const idEventDef AI_SetTalkState( "setTalkState", "d" );
const idEventDef AI_EnemyRange( "enemyRange", NULL, 'f' );
const idEventDef AI_EnemyRange2D( "enemyRange2D", NULL, 'f' );
const idEventDef AI_GetEnemy( "getEnemy", NULL, 'e' );
const idEventDef AI_GetEnemyPos( "getEnemyPos", NULL, 'v' );
const idEventDef AI_GetEnemyEyePos( "getEnemyEyePos", NULL, 'v' );
const idEventDef AI_PredictEnemyPos( "predictEnemyPos", "f", 'v' );
const idEventDef AI_CanHitEnemy( "canHitEnemy", NULL, 'd' );
const idEventDef AI_CanHitEnemyFromAnim( "canHitEnemyFromAnim", "s", 'd' );
const idEventDef AI_CanHitEnemyFromJoint( "canHitEnemyFromJoint", "s", 'd' );
const idEventDef AI_EnemyPositionValid( "enemyPositionValid", NULL, 'd' );
const idEventDef AI_ChargeAttack( "chargeAttack", "s" );
const idEventDef AI_TestChargeAttack( "testChargeAttack", NULL, 'f' );
const idEventDef AI_TestMoveToPosition( "testMoveToPosition", "v", 'd' );
const idEventDef AI_TestAnimMoveTowardEnemy( "testAnimMoveTowardEnemy", "s", 'd' );
const idEventDef AI_TestAnimMove( "testAnimMove", "s", 'd' );
const idEventDef AI_TestMeleeAttack( "testMeleeAttack", NULL, 'd' );
const idEventDef AI_TestAnimAttack( "testAnimAttack", "s", 'd' );
const idEventDef AI_Shrivel( "shrivel", "f" );
const idEventDef AI_Burn( "burn" );
const idEventDef AI_ClearBurn( "clearBurn" );
const idEventDef AI_PreBurn( "preBurn" );
const idEventDef AI_SetSmokeVisibility( "setSmokeVisibility", "dd" );
const idEventDef AI_NumSmokeEmitters( "numSmokeEmitters", NULL, 'd' );
const idEventDef AI_WaitAction( "waitAction", "s" );
const idEventDef AI_StopThinking( "stopThinking" );
const idEventDef AI_GetTurnDelta( "getTurnDelta", NULL, 'f' );
const idEventDef AI_GetMoveType( "getMoveType", NULL, 'd' );
const idEventDef AI_SetMoveType( "setMoveType", "d" );
const idEventDef AI_SaveMove( "saveMove" );
const idEventDef AI_RestoreMove( "restoreMove" );
const idEventDef AI_AllowMovement( "allowMovement", "f" );
const idEventDef AI_JumpFrame( "<jumpframe>" );
const idEventDef AI_EnableClip( "enableClip" );
const idEventDef AI_DisableClip( "disableClip" );
const idEventDef AI_EnableGravity( "enableGravity" );
const idEventDef AI_DisableGravity( "disableGravity" );
const idEventDef AI_EnableAFPush( "enableAFPush" );
const idEventDef AI_DisableAFPush( "disableAFPush" );
const idEventDef AI_SetFlySpeed( "setFlySpeed", "f" );
const idEventDef AI_SetFlyOffset( "setFlyOffset", "d" );
const idEventDef AI_ClearFlyOffset( "clearFlyOffset" );
const idEventDef AI_GetClosestHiddenTarget( "getClosestHiddenTarget", "s", 'e' );
const idEventDef AI_GetRandomTarget( "getRandomTarget", "s", 'e' );
const idEventDef AI_TravelDistanceToPoint( "travelDistanceToPoint", "v", 'f' );
const idEventDef AI_TravelDistanceToEntity( "travelDistanceToEntity", "e", 'f' );
const idEventDef AI_TravelDistanceBetweenPoints( "travelDistanceBetweenPoints", "vv", 'f' );
const idEventDef AI_TravelDistanceBetweenEntities( "travelDistanceBetweenEntities", "ee", 'f' );
const idEventDef AI_LookAtEntity( "lookAt", "Ef" );
const idEventDef AI_LookAtEnemy( "lookAtEnemy", "f" );
const idEventDef AI_SetJointMod( "setBoneMod", "d" );
const idEventDef AI_ThrowMoveable( "throwMoveable" );
const idEventDef AI_ThrowAF( "throwAF" );
const idEventDef AI_RealKill( "<kill>" );
const idEventDef AI_Kill( "kill" );
const idEventDef AI_WakeOnFlashlight( "wakeOnFlashlight", "d" );
const idEventDef AI_LocateEnemy( "locateEnemy" );
const idEventDef AI_KickObstacles( "kickObstacles", "Ef" );
const idEventDef AI_GetObstacle( "getObstacle", NULL, 'e' );
const idEventDef AI_PushPointIntoAAS( "pushPointIntoAAS", "v", 'v' );
const idEventDef AI_GetTurnRate( "getTurnRate", NULL, 'f' );
const idEventDef AI_SetTurnRate( "setTurnRate", "f" );
const idEventDef AI_AnimTurn( "animTurn", "f" );
const idEventDef AI_AllowHiddenMovement( "allowHiddenMovement", "d" );
const idEventDef AI_TriggerParticles( "triggerParticles", "s" );
const idEventDef AI_FindActorsInBounds( "findActorsInBounds", "vv", 'e' );
const idEventDef AI_CanReachPosition( "canReachPosition", "v", 'd' );
const idEventDef AI_CanReachEntity( "canReachEntity", "E", 'd' );
const idEventDef AI_CanReachEnemy( "canReachEnemy", NULL, 'd' );
const idEventDef AI_GetReachableEntityPosition( "getReachableEntityPosition", "e", 'v' );

CLASS_DECLARATION( idActor, idAI )
	EVENT( EV_Activate,							idAI::Event_Activate )
	EVENT( EV_Touch,							idAI::Event_Touch )
	EVENT( AI_FindEnemy,						idAI::Event_FindEnemy )
	EVENT( AI_FindEnemyAI,						idAI::Event_FindEnemyAI )
	EVENT( AI_FindEnemyInCombatNodes,			idAI::Event_FindEnemyInCombatNodes )
	EVENT( AI_ClosestReachableEnemyOfEntity,	idAI::Event_ClosestReachableEnemyOfEntity )
	EVENT( AI_HeardSound,						idAI::Event_HeardSound )
	EVENT( AI_SetEnemy,							idAI::Event_SetEnemy )
	EVENT( AI_ClearEnemy,						idAI::Event_ClearEnemy )
	EVENT( AI_MuzzleFlash,						idAI::Event_MuzzleFlash )
	EVENT( AI_CreateMissile,					idAI::Event_CreateMissile )
	EVENT( AI_AttackMissile,					idAI::Event_AttackMissile )
	EVENT( AI_FireMissileAtTarget,				idAI::Event_FireMissileAtTarget )
	EVENT( AI_LaunchMissile,					idAI::Event_LaunchMissile )
	EVENT( AI_AttackMelee,						idAI::Event_AttackMelee )
	EVENT( AI_DirectDamage,						idAI::Event_DirectDamage )
	EVENT( AI_RadiusDamageFromJoint,			idAI::Event_RadiusDamageFromJoint )
	EVENT( AI_BeginAttack,						idAI::Event_BeginAttack )
	EVENT( AI_EndAttack,						idAI::Event_EndAttack )
	EVENT( AI_MeleeAttackToJoint,				idAI::Event_MeleeAttackToJoint )
	EVENT( AI_RandomPath,						idAI::Event_RandomPath )
	EVENT( AI_CanBecomeSolid,					idAI::Event_CanBecomeSolid )
	EVENT( AI_BecomeSolid,						idAI::Event_BecomeSolid )
	EVENT( EV_BecomeNonSolid,					idAI::Event_BecomeNonSolid )
	EVENT( AI_BecomeRagdoll,					idAI::Event_BecomeRagdoll )
	EVENT( AI_StopRagdoll,						idAI::Event_StopRagdoll )
	EVENT( AI_SetHealth,						idAI::Event_SetHealth )
	EVENT( AI_GetHealth,						idAI::Event_GetHealth )
	EVENT( AI_AllowDamage,						idAI::Event_AllowDamage )
	EVENT( AI_IgnoreDamage,						idAI::Event_IgnoreDamage )
	EVENT( AI_GetCurrentYaw,					idAI::Event_GetCurrentYaw )
	EVENT( AI_TurnTo,							idAI::Event_TurnTo )
	EVENT( AI_TurnToPos,						idAI::Event_TurnToPos )
	EVENT( AI_TurnToEntity,						idAI::Event_TurnToEntity )
	EVENT( AI_MoveStatus,						idAI::Event_MoveStatus )
	EVENT( AI_StopMove,							idAI::Event_StopMove )
	EVENT( AI_MoveToCover,						idAI::Event_MoveToCover )
	EVENT( AI_MoveToEnemy,						idAI::Event_MoveToEnemy )
	EVENT( AI_MoveToEnemyHeight,				idAI::Event_MoveToEnemyHeight )
	EVENT( AI_MoveOutOfRange,					idAI::Event_MoveOutOfRange )
	EVENT( AI_MoveToAttackPosition,				idAI::Event_MoveToAttackPosition )
	EVENT( AI_Wander,							idAI::Event_Wander )
	EVENT( AI_MoveToEntity,						idAI::Event_MoveToEntity )
	EVENT( AI_MoveToPosition,					idAI::Event_MoveToPosition )
	EVENT( AI_SlideTo,							idAI::Event_SlideTo )
	EVENT( AI_FacingIdeal,						idAI::Event_FacingIdeal )
	EVENT( AI_FaceEnemy,						idAI::Event_FaceEnemy )
	EVENT( AI_FaceEntity,						idAI::Event_FaceEntity )
	EVENT( AI_WaitAction,						idAI::Event_WaitAction )
	EVENT( AI_GetCombatNode,					idAI::Event_GetCombatNode )
	EVENT( AI_EnemyInCombatCone,				idAI::Event_EnemyInCombatCone )
	EVENT( AI_WaitMove,							idAI::Event_WaitMove )
	EVENT( AI_GetJumpVelocity,					idAI::Event_GetJumpVelocity )
	EVENT( AI_EntityInAttackCone,				idAI::Event_EntityInAttackCone )
	EVENT( AI_CanSeeEntity,						idAI::Event_CanSeeEntity )
	EVENT( AI_SetTalkTarget,					idAI::Event_SetTalkTarget )
	EVENT( AI_GetTalkTarget,					idAI::Event_GetTalkTarget )
	EVENT( AI_SetTalkState,						idAI::Event_SetTalkState )
	EVENT( AI_EnemyRange,						idAI::Event_EnemyRange )
	EVENT( AI_EnemyRange2D,						idAI::Event_EnemyRange2D )
	EVENT( AI_GetEnemy,							idAI::Event_GetEnemy )
	EVENT( AI_GetEnemyPos,						idAI::Event_GetEnemyPos )
	EVENT( AI_GetEnemyEyePos,					idAI::Event_GetEnemyEyePos )
	EVENT( AI_PredictEnemyPos,					idAI::Event_PredictEnemyPos )
	EVENT( AI_CanHitEnemy,						idAI::Event_CanHitEnemy )
	EVENT( AI_CanHitEnemyFromAnim,				idAI::Event_CanHitEnemyFromAnim )
	EVENT( AI_CanHitEnemyFromJoint,				idAI::Event_CanHitEnemyFromJoint )
	EVENT( AI_EnemyPositionValid,				idAI::Event_EnemyPositionValid )
	EVENT( AI_ChargeAttack,						idAI::Event_ChargeAttack )
	EVENT( AI_TestChargeAttack,					idAI::Event_TestChargeAttack )
	EVENT( AI_TestAnimMoveTowardEnemy,			idAI::Event_TestAnimMoveTowardEnemy )
	EVENT( AI_TestAnimMove,						idAI::Event_TestAnimMove )
	EVENT( AI_TestMoveToPosition,				idAI::Event_TestMoveToPosition )
	EVENT( AI_TestMeleeAttack,					idAI::Event_TestMeleeAttack )
	EVENT( AI_TestAnimAttack,					idAI::Event_TestAnimAttack )
	EVENT( AI_Shrivel,							idAI::Event_Shrivel )
	EVENT( AI_Burn,								idAI::Event_Burn )
	EVENT( AI_PreBurn,							idAI::Event_PreBurn )
	EVENT( AI_SetSmokeVisibility,				idAI::Event_SetSmokeVisibility )
	EVENT( AI_NumSmokeEmitters,					idAI::Event_NumSmokeEmitters )
	EVENT( AI_ClearBurn,						idAI::Event_ClearBurn )
	EVENT( AI_StopThinking,						idAI::Event_StopThinking )
	EVENT( AI_GetTurnDelta,						idAI::Event_GetTurnDelta )
	EVENT( AI_GetMoveType,						idAI::Event_GetMoveType )
	EVENT( AI_SetMoveType,						idAI::Event_SetMoveType )
	EVENT( AI_SaveMove,							idAI::Event_SaveMove )
	EVENT( AI_RestoreMove,						idAI::Event_RestoreMove )
	EVENT( AI_AllowMovement,					idAI::Event_AllowMovement )	
	EVENT( AI_JumpFrame,						idAI::Event_JumpFrame )
	EVENT( AI_EnableClip,						idAI::Event_EnableClip )
	EVENT( AI_DisableClip,						idAI::Event_DisableClip )
	EVENT( AI_EnableGravity,					idAI::Event_EnableGravity )
	EVENT( AI_DisableGravity,					idAI::Event_DisableGravity )
	EVENT( AI_EnableAFPush,						idAI::Event_EnableAFPush )
	EVENT( AI_DisableAFPush,					idAI::Event_DisableAFPush )
	EVENT( AI_SetFlySpeed,						idAI::Event_SetFlySpeed )
	EVENT( AI_SetFlyOffset,						idAI::Event_SetFlyOffset )
	EVENT( AI_ClearFlyOffset,					idAI::Event_ClearFlyOffset )
	EVENT( AI_GetClosestHiddenTarget,			idAI::Event_GetClosestHiddenTarget )
	EVENT( AI_GetRandomTarget,					idAI::Event_GetRandomTarget )
	EVENT( AI_TravelDistanceToPoint,			idAI::Event_TravelDistanceToPoint )
	EVENT( AI_TravelDistanceToEntity,			idAI::Event_TravelDistanceToEntity )
	EVENT( AI_TravelDistanceBetweenPoints,		idAI::Event_TravelDistanceBetweenPoints )
	EVENT( AI_TravelDistanceBetweenEntities,	idAI::Event_TravelDistanceBetweenEntities )
	EVENT( AI_LookAtEntity,						idAI::Event_LookAtEntity )
	EVENT( AI_LookAtEnemy,						idAI::Event_LookAtEnemy )
	EVENT( AI_SetJointMod,						idAI::Event_SetJointMod )
	EVENT( AI_ThrowMoveable,					idAI::Event_ThrowMoveable )
	EVENT( AI_ThrowAF,							idAI::Event_ThrowAF )
	EVENT( EV_GetAngles,						idAI::Event_GetAngles )
	EVENT( EV_SetAngles,						idAI::Event_SetAngles )
	EVENT( AI_RealKill,							idAI::Event_RealKill )
	EVENT( AI_Kill,								idAI::Event_Kill )
	EVENT( AI_WakeOnFlashlight,					idAI::Event_WakeOnFlashlight )
	EVENT( AI_LocateEnemy,						idAI::Event_LocateEnemy )
	EVENT( AI_KickObstacles,					idAI::Event_KickObstacles )
	EVENT( AI_GetObstacle,						idAI::Event_GetObstacle )
	EVENT( AI_PushPointIntoAAS,					idAI::Event_PushPointIntoAAS )
	EVENT( AI_GetTurnRate,						idAI::Event_GetTurnRate )
	EVENT( AI_SetTurnRate,						idAI::Event_SetTurnRate )
	EVENT( AI_AnimTurn,							idAI::Event_AnimTurn )
	EVENT( AI_AllowHiddenMovement,				idAI::Event_AllowHiddenMovement )
	EVENT( AI_TriggerParticles,					idAI::Event_TriggerParticles )
	EVENT( AI_FindActorsInBounds,				idAI::Event_FindActorsInBounds )
	EVENT( AI_CanReachPosition,					idAI::Event_CanReachPosition )
	EVENT( AI_CanReachEntity,					idAI::Event_CanReachEntity )
	EVENT( AI_CanReachEnemy,					idAI::Event_CanReachEnemy )
	EVENT( AI_GetReachableEntityPosition,		idAI::Event_GetReachableEntityPosition )
END_CLASS

/*
=====================
idAI::Event_Activate
=====================
*/
void idAI::Event_Activate( idEntity *activator ) {
	Activate( activator );
}

/*
=====================
idAI::Event_Touch
=====================
*/
void idAI::Event_Touch( idEntity *other, trace_t *trace ) {
	if ( !enemy.GetEntity() && !other->fl.notarget && ( ReactionTo( other ) & ATTACK_ON_ACTIVATE ) ) {
		Activate( other );
	}
	AI_PUSHED = true;
}

/*
=====================
idAI::Event_FindEnemy
=====================
*/
void idAI::Event_FindEnemy( int useFOV ) {
	int			i;
	idEntity	*ent;
	idActor		*actor;

	if ( gameLocal.InPlayerPVS( this ) ) {
		for ( i = 0; i < gameLocal.numClients ; i++ ) {
			ent = gameLocal.entities[ i ];

			if ( !ent || !ent->IsType( idActor::Type ) ) {
				continue;
			}

			actor = static_cast<idActor *>( ent );
			if ( ( actor->health <= 0 ) || !( ReactionTo( actor ) & ATTACK_ON_SIGHT ) ) {
				continue;
			}

			if ( CanSee( actor, useFOV != 0 ) ) {
				idThread::ReturnEntity( actor );
				return;
			}
		}
	}

	idThread::ReturnEntity( NULL );
}

/*
=====================
idAI::Event_FindEnemyAI
=====================
*/
void idAI::Event_FindEnemyAI( int useFOV ) {
	idEntity	*ent;
	idActor		*actor;
	idActor		*bestEnemy;
	float		bestDist;
	float		dist;
	idVec3		delta;
	pvsHandle_t pvs;

	pvs = gameLocal.pvs.SetupCurrentPVS( GetPVSAreas(), GetNumPVSAreas() );

	bestDist = idMath::INFINITY;
	bestEnemy = NULL;
	for ( ent = gameLocal.activeEntities.Next(); ent != NULL; ent = ent->activeNode.Next() ) {
		if ( ent->fl.hidden || ent->fl.isDormant || !ent->IsType( idActor::Type ) ) {
			continue;
		}

		actor = static_cast<idActor *>( ent );
		if ( ( actor->health <= 0 ) || !( ReactionTo( actor ) & ATTACK_ON_SIGHT ) ) {
			continue;
		}

		if ( !gameLocal.pvs.InCurrentPVS( pvs, actor->GetPVSAreas(), actor->GetNumPVSAreas() ) ) {
			continue;
		}

		delta = physicsObj.GetOrigin() - actor->GetPhysics()->GetOrigin();
		dist = delta.LengthSqr();
		if ( ( dist < bestDist ) && CanSee( actor, useFOV != 0 ) ) {
			bestDist = dist;
			bestEnemy = actor;
		}
	}

	gameLocal.pvs.FreeCurrentPVS( pvs );
	idThread::ReturnEntity( bestEnemy );
}

/*
=====================
idAI::Event_FindEnemyInCombatNodes
=====================
*/
void idAI::Event_FindEnemyInCombatNodes( void ) {
	int				i, j;
	idCombatNode	*node;
	idEntity		*ent;
	idEntity		*targetEnt;
	idActor			*actor;

	if ( !gameLocal.InPlayerPVS( this ) ) {
		// don't locate the player when we're not in his PVS
		idThread::ReturnEntity( NULL );
		return;
	}

	for ( i = 0; i < gameLocal.numClients ; i++ ) {
		ent = gameLocal.entities[ i ];

		if ( !ent || !ent->IsType( idActor::Type ) ) {
			continue;
		}

		actor = static_cast<idActor *>( ent );
		if ( ( actor->health <= 0 ) || !( ReactionTo( actor ) & ATTACK_ON_SIGHT ) ) {
			continue;
		}

		for( j = 0; j < targets.Num(); j++ ) {
			targetEnt = targets[ j ].GetEntity();
			if ( !targetEnt || !targetEnt->IsType( idCombatNode::Type ) ) {
				continue;
			}

			node = static_cast<idCombatNode *>( targetEnt );
			if ( !node->IsDisabled() && node->EntityInView( actor, actor->GetPhysics()->GetOrigin() ) ) {
				idThread::ReturnEntity( actor );
				return;
			}
		}
	}

	idThread::ReturnEntity( NULL );
}

/*
=====================
idAI::Event_ClosestReachableEnemyOfEntity
=====================
*/
void idAI::Event_ClosestReachableEnemyOfEntity( idEntity *team_mate ) {
	idActor *actor;
	idActor *ent;
	idActor	*bestEnt;
	float	bestDistSquared;
	float	distSquared;
	idVec3	delta;
	int		areaNum;
	int		enemyAreaNum;
	aasPath_t path;
	
	if ( !team_mate->IsType( idActor::Type ) ) {
		gameLocal.Error( "Entity '%s' is not an AI character or player", team_mate->GetName() );
	}

	actor = static_cast<idActor *>( team_mate );

	const idVec3 &origin = physicsObj.GetOrigin();
	areaNum = PointReachableAreaNum( origin );

	bestDistSquared = idMath::INFINITY;
	bestEnt = NULL;
	for( ent = actor->enemyList.Next(); ent != NULL; ent = ent->enemyNode.Next() ) {
		if ( ent->fl.hidden ) {
			continue;
		}
		delta = ent->GetPhysics()->GetOrigin() - origin;
		distSquared = delta.LengthSqr();
		if ( distSquared < bestDistSquared ) {
			const idVec3 &enemyPos = ent->GetPhysics()->GetOrigin();
			enemyAreaNum = PointReachableAreaNum( enemyPos );
			if ( ( areaNum != 0 ) && PathToGoal( path, areaNum, origin, enemyAreaNum, enemyPos ) ) {
				bestEnt = ent;
				bestDistSquared = distSquared;
			}
		}
	}

	idThread::ReturnEntity( bestEnt );
}

/*
=====================
idAI::Event_HeardSound
=====================
*/
void idAI::Event_HeardSound( int ignore_team ) {
	// check if we heard any sounds in the last frame
	idActor	*actor = gameLocal.GetAlertEntity();
	if ( actor && ( !ignore_team || ( ReactionTo( actor ) & ATTACK_ON_SIGHT ) ) && gameLocal.InPlayerPVS( this ) ) {
		idVec3 pos = actor->GetPhysics()->GetOrigin();
		idVec3 org = physicsObj.GetOrigin();
		float dist = ( pos - org ).LengthSqr();
		if ( dist < Square( AI_HEARING_RANGE ) ) {
			idThread::ReturnEntity( actor );
			return;
		}
	}

	idThread::ReturnEntity( NULL );
}

/*
=====================
idAI::Event_SetEnemy
=====================
*/
void idAI::Event_SetEnemy( idEntity *ent ) {
	if ( !ent ) {
		ClearEnemy();
	} else if ( !ent->IsType( idActor::Type ) ) {
		gameLocal.Error( "'%s' is not an idActor (player or ai controlled character)", ent->name.c_str() );
	} else {
		SetEnemy( static_cast<idActor *>( ent ) );
	}
}

/*
=====================
idAI::Event_ClearEnemy
=====================
*/
void idAI::Event_ClearEnemy( void ) {
	ClearEnemy();
}

/*
=====================
idAI::Event_MuzzleFlash
=====================
*/
void idAI::Event_MuzzleFlash( const char *jointname ) {
	idVec3	muzzle;
	idMat3	axis;

	GetMuzzle( jointname, muzzle, axis );
	TriggerWeaponEffects( muzzle );
}

/*
=====================
idAI::Event_CreateMissile
=====================
*/
void idAI::Event_CreateMissile( const char *jointname ) {
	idVec3 muzzle;
	idMat3 axis;

	if ( !projectileDef ) {
		gameLocal.Warning( "%s (%s) doesn't have a projectile specified", name.c_str(), GetEntityDefName() );
		return idThread::ReturnEntity( NULL );
	}

	GetMuzzle( jointname, muzzle, axis );
	CreateProjectile( muzzle, viewAxis[ 0 ] * physicsObj.GetGravityAxis() );
	if ( projectile.GetEntity() ) {
		if ( !jointname || !jointname[ 0 ] ) {
			projectile.GetEntity()->Bind( this, true );
		} else {
			projectile.GetEntity()->BindToJoint( this, jointname, true );
		}
	}
	idThread::ReturnEntity( projectile.GetEntity() );
}

/*
=====================
idAI::Event_AttackMissile
=====================
*/
void idAI::Event_AttackMissile( const char *jointname ) {
	idProjectile *proj;

	proj = LaunchProjectile( jointname, enemy.GetEntity(), true );
	idThread::ReturnEntity( proj );
}

/*
=====================
idAI::Event_FireMissileAtTarget
=====================
*/
void idAI::Event_FireMissileAtTarget( const char *jointname, const char *targetname ) {
	idEntity		*aent;
	idProjectile	*proj;

	aent = gameLocal.FindEntity( targetname );
	if ( !aent ) {
		gameLocal.Warning( "Entity '%s' not found for 'fireMissileAtTarget'", targetname );
	}

	proj = LaunchProjectile( jointname, aent, false );
	idThread::ReturnEntity( proj );
}

/*
=====================
idAI::Event_LaunchMissile
=====================
*/
void idAI::Event_LaunchMissile( const idVec3 &org, const idAngles &ang ) {
	idVec3		start;
	trace_t		tr;
	idBounds	projBounds;
	const idClipModel *projClip;
	idMat3		axis;
	float		distance;

	if ( !projectileDef ) {
		gameLocal.Warning( "%s (%s) doesn't have a projectile specified", name.c_str(), GetEntityDefName() );
		idThread::ReturnEntity( NULL );
		return;
	}

	axis = ang.ToMat3();
	if ( !projectile.GetEntity() ) {
		CreateProjectile( org, axis[ 0 ] );
	}

	// make sure the projectile starts inside the monster bounding box
	const idBounds &ownerBounds = physicsObj.GetAbsBounds();
	projClip = projectile.GetEntity()->GetPhysics()->GetClipModel();
	projBounds = projClip->GetBounds().Rotate( projClip->GetAxis() );

	// check if the owner bounds is bigger than the projectile bounds
	if ( ( ( ownerBounds[1][0] - ownerBounds[0][0] ) > ( projBounds[1][0] - projBounds[0][0] ) ) &&
		( ( ownerBounds[1][1] - ownerBounds[0][1] ) > ( projBounds[1][1] - projBounds[0][1] ) ) &&
		( ( ownerBounds[1][2] - ownerBounds[0][2] ) > ( projBounds[1][2] - projBounds[0][2] ) ) ) {
		if ( (ownerBounds - projBounds).RayIntersection( org, viewAxis[ 0 ], distance ) ) {
			start = org + distance * viewAxis[ 0 ];
		} else {
			start = ownerBounds.GetCenter();
		}
	} else {
		// projectile bounds bigger than the owner bounds, so just start it from the center
		start = ownerBounds.GetCenter();
	}

	gameLocal.clip.Translation( tr, start, org, projClip, projClip->GetAxis(), MASK_SHOT_RENDERMODEL, this );

	// launch the projectile
	idThread::ReturnEntity( projectile.GetEntity() );
	projectile.GetEntity()->Launch( tr.endpos, axis[ 0 ], vec3_origin );
	projectile = NULL;

	TriggerWeaponEffects( tr.endpos );

	lastAttackTime = gameLocal.time;
}

/*
=====================
idAI::Event_AttackMelee
=====================
*/
void idAI::Event_AttackMelee( const char *meleeDefName ) {
	bool hit;
	
	hit = AttackMelee( meleeDefName );
	idThread::ReturnInt( hit );
}

/*
=====================
idAI::Event_DirectDamage
=====================
*/
void idAI::Event_DirectDamage( idEntity *damageTarget, const char *damageDefName ) {
	DirectDamage( damageDefName, damageTarget );
}

/*
=====================
idAI::Event_RadiusDamageFromJoint
=====================
*/
void idAI::Event_RadiusDamageFromJoint( const char *jointname, const char *damageDefName ) {
	jointHandle_t joint;
	idVec3 org;
	idMat3 axis;

	if ( !jointname || !jointname[ 0 ] ) {
		org = physicsObj.GetOrigin();
	} else {
		joint = animator.GetJointHandle( jointname );
		if ( joint == INVALID_JOINT ) {
			gameLocal.Error( "Unknown joint '%s' on %s", jointname, GetEntityDefName() );
		}
		GetJointWorldTransform( joint, gameLocal.time, org, axis );
	}

	gameLocal.RadiusDamage( org, this, this, this, this, damageDefName );
}

/*
=====================
idAI::Event_RandomPath
=====================
*/
void idAI::Event_RandomPath( void ) {
	idPathCorner *path;

	path = idPathCorner::RandomPath( this, NULL );
	idThread::ReturnEntity( path );
}

/*
=====================
idAI::Event_BeginAttack
=====================
*/
void idAI::Event_BeginAttack( const char *name ) {
	BeginAttack( name );
}

/*
=====================
idAI::Event_EndAttack
=====================
*/
void idAI::Event_EndAttack( void ) {
	EndAttack();
}

/*
=====================
idAI::Event_MeleeAttackToJoint
=====================
*/
void idAI::Event_MeleeAttackToJoint( const char *jointname, const char *meleeDefName ) {
	jointHandle_t	joint;
	idVec3			start;
	idVec3			end;
	idMat3			axis;
	trace_t			trace;
	idEntity		*hitEnt;

	joint = animator.GetJointHandle( jointname );
	if ( joint == INVALID_JOINT ) {
		gameLocal.Error( "Unknown joint '%s' on %s", jointname, GetEntityDefName() );
	}
	animator.GetJointTransform( joint, gameLocal.time, end, axis );
	end = physicsObj.GetOrigin() + ( end + modelOffset ) * viewAxis * physicsObj.GetGravityAxis();
	start = GetEyePosition();
	
	if ( ai_debugMove.GetBool() ) {
		gameRenderWorld->DebugLine( colorYellow, start, end, gameLocal.msec );
	}

	gameLocal.clip.TranslationEntities( trace, start, end, NULL, mat3_identity, MASK_SHOT_BOUNDINGBOX, this );
	if ( trace.fraction < 1.0f ) {
		hitEnt = gameLocal.GetTraceEntity( trace );
		if ( hitEnt && hitEnt->IsType( idActor::Type ) ) {
			DirectDamage( meleeDefName, hitEnt );
			idThread::ReturnInt( true );
			return;
		}
	}

	idThread::ReturnInt( false );
}

/*
=====================
idAI::Event_CanBecomeSolid
=====================
*/
void idAI::Event_CanBecomeSolid( void ) {
	int			i;
	int			num;
	idEntity *	hit;
	idClipModel *cm;
	idClipModel *clipModels[ MAX_GENTITIES ];

	num = gameLocal.clip.ClipModelsTouchingBounds( physicsObj.GetAbsBounds(), MASK_MONSTERSOLID, clipModels, MAX_GENTITIES );
	for ( i = 0; i < num; i++ ) {
		cm = clipModels[ i ];

		// don't check render entities
		if ( cm->IsRenderModel() ) {
			continue;
		}

		hit = cm->GetEntity();
		if ( ( hit == this ) || !hit->fl.takedamage ) {
			continue;
		}

		if ( physicsObj.ClipContents( cm ) ) {
			idThread::ReturnFloat( false );
			return;
		}
	}

	idThread::ReturnFloat( true );
}

/*
=====================
idAI::Event_BecomeSolid
=====================
*/
void idAI::Event_BecomeSolid( void ) {
	physicsObj.EnableClip();
	if ( spawnArgs.GetBool( "big_monster" ) ) {
		physicsObj.SetContents( 0 );
	} else if ( use_combat_bbox ) {
		physicsObj.SetContents( CONTENTS_BODY|CONTENTS_SOLID );
	} else {
		physicsObj.SetContents( CONTENTS_BODY );
	}
	physicsObj.GetClipModel()->Link( gameLocal.clip );
	fl.takedamage = !spawnArgs.GetBool( "noDamage" );
}

/*
=====================
idAI::Event_BecomeNonSolid
=====================
*/
void idAI::Event_BecomeNonSolid( void ) {
	fl.takedamage = false;
	physicsObj.SetContents( 0 );
	physicsObj.GetClipModel()->Unlink();
}

/*
=====================
idAI::Event_BecomeRagdoll
=====================
*/
void idAI::Event_BecomeRagdoll( void ) {
	bool result;

	result = StartRagdoll();
	idThread::ReturnInt( result );
}

/*
=====================
idAI::Event_StopRagdoll
=====================
*/
void idAI::Event_StopRagdoll( void ) {
	StopRagdoll();

	// set back the monster physics
	SetPhysics( &physicsObj );
}

/*
=====================
idAI::Event_SetHealth
=====================
*/
void idAI::Event_SetHealth( float newHealth ) {
	health = newHealth;
	fl.takedamage = true;
	if ( health > 0 ) {
		AI_DEAD = false;
	} else {
		AI_DEAD = true;
	}
}

/*
=====================
idAI::Event_GetHealth
=====================
*/
void idAI::Event_GetHealth( void ) {
	idThread::ReturnFloat( health );
}

/*
=====================
idAI::Event_AllowDamage
=====================
*/
void idAI::Event_AllowDamage( void ) {
	fl.takedamage = true;
}

/*
=====================
idAI::Event_IgnoreDamage
=====================
*/
void idAI::Event_IgnoreDamage( void ) {
	fl.takedamage = false;
}

/*
=====================
idAI::Event_GetCurrentYaw
=====================
*/
void idAI::Event_GetCurrentYaw( void ) {
	idThread::ReturnFloat( current_yaw );
}

/*
=====================
idAI::Event_TurnTo
=====================
*/
void idAI::Event_TurnTo( float angle ) {
	TurnToward( angle );
}

/*
=====================
idAI::Event_TurnToPos
=====================
*/
void idAI::Event_TurnToPos( const idVec3 &pos ) {
	TurnToward( pos );
}

/*
=====================
idAI::Event_TurnToEntity
=====================
*/
void idAI::Event_TurnToEntity( idEntity *ent ) {
	if ( ent ) {
		TurnToward( ent->GetPhysics()->GetOrigin() );
	}
}

/*
=====================
idAI::Event_MoveStatus
=====================
*/
void idAI::Event_MoveStatus( void ) {
	idThread::ReturnInt( move.moveStatus );
}

/*
=====================
idAI::Event_StopMove
=====================
*/
void idAI::Event_StopMove( void ) {
	StopMove( MOVE_STATUS_DONE );
}

/*
=====================
idAI::Event_MoveToCover
=====================
*/
void idAI::Event_MoveToCover( void ) {
	idActor *enemyEnt = enemy.GetEntity();

	StopMove( MOVE_STATUS_DEST_NOT_FOUND );
	if ( !enemyEnt || !MoveToCover( enemyEnt, lastVisibleEnemyPos ) ) {
		return;
	}
}

/*
=====================
idAI::Event_MoveToEnemy
=====================
*/
void idAI::Event_MoveToEnemy( void ) {
	StopMove( MOVE_STATUS_DEST_NOT_FOUND );
	if ( !enemy.GetEntity() || !MoveToEnemy() ) {
		return;
	}
}

/*
=====================
idAI::Event_MoveToEnemyHeight
=====================
*/
void idAI::Event_MoveToEnemyHeight( void ) {
	StopMove( MOVE_STATUS_DEST_NOT_FOUND );
	MoveToEnemyHeight();
}

/*
=====================
idAI::Event_MoveOutOfRange
=====================
*/
void idAI::Event_MoveOutOfRange( idEntity *entity, float range ) {
	StopMove( MOVE_STATUS_DEST_NOT_FOUND );
	MoveOutOfRange( entity, range );
}

/*
=====================
idAI::Event_MoveToAttackPosition
=====================
*/
void idAI::Event_MoveToAttackPosition( idEntity *entity, const char *attack_anim ) {
	int anim;

	StopMove( MOVE_STATUS_DEST_NOT_FOUND );

	anim = GetAnim( ANIMCHANNEL_LEGS, attack_anim );
	if ( !anim ) {
		gameLocal.Error( "Unknown anim '%s'", attack_anim );
	}

	MoveToAttackPosition( entity, anim );
}

/*
=====================
idAI::Event_MoveToEntity
=====================
*/
void idAI::Event_MoveToEntity( idEntity *ent ) {
	StopMove( MOVE_STATUS_DEST_NOT_FOUND );
	if ( ent ) {
		MoveToEntity( ent );
	}
}

/*
=====================
idAI::Event_MoveToPosition
=====================
*/
void idAI::Event_MoveToPosition( const idVec3 &pos ) {
	StopMove( MOVE_STATUS_DONE );
	MoveToPosition( pos );
}

/*
=====================
idAI::Event_SlideTo
=====================
*/
void idAI::Event_SlideTo( const idVec3 &pos, float time ) {
	SlideToPosition( pos, time );
}
/*
=====================
idAI::Event_Wander
=====================
*/
void idAI::Event_Wander( void ) {
	WanderAround();
}

/*
=====================
idAI::Event_FacingIdeal
=====================
*/
void idAI::Event_FacingIdeal( void ) {
	bool facing = FacingIdeal();
	idThread::ReturnInt( facing );
}

/*
=====================
idAI::Event_FaceEnemy
=====================
*/
void idAI::Event_FaceEnemy( void ) {
	FaceEnemy();
}

/*
=====================
idAI::Event_FaceEntity
=====================
*/
void idAI::Event_FaceEntity( idEntity *ent ) {
	FaceEntity( ent );
}

/*
=====================
idAI::Event_WaitAction
=====================
*/
void idAI::Event_WaitAction( const char *waitForState ) {
	if ( idThread::BeginMultiFrameEvent( this, &AI_WaitAction ) ) {
		SetWaitState( waitForState );
	}

	if ( !WaitState() ) {
		idThread::EndMultiFrameEvent( this, &AI_WaitAction );
	}
}

/*
=====================
idAI::Event_GetCombatNode
=====================
*/
void idAI::Event_GetCombatNode( void ) {
	int				i;
	float			dist;
	idEntity		*targetEnt;
	idCombatNode	*node;
	float			bestDist;
	idCombatNode	*bestNode;
	idActor			*enemyEnt = enemy.GetEntity();

	if ( !targets.Num() ) {
		// no combat nodes
		idThread::ReturnEntity( NULL );
		return;
	}

	if ( !enemyEnt || !EnemyPositionValid() ) {
		// don't return a combat node if we don't have an enemy or
		// if we can see he's not in the last place we saw him
		idThread::ReturnEntity( NULL );
		return;
	}

	// find the closest attack node that can see our enemy and is closer than our enemy
	bestNode = NULL;
	const idVec3 &myPos = physicsObj.GetOrigin();
	bestDist = ( myPos - lastVisibleEnemyPos ).LengthSqr();
	for( i = 0; i < targets.Num(); i++ ) {
		targetEnt = targets[ i ].GetEntity();
		if ( !targetEnt || !targetEnt->IsType( idCombatNode::Type ) ) {
			continue;
		}

		node = static_cast<idCombatNode *>( targetEnt );
		if ( !node->IsDisabled() && node->EntityInView( enemyEnt, lastVisibleEnemyPos ) ) {
			idVec3 org = node->GetPhysics()->GetOrigin();
			dist = ( myPos - org ).LengthSqr();
			if ( dist < bestDist ) {
				bestNode = node;
				bestDist = dist;
			}
		}
	}

	idThread::ReturnEntity( bestNode );
}

/*
=====================
idAI::Event_EnemyInCombatCone
=====================
*/
void idAI::Event_EnemyInCombatCone( idEntity *ent, int use_current_enemy_location ) {
	idCombatNode	*node;
	bool			result;
	idActor			*enemyEnt = enemy.GetEntity();

	if ( !targets.Num() ) {
		// no combat nodes
		idThread::ReturnInt( false );
		return;
	}

	if ( !enemyEnt ) {
		// have to have an enemy
		idThread::ReturnInt( false );
		return;
	}

	if ( !ent || !ent->IsType( idCombatNode::Type ) ) {
		// not a combat node
		idThread::ReturnInt( false );
		return;
	}

	node = static_cast<idCombatNode *>( ent );
	if ( use_current_enemy_location ) {
		const idVec3 &pos = enemyEnt->GetPhysics()->GetOrigin();
		result = node->EntityInView( enemyEnt, pos );
	} else {
		result = node->EntityInView( enemyEnt, lastVisibleEnemyPos );
	}

	idThread::ReturnInt( result );
}

/*
=====================
idAI::Event_WaitMove
=====================
*/
void idAI::Event_WaitMove( void ) {
	idThread::BeginMultiFrameEvent( this, &AI_WaitMove );

	if ( MoveDone() ) {
		idThread::EndMultiFrameEvent( this, &AI_WaitMove );
	}
}

/*
=====================
idAI::Event_GetJumpVelocity
=====================
*/
void idAI::Event_GetJumpVelocity( const idVec3 &pos, float speed, float max_height ) {
	idVec3 start;
	idVec3 end;
	idVec3 dir;
	float dist;
	bool result;
	idEntity *enemyEnt = enemy.GetEntity();

	if ( !enemyEnt ) {
		idThread::ReturnVector( vec3_zero );
		return;
	}

	if ( speed <= 0.0f ) {
		gameLocal.Error( "Invalid speed.  speed must be > 0." );
	}

	start = physicsObj.GetOrigin();
	end = pos;
	dir = end - start;
	dist = dir.Normalize();
	if ( dist > 16.0f ) {
		dist -= 16.0f;
		end -= dir * 16.0f;
	}

	result = PredictTrajectory( start, end, speed, physicsObj.GetGravity(), physicsObj.GetClipModel(), MASK_MONSTERSOLID, max_height, this, enemyEnt, ai_debugMove.GetBool() ? 4000 : 0, dir );
	if ( result ) {
		idThread::ReturnVector( dir * speed );
	} else {
		idThread::ReturnVector( vec3_zero );
	}
}

/*
=====================
idAI::Event_EntityInAttackCone
=====================
*/
void idAI::Event_EntityInAttackCone( idEntity *ent ) {
	float	attack_cone;
	idVec3	delta;
	float	yaw;
	float	relYaw;
	
	if ( !ent ) {
		idThread::ReturnInt( false );
		return;
	}

	delta = ent->GetPhysics()->GetOrigin() - GetEyePosition();

	// get our gravity normal
	const idVec3 &gravityDir = GetPhysics()->GetGravityNormal();

	// infinite vertical vision, so project it onto our orientation plane
	delta -= gravityDir * ( gravityDir * delta );

	delta.Normalize();
	yaw = delta.ToYaw();

	attack_cone = spawnArgs.GetFloat( "attack_cone", "70" );
	relYaw = idMath::AngleNormalize180( ideal_yaw - yaw );
	if ( idMath::Fabs( relYaw ) < ( attack_cone * 0.5f ) ) {
		idThread::ReturnInt( true );
	} else {
		idThread::ReturnInt( false );
	}
}

/*
=====================
idAI::Event_CanSeeEntity
=====================
*/
void idAI::Event_CanSeeEntity( idEntity *ent ) {
	if ( !ent ) {
		idThread::ReturnInt( false );
		return;
	}

	bool cansee = CanSee( ent, false );
	idThread::ReturnInt( cansee );
}

/*
=====================
idAI::Event_SetTalkTarget
=====================
*/
void idAI::Event_SetTalkTarget( idEntity *target ) {
	if ( target && !target->IsType( idActor::Type ) ) {
		gameLocal.Error( "Cannot set talk target to '%s'.  Not a character or player.", target->GetName() );
	}
	talkTarget = static_cast<idActor *>( target );
	if ( target ) {
		AI_TALK = true;
	} else {
		AI_TALK = false;
	}
}

/*
=====================
idAI::Event_GetTalkTarget
=====================
*/
void idAI::Event_GetTalkTarget( void ) {
	idThread::ReturnEntity( talkTarget.GetEntity() );
}

/*
================
idAI::Event_SetTalkState
================
*/
void idAI::Event_SetTalkState( int state ) {
	if ( ( state < 0 ) || ( state >= NUM_TALK_STATES ) ) {
		gameLocal.Error( "Invalid talk state (%d)", state );
	}

	talk_state = static_cast<talkState_t>( state );
}

/*
=====================
idAI::Event_EnemyRange
=====================
*/
void idAI::Event_EnemyRange( void ) {
	float dist;
	idActor *enemyEnt = enemy.GetEntity();

	if ( enemyEnt ) {
		dist = ( enemyEnt->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin() ).Length();
	} else {
		// Just some really high number
		dist = idMath::INFINITY;
	}

	idThread::ReturnFloat( dist );
}

/*
=====================
idAI::Event_EnemyRange2D
=====================
*/
void idAI::Event_EnemyRange2D( void ) {
	float dist;
	idActor *enemyEnt = enemy.GetEntity();

	if ( enemyEnt ) {
		dist = ( enemyEnt->GetPhysics()->GetOrigin().ToVec2() - GetPhysics()->GetOrigin().ToVec2() ).Length();
	} else {
		// Just some really high number
		dist = idMath::INFINITY;
	}

	idThread::ReturnFloat( dist );
}

/*
=====================
idAI::Event_GetEnemy
=====================
*/
void idAI::Event_GetEnemy( void ) {
	idThread::ReturnEntity( enemy.GetEntity() );
}

/*
=====================
idAI::Event_GetEnemyPos
=====================
*/
void idAI::Event_GetEnemyPos( void ) {
	idThread::ReturnVector( lastVisibleEnemyPos );
}

/*
=====================
idAI::Event_GetEnemyEyePos
=====================
*/
void idAI::Event_GetEnemyEyePos( void ) {
	idThread::ReturnVector( lastVisibleEnemyPos + lastVisibleEnemyEyeOffset );
}

/*
=====================
idAI::Event_PredictEnemyPos
=====================
*/
void idAI::Event_PredictEnemyPos( float time ) {
	predictedPath_t path;
	idActor *enemyEnt = enemy.GetEntity();

	// if no enemy set
	if ( !enemyEnt ) {
		idThread::ReturnVector( physicsObj.GetOrigin() );
		return;
	}

	// predict the enemy movement
	idAI::PredictPath( enemyEnt, aas, lastVisibleEnemyPos, enemyEnt->GetPhysics()->GetLinearVelocity(), SEC2MS( time ), SEC2MS( time ), ( move.moveType == MOVETYPE_FLY ) ? SE_BLOCKED : ( SE_BLOCKED | SE_ENTER_LEDGE_AREA ), path );

	idThread::ReturnVector( path.endPos );
}

/*
=====================
idAI::Event_CanHitEnemy
=====================
*/
void idAI::Event_CanHitEnemy( void ) {
	trace_t	tr;
	idEntity *hit;

	idActor *enemyEnt = enemy.GetEntity();
	if ( !AI_ENEMY_VISIBLE || !enemyEnt ) {
		idThread::ReturnInt( false );
		return;
	}

	// don't check twice per frame
	if ( gameLocal.time == lastHitCheckTime ) {
		idThread::ReturnInt( lastHitCheckResult );
		return;
	}

	lastHitCheckTime = gameLocal.time;

	idVec3 toPos = enemyEnt->GetEyePosition();
	idVec3 eye = GetEyePosition();
	idVec3 dir;

	// expand the ray out as far as possible so we can detect anything behind the enemy
	dir = toPos - eye;
	dir.Normalize();
	toPos = eye + dir * MAX_WORLD_SIZE;
	gameLocal.clip.TracePoint( tr, eye, toPos, MASK_SHOT_BOUNDINGBOX, this );
	hit = gameLocal.GetTraceEntity( tr );
	if ( tr.fraction >= 1.0f || ( hit == enemyEnt ) ) {
		lastHitCheckResult = true;
	} else if ( ( tr.fraction < 1.0f ) && ( hit->IsType( idAI::Type ) ) && 
		( static_cast<idAI *>( hit )->team != team ) ) {
		lastHitCheckResult = true;
	} else {
		lastHitCheckResult = false;
	}

	idThread::ReturnInt( lastHitCheckResult );
}

/*
=====================
idAI::Event_CanHitEnemyFromAnim
=====================
*/
void idAI::Event_CanHitEnemyFromAnim( const char *animname ) {
	int		anim;
	idVec3	dir;
	idVec3	local_dir;
	idVec3	fromPos;
	idMat3	axis;
	idVec3	start;
	trace_t	tr;
	float	distance;

	idActor *enemyEnt = enemy.GetEntity();
	if ( !AI_ENEMY_VISIBLE || !enemyEnt ) {
		idThread::ReturnInt( false );
		return;
	}

	anim = GetAnim( ANIMCHANNEL_LEGS, animname );
	if ( !anim ) {
		idThread::ReturnInt( false );
		return;
	}

	// just do a ray test if close enough
	if ( enemyEnt->GetPhysics()->GetAbsBounds().IntersectsBounds( physicsObj.GetAbsBounds().Expand( 16.0f ) ) ) {
		Event_CanHitEnemy();
		return;
	}

	// calculate the world transform of the launch position
	const idVec3 &org = physicsObj.GetOrigin();
	dir = lastVisibleEnemyPos - org;
	physicsObj.GetGravityAxis().ProjectVector( dir, local_dir );
	local_dir.z = 0.0f;
	local_dir.ToVec2().Normalize();
	axis = local_dir.ToMat3();
	fromPos = physicsObj.GetOrigin() + missileLaunchOffset[ anim ] * axis;

	if ( projectileClipModel == NULL ) {
		CreateProjectileClipModel();
	}

	// check if the owner bounds is bigger than the projectile bounds
	const idBounds &ownerBounds = physicsObj.GetAbsBounds();
	const idBounds &projBounds = projectileClipModel->GetBounds();
	if ( ( ( ownerBounds[1][0] - ownerBounds[0][0] ) > ( projBounds[1][0] - projBounds[0][0] ) ) &&
		( ( ownerBounds[1][1] - ownerBounds[0][1] ) > ( projBounds[1][1] - projBounds[0][1] ) ) &&
		( ( ownerBounds[1][2] - ownerBounds[0][2] ) > ( projBounds[1][2] - projBounds[0][2] ) ) ) {
		if ( (ownerBounds - projBounds).RayIntersection( org, viewAxis[ 0 ], distance ) ) {
			start = org + distance * viewAxis[ 0 ];
		} else {
			start = ownerBounds.GetCenter();
		}
	} else {
		// projectile bounds bigger than the owner bounds, so just start it from the center
		start = ownerBounds.GetCenter();
	}

	gameLocal.clip.Translation( tr, start, fromPos, projectileClipModel, mat3_identity, MASK_SHOT_RENDERMODEL, this );
	fromPos = tr.endpos;

	if ( GetAimDir( fromPos, enemy.GetEntity(), this, dir ) ) {
		idThread::ReturnInt( true );
	} else {
		idThread::ReturnInt( false );
	}
}

/*
=====================
idAI::Event_CanHitEnemyFromJoint
=====================
*/
void idAI::Event_CanHitEnemyFromJoint( const char *jointname ) {
	trace_t	tr;
	idVec3	muzzle;
	idMat3	axis;
	idVec3	start;
	float	distance;

	idActor *enemyEnt = enemy.GetEntity();
	if ( !AI_ENEMY_VISIBLE || !enemyEnt ) {
		idThread::ReturnInt( false );
		return;
	}

	// don't check twice per frame
	if ( gameLocal.time == lastHitCheckTime ) {
		idThread::ReturnInt( lastHitCheckResult );
		return;
	}

	lastHitCheckTime = gameLocal.time;

	const idVec3 &org = physicsObj.GetOrigin();
	idVec3 toPos = enemyEnt->GetEyePosition();
	jointHandle_t joint = animator.GetJointHandle( jointname );
	if ( joint == INVALID_JOINT ) {
		gameLocal.Error( "Unknown joint '%s' on %s", jointname, GetEntityDefName() );
	}
	animator.GetJointTransform( joint, gameLocal.time, muzzle, axis );
	muzzle = org + ( muzzle + modelOffset ) * viewAxis * physicsObj.GetGravityAxis();

	if ( projectileClipModel == NULL ) {
		CreateProjectileClipModel();
	}

	// check if the owner bounds is bigger than the projectile bounds
	const idBounds &ownerBounds = physicsObj.GetAbsBounds();
	const idBounds &projBounds = projectileClipModel->GetBounds();
	if ( ( ( ownerBounds[1][0] - ownerBounds[0][0] ) > ( projBounds[1][0] - projBounds[0][0] ) ) &&
		( ( ownerBounds[1][1] - ownerBounds[0][1] ) > ( projBounds[1][1] - projBounds[0][1] ) ) &&
		( ( ownerBounds[1][2] - ownerBounds[0][2] ) > ( projBounds[1][2] - projBounds[0][2] ) ) ) {
		if ( (ownerBounds - projBounds).RayIntersection( org, viewAxis[ 0 ], distance ) ) {
			start = org + distance * viewAxis[ 0 ];
		} else {
			start = ownerBounds.GetCenter();
		}
	} else {
		// projectile bounds bigger than the owner bounds, so just start it from the center
		start = ownerBounds.GetCenter();
	}

	gameLocal.clip.Translation( tr, start, muzzle, projectileClipModel, mat3_identity, MASK_SHOT_BOUNDINGBOX, this );
	muzzle = tr.endpos;

	gameLocal.clip.Translation( tr, muzzle, toPos, projectileClipModel, mat3_identity, MASK_SHOT_BOUNDINGBOX, this );
	if ( tr.fraction >= 1.0f || ( gameLocal.GetTraceEntity( tr ) == enemyEnt ) ) {
		lastHitCheckResult = true;
	} else {
		lastHitCheckResult = false;
	}

	idThread::ReturnInt( lastHitCheckResult );
}

/*
=====================
idAI::Event_EnemyPositionValid
=====================
*/
void idAI::Event_EnemyPositionValid( void ) {
	bool result;

	result = EnemyPositionValid();
	idThread::ReturnInt( result );
}

/*
=====================
idAI::Event_ChargeAttack
=====================
*/
void idAI::Event_ChargeAttack( const char *damageDef ) {
	idActor *enemyEnt = enemy.GetEntity();

	StopMove( MOVE_STATUS_DEST_NOT_FOUND );
	if ( enemyEnt ) {
		idVec3 enemyOrg;

		if ( move.moveType == MOVETYPE_FLY ) {
			// position destination so that we're in the enemy's view
			enemyOrg = enemyEnt->GetEyePosition();
			enemyOrg -= enemyEnt->GetPhysics()->GetGravityNormal() * fly_offset;
		} else {
			enemyOrg = enemyEnt->GetPhysics()->GetOrigin();
		}

		BeginAttack( damageDef );
		DirectMoveToPosition( enemyOrg );
		TurnToward( enemyOrg );
	}
}

/*
=====================
idAI::Event_TestChargeAttack
=====================
*/
void idAI::Event_TestChargeAttack( void ) {
	trace_t trace;
	idActor *enemyEnt = enemy.GetEntity();
	predictedPath_t path;
	idVec3 end;

	if ( !enemyEnt ) {
		idThread::ReturnFloat( 0.0f );
		return;
	}

	if ( move.moveType == MOVETYPE_FLY ) {
		// position destination so that we're in the enemy's view
		end = enemyEnt->GetEyePosition();
		end -= enemyEnt->GetPhysics()->GetGravityNormal() * fly_offset;
	} else {
		end = enemyEnt->GetPhysics()->GetOrigin();
	}

	idAI::PredictPath( this, aas, physicsObj.GetOrigin(), end - physicsObj.GetOrigin(), 1000, 1000, ( move.moveType == MOVETYPE_FLY ) ? SE_BLOCKED : ( SE_ENTER_OBSTACLE | SE_BLOCKED | SE_ENTER_LEDGE_AREA ), path );

	if ( ai_debugMove.GetBool() ) {
		gameRenderWorld->DebugLine( colorGreen, physicsObj.GetOrigin(), end, gameLocal.msec );
		gameRenderWorld->DebugBounds( path.endEvent == 0 ? colorYellow : colorRed, physicsObj.GetBounds(), end, gameLocal.msec );
	}

	if ( ( path.endEvent == 0 ) || ( path.blockingEntity == enemyEnt ) ) {
		idVec3 delta = end - physicsObj.GetOrigin();
		float time = delta.LengthFast();
		idThread::ReturnFloat( time );
	} else {
		idThread::ReturnFloat( 0.0f );
	}
}

/*
=====================
idAI::Event_TestAnimMoveTowardEnemy
=====================
*/
void idAI::Event_TestAnimMoveTowardEnemy( const char *animname ) {
	int				anim;
	predictedPath_t path;
	idVec3			moveVec;
	float			yaw;
	idVec3			delta;
	idActor			*enemyEnt;
	
	enemyEnt = enemy.GetEntity();
	if ( !enemyEnt ) {
		idThread::ReturnInt( false );
		return;
	}

	anim = GetAnim( ANIMCHANNEL_LEGS, animname );
	if ( !anim ) {
		gameLocal.DWarning( "missing '%s' animation on '%s' (%s)", animname, name.c_str(), GetEntityDefName() );
		idThread::ReturnInt( false );
		return;
	}

	delta = enemyEnt->GetPhysics()->GetOrigin() - physicsObj.GetOrigin();
    yaw = delta.ToYaw();

	moveVec = animator.TotalMovementDelta( anim ) * idAngles( 0.0f, yaw, 0.0f ).ToMat3() * physicsObj.GetGravityAxis();
	idAI::PredictPath( this, aas, physicsObj.GetOrigin(), moveVec, 1000, 1000, ( move.moveType == MOVETYPE_FLY ) ? SE_BLOCKED : ( SE_ENTER_OBSTACLE | SE_BLOCKED | SE_ENTER_LEDGE_AREA ), path );

	if ( ai_debugMove.GetBool() ) {
		gameRenderWorld->DebugLine( colorGreen, physicsObj.GetOrigin(), physicsObj.GetOrigin() + moveVec, gameLocal.msec );
		gameRenderWorld->DebugBounds( path.endEvent == 0 ? colorYellow : colorRed, physicsObj.GetBounds(), physicsObj.GetOrigin() + moveVec, gameLocal.msec );
	}

	idThread::ReturnInt( path.endEvent == 0 );
}

/*
=====================
idAI::Event_TestAnimMove
=====================
*/
void idAI::Event_TestAnimMove( const char *animname ) {
	int				anim;
	predictedPath_t path;
	idVec3			moveVec;

	anim = GetAnim( ANIMCHANNEL_LEGS, animname );
	if ( !anim ) {
		gameLocal.DWarning( "missing '%s' animation on '%s' (%s)", animname, name.c_str(), GetEntityDefName() );
		idThread::ReturnInt( false );
		return;
	}

	moveVec = animator.TotalMovementDelta( anim ) * idAngles( 0.0f, ideal_yaw, 0.0f ).ToMat3() * physicsObj.GetGravityAxis();
	idAI::PredictPath( this, aas, physicsObj.GetOrigin(), moveVec, 1000, 1000, ( move.moveType == MOVETYPE_FLY ) ? SE_BLOCKED : ( SE_ENTER_OBSTACLE | SE_BLOCKED | SE_ENTER_LEDGE_AREA ), path );

	if ( ai_debugMove.GetBool() ) {
		gameRenderWorld->DebugLine( colorGreen, physicsObj.GetOrigin(), physicsObj.GetOrigin() + moveVec, gameLocal.msec );
		gameRenderWorld->DebugBounds( path.endEvent == 0 ? colorYellow : colorRed, physicsObj.GetBounds(), physicsObj.GetOrigin() + moveVec, gameLocal.msec );
	}

	idThread::ReturnInt( path.endEvent == 0 );
}

/*
=====================
idAI::Event_TestMoveToPosition
=====================
*/
void idAI::Event_TestMoveToPosition( const idVec3 &position ) {
	predictedPath_t path;

	idAI::PredictPath( this, aas, physicsObj.GetOrigin(), position - physicsObj.GetOrigin(), 1000, 1000, ( move.moveType == MOVETYPE_FLY ) ? SE_BLOCKED : ( SE_ENTER_OBSTACLE | SE_BLOCKED | SE_ENTER_LEDGE_AREA ), path );

	if ( ai_debugMove.GetBool() ) {
		gameRenderWorld->DebugLine( colorGreen, physicsObj.GetOrigin(), position, gameLocal.msec );
		gameRenderWorld->DebugBounds( colorYellow, physicsObj.GetBounds(), position, gameLocal.msec );
		if ( path.endEvent ) {
			gameRenderWorld->DebugBounds( colorRed, physicsObj.GetBounds(), path.endPos, gameLocal.msec );
		}
	}

	idThread::ReturnInt( path.endEvent == 0 );
}

/*
=====================
idAI::Event_TestMeleeAttack
=====================
*/
void idAI::Event_TestMeleeAttack( void ) {
	bool result = TestMelee();
	idThread::ReturnInt( result );
}

/*
=====================
idAI::Event_TestAnimAttack
=====================
*/
void idAI::Event_TestAnimAttack( const char *animname ) {
	int				anim;
	predictedPath_t path;

	anim = GetAnim( ANIMCHANNEL_LEGS, animname );
	if ( !anim ) {
		gameLocal.DWarning( "missing '%s' animation on '%s' (%s)", animname, name.c_str(), GetEntityDefName() );
		idThread::ReturnInt( false );
		return;
	}

	idAI::PredictPath( this, aas, physicsObj.GetOrigin(), animator.TotalMovementDelta( anim ), 1000, 1000, ( move.moveType == MOVETYPE_FLY ) ? SE_BLOCKED : ( SE_ENTER_OBSTACLE | SE_BLOCKED | SE_ENTER_LEDGE_AREA ), path );

	idThread::ReturnInt( path.blockingEntity && ( path.blockingEntity == enemy.GetEntity() ) );
}

/*
=====================
idAI::Event_Shrivel
=====================
*/
void idAI::Event_Shrivel( float shrivel_time ) {
	float t;

	if ( idThread::BeginMultiFrameEvent( this, &AI_Shrivel ) ) {
		if ( shrivel_time <= 0.0f ) {
			idThread::EndMultiFrameEvent( this, &AI_Shrivel );
			return;
		}

		shrivel_rate = 0.001f / shrivel_time;
		shrivel_start = gameLocal.time;
	}

	t = ( gameLocal.time - shrivel_start ) * shrivel_rate;
	if ( t > 0.25f ) {
		renderEntity.noShadow = true;
	}
	if ( t > 1.0f ) {
		t = 1.0f;
		idThread::EndMultiFrameEvent( this, &AI_Shrivel );
	}

	renderEntity.shaderParms[ SHADERPARM_MD5_SKINSCALE ] = 1.0f - t * 0.5f;
	UpdateVisuals();
}

/*
=====================
idAI::Event_PreBurn
=====================
*/
void idAI::Event_PreBurn( void ) {
	// for now this just turns shadows off
	renderEntity.noShadow = true;
}

/*
=====================
idAI::Event_Burn
=====================
*/
void idAI::Event_Burn( void ) {
	renderEntity.shaderParms[ SHADERPARM_TIME_OF_DEATH ] = gameLocal.time * 0.001f;
	SpawnParticles( "smoke_burnParticleSystem" );
	UpdateVisuals();
}

/*
=====================
idAI::Event_ClearBurn
=====================
*/
void idAI::Event_ClearBurn( void ) {
	renderEntity.noShadow = spawnArgs.GetBool( "noshadows" );
	renderEntity.shaderParms[ SHADERPARM_TIME_OF_DEATH ] = 0.0f;
	UpdateVisuals();
}

/*
=====================
idAI::Event_SetSmokeVisibility
=====================
*/
void idAI::Event_SetSmokeVisibility( int num, int on ) {
	int i;
	int time;

	if ( num >= particles.Num() ) {
		gameLocal.Warning( "Particle #%d out of range (%d particles) on entity '%s'", num, particles.Num(), name.c_str() );
		return;
	}

	if ( on != 0 ) {
		time = gameLocal.time;
		BecomeActive( TH_UPDATEPARTICLES );
	} else {
		time = 0;
	}

	if ( num >= 0 ) {
		particles[ num ].time = time;
	} else {
		for ( i = 0; i < particles.Num(); i++ ) {
			particles[ i ].time = time;
		}
	}

	UpdateVisuals();
}

/*
=====================
idAI::Event_NumSmokeEmitters
=====================
*/
void idAI::Event_NumSmokeEmitters( void ) {
	idThread::ReturnInt( particles.Num() );
}

/*
=====================
idAI::Event_StopThinking
=====================
*/
void idAI::Event_StopThinking( void ) {
	BecomeInactive( TH_THINK );
	idThread *thread = idThread::CurrentThread();
	if ( thread ) {
		thread->DoneProcessing();
	}
}

/*
=====================
idAI::Event_GetTurnDelta
=====================
*/
void idAI::Event_GetTurnDelta( void ) {
	float amount;

	if ( turnRate ) {
		amount = idMath::AngleNormalize180( ideal_yaw - current_yaw );
		idThread::ReturnFloat( amount );
	} else {
		idThread::ReturnFloat( 0.0f );
	}
}

/*
=====================
idAI::Event_GetMoveType
=====================
*/
void idAI::Event_GetMoveType( void ) {
	idThread::ReturnInt( move.moveType );
}

/*
=====================
idAI::Event_SetMoveTypes
=====================
*/
void idAI::Event_SetMoveType( int moveType ) {
	if ( ( moveType < 0 ) || ( moveType >= NUM_MOVETYPES ) ) {
		gameLocal.Error( "Invalid movetype %d", moveType );
	}

	move.moveType = static_cast<moveType_t>( moveType );
	if ( move.moveType == MOVETYPE_FLY ) {
		travelFlags = TFL_WALK|TFL_AIR|TFL_FLY;
	} else {
		travelFlags = TFL_WALK|TFL_AIR;
	}
}

/*
=====================
idAI::Event_SaveMove
=====================
*/
void idAI::Event_SaveMove( void ) {
	savedMove = move;
}

/*
=====================
idAI::Event_RestoreMove
=====================
*/
void idAI::Event_RestoreMove( void ) {
	idVec3 goalPos;
	idVec3 dest;

	switch( savedMove.moveCommand ) {
	case MOVE_NONE :
		StopMove( savedMove.moveStatus );
		break;

	case MOVE_FACE_ENEMY :
		FaceEnemy();
		break;

	case MOVE_FACE_ENTITY :
		FaceEntity( savedMove.goalEntity.GetEntity() );
		break;

	case MOVE_TO_ENEMY :
		MoveToEnemy();
		break;

	case MOVE_TO_ENEMYHEIGHT :
		MoveToEnemyHeight();
		break;

	case MOVE_TO_ENTITY :
		MoveToEntity( savedMove.goalEntity.GetEntity() );
		break;

	case MOVE_OUT_OF_RANGE :
		MoveOutOfRange( savedMove.goalEntity.GetEntity(), savedMove.range );
		break;

	case MOVE_TO_ATTACK_POSITION :
		MoveToAttackPosition( savedMove.goalEntity.GetEntity(), savedMove.anim );
		break;

	case MOVE_TO_COVER :
		MoveToCover( savedMove.goalEntity.GetEntity(), lastVisibleEnemyPos );
		break;

	case MOVE_TO_POSITION :
		MoveToPosition( savedMove.moveDest );
		break;

	case MOVE_TO_POSITION_DIRECT :
		DirectMoveToPosition( savedMove.moveDest );
		break;

	case MOVE_SLIDE_TO_POSITION :
		SlideToPosition( savedMove.moveDest, savedMove.duration );
		break;

	case MOVE_WANDER :
		WanderAround();
		break;
	}

	if ( GetMovePos( goalPos ) ) {
		CheckObstacleAvoidance( goalPos, dest );
	}
}

/*
=====================
idAI::Event_AllowMovement
=====================
*/
void idAI::Event_AllowMovement( float flag ) {
	allowMove = ( flag != 0.0f );
}

/*
=====================
idAI::Event_JumpFrame
=====================
*/
void idAI::Event_JumpFrame( void ) {
	AI_JUMP = true;
}

/*
=====================
idAI::Event_EnableClip
=====================
*/
void idAI::Event_EnableClip( void ) {
	physicsObj.SetClipMask( MASK_MONSTERSOLID );
	disableGravity = false;
}

/*
=====================
idAI::Event_DisableClip
=====================
*/
void idAI::Event_DisableClip( void ) {
	physicsObj.SetClipMask( 0 );
	disableGravity = true;
}

/*
=====================
idAI::Event_EnableGravity
=====================
*/
void idAI::Event_EnableGravity( void ) {
	disableGravity = false;
}

/*
=====================
idAI::Event_DisableGravity
=====================
*/
void idAI::Event_DisableGravity( void ) {
	disableGravity = true;
}

/*
=====================
idAI::Event_EnableAFPush
=====================
*/
void idAI::Event_EnableAFPush( void ) {
	af_push_moveables = true;
}

/*
=====================
idAI::Event_DisableAFPush
=====================
*/
void idAI::Event_DisableAFPush( void ) {
	af_push_moveables = false;
}

/*
=====================
idAI::Event_SetFlySpeed
=====================
*/
void idAI::Event_SetFlySpeed( float speed ) {
	if ( move.speed == fly_speed ) {
		move.speed = speed;
	}
	fly_speed = speed;
}

/*
================
idAI::Event_SetFlyOffset
================
*/
void idAI::Event_SetFlyOffset( int offset ) {
	fly_offset = offset;
}

/*
================
idAI::Event_ClearFlyOffset
================
*/
void idAI::Event_ClearFlyOffset( void ) {
	spawnArgs.GetInt( "fly_offset",	"0", fly_offset );
}

/*
=====================
idAI::Event_GetClosestHiddenTarget
=====================
*/
void idAI::Event_GetClosestHiddenTarget( const char *type ) {
	int	i;
	idEntity *ent;
	idEntity *bestEnt;
	float time;
	float bestTime;
	const idVec3 &org = physicsObj.GetOrigin();
	idActor *enemyEnt = enemy.GetEntity();

	if ( !enemyEnt ) {
		// no enemy to hide from
		idThread::ReturnEntity( NULL );
		return;
	}

	if ( targets.Num() == 1 ) {
		ent = targets[ 0 ].GetEntity();
		if ( ent && idStr::Cmp( ent->GetEntityDefName(), type ) == 0 ) {
			if ( !EntityCanSeePos( enemyEnt, lastVisibleEnemyPos, ent->GetPhysics()->GetOrigin() ) ) {
				idThread::ReturnEntity( ent );
				return;
			}
		}
		idThread::ReturnEntity( NULL );
		return;
	}

	bestEnt = NULL;
	bestTime = idMath::INFINITY;
	for( i = 0; i < targets.Num(); i++ ) {
		ent = targets[ i ].GetEntity();
		if ( ent && idStr::Cmp( ent->GetEntityDefName(), type ) == 0 ) {
			const idVec3 &destOrg = ent->GetPhysics()->GetOrigin();
			time = TravelDistance( org, destOrg );
			if ( ( time >= 0.0f ) && ( time < bestTime ) ) {
				if ( !EntityCanSeePos( enemyEnt, lastVisibleEnemyPos, destOrg ) ) {
					bestEnt = ent;
					bestTime = time;
				}
			}
		}
	}
	idThread::ReturnEntity( bestEnt );
}

/*
=====================
idAI::Event_GetRandomTarget
=====================
*/
void idAI::Event_GetRandomTarget( const char *type ) {
	int	i;
	int	num;
	int which;
	idEntity *ent;
	idEntity *ents[ MAX_GENTITIES ];

	num = 0;
	for( i = 0; i < targets.Num(); i++ ) {
		ent = targets[ i ].GetEntity();
		if ( ent && idStr::Cmp( ent->GetEntityDefName(), type ) == 0 ) {
			ents[ num++ ] = ent;
			if ( num >= MAX_GENTITIES ) {
				break;
			}
		}
	}

	if ( !num ) {
		idThread::ReturnEntity( NULL );
		return;
	}

	which = gameLocal.random.RandomInt( num );
	idThread::ReturnEntity( ents[ which ] );
}

/*
================
idAI::Event_TravelDistanceToPoint
================
*/
void idAI::Event_TravelDistanceToPoint( const idVec3 &pos ) {
	float time;

	time = TravelDistance( physicsObj.GetOrigin(), pos );
	idThread::ReturnFloat( time );
}

/*
================
idAI::Event_TravelDistanceToEntity
================
*/
void idAI::Event_TravelDistanceToEntity( idEntity *ent ) {
	float time;

	time = TravelDistance( physicsObj.GetOrigin(), ent->GetPhysics()->GetOrigin() );
	idThread::ReturnFloat( time );
}

/*
================
idAI::Event_TravelDistanceBetweenPoints
================
*/
void idAI::Event_TravelDistanceBetweenPoints( const idVec3 &source, const idVec3 &dest ) {
	float time;

	time = TravelDistance( source, dest );
	idThread::ReturnFloat( time );
}

/*
================
idAI::Event_TravelDistanceBetweenEntities
================
*/
void idAI::Event_TravelDistanceBetweenEntities( idEntity *source, idEntity *dest ) {
	float time;

	assert( source );
	assert( dest );
	time = TravelDistance( source->GetPhysics()->GetOrigin(), dest->GetPhysics()->GetOrigin() );
	idThread::ReturnFloat( time );
}

/*
=====================
idAI::Event_LookAtEntity
=====================
*/
void idAI::Event_LookAtEntity( idEntity *ent, float duration ) {
	if ( ent == this ) {
		ent = NULL;
	}

	if ( ( ent != focusEntity.GetEntity() ) || ( focusTime < gameLocal.time ) ) {
		focusEntity	= ent;
		alignHeadTime = gameLocal.time;
		forceAlignHeadTime = gameLocal.time + SEC2MS( 1 );
		blink_time = 0;
	}

	focusTime = gameLocal.time + SEC2MS( duration );
}

/*
=====================
idAI::Event_LookAtEnemy
=====================
*/
void idAI::Event_LookAtEnemy( float duration ) {
	idActor *enemyEnt;

	enemyEnt = enemy.GetEntity();
	if ( ( enemyEnt != focusEntity.GetEntity() ) || ( focusTime < gameLocal.time ) ) {
		focusEntity	= enemyEnt;
		alignHeadTime = gameLocal.time;
		forceAlignHeadTime = gameLocal.time + SEC2MS( 1 );
		blink_time = 0;
	}

	focusTime = gameLocal.time + SEC2MS( duration );
}

/*
===============
idAI::Event_SetJointMod
===============
*/
void idAI::Event_SetJointMod( int allow ) {
	allowJointMod = ( allow != 0 );
}

/*
================
idAI::Event_ThrowMoveable
================
*/
void idAI::Event_ThrowMoveable( void ) {
	idEntity *ent;
	idEntity *moveable = NULL;

	for ( ent = GetNextTeamEntity(); ent != NULL; ent = ent->GetNextTeamEntity() ) {
		if ( ent->GetBindMaster() == this && ent->IsType( idMoveable::Type ) ) {
			moveable = ent;
			break;
		}
	}
	if ( moveable ) {
		moveable->Unbind();
		moveable->PostEventMS( &EV_SetOwner, 200, NULL );
	}
}

/*
================
idAI::Event_ThrowAF
================
*/
void idAI::Event_ThrowAF( void ) {
	idEntity *ent;
	idEntity *af = NULL;

	for ( ent = GetNextTeamEntity(); ent != NULL; ent = ent->GetNextTeamEntity() ) {
		if ( ent->GetBindMaster() == this && ent->IsType( idAFEntity_Base::Type ) ) {
			af = ent;
			break;
		}
	}
	if ( af ) {
		af->Unbind();
		af->PostEventMS( &EV_SetOwner, 200, NULL );
	}
}

/*
================
idAI::Event_SetAngles
================
*/
void idAI::Event_SetAngles( idAngles const &ang ) {
	current_yaw = ang.yaw;
	viewAxis = idAngles( 0, current_yaw, 0 ).ToMat3();
}

/*
================
idAI::Event_GetAngles
================
*/
void idAI::Event_GetAngles( void ) {
	idThread::ReturnVector( idVec3( 0.0f, current_yaw, 0.0f ) );
}

/*
================
idAI::Event_RealKill
================
*/
void idAI::Event_RealKill( void ) {
	health = 0;

	if ( af.IsLoaded() ) {
		// clear impacts
		af.Rest();

		// physics is turned off by calling af.Rest()
		BecomeActive( TH_PHYSICS );
	}

	Killed( this, this, 0, vec3_zero, INVALID_JOINT );
}

/*
================
idAI::Event_Kill
================
*/
void idAI::Event_Kill( void ) {
	PostEventMS( &AI_RealKill, 0 );
}

/*
================
idAI::Event_WakeOnFlashlight
================
*/
void idAI::Event_WakeOnFlashlight( int enable ) {
	wakeOnFlashlight = ( enable != 0 );
}

/*
================
idAI::Event_LocateEnemy
================
*/
void idAI::Event_LocateEnemy( void ) {
	idActor *enemyEnt;
	int areaNum;
	
	enemyEnt = enemy.GetEntity();
	if ( !enemyEnt ) {
		return;
	}

	enemyEnt->GetAASLocation( aas, lastReachableEnemyPos, areaNum );
	SetEnemyPosition();
	UpdateEnemyPosition();
}

/*
================
idAI::Event_KickObstacles
================
*/
void idAI::Event_KickObstacles( idEntity *kickEnt, float force ) {
	idVec3 dir;
	idEntity *obEnt;
	
	if ( kickEnt ) {
		obEnt = kickEnt;
	} else {
		obEnt = move.obstacle.GetEntity();
	}

	if ( obEnt ) {
		dir = obEnt->GetPhysics()->GetOrigin() - physicsObj.GetOrigin();
		dir.Normalize();
	} else {
		dir = viewAxis[ 0 ];
	}
	KickObstacles( dir, force, obEnt );
}

/*
================
idAI::Event_GetObstacle
================
*/
void idAI::Event_GetObstacle( void ) {
	idThread::ReturnEntity( move.obstacle.GetEntity() );
}

/*
================
idAI::Event_PushPointIntoAAS
================
*/
void idAI::Event_PushPointIntoAAS( const idVec3 &pos ) {
	int		areaNum;
	idVec3	newPos;

	areaNum = PointReachableAreaNum( pos );
	if ( areaNum ) {
		newPos = pos;
		aas->PushPointIntoAreaNum( areaNum, newPos );
		idThread::ReturnVector( newPos );
	} else {
		idThread::ReturnVector( pos );
	}
}


/*
================
idAI::Event_GetTurnRate
================
*/
void idAI::Event_GetTurnRate( void ) {
	idThread::ReturnFloat( turnRate );
}

/*
================
idAI::Event_SetTurnRate
================
*/
void idAI::Event_SetTurnRate( float rate ) {
	turnRate = rate;
}

/*
================
idAI::Event_AnimTurn
================
*/
void idAI::Event_AnimTurn( float angles ) {
	turnVel = 0.0f;
	anim_turn_angles = angles;
	if ( angles ) {
		anim_turn_yaw = current_yaw;
		anim_turn_amount = idMath::Fabs( idMath::AngleNormalize180( current_yaw - ideal_yaw ) );
		if ( anim_turn_amount > anim_turn_angles ) {
			anim_turn_amount = anim_turn_angles;
		}
	} else {
		anim_turn_amount = 0.0f;
		animator.CurrentAnim( ANIMCHANNEL_LEGS )->SetSyncedAnimWeight( 0, 1.0f );
		animator.CurrentAnim( ANIMCHANNEL_LEGS )->SetSyncedAnimWeight( 1, 0.0f );
		animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( 0, 1.0f );
		animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( 1, 0.0f );
	}
}

/*
================
idAI::Event_AllowHiddenMovement
================
*/
void idAI::Event_AllowHiddenMovement( int enable ) {
	allowHiddenMovement = ( enable != 0 );
}

/*
================
idAI::Event_TriggerParticles
================
*/
void idAI::Event_TriggerParticles( const char *jointName ) {
	TriggerParticles( jointName );
}

/*
=====================
idAI::Event_FindActorsInBounds
=====================
*/
void idAI::Event_FindActorsInBounds( const idVec3 &mins, const idVec3 &maxs ) {
	idEntity *	ent;
	idEntity *	entityList[ MAX_GENTITIES ];
	int			numListedEntities;
	int			i;

	numListedEntities = gameLocal.clip.EntitiesTouchingBounds( idBounds( mins, maxs ), CONTENTS_BODY, entityList, MAX_GENTITIES );
	for( i = 0; i < numListedEntities; i++ ) {
		ent = entityList[ i ];
		if ( ent != this && !ent->IsHidden() && ( ent->health > 0 ) && ent->IsType( idActor::Type ) ) {
			idThread::ReturnEntity( ent );
			return;
		}
	}

	idThread::ReturnEntity( NULL );
}

/*
================
idAI::Event_CanReachPosition
================
*/
void idAI::Event_CanReachPosition( const idVec3 &pos ) {
	aasPath_t	path;
	int			toAreaNum;
	int			areaNum;

	toAreaNum = PointReachableAreaNum( pos );
	areaNum	= PointReachableAreaNum( physicsObj.GetOrigin() );
	if ( !toAreaNum || !PathToGoal( path, areaNum, physicsObj.GetOrigin(), toAreaNum, pos ) ) {
		idThread::ReturnInt( false );
	} else {
		idThread::ReturnInt( true );
	}
}

/*
================
idAI::Event_CanReachEntity
================
*/
void idAI::Event_CanReachEntity( idEntity *ent ) {
	aasPath_t	path;
	int			toAreaNum;
	int			areaNum;
	idVec3		pos;

	if ( !ent ) {
		idThread::ReturnInt( false );
		return;
	}

	if ( move.moveType != MOVETYPE_FLY ) {
		if ( !ent->GetFloorPos( 64.0f, pos ) ) {
			idThread::ReturnInt( false );
			return;
		}
		if ( ent->IsType( idActor::Type ) && static_cast<idActor *>( ent )->OnLadder() ) {
			idThread::ReturnInt( false );
			return;
		}
	} else {
		pos = ent->GetPhysics()->GetOrigin();
	}

	toAreaNum = PointReachableAreaNum( pos );
	if ( !toAreaNum ) {
		idThread::ReturnInt( false );
		return;
	}

	const idVec3 &org = physicsObj.GetOrigin();
	areaNum	= PointReachableAreaNum( org );
	if ( !toAreaNum || !PathToGoal( path, areaNum, org, toAreaNum, pos ) ) {
		idThread::ReturnInt( false );
	} else {
		idThread::ReturnInt( true );
	}
}

/*
================
idAI::Event_CanReachEnemy
================
*/
void idAI::Event_CanReachEnemy( void ) {
	aasPath_t	path;
	int			toAreaNum;
	int			areaNum;
	idVec3		pos;
	idActor		*enemyEnt;

	enemyEnt = enemy.GetEntity();
	if ( !enemyEnt ) {
		idThread::ReturnInt( false );
		return;
	}

	if ( move.moveType != MOVETYPE_FLY ) {
		if ( enemyEnt->OnLadder() ) {
			idThread::ReturnInt( false );
			return;
		}
		enemyEnt->GetAASLocation( aas, pos, toAreaNum );
	}  else {
		pos = enemyEnt->GetPhysics()->GetOrigin();
		toAreaNum = PointReachableAreaNum( pos );
	}

	if ( !toAreaNum ) {
		idThread::ReturnInt( false );
		return;
	}

	const idVec3 &org = physicsObj.GetOrigin();
	areaNum	= PointReachableAreaNum( org );
	if ( !PathToGoal( path, areaNum, org, toAreaNum, pos ) ) {
		idThread::ReturnInt( false );
	} else {
		idThread::ReturnInt( true );
	}
}

/*
================
idAI::Event_GetReachableEntityPosition
================
*/
void idAI::Event_GetReachableEntityPosition( idEntity *ent ) {
	int		toAreaNum;
	idVec3	pos;

	if ( move.moveType != MOVETYPE_FLY ) {
		if ( !ent->GetFloorPos( 64.0f, pos ) ) {
			// NOTE: not a good way to return 'false'
			return idThread::ReturnVector( vec3_zero );
		}
		if ( ent->IsType( idActor::Type ) && static_cast<idActor *>( ent )->OnLadder() ) {
			// NOTE: not a good way to return 'false'
			return idThread::ReturnVector( vec3_zero );
		}
	} else {
		pos = ent->GetPhysics()->GetOrigin();
	}

	if ( aas ) {
		toAreaNum = PointReachableAreaNum( pos );
		aas->PushPointIntoAreaNum( toAreaNum, pos );
	}

	idThread::ReturnVector( pos );
}
