//-----------------------------------------------------------------------------
//
//  $Logfile:: /Quake 2 Engine/Sin/code/game/thrall.cpp                       $
// $Revision:: 18                                                             $
//   $Author:: Jimdose                                                        $
//     $Date:: 8/03/99 7:09p                                                  $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// $Log:: /Quake 2 Engine/Sin/code/game/thrall.cpp                            $
// 
// 18    8/03/99 7:09p Jimdose
// changes for Sin Arcade
// 
// 17    3/19/99 7:44p Aldie
// Put thrallball back
// 
// 16    3/16/99 11:51a Aldie
// Fix for ctf network bandwidth
// 
// 15    3/11/99 3:47p Aldie
// Added meansofdeath
// 
// 14    3/05/99 5:48p Aldie
// Added MOD_THRALLBALL
// 
// 13    3/02/99 9:15p Aldie
// Added CTF game code
// 
// 12    11/09/98 12:58a Aldie
// Parentmode for death sequence
// 
// 11    11/08/98 8:30p Aldie
// Added gibfest for thrall
// 
// 10    10/27/98 10:17p Jimdose
// better aiming by walls
// more damage from pulse
// precached models
// 
// 9     10/27/98 5:22p Jimdose
// tweaked him
// 
// 8     10/27/98 5:55a Jimdose
// added Chatter
// 
// 7     10/27/98 4:55a Jimdose
// NULLed out EV_FadeOut response so that Thrall sticks around
// 
// 6     10/27/98 3:52a Jimdose
// got pulse weapon working
// 
// 5     10/26/98 2:50p Aldie
// Fixed a bug with checking of NULL owners
// 
// 4     10/24/98 3:33a Jimdose
// changed refrences to origin to worldorigin
// 
// 3     10/24/98 12:51a Aldie
// Fixed init bug
// 
// 2     10/23/98 5:37a Jimdose
// Created file
// 
// 1     10/22/98 10:19p Jimdose
// 
// DESCRIPTION:
// ThrallMaster
// 

#include "g_local.h"
#include "actor.h"
#include "thrall.h"
#include "explosion.h"
#include "vehicle.h"
#include "object.h"
#include "gibs.h"

#define DRUNKMISSILE_SPEED 1000.0f

Event EV_ThrallMaster_FirePulse( "firepulse" );
Event EV_ThrallMaster_FireRockets( "firerockets" );
Event EV_ThrallMaster_GibFest( "gibfest" );

CLASS_DECLARATION( Actor, ThrallMaster, "boss_thrallmaster" );

ResponseDef ThrallMaster::Responses[] =
	{
      { &EV_ThrallMaster_FirePulse,     ( Response )&ThrallMaster::FirePulse },
      { &EV_ThrallMaster_FireRockets,   ( Response )&ThrallMaster::FireRockets },
      { &EV_Sentient_WeaponUse,         ( Response )&ThrallMaster::WeaponUse },
      { &EV_ThrallMaster_GibFest,       ( Response )&ThrallMaster::GibFest },
      { &EV_FadeOut,                    NULL },
		{ NULL, NULL }
	};

ThrallMaster::ThrallMaster()
	{
   modelIndex( "sprites/thrallpulse.spr" );
   modelIndex( "view_genbullet.def" );
   modelIndex( "trocket.def" );
   modelIndex( "thrallfire.def" );

   setModel( "thrall.def" );
   weaponmode = PRIMARY;
   gunbone = "gun";
   flags |= FL_NOION;
	}

Vector ThrallMaster::GunPosition
	(
	void
	)

	{
   vec3_t	trans[ 3 ];
   vec3_t   orient;
   int		groupindex;
   int		tri_num;
	Vector	offset = vec_zero;
	Vector	result;

	// get the gun position of the actor
	if ( !gi.GetBoneInfo( edict->s.modelindex, gunbone.c_str(), &groupindex, &tri_num, orient ) )
		{
		// Gun doesn't have a barrel, just return the default
		return worldorigin + gunoffset;
		}

	gi.GetBoneTransform( edict->s.modelindex, groupindex, tri_num, orient, edict->s.anim,
		edict->s.frame, edict->s.scale, trans, offset.vec3() );

	MatrixTransformVector( offset.vec3(), orientation, result.vec3() );
	result += worldorigin;

	return result;
	}

qboolean ThrallMaster::CanShootFrom
	(
	Vector pos,
	Entity *ent,
	qboolean usecurrentangles
	)

	{
   int      mask;
	Vector	delta;
	Vector	start;
	Vector	end;
	float		len;
	trace_t	trace;
	Vehicle	*v;
	Entity	*t;
   Vector   ang;

	if ( !currentWeapon || !WithinDistance( ent, vision_distance ) )
		{
      if (!currentWeapon && !has_melee )
		   return false;
		}

	if ( usecurrentangles )
		{
   	Vector	dir;

      start = pos + GunPosition() - worldorigin;
		end = ent->centroid;
		end.z += ( ent->absmax.z - ent->centroid.z ) * 0.75f;
		delta = end - start;
      ang = delta.toAngles();
      ang.x = -ang.x;
      ang.y = angles.y;
		len = delta.length();
   	ang.AngleVectors( &dir, NULL, NULL );
      dir *= len;
      end = start + dir;
		}
	else
		{
      vec3_t	trans[ 3 ];
      vec3_t	transtemp[ 3 ];
      vec3_t   orient;
      int		groupindex;
      int		tri_num;
	   Vector	offset = vec_zero;
	   Vector	result;

      // endpos
		end = ent->centroid;
		end.z += ( ent->absmax.z - ent->centroid.z ) * 0.75f;

      // get the gun position of the actor
   	if ( !gi.GetBoneInfo( edict->s.modelindex, gunbone.c_str(), &groupindex, &tri_num, orient ) )
		   {
		   // Gun doesn't have a barrel, just return the default
		   result = gunoffset;
		   }
      else
         {
         Vector forward, right, up;

         // get new forward vec
         forward = end - worldorigin;
         forward.z = 0;
         forward.normalize();
         forward.copyTo( trans[ 0 ] );

         // new right vec
         right.x = -forward.y;
         right.y = forward.x;
         right.z = 0;
         right.copyTo( trans[ 1 ] );

         // new up vec
         up.x = 0;
         up.y = 0;
         up.z = 1;
         up.copyTo( trans[ 2 ] );

         gi.GetBoneTransform( edict->s.modelindex, groupindex, tri_num, orient, edict->s.anim,
		      edict->s.frame, edict->s.scale, transtemp, offset.vec3() );

	      MatrixTransformVector( offset.vec3(), trans, result.vec3() );
         }

      start = pos + result;
      delta = end - start;
      len = delta.length();
		}

	// check if we're too far away, or too close
   if ( currentWeapon )
      {
	   if ( ( len > attack_range ) || ( len > currentWeapon->GetMaxRange() ) || ( len < currentWeapon->GetMinRange() ) )
		   {
		   return false;
		   }
      mask = MASK_SHOT;
      }
   else
      {
	   if ( ( len > attack_range ) || ( len > melee_range ) )
		   {
		   return false;
		   }
      mask = MASK_PROJECTILE;
      }

	// shoot past the guy we're shooting at
	end += delta * 4;

	// Check if he's visible
	trace = G_Trace( start, vec_zero, vec_zero, end, this, mask, "Actor::CanShootFrom" );
	if ( trace.startsolid )
		{
		return false;
		}

	// If we hit the guy we wanted, then shoot
	if ( trace.ent == ent->edict )
		{
		return true;
		}

	// if we hit a vehicle, check if the driver is someone we want to hit
	t = trace.ent->entity;
	if ( t && t->isSubclassOf( Vehicle ) )
		{
		v = ( Vehicle * )t;
		if ( ( v->Driver() == ent ) || IsEnemy( v->Driver() ) )
			{
			return true;
			}
		return false;
		}

	// If we hit someone else we don't like, then shoot
	if ( IsEnemy( t ) )
		{
		return true;
		}

	// if we hit something breakable, check if shooting it will
   // let us shoot someone.
	if ( t->isSubclassOf( Shatter ) || 
		t->isSubclassOf( Object ) ||
		t->isSubclassOf( DamageThreshold ) ||
		t->isSubclassOf( ScriptModel ) )
		{
      trace = G_Trace( Vector( trace.endpos ), vec_zero, vec_zero, end, t, mask, "Actor::CanShootFrom 2" );
	   if ( trace.startsolid )
		   {
		   return false;
		   }

	   // If we hit the guy we wanted, then shoot
	   if ( trace.ent == ent->edict )
		   {
		   return true;
		   }

	   // If we hit someone else we don't like, then shoot
	   if ( IsEnemy( trace.ent->entity ) )
		   {
		   return true;
		   }

      // Forget it then
      return false;
		}

	return false;
	}

void ThrallMaster::Chatter
	(
	const char *snd,
	float chance,
	float volume,
	int channel
	)

	{
	if ( chattime > level.time )
		{
		return;
		}

   RandomSound( snd, volume, channel, ATTN_NONE );

	chattime = level.time + 7 + G_Random( 5 );
	}

void ThrallMaster::WeaponUse
   (
   Event *ev
   )

   {
   Sentient::WeaponUse( ev );
   if ( weaponmode == PRIMARY )
      {
      weaponmode = SECONDARY;
      gunbone = "chest";
      }
   else
      {
      weaponmode = PRIMARY;
      gunbone = "gun";
      }
   }

void ThrallMaster::GibFest
   (
   Event *ev
   )

   {
   Vector   pos;
   Gib      *gib1, *gib2;

#ifdef SIN_ARCADE
   //HACK to make game over only be sent once.
   if ( max_health != 0 )
      {
      max_health = 0;
      gi.WriteByte( svc_stufftext );
      gi.WriteString( "gameover" );
      gi.multicast( NULL, MULTICAST_ALL );
      }
#endif

   if ( sv_gibs->value && !parentmode->value )
      {
      GetBone( "chest", &pos, NULL, NULL, NULL );

      pos += worldorigin;

      gib1 = new Gib( "gib1.def" );
      gib1->setOrigin(pos);
      gib1->worldorigin.copyTo(gib1->edict->s.old_origin);
      gib1->SetVelocity( 1000 );
      gib1->velocity *= 3;
      gib1->edict->s.scale = 3.0;
      gib1->fadesplat = false;

      gib2 = new Gib( "gib2.def" );
      gib2->setOrigin(pos);
      gib2->worldorigin.copyTo(gib2->edict->s.old_origin);
      gib2->SetVelocity( 1000 );
      gib2->velocity *= 3;
      gib2->edict->s.scale = 3.0;
      gib2->fadesplat = false;
      }
   }

void ThrallMaster::FirePulse
	(
	Event *ev
	)

	{
	if ( ( currentWeapon ) && currentWeapon->ReadyToFire() && currentWeapon->HasAmmo() )
		{
      weaponmode = SECONDARY;
		currentWeapon->Fire();
		}
	}

void ThrallMaster::FireRockets
	(
	Event *ev
	)

	{
	if ( ( currentWeapon ) && currentWeapon->ReadyToFire() && currentWeapon->HasAmmo() )
		{
      weaponmode = PRIMARY;
		currentWeapon->Fire();
		}
   }

CLASS_DECLARATION( Weapon, ThrallGun, NULL );

ResponseDef ThrallGun::Responses[] =
	{
	   { &EV_Weapon_Shoot,        ( Response )&ThrallGun::Shoot },
      { &EV_Weapon_SecondaryUse, ( Response )&ThrallGun::SecondaryUse },
		{ NULL, NULL }
	};

ThrallGun::ThrallGun()
   {
   SetModels( NULL, "view_genbullet.def" );
	SetAmmo( "Rockets", 1, 10 );
   }

void ThrallGun::Shoot
	(
	Event *ev
	)

	{
	DrunkMissile *missile;
   ThrallPulse *pulse;
	Vector	pos;
	Vector	dir;

	assert( owner );
	if ( !owner )
		{
		return;
		}

   GetMuzzlePosition( &pos, &dir );

   if ( weaponmode == PRIMARY )
      {
	   missile = new DrunkMissile;
	   missile->Setup( owner, pos, dir );
      NextAttack( 0 );
      }
   else
      {
	   pulse = new ThrallPulse;
	   pulse->Setup( owner, pos, dir );
	   NextAttack( 0 );
      }
	}

void ThrallGun::SecondaryUse
   (
   Event *ev
   )

   {
   if ( weaponmode == PRIMARY )
      {
      weaponmode = SECONDARY;
      }
   else
      {
      weaponmode = PRIMARY;
      }
   }


Event EV_DrunkMissile_HeatSeek( "heatseek" );

CLASS_DECLARATION( Projectile, DrunkMissile, NULL );

ResponseDef DrunkMissile::Responses[] =
	{
      { &EV_Touch,                   ( Response )&DrunkMissile::Explode },
      { &EV_DrunkMissile_HeatSeek,   ( Response )&DrunkMissile::HeatSeek },
		{ NULL, NULL }
	};

void DrunkMissile::Explode
	(
   Event *ev
	)

	{
	int damg;
	Vector v;
	Entity *other;
   Entity *owner;

   other = ev->GetEntity( 1 );

   owner = G_GetEntity( this->owner );

   if ( !owner )
      {
      owner = world;
      }

   if ( !other || ( ( other == owner ) && ( owner != world ) ) || ( other->isSubclassOf( DrunkMissile ) ) )
		{
		return;
		}

   flags &= ~FL_PRETHINK;
   stopsound( CHAN_VOICE );
	setSolidType( SOLID_NOT );
	hideModel();

	if ( HitSky() )
		{
      PostEvent( EV_Remove, 0 );
      return;
		}

	damg = 40 + ( int )G_Random( 20 );

   other->Damage( this, owner, damg, worldorigin, velocity, level.impact_trace.plane.normal, 200, 0, MOD_ROCKETSPLASH, -1, -1, 1.0f );

   SpawnBlastDamage( &level.impact_trace, damg, owner );

   v = velocity;
	v.normalize();
	
	// don't do radius damage to the other, because all the damage
	// was done in the impact
	v = worldorigin - v * 36;
	CreateExplosion( v, damg, 0.7f, true, this, owner, other );
	PostEvent( EV_Remove, 0.1 );
	}

float DrunkMissile::ResolveMinimumDistance
	(
	Entity *potential_target,
	float currmin
	)

   {
   float		currdist;
	float		dot;
	Vector	angle;
	Vector	delta;
	Vector	norm;
	float		sine = 0.4f;

	delta = potential_target->centroid - worldorigin;

	norm = delta;
	norm.normalize();

	// Test if the target is in front of the missile
	dot = norm * orientation[ 0 ];
	if ( dot < 0 )
		{
		return currmin;
		}

	// Test if we're within the rocket's viewcone (45 degree cone)
	dot = norm * orientation[ 1 ];
	if ( fabs( dot ) > sine )
		{
		return currmin;
		}

	dot = norm * orientation[ 2 ];
	if ( fabs( dot ) > sine )
		{
		return currmin;
		}

	currdist = delta.length();
	if ( currdist < currmin )
		{
		currmin = currdist;
		target = potential_target;
		}

	return currmin;
	}

float DrunkMissile::AdjustAngle
	(
	float maxadjust,
	float currangle,
	float targetangle
	)

   {
   float dangle;
	float magangle;

	dangle = currangle - targetangle;

	if ( dangle )
		{
		magangle = ( float )fabs( dangle );
		if ( magangle < maxadjust )
			{
			currangle = targetangle;
			}
		else 
			{
			if ( magangle > 180.0f  )
				{
				maxadjust = -maxadjust;
				}
			if ( dangle > 0 )
				{
				maxadjust = -maxadjust;
				}
			currangle += maxadjust;
			}
		}

	while( currangle >= 360.0f )
		{
		currangle -= 360.0f;
		}

	while( currangle < 0.0f )
		{
		currangle += 360.0f;
		}

	return currangle;
	}

void DrunkMissile::HeatSeek
	(
	Event *ev
	)

	{
	float		mindist;
	Entity	*ent;
	trace_t  trace;
	Vector	delta;
	Vector	v;
   int      n;
   int      i;

   if ( ( !target ) || ( target == world ) )
		{
		mindist = 8192.0f;

	   n = SentientList.NumObjects();
	   for( i = 1; i <= n; i++ )
		   {
		   ent = SentientList.ObjectAt( i );
			if ( ent->entnum == owner )
				{
				continue;
				}

			if ( ( ( ent->takedamage != DAMAGE_AIM ) || ( ent->health <= 0 ) ) && !( edict->svflags & SVF_MONSTER ) )
				{
				continue;
				}

			trace = G_Trace( worldorigin, vec_zero, vec_zero, ent->centroid, this, MASK_SHOT, "DrunkMissile::HeatSeek" );
			if ( ( trace.fraction != 1.0 ) && ( trace.ent != ent->edict ) )
				{
				continue;
				}
	
			mindist = ResolveMinimumDistance( ent, mindist );
			}
		}
	else 
		{
      float predict;
      float dist;
      float time;
      float angspeed;

      delta = target->centroid - worldorigin;
      dist = delta.length();
      time = dist * ( 1 / DRUNKMISSILE_SPEED );
      predict = ( time * ( 0.5 + ( skill->value + 1 ) * 0.125 ) );
		delta += target->velocity * predict;
		delta.z = -delta.z;
		v = delta.toAngles();

      angspeed = 5.0f + skill->value;
		angles.x = AdjustAngle( angspeed, angles.x, v.x );
		angles.y = AdjustAngle( angspeed, angles.y, v.y );
		angles.z = AdjustAngle( angspeed, angles.z, v.z );
		}

   if ( !target )
	   {
      PostEvent( EV_DrunkMissile_HeatSeek, 0.2 );
	   }
   else
      {
      PostEvent( EV_DrunkMissile_HeatSeek, 0.1 );
      }
	}

void DrunkMissile::Prethink
	(
	void
	)

	{
	trace_t trace;
	Vector end;

	angles += Vector( G_CRandom( 3 ), G_CRandom( 5 ), 0 );

	// Check if we're about to hit the ground at a shallow angle
	if ( ( velocity.z < 0 ) && ( angles.x < 15.0f ) )
		{
		end = worldorigin + velocity * 0.1f;
		trace = G_Trace( worldorigin, vec_zero, vec_zero, end, this, MASK_SHOT, "DrunkMissile::Prethink" );
		if ( trace.fraction != 1 )
			{
			if ( trace.plane.normal[ 2 ] > 0.6f )
				{
				angles.x = -3;
				}
			}
		}

   setAngles( angles );
   velocity = Vector( orientation[ 0 ] ) * DRUNKMISSILE_SPEED;
	}

void DrunkMissile::Setup
	(
	Entity *owner,
	Vector pos,
	Vector dir
	)

	{
   Event *ev;

	this->owner = owner->entnum;
	edict->owner = owner->edict;

   flags |= FL_PRETHINK;

	setMoveType( MOVETYPE_FLYMISSILE );
	setSolidType( SOLID_BBOX );
	edict->clipmask = MASK_PROJECTILE;

	// set missile duration
   ev = new Event( EV_Touch );
   ev->AddEntity( world );
   PostEvent( ev, 10 );

   PostEvent( EV_DrunkMissile_HeatSeek, 0.1 + G_Random( 0.2f ) );

	// set missile direction
	angles = dir.toAngles();
	angles[ PITCH ] = - angles[ PITCH ];
	setAngles( angles );
	velocity = Vector( orientation[ 0 ] ) * 800.0f;

	target = NULL;

	setModel( "trocket.def" );
	setSize( "-1 -1 -1", "1 1 1" );
	takedamage = DAMAGE_YES;
	health = 10;
	setOrigin( pos );
   worldorigin.copyTo(edict->s.old_origin);

   edict->s.renderfx |= RF_DLIGHT;
   edict->s.effects  |= EF_ROCKET;
   edict->s.effects  |= EF_EVERYFRAME;
   edict->s.angles[ROLL] = rand() % 360;
	avelocity = "0 0 90";
	gravity = 0;
   edict->s.color_r      = 0.8;
   edict->s.color_g      = 0.4;
   edict->s.color_b      = 0;
   edict->s.radius       = 200;

	// setup ambient thrust
	ev = new Event( EV_RandomEntitySound );
	//ev->AddString( "thrust" );
   ev->AddString( "fire" );
   ProcessEvent( ev );
	}

CLASS_DECLARATION( Projectile, ThrallPulse, NULL );

ResponseDef ThrallPulse::Responses[] =
	{
      { &EV_Touch,                   ( Response )&ThrallPulse::Explode },
		{ NULL, NULL }
	};

void ThrallPulse::Explode
	(
   Event *ev
	)

	{
	int damg;
	Vector v;
	Entity *other;
   Entity *owner;
   ThrallPulseDebris *debris;
   int i;

   other = ev->GetEntity( 1 );

   owner = G_GetEntity( this->owner );

   if ( !owner )
      owner = world;

   if ( !other || ( other == owner ) || ( other->isSubclassOf( ThrallPulse ) ) )
		{
		return;
		}

   flags &= ~FL_PRETHINK;
   stopsound( CHAN_VOICE );
	setSolidType( SOLID_NOT );
	hideModel();

	if ( HitSky() )
		{
      PostEvent( EV_Remove, 0 );
      return;
		}

	if ( ctf->value )
		damg = 150;
	else
		damg = 160 + ( int )G_Random( 50 );

   other->Damage( this, owner, damg, worldorigin, velocity, level.impact_trace.plane.normal, 320, 0, MOD_THRALLBALL, -1, -1, 1.0f );

   SpawnBlastDamage( &level.impact_trace, damg, owner );
   
   v = velocity;
	v.normalize();
	
	// don't do radius damage to the other, because all the damage
	// was done in the impact
	v = worldorigin - v * 36;
	CreateExplosion( v, damg, 0.7f, true, this, owner, other, MOD_THRALLSPLASH );
	PostEvent( EV_Remove, 0.1 );
   FlashPlayers( v, 1, 1, 1, 0.5, 768 );

#if 0
   if ( ctf->value )
      {
      Entity *stuff;

      stuff = new Entity;
      stuff->setModel( "ctfpulse.def" );
      stuff->setOrigin( origin );
      stuff->showModel();
      stuff->worldorigin.copyTo( stuff->edict->s.old_origin );
      stuff->RandomAnimate( "explode", NULL );
      stuff->PostEvent( EV_Remove, FRAMETIME*2 );
      }
   else
#endif
      {
      for( i = 1; i < 4; i++ )
         {
         debris = new ThrallPulseDebris;
         debris->Setup( owner, v, i );
         }
      }
	}

void ThrallPulse::Setup
	(
	Entity *owner,
	Vector pos,
	Vector dir
	)

	{
   Event *ev;

	this->owner = owner->entnum;
	edict->owner = owner->edict;

	setMoveType( MOVETYPE_FLYMISSILE );
	setSolidType( SOLID_BBOX );
	edict->clipmask = MASK_PROJECTILE;

	// set missile duration
   ev = new Event( EV_Touch );
   ev->AddEntity( world );
   PostEvent( ev, 10 );

	// set missile direction
	angles = dir.toAngles();
	angles[ PITCH ] = - angles[ PITCH ];
	setAngles( angles );
	velocity = Vector( orientation[ 0 ] ) * 1400.0f;

   setModel( "sprites/thrallpulse.spr" );

	setSize( "-8 -8 -8", "8 8 8" );
	takedamage = DAMAGE_NO;
	setOrigin( pos );
   worldorigin.copyTo(edict->s.old_origin);
   showModel();

   edict->s.renderfx |= RF_DLIGHT;
   edict->s.angles[ROLL] = rand() % 360;
	avelocity = "0 0 90";
	gravity = 0;
   edict->s.color_r      = 0.8;
   edict->s.color_g      = 0;
   edict->s.color_b      = 0;
   edict->s.radius       = 200;
	}

CLASS_DECLARATION( Projectile, ThrallPulseDebris, NULL );

ResponseDef ThrallPulseDebris::Responses[] =
	{
      { &EV_Touch,            ( Response )&ThrallPulseDebris::Touch },
		{ NULL, NULL }
	};

void ThrallPulseDebris::Touch
	(
   Event *ev
	)

	{
	Entity *other;
   Entity *owner;

   if ( level.time < nexttouch )
      {
      return;
      }

   nexttouch = level.time + 1;

   other = ev->GetEntity( 1 );
   owner = G_GetEntity( this->owner );
   if ( !owner )
      {
      owner = world;
      }

   if ( !other )
		{
		return;
		}

   other->Damage( this, owner, 10 * edict->s.scale, worldorigin, velocity, 
      level.impact_trace.plane.normal, velocity.length(), 0, MOD_DEBRIS, -1, -1, 1.0f );
	}

void ThrallPulseDebris::Prethink
	(
   void
	)

	{
   if ( ( level.time - spawntime ) > 4 )
      {
      edict->s.scale *= 0.9;
      setSize( Vector( -4, -4, -4 ) * edict->s.scale, Vector( 4, 4, 4 ) * edict->s.scale );
      }
   }

void ThrallPulseDebris::Setup
	(
   Entity *owner,
	Vector pos,
	float size
	)

	{
	this->owner = owner->entnum;
	edict->owner = owner->edict;

   nexttouch = 0;
   spawntime = level.time;
   flags |= FL_PRETHINK;
   setModel( "thrallfire.def" );
   setMoveType( MOVETYPE_BOUNCE );
	setSolidType( SOLID_TRIGGER );
   edict->s.effects |= EF_ROCKET;
   showModel();
   setOrigin( pos );
   worldorigin.copyTo( edict->s.old_origin );
   velocity = Vector( G_CRandom( 200 ), G_CRandom( 200 ), G_Random( 100 ) + 100 );
   PostEvent( EV_Remove, 4 + 2 * size );
   edict->s.scale *= size;
   setSize( Vector( -4, -4, -4 ) * edict->s.scale, Vector( 4, 4, 4 ) * edict->s.scale );
	}
