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{ AmmoType, AMMO_TYPE_COUNT, AmmoItemId } from '@quake2ts/shared';\n\nexport { AmmoType, AMMO_TYPE_COUNT, AmmoItemId };\n\nexport type AmmoCaps = readonly number[];\n\nexport type AmmoSeed = Partial<Record<AmmoType, number>>;\n\nexport interface AmmoInventory {\n  readonly caps: AmmoCaps;\n  counts: number[];\n}\n\nexport interface AmmoAdjustmentResult {\n  readonly ammoType: AmmoType;\n  readonly added: number;\n  readonly newCount: number;\n  readonly capped: number;\n  readonly pickedUp: boolean;\n}\n\nexport interface AmmoItemDefinition {\n  readonly id: AmmoItemId;\n  readonly ammoType: AmmoType;\n  readonly quantity: number;\n  readonly weaponAmmo: boolean;\n}\n\nconst AMMO_ITEM_DEFINITIONS: Record<AmmoItemId, AmmoItemDefinition> = {\n  [AmmoItemId.Shells]: { id: AmmoItemId.Shells, ammoType: AmmoType.Shells, quantity: 10, weaponAmmo: false },\n  [AmmoItemId.Bullets]: { id: AmmoItemId.Bullets, ammoType: AmmoType.Bullets, quantity: 50, weaponAmmo: false },\n  [AmmoItemId.Rockets]: { id: AmmoItemId.Rockets, ammoType: AmmoType.Rockets, quantity: 5, weaponAmmo: false },\n  [AmmoItemId.Grenades]: { id: AmmoItemId.Grenades, ammoType: AmmoType.Grenades, quantity: 5, weaponAmmo: true },\n  [AmmoItemId.Cells]: { id: AmmoItemId.Cells, ammoType: AmmoType.Cells, quantity: 50, weaponAmmo: false },\n  [AmmoItemId.Slugs]: { id: AmmoItemId.Slugs, ammoType: AmmoType.Slugs, quantity: 10, weaponAmmo: false },\n  [AmmoItemId.MagSlugs]: { id: AmmoItemId.MagSlugs, ammoType: AmmoType.MagSlugs, quantity: 10, weaponAmmo: false },\n  [AmmoItemId.Flechettes]: { id: AmmoItemId.Flechettes, ammoType: AmmoType.Flechettes, quantity: 50, weaponAmmo: false },\n  [AmmoItemId.Disruptor]: { id: AmmoItemId.Disruptor, ammoType: AmmoType.Disruptor, quantity: 15, weaponAmmo: false },\n  [AmmoItemId.Tesla]: { id: AmmoItemId.Tesla, ammoType: AmmoType.Tesla, quantity: 5, weaponAmmo: false },\n  [AmmoItemId.Trap]: { id: AmmoItemId.Trap, ammoType: AmmoType.Trap, quantity: 5, weaponAmmo: false },\n  [AmmoItemId.Prox]: { id: AmmoItemId.Prox, ammoType: AmmoType.Prox, quantity: 5, weaponAmmo: false },\n};\n\nexport function getAmmoItemDefinition(id: AmmoItemId): AmmoItemDefinition {\n  return AMMO_ITEM_DEFINITIONS[id];\n}\n\nexport function createAmmoInventory(caps: AmmoCaps = createBaseAmmoCaps(), seed?: AmmoSeed): AmmoInventory {\n  const counts = Array(AMMO_TYPE_COUNT).fill(0);\n  if (seed) {\n    for (const [ammoType, count] of Object.entries(seed)) {\n      counts[Number(ammoType)] = count;\n    }\n  }\n  return { caps: caps.slice(), counts };\n}\n\n/**\n * Mirrors the rerelease defaults in p_client.cpp where max ammo counts are\n * seeded to 50, then overridden for select types (bullets/shells/cells).\n */\nexport function createBaseAmmoCaps(): number[] {\n  const caps = Array(AMMO_TYPE_COUNT).fill(50);\n  caps[AmmoType.Bullets] = 200;\n  caps[AmmoType.Shells] = 100;\n  caps[AmmoType.Cells] = 200;\n  caps[AmmoType.MagSlugs] = 50;\n  caps[AmmoType.Flechettes] = 200;\n  caps[AmmoType.Disruptor] = 200; // Assuming similar to cells/bullets\n  caps[AmmoType.Tesla] = 50;\n  caps[AmmoType.Trap] = 50;\n  caps[AmmoType.Prox] = 50;\n  return caps;\n}\n\nexport function clampAmmoCounts(counts: readonly number[], caps: AmmoCaps): number[] {\n  const limit = Math.min(counts.length, caps.length);\n  const clamped: number[] = counts.slice(0, limit);\n\n  for (let i = 0; i < limit; i++) {\n    const cap = caps[i];\n    if (cap !== undefined) {\n      clamped[i] = Math.min(counts[i], cap);\n    }\n  }\n\n  return clamped;\n}\n\nexport function addAmmo(inventory: AmmoInventory, ammoType: AmmoType, amount: number): AmmoAdjustmentResult {\n  const cap = inventory.caps[ammoType];\n  const current = inventory.counts[ammoType] ?? 0;\n\n  if (cap !== undefined && current >= cap) {\n    return { ammoType, added: 0, newCount: current, capped: cap, pickedUp: false };\n  }\n\n  const uncapped = current + amount;\n  // If cap is undefined, we shouldn't really have infinite ammo, but let's assume uncapped.\n  // Actually cap might be undefined if we access out of bounds, but AMMO_TYPE_COUNT should cover it.\n  const newCount = (cap === undefined) ? uncapped : Math.min(uncapped, cap);\n  const added = newCount - current;\n\n  inventory.counts[ammoType] = newCount;\n\n  return { ammoType, added, newCount, capped: cap ?? Number.POSITIVE_INFINITY, pickedUp: added > 0 };\n}\n\nexport interface AmmoPickupOptions {\n  readonly countOverride?: number;\n}\n\nexport function pickupAmmo(\n  inventory: AmmoInventory,\n  itemId: AmmoItemId,\n  options: AmmoPickupOptions = {},\n): AmmoAdjustmentResult {\n  const def = getAmmoItemDefinition(itemId);\n  const amount = options.countOverride ?? def.quantity;\n\n  return addAmmo(inventory, def.ammoType, amount);\n}\n","export enum DamageFlags {\n  NONE = 0,\n  RADIUS = 0x00000001,\n  NO_ARMOR = 0x00000002,\n  ENERGY = 0x00000004,\n  NO_KNOCKBACK = 0x00000008,\n  BULLET = 0x00000010,\n  NO_PROTECTION = 0x00000020,\n  DESTROY_ARMOR = 0x00000040,\n  NO_REG_ARMOR = 0x00000080,\n  NO_POWER_ARMOR = 0x00000100,\n  NO_INDICATOR = 0x00000200,\n  NO_DAMAGE_EFFECTS = 0x00000400, // Custom flag to suppress blood/sparks\n}\n\nexport enum EntityDamageFlags {\n  GODMODE = 1 << 0,\n  IMMORTAL = 1 << 1,\n  NO_KNOCKBACK = 1 << 2,\n  NO_DAMAGE_EFFECTS = 1 << 3,\n}\n\nexport function hasAnyDamageFlag(flags: number, mask: DamageFlags): boolean {\n  return (flags & mask) !== 0;\n}\n","import { angleVectors, type Vec3 } from '@quake2ts/shared';\nimport { DamageFlags, hasAnyDamageFlag } from './damageFlags.js';\n\nexport enum ArmorType {\n  BODY = 'body',\n  COMBAT = 'combat',\n  JACKET = 'jacket',\n}\n\nexport interface ArmorInfo {\n  readonly baseCount: number;\n  readonly maxCount: number;\n  readonly normalProtection: number;\n  readonly energyProtection: number;\n}\n\nexport const ARMOR_INFO: Record<ArmorType, ArmorInfo> = {\n  [ArmorType.JACKET]: {\n    baseCount: 25,\n    maxCount: 50,\n    normalProtection: 0.3,\n    energyProtection: 0,\n  },\n  [ArmorType.COMBAT]: {\n    baseCount: 50,\n    maxCount: 100,\n    normalProtection: 0.6,\n    energyProtection: 0.3,\n  },\n  [ArmorType.BODY]: {\n    baseCount: 100,\n    maxCount: 200,\n    normalProtection: 0.8,\n    energyProtection: 0.6,\n  },\n};\n\nexport interface RegularArmorState {\n  readonly armorType: ArmorType | null;\n  armorCount: number;\n}\n\nexport interface RegularArmorResult {\n  readonly saved: number;\n  readonly remainingArmor: number;\n}\n\nexport function applyRegularArmor(\n  damage: number,\n  flags: number,\n  state: RegularArmorState,\n): RegularArmorResult {\n  if (\n    damage <= 0 ||\n    hasAnyDamageFlag(flags, DamageFlags.NO_ARMOR | DamageFlags.NO_REG_ARMOR) ||\n    !state.armorType ||\n    state.armorCount <= 0\n  ) {\n    return { saved: 0, remainingArmor: state.armorCount };\n  }\n\n  const info = ARMOR_INFO[state.armorType];\n  const protection = hasAnyDamageFlag(flags, DamageFlags.ENERGY)\n    ? info.energyProtection\n    : info.normalProtection;\n\n  let saved = Math.ceil(protection * damage);\n  if (saved >= state.armorCount) {\n    saved = state.armorCount;\n  }\n\n  if (saved <= 0) {\n    return { saved: 0, remainingArmor: state.armorCount };\n  }\n\n  return { saved, remainingArmor: state.armorCount - saved };\n}\n\nexport type PowerArmorType = 'screen' | 'shield';\n\nexport interface PowerArmorState {\n  readonly type: PowerArmorType | null;\n  cellCount: number;\n  readonly angles: Vec3;\n  readonly origin: Vec3;\n  readonly health: number;\n}\n\nexport interface PowerArmorOptions {\n  readonly ctfMode?: boolean;\n}\n\nexport interface PowerArmorResult {\n  readonly saved: number;\n  readonly remainingCells: number;\n}\n\n// Implements CheckPowerArmor from rerelease/g_combat.cpp\nexport function applyPowerArmor(\n  damage: number,\n  flags: number,\n  hitPoint: Vec3,\n  _hitNormal: Vec3,\n  state: PowerArmorState,\n  options: PowerArmorOptions = {},\n): PowerArmorResult {\n  if (state.health <= 0 || damage <= 0) {\n    return { saved: 0, remainingCells: state.cellCount };\n  }\n\n  if (hasAnyDamageFlag(flags, DamageFlags.NO_ARMOR | DamageFlags.NO_POWER_ARMOR)) {\n    return { saved: 0, remainingCells: state.cellCount };\n  }\n\n  if (!state.type || state.cellCount <= 0) {\n    return { saved: 0, remainingCells: state.cellCount };\n  }\n\n  // Quake 2 Power Screen direction check:\n  // \"if (dot < 0.3) return 0;\"\n  // where dot is DotProduct(dir, forward)\n  // dir is direction from player origin to impact point.\n  // forward is player's view direction.\n  const { forward } = angleVectors(state.angles);\n  const toImpact = {\n    x: hitPoint.x - state.origin.x,\n    y: hitPoint.y - state.origin.y,\n    z: hitPoint.z - state.origin.z,\n  };\n  const toImpactLength = Math.hypot(toImpact.x, toImpact.y, toImpact.z);\n\n  if (state.type === 'screen' && toImpactLength > 0) {\n    const dir = {\n      x: toImpact.x / toImpactLength,\n      y: toImpact.y / toImpactLength,\n      z: toImpact.z / toImpactLength,\n    };\n    const dot = dir.x * forward.x + dir.y * forward.y + dir.z * forward.z;\n    if (dot <= 0.3) {\n      return { saved: 0, remainingCells: state.cellCount };\n    }\n  }\n\n  const ctfMode = options.ctfMode ?? false;\n  const damagePerCell = state.type === 'screen' ? 1 : ctfMode ? 1 : 2;\n  let adjustedDamage = state.type === 'screen' ? damage / 3 : (2 * damage) / 3;\n  adjustedDamage = Math.max(1, adjustedDamage);\n\n  let saved = state.cellCount * damagePerCell;\n  if (hasAnyDamageFlag(flags, DamageFlags.ENERGY)) {\n    saved = Math.max(1, Math.floor(saved / 2));\n  }\n\n  if (saved > adjustedDamage) {\n    saved = Math.floor(adjustedDamage);\n  }\n\n  let powerUsed = saved / damagePerCell;\n  if (hasAnyDamageFlag(flags, DamageFlags.ENERGY)) {\n    powerUsed *= 2;\n  }\n  powerUsed = Math.max(1, Math.floor(powerUsed));\n\n  const cellsSpent = Math.max(damagePerCell, powerUsed);\n  const remainingCells = Math.max(0, state.cellCount - cellsSpent);\n\n  return { saved, remainingCells };\n}\n","import {\n  type AmmoInventory,\n  createAmmoInventory,\n  type AmmoItemId,\n  addAmmo,\n  pickupAmmo,\n  type AmmoAdjustmentResult,\n  AmmoType,\n} from './ammo.js';\nimport {\n  WeaponId,\n  PowerupId\n} from '@quake2ts/shared';\nimport { ArmorType, ARMOR_INFO, type RegularArmorState } from '../combat/armor.js';\nimport { WeaponItem, ArmorItem, PowerupItem, PowerArmorItem, KeyItem, HealthItem, FlagItem } from './items.js';\nimport { PlayerWeaponStates, createPlayerWeaponStates } from '../combat/weapons/state.js';\nimport { Vec3, ZERO_VEC3, DamageIndicator } from '@quake2ts/shared';\nimport { WeaponStateEnum } from '../combat/weapons/state.js';\nimport type { Entity } from '../entities/entity.js';\n\nexport { WeaponId, PowerupId };\n\nexport interface PlayerInventoryOptions {\n  readonly weapons?: readonly WeaponId[];\n  readonly ammo?: Record<number, number>;\n  readonly ammoCaps?: readonly number[];\n  readonly currentWeapon?: WeaponId;\n}\n\nexport enum KeyId {\n  Blue = 'key_blue',\n  Red = 'key_red',\n  Green = 'key_green',\n  Yellow = 'key_yellow',\n  DataCD = 'key_data_cd',\n  PowerCube = 'key_power_cube',\n  ExplosiveCharges = 'key_explosive_charges',\n  PowerCore = 'key_power_core',\n  Pyramid = 'key_pyramid',\n  DataSpinner = 'key_data_spinner',\n  Pass = 'key_pass',\n  CommanderHead = 'key_commander_head',\n  Airstrike = 'key_airstrike',\n  NukeContainer = 'key_nuke_container',\n  Nuke = 'key_nuke',\n  RedFlag = 'key_red_flag',\n  BlueFlag = 'key_blue_flag',\n}\n\nexport interface PlayerInventory {\n  readonly ammo: AmmoInventory;\n  readonly ownedWeapons: Set<WeaponId>;\n  currentWeapon?: WeaponId;\n  armor: RegularArmorState | null;\n  readonly powerups: Map<PowerupId, number | null>; // id -> expiration time\n  readonly keys: Set<KeyId>;\n  readonly items: Set<string>; // Generic items like Power Screen/Shield\n  // Pickup state\n  pickupItem?: string;\n  pickupTime?: number;\n}\n\nexport interface FogState {\n    density: number;\n    r: number;\n    g: number;\n    b: number;\n    sky_factor: number;\n}\n\nexport interface HeightFogState {\n    start_color: number[];\n    end_color: number[];\n    falloff: number;\n    density: number;\n}\n\nexport interface PlayerPersistentState {\n    connected: boolean;\n    inventory: number[]; // Indexable inventory if needed, or map to PlayerInventory\n    health: number;\n    max_health: number;\n    savedFlags: number;\n    selected_item: number;\n\n    // KEX Fog fields\n    wanted_fog?: FogState;\n    wanted_heightfog?: HeightFogState;\n    fog_transition_time?: number;\n\n    // Additional fields as needed by original gclient_t.pers\n    power_cubes?: number;\n    helpchanged?: number;\n    help_time?: number;\n    game_help1changed?: number;\n    game_help2changed?: number;\n    netname?: string;\n    spectator?: boolean;\n}\n\nexport interface PlayerClient {\n    inventory: PlayerInventory;\n    weaponStates: PlayerWeaponStates;\n    pers: PlayerPersistentState; // [Paril-KEX] Persistent state including fog\n    buttons: number;\n    // Movement\n    pm_type: number;\n    pm_time: number;\n    pm_flags: number;\n    gun_frame: number;\n    gunindex?: number;\n    rdflags: number; // View flags\n    fov: number;\n    // View kick\n    kick_angles?: Vec3;\n    kick_origin?: Vec3;\n    v_angle?: Vec3; // Actual view angles (including kick?)\n    // Powerups\n    quad_time?: number;\n    double_time?: number;\n    invincible_time?: number;\n    breather_time?: number;\n    enviro_time?: number;\n    air_finished?: number;\n    quadsound_time?: number;\n    invisible_time?: number;\n    invisibility_fade_time?: number;\n    // Weapon Animation System\n    weaponstate?: WeaponStateEnum;\n    weapon_think_time?: number;\n    weapon_fire_finished?: number;\n    weapon_sound?: number;\n    // Grenade specific\n    grenade_time?: number | null;\n    grenade_finished_time?: number | null;\n    grenade_blew_up?: boolean;\n    // Weapon charging\n    weapon_charge_start_time?: number;\n    // Animation\n    anim_priority?: number;\n    anim_end?: number;\n    anim_time?: number;\n    // Earthquakes\n    quake_time?: number;\n    // Damage feedback\n    damage_alpha?: number;\n    damage_blend?: [number, number, number];\n    damage_indicators?: DamageIndicator[];\n\n    // Ammo cache for snapshot\n    currentAmmoCount?: number;\n    // Pending weapon switch\n    newWeapon?: WeaponId;\n    // Additional fields\n    landmark_name?: string | null;\n    landmark_rel_pos?: Vec3;\n    oldvelocity?: Vec3;\n    oldviewangles?: Vec3;\n    oldgroundentity?: any; // Entity\n    viewoffset?: Vec3; // View offset (e.g. crouching)\n    owned_sphere?: any; // Entity\n    score?: number; // Added score property for scoreboard\n    ping?: number; // Added for lag compensation\n    stats?: number[]; // Added stats array for persistence (e.g. CTF HUD)\n\n    // AI Noise Tracking\n    player_noise_entity?: Entity;\n    sight_entity?: Entity;\n    sight_entity_time?: number;\n    sound_entity?: Entity;\n    sound_entity_time?: number;\n    sound2_entity?: Entity;\n    sound2_entity_time?: number;\n}\n\nexport function createPlayerInventory(init: PlayerInventoryOptions = {}): PlayerInventory {\n  const ammoCaps = init.ammoCaps;\n  const inv: PlayerInventory = {\n    ammo: createAmmoInventory(ammoCaps),\n    ownedWeapons: new Set(init.weapons ?? [WeaponId.Blaster]),\n    armor: null,\n    powerups: new Map(),\n    keys: new Set(),\n    items: new Set(),\n  };\n\n  if (init.ammo) {\n    for (const [type, count] of Object.entries(init.ammo)) {\n      inv.ammo.counts[Number(type)] = count;\n    }\n  }\n\n  // Set default weapon if we have any\n  if (init.currentWeapon) {\n      inv.currentWeapon = init.currentWeapon;\n  } else if (inv.ownedWeapons.size > 0) {\n      // Prefer blaster, then shotgun, then first avail\n      if (inv.ownedWeapons.has(WeaponId.Blaster)) inv.currentWeapon = WeaponId.Blaster;\n      else if (inv.ownedWeapons.has(WeaponId.Shotgun)) inv.currentWeapon = WeaponId.Shotgun;\n      else inv.currentWeapon = [...inv.ownedWeapons][0];\n  }\n\n  return inv;\n}\n\nexport function resetInventory(inventory: PlayerInventory) {\n    // Keep caps?\n    // Reset ammo counts\n    inventory.ammo.counts.fill(0);\n\n    // Clear weapons except default? Usually handled by caller giving Blaster.\n    // We clear all.\n    inventory.ownedWeapons.clear();\n    inventory.currentWeapon = undefined;\n\n    inventory.armor = null;\n    inventory.powerups.clear();\n    inventory.keys.clear();\n    inventory.items.clear();\n\n    inventory.pickupItem = undefined;\n    inventory.pickupTime = undefined;\n}\n\nfunction setPickup(inventory: PlayerInventory, item: string, time: number) {\n    inventory.pickupItem = item;\n    inventory.pickupTime = time;\n}\n\nexport function giveAmmoItem(\n  inventory: PlayerInventory,\n  itemId: AmmoItemId,\n  options?: Parameters<typeof pickupAmmo>[2],\n): AmmoAdjustmentResult {\n  return pickupAmmo(inventory.ammo, itemId, options);\n}\n\nexport function giveWeapon(inventory: PlayerInventory, weapon: WeaponId, select = false): boolean {\n  const hadWeapon = inventory.ownedWeapons.has(weapon);\n  inventory.ownedWeapons.add(weapon);\n  if (select || !inventory.currentWeapon) {\n    inventory.currentWeapon = weapon;\n  }\n  return !hadWeapon;\n}\n\nexport function hasWeapon(inventory: PlayerInventory, weapon: WeaponId): boolean {\n  return inventory.ownedWeapons.has(weapon);\n}\n\nexport function selectWeapon(inventory: PlayerInventory, weapon: WeaponId): boolean {\n  if (!inventory.ownedWeapons.has(weapon)) {\n    return false;\n  }\n  inventory.currentWeapon = weapon;\n  return true;\n}\n\nexport function equipArmor(inventory: PlayerInventory, armorType: ArmorType | null, amount: number): RegularArmorState | null {\n  if (!armorType || amount <= 0) {\n    inventory.armor = null;\n    return null;\n  }\n\n  const info = ARMOR_INFO[armorType];\n  const armorCount = Math.min(amount, info.maxCount);\n  inventory.armor = { armorType, armorCount };\n  return inventory.armor;\n}\n\nexport function addPowerup(inventory: PlayerInventory, powerup: PowerupId, expiresAt: number | null): void {\n  inventory.powerups.set(powerup, expiresAt);\n}\n\nexport function hasPowerup(inventory: PlayerInventory, powerup: PowerupId): boolean {\n  return inventory.powerups.has(powerup);\n}\n\nexport function clearExpiredPowerups(inventory: PlayerInventory, nowMs: number): void {\n  for (const [id, expiresAt] of inventory.powerups.entries()) {\n    if (expiresAt !== null && expiresAt <= nowMs) {\n      inventory.powerups.delete(id);\n    }\n  }\n}\n\nexport function addKey(inventory: PlayerInventory, key: KeyId): boolean {\n  const before = inventory.keys.size;\n  inventory.keys.add(key);\n  return inventory.keys.size > before;\n}\n\nexport function hasKey(inventory: PlayerInventory, key: KeyId): boolean {\n  return inventory.keys.has(key);\n}\n\nexport function hasItem(inventory: PlayerInventory, item: string): boolean {\n    return inventory.items.has(item);\n}\n\nexport function canPickupHealth(inventory: PlayerInventory, health: number, item: HealthItem): boolean {\n    if (health >= item.max) {\n        return false;\n    }\n\n    return true;\n}\n\nexport function pickupArmor(inventory: PlayerInventory, item: ArmorItem, time: number): boolean {\n    let armorType: ArmorType | null = null;\n    let icon = '';\n    if (item.id === 'item_armor_jacket') {\n        armorType = ArmorType.JACKET;\n        icon = 'i_jacketarmor';\n    } else if (item.id === 'item_armor_combat') {\n        armorType = ArmorType.COMBAT;\n        icon = 'i_combatarmor';\n    } else if (item.id === 'item_armor_body') {\n        armorType = ArmorType.BODY;\n        icon = 'i_bodyarmor';\n    }\n\n    if (armorType) {\n        const armorInfo = ARMOR_INFO[armorType];\n        if (!inventory.armor || inventory.armor.armorType !== armorType) {\n            // Logic based on g_items.c: Pickup_Armor\n            // If we have different armor, only take if new armor is better (higher protection).\n            // This prevents replacing Body Armor (0.8) with Jacket Armor (0.3).\n            let take = true;\n            if (inventory.armor) {\n                const oldInfo = ARMOR_INFO[inventory.armor.armorType!];\n                if (oldInfo.normalProtection > armorInfo.normalProtection) {\n                    take = false;\n                }\n            }\n\n            if (take) {\n                inventory.armor = { armorType, armorCount: item.amount };\n                setPickup(inventory, icon, time);\n                return true;\n            } else {\n                return false;\n            }\n        } else {\n            // Same type, add count up to max\n            inventory.armor.armorCount += item.amount;\n            if (inventory.armor.armorCount > armorInfo.maxCount) {\n                inventory.armor.armorCount = armorInfo.maxCount;\n            }\n            setPickup(inventory, icon, time);\n            return true;\n        }\n    }\n\n    if (item.id === 'item_armor_shard') {\n        if (!inventory.armor) {\n            // Shards give Jacket Armor (2) if player has no armor\n            inventory.armor = { armorType: ArmorType.JACKET, armorCount: item.amount };\n        } else {\n            inventory.armor.armorCount += item.amount;\n            const armorInfo = ARMOR_INFO[inventory.armor.armorType!];\n            if (inventory.armor.armorCount > armorInfo.maxCount) {\n                inventory.armor.armorCount = armorInfo.maxCount;\n            }\n        }\n        // Shards do not trigger a pickup icon/timer in inventory slot\n        return true;\n    }\n\n    return false;\n}\n\nexport function pickupPowerup(client: PlayerClient, item: PowerupItem, time: number): boolean {\n    const inventory = client.inventory;\n    let powerupId: PowerupId | null = null;\n    let icon = '';\n\n    switch (item.id) {\n        case 'item_quad':\n            powerupId = PowerupId.QuadDamage;\n            icon = 'p_quad';\n            break;\n        case 'item_invulnerability':\n            powerupId = PowerupId.Invulnerability;\n            icon = 'p_invulnerability';\n            break;\n        case 'item_silencer':\n            powerupId = PowerupId.Silencer;\n            icon = 'p_silencer';\n            break;\n        case 'item_rebreather':\n            powerupId = PowerupId.Rebreather;\n            icon = 'p_rebreather';\n            break;\n        case 'item_enviro':\n            powerupId = PowerupId.EnviroSuit;\n            icon = 'p_envirosuit';\n            break;\n        case 'item_double':\n            powerupId = PowerupId.DoubleDamage;\n            icon = 'p_double';\n            break;\n        case 'item_invisibility':\n            powerupId = PowerupId.Invisibility;\n            icon = 'p_invisibility';\n            break;\n    }\n\n    if (powerupId) {\n        const expiresAt = inventory.powerups.get(powerupId);\n        const newExpiresAt = (expiresAt && expiresAt > time) ? expiresAt + item.timer * 1000 : time + item.timer * 1000;\n        inventory.powerups.set(powerupId, newExpiresAt);\n\n        if (powerupId === PowerupId.QuadDamage) {\n            client.quad_time = newExpiresAt / 1000;\n        } else if (powerupId === PowerupId.DoubleDamage) {\n            client.double_time = newExpiresAt / 1000;\n        } else if (powerupId === PowerupId.Invulnerability) {\n            client.invincible_time = newExpiresAt / 1000;\n        } else if (powerupId === PowerupId.EnviroSuit) {\n            client.enviro_time = newExpiresAt / 1000;\n        } else if (powerupId === PowerupId.Rebreather) {\n            client.breather_time = newExpiresAt / 1000;\n        } else if (powerupId === PowerupId.Invisibility) {\n            client.invisible_time = newExpiresAt / 1000;\n            client.invisibility_fade_time = (newExpiresAt / 1000) - 3;\n        }\n\n        setPickup(inventory, icon, time);\n        return true;\n    }\n\n    return false;\n}\n\nexport function pickupPowerArmor(inventory: PlayerInventory, item: PowerArmorItem, time: number): boolean {\n    let icon = '';\n    if (item.armorType === 'screen') {\n        icon = 'i_powerscreen';\n    } else if (item.armorType === 'shield') {\n        icon = 'i_powershield';\n    }\n\n    // Power Armor logic mirrors Quake 2:\n    // Picking up screen/shield always gives the item.\n    // T_Damage logic (damage.ts) handles priority and cell consumption.\n\n    const hadIt = inventory.items.has(item.id);\n    inventory.items.add(item.id);\n\n    if (!hadIt) {\n        setPickup(inventory, icon, time);\n        return true;\n    }\n\n    return false;\n}\n\nexport function pickupKey(inventory: PlayerInventory, item: KeyItem, time: number): boolean {\n    let keyId: KeyId | null = null;\n    let icon = '';\n\n    switch (item.id) {\n        case 'key_blue':\n            keyId = KeyId.Blue;\n            icon = 'k_bluekey';\n            break;\n        case 'key_red':\n            keyId = KeyId.Red;\n            icon = 'k_redkey';\n            break;\n        case 'key_green':\n            keyId = KeyId.Green;\n            icon = 'k_security'; // Approx mapping\n            break;\n        case 'key_yellow':\n            keyId = KeyId.Yellow;\n            icon = 'k_pyramid'; // Approx mapping\n            break;\n    }\n\n    if (keyId) {\n        const res = addKey(inventory, keyId);\n        if (res) setPickup(inventory, icon, time);\n        return res;\n    }\n\n    return false;\n}\n\nexport function pickupFlag(client: PlayerClient, item: FlagItem, time: number): boolean {\n    const inventory = client.inventory;\n    let keyId: KeyId | null = null;\n    let icon = '';\n\n    if (item.team === 'red') {\n        keyId = KeyId.RedFlag;\n        icon = 'i_ctf1';\n    } else {\n        keyId = KeyId.BlueFlag;\n        icon = 'i_ctf2';\n    }\n\n    // TODO: Verify if player can pick up this flag (team check)\n    // For now, assume yes and let caller handle logic or strict checks here later\n\n    if (keyId) {\n        // Flag pickup logic in CTF often replaces existing flag if carrying one?\n        // Usually you can only carry one.\n        // And you shouldn't be able to carry your own flag (unless returning it).\n\n        // Using addKey for now as storage\n        const res = addKey(inventory, keyId);\n        if (res) setPickup(inventory, icon, time);\n        return true;\n        // Always return true for pickup success even if we already had it?\n        // In Q2, touching a flag usually does something.\n    }\n    return false;\n}\n\nexport function pickupWeapon(inventory: PlayerInventory, weaponItem: WeaponItem, time: number): boolean {\n  const hadWeapon = hasWeapon(inventory, weaponItem.weaponId);\n  let ammoAdded = false;\n\n  if (weaponItem.ammoType) {\n      const ammoToAdd = hadWeapon ? weaponItem.pickupAmmo : weaponItem.initialAmmo;\n      const result = addAmmo(inventory.ammo, weaponItem.ammoType, ammoToAdd);\n      ammoAdded = result.pickedUp;\n  }\n\n  if (hadWeapon && !ammoAdded) {\n      return false;\n  }\n\n  giveWeapon(inventory, weaponItem.weaponId, true);\n\n  // Icon name for weapon\n  // weaponItem.id is like 'weapon_railgun'\n  // icons are 'w_railgun'\n  const icon = `w_${weaponItem.id.substring(7)}`;\n  setPickup(inventory, icon, time);\n\n  return true;\n}\n  \nexport interface SerializedPlayerInventory {\n  readonly ammo: readonly number[];\n  readonly ownedWeapons: readonly WeaponId[];\n  readonly currentWeapon?: WeaponId;\n  readonly armor: RegularArmorState | null;\n  readonly powerups: readonly [PowerupId, number | null][];\n  readonly keys: readonly KeyId[];\n  readonly items: readonly string[];\n}\n\nexport function serializePlayerInventory(inventory: PlayerInventory): SerializedPlayerInventory {\n  return {\n    ammo: inventory.ammo.counts,\n    ownedWeapons: [...inventory.ownedWeapons],\n    currentWeapon: inventory.currentWeapon,\n    armor: inventory.armor ? { ...inventory.armor } : null,\n    powerups: [...inventory.powerups.entries()],\n    keys: [...inventory.keys],\n    items: [...inventory.items],\n  };\n}\n\nexport function deserializePlayerInventory(\n  serialized: SerializedPlayerInventory,\n  options: PlayerInventoryOptions = {},\n): PlayerInventory {\n  const ammo = createAmmoInventory(options.ammoCaps);\n  const limit = Math.min(ammo.counts.length, serialized.ammo.length);\n  for (let i = 0; i < limit; i++) {\n    ammo.counts[i] = serialized.ammo[i];\n  }\n\n  return {\n    ammo,\n    ownedWeapons: new Set(serialized.ownedWeapons),\n    currentWeapon: serialized.currentWeapon,\n    armor: serialized.armor ? { ...serialized.armor } : null,\n    powerups: new Map(serialized.powerups),\n    keys: new Set(serialized.keys),\n    items: new Set(serialized.items),\n  };\n}\n","/**\n * Means-of-death identifiers mirrored from the Quake II rerelease `mod_id_t`\n * enumeration in `g_local.h`. The numeric ordering is significant for\n * obituary strings and damage filtering, so we retain the exact sequence from\n * the C++ sources.\n */\nexport enum DamageMod {\n  UNKNOWN = 0,\n  BLASTER = 1,\n  SHOTGUN = 2,\n  SSHOTGUN = 3,\n  MACHINEGUN = 4,\n  CHAINGUN = 5,\n  GRENADE = 6,\n  G_SPLASH = 7,\n  ROCKET = 8,\n  R_SPLASH = 9,\n  HYPERBLASTER = 10,\n  RAILGUN = 11,\n  BFG_LASER = 12,\n  BFG_BLAST = 13,\n  BFG_EFFECT = 14,\n  HANDGRENADE = 15,\n  HG_SPLASH = 16,\n  WATER = 17,\n  SLIME = 18,\n  LAVA = 19,\n  CRUSH = 20,\n  TELEFRAG = 21,\n  TELEFRAG_SPAWN = 22,\n  FALLING = 23,\n  SUICIDE = 24,\n  HELD_GRENADE = 25,\n  EXPLOSIVE = 26,\n  BARREL = 27,\n  BOMB = 28,\n  EXIT = 29,\n  SPLASH = 30,\n  TARGET_LASER = 31,\n  TRIGGER_HURT = 32,\n  HIT = 33,\n  TARGET_BLASTER = 34,\n  RIPPER = 35,\n  PHALANX = 36,\n  BRAINTENTACLE = 37,\n  BLASTOFF = 38,\n  GEKK = 39,\n  TRAP = 40,\n  CHAINFIST = 41,\n  DISINTEGRATOR = 42,\n  ETF_RIFLE = 43,\n  BLASTER2 = 44,\n  HEATBEAM = 45,\n  TESLA = 46,\n  PROX = 47,\n  NUKE = 48,\n  VENGEANCE_SPHERE = 49,\n  HUNTER_SPHERE = 50,\n  DEFENDER_SPHERE = 51,\n  TRACKER = 52,\n  DBALL_CRUSH = 53,\n  DOPPLE_EXPLODE = 54,\n  DOPPLE_VENGEANCE = 55,\n  DOPPLE_HUNTER = 56,\n  GRAPPLE = 57,\n  BLUEBLASTER = 58,\n  FRIENDLY_FIRE = 59,\n}\n\n/**\n * Ordered list of the MOD_* identifiers. Tests use this to verify we stay in\n * lockstep with the rerelease values and to drive lookup helpers that need a\n * stable iteration order.\n */\nexport const ORDERED_DAMAGE_MODS: readonly DamageMod[] = [\n  DamageMod.UNKNOWN,\n  DamageMod.BLASTER,\n  DamageMod.SHOTGUN,\n  DamageMod.SSHOTGUN,\n  DamageMod.MACHINEGUN,\n  DamageMod.CHAINGUN,\n  DamageMod.GRENADE,\n  DamageMod.G_SPLASH,\n  DamageMod.ROCKET,\n  DamageMod.R_SPLASH,\n  DamageMod.HYPERBLASTER,\n  DamageMod.RAILGUN,\n  DamageMod.BFG_LASER,\n  DamageMod.BFG_BLAST,\n  DamageMod.BFG_EFFECT,\n  DamageMod.HANDGRENADE,\n  DamageMod.HG_SPLASH,\n  DamageMod.WATER,\n  DamageMod.SLIME,\n  DamageMod.LAVA,\n  DamageMod.CRUSH,\n  DamageMod.TELEFRAG,\n  DamageMod.TELEFRAG_SPAWN,\n  DamageMod.FALLING,\n  DamageMod.SUICIDE,\n  DamageMod.HELD_GRENADE,\n  DamageMod.EXPLOSIVE,\n  DamageMod.BARREL,\n  DamageMod.BOMB,\n  DamageMod.EXIT,\n  DamageMod.SPLASH,\n  DamageMod.TARGET_LASER,\n  DamageMod.TRIGGER_HURT,\n  DamageMod.HIT,\n  DamageMod.TARGET_BLASTER,\n  DamageMod.RIPPER,\n  DamageMod.PHALANX,\n  DamageMod.BRAINTENTACLE,\n  DamageMod.BLASTOFF,\n  DamageMod.GEKK,\n  DamageMod.TRAP,\n  DamageMod.CHAINFIST,\n  DamageMod.DISINTEGRATOR,\n  DamageMod.ETF_RIFLE,\n  DamageMod.BLASTER2,\n  DamageMod.HEATBEAM,\n  DamageMod.TESLA,\n  DamageMod.PROX,\n  DamageMod.NUKE,\n  DamageMod.VENGEANCE_SPHERE,\n  DamageMod.HUNTER_SPHERE,\n  DamageMod.DEFENDER_SPHERE,\n  DamageMod.TRACKER,\n  DamageMod.DBALL_CRUSH,\n  DamageMod.DOPPLE_EXPLODE,\n  DamageMod.DOPPLE_VENGEANCE,\n  DamageMod.DOPPLE_HUNTER,\n  DamageMod.GRAPPLE,\n  DamageMod.BLUEBLASTER,\n  DamageMod.FRIENDLY_FIRE,\n];\n\n/**\n * Returns the stable string name (e.g. `MOD_RAILGUN`) used by the rerelease\n * for obituary strings and logging.\n */\nexport function damageModName(mod: DamageMod): string {\n  return `MOD_${DamageMod[mod]}`;\n}\n","export enum EntityFlags {\n  None = 0,\n  Fly = 1 << 0,\n  Swim = 1 << 1,\n  ImmuneLaser = 1 << 2,\n  InWater = 1 << 3,\n  GodMode = 1 << 4,\n  NoTarget = 1 << 5,\n  ImmuneSlime = 1 << 6,\n  ImmuneLava = 1 << 7,\n  PartialGround = 1 << 8,\n  WaterJump = 1 << 9,\n  TeamSlave = 1 << 10,\n  NoKnockback = 1 << 11,\n  PowerArmor = 1 << 12,\n\n  // Rogue / Rerelease\n  Mechanical = 1 << 13,\n  SamRaimi = 1 << 14,\n  Disguised = 1 << 15,\n  NoGib = 1 << 16,\n  Damageable = 1 << 17,\n  Stationary = 1 << 18,\n\n  AliveKnockbackOnly = 1 << 19,\n  NoDamageEffects = 1 << 20,\n  CoopHealthScale = 1 << 21,\n  Flashlight = 1 << 22,\n  KillVelocity = 1 << 23,\n  NoVisible = 1 << 24,\n  Dodge = 1 << 25,\n  TeamMaster = 1 << 26,\n  Locked = 1 << 27,\n  AlwaysTouch = 1 << 28,\n  NoStanding = 1 << 29,\n  WantsPowerArmor = 1 << 30,\n  Respawn = 1 << 31,\n}\n\nexport enum EntityEffects {\n  Rotate = 1 << 0,\n  Gib = 1 << 1,\n  Bob = 1 << 2, // Rerelease insertion\n  Blaster = 1 << 3,\n  Rocket = 1 << 4,\n  Grenade = 1 << 5,\n  HyperBlaster = 1 << 6,\n  Bfg = 1 << 7,\n  ColorShell = 1 << 8,\n  PowerScreen = 1 << 9,\n  Anim01 = 1 << 10,\n  Anim23 = 1 << 11,\n  AnimAll = 1 << 12,\n  AnimAllFast = 1 << 13,\n  Flies = 1 << 14,\n  Quad = 1 << 15,\n  Pent = 1 << 16,\n  Teleporter = 1 << 17,\n  Flag1 = 1 << 18,\n  Flag2 = 1 << 19,\n  IonRipper = 1 << 20,\n  GreenGib = 1 << 21,\n  BlueHyperBlaster = 1 << 22,\n  SpinningLights = 1 << 23,\n  Plasma = 1 << 24,\n  Trap = 1 << 25,\n  Tracker = 1 << 26,\n  Double = 1 << 27,\n  SphereTrans = 1 << 28,\n  TagTrail = 1 << 29,\n  HalfDamage = 1 << 30,\n  TrackerTrail = 1 << 31,\n\n  // Extended flags placeholders (requires >32 bit support or mapping)\n  Hologram = 0,\n  Flashlight = 0,\n}\n\nexport enum MuzzleFlash {\n    Blaster = 0,\n    MachineGun = 1,\n    Shotgun = 2,\n    Chaingun1 = 3,\n    Chaingun2 = 4,\n    Chaingun3 = 5,\n    Railgun = 6,\n    Rocket = 7,\n    Grenade = 8,\n    Login = 9,\n    Logout = 10,\n    Respawn = 11,\n    Bfg = 12,\n    SShotgun = 13,\n    HyperBlaster = 14,\n    ItemRespawn = 15,\n    IonRipper = 16,\n    BlueHyperBlaster = 17,\n    Phalanx = 18,\n    Bfg2 = 19,\n    Phalanx2 = 20,\n    EtfRifle = 30,\n    Prox = 31,\n    EtfRifle2 = 32,\n    HeatBeam = 33,\n    Blaster2 = 34,\n    Tracker = 35,\n    Nuke1 = 36,\n    Nuke2 = 37,\n    Nuke4 = 38,\n    Nuke8 = 39,\n\n    // Rogue / MZ2\n    TankBlaster1 = 1, // These are MZ2 indices, likely passed differently or offset\n    // For now assuming we pass them as-is if the engine handles it.\n    // Actually the engine takes a `flashtype` index which maps to `monster_flash_offset` array in C.\n    // In TS we likely need to handle this mapping or pass the index.\n    // I'll add the ones needed for Carrier with assumed indices.\n\n    // Carrier\n    CarrierMachineGunL1 = 133,\n    CarrierMachineGunR1 = 134,\n    CarrierGrenade = 135,\n    CarrierRailgun = 147,\n    CarrierMachineGunL2 = 152,\n    CarrierMachineGunR2 = 153,\n    CarrierRocket1 = 191,\n    CarrierRocket2 = 192,\n    CarrierRocket3 = 193,\n    CarrierRocket4 = 194,\n\n    // Gunner\n    GunnerGrenade1 = 53,\n}\n","export const RANGE_MELEE = 20; // bboxes basically touching\nexport const RANGE_NEAR = 440;\nexport const RANGE_MID = 940;\n\nexport const FL_NOTARGET = 1 << 5;\nexport const FL_NOVISIBLE = 1 << 24; // super invisibility\nexport const SPAWNFLAG_MONSTER_AMBUSH = 1 << 0;\n\nexport enum AIFlags {\n  StandGround = 1 << 0,\n  TempStandGround = 1 << 1,\n  SoundTarget = 1 << 2,\n  LostSight = 1 << 3,\n  PursuitLastSeen = 1 << 4,\n  PursueNext = 1 << 5,\n  PursueTemp = 1 << 6,\n  HoldFrame = 1 << 7,\n  GoodGuy = 1 << 8,\n  Brutal = 1 << 9,\n  NoStep = 1 << 10,\n  ManualSteering = 1 << 11,\n  Ducked = 1 << 12,\n  CombatPoint = 1 << 13,\n  Medic = 1 << 14,\n  Resurrecting = 1 << 15,\n  SpawnedCarrier = 1 << 16,\n  IgnoreShots = 1 << 17,\n  AlternateFly = 1 << 18,\n  Dodging = 1 << 19,\n  ThirdEye = 1 << 20,\n  SpawnedMedicC = 1 << 23,\n  HintPath = 1 << 24, // Added based on m_move.cpp\n  Blocked = 1 << 25, // Added AI_BLOCKED\n  Pathing = 1 << 30, // Custom?\n}\n\nexport enum AttackState {\n  Straight = 0,\n  Sliding = 1,\n  Melee = 2,\n  Missile = 3,\n  Blind = 4,\n}\n\n// Alias for convenience/porting\nexport const MonsterAttackState = AttackState;\n\nexport enum TraceMask {\n  Opaque = 1 << 0,\n  Window = 1 << 1,\n}\n\nexport const BOTTOM_EMPTY = 0;\nexport const BOTTOM_SOLID = 1;\nexport const BOTTOM_WATER = 2;\nexport const BOTTOM_SLIME = 3;\nexport const BOTTOM_LAVA = 4;\n","import type { Vec3, CollisionPlane } from '@quake2ts/shared';\nimport { ZERO_VEC3, RenderFx } from '@quake2ts/shared';\nimport { PlayerClient, hasItem } from '../inventory/playerInventory.js';\nimport type { EntitySystem } from './system.js';\nimport { DamageMod } from '../combat/damageMods.js';\nimport type { RegularArmorState, PowerArmorState } from '../combat/armor.js';\nimport { AmmoType } from '../inventory/ammo.js';\nimport { EntityFlags, EntityEffects, MuzzleFlash } from './enums.js';\n\nexport { RenderFx }; // Export RenderFx from shared for convenience if imported from entity.js\nexport { EntityFlags, EntityEffects, MuzzleFlash }; // Re-export for compatibility\n\nexport * from '../ai/constants.js';\n\nexport interface Reinforcement {\n  classname: string;\n  strength: number;\n  mins: Vec3;\n  maxs: Vec3;\n}\n\n// Changed to array to match medic.ts usage\nexport type ReinforcementList = Reinforcement[];\n\nexport enum MoveType {\n  None = 0,\n  Noclip = 1,\n  Push = 2,\n  Stop = 3,\n  Walk = 4,\n  Step = 5,\n  Fly = 6,\n  Toss = 7,\n  FlyMissile = 8,\n  Bounce = 9,\n  WallBounce = 10,\n}\n\nexport enum Solid {\n  Not = 0,\n  Trigger = 1,\n  BoundingBox = 2,\n  Bsp = 3,\n}\n\nexport const SPAWNFLAG_NOT_EASY = 0x00000100;\nexport const SPAWNFLAG_NOT_MEDIUM = 0x00000200;\nexport const SPAWNFLAG_NOT_HARD = 0x00000400;\nexport const SPAWNFLAG_NOT_DEATHMATCH = 0x00000800;\nexport const SPAWNFLAG_NOT_COOP = 0x00001000;\n\nexport { DamageMod as ModId };\nexport type Mod = DamageMod;\n\nexport enum DamageFlags {\n  None = 0,\n  NoArmor = 1,\n  Energy = 2,\n  NoKnockback = 4,\n  Bullet = 8,\n  Radius = 16,\n}\n\nexport enum GibType {\n  Organic = 0,\n  Metallic = 1,\n}\n\nexport const SpawnFlag = {\n    MonsterAmbush: 1,\n};\n\nexport interface EntityState {\n}\n\nexport enum ServerFlags {\n  None = 0,\n  NoClient = 1 << 0,\n  DeadMonster = 1 << 1,\n  Monster = 1 << 2,\n  Player = 1 << 3,\n  Bot = 1 << 4,\n  NoBots = 1 << 5,\n  Respawning = 1 << 6,\n  Projectile = 1 << 7,\n  Instanced = 1 << 8,\n  Door = 1 << 9,\n  NoCull = 1 << 10,\n  Hull = 1 << 11,\n}\n\nexport enum DeadFlag {\n  Alive = 0,\n  Dying = 1,\n  Dead = 2,\n  Respawnable = 3,\n}\n\nexport interface CollisionSurface {\n  name: string;\n  flags: number;\n  value: number;\n}\n\nexport type ThinkCallback = (self: Entity, context: EntitySystem) => void;\n// Replaced 'any' with specific types or explicitly kept 'any' where uncertain but documented\nexport type TouchCallback = (self: Entity, other: Entity | null, plane?: CollisionPlane | null, surf?: CollisionSurface | null) => void;\nexport type UseCallback = (self: Entity, other: Entity | null, activator?: Entity | null) => void;\nexport type BlockedCallback = (self: Entity, other: Entity | null, context?: EntitySystem) => void;\nexport type PainCallback = (self: Entity, other: Entity | null, kick: number, damage: number, mod: DamageMod) => void;\nexport type DieCallback = (\n  self: Entity,\n  inflictor: Entity | null,\n  attacker: Entity | null,\n  damage: number,\n  point: Vec3,\n  mod: DamageMod\n) => void;\n\nexport type PlayerPainCallback = (self: Entity, damage: number) => void;\n\nexport type MonsterBlockedCallback = (self: Entity, dist: number, context: EntitySystem) => boolean | void;\n\nexport type EntityFieldType =\n  | 'int'\n  | 'float'\n  | 'string'\n  | 'vec3'\n  | 'boolean'\n  | 'entity'\n  | 'inventory'\n  | 'callback';\n\nexport interface EntityFieldDescriptor<K extends keyof Entity = keyof Entity> {\n  readonly name: K;\n  readonly type: EntityFieldType;\n  readonly save: boolean;\n}\n\nconst ZERO: Vec3 = { ...ZERO_VEC3 } as const;\n\nfunction copyVec3(): Vec3 {\n  return { ...ZERO };\n}\n\nexport type MonsterAction = (self: Entity, context: EntitySystem) => void;\nexport type MonsterSightCallback = (self: Entity, enemy: Entity) => void;\nexport type AIAction = (self: Entity, dist: number, context: EntitySystem) => void;\n\nexport interface MonsterFrame {\n  ai: AIAction | null;\n  dist: number;\n  think?: MonsterAction | null;\n}\n\nexport interface MonsterMove {\n  firstframe: number;\n  lastframe: number;\n  frames: MonsterFrame[];\n  endfunc: MonsterAction | null;\n}\n\nexport interface MoveInfo {\n  start_origin?: Vec3;\n  start_angles?: Vec3;\n  end_origin?: Vec3;\n  end_angles?: Vec3;\n  sound_start?: number;\n  sound_middle?: number;\n  sound_end?: number;\n  accel?: number;\n  speed?: number;\n  decel?: number;\n  distance?: number;\n  wait?: number;\n  state?: number;\n  dir?: Vec3;\n  current_speed?: number;\n  move_speed?: number;\n  next_speed?: number;\n  remaining_distance?: number;\n  decel_distance?: number;\n}\n\n// TODO: Define stricter types if needed\nexport interface NavPath {\n    firstMovePoint: Vec3;\n}\n\nexport interface MonsterInfo {\n  current_move?: MonsterMove;\n  aiflags: number;\n  last_sighting: Vec3;\n  trail_time: number;\n  pausetime: number;\n  run?: MonsterAction;\n  stand?: MonsterAction;\n  sight?: MonsterSightCallback;\n  idle?: MonsterAction;\n  search?: MonsterAction;\n  attack?: MonsterAction;\n  melee?: MonsterAction;\n  walk?: MonsterAction;\n  attack_machinegun?: MonsterMove;\n  checkattack?: (self: Entity, context: EntitySystem) => boolean;\n  attack_state?: number;\n  lefty?: number;\n  nextframe?: number;\n  scale?: number;\n  melee_debounce_time?: number;\n  attack_finished?: number;\n  power_armor_type?: number;\n  power_armor_power?: number;\n  blind_fire_target?: Vec3;\n  blind_fire_delay?: number;\n  fly_thrusters?: boolean;\n  fly_acceleration?: number;\n  fly_speed?: number;\n  fly_min_distance?: number;\n  fly_max_distance?: number;\n  fly_buzzard?: boolean; // Added\n  blindfire?: boolean;\n  dodge?: (self: Entity, attacker: Entity, eta: number) => void;\n  unduck?: (self: Entity) => void;\n  duck?: (self: Entity, eta: number) => boolean;\n  sidestep?: (self: Entity) => boolean;\n  blocked?: MonsterBlockedCallback;\n  setskin?: (self: Entity) => void;\n  freeze_time?: number;\n\n  jump_time?: number;\n  jump_height?: number;\n  drop_height?: number;\n  can_jump?: boolean;\n\n  monster_slots?: number;\n  monster_used?: number;\n  reinforcements?: ReinforcementList;\n  chosen_reinforcements?: number[];\n  badMedic1?: Entity;\n  badMedic2?: Entity;\n  healer?: Entity;\n  medicTries?: number;\n  commander?: Entity;\n  fire_wait?: number;\n  fly_above?: boolean;\n  orig_yaw_speed?: number;\n  base_height?: number;\n  initial_power_armor_type?: number;\n  max_power_armor_power?: number;\n  base_health?: number;\n  health_scaling?: number;\n  react_to_damage_time?: number;\n  weapon_sound?: number;\n  engine_sound?: number;\n  nav_path?: NavPath; // Added\n}\n\nconst DEFAULT_MONSTER_INFO: MonsterInfo = Object.freeze({\n  aiflags: 0,\n  last_sighting: ZERO,\n  trail_time: 0,\n  pausetime: 0,\n});\n\nexport class Entity {\n  readonly index: number;\n\n  linkcount = 0;\n  inUse = false;\n  freePending = false;\n  linkPrevious: Entity | null = null;\n  linkNext: Entity | null = null;\n\n  classname = '';\n  spawnflags = 0;\n  target?: string;\n  targetname?: string;\n  killtarget?: string;\n  team?: string;\n  message?: string;\n  pathtarget?: string;\n  model?: string;\n  item?: string;\n  map?: string;\n\n  inventory: Record<string, number> = {};\n\n  origin: Vec3 = copyVec3();\n  old_origin: Vec3 = copyVec3();\n  velocity: Vec3 = copyVec3();\n  avelocity: Vec3 = copyVec3();\n  angles: Vec3 = copyVec3();\n  pos1: Vec3 = copyVec3();\n  pos2: Vec3 = copyVec3();\n  gravityVector: Vec3 = copyVec3();\n\n  viewheight = 0;\n\n  mins: Vec3 = copyVec3();\n  maxs: Vec3 = copyVec3();\n  absmin: Vec3 = copyVec3();\n  absmax: Vec3 = copyVec3();\n  size: Vec3 = copyVec3();\n  mass = 0;\n  gravity = 1;\n  bounce = 1;\n  movetype: MoveType = MoveType.None;\n  movedir: Vec3 = copyVec3();\n\n  modelindex = 0;\n  frame = 0;\n  skin = 0;\n  effects = 0;\n  renderfx = 0;\n\n  health = 0;\n  max_health = 0;\n  spawn_count = 0;\n  takedamage = false;\n  dmg = 0;\n  radius_dmg = 0;\n  dmg_radius = 0;\n  speed = 0;\n  accel = 0;\n  decel = 0;\n  height = 0;\n  deadflag: DeadFlag = DeadFlag.Alive;\n  count = 0;\n  wait = 0;\n  delay = 0;\n  random = 0;\n  timestamp = 0;\n  lip = 0;\n  state = 0;\n  style = 0;\n  sounds = 0;\n  noise_index = 0;\n  attenuation = 0;\n  volume = 0;\n  fly_sound_debounce_time = 0;\n  last_move_time = 0;\n  damage_debounce_time = 0;\n\n  enemy: Entity | null = null;\n  movetarget: Entity | null = null;\n  target_ent: Entity | null = null;\n  goalentity: Entity | null = null;\n  ideal_yaw = 0;\n  yaw_speed = 0;\n  search_time = 0;\n  attack_finished_time = 0;\n  pain_finished_time = 0;\n  pain_debounce_time = 0;\n  trail_time = 0;\n\n  groundentity: Entity | null = null;\n  groundentity_linkcount = 0;\n  waterlevel = 0;\n  watertype = 0;\n\n  nextthink = 0;\n  think?: ThinkCallback;\n  touch?: TouchCallback;\n  use?: UseCallback;\n  blocked?: BlockedCallback;\n  pain?: PainCallback | PlayerPainCallback;\n  die?: DieCallback;\n  postthink?: ThinkCallback;\n  activator: Entity | null = null;\n  alpha = 0;\n\n  solid: Solid = Solid.Not;\n  clipmask = 0;\n  flags = 0;\n  svflags = 0;\n\n  monsterinfo: MonsterInfo = { ...DEFAULT_MONSTER_INFO, last_sighting: copyVec3() };\n  moveinfo?: MoveInfo;\n  hackflags = 0;\n  plat2flags = 0;\n\n  fov = 0;\n\n  combattarget?: string;\n  show_hostile = 0;\n  light_level = 0;\n\n  owner: Entity | null = null;\n  beam: Entity | null = null;\n  beam2: Entity | null = null;\n  chain: Entity | null = null;\n\n  client?: PlayerClient;\n\n  _regularArmor?: RegularArmorState;\n  _powerArmor?: PowerArmorState;\n\n  get regularArmor(): RegularArmorState | undefined {\n    if (this.client?.inventory.armor) {\n      const invArmor = this.client.inventory.armor;\n      return {\n        get armorType() { return invArmor.armorType; },\n        get armorCount() { return invArmor.armorCount; },\n        set armorCount(v) { invArmor.armorCount = v; }\n      };\n    }\n    return this._regularArmor;\n  }\n\n  set regularArmor(v: RegularArmorState | undefined) {\n      this._regularArmor = v;\n  }\n\n  get powerArmor(): PowerArmorState | undefined {\n    if (this.client) {\n        let type: 'screen' | 'shield' | null = null;\n        if (hasItem(this.client.inventory, 'item_power_shield')) {\n            type = 'shield';\n        } else if (hasItem(this.client.inventory, 'item_power_screen')) {\n            type = 'screen';\n        }\n\n        if (type) {\n             const ammo = this.client.inventory.ammo;\n             const angles = this.client.v_angle || this.angles;\n\n             return {\n                 type,\n                 get cellCount() { return ammo.counts[AmmoType.Cells] || 0; },\n                 set cellCount(v) { ammo.counts[AmmoType.Cells] = v; },\n                 angles: angles,\n                 origin: this.origin,\n                 health: this.health\n             };\n        }\n        return undefined;\n    }\n    return this._powerArmor;\n  }\n\n  set powerArmor(v: PowerArmorState | undefined) {\n      this._powerArmor = v;\n  }\n\n  get worldBounds(): { min: Vec3; max: Vec3 } {\n    return {\n      min: this.absmin,\n      max: this.absmax\n    };\n  }\n\n  constructor(index: number) {\n    this.index = index;\n  }\n\n  reset(): void {\n    this.inUse = false;\n    this.freePending = false;\n    this.linkPrevious = null;\n    this.linkNext = null;\n\n    this.classname = '';\n    this.spawnflags = 0;\n    this.target = undefined;\n    this.targetname = undefined;\n    this.killtarget = undefined;\n    this.team = undefined;\n    this.message = undefined;\n    this.pathtarget = undefined;\n    this.model = undefined;\n    this.item = undefined;\n\n    this.inventory = {};\n\n    this.origin = copyVec3();\n    this.old_origin = copyVec3();\n    this.velocity = copyVec3();\n    this.avelocity = copyVec3();\n    this.angles = copyVec3();\n    this.pos1 = copyVec3();\n    this.pos2 = copyVec3();\n    this.gravityVector = copyVec3();\n    this.viewheight = 0;\n\n    this.mins = copyVec3();\n    this.maxs = copyVec3();\n    this.absmin = copyVec3();\n    this.absmax = copyVec3();\n    this.size = copyVec3();\n    this.mass = 0;\n    this.gravity = 1;\n    this.bounce = 1;\n    this.movetype = MoveType.None;\n    this.movedir = copyVec3();\n\n    this.modelindex = 0;\n    this.frame = 0;\n    this.skin = 0;\n    this.effects = 0;\n    this.renderfx = 0;\n\n    this.health = 0;\n    this.max_health = 0;\n    this.spawn_count = 0;\n    this.takedamage = false;\n    this.dmg = 0;\n    this.speed = 0;\n    this.accel = 0;\n    this.decel = 0;\n    this.height = 0;\n    this.deadflag = DeadFlag.Alive;\n    this.count = 0;\n    this.wait = 0;\n    this.delay = 0;\n    this.timestamp = 0;\n    this.lip = 0;\n    this.state = 0;\n    this.sounds = 0;\n    this.noise_index = 0;\n    this.fly_sound_debounce_time = 0;\n    this.last_move_time = 0;\n    this.damage_debounce_time = 0;\n\n    this.enemy = null;\n    this.movetarget = null;\n    this.target_ent = null;\n    this.goalentity = null;\n    this.ideal_yaw = 0;\n    this.yaw_speed = 0;\n    this.search_time = 0;\n    this.attack_finished_time = 0;\n    this.pain_finished_time = 0;\n    this.pain_debounce_time = 0;\n    this.trail_time = 0;\n\n    this.groundentity = null;\n    this.groundentity_linkcount = 0;\n    this.waterlevel = 0;\n    this.watertype = 0;\n\n    this.nextthink = 0;\n    this.think = undefined;\n    this.touch = undefined;\n    this.use = undefined;\n    this.blocked = undefined;\n    this.pain = undefined;\n    this.die = undefined;\n    this.postthink = undefined;\n    this.activator = null;\n    this.alpha = 0;\n\n    this.solid = Solid.Not;\n    this.flags = 0;\n    this.svflags = 0;\n\n    this.monsterinfo = { ...DEFAULT_MONSTER_INFO, last_sighting: copyVec3() };\n    this.moveinfo = undefined;\n    this.hackflags = 0;\n\n    this.combattarget = undefined;\n    this.show_hostile = 0;\n    this.light_level = 0;\n\n    this.owner = null;\n    this.beam = null;\n    this.beam2 = null;\n    this.chain = null;\n\n    this._regularArmor = undefined;\n    this._powerArmor = undefined;\n  }\n}\n\nexport enum AiFlags {\n  StandGround = 1 << 0,\n  TempStandGround = 1 << 1,\n  SoundTarget = 1 << 2,\n  LostSight = 1 << 3,\n  PursuitLastSeen = 1 << 4,\n  PursueNext = 1 << 5,\n  PursueTemp = 1 << 6,\n  HoldFrame = 1 << 7,\n  GoodGuy = 1 << 8,\n  Brutal = 1 << 9,\n  NoStep = 1 << 10,\n  ManualSteering = 1 << 11,\n  Ducked = 1 << 12,\n  CombatPoint = 1 << 13,\n  Medic = 1 << 14,\n  Resurrecting = 1 << 15,\n  SpawnedCarrier = 1 << 16,\n  IgnoreShots = 1 << 17,\n  AlternateFly = 1 << 18,\n  Dodging = 1 << 19,\n  SpawnedMedicC = 1 << 23,\n\n  // Aliases for compatibility\n  SightCover = LostSight,\n  Chicken = PursuitLastSeen,\n  Flee = PursueNext,\n  Stand = PursueTemp,\n  FixTarget = HoldFrame,\n  BrtMove = Brutal,\n  DoNotCount = NoStep,\n  ManualTarget = ManualSteering,\n}\n\nexport const ENTITY_FIELD_METADATA: readonly EntityFieldDescriptor[] = [\n  { name: 'classname', type: 'string', save: true },\n  { name: 'spawnflags', type: 'int', save: true },\n  { name: 'target', type: 'string', save: true },\n  { name: 'targetname', type: 'string', save: true },\n  { name: 'killtarget', type: 'string', save: true },\n  { name: 'team', type: 'string', save: true },\n  { name: 'message', type: 'string', save: true },\n  { name: 'pathtarget', type: 'string', save: true },\n  { name: 'model', type: 'string', save: true },\n  { name: 'item', type: 'string', save: true },\n  { name: 'map', type: 'string', save: true },\n  { name: 'inventory', type: 'inventory', save: true },\n  { name: 'origin', type: 'vec3', save: true },\n  { name: 'old_origin', type: 'vec3', save: true },\n  { name: 'velocity', type: 'vec3', save: true },\n  { name: 'avelocity', type: 'vec3', save: true },\n  { name: 'angles', type: 'vec3', save: true },\n  { name: 'pos1', type: 'vec3', save: true },\n  { name: 'pos2', type: 'vec3', save: true },\n  { name: 'gravityVector', type: 'vec3', save: true },\n  { name: 'viewheight', type: 'int', save: true },\n  { name: 'mins', type: 'vec3', save: true },\n  { name: 'maxs', type: 'vec3', save: true },\n  { name: 'absmin', type: 'vec3', save: true },\n  { name: 'absmax', type: 'vec3', save: true },\n  { name: 'size', type: 'vec3', save: true },\n  { name: 'mass', type: 'int', save: true },\n  { name: 'gravity', type: 'float', save: true },\n  { name: 'movetype', type: 'int', save: true },\n  { name: 'movedir', type: 'vec3', save: true },\n  { name: 'modelindex', type: 'int', save: true },\n  { name: 'frame', type: 'int', save: true },\n  { name: 'skin', type: 'int', save: true },\n  { name: 'effects', type: 'int', save: true },\n  { name: 'renderfx', type: 'int', save: true },\n  { name: 'health', type: 'int', save: true },\n  { name: 'max_health', type: 'int', save: true },\n  { name: 'spawn_count', type: 'int', save: true },\n  { name: 'takedamage', type: 'boolean', save: true },\n  { name: 'dmg', type: 'int', save: true },\n  { name: 'speed', type: 'float', save: true },\n  { name: 'accel', type: 'float', save: true },\n  { name: 'decel', type: 'float', save: true },\n  { name: 'height', type: 'float', save: true },\n  { name: 'deadflag', type: 'int', save: true },\n  { name: 'count', type: 'int', save: true },\n  { name: 'wait', type: 'float', save: true },\n  { name: 'delay', type: 'float', save: true },\n  { name: 'random', type: 'float', save: true },\n  { name: 'timestamp', type: 'float', save: true },\n  { name: 'lip', type: 'int', save: true },\n  { name: 'state', type: 'int', save: true },\n  { name: 'style', type: 'int', save: true },\n  { name: 'sounds', type: 'int', save: true },\n  { name: 'noise_index', type: 'int', save: true },\n  { name: 'attenuation', type: 'float', save: true },\n  { name: 'volume', type: 'float', save: true },\n  { name: 'fly_sound_debounce_time', type: 'float', save: true },\n  { name: 'last_move_time', type: 'float', save: true },\n  { name: 'damage_debounce_time', type: 'float', save: true },\n  { name: 'enemy', type: 'entity', save: true },\n  { name: 'movetarget', type: 'entity', save: true },\n  { name: 'target_ent', type: 'entity', save: true },\n  { name: 'goalentity', type: 'entity', save: true },\n  { name: 'ideal_yaw', type: 'float', save: true },\n  { name: 'yaw_speed', type: 'float', save: true },\n  { name: 'search_time', type: 'float', save: true },\n  { name: 'attack_finished_time', type: 'float', save: true },\n  { name: 'pain_finished_time', type: 'float', save: true },\n  { name: 'pain_debounce_time', type: 'float', save: true },\n  { name: 'trail_time', type: 'float', save: true },\n  { name: 'groundentity', type: 'entity', save: true },\n  { name: 'groundentity_linkcount', type: 'int', save: true },\n  { name: 'waterlevel', type: 'int', save: true },\n  { name: 'watertype', type: 'int', save: true },\n  { name: 'nextthink', type: 'float', save: true },\n  { name: 'solid', type: 'int', save: true },\n  { name: 'flags', type: 'int', save: true },\n  { name: 'svflags', type: 'int', save: true },\n  { name: 'think', type: 'callback', save: false },\n  { name: 'touch', type: 'callback', save: false },\n  { name: 'use', type: 'callback', save: false },\n  { name: 'blocked', type: 'callback', save: false },\n  { name: 'pain', type: 'callback', save: false },\n  { name: 'die', type: 'callback', save: false },\n  { name: 'postthink', type: 'callback', save: false },\n  { name: 'beam', type: 'entity', save: true },\n  { name: 'beam2', type: 'entity', save: true },\n  { name: 'chain', type: 'entity', save: true },\n  { name: 'alpha', type: 'float', save: true },\n  { name: 'hackflags', type: 'int', save: true },\n  { name: 'plat2flags', type: 'int', save: true },\n  { name: 'fov', type: 'float', save: true },\n];\n\nexport interface Damageable {\n  health: number;\n  max_health: number;\n  takedamage: boolean;\n  deadflag: DeadFlag;\n  die?: DieCallback;\n  pain?: PainCallback | PlayerPainCallback;\n  origin: Vec3;\n}\n\nexport interface Monster extends Damageable {\n   monsterinfo: MonsterInfo;\n   enemy: Entity | null;\n}\n","import type { Vec3 } from '@quake2ts/shared';\nimport { angleVectors, dotVec3, normalizeVec3, subtractVec3 } from '@quake2ts/shared';\nimport { distanceBetweenBoxesSquared } from '@quake2ts/shared';\nimport type { Entity } from '../entities/entity.js';\nimport { FL_NOVISIBLE, RANGE_MELEE, RANGE_MID, RANGE_NEAR, SPAWNFLAG_MONSTER_AMBUSH, TraceMask } from './constants.js';\n\nexport enum RangeCategory {\n  Melee = 'melee',\n  Near = 'near',\n  Mid = 'mid',\n  Far = 'far',\n}\n\nexport interface TraceResult {\n  readonly fraction: number;\n  readonly ent: Entity | null;\n}\n\nexport type TraceFunction = (\n  start: Vec3,\n  mins: Vec3 | null,\n  maxs: Vec3 | null,\n  end: Vec3,\n  passent: Entity | null,\n  contentmask: number\n) => TraceResult;\n\nfunction absBounds(entity: Entity): { mins: Vec3; maxs: Vec3 } {\n  return {\n    mins: {\n      x: entity.origin.x + entity.mins.x,\n      y: entity.origin.y + entity.mins.y,\n      z: entity.origin.z + entity.mins.z,\n    },\n    maxs: {\n      x: entity.origin.x + entity.maxs.x,\n      y: entity.origin.y + entity.maxs.y,\n      z: entity.origin.z + entity.maxs.z,\n    },\n  };\n}\n\nexport function rangeTo(self: Entity, other: Entity): number {\n  const a = absBounds(self);\n  const b = absBounds(other);\n  const distanceSquared = distanceBetweenBoxesSquared(a.mins, a.maxs, b.mins, b.maxs);\n  return Math.sqrt(distanceSquared);\n}\n\nexport function classifyRange(distance: number): RangeCategory {\n  if (distance <= RANGE_MELEE) {\n    return RangeCategory.Melee;\n  }\n  if (distance <= RANGE_NEAR) {\n    return RangeCategory.Near;\n  }\n  if (distance <= RANGE_MID) {\n    return RangeCategory.Mid;\n  }\n  return RangeCategory.Far;\n}\n\nexport function infront(self: Entity, other: Entity): boolean {\n  const { forward } = angleVectors(self.angles);\n  const direction = normalizeVec3(subtractVec3(other.origin, self.origin));\n  const dot = dotVec3(direction, forward);\n\n  if (\n    (self.spawnflags & SPAWNFLAG_MONSTER_AMBUSH) !== 0 &&\n    self.trail_time === 0 &&\n    self.enemy === null\n  ) {\n    return dot > 0.15;\n  }\n\n  return dot > -0.3;\n}\n\nexport interface VisibleOptions {\n    throughGlass?: boolean;\n    timeSeconds?: number;\n    random?: () => number;\n}\n\nexport function visible(\n  self: Entity,\n  other: Entity,\n  trace: TraceFunction,\n  options?: VisibleOptions,\n): boolean {\n  if ((other.flags & FL_NOVISIBLE) !== 0) {\n    return false;\n  }\n\n  // Invisibility handling\n  if (other.client && options?.timeSeconds !== undefined) {\n      // HACKFLAG_ATTACK_PLAYER handling skipped as it's obscure/debug\n\n      // If invisible\n      if (other.client.invisible_time && other.client.invisible_time > options.timeSeconds) {\n          // If fade time has NOT passed, we are completely invisible\n          if (other.client.invisibility_fade_time && options.timeSeconds < other.client.invisibility_fade_time) {\n              return false;\n          }\n\n          // Otherwise, random chance based on alpha (fading in/out?)\n          // In Q2: if (random() > other->s.alpha) return false;\n          // other.alpha is usually 0..1. If alpha is low (invisible), chance is high to return false.\n          // Wait, alpha 0 means invisible. alpha 1 means visible.\n          // If random() (0..1) > alpha, then return false.\n          // e.g. alpha = 0.1. random()=0.5 -> return false (not seen).\n          // e.g. alpha = 0.9. random()=0.5 -> return true (seen).\n          // Assuming other.alpha is managed correctly by the fade logic in PlayerThink or ClientThink.\n\n          // Note: Entity.alpha is used. Player invisibility usually sets renderfx/effects but also alpha for transparency.\n          // We assume other.alpha is set. Default might be 0? No, default alpha is 0 which usually implies Opaque in Quake/GL unless a flag is set.\n          // But for this logic, we should rely on what `p_client.c` does for alpha.\n          // In Q2 `G_SetClientEffects` handles alpha.\n\n          if (options.random) {\n             // If alpha is 0 (default), this always returns false if random > 0?\n             // We need to be careful. If alpha is 0 but it means \"default opaque\", we shouldn't use it.\n             // But if invisible_time is active, alpha SHOULD be low.\n             if (other.alpha !== undefined) {\n                  if (options.random() > other.alpha) {\n                      return false;\n                  }\n             }\n          }\n      }\n  }\n\n  const start: Vec3 = { x: self.origin.x, y: self.origin.y, z: self.origin.z + self.viewheight };\n  const end: Vec3 = { x: other.origin.x, y: other.origin.y, z: other.origin.z + other.viewheight };\n\n  const mask = options?.throughGlass ? TraceMask.Opaque : TraceMask.Opaque | TraceMask.Window;\n  const result = trace(start, null, null, end, self, mask);\n  return result.fraction === 1 || result.ent === other;\n}\n","import type { Entity, MonsterMove } from '../entities/entity.js';\nimport { MoveType, Solid } from '../entities/entity.js';\nimport type { EntitySystem } from '../entities/system.js';\nimport { AIFlags, AttackState } from './constants.js';\nimport { RenderFx, MASK_SHOT, MASK_SOLID, ZERO_VEC3, CONTENTS_MONSTER, CONTENTS_PLAYER, CONTENTS_SLIME, CONTENTS_LAVA } from '@quake2ts/shared';\nimport { rangeTo, RangeCategory, classifyRange, visible } from './perception.js';\n\n// Reference: game/m_monster.c\n\n// [Paril-KEX] split this out so we can use it for the other bosses\nexport function M_CheckAttack_Base(self: Entity, context: EntitySystem, stand_ground_chance: number, melee_chance: number, near_chance: number, mid_chance: number, far_chance: number, strafe_scalar: number): boolean {\n    if (self.enemy && (self.enemy.flags & (1 << 24))) { // FL_NOVISIBLE\n        return false;\n    }\n\n    if (!self.enemy) return false;\n\n    let spot1 = { ...self.origin };\n    spot1.z += self.viewheight;\n\n    // see if any entities are in the way of the shot\n    let tr: any;\n    if (!self.enemy.client || self.enemy.solid !== 0) { // SOLID_NOT = 0\n        let spot2 = { ...self.enemy.origin };\n        spot2.z += (self.enemy.viewheight || 0);\n\n        tr = context.trace(spot1, spot2, ZERO_VEC3, ZERO_VEC3, self, MASK_SOLID | CONTENTS_MONSTER | CONTENTS_PLAYER | CONTENTS_SLIME | CONTENTS_LAVA);\n    } else {\n        tr = { ent: null, fraction: 0 };\n    }\n\n    // do we have a clear shot?\n    if (tr.ent !== self.enemy && (!tr.ent || !tr.ent.client)) { // Simplified SVF_PLAYER check\n        // ROGUE - we want them to go ahead and shoot at info_notnulls if they can.\n        if (self.enemy.solid !== 0 || tr.fraction < 1.0) {\n             // PMM - if we can't see our target, and we're not blocked by a monster, go into blind fire if available\n             // Paril - *and* we have at least seen them once (trail_time > 0)\n             if ((!tr.ent || !(tr.ent.svflags & 4)) && !visible(self, self.enemy, context.trace, { throughGlass: false }) && self.monsterinfo.trail_time > 0) { // SVF_MONSTER = 4\n                 if (self.monsterinfo.blindfire && (self.monsterinfo.blind_fire_delay || 0) <= 20.0) {\n                     if (context.timeSeconds < self.attack_finished_time) {\n                         return false;\n                     }\n                     if (context.timeSeconds < (self.monsterinfo.trail_time + (self.monsterinfo.blind_fire_delay || 0))) {\n                         // wait for our time\n                         return false;\n                     } else {\n                         // make sure we're not going to shoot a monster\n                         if (!self.monsterinfo.blind_fire_target) return false;\n\n                         tr = context.trace(spot1, self.monsterinfo.blind_fire_target, ZERO_VEC3, ZERO_VEC3, self, CONTENTS_MONSTER);\n                         if (tr.allsolid || tr.startsolid || ((tr.fraction < 1.0) && (tr.ent !== self.enemy))) {\n                             return false;\n                         }\n\n                         self.monsterinfo.attack_state = AttackState.Blind;\n                         return true;\n                     }\n                 }\n             }\n             return false;\n        }\n    }\n\n    const enemy_range = rangeTo(self, self.enemy);\n\n    // melee attack\n    if (enemy_range <= 20) { // RANGE_MELEE\n        if (self.monsterinfo.melee && (self.monsterinfo.melee_debounce_time || 0) <= context.timeSeconds) {\n            self.monsterinfo.attack_state = AttackState.Melee;\n        } else {\n            self.monsterinfo.attack_state = AttackState.Missile;\n        }\n        return true;\n    }\n\n    // if we were in melee just before this but we're too far away, get out of melee state now\n    if (self.monsterinfo.attack_state === AttackState.Melee && (self.monsterinfo.melee_debounce_time || 0) > context.timeSeconds) {\n        self.monsterinfo.attack_state = AttackState.Missile;\n    }\n\n    // missile attack\n    if (!self.monsterinfo.attack) {\n        self.monsterinfo.attack_state = AttackState.Straight;\n        return false;\n    }\n\n    if (context.timeSeconds < self.attack_finished_time) {\n        return false;\n    }\n\n    let chance = 0;\n    if (self.monsterinfo.aiflags & AIFlags.StandGround) {\n        chance = stand_ground_chance;\n    } else if (enemy_range <= 20) {\n        chance = melee_chance;\n    } else if (enemy_range <= 440) { // RANGE_NEAR\n        chance = near_chance;\n    } else if (enemy_range <= 940) { // RANGE_MID\n        chance = mid_chance;\n    } else {\n        chance = far_chance;\n    }\n\n    // PGM - go ahead and shoot every time if it's a info_notnull\n    if ((!self.enemy.client && self.enemy.solid === 0) || (context.rng.frandom() < chance)) {\n        self.monsterinfo.attack_state = AttackState.Missile;\n        self.attack_finished_time = context.timeSeconds;\n        return true;\n    }\n\n    if ((self.monsterinfo.aiflags & AIFlags.Pathing) === 0) {\n         self.monsterinfo.attack_state = AttackState.Straight;\n    }\n\n    return false;\n}\n\nexport function M_CheckAttack(self: Entity, context: EntitySystem): boolean {\n    return M_CheckAttack_Base(self, context, 0.7, 0.4, 0.25, 0.06, 0, 1.0);\n}\n\nexport function M_MoveFrame(self: Entity, context: EntitySystem): void {\n  const move = self.monsterinfo.current_move;\n  if (!move) {\n    return;\n  }\n\n  if (self.frame < move.firstframe || self.frame > move.lastframe) {\n    self.monsterinfo.aiflags &= ~AIFlags.HoldFrame;\n    self.frame = move.firstframe;\n  }\n\n  if ((self.monsterinfo.aiflags & AIFlags.HoldFrame) !== 0) {\n    return;\n  }\n\n  const index = self.frame - move.firstframe;\n  const frame = move.frames[index];\n\n  if (frame.ai) {\n    frame.ai(self, frame.dist, context);\n  }\n\n  if (frame.think) {\n    frame.think(self, context);\n  }\n\n  if (!self.inUse) {\n    return;\n  }\n\n  self.frame++;\n  if (self.frame > move.lastframe) {\n    if (move.endfunc) {\n      move.endfunc(self, context);\n      // If endfunc changed the move, return (so we don't increment frame of new move wrongly or something?)\n      // The original code returns here.\n      if (self.monsterinfo.current_move !== move) {\n        return;\n      }\n    }\n  }\n}\n\nexport function monster_think(self: Entity, context: EntitySystem): void {\n  // Check for freeze effect\n  if (self.monsterinfo.freeze_time) {\n    if (self.monsterinfo.freeze_time > context.timeSeconds) {\n      // Apply ice shell effect\n      self.renderfx |= RenderFx.ShellBlue | RenderFx.ShellGreen;\n\n      // Stop animation/thinking while frozen.\n      // Reschedule check for later to see if we thawed.\n      self.nextthink = context.timeSeconds + 0.1;\n      return;\n    } else {\n      // Freeze expired\n      self.monsterinfo.freeze_time = 0;\n      // Clear effect\n      self.renderfx &= ~(RenderFx.ShellBlue | RenderFx.ShellGreen);\n    }\n  }\n\n  M_MoveFrame(self, context);\n\n  // If M_MoveFrame didn't kill us or change think\n  if (self.nextthink <= context.timeSeconds) {\n      self.nextthink = context.timeSeconds + 0.1;\n  }\n}\n","import {\n  angleMod,\n  lengthVec3,\n  subtractVec3,\n  vectorToYaw,\n  addVec3,\n  scaleVec3,\n  type Vec3,\n} from '@quake2ts/shared';\nimport {\n  AIFlags,\n  FL_NOTARGET,\n  SPAWNFLAG_MONSTER_AMBUSH,\n} from './constants.js';\nimport { RangeCategory, classifyRange, infront, rangeTo, visible, type TraceFunction } from './perception.js';\nimport type { Entity } from '../entities/entity.js';\nimport type { EntitySystem } from '../entities/system.js';\nimport { ServerFlags } from '../entities/entity.js';\nimport { M_CheckAttack } from './monster.js';\n\nexport { rangeTo as range, RangeCategory as Range } from './perception.js';\n\nexport interface TargetAwarenessState {\n  timeSeconds: number;\n  frameNumber: number;\n  sightEntity: Entity | null;\n  sightEntityFrame: number;\n  soundEntity: Entity | null;\n  soundEntityFrame: number;\n  sound2Entity: Entity | null;\n  sound2EntityFrame: number;\n  sightClient: Entity | null;\n}\n\nexport interface HearabilityHooks {\n  canHear?: (self: Entity, other: Entity) => boolean;\n  areasConnected?: (self: Entity, other: Entity) => boolean;\n}\n\nfunction setIdealYawTowards(self: Entity, other: Entity): void {\n  const delta: Vec3 = {\n    x: other.origin.x - self.origin.x,\n    y: other.origin.y - self.origin.y,\n    z: other.origin.z - self.origin.z,\n  };\n  self.ideal_yaw = vectorToYaw(delta);\n}\n\nfunction faceYawInstantly(self: Entity): void {\n  (self.angles as { y: number }).y = angleMod(self.ideal_yaw);\n}\n\nexport function huntTarget(self: Entity, level: TargetAwarenessState, context: EntitySystem): void {\n  if (!self.enemy) return;\n\n  self.goalentity = self.enemy;\n  setIdealYawTowards(self, self.enemy);\n  faceYawInstantly(self);\n  if ((self.monsterinfo.aiflags & AIFlags.StandGround) !== 0) {\n    self.monsterinfo.stand?.(self, context);\n  } else {\n    self.monsterinfo.run?.(self, context);\n  }\n}\n\nexport interface FoundTargetOptions {\n  pickTarget?: (name: string) => Entity | null;\n}\n\nexport function foundTarget(\n  self: Entity,\n  level: TargetAwarenessState,\n  context: EntitySystem,\n  options?: FoundTargetOptions,\n): void {\n  if (!self.enemy) return;\n\n  if ((self.enemy.svflags & ServerFlags.Player) !== 0) {\n    level.sightEntity = self;\n    level.sightEntityFrame = level.frameNumber;\n    self.light_level = 128;\n  }\n\n  self.show_hostile = level.timeSeconds + 1;\n\n  // Reaction time delay\n  if (!self.monsterinfo.trail_time) {\n      self.attack_finished_time = level.timeSeconds + 0.6;\n  }\n\n  if (context.skill === 0) {\n      self.attack_finished_time += 0.4;\n  } else if (context.skill === 1) {\n      self.attack_finished_time += 0.2;\n  }\n\n  // Update last sighting and blind fire target\n  const lastSighting = self.monsterinfo.last_sighting as { x: number; y: number; z: number };\n  lastSighting.x = self.enemy.origin.x;\n  lastSighting.y = self.enemy.origin.y;\n  lastSighting.z = self.enemy.origin.z;\n  self.trail_time = level.timeSeconds;\n  self.monsterinfo.trail_time = level.timeSeconds;\n\n  // Update blind fire target: self->monsterinfo.blind_fire_target = self->monsterinfo.last_sighting + (self->enemy->velocity * -0.1f);\n  self.monsterinfo.blind_fire_target = addVec3(lastSighting, scaleVec3(self.enemy.velocity, -0.1));\n  self.monsterinfo.blind_fire_delay = 0;\n\n  // Clear third eye\n  self.monsterinfo.aiflags &= ~AIFlags.ThirdEye;\n\n  if (!self.combattarget) {\n    huntTarget(self, level, context);\n    return;\n  }\n\n  const pickTarget = options?.pickTarget;\n  const movetarget = pickTarget?.(self.combattarget) ?? self.enemy;\n  self.goalentity = movetarget;\n  self.movetarget = movetarget;\n  self.combattarget = undefined;\n  self.monsterinfo.aiflags |= AIFlags.CombatPoint;\n  if (self.movetarget) {\n    self.movetarget.targetname = undefined;\n  }\n  self.monsterinfo.pausetime = 0;\n  self.monsterinfo.run?.(self, context);\n}\n\nfunction classifyClientVisibility(\n  self: Entity,\n  other: Entity,\n  level: TargetAwarenessState,\n  trace: TraceFunction,\n  random?: () => number,\n): boolean {\n  const distance = rangeTo(self, other);\n  const range = classifyRange(distance);\n\n  if (range === RangeCategory.Far) return false;\n  if (other.light_level <= 5) return false;\n\n  // Third eye check: if flag is set, bypass visibility check (simulating x-ray or close sense)\n  if ((self.monsterinfo.aiflags & AIFlags.ThirdEye) === 0) {\n      if (!visible(self, other, trace, { throughGlass: false, timeSeconds: level.timeSeconds, random })) return false;\n  }\n\n  if (range === RangeCategory.Near) {\n    return level.timeSeconds <= other.show_hostile || infront(self, other);\n  }\n\n  if (range === RangeCategory.Mid) {\n    return infront(self, other);\n  }\n\n  return true;\n}\n\nexport function AI_GetSightClient(\n  self: Entity,\n  context: EntitySystem,\n  trace: TraceFunction,\n): Entity | null {\n  if ((self.monsterinfo.aiflags & AIFlags.NoStep) !== 0) {\n    return null;\n  }\n\n  for (let i = 1; i <= context.maxClients; i++) {\n    const ent = context.entities[i];\n    if (!ent || !ent.inUse || ent.health <= 0) {\n      continue;\n    }\n    if ((ent.flags & FL_NOTARGET) !== 0) {\n      continue;\n    }\n    // Updated to respect ThirdEye in detection loop as well if needed?\n    // Usually ThirdEye is set *after* hearing something or via script.\n    // Standard AI_GetSightClient checks basic visibility.\n    // If we want ThirdEye to work here, we should check it.\n    if ((self.monsterinfo.aiflags & AIFlags.ThirdEye) !== 0) {\n        // Bypass visible check\n        return ent;\n    }\n\n    if (visible(self, ent, trace, { throughGlass: false, timeSeconds: context.timeSeconds, random: () => context.rng.frandom() })) {\n      return ent;\n    }\n  }\n\n  return null;\n}\n\nfunction updateSoundChase(\n  self: Entity,\n  client: Entity,\n  level: TargetAwarenessState,\n  hearability: HearabilityHooks,\n  trace: TraceFunction,\n  context: EntitySystem, // Added context to access random\n): boolean {\n  if ((self.spawnflags & SPAWNFLAG_MONSTER_AMBUSH) !== 0) {\n    // Check visibility with invisibility logic\n    if (!visible(self, client, trace, { timeSeconds: level.timeSeconds, random: () => context.rng.frandom() })) return false;\n  } else if (hearability.canHear && !hearability.canHear(self, client)) {\n    return false;\n  }\n\n  const delta = subtractVec3(client.origin, self.origin);\n  if (lengthVec3(delta) > 1000) return false;\n  if (hearability.areasConnected && !hearability.areasConnected(self, client)) return false;\n\n  self.ideal_yaw = vectorToYaw(delta);\n  faceYawInstantly(self);\n  self.monsterinfo.aiflags |= AIFlags.SoundTarget;\n  self.enemy = client;\n  return true;\n}\n\nfunction chooseCandidate(self: Entity, level: TargetAwarenessState): { candidate: Entity | null; heardit: boolean } {\n  if (\n    level.sightEntity &&\n    level.sightEntityFrame >= level.frameNumber - 1 &&\n    (self.spawnflags & SPAWNFLAG_MONSTER_AMBUSH) === 0\n  ) {\n    if (level.sightEntity.enemy !== self.enemy) {\n      return { candidate: level.sightEntity, heardit: false };\n    }\n    return { candidate: null, heardit: false };\n  }\n\n  if (level.soundEntity && level.soundEntityFrame >= level.frameNumber - 1) {\n    return { candidate: level.soundEntity, heardit: true };\n  }\n\n  if (\n    !self.enemy &&\n    level.sound2Entity &&\n    level.sound2EntityFrame >= level.frameNumber - 1 &&\n    (self.spawnflags & SPAWNFLAG_MONSTER_AMBUSH) === 0\n  ) {\n    return { candidate: level.sound2Entity, heardit: true };\n  }\n\n  if (level.sightClient) {\n    return { candidate: level.sightClient, heardit: false };\n  }\n\n  return { candidate: null, heardit: false };\n}\n\nfunction rejectNotargetEntity(client: Entity): boolean {\n  if ((client.flags & FL_NOTARGET) !== 0) return true;\n  if ((client.svflags & ServerFlags.Monster) !== 0 && client.enemy) {\n    return (client.enemy.flags & FL_NOTARGET) !== 0;\n  }\n  if (client.enemy && (client.enemy.flags & FL_NOTARGET) !== 0) return true;\n  return false;\n}\n\nexport function findTarget(\n  self: Entity,\n  level: TargetAwarenessState,\n  context: EntitySystem,\n  trace: TraceFunction,\n  hearability: HearabilityHooks = {},\n): boolean {\n  if ((self.monsterinfo.aiflags & AIFlags.GoodGuy) !== 0) {\n    if (self.goalentity?.classname === 'target_actor') {\n      return false;\n    }\n    return false;\n  }\n\n  if ((self.monsterinfo.aiflags & AIFlags.CombatPoint) !== 0) {\n    return false;\n  }\n\n  const { candidate, heardit } = chooseCandidate(self, level);\n  if (!candidate || !candidate.inUse) {\n    return false;\n  }\n  if (candidate === self.enemy) {\n    return true;\n  }\n  if (rejectNotargetEntity(candidate)) {\n    return false;\n  }\n\n  if (!heardit) {\n    if (!classifyClientVisibility(self, candidate, level, trace, () => context.rng.frandom())) {\n        return false;\n    }\n    self.monsterinfo.aiflags &= ~AIFlags.SoundTarget;\n    self.enemy = candidate;\n  } else if (!updateSoundChase(self, candidate, level, hearability, trace, context)) {\n    return false;\n  }\n\n  foundTarget(self, level, context);\n  if ((self.monsterinfo.aiflags & AIFlags.SoundTarget) === 0) {\n    self.monsterinfo.sight?.(self, self.enemy!);\n  }\n\n  return true;\n}\n\n// Reference: g_ai.c lines 152-350\n// Updated to include this file in the patch and confirm export\nexport function ai_checkattack(self: Entity, dist: number, context: EntitySystem): boolean {\n  // this is the main combat logic loop\n\n  if (!self.enemy) {\n    return false;\n  }\n\n  // if the enemy is dead, find a new target\n  // (Assuming check_target_dead or similar logic is handled elsewhere or inline here if needed)\n  // In Quake 2, CheckAttack is called.\n\n  const checkAttack = self.monsterinfo.checkattack || M_CheckAttack;\n  return checkAttack(self, context);\n}\n\nexport function findCover(self: Entity, context: EntitySystem): boolean {\n    if (!self.enemy) return false;\n\n    const spots = context.findByClassname('point_combat');\n    for (const spot of spots) {\n        if (spot.owner) continue; // Occupied\n        if (spot.targetname) continue; // Triggered only\n\n        // Check if spot is visible from self (reachable-ish)\n        // Using context.trace which is available in EntitySystem\n        if (!visible(self, spot, context.trace, { throughGlass: false, timeSeconds: context.timeSeconds, random: () => context.rng.frandom() })) continue;\n\n        // Check if spot is hidden from enemy\n        if (visible(spot, self.enemy, context.trace, { throughGlass: false, timeSeconds: context.timeSeconds, random: () => context.rng.frandom() })) continue;\n\n        self.goalentity = spot;\n        self.movetarget = spot;\n        // Face it\n        setIdealYawTowards(self, spot);\n\n        // Run\n        self.monsterinfo.run?.(self, context);\n        return true;\n    }\n    return false;\n}\n","import { angleMod, degToRad, vectorToYaw, addVec3, scaleVec3, lengthVec3 } from '@quake2ts/shared';\nimport type { Vec3 } from '@quake2ts/shared';\nimport type { Entity } from '../entities/entity.js';\nimport type { EntitySystem } from '../entities/system.js';\nimport { MoveType, EntityFlags } from '../entities/entity.js';\nimport { MASK_MONSTERSOLID, MASK_WATER, CONTENTS_SOLID, CONTENTS_WATER, CONTENTS_SLIME, CONTENTS_LAVA } from '@quake2ts/shared';\nimport { AIFlags, BOTTOM_EMPTY, BOTTOM_SOLID, BOTTOM_WATER, BOTTOM_SLIME, BOTTOM_LAVA, AttackState } from './constants.js';\nimport { M_CheckAttack } from './monster.js';\nimport { rangeTo, visible } from './perception.js';\nimport { findTarget, ai_checkattack } from './targeting.js';\n\nexport type MutableVec3 = { x: number; y: number; z: number };\n\nconst STEPSIZE = 18;\nconst MONSTER_TICK = 0.1;\nconst MAX_SIDESTEP = 8.0;\n\nfunction yawVector(yawDegrees: number, distance: number): Vec3 {\n  if (distance === 0) {\n    return { x: 0, y: 0, z: 0 };\n  }\n  const radians = degToRad(yawDegrees);\n  return {\n    x: Math.cos(radians) * distance,\n    y: Math.sin(radians) * distance,\n    z: 0,\n  };\n}\n\n/**\n * Mirror of the rerelease `M_walkmove` helper without collision.\n * Moves the entity along its yaw plane and always reports success.\n */\nexport function walkMove(self: Entity, yawDegrees: number, distance: number): boolean {\n  const delta = yawVector(yawDegrees, distance);\n  const origin = self.origin as MutableVec3;\n  origin.x += delta.x;\n  origin.y += delta.y;\n  origin.z += delta.z;\n  return true;\n}\n\n/**\n * Match the rerelease `M_ChangeYaw` turning speed rules.\n * `yaw_speed` is interpreted the same way as Quake II: degrees per tenth-second.\n */\nexport function changeYaw(self: Entity, deltaSeconds: number): void {\n  const current = angleMod(self.angles.y);\n  const ideal = self.ideal_yaw;\n\n  if (current === ideal) {\n    (self.angles as MutableVec3).y = current;\n    return;\n  }\n\n  // The rerelease scales yaw_speed by (10 / tick_rate); using deltaSeconds keeps that\n  // behavior across arbitrary fixed-step rates.\n  const speed = self.yaw_speed * deltaSeconds * 10;\n\n  let move = ideal - current;\n  if (ideal > current) {\n    if (move >= 180) move -= 360;\n  } else if (move <= -180) {\n    move += 360;\n  }\n\n  if (move > speed) move = speed;\n  else if (move < -speed) move = -speed;\n\n  (self.angles as MutableVec3).y = angleMod(current + move);\n}\n\n// Alias for strict adherence\nexport const M_ChangeYaw = changeYaw;\n\nexport function facingIdeal(self: Entity): boolean {\n  const delta = angleMod(self.angles.y - self.ideal_yaw);\n  const hasPathing = (self.monsterinfo.aiflags & AIFlags.Pathing) !== 0;\n\n  if (hasPathing) {\n    return !(delta > 5 && delta < 355);\n  }\n\n  return !(delta > 45 && delta < 315);\n}\n\nexport function ai_move(self: Entity, distance: number): void {\n  walkMove(self, self.angles.y, distance);\n}\n\nfunction setIdealYawTowards(self: Entity, target: Entity | null): void {\n  if (!target) return;\n\n  const toTarget: Vec3 = {\n    x: target.origin.x - self.origin.x,\n    y: target.origin.y - self.origin.y,\n    z: target.origin.z - self.origin.z,\n  };\n  self.ideal_yaw = vectorToYaw(toTarget);\n}\n\nexport function monster_done_dodge(self: Entity): void {\n  self.monsterinfo.aiflags &= ~AIFlags.Dodging;\n  self.monsterinfo.attack_state = AttackState.Straight;\n}\n\n/**\n * Implements strafing logic for monsters (Combat Positioning).\n * Matches rerelease `ai_run_slide` behavior.\n */\nexport function ai_run_slide(self: Entity, distance: number, context: EntitySystem): void {\n    const ideal_yaw = self.ideal_yaw; // already set to enemy yaw in ai_run\n\n    const angle = 90;\n    let ofs: number;\n\n    if (self.monsterinfo.lefty) {\n        ofs = angle;\n    } else {\n        ofs = -angle;\n    }\n\n    if (!(self.monsterinfo.aiflags & AIFlags.ManualSteering)) {\n        changeYaw(self, MONSTER_TICK);\n    }\n\n    // Clamp maximum sideways move for non flyers to make them look less jerky\n    // Reference: g_ai.c PMM check\n    if (!(self.flags & EntityFlags.Fly)) {\n        const scale = 1.0;\n        const maxDist = MAX_SIDESTEP * scale;\n        if (distance > maxDist) distance = maxDist;\n    }\n\n    if (M_walkmove(self, ideal_yaw + ofs, distance, context)) {\n        return;\n    }\n\n    // If we're dodging and move failed, give up and go straight\n    if (self.monsterinfo.aiflags & AIFlags.Dodging) {\n        monster_done_dodge(self);\n        // by setting as_straight, caller will know to try straight move\n        self.monsterinfo.attack_state = AttackState.Straight;\n        return;\n    }\n\n    // Try other direction\n    self.monsterinfo.lefty = self.monsterinfo.lefty ? 0 : 1;\n    if (M_walkmove(self, ideal_yaw - ofs, distance, context)) {\n        return;\n    }\n\n    // If we're dodging and move failed, give up and go straight\n    if (self.monsterinfo.aiflags & AIFlags.Dodging) {\n        monster_done_dodge(self);\n    }\n\n    // The move failed, so signal the caller (ai_run) to try going straight\n    self.monsterinfo.attack_state = AttackState.Straight;\n}\n\n// g_ai.c: ai_stand\nexport function ai_stand(self: Entity, dist: number, context: EntitySystem): void {\n  if (dist) {\n    M_walkmove(self, self.angles.y, dist, context);\n  }\n\n  changeYaw(self, MONSTER_TICK);\n\n  if ((self.monsterinfo.aiflags & AIFlags.StandGround) !== 0) {\n    if (self.enemy) {\n      ai_run(self, dist, context);\n      return;\n    }\n  }\n\n  if (findTarget(self, context.targetAwareness, context, context.trace)) {\n    return;\n  }\n\n  if (self.enemy && self.enemy.inUse) {\n    ai_run(self, dist, context);\n  }\n\n  // TODO: Check for talking monsters? (Not in base Q2)\n}\n\n// g_ai.c: ai_walk\nexport function ai_walk(self: Entity, dist: number, context: EntitySystem): void {\n  M_MoveToGoal(self, dist, context);\n\n  // check for noticing a player\n  if (findTarget(self, context.targetAwareness, context, context.trace)) {\n    return;\n  }\n\n  if ((self.search_time) && (context.timeSeconds > self.search_time)) {\n    if (self.goalentity) {\n      self.goalentity = null;\n    }\n    self.enemy = null;\n    self.search_time = 0;\n    // In original: logic for standing or searching\n    // Here we might just clear flags or transition state if needed\n  }\n\n  if ((self.monsterinfo.aiflags & AIFlags.IgnoreShots) !== 0) {\n    // ignore shots\n  } else {\n    // check for attack\n    // Note: ai_walk is generally for patrolling, but if we have an enemy we might want to attack?\n    // In Q2 source, ai_walk calls ai_checkattack IF it has an enemy?\n    // Actually, standard ai_walk just moves.\n  }\n}\n\nexport function ai_turn(self: Entity, distance: number, deltaSeconds: number): void {\n  if (distance !== 0) {\n    walkMove(self, self.angles.y, distance);\n  }\n\n  if ((self.monsterinfo.aiflags & AIFlags.ManualSteering) === 0) {\n    changeYaw(self, deltaSeconds);\n  }\n}\n\n// g_ai.c: ai_run\nexport function ai_run(self: Entity, dist: number, context: EntitySystem): void {\n  if ((self.monsterinfo.aiflags & AIFlags.StandGround) !== 0) {\n    self.monsterinfo.stand?.(self, context);\n    return;\n  }\n\n  if (self.monsterinfo.aiflags & AIFlags.ManualSteering) {\n    // Manual steering\n  } else {\n    setIdealYawTowards(self, self.enemy ?? self.goalentity);\n  }\n\n  changeYaw(self, MONSTER_TICK);\n\n  if (self.enemy && self.enemy.inUse && visible(self, self.enemy, context.trace, { throughGlass: false, timeSeconds: context.timeSeconds, random: () => context.rng.frandom() })) {\n      self.monsterinfo.blind_fire_target = addVec3(self.enemy.origin, scaleVec3(self.enemy.velocity, -0.1));\n  }\n\n  if (ai_checkattack(self, dist, context)) {\n    return;\n  }\n\n  // Don't strafe if we can't see our enemy, unless already dodging\n  const enemy_vis = self.enemy && visible(self, self.enemy, context.trace, { throughGlass: false, timeSeconds: context.timeSeconds, random: () => context.rng.frandom() });\n  if ((!enemy_vis) && (self.monsterinfo.attack_state === AttackState.Sliding)) {\n      self.monsterinfo.attack_state = AttackState.Straight;\n  }\n\n  // If we're dodging, ensure we're in sliding state\n  if (self.monsterinfo.aiflags & AIFlags.Dodging) {\n      self.monsterinfo.attack_state = AttackState.Sliding;\n  }\n\n  // If standard movement is requested or strafing failed/finished, proceed to move towards goal\n  if (self.monsterinfo.attack_state === AttackState.Straight) {\n      // Fall through to M_MoveToGoal below\n  }\n\n  if (self.monsterinfo.attack_state === AttackState.Sliding) {\n      ai_run_slide(self, dist, context);\n      // If move succeeded (still sliding), return to avoid double move.\n      if (self.monsterinfo.attack_state === AttackState.Sliding) {\n          return;\n      }\n      // If move failed (state changed to straight), fall through to standard movement below.\n  }\n\n  M_MoveToGoal(self, dist, context);\n}\n\n// g_ai.c: ai_charge\nexport function ai_charge(self: Entity, dist: number, context: EntitySystem): void {\n  setIdealYawTowards(self, self.enemy);\n  changeYaw(self, MONSTER_TICK);\n\n  if (ai_checkattack(self, dist, context)) {\n    return;\n  }\n\n  M_walkmove(self, self.angles.y, dist, context);\n}\n\nexport function ai_face(\n  self: Entity,\n  enemy: Entity | null,\n  distance: number,\n  deltaSeconds: number,\n): void {\n  if (enemy && (self.monsterinfo.aiflags & AIFlags.ManualSteering) === 0) {\n    setIdealYawTowards(self, enemy);\n  }\n\n  changeYaw(self, deltaSeconds);\n\n  if (distance !== 0) {\n    walkMove(self, self.angles.y, distance);\n  }\n}\n\nexport function CheckGround(self: Entity, context: EntitySystem): void {\n  if (self.movetype === MoveType.Noclip) {\n    return;\n  }\n\n  const point = {\n    x: self.origin.x,\n    y: self.origin.y,\n    z: self.origin.z + self.mins.z - 1\n  };\n\n  const trace = context.trace(self.origin, self.mins, self.maxs, point, self, MASK_MONSTERSOLID);\n\n  // Only snap to ground if we actually hit something (fraction < 1.0)\n  // This allows entities to fall freely if they are more than 0.25 units above ground.\n  // Note: trace.ent might be undefined if we hit world, but groundentity expects an Entity.\n  // We should handle that case if needed, but typically trace.ent is null for world.\n  if (!trace.startsolid && !trace.allsolid && trace.fraction < 1.0 && trace.endpos) {\n    if (self.origin) {\n        (self.origin as MutableVec3).x = trace.endpos.x;\n        (self.origin as MutableVec3).y = trace.endpos.y;\n        (self.origin as MutableVec3).z = trace.endpos.z;\n    }\n\n    self.groundentity = trace.ent ?? null; // Ensure undefined becomes null\n    self.groundentity_linkcount = trace.ent ? trace.ent.linkcount : 0;\n\n    if (self.velocity) {\n        (self.velocity as MutableVec3).z = 0;\n    }\n  } else {\n    // If trace did not hit (fraction == 1.0), we are airborn\n    self.groundentity = null;\n  }\n\n  // Check water level independently if not on ground or as part of status update\n  if (!self.groundentity) {\n      const content = context.pointcontents(point);\n      if (content & MASK_WATER) {\n          self.waterlevel = 1;\n          self.watertype = content;\n      } else {\n          self.waterlevel = 0;\n          self.watertype = 0;\n      }\n  }\n}\n\nexport function M_CheckBottomEx(self: Entity, context: EntitySystem): number {\n  const mins = {\n    x: self.origin.x + self.mins.x,\n    y: self.origin.y + self.mins.y,\n    z: self.origin.z + self.mins.z,\n  };\n  const maxs = {\n    x: self.origin.x + self.maxs.x,\n    y: self.origin.y + self.maxs.y,\n    z: self.origin.z + self.maxs.z,\n  };\n\n  let start: MutableVec3 = { x: 0, y: 0, z: 0 };\n  // Check if gravityVector exists before accessing it (backwards compatibility for tests that mock Entity without it)\n  const ceiling = self.gravityVector ? self.gravityVector.z > 0 : false;\n\n  // Fast check: if all corners are in solid, we are good\n  let allSolid = true;\n  for (let x = 0; x <= 1; x++) {\n    for (let y = 0; y <= 1; y++) {\n      start.x = x ? maxs.x : mins.x;\n      start.y = y ? maxs.y : mins.y;\n      if (ceiling) {\n        start.z = maxs.z + 1;\n      } else {\n        start.z = mins.z - 1;\n      }\n\n      const content = context.pointcontents(start);\n      if (content !== CONTENTS_SOLID) {\n        allSolid = false;\n        break;\n      }\n    }\n    if (!allSolid) break;\n  }\n\n  if (allSolid) return BOTTOM_SOLID;\n\n  // Slow check\n  start.x = self.origin.x;\n  start.y = self.origin.y;\n\n  const stop = { ...start };\n\n  if (ceiling) {\n    start.z = self.origin.z + self.maxs.z;\n    stop.z = start.z + STEPSIZE * 2;\n  } else {\n    start.z = self.origin.z + self.mins.z;\n    stop.z = start.z - STEPSIZE * 2;\n  }\n\n  const mins_no_z = { ...self.mins, z: 0 };\n  const maxs_no_z = { ...self.maxs, z: 0 };\n\n  const trace = context.trace(start, mins_no_z, maxs_no_z, stop, self, MASK_MONSTERSOLID);\n\n  if (trace.fraction === 1.0) return BOTTOM_EMPTY;\n\n  const mid = trace.endpos.z;\n  const bottomType = context.pointcontents(trace.endpos);\n  let result = BOTTOM_SOLID;\n\n  if (bottomType & CONTENTS_WATER) result = BOTTOM_WATER;\n  else if (bottomType & CONTENTS_SLIME) result = BOTTOM_SLIME;\n  else if (bottomType & CONTENTS_LAVA) result = BOTTOM_LAVA;\n\n  // Check quadrants\n  const stepQuadrantSize = {\n      x: (self.maxs.x - self.mins.x) * 0.5,\n      y: (self.maxs.y - self.mins.y) * 0.5,\n  };\n\n  const halfStepQuadrant = {\n      x: stepQuadrantSize.x * 0.5,\n      y: stepQuadrantSize.y * 0.5,\n      z: 0\n  };\n\n  const halfStepQuadrantMins = {\n      x: -halfStepQuadrant.x,\n      y: -halfStepQuadrant.y,\n      z: 0\n  };\n\n  const centerStart = {\n      x: self.origin.x + (self.mins.x + self.maxs.x) * 0.5,\n      y: self.origin.y + (self.mins.y + self.maxs.y) * 0.5,\n      z: 0\n  };\n\n  for (let x = 0; x <= 1; x++) {\n    for (let y = 0; y <= 1; y++) {\n        const quadrantStart = { ...centerStart };\n        if (x) quadrantStart.x += halfStepQuadrant.x;\n        else quadrantStart.x -= halfStepQuadrant.x;\n\n        if (y) quadrantStart.y += halfStepQuadrant.y;\n        else quadrantStart.y -= halfStepQuadrant.y;\n\n        quadrantStart.z = start.z;\n        const quadrantEnd = { ...quadrantStart, z: stop.z };\n\n        const subTrace = context.trace(quadrantStart, halfStepQuadrantMins, halfStepQuadrant, quadrantEnd, self, MASK_MONSTERSOLID);\n\n        if (ceiling) {\n             if (subTrace.fraction === 1.0 || subTrace.endpos.z - mid > STEPSIZE) {\n                return BOTTOM_EMPTY;\n             }\n        } else {\n             if (subTrace.fraction === 1.0 || mid - subTrace.endpos.z > STEPSIZE) {\n                return BOTTOM_EMPTY;\n             }\n        }\n    }\n  }\n\n  return result;\n}\n\nexport function M_CheckBottom(self: Entity, context: EntitySystem): boolean {\n  return M_CheckBottomEx(self, context) !== BOTTOM_EMPTY;\n}\n\nfunction getGravityVector(ent: Entity): Vec3 {\n  if (ent.gravityVector && lengthVec3(ent.gravityVector) > 0.001) {\n    return ent.gravityVector;\n  }\n  return { x: 0, y: 0, z: -1 };\n}\n\nexport function M_MoveStep(self: Entity, move: Vec3, relink: boolean, context: EntitySystem): boolean {\n    if (!((self.flags & (EntityFlags.Swim | EntityFlags.Fly)) !== 0) && self.movetype !== MoveType.Noclip) {\n      if (!self.groundentity && self.waterlevel === 0) {\n          return false;\n      }\n    }\n\n    const dest = {\n        x: self.origin.x + move.x,\n        y: self.origin.y + move.y,\n        z: self.origin.z + move.z\n    };\n\n    const trace = context.trace(self.origin, self.mins, self.maxs, dest, self, MASK_MONSTERSOLID);\n\n    if (trace.fraction === 1.0) {\n        const oldOrigin = { ...self.origin };\n        (self.origin as MutableVec3).x = dest.x;\n        (self.origin as MutableVec3).y = dest.y;\n        (self.origin as MutableVec3).z = dest.z;\n\n        if (!((self.flags & (EntityFlags.Swim | EntityFlags.Fly)) !== 0) && self.movetype !== MoveType.Noclip) {\n           if (!M_CheckBottom(self, context)) {\n               (self.origin as MutableVec3).x = oldOrigin.x;\n               (self.origin as MutableVec3).y = oldOrigin.y;\n               (self.origin as MutableVec3).z = oldOrigin.z;\n               return false;\n           }\n        }\n\n        if (!((self.flags & (EntityFlags.Swim | EntityFlags.Fly)) !== 0)) {\n          CheckGround(self, context);\n        }\n        return true;\n    }\n\n    if ((self.flags & (EntityFlags.Swim | EntityFlags.Fly)) !== 0) {\n        return SV_flystep(self, move, relink, context);\n    }\n\n    const oldOrigin = { ...self.origin };\n\n    // Gravity aware stepping\n    const gravityDir = getGravityVector(self);\n    const stepVector = scaleVec3(gravityDir, -STEPSIZE);\n    const startUp = addVec3(oldOrigin, stepVector);\n\n    const traceUp = context.trace(oldOrigin, self.mins, self.maxs, startUp, self, MASK_MONSTERSOLID);\n\n    // Use the endpos of the upward trace as the new start for the step\n    const effectiveStartUp = traceUp.endpos;\n\n    const endUp = addVec3(effectiveStartUp, move);\n    const traceStep = context.trace(effectiveStartUp, self.mins, self.maxs, endUp, self, MASK_MONSTERSOLID);\n\n    if (traceStep.startsolid || traceStep.allsolid || traceStep.fraction < 1.0) {\n         return false;\n    }\n\n    // step us down\n    const downVector = scaleVec3(gravityDir, STEPSIZE);\n    const destDown = addVec3(traceStep.endpos, downVector);\n\n    const traceDown = context.trace(traceStep.endpos, self.mins, self.maxs, destDown, self, MASK_MONSTERSOLID);\n    if (traceDown.startsolid || traceDown.allsolid) {\n         return false;\n    }\n\n    const newPos = traceDown.endpos;\n    (self.origin as MutableVec3).x = newPos.x;\n    (self.origin as MutableVec3).y = newPos.y;\n    (self.origin as MutableVec3).z = newPos.z;\n\n    if (!M_CheckBottom(self, context)) {\n        (self.origin as MutableVec3).x = oldOrigin.x;\n        (self.origin as MutableVec3).y = oldOrigin.y;\n        (self.origin as MutableVec3).z = oldOrigin.z;\n        return false;\n    }\n\n    CheckGround(self, context);\n    return true;\n}\n\nexport function M_walkmove(self: Entity, yawDegrees: number, distance: number, context: EntitySystem): boolean {\n  const delta = yawVector(yawDegrees, distance);\n  // Matches rerelease M_walkmove implementation\n  // SV_movestep call via M_MoveStep\n  const retval = M_MoveStep(self, delta, true, context);\n  // Clears AI_BLOCKED flag\n  self.monsterinfo.aiflags &= ~AIFlags.Blocked;\n  return retval;\n}\n\nexport function SV_StepDirection(self: Entity, yaw: number, dist: number, context: EntitySystem): boolean {\n  for (let i = 0; i <= 90; i += 45) {\n    if (M_walkmove(self, yaw + i, dist, context)) {\n      if (i !== 0) {\n        self.ideal_yaw = angleMod(yaw + i);\n      }\n      return true;\n    }\n    if (i !== 0) {\n      if (M_walkmove(self, yaw - i, dist, context)) {\n        self.ideal_yaw = angleMod(yaw - i);\n        return true;\n      }\n    }\n  }\n  return false;\n}\n\nexport function SV_NewChaseDir(self: Entity, enemy: Entity | null, dist: number, context: EntitySystem): void {\n  if (!enemy) return;\n\n  const olddir = angleMod((self.ideal_yaw - self.angles.y));\n  const turnaround = Math.abs(olddir - 180) < 20;\n\n  const dx = enemy.origin.x - self.origin.x;\n  const dy = enemy.origin.y - self.origin.y;\n\n  if (Math.abs(dx) > Math.abs(dy)) {\n      if (dx > 0) self.ideal_yaw = 0;\n      else self.ideal_yaw = 180;\n  } else {\n      if (dy > 0) self.ideal_yaw = 90;\n      else self.ideal_yaw = 270;\n  }\n\n  if (turnaround) {\n      self.ideal_yaw = angleMod(self.ideal_yaw + 180);\n  }\n\n  SV_StepDirection(self, self.ideal_yaw, dist, context);\n}\n\nfunction SV_CloseEnough(self: Entity, goal: Entity, dist: number): boolean {\n    if (!goal) return false;\n\n    // Using box distance check similar to Quake 2\n    const dx = Math.abs(self.origin.x - goal.origin.x);\n    const dy = Math.abs(self.origin.y - goal.origin.y);\n    const dz = Math.abs(self.origin.z - goal.origin.z);\n\n    return dx <= dist && dy <= dist && dz <= dist;\n}\n\nexport function M_MoveToPath(self: Entity, context: EntitySystem): void {\n    const goal = self.goalentity;\n    if (goal && goal.target) {\n        const next = context.pickTarget(goal.target);\n        if (next) {\n            self.goalentity = next;\n            self.ideal_yaw = vectorToYaw({\n                x: next.origin.x - self.origin.x,\n                y: next.origin.y - self.origin.y,\n                z: next.origin.z - self.origin.z\n            });\n        }\n    }\n}\n\nexport function M_MoveToGoal(self: Entity, dist: number, context: EntitySystem): boolean {\n    const goal = self.goalentity;\n\n    if (!self.groundentity && !((self.flags & (EntityFlags.Swim | EntityFlags.Fly)) !== 0)) {\n        return false;\n    }\n\n    if (self.enemy && SV_CloseEnough(self, self.enemy, dist)) {\n        return true;\n    }\n\n    if (goal && goal.classname === 'path_corner') {\n         if (SV_CloseEnough(self, goal, dist)) {\n             M_MoveToPath(self, context);\n             return true;\n         }\n    }\n\n    if (!SV_StepDirection(self, self.ideal_yaw, dist, context)) {\n        return false;\n    }\n\n    return true;\n}\n\nexport function G_IdealHoverPosition(ent: Entity, context: EntitySystem): Vec3 {\n  if ((!ent.enemy && !(ent.monsterinfo.aiflags & AIFlags.Medic)) ||\n      (ent.monsterinfo.aiflags & (AIFlags.CombatPoint | AIFlags.SoundTarget | AIFlags.HintPath | AIFlags.Pathing))) {\n    return { x: 0, y: 0, z: 0 };\n  }\n\n  const theta = context.rng.frandom() * 2 * Math.PI;\n  let phi: number;\n\n  if (ent.monsterinfo.fly_above) {\n    phi = Math.acos(0.7 + context.rng.frandom() * 0.3);\n  } else if (ent.monsterinfo.fly_buzzard || (ent.monsterinfo.aiflags & AIFlags.Medic)) {\n    phi = Math.acos(context.rng.frandom());\n  } else {\n    phi = Math.acos(context.rng.crandom() * 0.06);\n  }\n\n  const sinPhi = Math.sin(phi);\n  const d = {\n    x: sinPhi * Math.cos(theta),\n    y: sinPhi * Math.sin(theta),\n    z: Math.cos(phi),\n  };\n\n  const minDist = ent.monsterinfo.fly_min_distance ?? 0;\n  const maxDist = ent.monsterinfo.fly_max_distance ?? 0;\n  const dist = minDist + context.rng.frandom() * (maxDist - minDist);\n  return scaleVec3(d, dist);\n}\n\nexport function SV_flystep(ent: Entity, move: Vec3, relink: boolean, context: EntitySystem): boolean {\n  if (ent.monsterinfo.aiflags & AIFlags.AlternateFly) {\n    // TODO: Implement SV_alternate_flystep\n    // if (SV_alternate_flystep(ent, move, relink, context)) return true;\n  }\n\n  const oldOrg = { ...ent.origin };\n\n  // carrier hack\n  let minheight = 40;\n  if (ent.classname === 'monster_carrier') minheight = 104;\n\n  for (let i = 0; i < 2; i++) {\n    let newMove = { ...move };\n\n    if (i === 0 && ent.enemy) {\n      let goalEntity = ent.goalentity;\n      if (!goalEntity) goalEntity = ent.enemy;\n\n      // Pathing logic placeholder - simplified\n      let goalPos = goalEntity.origin;\n      if (ent.monsterinfo.aiflags & AIFlags.Pathing && ent.monsterinfo.nav_path) {\n          goalPos = ent.monsterinfo.nav_path.firstMovePoint;\n      }\n\n      const dz = ent.origin.z - goalPos.z;\n      const dist = lengthVec3(move);\n\n      if (goalEntity.client) {\n        if (dz > minheight) {\n          newMove = scaleVec3(newMove, 0.5);\n          newMove.z -= dist;\n        }\n        if (!((ent.flags & EntityFlags.Swim) && ent.waterlevel < 2)) { // WATER_WAIST = 2\n          if (dz < (minheight - 10)) {\n            newMove = scaleVec3(newMove, 0.5);\n            newMove.z += dist;\n          }\n        }\n      } else {\n        if (ent.classname === 'monster_fixbot') {\n            // Fixbot special movement\n            // Using simplified logic from reference or just standard fallback for now as fixbot isn't fully implemented\n        } else {\n          if (dz > 0) {\n            newMove = scaleVec3(newMove, 0.5);\n            newMove.z -= Math.min(dist, dz);\n          } else if (dz < 0) {\n            newMove = scaleVec3(newMove, 0.5);\n            newMove.z += -Math.max(-dist, dz);\n          }\n        }\n      }\n    }\n\n    const newOrg = addVec3(ent.origin, newMove);\n    const trace = context.trace(ent.origin, ent.mins, ent.maxs, newOrg, ent, MASK_MONSTERSOLID);\n\n    if (ent.flags & EntityFlags.Fly) {\n      if (!ent.waterlevel) {\n        const test = { x: trace.endpos.x, y: trace.endpos.y, z: trace.endpos.z + ent.mins.z + 1 };\n        if (context.pointcontents(test) & MASK_WATER) return false;\n      }\n    }\n\n    if (ent.flags & EntityFlags.Swim) {\n      if (ent.waterlevel < 2) { // WATER_WAIST\n        const test = { x: trace.endpos.x, y: trace.endpos.y, z: trace.endpos.z + ent.mins.z + 1 };\n        if (!(context.pointcontents(test) & MASK_WATER)) return false;\n      }\n    }\n\n    if (trace.fraction === 1 && !trace.allsolid && !trace.startsolid) {\n      (ent.origin as MutableVec3).x = trace.endpos.x;\n      (ent.origin as MutableVec3).y = trace.endpos.y;\n      (ent.origin as MutableVec3).z = trace.endpos.z;\n\n      if (relink) {\n        context.linkentity(ent);\n      }\n      return true;\n    }\n\n    if (!ent.enemy) break;\n  }\n\n  return false;\n}\n\nexport function M_droptofloor_generic(\n  origin: MutableVec3,\n  mins: Vec3,\n  maxs: Vec3,\n  ceiling: boolean,\n  ignore: Entity,\n  mask: number,\n  allow_partial: boolean,\n  context: EntitySystem\n): boolean {\n  // Check if we start in solid\n  // NOTE: origin is modified by ref in C++. Here we mutate the passed object.\n\n  if (context.trace(origin, mins, maxs, origin, ignore, mask).startsolid) {\n    if (!ceiling) {\n      origin.z += 1;\n    } else {\n      origin.z -= 1;\n    }\n  }\n\n  const end = { ...origin };\n  if (!ceiling) {\n    end.z -= 256;\n  } else {\n    end.z += 256;\n  }\n\n  const trace = context.trace(origin, mins, maxs, end, ignore, mask);\n\n  if (trace.fraction === 1 || trace.allsolid || (!allow_partial && trace.startsolid)) {\n    return false;\n  }\n\n  origin.x = trace.endpos.x;\n  origin.y = trace.endpos.y;\n  origin.z = trace.endpos.z;\n\n  return true;\n}\n\nexport function M_droptofloor(ent: Entity, context: EntitySystem): boolean {\n  // Use MASK_MONSTERSOLID generally for monsters as per g_monster.cpp M_droptofloor\n  const mask = MASK_MONSTERSOLID; // Or G_GetClipMask(ent) logic\n\n  // SPAWNFLAG_MONSTER_NO_DROP check? Assuming 0x00000000 for now or add to constants if needed\n  // Not checking spawnflags for now as they are not fully ported/imported here\n\n  if (!M_droptofloor_generic(ent.origin as MutableVec3, ent.mins, ent.maxs, ent.gravityVector.z > 0, ent, mask, true, context)) {\n    return false;\n  }\n\n  context.linkentity(ent);\n  CheckGround(ent, context);\n\n  return true;\n}\n","import { Entity, Solid, MoveType } from '../entities/entity.js';\nimport type { EntitySystem } from '../entities/system.js';\nimport { GameTraceResult } from '../imports.js';\n\n/**\n * Resolves collision impact between two entities.\n * Corresponds to SV_Impact in sv_phys.c.\n */\nexport function resolveImpact(ent: Entity, trace: GameTraceResult, system: EntitySystem): void {\n  const other = trace.ent;\n\n  // We only care if we hit an entity\n  if (!other) {\n    return;\n  }\n\n  // Call touch on the entity we hit\n  if (other.touch) {\n    // GameTraceResult doesn't have a 'surface' object, it has surfaceFlags.\n    // However, touch callback expects a surface. In Q2 this is csurface_t.\n    // We pass undefined or null if not available, or mock it.\n    // Actually GameImports trace return GameTraceResult which only has surfaceFlags.\n    // We can cast or change the type if needed, but for now passing undefined is safe as most logic uses plane/flags.\n    const surf = trace.surfaceFlags ? { name: '', flags: trace.surfaceFlags, value: 0 } : null;\n    other.touch(other, ent, trace.plane, surf);\n  }\n\n  // Call touch on the moving entity\n  if (ent.touch) {\n    const surf = trace.surfaceFlags ? { name: '', flags: trace.surfaceFlags, value: 0 } : null;\n    ent.touch(ent, other, trace.plane, surf);\n  }\n}\n\n/**\n * Checks for triggers that the entity is currently touching.\n * Corresponds to G_TouchTriggers in g_phys.c.\n */\nexport function checkTriggers(ent: Entity, system: EntitySystem): void {\n  if (ent.movetype === MoveType.None) {\n    return;\n  }\n\n  // We need to find all trigger entities that intersect with 'ent'\n  // Use spatial query if available.\n  const candidates = system.findInBox(ent.absmin, ent.absmax);\n\n  for (const other of candidates) {\n    if (other === ent) continue;\n    if (other.solid !== Solid.Trigger) continue;\n    if (!other.touch) continue;\n\n    // AABB intersection test\n    // Usually triggers are Solid.Trigger which are bounding boxes or brush models.\n    // Assuming findInBox returns loose candidates, strict AABB check is needed.\n    if (ent.absmax.x < other.absmin.x || ent.absmin.x > other.absmax.x) continue;\n    if (ent.absmax.y < other.absmin.y || ent.absmin.y > other.absmax.y) continue;\n    if (ent.absmax.z < other.absmin.z || ent.absmin.z > other.absmax.z) continue;\n\n    other.touch(other, ent);\n  }\n}\n","import type { Vec3, CollisionPlane } from '@quake2ts/shared';\nimport type { Entity } from './entities/entity.js';\nimport type { ServerCommand } from '@quake2ts/shared';\n\nexport interface GameTraceResult {\n  allsolid: boolean;\n  startsolid: boolean;\n  fraction: number;\n  endpos: Vec3;\n  plane: CollisionPlane | null;\n  surfaceFlags: number;\n  contents: number;\n  ent: Entity | null;\n}\n\nexport type TraceFunction = (\n  start: Vec3,\n  mins: Vec3 | null,\n  maxs: Vec3 | null,\n  end: Vec3,\n  passent: Entity | null,\n  contentmask: number\n) => GameTraceResult;\n\nexport type PointContentsFunction = (point: Vec3) => number;\n\nexport type TraceModelFunction = (\n  entity: Entity,\n  start: Vec3,\n  end: Vec3\n) => GameTraceResult;\n\nexport enum MulticastType {\n  All = 0,\n  Pvs = 1,\n  Phs = 2,\n}\n\nexport interface GameImports {\n  trace: TraceFunction;\n  traceModel?: TraceModelFunction;\n\n  pointcontents: PointContentsFunction;\n\n  linkentity(ent: Entity): void;\n\n  areaEdicts(mins: Vec3, maxs: Vec3): number[] | null;\n\n  multicast(origin: Vec3, type: MulticastType, event: ServerCommand, ...args: any[]): void;\n  unicast(ent: Entity, reliable: boolean, event: ServerCommand, ...args: any[]): void;\n\n  configstring(index: number, value: string): void;\n  serverCommand(cmd: string): void;\n  setLagCompensation(active: boolean, client?: Entity, lagMs?: number): void;\n}\n\nexport interface GameEngine {\n    trace(start: Vec3, end: Vec3): unknown;\n    traceModel?(entity: Entity, start: Vec3, end: Vec3): unknown;\n    sound?(entity: Entity, channel: number, sound: string, volume: number, attenuation: number, timeofs: number): void;\n    soundIndex?(sound: string): number;\n    centerprintf?(entity: Entity, message: string): void;\n    modelIndex?(model: string): number;\n    multicast?(origin: Vec3, type: MulticastType, event: ServerCommand, ...args: any[]): void;\n    unicast?(ent: Entity, reliable: boolean, event: ServerCommand, ...args: any[]): void;\n    configstring?(index: number, value: string): void;\n    serverCommand?(cmd: string): void;\n    cvar?(name: string): { number: number; string: string; value: string } | undefined;\n    setLagCompensation?(active: boolean, client?: Entity, lagMs?: number): void;\n    setAreaPortalState?(portalNum: number, open: boolean): void;\n}\n","import { addVec3, closestPointToBox, lengthVec3, normalizeVec3, scaleVec3, subtractVec3, type Vec3 } from '@quake2ts/shared';\nimport { applyPowerArmor, applyRegularArmor, type PowerArmorState, type RegularArmorState } from './armor.js';\nimport { DamageFlags, EntityDamageFlags, hasAnyDamageFlag } from './damageFlags.js';\nimport { DamageMod } from './damageMods.js';\nimport type { Entity } from '../entities/entity.js';\nimport type { EntitySystem } from '../entities/system.js';\nimport { ServerCommand, TempEntity, ZERO_VEC3 } from '@quake2ts/shared';\nimport { MulticastType } from '../imports.js';\nimport type { ScriptHookRegistry } from '../scripting/hooks.js';\n\nexport interface DamageOptions {\n  /** If true, check if attacker and target are on same team and apply rules. */\n  checkFriendlyFire?: boolean;\n  /** If true (and checkFriendlyFire is on), damage is 0 for teammates. */\n  noFriendlyFire?: boolean;\n  /** Hooks registry to trigger onDamage event */\n  hooks?: ScriptHookRegistry;\n}\n\nfunction onSameTeam(ent1: Entity, ent2: Entity): boolean {\n  if (!ent1.client || !ent2.client) {\n    return false;\n  }\n  // TODO: Add team check when teams are implemented (e.g., CTF).\n  // For now, in Coop, all players are on the same team.\n  return true;\n}\n\nexport interface DamageableCallbacks {\n  pain?: (self: Damageable, attacker: Damageable | null, knockback: number, take: number, mod: DamageMod) => void;\n  die?: (self: Damageable, inflictor: Damageable | null, attacker: Damageable | null, take: number, point: Vec3, mod: DamageMod) => void;\n}\n\nexport interface Damageable extends DamageableCallbacks {\n  readonly id?: string;\n  takedamage: boolean;\n  health: number;\n  readonly maxHealth?: number;\n  readonly mass?: number;\n  velocity: Vec3;\n  readonly origin: Vec3;\n  readonly mins?: Vec3;\n  readonly maxs?: Vec3;\n  readonly flags?: EntityDamageFlags;\n  readonly regularArmor?: RegularArmorState;\n  readonly powerArmor?: PowerArmorState;\n}\n\nexport { EntityDamageFlags };\n\nexport interface DamageApplicationResult {\n  readonly take: number;\n  readonly psave: number;\n  readonly asave: number;\n  readonly knocked: Vec3;\n  readonly killed: boolean;\n  readonly remainingArmor?: number;\n  readonly remainingCells?: number;\n}\n\nexport interface DamageSource {\n  readonly origin: Vec3;\n  readonly mins?: Vec3;\n  readonly maxs?: Vec3;\n}\n\nexport interface RadiusDamageHit {\n  readonly target: Damageable;\n  readonly result: DamageApplicationResult | null;\n  readonly appliedDamage: number;\n}\n\nexport interface RadiusDamageOptions extends DamageOptions {\n  readonly canDamage?: (ent: Damageable, inflictor: DamageSource) => boolean;\n}\n\nfunction getDamageModifier(attacker: Damageable | null, time: number): number {\n  // Based on rerelease/p_weapon.cpp:35-57 P_DamageModifier\n  if (!attacker) {\n    return 1;\n  }\n\n  const client = (attacker as Entity).client;\n  if (!client) {\n    return 1;\n  }\n\n  let modifier = 1;\n\n  if (client.quad_time && client.quad_time > time) {\n    modifier *= 4;\n  }\n\n  if (client.double_time && client.double_time > time) {\n    modifier *= 2;\n  }\n\n  return modifier;\n}\n\nfunction applyKnockback(\n  targ: Damageable,\n  attacker: Damageable | null,\n  dir: Vec3,\n  knockback: number,\n  dflags: number,\n): Vec3 {\n  const hasNoKnockback =\n    hasAnyDamageFlag(dflags, DamageFlags.NO_KNOCKBACK) || ((targ.flags ?? 0) & EntityDamageFlags.NO_KNOCKBACK) !== 0;\n  if (hasNoKnockback || knockback === 0) {\n    return { x: 0, y: 0, z: 0 };\n  }\n\n  const mass = Math.max(50, targ.mass ?? 200);\n  const normalized = normalizeVec3(dir);\n  const scale = attacker === targ ? 1600 : 500;\n  const delta = scaleVec3(normalized, (scale * knockback) / mass);\n  targ.velocity = addVec3(targ.velocity, delta);\n  return delta;\n}\n\nfunction applyProtection(\n  targ: Damageable,\n  point: Vec3,\n  normal: Vec3,\n  damage: number,\n  dflags: number,\n): [number, number, number, number?, number?] {\n  let take = damage;\n  let psave = 0;\n  let asave = 0;\n  let remainingCells: number | undefined;\n  let remainingArmor: number | undefined;\n\n  if (targ.powerArmor) {\n    const result = applyPowerArmor(damage, dflags, point, normal, targ.powerArmor);\n    psave = result.saved;\n    remainingCells = result.remainingCells;\n    take -= psave;\n  }\n\n  if (targ.regularArmor) {\n    const result = applyRegularArmor(take, dflags, targ.regularArmor);\n    asave = result.saved;\n    remainingArmor = result.remainingArmor;\n    take -= asave;\n  }\n\n  return [Math.max(0, take), psave, asave, remainingCells, remainingArmor];\n}\n\nfunction targetCenter(ent: DamageSource | Damageable): Vec3 {\n  if (ent.mins && ent.maxs) {\n    return {\n      x: ent.origin.x + (ent.mins.x + ent.maxs.x) * 0.5,\n      y: ent.origin.y + (ent.mins.y + ent.maxs.y) * 0.5,\n      z: ent.origin.z + (ent.mins.z + ent.maxs.z) * 0.5,\n    };\n  }\n  return ent.origin;\n}\n\nexport function T_Damage(\n  targ: Damageable,\n  inflictor: Damageable | null,\n  attacker: Damageable | null,\n  dir: Vec3,\n  point: Vec3,\n  normal: Vec3,\n  damage: number,\n  knockback: number,\n  dflags: number,\n  mod: DamageMod,\n  time: number,\n  multicast?: (origin: Vec3, type: MulticastType, event: ServerCommand, ...args: any[]) => void,\n  options?: DamageOptions,\n  sys?: EntitySystem\n): DamageApplicationResult | null {\n  // Trigger hook if present\n  if (options?.hooks) {\n     const hookRegistry = options.hooks;\n     // We cast targ, inflictor, attacker to Entity because ScriptHooks expects Entity.\n     // T_Damage uses Damageable which is a subset/interface of Entity.\n     // In practice they are Entities.\n     hookRegistry.onDamage(targ as Entity, inflictor as Entity | null, attacker as Entity | null, damage, dflags, mod);\n  }\n\n  if (!targ.takedamage) {\n    return null;\n  }\n\n  // Friendly fire check\n  let currentMod = mod;\n  let currentDamage = damage;\n  if (options?.checkFriendlyFire && attacker && targ !== attacker && (targ as any).client && (attacker as any).client) {\n    if (onSameTeam(targ as Entity, attacker as Entity)) {\n      if (options.noFriendlyFire) {\n        currentDamage = 0;\n      } else {\n        currentMod = DamageMod.FRIENDLY_FIRE;\n      }\n    }\n  }\n\n  // Check for Environment Suit protection\n  const client = (targ as Entity).client;\n  if (client && client.enviro_time && client.enviro_time > time) {\n      if (mod === DamageMod.SLIME || mod === DamageMod.LAVA) {\n          return {\n              take: 0,\n              psave: 0,\n              asave: 0,\n              knocked: { x: 0, y: 0, z: 0 },\n              killed: false,\n          };\n      }\n  }\n\n  const modifier = getDamageModifier(attacker, time);\n  const modifiedDamage = currentDamage * modifier;\n  const modifiedKnockback = knockback * modifier;\n\n  const protectedByGod =\n    !hasAnyDamageFlag(dflags, DamageFlags.NO_PROTECTION) && ((targ.flags ?? 0) & EntityDamageFlags.GODMODE) !== 0 && modifiedDamage > 0;\n\n  if (protectedByGod) {\n    return {\n      take: 0,\n      psave: 0,\n      asave: modifiedDamage,\n      knocked: { x: 0, y: 0, z: 0 },\n      killed: false,\n    };\n  }\n\n  const knocked = applyKnockback(targ, attacker, dir, modifiedKnockback, dflags);\n  let [take, psave, asave, remainingCells, remainingArmor] = applyProtection(targ, point, normal, modifiedDamage, dflags);\n\n  // Freeze Shatter Override\n  if ((targ as any).monsterinfo && (targ as any).monsterinfo.freeze_time > time && modifiedDamage > 0) {\n       // If frozen, any damage destroys it.\n       take = targ.health + 100;\n       psave = 0;\n       asave = 0;\n\n       // Visual effect?\n       // We can trigger glass shatter sound/particles here via multicast if we had sys?\n       // We will rely on die() to handle visual gibs.\n  }\n\n  if (targ.powerArmor && remainingCells !== undefined) {\n    (targ.powerArmor as PowerArmorState).cellCount = remainingCells;\n\n    // Visual effect for power armor\n    if (psave > 0 && multicast) {\n        if (targ.powerArmor.type === 'screen') {\n            multicast(point, MulticastType.Pvs, ServerCommand.temp_entity, TempEntity.SCREEN_SPARKS, point, normal);\n            // TE_SCREEN_SPARKS plays misc/power2.wav on client\n        } else if (targ.powerArmor.type === 'shield') {\n            multicast(point, MulticastType.Pvs, ServerCommand.temp_entity, TempEntity.SHIELD_SPARKS, point, normal);\n             // TE_SHIELD_SPARKS plays misc/power2.wav on client\n        }\n    }\n  }\n  if (targ.regularArmor) {\n    (targ.regularArmor as RegularArmorState).armorCount = remainingArmor ?? targ.regularArmor.armorCount;\n  }\n\n  let actualTake = take;\n\n  if (actualTake > 0) {\n    targ.health -= actualTake;\n\n    // Add damage indicator for players\n    const targEnt = targ as Entity;\n    if (targEnt.client && attacker) {\n        if (!targEnt.client.damage_indicators) {\n            targEnt.client.damage_indicators = [];\n        }\n\n        // Calculate direction to attacker\n        // The damage 'dir' passed to T_Damage is typically the direction OF the attack (from attacker to target).\n        // The damage indicator expects a direction TO the damage source (attacker).\n        // So we might need to use -dir or calculate it.\n        // However, standard T_Damage usage:\n        // dir = normalize(targ.origin - attacker.origin) [Used for knockback away from attacker]\n        // Wait, applyKnockback uses 'dir'.\n        // If 'dir' is direction of force (away from attacker), then:\n        //   targ.velocity += dir * knockback\n        // This means 'dir' points AWAY from attacker.\n        //\n        // DamageIndicator expects direction TO damage source.\n        // So we use -dir.\n\n        // Alternatively, use attacker.origin - targ.origin.\n        const toAttacker = subtractVec3(attacker.origin, targ.origin);\n        // Normalize\n        const dist = lengthVec3(toAttacker);\n        if (dist > 0.1) { // Avoid zero length\n            const direction = scaleVec3(toAttacker, 1/dist);\n            // Add to indicators\n            targEnt.client.damage_indicators.push({\n                direction,\n                strength: Math.min(1.0, actualTake / 20) // Heuristic: 20 dmg = full alpha\n            });\n        }\n    }\n\n    // Spawn blood/sparks if multicast is available and we did damage\n    if (multicast && !hasAnyDamageFlag(dflags, DamageFlags.NO_DAMAGE_EFFECTS)) {\n        if ((targ as any).classname === 'player' || (targ as any).monsterinfo) {\n             // Bleed\n             multicast(point, MulticastType.Pvs, ServerCommand.temp_entity, TempEntity.BLOOD, point, normal);\n        } else {\n             // Sparks?\n        }\n    }\n  }\n\n  const killed = targ.health <= 0;\n  if (killed) {\n    if (targ.flags && (targ.flags & EntityDamageFlags.IMMORTAL)) {\n      targ.health = Math.max(1, targ.health);\n    } else if (targ.die) {\n      targ.die(targ, inflictor, attacker, actualTake, point, currentMod);\n    }\n  } else if (actualTake > 0 && targ.pain) {\n    targ.pain(targ, attacker, knockback, actualTake, currentMod);\n  }\n\n  return { take: actualTake, psave, asave, knocked, killed, remainingCells, remainingArmor };\n}\n\nexport function T_RadiusDamage(\n  entities: readonly Damageable[],\n  inflictor: DamageSource,\n  attacker: Damageable | null,\n  damage: number,\n  ignore: Damageable | null,\n  radius: number,\n  dflags: number,\n  mod: DamageMod,\n  time: number,\n  options: RadiusDamageOptions = {},\n  multicast?: (origin: Vec3, type: MulticastType, event: ServerCommand, ...args: any[]) => void\n): RadiusDamageHit[] {\n  const hits: RadiusDamageHit[] = [];\n  const inflictorCenter = targetCenter(inflictor);\n  const canDamage = options.canDamage ?? (() => true);\n\n  for (const ent of entities) {\n    if (ent === ignore || !ent.takedamage || !canDamage(ent, inflictor)) {\n      continue;\n    }\n\n    const entCenter = ent.mins && ent.maxs\n      ? closestPointToBox(inflictorCenter, addVec3(ent.origin, ent.mins), addVec3(ent.origin, ent.maxs))\n      : targetCenter(ent);\n    const toTarget = subtractVec3(inflictorCenter, entCenter);\n    const distance = lengthVec3(toTarget);\n    if (radius > 0 && distance > radius) {\n      continue;\n    }\n\n    const points = damage - 0.5 * distance;\n    if (points <= 0) {\n      continue;\n    }\n\n    let adjustedDamage = points;\n\n    // In Quake 2, T_RadiusDamage halves 'points' (which is both damage and knockback)\n    // for self-damage. g_combat.c:\n    // if (ent == attacker) points = points * 0.5;\n    if (ent === attacker) {\n      adjustedDamage = points * 0.5;\n    }\n\n    // Since points was halved, both damage and knockback are halved.\n    const adjustedKnockback = adjustedDamage;\n\n    const dir = normalizeVec3(subtractVec3(ent.origin, inflictorCenter));\n\n    // Pass hooks from options if present\n    const damageOptions: DamageOptions = {\n        ...options,\n        hooks: options.hooks\n    };\n\n    const result = T_Damage(ent, inflictor as Damageable | null, attacker, dir, entCenter, dir, adjustedDamage, adjustedKnockback, dflags | DamageFlags.RADIUS, mod, time, multicast, damageOptions);\n    hits.push({ target: ent, result, appliedDamage: adjustedDamage });\n  }\n\n  return hits;\n}\n","import {\n  CONTENTS_LAVA,\n  CONTENTS_SLIME,\n  WaterLevel,\n  addVec3,\n  boxesIntersect,\n  type Bounds3,\n  type Vec3,\n} from '@quake2ts/shared';\n\nimport { DamageFlags } from './damageFlags.js';\nimport { DamageMod } from './damageMods.js';\nimport { T_Damage, type Damageable, type DamageApplicationResult } from './damage.js';\nimport { MoveType, Solid } from '../entities/entity.js';\n\nconst ZERO: Vec3 = { x: 0, y: 0, z: 0 };\n\nexport enum EnvironmentalFlags {\n  IN_WATER = 1 << 0,\n  IMMUNE_LAVA = 1 << 1,\n  IMMUNE_SLIME = 1 << 2,\n}\n\nexport interface EnvironmentalDamageTarget extends Damageable {\n  waterlevel: WaterLevel;\n  watertype: number;\n  airFinished: number;\n  painDebounceTime: number;\n  damageDebounceTime: number;\n  environmentFlags?: EnvironmentalFlags;\n}\n\nexport interface EnvironmentalDamageEvent {\n  readonly mod: DamageMod;\n  readonly amount: number;\n  readonly result: DamageApplicationResult | null;\n}\n\nexport interface EnvironmentalDamageResult {\n  readonly events: EnvironmentalDamageEvent[];\n  readonly enteredWater: boolean;\n  readonly leftWater: boolean;\n}\n\nfunction applyDamageEvent(\n  target: EnvironmentalDamageTarget,\n  amount: number,\n  mod: DamageMod,\n  time: number,\n): DamageApplicationResult | null {\n  return T_Damage(target, null, null, ZERO, target.origin, ZERO, amount, 0, DamageFlags.NO_ARMOR, mod, time);\n}\n\nexport function applyEnvironmentalDamage(\n  target: EnvironmentalDamageTarget,\n  nowMs: number,\n): EnvironmentalDamageResult {\n  const events: EnvironmentalDamageEvent[] = [];\n  let flags = target.environmentFlags ?? 0;\n  let enteredWater = false;\n  let leftWater = false;\n\n  if (target.waterlevel !== WaterLevel.None) {\n      // In water\n      if ((flags & EnvironmentalFlags.IN_WATER) === 0) {\n          flags |= EnvironmentalFlags.IN_WATER;\n          enteredWater = true;\n          target.damageDebounceTime = 0;\n      }\n\n      // Check for drowning (only if head is under water)\n      if (target.waterlevel === WaterLevel.Under) { // WaterLevel 3\n          // If airFinished is past, we are drowning.\n          if (target.airFinished < nowMs) {\n             if (target.painDebounceTime <= nowMs) {\n                const elapsedSeconds = Math.floor((nowMs - target.airFinished) / 1000);\n                const amount = Math.min(15, 2 + 2 * elapsedSeconds);\n                const result = applyDamageEvent(target, amount, DamageMod.WATER, nowMs / 1000);\n                target.painDebounceTime = nowMs + 1000;\n                events.push({ mod: DamageMod.WATER, amount, result });\n             }\n          }\n      } else {\n          // Reset air if head is not under water\n          target.airFinished = nowMs + 9000;\n      }\n\n      // Check lava/slime damage\n      if (target.damageDebounceTime <= nowMs) {\n        if (target.watertype & CONTENTS_LAVA) {\n          // Lava: 1/3 damage with immunity, full otherwise.\n          const isImmune = (flags & EnvironmentalFlags.IMMUNE_LAVA) !== 0;\n          const damageMult = isImmune ? 1 : 3;\n          const amount = damageMult * target.waterlevel;\n\n          const result = applyDamageEvent(target, amount, DamageMod.LAVA, nowMs / 1000);\n          target.damageDebounceTime = nowMs + 100; // 10Hz\n          events.push({ mod: DamageMod.LAVA, amount, result });\n        }\n\n        if (target.watertype & CONTENTS_SLIME) {\n          // Slime: No damage if immune.\n          const isImmune = (flags & EnvironmentalFlags.IMMUNE_SLIME) !== 0;\n          if (!isImmune) {\n             const amount = 1 * target.waterlevel;\n             const result = applyDamageEvent(target, amount, DamageMod.SLIME, nowMs / 1000);\n             target.damageDebounceTime = nowMs + 100; // 10Hz\n             events.push({ mod: DamageMod.SLIME, amount, result });\n          }\n        }\n      }\n  } else {\n      // Not in water\n      if ((flags & EnvironmentalFlags.IN_WATER) !== 0) {\n          flags &= ~EnvironmentalFlags.IN_WATER;\n          leftWater = true;\n      }\n\n      // Reset air when out of water\n      target.airFinished = nowMs + 9000;\n  }\n\n  target.environmentFlags = flags;\n\n  return { events, enteredWater, leftWater };\n}\n\nexport type FallingEvent = 'footstep' | 'fallshort' | 'fall' | 'fallfar' | null;\n\nexport interface FallingDamageContext {\n  readonly impactDelta: number;\n  readonly waterLevel: WaterLevel;\n  readonly onLadder?: boolean;\n  readonly isDead?: boolean;\n  readonly isPlayerModel?: boolean;\n  readonly isNoClip?: boolean;\n  readonly grappleBlockingFallDamage?: boolean;\n  readonly clampFreeFall?: boolean;\n  readonly skipDamage?: boolean;\n}\n\nexport interface FallingDamageResult {\n  readonly damage: number;\n  readonly event: FallingEvent;\n  readonly fallValue: number;\n  readonly adjustedDelta: number;\n}\n\nexport function calculateFallingDamage(context: FallingDamageContext): FallingDamageResult {\n  const {\n    impactDelta,\n    waterLevel,\n    onLadder = false,\n    isDead = false,\n    isPlayerModel = true,\n    isNoClip = false,\n    grappleBlockingFallDamage = false,\n    clampFreeFall = false,\n    skipDamage = false,\n  } = context;\n\n  if (isDead || !isPlayerModel || isNoClip || grappleBlockingFallDamage || waterLevel === WaterLevel.Under) {\n    return { damage: 0, event: null, fallValue: 0, adjustedDelta: 0 };\n  }\n\n  let delta = impactDelta * impactDelta * 0.0001;\n\n  if (waterLevel === WaterLevel.Waist) {\n    delta *= 0.25;\n  } else if (waterLevel === WaterLevel.Feet) {\n    delta *= 0.5;\n  }\n\n  if (clampFreeFall) {\n    delta = Math.min(30, delta);\n  }\n\n  if (delta < 1) {\n    return { damage: 0, event: null, fallValue: 0, adjustedDelta: delta };\n  }\n\n  let event: FallingEvent = null;\n  let damage = 0;\n  let fallValue = 0;\n\n  if (delta < 15) {\n    event = onLadder ? null : 'footstep';\n  } else {\n    fallValue = Math.min(delta * 0.5, 40);\n\n    if (delta > 30) {\n      event = delta >= 55 ? 'fallfar' : 'fall';\n      damage = Math.max(1, (delta - 30) * 0.5);\n    } else {\n      event = 'fallshort';\n    }\n  }\n\n  if (skipDamage) {\n    damage = 0;\n  }\n\n  return { damage, event, fallValue, adjustedDelta: delta };\n}\n\nexport function applyFallingDamage(\n  target: Damageable,\n  context: FallingDamageContext,\n): FallingDamageResult {\n  const result = calculateFallingDamage(context);\n\n  if (result.damage > 0 && !context.skipDamage) {\n    T_Damage(\n      target,\n      null,\n      null,\n      { x: 0, y: 0, z: 1 },\n      target.origin,\n      ZERO,\n      result.damage,\n      0,\n      DamageFlags.NO_ARMOR,\n      DamageMod.FALLING,\n      0,\n    );\n  }\n\n  return result;\n}\n\nexport interface CrushableTarget extends Damageable {\n  readonly isMonster?: boolean;\n  readonly isClient?: boolean;\n}\n\nexport interface CrushDamageOptions {\n  readonly baseDamage?: number;\n  readonly nonLivingDamage?: number;\n  readonly gibDamage?: number;\n}\n\nexport interface CrushDamageResult {\n  readonly amount: number;\n  readonly result: DamageApplicationResult | null;\n}\n\nexport function applyCrushDamage(\n  crusher: Damageable,\n  target: CrushableTarget,\n  options: CrushDamageOptions = {},\n): CrushDamageResult {\n  const nonLivingDamage = options.nonLivingDamage ?? 100_000;\n  const gibDamage = options.gibDamage ?? 100;\n  const baseDamage = options.baseDamage ?? (crusher as any).dmg ?? 10;\n\n  const amount = !target.isMonster && !target.isClient ? nonLivingDamage : target.health < 1 ? gibDamage : baseDamage;\n  const result = T_Damage(target, crusher, crusher, ZERO, target.origin, ZERO, amount, 1, DamageFlags.NONE, DamageMod.CRUSH, 0);\n\n  return { amount, result };\n}\n\nexport interface TelefragEntity extends Damageable {\n  readonly movetype?: MoveType;\n  readonly solid?: Solid;\n  readonly mins?: Vec3;\n  readonly maxs?: Vec3;\n}\n\nexport interface TelefragTarget extends Damageable {\n  readonly inUse?: boolean;\n  readonly movetype?: MoveType;\n  readonly solid?: Solid;\n  readonly mins?: Vec3;\n  readonly maxs?: Vec3;\n}\n\nexport interface TelefragEvent {\n  readonly target: TelefragTarget;\n  readonly result: DamageApplicationResult | null;\n}\n\nexport interface TelefragResult {\n  readonly events: TelefragEvent[];\n  readonly cleared: boolean;\n}\n\nexport interface TelefragOptions {\n  readonly mod?: DamageMod;\n}\n\nfunction absoluteBounds(ent: { readonly origin: Vec3; readonly mins?: Vec3; readonly maxs?: Vec3 }): Bounds3 {\n  const mins = ent.mins ?? ZERO;\n  const maxs = ent.maxs ?? ZERO;\n\n  return {\n    mins: addVec3(ent.origin, mins),\n    maxs: addVec3(ent.origin, maxs),\n  };\n}\n\nexport function killBox(\n  teleporter: TelefragEntity,\n  targets: readonly TelefragTarget[],\n  options: TelefragOptions = {},\n): TelefragResult {\n  if (teleporter.movetype === MoveType.Noclip) {\n    return { events: [], cleared: true };\n  }\n\n  const mod = options.mod ?? DamageMod.TELEFRAG;\n  const teleBounds = absoluteBounds(teleporter);\n  const events: TelefragEvent[] = [];\n  let cleared = true;\n\n  for (const target of targets) {\n    if (target === teleporter || target.inUse === false) {\n      continue;\n    }\n\n    const solidity = target.solid ?? Solid.Not;\n    if (!target.takedamage || solidity === Solid.Not || solidity === Solid.Trigger || solidity === Solid.Bsp) {\n      continue;\n    }\n\n    if (!boxesIntersect(teleBounds, absoluteBounds(target))) {\n      continue;\n    }\n\n    const result = T_Damage(target, teleporter, teleporter, ZERO, target.origin, ZERO, 100_000, 0, DamageFlags.NO_PROTECTION, mod, 0);\n    events.push({ target, result });\n\n    if (!result || !result.killed || target.health > 0) {\n      cleared = false;\n    }\n  }\n\n  return { events, cleared };\n}\n","import {\n  CONTENTS_LAVA,\n  CONTENTS_SLIME,\n  CONTENTS_WATER,\n  MASK_WATER,\n  MASK_CURRENT,\n  CONTENTS_CURRENT_0,\n  CONTENTS_CURRENT_90,\n  CONTENTS_CURRENT_180,\n  CONTENTS_CURRENT_270,\n  CONTENTS_CURRENT_UP,\n  CONTENTS_CURRENT_DOWN,\n  type Vec3,\n} from '@quake2ts/shared';\nimport { Entity, EntityFlags } from '../entities/entity.js';\nimport { GameImports } from '../imports.js';\nimport { EntitySystem } from '../entities/system.js';\nimport { MutableVec3 } from '../ai/movement.js';\n\nexport function checkWater(ent: Entity, system: EntitySystem, imports: GameImports): void {\n  const origin = ent.origin;\n  const mins = ent.mins;\n  const maxs = ent.maxs;\n\n  // Guard against undefined origin/mins/maxs\n  if (!origin || !mins || !maxs) {\n      return;\n  }\n\n  // Pick a point at the feet\n  const point: Vec3 = {\n    x: origin.x + (mins.x + maxs.x) * 0.5,\n    y: origin.y + (mins.y + maxs.y) * 0.5,\n    z: origin.z + mins.z + 1,\n  };\n\n  let cont = imports.pointcontents(point);\n\n  if ((cont & MASK_WATER) === 0) {\n    if (ent.waterlevel > 0) {\n      playLeaveWaterSound(ent, system);\n      ent.flags &= ~EntityFlags.Swim;\n    }\n    ent.waterlevel = 0;\n    ent.watertype = 0;\n    return;\n  }\n\n  ent.watertype = cont;\n  ent.waterlevel = 1;\n\n  // Check waist\n  const viewheight = ent.viewheight || (maxs.z - mins.z) * 0.8; // Approximation if viewheight not set\n  const waist = origin.z + (mins.z + maxs.z) * 0.5;\n\n  // Actually Quake 2 uses origin + mins + (maxs-mins)*0.5 for center/waist?\n  // p_client.c PM_CheckWater:\n  // feet = origin.z + mins.z + 1\n  // waist = origin.z + mins.z + (viewheight - mins.z) * 0.5\n  // head = origin.z + viewheight\n\n  // Let's stick to p_move logic for consistency if possible, but for generic entities:\n  // G_Physics (g_phys.c) calls SV_CheckWater (sv_phys.c).\n  // SV_CheckWater:\n  // feet = absmin + 1\n  // waist = absmin + (size[2] * 0.5)\n  // head = absmin + size[2] - 1 (or something near top)\n\n  // Let's use:\n  const feetZ = origin.z + mins.z + 1;\n  const waistZ = origin.z + mins.z + (maxs.z - mins.z) * 0.5;\n  const headZ = origin.z + maxs.z - 1; // Just below top\n\n  // We already checked feet (approx)\n\n  const waistPoint: Vec3 = { ...point, z: waistZ };\n  cont = imports.pointcontents(waistPoint);\n  if (cont & MASK_WATER) {\n    ent.waterlevel = 2;\n\n    const headPoint: Vec3 = { ...point, z: headZ };\n    cont = imports.pointcontents(headPoint);\n    if (cont & MASK_WATER) {\n      ent.waterlevel = 3;\n    }\n  }\n\n  if ((ent.flags & EntityFlags.Swim) === 0) {\n    playEnterWaterSound(ent, system);\n    ent.flags |= EntityFlags.Swim;\n  }\n}\n\nfunction playEnterWaterSound(ent: Entity, system: EntitySystem): void {\n  if (ent.watertype & CONTENTS_LAVA) {\n    system.sound(ent, 0, 'player/lava_in.wav', 1, 1, 0);\n  } else if (ent.watertype & CONTENTS_SLIME) {\n    system.sound(ent, 0, 'player/watr_in.wav', 1, 1, 0);\n  } else if (ent.watertype & CONTENTS_WATER) {\n    system.sound(ent, 0, 'player/watr_in.wav', 1, 1, 0);\n  }\n}\n\nfunction playLeaveWaterSound(ent: Entity, system: EntitySystem): void {\n  if (ent.watertype & CONTENTS_LAVA) {\n    system.sound(ent, 0, 'player/lava_out.wav', 1, 1, 0);\n  } else if (ent.watertype & CONTENTS_SLIME) {\n    system.sound(ent, 0, 'player/watr_out.wav', 1, 1, 0);\n  } else if (ent.watertype & CONTENTS_WATER) {\n    system.sound(ent, 0, 'player/watr_out.wav', 1, 1, 0);\n  }\n}\n\n/**\n * Applies current forces to an entity's velocity.\n * @see PM_AddCurrents in p_move.c (Quake 2)\n */\nexport function SV_AddCurrents(ent: Entity, currentSpeed: number = 400.0): void {\n  if (!(ent.watertype & MASK_CURRENT)) {\n    return;\n  }\n\n  // Calculate current vector\n  const v = { x: 0, y: 0, z: 0 };\n\n  if (ent.watertype & CONTENTS_CURRENT_0) v.x += 1;\n  if (ent.watertype & CONTENTS_CURRENT_90) v.y += 1;\n  if (ent.watertype & CONTENTS_CURRENT_180) v.x -= 1;\n  if (ent.watertype & CONTENTS_CURRENT_270) v.y -= 1;\n  if (ent.watertype & CONTENTS_CURRENT_UP) v.z += 1;\n  if (ent.watertype & CONTENTS_CURRENT_DOWN) v.z -= 1;\n\n  // Apply speed scaling based on water level\n  // If only feet in water, half speed. If waist or above, full speed.\n  // Note: Q2 p_move logic: if (pm->waterlevel == 1 && pm->groundentity) s /= 2;\n  // We assume if groundentity is set we are on ground.\n  let speed = currentSpeed;\n  if (ent.waterlevel === 1 && ent.groundentity) {\n    speed *= 0.5;\n  }\n\n  const velocity = ent.velocity as MutableVec3;\n  velocity.x += v.x * speed;\n  velocity.y += v.y * speed;\n  velocity.z += v.z * speed;\n}\n","import { Entity, MoveType, Solid, EntityFlags } from '../entities/entity.js';\nimport { GameImports } from '../imports.js';\nimport {\n  addVec3,\n  scaleVec3,\n  clipVelocityVec3,\n  Vec3,\n  subtractVec3,\n  rotatePointAroundVector,\n  vectorToAngles,\n  WaterLevel,\n  MASK_WATER\n} from '@quake2ts/shared';\nimport type { EntitySystem } from '../entities/system.js';\nimport { CheckGround } from '../ai/movement.js';\nimport { resolveImpact, checkTriggers } from './collision.js';\nimport { applyFallingDamage } from '../combat/specialDamage.js';\nimport type { Damageable } from '../combat/damage.js';\nimport { SV_AddCurrents } from './fluid.js';\n\n// Physics constants derived from Quake 2 source\nconst WATER_FRICTION = 2.0;\nconst WATER_GRAVITY_SCALE = 0.1;\nconst OVERBOUNCE_BOUNCE = 1.6;\nconst OVERBOUNCE_WALLBOUNCE = 2.0;\n\n/**\n * Runs gravity for an entity.\n * Handles normal gravity and water movement physics.\n * @see G_RunObject in g_phys.c\n */\nexport function runGravity(ent: Entity, gravity: Vec3, frametime: number): void {\n  if (ent.movetype === MoveType.Toss || ent.movetype === MoveType.Bounce || ent.movetype === MoveType.WallBounce) {\n    if (!ent.velocity) ent.velocity = { x: 0, y: 0, z: 0 };\n    if (!ent.origin) ent.origin = { x: 0, y: 0, z: 0 };\n\n    if (ent.waterlevel > 1) {\n      // Water physics: apply friction and reduced gravity\n      const speed = Math.sqrt(ent.velocity.x * ent.velocity.x + ent.velocity.y * ent.velocity.y + ent.velocity.z * ent.velocity.z);\n      if (speed > 1) {\n        const newspeed = speed - frametime * speed * WATER_FRICTION;\n        if (newspeed < 0) {\n            ent.velocity = { x: 0, y: 0, z: 0 };\n        } else {\n            const scale = newspeed / speed;\n            ent.velocity = scaleVec3(ent.velocity, scale);\n        }\n      }\n\n      ent.velocity = addVec3(ent.velocity, scaleVec3(gravity, ent.gravity * frametime * WATER_GRAVITY_SCALE));\n      ent.origin = addVec3(ent.origin, scaleVec3(ent.velocity, frametime));\n    } else {\n      ent.velocity = addVec3(ent.velocity, scaleVec3(gravity, ent.gravity * frametime));\n      ent.origin = addVec3(ent.origin, scaleVec3(ent.velocity, frametime));\n    }\n  }\n}\n\n/**\n * Handles movement for bouncing entities (grenades, gibs).\n * @see SV_Physics_Toss in sv_phys.c\n */\nexport function runBouncing(ent: Entity, system: EntitySystem, imports: GameImports, frametime: number): void {\n  if (ent.movetype !== MoveType.Bounce && ent.movetype !== MoveType.WallBounce) {\n    return;\n  }\n\n  if (!ent.velocity) ent.velocity = { x: 0, y: 0, z: 0 };\n  if (!ent.origin) ent.origin = { x: 0, y: 0, z: 0 };\n\n  const end = addVec3(ent.origin, scaleVec3(ent.velocity, frametime));\n  const traceResult = imports.trace(ent.origin, ent.mins, ent.maxs, end, ent, ent.clipmask);\n\n  if (traceResult.fraction < 1.0) {\n    ent.origin = traceResult.endpos;\n    if (traceResult.ent) {\n      resolveImpact(ent, traceResult, system);\n    } else {\n      // Hit world\n      if (ent.touch) {\n        const surf = traceResult.surfaceFlags ? { name: '', flags: traceResult.surfaceFlags, value: 0 } : null;\n        ent.touch(ent, system.world, traceResult.plane, surf);\n      }\n    }\n  }\n\n  if (traceResult.fraction > 0 && traceResult.fraction < 1 && traceResult.plane) {\n    // Determine overbounce factor based on movement type\n    let overbounce = OVERBOUNCE_BOUNCE;\n    if (ent.movetype === MoveType.WallBounce) {\n      overbounce = OVERBOUNCE_WALLBOUNCE;\n    }\n\n    const clipped = clipVelocityVec3(ent.velocity, traceResult.plane.normal, overbounce);\n    ent.velocity = clipped;\n\n    // WallBounce also updates angles to face the new direction\n    if (ent.movetype === MoveType.WallBounce) {\n      ent.angles = vectorToAngles(ent.velocity);\n    }\n  }\n}\n\n/**\n * Handles step movement for monsters.\n * Moves with collision sliding.\n * @see SV_Physics_Step in sv_phys.c\n */\nexport function runStep(\n  ent: Entity,\n  system: EntitySystem,\n  imports: GameImports,\n  gravity: Vec3,\n  frametime: number,\n): void {\n  if (!ent.velocity) ent.velocity = { x: 0, y: 0, z: 0 };\n  if (!ent.origin) ent.origin = { x: 0, y: 0, z: 0 };\n\n  // If not flying or swimming, apply gravity\n  const isFlying = (ent.flags & (EntityFlags.Fly | EntityFlags.Swim)) !== 0;\n  if (!isFlying) {\n      // Add gravity\n      ent.velocity = addVec3(ent.velocity, scaleVec3(gravity, ent.gravity * frametime));\n  }\n\n  // Apply water currents if applicable\n  // This is typically done in PM_WaterMove for players, but for monsters/step physics\n  // we might want it too. p_move.c adds it to wishvel.\n  // g_phys.c SV_Physics_Step doesn't explicitly call SV_AddCurrents,\n  // but it's part of player movement.\n  // However, the task requests implementing \"water current following\".\n  // Adding it here ensures entities moved by runStep (monsters) get affected.\n  if (ent.waterlevel > 0) {\n     SV_AddCurrents(ent);\n  }\n\n  // Q2 physics loop for step movement often clips against world\n  let timeLeft = frametime;\n  let velocity = { ...ent.velocity };\n\n  // We allow a few bounces/slides\n  for (let i = 0; i < 4; i++) {\n    const move = scaleVec3(velocity, timeLeft);\n    const end = addVec3(ent.origin, move);\n\n    const trace = imports.trace(ent.origin, ent.mins, ent.maxs, end, ent, ent.clipmask);\n\n    if (trace.allsolid) {\n      ent.velocity = { x: 0, y: 0, z: 0 };\n      return;\n    }\n\n    if (trace.startsolid) {\n      ent.velocity = { x: 0, y: 0, z: 0 };\n      return;\n    }\n\n    ent.origin = trace.endpos;\n\n    if (trace.fraction === 1) {\n      break; // Moved the whole distance\n    }\n\n    // Hit something\n    if (trace.ent) {\n      resolveImpact(ent, trace, system);\n    }\n\n    timeLeft -= timeLeft * trace.fraction;\n\n    if (trace.plane) {\n      // Check for fall damage on impact with floor\n      if (trace.plane.normal.z > 0.7 && velocity.z < 0) {\n        const impactDelta = Math.abs(velocity.z);\n        applyFallingDamage(ent as unknown as Damageable, {\n          impactDelta,\n          waterLevel: ent.waterlevel as WaterLevel,\n          isDead: ent.deadflag !== 0\n        });\n      }\n\n      // Step movement usually stops on walls or slides along them\n      velocity = clipVelocityVec3(velocity, trace.plane.normal, 1.0);\n    }\n\n    // If velocity is very small, stop\n    const speed = velocity.x * velocity.x + velocity.y * velocity.y + velocity.z * velocity.z;\n    if (speed < 1) {\n      velocity = { x: 0, y: 0, z: 0 };\n      break;\n    }\n  }\n\n  ent.velocity = velocity;\n  imports.linkentity(ent);\n\n  checkTriggers(ent, system);\n  CheckGround(ent, system);\n}\n\n/**\n * Runs projectile movement.\n * @see SV_Physics_Toss in sv_phys.c (for projectiles)\n */\nexport function runProjectileMovement(ent: Entity, imports: GameImports, frametime: number): void {\n  if (ent.movetype !== MoveType.FlyMissile) {\n    return;\n  }\n\n  if (!ent.velocity) ent.velocity = { x: 0, y: 0, z: 0 };\n  if (!ent.origin) ent.origin = { x: 0, y: 0, z: 0 };\n\n  const end = addVec3(ent.origin, scaleVec3(ent.velocity, frametime));\n  const traceResult = imports.trace(ent.origin, ent.mins, ent.maxs, end, ent, ent.clipmask);\n\n  ent.origin = traceResult.endpos;\n}\n\nfunction testEntityPosition(ent: Entity, imports: GameImports): boolean {\n  // Use trace to check if the entity is stuck in a solid\n  const trace = imports.trace(ent.origin, ent.mins, ent.maxs, ent.origin, ent, ent.clipmask);\n  if (trace.startsolid || trace.allsolid) {\n    return false;\n  }\n  return true;\n}\n\n/**\n * Handles pushing of entities by movers (e.g., doors, platforms).\n * @see SV_Push in sv_phys.c\n */\nexport function runPush(\n  pusher: Entity,\n  system: EntitySystem,\n  imports: GameImports,\n  frametime: number,\n): boolean {\n  const move = {\n    x: pusher.velocity.x * frametime,\n    y: pusher.velocity.y * frametime,\n    z: pusher.velocity.z * frametime,\n  };\n\n  const amove = {\n    x: pusher.avelocity.x * frametime,\n    y: pusher.avelocity.y * frametime,\n    z: pusher.avelocity.z * frametime,\n  };\n\n  // 1. Calculate the swept bounding box of the pusher to find potential collisions\n  // We need to encompass the entire movement\n  // Note: Quake 2 does 'mins - move - 2' logic implicitly via box check\n  const mins = {\n    x: Math.min(pusher.absmin.x, pusher.absmin.x + move.x) - 2.0,\n    y: Math.min(pusher.absmin.y, pusher.absmin.y + move.y) - 2.0,\n    z: Math.min(pusher.absmin.z, pusher.absmin.z + move.z) - 2.0,\n  };\n\n  const maxs = {\n    x: Math.max(pusher.absmax.x, pusher.absmax.x + move.x) + 2.0,\n    y: Math.max(pusher.absmax.y, pusher.absmax.y + move.y) + 2.0,\n    z: Math.max(pusher.absmax.z, pusher.absmax.z + move.z) + 2.0,\n  };\n\n  // We keep track of everything we moved so we can revert if blocked\n  const pushed: { ent: Entity; origin: Vec3; angles: Vec3; ground: Entity | null }[] = [];\n\n  // Save pusher state\n  pushed.push({\n    ent: pusher,\n    origin: { ...pusher.origin },\n    angles: { ...pusher.angles },\n    ground: pusher.groundentity,\n  });\n\n  // Move the pusher\n  pusher.origin = {\n    x: pusher.origin.x + move.x,\n    y: pusher.origin.y + move.y,\n    z: pusher.origin.z + move.z,\n  };\n\n  pusher.angles = {\n    x: pusher.angles.x + amove.x,\n    y: pusher.angles.y + amove.y,\n    z: pusher.angles.z + amove.z,\n  };\n\n  imports.linkentity(pusher);\n\n  if (!testEntityPosition(pusher, imports)) {\n    // Pusher itself is stuck\n    pusher.origin = pushed[0].origin;\n    pusher.angles = pushed[0].angles;\n    imports.linkentity(pusher);\n    return false;\n  }\n\n  // Find entities that need to be pushed\n  // We scan all entities to see if they are in the swept box\n  // This is potentially expensive but matches Quake 2 logic (SV_Push)\n  const candidates: Entity[] = [];\n  system.forEachEntity((check) => {\n    if (check === pusher) return;\n    if (check.solid === Solid.Not || check.solid === Solid.Trigger) return;\n    if (\n      check.absmin.x >= maxs.x ||\n      check.absmax.x <= mins.x ||\n      check.absmin.y >= maxs.y ||\n      check.absmax.y <= mins.y ||\n      check.absmin.z >= maxs.z ||\n      check.absmax.z <= mins.z\n    ) {\n      return;\n    }\n    candidates.push(check);\n  });\n\n  // Now try to move the candidates\n  for (const ent of candidates) {\n    let moveEntity = false;\n\n    if (ent.groundentity === pusher) {\n      moveEntity = true;\n    } else {\n        // Check intersection with new pusher position\n        // If pusher's new absbox intersects ent's absbox, we push\n        // We need to re-link pusher to get accurate absbox (done above)\n        if (\n            ent.absmin.x < pusher.absmax.x &&\n            ent.absmax.x > pusher.absmin.x &&\n            ent.absmin.y < pusher.absmax.y &&\n            ent.absmax.y > pusher.absmin.y &&\n            ent.absmin.z < pusher.absmax.z &&\n            ent.absmax.z > pusher.absmin.z\n        ) {\n            moveEntity = true;\n        }\n    }\n\n    if (moveEntity) {\n      pushed.push({\n        ent,\n        origin: { ...ent.origin },\n        angles: { ...ent.angles },\n        ground: ent.groundentity,\n      });\n\n      // Move the entity\n      ent.origin = {\n        x: ent.origin.x + move.x,\n        y: ent.origin.y + move.y,\n        z: ent.origin.z + move.z,\n      };\n\n      // If standing on pusher, we might also rotate\n      if (ent.groundentity === pusher) {\n        // Rotation handling:\n        // 1. Calculate position relative to pusher's OLD origin\n        // 2. Rotate that relative vector by the angular move\n        // 3. Add to pusher's NEW origin\n\n        const pusherOldOrigin = pushed[0].origin;\n        const pusherNewOrigin = pusher.origin; // Already moved\n        const entOldOrigin = pushed[pushed.length - 1].origin; // We just pushed it\n\n        let relPos = subtractVec3(entOldOrigin, pusherOldOrigin);\n\n        // Apply rotations. Order: Yaw (Z), Pitch (Y), Roll (X)\n        // Q2 angles are Pitch, Yaw, Roll.\n        if (amove.y !== 0) {\n          relPos = rotatePointAroundVector({ x: 0, y: 0, z: 1 }, relPos, amove.y);\n        }\n        if (amove.x !== 0) {\n          relPos = rotatePointAroundVector({ x: 0, y: 1, z: 0 }, relPos, amove.x);\n        }\n        if (amove.z !== 0) {\n          relPos = rotatePointAroundVector({ x: 1, y: 0, z: 0 }, relPos, amove.z);\n        }\n\n        ent.origin = addVec3(pusherNewOrigin, relPos);\n\n        // Also rotate the entity's facing angles\n        ent.angles = {\n          x: ent.angles.x + amove.x,\n          y: ent.angles.y + amove.y,\n          z: ent.angles.z + amove.z\n        };\n      }\n\n      imports.linkentity(ent);\n\n      // Check if this entity is now stuck\n      if (!testEntityPosition(ent, imports)) {\n        if (pusher.blocked) {\n            pusher.blocked(pusher, ent);\n        }\n\n        // If the blocker is still there (wasn't destroyed by the blocked callback), revert\n        if (ent.solid !== Solid.Not && (!ent.health || ent.health > 0)) {\n             // Blocked! Revert all.\n             for (let i = pushed.length - 1; i >= 0; i--) {\n                 const p = pushed[i];\n                 p.ent.origin = p.origin;\n                 p.ent.angles = p.angles;\n                 p.ent.groundentity = p.ground,\n                 imports.linkentity(p.ent);\n             }\n             return false;\n        }\n      }\n    }\n  }\n\n  return true;\n}\n","import { Entity } from './entity.js';\n\nconst MAX_EDICTS = 2048;\nconst WORLD_INDEX = 0;\n\nexport interface EntityPoolSnapshot {\n  readonly capacity: number;\n  readonly activeOrder: readonly number[];\n  readonly freeList: readonly number[];\n  readonly pendingFree: readonly number[];\n}\n\nexport class EntityPool implements Iterable<Entity> {\n  private readonly entities: Entity[];\n  private readonly freeList: number[] = [];\n  private readonly pendingFree: number[] = [];\n  private activeHead: Entity | null = null;\n\n  constructor(maxEntities = MAX_EDICTS) {\n    if (maxEntities < 1 || !Number.isInteger(maxEntities)) {\n      throw new Error('EntityPool requires a positive integer size');\n    }\n\n    this.entities = new Array<Entity>(maxEntities);\n\n    for (let i = 0; i < maxEntities; i += 1) {\n      this.entities[i] = new Entity(i);\n      if (i !== WORLD_INDEX) {\n        this.freeList.push(i);\n      }\n    }\n\n    const world = this.entities[WORLD_INDEX];\n    world.inUse = true;\n    world.classname = 'worldspawn';\n    this.activeHead = world;\n  }\n\n  get world(): Entity {\n    return this.entities[WORLD_INDEX];\n  }\n\n  get capacity(): number {\n    return this.entities.length;\n  }\n\n  get activeCount(): number {\n    let count = 0;\n    for (const _ of this) {\n      count += 1;\n    }\n    return count;\n  }\n\n  getByIndex(index: number): Entity | undefined {\n    return this.entities[index];\n  }\n\n  [Symbol.iterator](): Iterator<Entity> {\n    let current = this.activeHead;\n    return {\n      next: () => {\n        if (!current) {\n          return { done: true, value: undefined } as const;\n        }\n        const value = current;\n        current = current.linkNext;\n        return { done: false, value };\n      },\n    };\n  }\n\n  spawn(): Entity {\n    const index = this.freeList.pop();\n    if (index === undefined) {\n      throw new Error('No free entities available');\n    }\n\n    const entity = this.entities[index];\n    entity.reset();\n    entity.inUse = true;\n    this.link(entity);\n    return entity;\n  }\n\n  deferFree(entity: Entity): void {\n    if (entity.index === WORLD_INDEX) {\n      throw new Error('Cannot free world entity');\n    }\n\n    if (!entity.inUse || entity.freePending) {\n      return;\n    }\n\n    this.unlink(entity);\n    entity.inUse = false;\n    entity.freePending = true;\n    this.pendingFree.push(entity.index);\n  }\n\n  freeImmediate(entity: Entity): void {\n    if (entity.index === WORLD_INDEX) {\n      throw new Error('Cannot free world entity');\n    }\n\n    if (!entity.inUse) {\n      return;\n    }\n\n    this.unlink(entity);\n    entity.reset();\n    this.freeList.push(entity.index);\n  }\n\n  flushFreeList(): void {\n    if (this.pendingFree.length === 0) {\n      return;\n    }\n\n    for (const index of this.pendingFree) {\n      const entity = this.entities[index];\n      entity.reset();\n      this.freeList.push(index);\n    }\n\n    this.pendingFree.length = 0;\n  }\n\n  createSnapshot(): EntityPoolSnapshot {\n    const activeOrder = Array.from(this, (entity) => entity.index);\n    return {\n      capacity: this.entities.length,\n      activeOrder,\n      freeList: [...this.freeList],\n      pendingFree: [...this.pendingFree],\n    };\n  }\n\n  restore(snapshot: EntityPoolSnapshot): void {\n    if (snapshot.capacity !== this.entities.length) {\n      throw new Error(`Snapshot capacity ${snapshot.capacity} does not match pool capacity ${this.entities.length}`);\n    }\n\n    const seen = new Set<number>();\n    const noteIndex = (index: number, label: string) => {\n      if (index < 0 || index >= this.entities.length) {\n        throw new Error(`Invalid entity index ${index} in ${label}`);\n      }\n      if (seen.has(index)) {\n        throw new Error(`Duplicate entity index ${index} in snapshot`);\n      }\n      seen.add(index);\n    };\n\n    for (const index of snapshot.activeOrder) {\n      noteIndex(index, 'activeOrder');\n    }\n    for (const index of snapshot.freeList) {\n      noteIndex(index, 'freeList');\n    }\n    for (const index of snapshot.pendingFree) {\n      noteIndex(index, 'pendingFree');\n    }\n\n    this.activeHead = null;\n    this.freeList.length = 0;\n    this.pendingFree.length = 0;\n\n    for (const entity of this.entities) {\n      entity.reset();\n    }\n\n    for (let i = snapshot.activeOrder.length - 1; i >= 0; i -= 1) {\n      const entity = this.entities[snapshot.activeOrder[i]];\n      entity.inUse = true;\n      this.link(entity);\n    }\n\n    for (const index of snapshot.pendingFree) {\n      const entity = this.entities[index];\n      entity.inUse = false;\n      entity.freePending = true;\n      entity.linkNext = null;\n      entity.linkPrevious = null;\n      this.pendingFree.push(index);\n    }\n\n    for (const index of snapshot.freeList) {\n      const entity = this.entities[index];\n      entity.inUse = false;\n      entity.freePending = false;\n      entity.linkNext = null;\n      entity.linkPrevious = null;\n      this.freeList.push(index);\n    }\n\n    if (!snapshot.activeOrder.includes(WORLD_INDEX)) {\n      throw new Error('Snapshot must include the world entity as active');\n    }\n  }\n\n  private link(entity: Entity): void {\n    entity.linkNext = this.activeHead;\n    if (this.activeHead) {\n      this.activeHead.linkPrevious = entity;\n    }\n    this.activeHead = entity;\n    entity.linkPrevious = null;\n  }\n\n  private unlink(entity: Entity): void {\n    if (entity.linkPrevious) {\n      entity.linkPrevious.linkNext = entity.linkNext;\n    }\n    if (entity.linkNext) {\n      entity.linkNext.linkPrevious = entity.linkPrevious;\n    }\n    if (this.activeHead === entity) {\n      this.activeHead = entity.linkNext;\n    }\n\n    entity.linkPrevious = null;\n    entity.linkNext = null;\n  }\n}\n","import type { Entity } from './entity.js';\n\ninterface ScheduledThink {\n  readonly time: number;\n  readonly entity: Entity;\n}\n\nexport interface ThinkScheduleEntry {\n  readonly time: number;\n  readonly entityIndex: number;\n}\n\nexport class ThinkScheduler {\n  private readonly queue: ScheduledThink[] = [];\n\n  schedule(entity: Entity, timeSeconds: number): void {\n    entity.nextthink = timeSeconds;\n    this.queue.push({ entity, time: timeSeconds });\n    this.queue.sort((a, b) => (a.time === b.time ? a.entity.index - b.entity.index : a.time - b.time));\n  }\n\n  cancel(entity: Entity): void {\n    if (this.queue.length === 0) {\n      return;\n    }\n    for (let i = this.queue.length - 1; i >= 0; i -= 1) {\n      if (this.queue[i].entity === entity) {\n        this.queue.splice(i, 1);\n      }\n    }\n  }\n\n  snapshot(): ThinkScheduleEntry[] {\n    return this.queue.map(({ time, entity }) => ({ time, entityIndex: entity.index }));\n  }\n\n  restore(entries: ThinkScheduleEntry[], resolver: (index: number) => Entity | undefined): void {\n    this.queue.length = 0;\n    for (const entry of entries) {\n      const entity = resolver(entry.entityIndex);\n      if (!entity) {\n        continue;\n      }\n      this.schedule(entity, entry.time);\n    }\n  }\n\n  runDueThinks(currentTimeSeconds: number, context: any): void {\n    while (this.queue.length > 0) {\n      const next = this.queue[0];\n      if (next.time > currentTimeSeconds) {\n        break;\n      }\n\n      this.queue.shift();\n      const { entity, time } = next;\n      if (!entity.inUse || entity.freePending) {\n        continue;\n      }\n      if (!entity.think) {\n        continue;\n      }\n      if (entity.nextthink !== time) {\n        continue;\n      }\n\n      entity.think(entity, context);\n    }\n  }\n}\n","import { Entity } from './entity.js';\nimport { Vec3 } from '@quake2ts/shared';\n\nconst CELL_SIZE = 256;\n\nfunction getCellKey(x: number, y: number, z: number): string {\n  return `${x},${y},${z}`;\n}\n\nexport class SpatialGrid {\n  private cells = new Map<string, Set<Entity>>();\n  private entityCells = new Map<Entity, string[]>();\n\n  constructor(private cellSize: number = CELL_SIZE) {}\n\n  private getCellRange(min: number, max: number): [number, number] {\n    return [Math.floor(min / this.cellSize), Math.floor(max / this.cellSize)];\n  }\n\n  insert(entity: Entity): void {\n    if (this.entityCells.has(entity)) {\n      this.remove(entity);\n    }\n\n    const [minX, maxX] = this.getCellRange(entity.absmin.x, entity.absmax.x);\n    const [minY, maxY] = this.getCellRange(entity.absmin.y, entity.absmax.y);\n    const [minZ, maxZ] = this.getCellRange(entity.absmin.z, entity.absmax.z);\n\n    const keys: string[] = [];\n\n    for (let x = minX; x <= maxX; x++) {\n      for (let y = minY; y <= maxY; y++) {\n        for (let z = minZ; z <= maxZ; z++) {\n          const key = getCellKey(x, y, z);\n          let cell = this.cells.get(key);\n          if (!cell) {\n            cell = new Set<Entity>();\n            this.cells.set(key, cell);\n          }\n          cell.add(entity);\n          keys.push(key);\n        }\n      }\n    }\n\n    this.entityCells.set(entity, keys);\n  }\n\n  remove(entity: Entity): void {\n    const keys = this.entityCells.get(entity);\n    if (!keys) return;\n\n    for (const key of keys) {\n      const cell = this.cells.get(key);\n      if (cell) {\n        cell.delete(entity);\n        if (cell.size === 0) {\n          this.cells.delete(key);\n        }\n      }\n    }\n\n    this.entityCells.delete(entity);\n  }\n\n  update(entity: Entity): void {\n    this.insert(entity);\n  }\n\n  query(mins: Vec3, maxs: Vec3): Entity[] {\n    const [minX, maxX] = this.getCellRange(mins.x, maxs.x);\n    const [minY, maxY] = this.getCellRange(mins.y, maxs.y);\n    const [minZ, maxZ] = this.getCellRange(mins.z, maxs.z);\n\n    const results = new Set<Entity>();\n\n    for (let x = minX; x <= maxX; x++) {\n      for (let y = minY; y <= maxY; y++) {\n        for (let z = minZ; z <= maxZ; z++) {\n          const key = getCellKey(x, y, z);\n          const cell = this.cells.get(key);\n          if (cell) {\n            for (const entity of cell) {\n              results.add(entity);\n            }\n          }\n        }\n      }\n    }\n\n    return Array.from(results);\n  }\n\n  clear(): void {\n    this.cells.clear();\n    this.entityCells.clear();\n  }\n}\n","import type { Vec3 } from '@quake2ts/shared';\nimport { createRandomGenerator, scaleVec3, RandomGenerator } from '@quake2ts/shared';\nimport { runGravity, runBouncing, runProjectileMovement, runPush, runStep } from '../physics/movement.js';\nimport { checkWater } from '../physics/fluid.js';\nimport { GameImports, GameEngine, TraceFunction, PointContentsFunction, MulticastType } from '../imports.js';\nimport {\n  DeadFlag,\n  ENTITY_FIELD_METADATA,\n  Entity,\n  MoveType,\n  ServerFlags,\n  type EntityFieldDescriptor,\n  Solid,\n  FL_NOTARGET\n} from './entity.js';\nimport { EntityPool, type EntityPoolSnapshot } from './pool.js';\nimport { ThinkScheduler, type ThinkScheduleEntry } from './thinkScheduler.js';\nimport { lengthVec3, subtractVec3, ServerCommand } from '@quake2ts/shared';\nimport type { AnyCallback, CallbackRegistry } from './callbacks.js';\nimport type { TargetAwarenessState } from '../ai/targeting.js';\nimport type { SpawnFunction, SpawnRegistry } from './spawn.js';\nimport { SpatialGrid } from './spatial.js';\nimport { ScriptHookRegistry } from '../scripting/hooks.js';\n\ninterface Bounds {\n  min: Vec3;\n  max: Vec3;\n}\n\nfunction computeBounds(entity: Entity): Bounds {\n  return {\n    min: {\n      x: entity.origin.x + entity.mins.x,\n      y: entity.origin.y + entity.mins.y,\n      z: entity.origin.z + entity.mins.z,\n    },\n    max: {\n      x: entity.origin.x + entity.maxs.x,\n      y: entity.origin.y + entity.maxs.y,\n      z: entity.origin.z + entity.maxs.z,\n    },\n  };\n}\n\nfunction boundsIntersect(a: Bounds, b: Bounds): boolean {\n  return !(\n    a.min.x > b.max.x ||\n    a.max.x < b.min.x ||\n    a.min.y > b.max.y ||\n    a.max.y < b.min.y ||\n    a.min.z > b.max.z ||\n    a.max.z < b.min.z\n  );\n}\n\ntype SerializableVec3 = readonly [number, number, number];\n\ntype SerializableInventory = Record<string, number>;\n\ntype SerializableEntityFieldValue =\n  | number\n  | string\n  | boolean\n  | null\n  | SerializableVec3\n  | SerializableInventory;\n\ntype SerializableFieldName = (typeof ENTITY_FIELD_METADATA)[number]['name'];\ntype SerializableFieldDescriptor = EntityFieldDescriptor<SerializableFieldName>;\n\nconst SERIALIZABLE_FIELDS = ENTITY_FIELD_METADATA.filter(\n  (field) => field.save || field.type === 'callback',\n) as SerializableFieldDescriptor[];\nconst DESCRIPTORS = new Map(SERIALIZABLE_FIELDS.map((descriptor) => [descriptor.name, descriptor]));\n\nexport interface SerializedEntityState {\n  readonly index: number;\n  readonly fields: Partial<Record<SerializableFieldName, SerializableEntityFieldValue>>;\n}\n\nexport interface SerializedTargetAwareness {\n  readonly frameNumber: number;\n  readonly sightEntityIndex: number | null;\n  readonly sightEntityFrame: number;\n  readonly soundEntityIndex: number | null;\n  readonly soundEntityFrame: number;\n  readonly sound2EntityIndex: number | null;\n  readonly sound2EntityFrame: number;\n  readonly sightClientIndex: number | null;\n}\n\nexport interface EntitySystemSnapshot {\n  readonly timeSeconds: number;\n  readonly pool: EntityPoolSnapshot;\n  readonly entities: SerializedEntityState[];\n  readonly thinks: ThinkScheduleEntry[];\n  readonly awareness: SerializedTargetAwareness;\n  readonly crossLevelFlags: number;\n  readonly crossUnitFlags: number;\n  readonly level: LevelState;\n}\n\nexport interface LevelState {\n  next_auto_save: number;\n  health_bar_entities: (Entity | null)[];\n  intermission_angle: Vec3;\n  intermission_origin: Vec3;\n  helpmessage1: string;\n  helpmessage2: string;\n  help1changed: number;\n  help2changed: number;\n  mapname?: string; // Added mapname\n}\n\n\nfunction serializeVec3(vec: Vec3 | undefined): SerializableVec3 {\n  if (!vec) {\n      return [0, 0, 0];\n  }\n  return [vec.x, vec.y, vec.z];\n}\n\nfunction deserializeVec3(value: SerializableEntityFieldValue): Vec3 {\n  const vec = value as SerializableVec3;\n  if (!Array.isArray(vec) || vec.length !== 3) {\n    throw new Error('Invalid vec3 serialization');\n  }\n  const [x, y, z] = vec;\n  return { x, y, z };\n}\n\nfunction assignField(entity: Entity, name: SerializableFieldName, value: Entity[SerializableFieldName]): void {\n  (entity as Record<SerializableFieldName, Entity[SerializableFieldName]>)[name] = value;\n}\n\nfunction serializeInventory(inventory: Record<string, number>): SerializableInventory {\n  return { ...inventory };\n}\n\nfunction deserializeInventory(value: SerializableEntityFieldValue): Record<string, number> {\n  if (value === null || typeof value !== 'object' || Array.isArray(value)) {\n    throw new Error('Invalid inventory serialization');\n  }\n\n  const parsed: Record<string, number> = {};\n  for (const [key, entry] of Object.entries(value)) {\n    parsed[key] = Number(entry);\n  }\n  return parsed;\n}\n\ninterface ExtendedTargetAwarenessState extends TargetAwarenessState {\n  activePlayers: Entity[];\n  monsterAlertedByPlayers(monster: Entity): Entity | null;\n  soundClient(): Entity | null;\n}\n\nexport class EntitySystem {\n  private readonly pool: EntityPool;\n  private readonly thinkScheduler: ThinkScheduler;\n  private readonly targetNameIndex = new Map<string, Set<Entity>>();\n  private readonly random: RandomGenerator;\n  private readonly callbackToName: Map<AnyCallback, string>;\n  private spawnRegistry?: SpawnRegistry;\n  private currentTimeSeconds = 0;\n  private currentDeltaSeconds = 0;\n  private frameNumber = 0;\n  private spawnCount = 0;\n\n  private spatialGrid: SpatialGrid;\n\n  // We will lazily access this.scriptHooks from _game or via a property if passed.\n  // Actually, EntitySystem doesn't own the registry, GameExports does.\n  // But GameExports is initialized with EntitySystem, so it's circular.\n  // We can add a property that delegates to _game.hooks.\n  get scriptHooks(): ScriptHookRegistry | undefined {\n      return (this as any)._game?.hooks;\n  }\n\n  readonly targetAwareness: ExtendedTargetAwarenessState;\n\n  // Persistent state for cross-level logic\n  crossLevelFlags: number = 0;\n  crossUnitFlags: number = 0;\n\n  public level: LevelState;\n\n  get rng() {\n    return this.random;\n  }\n\n  setSpawnRegistry(registry: SpawnRegistry): void {\n    this.spawnRegistry = registry;\n  }\n\n  registerEntityClass(classname: string, factory: SpawnFunction): void {\n    this.spawnRegistry?.register(classname, factory);\n  }\n\n  getSpawnFunction(classname: string): SpawnFunction | undefined {\n    return this.spawnRegistry?.get(classname);\n  }\n\n  readonly engine: GameEngine;\n  readonly imports: GameImports;\n  private readonly gravity: Vec3;\n  readonly deathmatch: boolean;\n  readonly skill: number;\n  readonly coop: boolean;\n\n  get trace(): TraceFunction {\n    return this.imports.trace;\n  }\n\n  get traceModel() {\n    return this.imports.traceModel;\n  }\n\n  get pointcontents(): PointContentsFunction {\n    return this.imports.pointcontents;\n  }\n\n  get areaEdicts() {\n      return this.imports.areaEdicts;\n  }\n\n  get game(): any {\n      return (this as any)._game;\n  }\n\n  get maxClients(): number {\n    return 32; // Default, can be configurable or from engine\n  }\n\n  get entities(): ArrayLike<Entity | null> {\n    // This is a rough approximation to allow index-based access like g_edicts\n    // for legacy code ports. It's not efficient.\n    const arr: (Entity | null)[] = new Array(this.pool.capacity + 1).fill(null);\n    for (const ent of this.pool) {\n      if (ent.index >= 0 && ent.index < arr.length) {\n        arr[ent.index] = ent;\n      }\n    }\n    return arr;\n  }\n\n  get deltaSeconds(): number {\n      return this.currentDeltaSeconds;\n  }\n\n  constructor(\n    engine: GameEngine,\n    imports?: Partial<GameImports>,\n    gravity?: Vec3,\n    maxEntities?: number,\n    callbackRegistry?: CallbackRegistry,\n    deathmatch?: boolean,\n    skill?: number,\n    random?: RandomGenerator,\n    coop?: boolean,\n    readonly friendlyFire: boolean = false\n  ) {\n    this.pool = new EntityPool(maxEntities);\n    this.thinkScheduler = new ThinkScheduler();\n    this.engine = engine;\n    this.deathmatch = deathmatch ?? false;\n    this.coop = coop ?? false;\n    this.skill = skill ?? 1; // Default to medium\n    this.random = random ?? createRandomGenerator();\n    this.spatialGrid = new SpatialGrid();\n\n    // Default imports\n    const defaultImports: GameImports = {\n      trace: () => ({\n        allsolid: false,\n        startsolid: false,\n        fraction: 1,\n        endpos: { x: 0, y: 0, z: 0 },\n        plane: null,\n        surfaceFlags: 0,\n        contents: 0,\n        ent: null,\n      }),\n      pointcontents: () => 0,\n      linkentity: (ent) => {\n        ent.absmin = {\n          x: ent.origin.x + ent.mins.x,\n          y: ent.origin.y + ent.mins.y,\n          z: ent.origin.z + ent.mins.z,\n        };\n        ent.absmax = {\n          x: ent.origin.x + ent.maxs.x,\n          y: ent.origin.y + ent.maxs.y,\n          z: ent.origin.z + ent.maxs.z,\n        };\n      },\n      areaEdicts: () => null, // Default to null to signal fallback\n      multicast: () => {},\n      unicast: () => {},\n      configstring: () => {},\n      serverCommand: () => {},\n      setLagCompensation: () => {},\n    };\n\n    // Merge defaults with provided imports\n    this.imports = { ...defaultImports, ...imports };\n\n    // Wrap linkentity to update spatial grid\n    const originalLinkEntity = this.imports.linkentity;\n    this.imports.linkentity = (ent: Entity) => {\n        if (originalLinkEntity) {\n             originalLinkEntity(ent);\n        } else {\n             // Fallback logic if original didn't exist (but defaultImports ensures it does)\n             ent.absmin = {\n                x: ent.origin.x + ent.mins.x,\n                y: ent.origin.y + ent.mins.y,\n                z: ent.origin.z + ent.mins.z,\n              };\n              ent.absmax = {\n                x: ent.origin.x + ent.maxs.x,\n                y: ent.origin.y + ent.maxs.y,\n                z: ent.origin.z + ent.maxs.z,\n              };\n        }\n        // Always update spatial grid\n        this.spatialGrid.update(ent);\n    };\n\n    this.gravity = gravity || { x: 0, y: 0, z: 0 };\n    this.callbackToName = new Map<AnyCallback, string>();\n    if (callbackRegistry) {\n      for (const [name, fn] of callbackRegistry.entries()) {\n        this.callbackToName.set(fn, name);\n      }\n    }\n\n    this.targetAwareness = {\n      timeSeconds: 0,\n      frameNumber: 0,\n      sightEntity: null,\n      sightEntityFrame: 0,\n      soundEntity: null,\n      soundEntityFrame: 0,\n      sound2Entity: null,\n      sound2EntityFrame: 0,\n      sightClient: null,\n      activePlayers: [],\n      monsterAlertedByPlayers: (monster: Entity) => null, // Default implementation\n      soundClient: () => null // Default implementation\n    };\n\n    this.level = {\n      next_auto_save: 0,\n      health_bar_entities: [null, null, null, null],\n      intermission_angle: { x: 0, y: 0, z: 0 },\n      intermission_origin: { x: 0, y: 0, z: 0 },\n      helpmessage1: \"\",\n      helpmessage2: \"\",\n      help1changed: 0,\n      help2changed: 0,\n    };\n  }\n\n  get world(): Entity {\n    return this.pool.world;\n  }\n\n  get activeCount(): number {\n    return this.pool.activeCount;\n  }\n\n  get timeSeconds(): number {\n    return this.currentTimeSeconds;\n  }\n\n  forEachEntity(callback: (entity: Entity) => void): void {\n    for (const entity of this.pool) {\n      if (entity.inUse && !entity.freePending) {\n        callback(entity);\n      }\n    }\n  }\n\n  find(predicate: (entity: Entity) => boolean): Entity | undefined {\n    for (const entity of this.pool) {\n      if (predicate(entity)) {\n        return entity;\n      }\n    }\n    return undefined;\n  }\n\n  getByIndex(index: number): Entity | undefined {\n    return this.pool.getByIndex(index);\n  }\n\n  spawn(): Entity {\n    const ent = this.pool.spawn();\n    this.spawnCount++;\n    ent.spawn_count = this.spawnCount;\n    ent.timestamp = this.currentTimeSeconds;\n    this.scriptHooks?.onEntitySpawn?.(ent);\n    return ent;\n  }\n\n  free(entity: Entity): void {\n    this.scriptHooks?.onEntityRemove?.(entity);\n    this.unregisterTarget(entity);\n    this.thinkScheduler.cancel(entity);\n    this.spatialGrid.remove(entity);\n    this.pool.deferFree(entity);\n  }\n\n  freeImmediate(entity: Entity): void {\n    this.unregisterTarget(entity);\n    this.thinkScheduler.cancel(entity);\n    this.spatialGrid.remove(entity);\n    this.pool.freeImmediate(entity);\n  }\n\n  sound(entity: Entity, channel: number, sound: string, volume: number, attenuation: number, timeofs: number): void {\n    this.engine.sound?.(entity, channel, sound, volume, attenuation, timeofs);\n  }\n\n  soundIndex(sound: string): number {\n    return this.engine.soundIndex?.(sound) || 0;\n  }\n\n  configStringIndex(str: string): number {\n      // Not typically exposed by engine directly like soundIndex/modelIndex\n      // But maybe configString lookup is possible if we track it?\n      // Or engine.configStringIndex?\n      // If the engine interface doesn't have it, we might need to rely on cached values or assume 0.\n      // For now, let's assume engine might provide it or return 0.\n      return (this.engine as any).configStringIndex?.(str) || 0;\n  }\n\n  modelIndex(model: string): number {\n    return this.engine.modelIndex?.(model) || 0;\n  }\n\n  linkentity(ent: Entity): void {\n    this.imports.linkentity(ent);\n  }\n\n  link(ent: Entity): void {\n    this.linkentity(ent);\n  }\n\n  unlink(ent: Entity): void {\n      // In Quake 2, unlinkentity sets active link to false or similar.\n      // Here we might just remove from spatial grid or set to non-solid if engine supported it.\n      // The engine's linkentity is what \"links\" it.\n      // If we don't have an explicit unlink in engine imports, we might just need to rely on the fact\n      // that linkentity overrides the previous state.\n      // However, to truly \"unlink\" (remove from physics world), we often just set solid to NOT\n      // and call linkentity again, or remove it from spatial hashes.\n      // Since we wrap linkentity with spatialGrid.update, we can assume spatialGrid.remove is what we want\n      // but 'linkentity' is usually what puts it back.\n      //\n      // In standard Q2 g_phys.c / g_func.c usage for teleport, we unlink, move, link.\n      // Engine unlink usually removes it from the area nodes.\n      // We don't have `unlinkentity` exposed in imports.\n      //\n      // But we have `spatialGrid.remove(ent)` which we call in free().\n      // Let's expose an unlink method that calls spatialGrid.remove\n      // AND maybe tells the engine if it supports it.\n      // Since engine interface doesn't show unlink, we'll assume spatialGrid.remove is our local equivalent\n      // effectively making it invisible to our spatial queries.\n      this.spatialGrid.remove(ent);\n      // We should also clear absmin/absmax?\n      // ent.absmin = ent.origin... ?\n  }\n\n  multicast(origin: Vec3, type: MulticastType, ServerCommand: ServerCommand, ...args: any[]): void {\n    this.imports.multicast(origin, type, ServerCommand, ...args);\n  }\n\n  unicast(ent: Entity, reliable: boolean, event: ServerCommand, ...args: any[]): void {\n    this.imports.unicast(ent, reliable, event, ...args);\n  }\n\n  scheduleThink(entity: Entity, nextThinkSeconds: number): void {\n    this.thinkScheduler.schedule(entity, nextThinkSeconds);\n  }\n\n  beginFrame(timeSeconds: number): void {\n    this.currentDeltaSeconds = timeSeconds - this.currentTimeSeconds;\n    this.currentTimeSeconds = timeSeconds;\n    this.frameNumber++;\n    this.targetAwareness.timeSeconds = timeSeconds;\n    this.targetAwareness.frameNumber = this.frameNumber;\n\n    // Update active players list\n    // This is simple: just iterate and check clients.\n    this.targetAwareness.activePlayers = [];\n    for (let i = 1; i <= this.maxClients; i++) {\n        const ent = this.entities[i];\n        if (ent && ent.inUse && !ent.freePending && (ent.svflags & ServerFlags.Player) && (ent.flags & FL_NOTARGET) === 0) {\n             this.targetAwareness.activePlayers.push(ent);\n        }\n    }\n  }\n\n  finalizeSpawn(entity: Entity): void {\n    if (!entity.inUse || entity.freePending) {\n      return;\n    }\n    this.registerTarget(entity);\n    this.linkentity(entity); // Ensure it's in the spatial grid\n  }\n\n  findByClassname(classname: string): Entity[] {\n    const matches: Entity[] = [];\n    for (const entity of this.pool) {\n      if (entity.classname === classname && entity.inUse && !entity.freePending) {\n        matches.push(entity);\n      }\n    }\n    return matches;\n  }\n\n  findByTargetName(targetname: string): Entity[] {\n    const matches = this.targetNameIndex.get(targetname);\n    if (!matches) {\n      return [];\n    }\n    return Array.from(matches).filter((entity) => entity.inUse && !entity.freePending);\n  }\n\n  findInBox(mins: Vec3, maxs: Vec3): Entity[] {\n    const indices = this.imports.areaEdicts(mins, maxs);\n    if (indices === null) {\n      // Use our spatial grid optimization\n      const candidates = this.spatialGrid.query(mins, maxs);\n      const results: Entity[] = [];\n      const bounds = { min: mins, max: maxs };\n\n      for (const entity of candidates) {\n         if (!entity.inUse || entity.freePending || entity.solid === Solid.Not) continue;\n         if (boundsIntersect(bounds, computeBounds(entity))) {\n            results.push(entity);\n         }\n      }\n      return results;\n    }\n\n    const results: Entity[] = [];\n    for (const index of indices) {\n      const entity = this.pool.getByIndex(index);\n      if (entity && entity.inUse && !entity.freePending) {\n        results.push(entity);\n      }\n    }\n    return results;\n  }\n\n  findByRadius(origin: Vec3, radius: number): Entity[] {\n    const mins = { x: origin.x - radius, y: origin.y - radius, z: origin.z - radius };\n    const maxs = { x: origin.x + radius, y: origin.y + radius, z: origin.z + radius };\n\n    // Use findInBox (which handles fallback)\n    const candidates = this.findInBox(mins, maxs);\n    const matches: Entity[] = [];\n\n    for (const entity of candidates) {\n        const distance = lengthVec3(subtractVec3(origin, entity.origin));\n        if (distance <= radius) {\n          matches.push(entity);\n        }\n    }\n    return matches;\n  }\n\n  pickTarget(targetname: string | undefined): Entity | null {\n    if (!targetname) {\n      return null;\n    }\n    const matches = this.findByTargetName(targetname);\n    if (matches.length === 0) {\n      return null;\n    }\n    const choice = this.random.randomIndex(matches);\n    return matches[choice] ?? null;\n  }\n\n  killBox(entity: Entity): void {\n    const targetBounds = computeBounds(entity);\n    // killBox typically only cares about damageable entities inside the box\n    // Using findInBox is much better than iterating all entities\n    const potentialVictims = this.findInBox(targetBounds.min, targetBounds.max);\n\n    for (const other of potentialVictims) {\n      if (other === entity || other === this.pool.world) {\n        continue;\n      }\n      if (!other.inUse || other.freePending || other.solid === Solid.Not) {\n        continue;\n      }\n      if (other.svflags & ServerFlags.DeadMonster) {\n        continue;\n      }\n      if (!boundsIntersect(targetBounds, computeBounds(other))) {\n        continue;\n      }\n      other.health = 0;\n      other.deadflag = DeadFlag.Dead;\n      this.free(other);\n    }\n  }\n\n  useTargets(entity: Entity, activator: Entity | null = null): void {\n    if (entity.delay > 0) {\n      const delayed = this.spawn();\n      delayed.classname = 'DelayedUse';\n      delayed.target = entity.target;\n      delayed.killtarget = entity.killtarget;\n      delayed.message = entity.message;\n      delayed.think = (self) => {\n        this.useTargetsImmediate(self, activator ?? entity);\n        this.free(self);\n      };\n      this.scheduleThink(delayed, this.currentTimeSeconds + entity.delay);\n      return;\n    }\n\n    this.useTargetsImmediate(entity, activator ?? entity);\n  }\n\n  runFrame(): void {\n    this.thinkScheduler.runDueThinks(this.currentTimeSeconds, this);\n\n    for (const ent of this.pool) {\n      if (!ent.inUse || ent.freePending) {\n        continue;\n      }\n\n      if (ent.movetype !== MoveType.None && ent.movetype !== MoveType.Push && ent.movetype !== MoveType.Stop && ent.movetype !== MoveType.Noclip) {\n        checkWater(ent, this, this.imports);\n      }\n\n      const frametime = this.currentTimeSeconds - (ent.timestamp || 0);\n      switch (ent.movetype) {\n        case MoveType.Toss:\n          runGravity(ent, this.gravity, frametime);\n          runBouncing(ent, this, this.imports, frametime);\n          ent.timestamp = this.currentTimeSeconds;\n          break;\n        case MoveType.Bounce:\n          runBouncing(ent, this, this.imports, frametime);\n          ent.timestamp = this.currentTimeSeconds;\n          break;\n        case MoveType.FlyMissile:\n          runProjectileMovement(ent, this.imports, frametime);\n          ent.timestamp = this.currentTimeSeconds;\n          break;\n        case MoveType.Push:\n          runPush(ent, this, this.imports, frametime);\n          break;\n        case MoveType.Step:\n          runStep(ent, this, this.imports, this.gravity, frametime);\n          ent.timestamp = this.currentTimeSeconds;\n          break;\n        case MoveType.Walk:\n          // MOVETYPE_WALK is typically for clients or monsters behaving like clients\n          // If it has no client attached, treat it as STEP (Quake 2 logic)\n          if (!ent.client) {\n             runStep(ent, this, this.imports, this.gravity, frametime);\n             ent.timestamp = this.currentTimeSeconds;\n          }\n          break;\n      }\n    }\n\n    this.runTouches();\n    this.pool.flushFreeList();\n  }\n\n  createSnapshot(): EntitySystemSnapshot {\n    const entities: SerializedEntityState[] = [];\n    for (const entity of this.pool) {\n      const fields: Partial<Record<SerializableFieldName, SerializableEntityFieldValue>> = {};\n      for (const descriptor of SERIALIZABLE_FIELDS) {\n        const value = entity[descriptor.name];\n        switch (descriptor.type) {\n          case 'vec3':\n            fields[descriptor.name] = serializeVec3(value as Vec3);\n            break;\n          case 'entity':\n            fields[descriptor.name] = (value as Entity | null)?.index ?? null;\n            break;\n          case 'inventory':\n            fields[descriptor.name] = serializeInventory(value as Record<string, number>);\n            break;\n          case 'callback':\n            fields[descriptor.name] = value ? this.callbackToName.get(value as AnyCallback) ?? null : null;\n            break;\n          default:\n            fields[descriptor.name] = (value as SerializableEntityFieldValue) ?? null;\n            break;\n        }\n      }\n      entities.push({\n        index: entity.index,\n        fields,\n      });\n    }\n\n    return {\n      timeSeconds: this.currentTimeSeconds,\n      pool: this.pool.createSnapshot(),\n      entities,\n      thinks: this.thinkScheduler.snapshot(),\n      awareness: {\n        frameNumber: this.targetAwareness.frameNumber,\n        sightEntityIndex: this.targetAwareness.sightEntity?.index ?? null,\n        sightEntityFrame: this.targetAwareness.sightEntityFrame,\n        soundEntityIndex: this.targetAwareness.soundEntity?.index ?? null,\n        soundEntityFrame: this.targetAwareness.soundEntityFrame,\n        sound2EntityIndex: this.targetAwareness.sound2Entity?.index ?? null,\n        sound2EntityFrame: this.targetAwareness.sound2EntityFrame,\n        sightClientIndex: this.targetAwareness.sightClient?.index ?? null,\n      },\n      crossLevelFlags: this.crossLevelFlags,\n      crossUnitFlags: this.crossUnitFlags,\n      level: {\n        next_auto_save: this.level.next_auto_save,\n        health_bar_entities: [null, null, null, null], // Transient\n        intermission_angle: this.level.intermission_angle,\n        intermission_origin: this.level.intermission_origin,\n        helpmessage1: this.level.helpmessage1,\n        helpmessage2: this.level.helpmessage2,\n        help1changed: this.level.help1changed,\n        help2changed: this.level.help2changed,\n      },\n    };\n  }\n\n  restore(snapshot: EntitySystemSnapshot, callbackRegistry?: CallbackRegistry): void {\n    this.spatialGrid.clear(); // Clear grid before restoring\n    this.currentTimeSeconds = snapshot.timeSeconds;\n    this.crossLevelFlags = snapshot.crossLevelFlags ?? 0;\n    this.crossUnitFlags = snapshot.crossUnitFlags ?? 0;\n    if (snapshot.level) {\n        this.level = { ...snapshot.level };\n        this.level.health_bar_entities = [null, null, null, null];\n        if (!this.level.intermission_angle) this.level.intermission_angle = { x: 0, y: 0, z: 0 };\n        if (!this.level.intermission_origin) this.level.intermission_origin = { x: 0, y: 0, z: 0 };\n        if (this.level.helpmessage1 === undefined) this.level.helpmessage1 = \"\";\n        if (this.level.helpmessage2 === undefined) this.level.helpmessage2 = \"\";\n        if (this.level.help1changed === undefined) this.level.help1changed = 0;\n        if (this.level.help2changed === undefined) this.level.help2changed = 0;\n    }\n    this.pool.restore(snapshot.pool);\n\n    const indexToEntity = new Map<number, Entity>();\n    for (const entity of this.pool) {\n      indexToEntity.set(entity.index, entity);\n    }\n\n    // Restore awareness\n    if (snapshot.awareness) {\n      this.frameNumber = snapshot.awareness.frameNumber;\n      this.targetAwareness.frameNumber = snapshot.awareness.frameNumber;\n      this.targetAwareness.sightEntity = snapshot.awareness.sightEntityIndex !== null ? indexToEntity.get(snapshot.awareness.sightEntityIndex) || null : null;\n      this.targetAwareness.sightEntityFrame = snapshot.awareness.sightEntityFrame;\n      this.targetAwareness.soundEntity = snapshot.awareness.soundEntityIndex !== null ? indexToEntity.get(snapshot.awareness.soundEntityIndex) || null : null;\n      this.targetAwareness.soundEntityFrame = snapshot.awareness.soundEntityFrame;\n      this.targetAwareness.sound2Entity = snapshot.awareness.sound2EntityIndex !== null ? indexToEntity.get(snapshot.awareness.sound2EntityIndex) || null : null;\n      this.targetAwareness.sound2EntityFrame = snapshot.awareness.sound2EntityFrame;\n      this.targetAwareness.sightClient = snapshot.awareness.sightClientIndex !== null ? indexToEntity.get(snapshot.awareness.sightClientIndex) || null : null;\n    }\n\n    const pendingEntityRefs: Array<{ entity: Entity; name: SerializableFieldName; targetIndex: number | null }>\n      = [];\n\n    for (const serialized of snapshot.entities) {\n      const entity = indexToEntity.get(serialized.index);\n      if (!entity) {\n        continue;\n      }\n\n      for (const [name, value] of Object.entries(serialized.fields) as [\n        SerializableFieldName,\n        SerializableEntityFieldValue,\n      ][]) {\n        const descriptor = DESCRIPTORS.get(name);\n        if (!descriptor || value === undefined) {\n          continue;\n        }\n\n        switch (descriptor.type) {\n          case 'vec3':\n            assignField(entity, name, deserializeVec3(value) as Entity[typeof name]);\n            break;\n          case 'entity':\n            pendingEntityRefs.push({\n              entity,\n              name: descriptor.name,\n              targetIndex: value as number | null,\n            });\n            break;\n          case 'inventory':\n            assignField(entity, name, deserializeInventory(value) as Entity[typeof name]);\n            break;\n          case 'boolean':\n            assignField(entity, name, Boolean(value) as Entity[typeof name]);\n            break;\n          case 'callback':\n            if (value) {\n              const callback = callbackRegistry?.get(value as string);\n              if (callback) {\n                assignField(entity, name, callback as Entity[typeof name]);\n              }\n            }\n            break;\n          default:\n            assignField(entity, name, value as Entity[typeof name]);\n            break;\n        }\n      }\n\n      // Re-add to spatial grid AFTER fields are restored\n      this.spatialGrid.insert(entity);\n    }\n\n    for (const ref of pendingEntityRefs) {\n      const target = ref.targetIndex === null ? null : indexToEntity.get(ref.targetIndex) ?? null;\n      assignField(ref.entity, ref.name, target as Entity[SerializableFieldName]);\n    }\n\n    this.thinkScheduler.restore(snapshot.thinks, (index) => indexToEntity.get(index));\n  }\n\n  private runTouches(): void {\n    // Spatial optimization using areaEdicts\n    const world = this.pool.world;\n    const activeEntities: Entity[] = [];\n\n    // Collect active entities that can touch or be touched\n    // Optimizing this collection might be hard without a separate \"active\" list,\n    // but the nested loop is the killer.\n    for (const entity of this.pool) {\n      if (entity === world) continue;\n      if (!entity.inUse || entity.freePending || entity.solid === Solid.Not) continue;\n      activeEntities.push(entity);\n    }\n\n    // New optimized approach\n    for (const first of activeEntities) {\n       const candidates = this.findInBox(first.absmin, first.absmax);\n       const firstBounds = computeBounds(first);\n\n       for (const second of candidates) {\n         if (first === second) continue;\n         if (!first.touch) continue; // Only process if first has a touch callback\n         // AABB check again just in case areaEdicts is coarse\n         const secondBounds = computeBounds(second);\n         if (!boundsIntersect(firstBounds, secondBounds)) continue;\n\n         first.touch(first, second);\n         // Do not call second.touch(second, first) here; it will be called when the outer loop reaches 'second'.\n       }\n    }\n  }\n\n  private registerTarget(entity: Entity): void {\n    if (!entity.targetname) {\n      return;\n    }\n    let bucket = this.targetNameIndex.get(entity.targetname);\n    if (!bucket) {\n      bucket = new Set<Entity>();\n      this.targetNameIndex.set(entity.targetname, bucket);\n    }\n    bucket.add(entity);\n  }\n\n  private unregisterTarget(entity: Entity): void {\n    if (!entity.targetname) {\n      return;\n    }\n    const bucket = this.targetNameIndex.get(entity.targetname);\n    if (!bucket) {\n      return;\n    }\n    bucket.delete(entity);\n    if (bucket.size === 0) {\n      this.targetNameIndex.delete(entity.targetname);\n    }\n  }\n\n  private useTargetsImmediate(entity: Entity, activator: Entity | null): void {\n    if (entity.target) {\n      for (const target of this.findByTargetName(entity.target)) {\n        if (target === entity) {\n          continue;\n        }\n        target.use?.(target, entity, activator);\n      }\n    }\n\n    if (entity.killtarget) {\n      for (const victim of this.findByTargetName(entity.killtarget)) {\n        if (victim === entity) {\n          continue;\n        }\n        this.free(victim);\n      }\n    }\n  }\n}\n","import type { Vec3 } from '@quake2ts/shared';\nimport { angleVectors, ZERO_VEC3, normalizeVec3, scaleVec3, clipVelocityVec3 } from '@quake2ts/shared';\nimport { Entity, Solid } from './entity.js';\nimport { EntitySystem } from './system.js';\n\nconst VEC_UP: Vec3 = { x: 0, y: -1, z: 0 } as const;\nconst MOVEDIR_UP: Vec3 = { x: 0, y: 0, z: 1 } as const;\nconst VEC_DOWN: Vec3 = { x: 0, y: -2, z: 0 } as const;\nconst MOVEDIR_DOWN: Vec3 = { x: 0, y: 0, z: -1 } as const;\n\nfunction vecEquals(a: Vec3, b: Vec3): boolean {\n  return a.x === b.x && a.y === b.y && a.z === b.z;\n}\n\nexport function isZeroVector(vector: Vec3): boolean {\n  return vecEquals(vector, ZERO_VEC3 as Vec3);\n}\n\nexport function setMovedir(angles: Vec3): Vec3 {\n  if (vecEquals(angles, VEC_UP)) {\n    return { ...MOVEDIR_UP };\n  }\n  if (vecEquals(angles, VEC_DOWN)) {\n    return { ...MOVEDIR_DOWN };\n  }\n  return { ...angleVectors(angles).forward };\n}\n\nexport function touchTriggers(ent: Entity, system: EntitySystem): void {\n  if (!ent.client) {\n    return;\n  }\n\n  system.forEachEntity((other) => {\n    if (other === ent) return;\n    if (other.solid !== Solid.Trigger) return;\n\n    if (\n      ent.absmin.x > other.absmax.x ||\n      ent.absmax.x < other.absmin.x ||\n      ent.absmin.y > other.absmax.y ||\n      ent.absmax.y < other.absmin.y ||\n      ent.absmin.z > other.absmax.z ||\n      ent.absmax.z < other.absmin.z\n    ) {\n      return;\n    }\n\n    if (other.touch) {\n      other.touch(other, ent);\n    }\n  });\n}\n\nexport function velocityForDamage(damage: number, kick: number, rng: { crandom: () => number }): Vec3 {\n  const x = rng.crandom();\n  const y = rng.crandom();\n  const z = rng.crandom();\n\n  const dir = normalizeVec3({ x, y, z });\n  return scaleVec3(dir, damage * kick);\n}\n\nexport function clipVelocity(inVel: Vec3, normal: Vec3, overbounce: number): Vec3 {\n  return clipVelocityVec3(inVel, normal, overbounce);\n}\n\nexport function G_PickTarget(targetName: string | undefined | null, context: EntitySystem): Entity | null {\n  if (!targetName) {\n    return null;\n  }\n\n  let found: Entity | null = null;\n  // TODO: Optimize using a targetname lookup map (e.g. context.find(targetname))\n  context.forEachEntity((ent) => {\n    if (ent.targetname === targetName) {\n      found = ent;\n    }\n  });\n  return found;\n}\n","import { Entity, MoveType, Solid, ServerFlags } from '../entity.js';\nimport { EntitySystem } from '../system.js';\nimport { SpawnRegistry, SpawnContext } from '../spawn.js';\nimport { normalizeVec3, scaleVec3, subtractVec3, addVec3, distance } from '@quake2ts/shared';\nimport { G_PickTarget } from '../utils.js';\n\n// ============================================================================\n// MISC VIPER\n// ============================================================================\n\nconst train_use = (self: Entity, other: Entity | null, activator: Entity | null | undefined, context: EntitySystem) => {\n    if (self.velocity.x !== 0 || self.velocity.y !== 0 || self.velocity.z !== 0) return;\n\n    // Resume\n    if (self.target_ent) {\n        // Need access to train_wait or logic from func_train\n        // Since we can't easily import train_wait from funcs.ts (it's internal), we need to duplicate or export it.\n        // For MVP, we'll reimplement basic train movement logic here or export it.\n        // Assuming we will refactor funcs.ts later to export train logic.\n\n        // Let's implement basic movement to target.\n        const next = self.target_ent;\n        const dist = distance(self.origin, next.origin);\n        // Viper uses moveinfo.speed\n        const speed = self.moveinfo?.speed || 300;\n        const time = dist / speed;\n        const dir = normalizeVec3(subtractVec3(next.origin, self.origin));\n        self.velocity = scaleVec3(dir, speed);\n        self.think = (ent) => train_next(ent, context);\n        context.scheduleThink(self, context.timeSeconds + time);\n    }\n}\n\nconst train_next = (self: Entity, context: EntitySystem) => {\n    self.velocity = { x: 0, y: 0, z: 0 };\n    if (self.target_ent) {\n        self.origin = { ...self.target_ent.origin };\n        // Fire pathtarget\n        if (self.target_ent.pathtarget) {\n            context.useTargets(self.target_ent, self);\n        }\n\n        if (self.target_ent.target) {\n            const next = G_PickTarget(self.target_ent.target, context);\n            if (next) {\n                self.target_ent = next;\n\n                if (self.target_ent.wait) {\n                    self.think = (ent) => train_use(ent, null, null, context);\n                    context.scheduleThink(self, context.timeSeconds + self.target_ent.wait);\n                } else {\n                    train_use(self, null, null, context);\n                }\n            }\n        }\n    }\n}\n\nconst func_train_find = (self: Entity, context: EntitySystem) => {\n    const target = G_PickTarget(self.target, context);\n    if (!target) return;\n    self.target_ent = target;\n    self.origin = { ...target.origin };\n\n    context.linkentity(self);\n}\n\nexport function registerMiscViper(registry: SpawnRegistry) {\n    registry.register('misc_viper', (entity: Entity, context: SpawnContext) => {\n        if (!entity.target) {\n            context.warn(`${entity.classname} without a target`);\n            context.free(entity);\n            return;\n        }\n\n        if (!entity.speed) entity.speed = 300;\n\n        entity.movetype = MoveType.Push;\n        entity.solid = Solid.Not;\n        entity.modelindex = context.entities.modelIndex(\"models/ships/viper/tris.md2\");\n        entity.mins = { x: -16, y: -16, z: 0 };\n        entity.maxs = { x: 16, y: 16, z: 32 };\n\n        entity.think = (self) => func_train_find(self, context.entities);\n        entity.nextthink = context.entities.timeSeconds + 0.1;\n\n        entity.use = (self, other, activator) => {\n            self.svflags &= ~ServerFlags.NoClient;\n            train_use(self, other, activator, context.entities);\n        };\n\n        entity.svflags |= ServerFlags.NoClient;\n        if (!entity.moveinfo) entity.moveinfo = {};\n        entity.moveinfo.speed = entity.speed;\n        entity.moveinfo.accel = entity.speed;\n        entity.moveinfo.decel = entity.speed;\n\n        context.entities.linkentity(entity);\n    });\n}\n\n// ============================================================================\n// MISC STROGG SHIP\n// ============================================================================\n\nconst misc_strogg_ship_use = (self: Entity, other: Entity | null, activator: Entity | null | undefined, context: EntitySystem) => {\n    self.svflags &= ~ServerFlags.NoClient;\n    self.use = (ent, oth, act) => train_use(ent, oth, act, context);\n    train_use(self, other, activator, context);\n}\n\nexport function registerMiscStroggShip(registry: SpawnRegistry) {\n    registry.register('misc_strogg_ship', (entity: Entity, context: SpawnContext) => {\n        if (!entity.target) {\n            context.warn(`${entity.classname} without a target`);\n            context.free(entity);\n            return;\n        }\n\n        if (!entity.speed) entity.speed = 300;\n\n        entity.movetype = MoveType.Push;\n        entity.solid = Solid.Not;\n        entity.modelindex = context.entities.modelIndex(\"models/ships/strogg1/tris.md2\");\n        entity.mins = { x: -16, y: -16, z: 0 };\n        entity.maxs = { x: 16, y: 16, z: 32 };\n\n        entity.think = (self) => func_train_find(self, context.entities);\n        entity.nextthink = context.entities.timeSeconds + 0.1;\n\n        entity.use = (self, other, activator) => misc_strogg_ship_use(self, other, activator, context.entities);\n\n        entity.svflags |= ServerFlags.NoClient;\n        if (!entity.moveinfo) entity.moveinfo = {};\n        entity.moveinfo.speed = entity.speed;\n        entity.moveinfo.accel = entity.speed;\n        entity.moveinfo.decel = entity.speed;\n\n        context.entities.linkentity(entity);\n    });\n}\n\n// ============================================================================\n// MISC VIPER BOMB\n// ============================================================================\n\nfunction misc_viper_bomb_touch(self: Entity, other: Entity | null, context: EntitySystem) {\n    context.useTargets(self, self.activator || null);\n\n    self.origin = { ...self.origin, z: self.absmin.z + 1 };\n    // Radius damage\n    // T_RadiusDamage...\n    // BecomeExplosion2...\n    context.free(self); // Placeholder\n}\n\nfunction misc_viper_bomb_prethink(self: Entity, context: EntitySystem) {\n    self.groundentity = null;\n\n    // float diff = (self->timestamp - level.time);\n    const diff = (self.timestamp - context.timeSeconds);\n    const clampDiff = diff < -1.0 ? -1.0 : diff;\n\n    // vec3_t v = self->moveinfo.dir * (1.0f + diff);\n    // v[2] = diff;\n    // self->s.angles = vectoangles(v);\n\n    self.nextthink = context.timeSeconds + 0.1; // runFrame logic usually handles prethink every frame\n}\n\nfunction misc_viper_bomb_use(self: Entity, other: Entity | null, activator: Entity | null, context: EntitySystem) {\n    const viper = context.find((ent) => ent.classname === 'misc_viper');\n\n    if (viper && viper.moveinfo && viper.moveinfo.dir) {\n        self.velocity = scaleVec3(viper.moveinfo.dir, viper.moveinfo.speed || 0);\n        self.moveinfo = { dir: { ...viper.moveinfo.dir } };\n    }\n\n    self.solid = Solid.BoundingBox;\n    self.svflags &= ~ServerFlags.NoClient;\n    // self.effects |= EF_ROCKET;\n    self.use = undefined;\n    self.movetype = MoveType.Toss;\n\n    // Prethink simulation via think for now? Or hook into system prethink?\n    // entity.ts doesn't have prethink.\n    // We'll use think with 0.1 delay or similar.\n    self.think = (ent) => misc_viper_bomb_prethink(ent, context);\n    self.nextthink = context.timeSeconds + 0.1;\n\n    self.touch = (s, o) => misc_viper_bomb_touch(s, o, context);\n    self.activator = activator;\n    self.timestamp = context.timeSeconds;\n}\n\nexport function registerMiscViperBomb(registry: SpawnRegistry) {\n    registry.register('misc_viper_bomb', (entity: Entity, context: SpawnContext) => {\n        entity.movetype = MoveType.None;\n        entity.solid = Solid.Not;\n        entity.mins = { x: -8, y: -8, z: -8 };\n        entity.maxs = { x: 8, y: 8, z: 8 };\n        entity.modelindex = context.entities.modelIndex(\"models/objects/bomb/tris.md2\");\n\n        if (!entity.dmg) entity.dmg = 1000;\n\n        entity.use = (self, other, activator) => misc_viper_bomb_use(self, other, activator ?? null, context.entities);\n        entity.svflags |= ServerFlags.NoClient;\n\n        context.entities.linkentity(entity);\n    });\n}\n\n// ============================================================================\n// MISC BIG VIPER\n// ============================================================================\n\nexport function registerMiscBigViper(registry: SpawnRegistry) {\n    registry.register('misc_bigviper', (entity: Entity, context: SpawnContext) => {\n        entity.movetype = MoveType.None;\n        entity.solid = Solid.BoundingBox;\n        entity.mins = { x: -176, y: -120, z: -24 };\n        entity.maxs = { x: 176, y: 120, z: 72 };\n        entity.modelindex = context.entities.modelIndex(\"models/ships/bigviper/tris.md2\");\n        context.entities.linkentity(entity);\n    });\n}\n","\nimport { Entity } from '../entity.js';\nimport { GameExports } from '../../index.js';\nimport { Solid } from '../entity.js';\n\n// Standard Quake 2 Effect Flag\nconst EF_GIB = 0x00000008;\n\nexport function createFoodCubePickupEntity(game: GameExports): Partial<Entity> {\n    return {\n        classname: 'item_foodcube',\n        solid: Solid.Trigger,\n        model: 'models/objects/trapfx/tris.md2',\n        effects: EF_GIB,\n        touch: (self, other) => {\n            if (!other || !other.client) {\n                return;\n            }\n\n            // \"self->style = HEALTH_IGNORE_MAX;\" implies ignoring max health cap.\n            // We assume count is set by the spawner, default to 2 (Small Health).\n            const amount = self.count || 2;\n\n            other.health += amount;\n            // No cap applied here.\n\n            // Sound logic based on amount\n            let sound = 'items/m_health.wav';\n            if (amount < 10) sound = 'items/s_health.wav';\n            else if (amount < 25) sound = 'items/n_health.wav';\n            else if (amount < 50) sound = 'items/l_health.wav';\n\n            game.sound?.(other, 0, sound, 1, 1, 0);\n\n            // \"You ate the Food Cube\" - implicit feedback, though not in original print.\n            // game.centerprintf?.(other, `You ate the Food Cube`);\n\n            self.solid = Solid.Not;\n            // Remove immediately\n            game.entities.free(self);\n        },\n    };\n}\n","\nimport { Entity, MoveType, Solid, EntityFlags, DeadFlag } from '../entity.js';\nimport { EntitySystem } from '../system.js';\nimport { GameExports } from '../../index.js';\nimport { T_Damage, T_RadiusDamage } from '../../combat/damage.js';\nimport { DamageMod } from '../../combat/damageMods.js';\nimport { DamageFlags } from '../../combat/damageFlags.js';\nimport { MASK_SOLID, MASK_PROJECTILE, CONTENTS_PLAYER, CONTENTS_DEADMONSTER, CONTENTS_MONSTER } from '@quake2ts/shared';\nimport { createFoodCubePickupEntity } from '../items/foodcube.js';\nimport { ServerCommand, ZERO_VEC3, copyVec3, subtractVec3, normalizeVec3, addVec3, scaleVec3, dotVec3, distance, Vec3 } from '@quake2ts/shared';\nimport { MulticastType } from '../../imports.js';\nimport { Damageable } from '../../combat/damage.js';\n\n// Math helpers\nfunction clamp(val: number, min: number, max: number): number {\n    return Math.max(min, Math.min(max, val));\n}\n\n// From original source\nconst TRAP_TIMER = 30.0; // 30 seconds life\nconst EF_TRAP = 0x00000040; // Approx or locally defined if needed.\nconst EF_ROTATE = 0x00000004; // Standard Q2\n\nexport function trapGibThink(self: Entity, context: EntitySystem) {\n    if (!self.owner || !self.owner.inUse || self.owner.frame !== 5) {\n        context.free(self);\n        return;\n    }\n\n    const owner = self.owner;\n\n    // Simplified: Pull towards trap center.\n    const diff = subtractVec3(owner.origin, self.origin);\n    const dist = Math.sqrt(dotVec3(diff, diff));\n\n    if (dist > 10) {\n        const dir = normalizeVec3(diff);\n        const move = scaleVec3(dir, 15.0 * 0.1); // 15 speed * 0.1 delta\n        self.origin = addVec3(self.origin, move);\n    }\n\n    // Rotate visuals\n    const angles = copyVec3(self.angles);\n    self.angles = { ...angles, y: angles.y + 15.0 };\n\n    self.nextthink = context.timeSeconds + 0.1;\n}\n\nfunction trapDie(self: Entity, inflictor: Entity | null, attacker: Entity | null, damage: number, point: Vec3, mod: DamageMod) {\n    // We need to set a think function that will run immediately/soon to free the entity.\n    // The context isn't passed directly to Die, so we rely on the scheduler running 'think'.\n    self.think = (ent: Entity, ctx: EntitySystem) => {\n        // Explode\n         const game = ctx.engine as unknown as GameExports; // Access engine\n\n         // Trigger explosion effect\n         // BecomeExplosion1(ent); -> T_RadiusDamage + visual\n         const dmg = 200; // Original Trap explosion damage?\n         // \"Cause explosion damage???\" in source comments.\n         // Let's do a standard radius damage.\n         T_RadiusDamage([ent] as unknown as Damageable[], ent as unknown as Damageable, ent.owner as unknown as Damageable, dmg, ent as unknown as Damageable, 120, DamageFlags.NONE, DamageMod.TRAP, ctx.timeSeconds, {}, game.multicast);\n\n         // Visual\n         // game.multicast...\n\n         ctx.free(ent);\n    };\n    // Set nextthink to a small positive value so it runs in the next frame cycle.\n    // 0 disables think in Quake 2 logic (and likely in this engine's thinkScheduler).\n    // Use a small epsilon.\n    self.nextthink = self.nextthink + 0.05; // Schedule very soon.\n    // Or we can assume 'time' is available if we import `game` singleton, but safer to just delay.\n}\n\nexport function trapThink(self: Entity, context: EntitySystem) {\n    const game = context.engine as unknown as GameExports;\n    const time = context.timeSeconds;\n\n    if (self.timestamp < time) {\n        // Time out\n        context.free(self);\n        return;\n    }\n\n    self.nextthink = time + 0.1;\n\n    // Ground check\n    if (!self.groundentity) {\n        return;\n    }\n\n    // Animation state machine\n\n    // Deployed and waiting/hunting\n    if (self.frame > 4) {\n         // Frame 5: Active sucking/eating\n         if (self.frame === 5) {\n             const spawn = self.wait === 64;\n             self.wait -= 2;\n\n             if (spawn) {\n                 game.sound?.(self, 0, 'weapons/trapdown.wav', 1, 0, 0); // ATTN_IDLE\n             }\n\n             self.delay += 2.0;\n\n             if (self.wait < 19) {\n                 self.frame++;\n             }\n             return;\n         }\n\n         // Frame 6-8: Dying/Spawning\n         self.frame++;\n         if (self.frame === 8) {\n             // Spawn food cube\n             const food = context.spawn();\n             Object.assign(food, createFoodCubePickupEntity(game));\n             food.origin = copyVec3(self.origin);\n             food.origin = { ...food.origin, z: food.origin.z + 24 };\n             food.count = self.mass; // Transfer mass/health amount\n\n             // Velocity up\n             food.velocity = { x: 0, y: 0, z: 400 };\n\n             context.linkentity(food);\n\n             game.sound?.(food, 0, 'misc/fhit3.wav', 1, 1, 0);\n\n             context.free(self);\n             return;\n         }\n         return;\n    }\n\n    // Frames 0-4: Deploying\n    // self.s.effects &= ~EF_TRAP;\n    if (self.frame >= 4) {\n        // self.s.effects |= EF_TRAP;\n        if (game.deathmatch) {\n            self.owner = null;\n        }\n    }\n\n    if (self.frame < 4) {\n        self.frame++;\n        return;\n    }\n\n    // Hunt for targets\n    const targets: Entity[] = [];\n    context.forEachEntity((ent) => {\n        if (ent === self) return;\n        if (!ent.inUse) return;\n\n        // Distance check\n        const d = subtractVec3(ent.origin, self.origin);\n        if (Math.sqrt(dotVec3(d, d)) > 256) return;\n\n        // Validity checks\n        if (game.deathmatch) {\n             // Logic to avoid teleporters/flags etc.\n        }\n\n        if (ent.health <= 0) return;\n        if (!ent.takedamage) return;\n\n        targets.push(ent);\n    });\n\n    // Find best target\n    let best: Entity | null = null;\n    let oldlen = 8000;\n\n    for (const t of targets) {\n        const d = subtractVec3(self.origin, t.origin);\n        const len = Math.sqrt(dotVec3(d, d));\n\n        if (len < oldlen) {\n            best = t;\n            oldlen = len;\n        }\n    }\n\n    // Pull enemy in\n    if (best) {\n        // Lift off ground\n        if (best.groundentity) {\n            best.origin = { ...best.origin, z: best.origin.z + 1 };\n            best.groundentity = null;\n        }\n\n        const vec = subtractVec3(self.origin, best.origin);\n        const len = Math.sqrt(dotVec3(vec, vec));\n        const dir = normalizeVec3(vec);\n\n        const maxSpeed = (best.client) ? 290.0 : 150.0;\n        const pull = clamp(maxSpeed - len, 64.0, maxSpeed);\n\n        // best.velocity += dir * pull\n        best.velocity = addVec3(best.velocity, scaleVec3(dir, pull));\n\n        // Sound\n        game.sound?.(self, 0, 'weapons/trapsuck.wav', 1, 1, 0);\n\n        if (len < 48) {\n            // Eat it!\n\n            // Kill logic\n            self.takedamage = false;\n            self.solid = Solid.Not;\n            self.die = undefined;\n\n            // Damage(best, ent, ent.teammaster, 100000...)\n            T_Damage(best as unknown as Damageable, self as unknown as Damageable, (self.owner || self) as unknown as Damageable, ZERO_VEC3, best.origin, ZERO_VEC3, 100000, 1, DamageFlags.ENERGY, DamageMod.TRAP, time, game.multicast);\n\n            // M_ProcessPain(best); // If monster\n\n            self.enemy = best;\n            self.wait = 64;\n            self.timestamp = context.timeSeconds + 30.0;\n            self.mass = (game.deathmatch) ? (best.mass / 4) : (best.mass / 10); // Amount of health in food cube\n\n            // Start eating animation\n            self.frame = 5;\n\n            // Link gibs\n            // In original:\n            // for (i=0 ; i<globals.num_edicts ; i++) ... if (ent->classname == \"gib\") ...\n            // We iterate entities again or reuse loop?\n            // \"link up any gibs that this monster may have spawned\"\n            // The monster just died (T_Damage). It likely spawned gibs in its die() or schedule.\n            // But those gibs might not exist yet if they are spawned in next frame?\n            // No, T_Damage calls die() immediately.\n            // So we can scan for gibs near the trap.\n\n            context.forEachEntity((ent) => {\n                if (!ent.inUse) return;\n                if (ent.classname !== 'gib') return; // Assuming gibs identify as 'gib'\n\n                // Distance check (128 units)\n                const dist = distance(ent.origin, self.origin);\n                if (dist > 128) return;\n\n                ent.movetype = MoveType.None; // Or custom\n                ent.nextthink = time + 0.1;\n                ent.think = trapGibThink; // Use exported function\n                ent.owner = self;\n                // trapGibThink(ent, context); // Run once immediately?\n            });\n        }\n    }\n}\n\nexport function createTrap(context: EntitySystem, owner: Entity, start: Vec3, dir: Vec3, speed: number) {\n    const trap = context.spawn();\n    trap.classname = 'food_cube_trap';\n    trap.origin = { ...start };\n    trap.velocity = {\n        x: dir.x * speed,\n        y: dir.y * speed,\n        z: dir.z * speed\n    };\n\n    // Add random throw variance if needed\n\n    trap.movetype = MoveType.Bounce;\n    trap.solid = Solid.BoundingBox;\n    trap.takedamage = true;\n    trap.health = 20;\n    trap.mins = { x: -4, y: -4, z: 0 };\n    trap.maxs = { x: 4, y: 4, z: 8 };\n    trap.model = 'models/weapons/z_trap/tris.md2';\n    trap.owner = owner;\n    trap.nextthink = context.timeSeconds + 1.0;\n    trap.think = trapThink;\n    trap.die = trapDie;\n\n    // Sound loop? 'weapons/traploop.wav'\n\n    trap.timestamp = context.timeSeconds + 30.0;\n    trap.clipmask = MASK_PROJECTILE & ~CONTENTS_DEADMONSTER;\n\n    if (owner.client) {\n         // Ignore player?\n         trap.clipmask &= ~CONTENTS_PLAYER;\n    }\n\n    context.linkentity(trap);\n    return trap;\n}\n","// =================================================================\n// Quake II - Projectile Entities\n// =================================================================\n\nimport { Entity, MoveType, Solid, ServerFlags, CollisionSurface } from './entity.js';\nimport { EntitySystem } from './system.js';\nimport { T_Damage, T_RadiusDamage } from '../combat/damage.js';\nimport { DamageFlags } from '../combat/damageFlags.js';\nimport { DamageMod } from '../combat/damageMods.js';\nimport { ZERO_VEC3, lengthVec3, subtractVec3, normalizeVec3, Vec3, CollisionPlane, ServerCommand, TempEntity, CONTENTS_SOLID, CONTENTS_MONSTER, CONTENTS_PLAYER, CONTENTS_DEADMONSTER, MASK_SOLID, vectorToAngles, angleVectors } from '@quake2ts/shared';\nimport { MulticastType } from '../imports.js';\n\nconst BFG_LASER_RADIUS = 256;\nconst BFG_LASER_RANGE = 2048;\n\n/**\n * Generic projectile creator.\n * Replaces specialized functions if desired, or used as a base.\n */\nexport function createProjectile(sys: EntitySystem, start: Vec3, dir: Vec3, speed: number, mod: DamageMod, damage?: number, radiusDamage?: number): Entity {\n    const proj = sys.spawn();\n    proj.movetype = MoveType.FlyMissile;\n    proj.solid = Solid.BoundingBox;\n    proj.origin = { ...start };\n    proj.velocity = { x: dir.x * speed, y: dir.y * speed, z: dir.z * speed };\n    proj.mins = { x: -4, y: -4, z: -4 };\n    proj.maxs = { x: 4, y: 4, z: 4 };\n    proj.angles = vectorToAngles(dir);\n    proj.takedamage = false;\n\n    sys.finalizeSpawn(proj);\n    return proj;\n}\n\nexport function createRocket(sys: EntitySystem, owner: Entity, start: Vec3, dir: Vec3, damage: number, radiusDamage: number, speed: number, flashtype: number = 0) {\n    const rocket = sys.spawn();\n    rocket.classname = 'rocket';\n    rocket.movetype = MoveType.FlyMissile;\n    rocket.solid = Solid.BoundingBox;\n    rocket.owner = owner;\n    rocket.origin = { ...start };\n    rocket.velocity = { x: dir.x * speed, y: dir.y * speed, z: dir.z * speed };\n    rocket.mins = { x: -4, y: -4, z: -4 };\n    rocket.maxs = { x: 4, y: 4, z: 4 };\n    rocket.touch = (self: Entity, other: Entity | null, plane?: CollisionPlane | null, surf?: CollisionSurface | null) => {\n        if (other === self.owner) {\n            return;\n        }\n\n        // Direct hit damage if we hit a takedamage entity\n        if (other && other.takedamage) {\n            T_Damage(\n                other as any,\n                self as any,\n                self.owner as any,\n                self.velocity,\n                self.origin,\n                plane ? plane.normal : ZERO_VEC3,\n                damage,\n                0,\n                DamageFlags.NONE,\n                DamageMod.ROCKET,\n                sys.timeSeconds,\n                sys.multicast.bind(sys),\n                { checkFriendlyFire: sys.coop, noFriendlyFire: !sys.friendlyFire, hooks: sys.scriptHooks }\n            );\n        }\n\n        const entities = sys.findByRadius(self.origin, 120);\n        T_RadiusDamage(entities as any[], self as any, self.owner as any, radiusDamage, self.owner as any, 120, DamageFlags.NONE, DamageMod.R_SPLASH, sys.timeSeconds, { checkFriendlyFire: sys.coop, noFriendlyFire: !sys.friendlyFire, hooks: sys.scriptHooks }, sys.multicast.bind(sys));\n\n        // Explosion effect\n        sys.multicast(self.origin, MulticastType.Phs, ServerCommand.temp_entity, TempEntity.ROCKET_EXPLOSION, self.origin);\n\n        sys.free(self);\n    };\n\n    sys.finalizeSpawn(rocket);\n}\n\n// Guided Rocket Think\nfunction guidedRocketThink(self: Entity, sys: EntitySystem) {\n    // If owner is gone or dead, stop guiding but keep flying\n    if (!self.owner || !self.owner.inUse || self.owner.health <= 0) {\n        // Just fly straight\n        return;\n    }\n\n    const owner = self.owner;\n    // Get owner's aim direction\n    // Use v_angle if available (client), else angles\n    const angles = owner.client ? owner.client.v_angle : owner.angles;\n    if (!angles) return;\n\n    const { forward: targetDir } = angleVectors(angles);\n    const currentDir = normalizeVec3(self.velocity);\n\n    // Turn towards target\n    // Max turn rate: e.g. 45 degrees per second?\n    // At 10Hz, that's 4.5 degrees per frame.\n    // Or use a dot product check and interpolation.\n\n    // Simple interpolation:\n    // newDir = normalize(currentDir + targetDir * turnRate)\n    const turnRate = 0.3; // Tunable\n\n    const newDir = {\n        x: currentDir.x + (targetDir.x - currentDir.x) * turnRate,\n        y: currentDir.y + (targetDir.y - currentDir.y) * turnRate,\n        z: currentDir.z + (targetDir.z - currentDir.z) * turnRate\n    };\n\n    const normalizedNewDir = normalizeVec3(newDir);\n    const speed = lengthVec3(self.velocity); // Maintain current speed\n\n    self.velocity = {\n        x: normalizedNewDir.x * speed,\n        y: normalizedNewDir.y * speed,\n        z: normalizedNewDir.z * speed\n    };\n\n    self.angles = vectorToAngles(normalizedNewDir);\n\n    sys.scheduleThink(self, sys.timeSeconds + 0.1);\n}\n\nexport function createGuidedRocket(sys: EntitySystem, owner: Entity, start: Vec3, dir: Vec3, damage: number, radiusDamage: number, speed: number) {\n    const rocket = sys.spawn();\n    rocket.classname = 'guided_rocket';\n    rocket.movetype = MoveType.FlyMissile;\n    rocket.solid = Solid.BoundingBox;\n    rocket.owner = owner;\n    rocket.origin = { ...start };\n    rocket.velocity = { x: dir.x * speed, y: dir.y * speed, z: dir.z * speed };\n    rocket.mins = { x: -4, y: -4, z: -4 };\n    rocket.maxs = { x: 4, y: 4, z: 4 };\n    rocket.angles = vectorToAngles(dir);\n\n    // Use rocket model\n    rocket.modelindex = sys.modelIndex('models/objects/rocket/tris.md2');\n\n    rocket.touch = (self: Entity, other: Entity | null, plane?: CollisionPlane | null, surf?: CollisionSurface | null) => {\n        if (other === self.owner) {\n            return;\n        }\n\n        if (other && other.takedamage) {\n            T_Damage(\n                other as any,\n                self as any,\n                self.owner as any,\n                self.velocity,\n                self.origin,\n                plane ? plane.normal : ZERO_VEC3,\n                damage,\n                0,\n                DamageFlags.NONE,\n                DamageMod.ROCKET,\n                sys.timeSeconds,\n                sys.multicast.bind(sys),\n                { checkFriendlyFire: sys.coop, noFriendlyFire: !sys.friendlyFire, hooks: sys.scriptHooks }\n            );\n        }\n\n        const entities = sys.findByRadius(self.origin, 120);\n        T_RadiusDamage(entities as any[], self as any, self.owner as any, radiusDamage, self.owner as any, 120, DamageFlags.NONE, DamageMod.R_SPLASH, sys.timeSeconds, { checkFriendlyFire: sys.coop, noFriendlyFire: !sys.friendlyFire, hooks: sys.scriptHooks }, sys.multicast.bind(sys));\n\n        sys.multicast(self.origin, MulticastType.Phs, ServerCommand.temp_entity, TempEntity.ROCKET_EXPLOSION, self.origin);\n        sys.free(self);\n    };\n\n    rocket.think = (self: Entity, context: EntitySystem) => guidedRocketThink(self, context);\n    sys.scheduleThink(rocket, sys.timeSeconds + 0.1);\n\n    sys.finalizeSpawn(rocket);\n}\n\nexport function createGrenade(sys: EntitySystem, owner: Entity, start: Vec3, dir: Vec3, damage: number, speed: number, timer: number = 2.5) {\n    const grenade = sys.spawn();\n    grenade.classname = 'grenade';\n    grenade.owner = owner;\n    grenade.origin = { ...start };\n    grenade.velocity = { x: dir.x * speed, y: dir.y * speed, z: dir.z * speed };\n    grenade.movetype = MoveType.Bounce;\n    grenade.clipmask = 0x10020002;\n    grenade.solid = Solid.BoundingBox;\n    grenade.modelindex = sys.modelIndex('models/objects/grenade/tris.md2');\n\n    // Add mins/maxs for physics\n    grenade.mins = { x: -4, y: -4, z: -4 };\n    grenade.maxs = { x: 4, y: 4, z: 4 };\n\n    // Rerelease: p_weapon.cpp:1083 - random spin\n    grenade.avelocity = { x: 300, y: 300, z: 300 };\n\n    const explode = (self: Entity) => {\n        const entities = sys.findByRadius(self.origin, 120);\n        T_RadiusDamage(entities as any[], self as any, self.owner as any, damage, self.owner as any, 120, DamageFlags.NONE, DamageMod.GRENADE, sys.timeSeconds, { checkFriendlyFire: sys.coop, noFriendlyFire: !sys.friendlyFire, hooks: sys.scriptHooks }, sys.multicast.bind(sys));\n\n        // Explosion effect\n        sys.multicast(self.origin, MulticastType.Phs, ServerCommand.temp_entity, TempEntity.GRENADE_EXPLOSION, self.origin);\n\n        sys.free(self);\n    };\n\n    grenade.touch = (self: Entity, other: Entity | null, plane?: CollisionPlane | null, surf?: CollisionSurface | null) => {\n        if (other === self.owner) {\n            return;\n        }\n\n        // Explode immediately if hitting a damageable entity (monster/player)\n        if (other && other.takedamage) {\n            // Deal direct damage part handled by radius usually?\n            // Quake 2: grenade touches -> Grenade_Explode -> T_RadiusDamage\n            // But if it hits a monster directly, it stops and explodes.\n            explode(self);\n            return;\n        }\n\n        // Rerelease: p_weapon.cpp:1071 - Bounce sound\n        if (!self.groundentity) {\n             sys.sound(self, 0, 'weapons/grenlb1b.wav', 1, 1, 0);\n        }\n\n        // Grenades bounce on walls\n        // Physics engine handles bounce if movetype is BOUNCE.\n    };\n    grenade.think = (self: Entity) => {\n        explode(self);\n    };\n\n    sys.scheduleThink(grenade, sys.timeSeconds + timer);\n    sys.finalizeSpawn(grenade);\n}\n\nexport function createBlasterBolt(sys: EntitySystem, owner: Entity, start: Vec3, dir: Vec3, damage: number, speed: number, mod: DamageMod): Entity {\n    const bolt = sys.spawn();\n    if (mod === DamageMod.HYPERBLASTER) {\n        bolt.classname = 'hyperblaster_bolt';\n    } else if (mod === DamageMod.BLUEBLASTER) {\n        bolt.classname = 'blueblaster_bolt';\n        bolt.modelindex = sys.modelIndex('models/objects/laser/tris.md2');\n        bolt.skin = 1;\n        // Effect for blue blaster (e.g. EF_BLUEHYPERBLASTER) should be set if available in engine effects\n        // Or renderfx?\n        // Using TempEntity.BLUEHYPERBLASTER for impact.\n    } else {\n        bolt.classname = 'blaster_bolt';\n    }\n\n    bolt.owner = owner;\n    bolt.origin = { ...start };\n    bolt.velocity = { x: dir.x * speed, y: dir.y * speed, z: dir.z * speed };\n    bolt.movetype = MoveType.FlyMissile;\n    bolt.solid = Solid.BoundingBox;\n\n    // Blaster bolts are small\n    bolt.mins = { x: -2, y: -2, z: -2 };\n    bolt.maxs = { x: 2, y: 2, z: 2 };\n\n    bolt.touch = (self: Entity, other: Entity | null, plane?: CollisionPlane | null, surf?: CollisionSurface | null) => {\n        if (other === self.owner) {\n            return;\n        }\n\n        if (other && other.takedamage) {\n            T_Damage(\n                other as any,\n                self as any,\n                self.owner as any,\n                self.velocity,\n                self.origin,\n                plane ? plane.normal : ZERO_VEC3,\n                damage,\n                1, // Kick\n                DamageFlags.NONE,\n                mod,\n                sys.timeSeconds,\n                sys.multicast.bind(sys),\n                { hooks: sys.scriptHooks }\n            );\n        } else {\n            // Wall impact effect\n            if (plane) {\n                let impactEffect = TempEntity.BLASTER;\n                if (mod === DamageMod.BLUEBLASTER) {\n                    impactEffect = TempEntity.BLUEHYPERBLASTER;\n                }\n                sys.multicast(self.origin, MulticastType.Pvs, ServerCommand.temp_entity, impactEffect, self.origin, plane.normal);\n            }\n        }\n\n        sys.free(self);\n    };\n\n    sys.finalizeSpawn(bolt);\n    return bolt;\n}\n\nexport function createIonRipper(sys: EntitySystem, owner: Entity, start: Vec3, dir: Vec3, damage: number, speed: number) {\n    const ion = sys.spawn();\n    ion.classname = 'ionripper';\n    ion.owner = owner;\n    ion.origin = { ...start };\n    ion.velocity = { x: dir.x * speed, y: dir.y * speed, z: dir.z * speed };\n    ion.movetype = MoveType.WallBounce;\n    ion.solid = Solid.BoundingBox;\n    ion.modelindex = sys.modelIndex('models/objects/boomrang/tris.md2');\n\n    // Set up collision box (same as rocket/blaster size usually?)\n    // C++ source doesn't explicitly set mins/maxs for ionripper in fire_ionripper snippet,\n    // but G_Spawn clears them. Defaults are often 0.\n    // However, for reliable physics, a small box is good.\n    ion.mins = { x: -2, y: -2, z: -2 };\n    ion.maxs = { x: 2, y: 2, z: 2 };\n\n    // Effects\n    // ion.effects |= EF_IONRIPPER? No such flag in standard Q2.\n    // Likely handled by model or renderfx.\n    // m_soldier.cpp uses EF_IONRIPPER. This might be a rogue/xatrix specific flag.\n    // We'll skip setting unknown flags and rely on model.\n\n    ion.touch = (self: Entity, other: Entity | null, plane?: CollisionPlane | null, surf?: CollisionSurface | null) => {\n        if (other === self.owner) {\n            return;\n        }\n\n        // C++: if (other->takedamage) T_Damage... G_FreeEdict...\n        if (other && other.takedamage) {\n             T_Damage(\n                other as any,\n                self as any,\n                self.owner as any,\n                self.velocity,\n                self.origin,\n                plane ? plane.normal : ZERO_VEC3,\n                damage,\n                1,\n                DamageFlags.ENERGY,\n                DamageMod.RIPPER,\n                sys.timeSeconds,\n                sys.multicast.bind(sys),\n                { checkFriendlyFire: sys.coop, noFriendlyFire: !sys.friendlyFire, hooks: sys.scriptHooks }\n            );\n            sys.free(self);\n            return;\n        }\n\n        // Hit wall\n        // Increment bounce count\n        self.count = (self.count || 0) + 1;\n\n        if (self.count > 5) {\n             // Too many bounces, fizzle out\n             sys.multicast(self.origin, MulticastType.Pvs, ServerCommand.temp_entity, TempEntity.WELDING_SPARKS, self.origin, ZERO_VEC3, 0xe4);\n             sys.free(self);\n             return;\n        }\n\n        // Play bounce sound\n        // \"weapons/ripphit.wav\"\n        sys.sound(self, 0, 'weapons/ripphit.wav', 1, 1, 0);\n\n        // Wall effect (sparks)\n        if (plane) {\n            sys.multicast(self.origin, MulticastType.Pvs, ServerCommand.temp_entity, TempEntity.WELDING_SPARKS, self.origin, plane.normal, 0xe4);\n        }\n    };\n\n    ion.think = (self: Entity) => {\n        // C++: ionripper_sparks (TE_WELDING_SPARKS)\n        sys.multicast(self.origin, MulticastType.Pvs, ServerCommand.temp_entity, TempEntity.WELDING_SPARKS, self.origin, ZERO_VEC3, 0xe4); // 0xe4 is typical color byte?\n        sys.free(self);\n    };\n\n    sys.scheduleThink(ion, sys.timeSeconds + 3.0); // 3 seconds lifetime\n    sys.finalizeSpawn(ion);\n}\n\nexport function createBlueBlaster(sys: EntitySystem, owner: Entity, start: Vec3, dir: Vec3, damage: number, speed: number) {\n    createBlasterBolt(sys, owner, start, dir, damage, speed, DamageMod.BLUEBLASTER);\n}\n\n/**\n * Helper function to fire a piercing BFG laser that can go through multiple entities.\n * Based on rerelease/g_weapon.cpp:1028-1068 (bfg_laser_pierce_t)\n *\n * @param sys Entity system\n * @param bfg The BFG projectile entity\n * @param target The target entity to fire at\n * @param damage Damage per hit (5 in deathmatch, 10 in single player)\n */\nfunction fireBfgPiercingLaser(sys: EntitySystem, bfg: Entity, target: Entity, damage: number): void {\n    const start = { ...bfg.origin };\n    const targetCenter: Vec3 = {\n        x: (target.absmin.x + target.absmax.x) * 0.5,\n        y: (target.absmin.y + target.absmax.y) * 0.5,\n        z: (target.absmin.z + target.absmax.z) * 0.5,\n    };\n\n    const dir = normalizeVec3(subtractVec3(targetCenter, start));\n    const end: Vec3 = {\n        x: start.x + dir.x * BFG_LASER_RANGE,\n        y: start.y + dir.y * BFG_LASER_RANGE,\n        z: start.z + dir.z * BFG_LASER_RANGE,\n    };\n\n    // Piercing laser - continues through multiple entities\n    // Based on pierce_trace in rerelease/g_weapon.cpp:88-111\n    const MAX_PIERCE = 16;\n    const pierced: Entity[] = [];\n    const piercedSolidities: Solid[] = [];\n    let currentStart = { ...start };\n\n    try {\n        for (let i = 0; i < MAX_PIERCE; i++) {\n            const tr = sys.trace(currentStart, null, null, end, bfg,\n                CONTENTS_SOLID | CONTENTS_MONSTER | CONTENTS_PLAYER | CONTENTS_DEADMONSTER\n            );\n\n            // Nothing hit, we're done\n            if (!tr.ent || tr.fraction >= 1.0) {\n                break;\n            }\n\n            // Damage the entity if it can take damage\n            // Based on rerelease/g_weapon.cpp:1046-1048\n            if (tr.ent.takedamage && tr.ent !== bfg.owner) {\n                T_Damage(\n                    tr.ent as any,\n                    bfg as any,\n                    bfg.owner as any,\n                    dir,\n                    tr.endpos,\n                    ZERO_VEC3,\n                    damage,\n                    1, // kick\n                    DamageFlags.ENERGY,\n                    DamageMod.BFG_LASER,\n                    sys.timeSeconds,\n                    sys.multicast.bind(sys),\n                    { checkFriendlyFire: sys.coop, noFriendlyFire: !sys.friendlyFire, hooks: sys.scriptHooks }\n                );\n            }\n\n            // Stop if we hit something that's not a monster/player/client\n            // Based on rerelease/g_weapon.cpp:1050-1061\n            if (!(tr.ent.svflags & ServerFlags.Monster) &&\n                !(tr.ent.client) &&\n                tr.ent.classname !== 'misc_explobox') {\n                // Laser sparks effect for wall hits (would need TE_LASER_SPARKS if available)\n                break;\n            }\n\n            // Mark entity as pierced by temporarily making it non-solid\n            pierced.push(tr.ent);\n            piercedSolidities.push(tr.ent.solid);\n            tr.ent.solid = Solid.Not;\n\n            // Continue from hit point\n            currentStart = { ...tr.endpos };\n        }\n\n        // Visual laser effect\n        // Based on rerelease/g_weapon.cpp:1130-1134\n        const finalTrace = sys.trace(start, null, null, end, bfg, CONTENTS_SOLID);\n        sys.multicast(bfg.origin, MulticastType.Phs, ServerCommand.temp_entity,\n            TempEntity.BFG_LASER, start, finalTrace.endpos);\n    } finally {\n        // Always restore solidities, even if an error occurred\n        for (let i = 0; i < pierced.length; i++) {\n            pierced[i].solid = piercedSolidities[i];\n        }\n    }\n}\n\n/**\n * BFG think function - fires lasers during flight every 100ms\n * Based on rerelease/g_weapon.cpp:1070-1138 (bfg_think)\n */\nfunction bfgThink(self: Entity, sys: EntitySystem): void {\n    // Determine damage based on deathmatch mode\n    // In deathmatch: 5 damage, single player: 10 damage\n    // Based on rerelease/g_weapon.cpp:1080-1083\n    const dmg = sys.deathmatch ? 5 : 10;\n\n    // Find all entities within 256 units\n    // Based on rerelease/g_weapon.cpp:1088\n    const nearbyEntities = sys.findByRadius(self.origin, BFG_LASER_RADIUS);\n\n    for (const ent of nearbyEntities) {\n        // Skip self and owner\n        // Based on rerelease/g_weapon.cpp:1090-1094\n        if (ent === self || ent === self.owner) {\n            continue;\n        }\n\n        // Skip entities that can't take damage\n        // Based on rerelease/g_weapon.cpp:1096-1097\n        if (!ent.takedamage) {\n            continue;\n        }\n\n        // Only target monsters, players, exploboxes\n        // Based on rerelease/g_weapon.cpp:1099-1101\n        if (!(ent.svflags & ServerFlags.Monster) &&\n            !ent.client &&\n            ent.classname !== 'misc_explobox') {\n            continue;\n        }\n\n        // Calculate entity center point\n        // Based on rerelease/g_weapon.cpp:1108\n        const point: Vec3 = {\n            x: (ent.absmin.x + ent.absmax.x) * 0.5,\n            y: (ent.absmin.y + ent.absmax.y) * 0.5,\n            z: (ent.absmin.z + ent.absmax.z) * 0.5,\n        };\n\n        // Check line of sight from BFG to entity center\n        // Don't fire laser if blocked by world\n        // Based on rerelease/g_weapon.cpp:1116-1120\n        const sightTrace = sys.trace(self.origin, null, null, point, null, MASK_SOLID);\n        if (sightTrace.fraction < 1.0 && sightTrace.ent !== ent) {\n            continue; // Blocked by world\n        }\n\n        // Fire piercing laser at this entity\n        // Based on rerelease/g_weapon.cpp:1122-1128\n        fireBfgPiercingLaser(sys, self, ent, dmg);\n    }\n\n    // Reschedule think for 100ms later (10 Hz)\n    // Based on rerelease/g_weapon.cpp:1137\n    sys.scheduleThink(self, sys.timeSeconds + 0.1);\n}\n\n/**\n * BFG explosion think function - fires lasers over multiple frames\n * Based on rerelease/g_weapon.cpp:933-987 (bfg_explode)\n */\nfunction bfgExplode(self: Entity, sys: EntitySystem): void {\n    // Initialize frame counter if not set\n    if (self.frame === undefined || self.frame < 0) {\n        self.frame = 0;\n    }\n\n    // On first frame, do the BFG effect damage\n    // Based on rerelease/g_weapon.cpp:942-981\n    if (self.frame === 0) {\n        const entities = sys.findByRadius(self.origin, self.dmg_radius || 100);\n\n        for (const ent of entities) {\n            if (!ent.takedamage) continue;\n            if (ent === self.owner) continue;\n\n            // Check if we can damage this entity\n            // Based on rerelease/g_weapon.cpp:952-963\n            if (!(ent.svflags & ServerFlags.Monster) &&\n                !ent.client &&\n                ent.classname !== 'misc_explobox') {\n                continue;\n            }\n\n            const centroid: Vec3 = {\n                x: (ent.absmin.x + ent.absmax.x) * 0.5,\n                y: (ent.absmin.y + ent.absmax.y) * 0.5,\n                z: (ent.absmin.z + ent.absmax.z) * 0.5,\n            };\n\n            const delta = subtractVec3(self.origin, centroid);\n            const dist = lengthVec3(delta);\n            const dmgRadius = self.dmg_radius || 100;\n            const points = (self.radius_dmg || 200) * (1.0 - Math.sqrt(dist / dmgRadius));\n\n            if (points > 0) {\n                T_Damage(\n                    ent as any,\n                    self as any,\n                    self.owner as any,\n                    self.velocity,\n                    centroid,\n                    ZERO_VEC3,\n                    Math.floor(points),\n                    0,\n                    DamageFlags.ENERGY,\n                    DamageMod.BFG_EFFECT,\n                    sys.timeSeconds,\n                    sys.multicast.bind(sys),\n                    { hooks: sys.scriptHooks }\n                );\n\n                // Visual BFG zap effect (would need TE_BFG_ZAP if available)\n            }\n        }\n    }\n\n    // Continue explosion over 5 frames\n    // Based on rerelease/g_weapon.cpp:983-986\n    self.frame++;\n    if (self.frame >= 5) {\n        sys.free(self);\n        return;\n    }\n\n    // Schedule next frame at 10 Hz (100ms)\n    sys.scheduleThink(self, sys.timeSeconds + 0.1);\n}\n\nexport function createBfgBall(sys: EntitySystem, owner: Entity, start: Vec3, dir: Vec3, damage: number, speed: number, damageRadius: number) {\n    const bfgBall = sys.spawn();\n    bfgBall.classname = 'bfg blast';\n    bfgBall.owner = owner;\n    bfgBall.origin = { ...start };\n    bfgBall.velocity = { x: dir.x * speed, y: dir.y * speed, z: dir.z * speed };\n    bfgBall.movetype = MoveType.FlyMissile;\n    bfgBall.clipmask = 0x10020002; // MASK_PROJECTILE\n    bfgBall.solid = Solid.BoundingBox;\n    bfgBall.modelindex = sys.modelIndex('sprites/s_bfg1.sp2');\n    bfgBall.svflags = ServerFlags.Projectile;\n\n    // Store damage values for explosion\n    bfgBall.radius_dmg = damage;\n    bfgBall.dmg_radius = damageRadius;\n\n    bfgBall.mins = { x: -10, y: -10, z: -10 };\n    bfgBall.maxs = { x: 10, y: 10, z: 10 };\n\n    // Touch handler for when BFG hits something\n    // Based on rerelease/g_weapon.cpp:989-1025 (bfg_touch)\n    bfgBall.touch = (self: Entity, other: Entity | null, plane?: CollisionPlane | null, surf?: CollisionSurface | null) => {\n        if (other === self.owner) {\n            return;\n        }\n\n        // Core explosion - prevents firing into wall/floor\n        // Based on rerelease/g_weapon.cpp:1003-1006\n        if (other && other.takedamage) {\n            T_Damage(\n                other as any,\n                self as any,\n                self.owner as any,\n                self.velocity,\n                self.origin,\n                plane ? plane.normal : ZERO_VEC3,\n                200,\n                0,\n                DamageFlags.ENERGY,\n                DamageMod.BFG_BLAST,\n                sys.timeSeconds,\n                sys.multicast.bind(sys),\n                { hooks: sys.scriptHooks }\n            );\n        }\n\n        // Radius damage from initial impact\n        const entities = sys.findByRadius(self.origin, 100);\n        T_RadiusDamage(entities as any[], self as any, self.owner as any, 200, other as any, 100,\n            DamageFlags.ENERGY, DamageMod.BFG_BLAST, sys.timeSeconds, { checkFriendlyFire: sys.coop, noFriendlyFire: !sys.friendlyFire, hooks: sys.scriptHooks }, sys.multicast.bind(sys));\n\n        // Big explosion effect\n        // Based on rerelease/g_weapon.cpp:1021-1024\n        sys.multicast(self.origin, MulticastType.Phs, ServerCommand.temp_entity,\n            TempEntity.BFG_BIGEXPLOSION, self.origin);\n\n        // Change to explosion sprite and set up multi-frame explosion\n        // Based on rerelease/g_weapon.cpp:1009-1019\n        self.solid = Solid.Not;\n        self.touch = undefined;\n        self.velocity = ZERO_VEC3;\n        self.modelindex = sys.modelIndex('sprites/s_bfg3.sp2');\n        self.frame = 0;\n        self.enemy = other;\n\n        // Start multi-frame explosion with laser effects\n        self.think = (self: Entity, context: EntitySystem) => bfgExplode(self, context);\n        sys.scheduleThink(self, sys.timeSeconds + 0.1);\n    };\n\n    // Set up in-flight laser think function\n    // Based on rerelease/g_weapon.cpp:1166-1167\n    bfgBall.think = (self: Entity, context: EntitySystem) => bfgThink(self, context);\n\n    // Start thinking immediately (FRAME_TIME_S)\n    // Based on rerelease/g_weapon.cpp:1167\n    sys.scheduleThink(bfgBall, sys.timeSeconds + 0.016); // ~1 frame\n\n    sys.finalizeSpawn(bfgBall);\n}\n\nexport function createPhalanxBall(sys: EntitySystem, owner: Entity, start: Vec3, dir: Vec3, damage: number, radiusDamage: number, speed: number) {\n    const ball = sys.spawn();\n    ball.classname = 'phalanx_ball';\n    ball.owner = owner;\n    ball.origin = { ...start };\n    ball.velocity = { x: dir.x * speed, y: dir.y * speed, z: dir.z * speed };\n    ball.movetype = MoveType.FlyMissile;\n    ball.solid = Solid.BoundingBox;\n    ball.modelindex = sys.modelIndex('models/objects/phalanx/tris.md2'); // Assume model exists\n\n    ball.mins = { x: -2, y: -2, z: -2 };\n    ball.maxs = { x: 2, y: 2, z: 2 };\n\n    ball.touch = (self: Entity, other: Entity | null, plane?: CollisionPlane | null, surf?: CollisionSurface | null) => {\n        if (other === self.owner) {\n            return;\n        }\n\n        // Direct damage\n        if (other && other.takedamage) {\n            T_Damage(\n                other as any,\n                self as any,\n                self.owner as any,\n                self.velocity,\n                self.origin,\n                plane ? plane.normal : ZERO_VEC3,\n                damage,\n                1,\n                DamageFlags.ENERGY,\n                DamageMod.PHALANX,\n                sys.timeSeconds,\n                sys.multicast.bind(sys),\n                { hooks: sys.scriptHooks }\n            );\n        }\n\n        // Radius damage\n        const entities = sys.findByRadius(self.origin, 120);\n        T_RadiusDamage(entities as any[], self as any, self.owner as any, radiusDamage, self.owner as any, 120, DamageFlags.ENERGY, DamageMod.PHALANX, sys.timeSeconds, { checkFriendlyFire: sys.coop, noFriendlyFire: !sys.friendlyFire, hooks: sys.scriptHooks }, sys.multicast.bind(sys));\n\n        // Explosion effect\n        // Using TE_PLASMA_EXPLOSION or similar\n        sys.multicast(self.origin, MulticastType.Phs, ServerCommand.temp_entity, TempEntity.PLASMA_EXPLOSION, self.origin);\n\n        sys.free(self);\n    };\n\n    sys.finalizeSpawn(ball);\n}\n\n// Heat-Seeking Missile Think\nfunction heatThink(self: Entity, sys: EntitySystem): void {\n    const start = { ...self.origin };\n    const forward = normalizeVec3(self.velocity);\n\n    // Find targets in radius\n    const radius = 1024;\n    const candidates = sys.findByRadius(start, radius);\n\n    let best: Entity | null = null;\n    let bestDist = radius;\n    let bestDot = 0.5; // Requires at least 45 degrees? Rerelease says \"dot < olddot\" where olddot init 1?\n\n    // C++ logic:\n    // while ((target = findradius...))\n    // if owner==target continue\n    // if !target->client continue (only clients?)\n    // if health <= 0 continue\n    // if !visible continue\n    // dot check...\n\n    for (const ent of candidates) {\n        if (ent === self.owner) continue;\n        if (!ent.client) continue; // Only track players?\n        if (ent.health <= 0) continue;\n\n        // Visibility check\n        const tr = sys.trace(self.origin, ent.origin, ZERO_VEC3, ZERO_VEC3, self, MASK_SOLID);\n        if (tr.fraction < 1.0 && tr.ent !== ent) continue;\n\n        const delta = subtractVec3(ent.origin, self.origin);\n        const dist = lengthVec3(delta);\n        const dir = normalizeVec3(delta);\n        const dot = dir.x * forward.x + dir.y * forward.y + dir.z * forward.z;\n\n        if (dot > bestDot) {\n            bestDot = dot;\n            best = ent;\n        }\n    }\n\n    if (best) {\n        // Adjust velocity towards target\n        // self->accel stores turn_fraction\n        const accel = self.accel || 0.1;\n        const speed = self.speed || 300;\n\n        const targetDir = normalizeVec3(subtractVec3(best.origin, self.origin));\n\n        // Interpolate direction\n        // slerp or simple lerp for now\n        const newDir = {\n            x: forward.x + (targetDir.x - forward.x) * accel,\n            y: forward.y + (targetDir.y - forward.y) * accel,\n            z: forward.z + (targetDir.z - forward.z) * accel\n        };\n        const normalizedNewDir = normalizeVec3(newDir);\n\n        self.velocity = {\n            x: normalizedNewDir.x * speed,\n            y: normalizedNewDir.y * speed,\n            z: normalizedNewDir.z * speed\n        };\n        self.angles = vectorToAngles(normalizedNewDir);\n\n        if (self.enemy !== best) {\n            sys.sound(self, 0, 'weapons/railgr1a.wav', 1, 0.25, 0);\n            self.enemy = best;\n        }\n    } else {\n        self.enemy = null;\n    }\n\n    sys.scheduleThink(self, sys.timeSeconds + 0.1);\n}\n\nexport function createHeatSeekingMissile(sys: EntitySystem, owner: Entity, start: Vec3, dir: Vec3, damage: number, speed: number, flashtype: number, turn_fraction: number) {\n    const heat = sys.spawn();\n    heat.classname = 'heat_seeking_missile';\n    heat.owner = owner;\n    heat.origin = { ...start };\n    heat.velocity = { x: dir.x * speed, y: dir.y * speed, z: dir.z * speed };\n    heat.movetype = MoveType.FlyMissile;\n    heat.solid = Solid.BoundingBox;\n    heat.modelindex = sys.modelIndex('models/objects/rocket/tris.md2');\n    heat.mins = { x: -4, y: -4, z: -4 };\n    heat.maxs = { x: 4, y: 4, z: 4 };\n\n    heat.speed = speed;\n    heat.accel = turn_fraction;\n\n    // Standard rocket damage + radius\n    heat.radius_dmg = damage; // Usually same as direct?\n    heat.dmg_radius = 120;\n\n    heat.touch = (self: Entity, other: Entity | null, plane?: CollisionPlane | null, surf?: CollisionSurface | null) => {\n        if (other === self.owner) return;\n\n        if (other && other.takedamage) {\n            T_Damage(other as any, self as any, self.owner as any, self.velocity, self.origin, plane ? plane.normal : ZERO_VEC3, damage, 0, DamageFlags.NONE, DamageMod.ROCKET, sys.timeSeconds, sys.multicast.bind(sys), { hooks: sys.scriptHooks });\n        }\n\n        const entities = sys.findByRadius(self.origin, 120);\n        T_RadiusDamage(entities as any[], self as any, self.owner as any, damage, self.owner as any, 120, DamageFlags.NONE, DamageMod.R_SPLASH, sys.timeSeconds, { checkFriendlyFire: sys.coop, noFriendlyFire: !sys.friendlyFire, hooks: sys.scriptHooks }, sys.multicast.bind(sys));\n\n        sys.multicast(self.origin, MulticastType.Phs, ServerCommand.temp_entity, TempEntity.ROCKET_EXPLOSION, self.origin);\n        sys.free(self);\n    };\n\n    heat.think = (ent, ctx) => heatThink(ent, sys); // Capture sys\n    sys.scheduleThink(heat, sys.timeSeconds + 0.1);\n\n    sys.finalizeSpawn(heat);\n}\n\n// Rogue ETF Rifle Flechette\nexport function createFlechette(sys: EntitySystem, owner: Entity, start: Vec3, dir: Vec3, damage: number, speed: number) {\n    const flechette = sys.spawn();\n    flechette.classname = 'flechette';\n    flechette.owner = owner;\n    flechette.origin = { ...start };\n    flechette.velocity = { x: dir.x * speed, y: dir.y * speed, z: dir.z * speed };\n    flechette.movetype = MoveType.FlyMissile;\n    flechette.solid = Solid.BoundingBox;\n    flechette.modelindex = sys.modelIndex('models/objects/projectile/tris.md2'); // Reuse standard projectile or find correct one\n\n    // In Rogue, flechettes are small\n    flechette.mins = { x: -2, y: -2, z: -2 };\n    flechette.maxs = { x: 2, y: 2, z: 2 };\n\n    // Set angle to direction\n    flechette.angles = vectorToAngles(dir);\n\n    flechette.touch = (self: Entity, other: Entity | null, plane?: CollisionPlane | null, surf?: CollisionSurface | null) => {\n        if (other === self.owner) {\n            return;\n        }\n\n        if (other && other.takedamage) {\n            T_Damage(\n                other as any,\n                self as any,\n                self.owner as any,\n                self.velocity,\n                self.origin,\n                plane ? plane.normal : ZERO_VEC3,\n                damage,\n                1,\n                DamageFlags.NONE,\n                DamageMod.ETF_RIFLE, // Assuming this exists or falls under UNKNOWN\n                sys.timeSeconds,\n                sys.multicast ? sys.multicast.bind(sys) : undefined,\n                { checkFriendlyFire: sys.coop, noFriendlyFire: !sys.friendlyFire, hooks: sys.scriptHooks }\n            );\n\n            // Freeze Logic\n            // Source: g_rogue_weapon.c (fire_etf_rifle/projectile_touch)\n            // If hits monster, apply freeze\n            if (other.monsterinfo) {\n                // Freeze duration: 3.0 seconds from now\n                // sys.timeSeconds is 0 in some tests if not properly initialized,\n                // but usually it's derived from game time.\n                // Using max to ensure non-NaN and > 0 if timeSeconds is valid.\n                const time = sys.timeSeconds || 0;\n                other.monsterinfo.freeze_time = time + 3.0;\n            }\n\n            sys.free(self);\n            return;\n        }\n\n        // Wall impact\n        if (plane) {\n            // Use TE_SPARKS or similar\n            sys.multicast(self.origin, MulticastType.Pvs, ServerCommand.temp_entity, TempEntity.SPARKS, self.origin, plane.normal);\n        }\n\n        sys.free(self);\n    };\n\n    sys.finalizeSpawn(flechette);\n}\n\nexport * from './projectiles/prox.js';\nexport * from './projectiles/trap.js';\n","import { Entity, MoveType, Solid, ServerFlags } from '../entity.js';\nimport { EntitySystem } from '../system.js';\nimport { SpawnRegistry, SpawnContext } from '../spawn.js';\nimport { normalizeVec3, scaleVec3, subtractVec3, addVec3, distance } from '@quake2ts/shared';\nimport { G_PickTarget } from '../utils.js';\nimport { createRocket } from '../projectiles.js';\nimport { DamageMod } from '../../combat/damageMods.js';\n\n// ============================================================================\n// MISC VIPER MISSILE\n// ============================================================================\n\nfunction misc_viper_missile_use(self: Entity, other: Entity | null, activator: Entity | null, context: EntitySystem) {\n    if (!self.target) return;\n\n    // self.s.angles used for direction if target not found?\n    // The code calculates direction to target.\n\n    // self->enemy = G_Find(NULL, FOFS(targetname), self->target);\n    const target = G_PickTarget(self.target, context);\n    if (!target) return;\n\n    self.enemy = target;\n    const start = self.origin;\n    const dir = normalizeVec3(subtractVec3(target.origin, start));\n\n    // monster_fire_rocket(self, start, dir, self->dmg, 500, MZ2_CHICK_ROCKET_1);\n    // Use createRocket directly or monster_fire_rocket if available (usually internal to monsters)\n    createRocket(context, self, start, dir, self.dmg || 250, 500, DamageMod.ROCKET);\n\n    self.think = (ent) => context.free(ent);\n    self.nextthink = context.timeSeconds + 0.1;\n}\n\nexport function registerMiscViperMissile(registry: SpawnRegistry) {\n    registry.register('misc_viper_missile', (entity: Entity, context: SpawnContext) => {\n        entity.movetype = MoveType.None;\n        entity.solid = Solid.Not;\n        entity.mins = { x: -8, y: -8, z: -8 };\n        entity.maxs = { x: 8, y: 8, z: 8 };\n\n        if (!entity.dmg) entity.dmg = 250;\n\n        entity.modelindex = context.entities.modelIndex(\"models/objects/bomb/tris.md2\");\n\n        entity.use = (self, other, activator) => misc_viper_missile_use(self, other, activator ?? null, context.entities);\n        entity.svflags |= ServerFlags.NoClient;\n\n        context.entities.linkentity(entity);\n    });\n}\n","import { Entity, MoveType, Solid, ServerFlags, EntityEffects } from '../entity.js';\nimport { EntitySystem } from '../system.js';\nimport { SpawnRegistry, SpawnContext } from '../spawn.js';\nimport { createRandomGenerator, RenderFx } from '@quake2ts/shared';\n\nconst random = createRandomGenerator();\n\n// ============================================================================\n// MISC SATELLITE DISH\n// ============================================================================\n\nfunction misc_satellite_dish_think(self: Entity, context: EntitySystem) {\n    self.frame++;\n    if (self.frame < 38) {\n        self.nextthink = context.timeSeconds + 0.1;\n    }\n}\n\nfunction misc_satellite_dish_use(self: Entity, other: Entity | null, activator: Entity | null, context: EntitySystem) {\n    self.frame = 0;\n    self.think = (ent) => misc_satellite_dish_think(ent, context);\n    self.nextthink = context.timeSeconds + 0.1;\n}\n\nexport function registerMiscSatelliteDish(registry: SpawnRegistry) {\n    registry.register('misc_satellite_dish', (entity: Entity, context: SpawnContext) => {\n        entity.movetype = MoveType.None;\n        entity.solid = Solid.BoundingBox;\n        entity.mins = { x: -64, y: -64, z: 0 };\n        entity.maxs = { x: 64, y: 64, z: 128 };\n        entity.modelindex = context.entities.modelIndex(\"models/objects/satellite/tris.md2\");\n        entity.use = (self, other, activator) => misc_satellite_dish_use(self, other, activator ?? null, context.entities);\n        context.entities.linkentity(entity);\n    });\n}\n\n// ============================================================================\n// MISC BLACKHOLE\n// ============================================================================\n\nconst SPAWNFLAG_BLACKHOLE_AUTO_NOISE = 1;\n\nfunction misc_blackhole_think(self: Entity, context: EntitySystem) {\n    if (self.timestamp <= context.timeSeconds) {\n        self.frame++;\n        if (self.frame >= 19) self.frame = 0;\n        self.timestamp = context.timeSeconds + 0.1;\n    }\n\n    if (self.spawnflags & SPAWNFLAG_BLACKHOLE_AUTO_NOISE) {\n        self.angles = {\n            x: self.angles.x + 50 * 0.1,\n            y: self.angles.y + 50 * 0.1,\n            z: self.angles.z\n        };\n    }\n\n    self.nextthink = context.timeSeconds + 0.01; // FRAME_TIME_MS (approx 100fps in think?)\n    // Original uses FRAME_TIME_MS which is usually 0.1 or 0.05?\n    // G_RunFrame calls RunEntity thinks.\n    // If we want smooth rotation, we need small interval.\n}\n\nfunction misc_blackhole_use(self: Entity, other: Entity | null, activator: Entity | null, context: EntitySystem) {\n    context.free(self);\n}\n\nexport function registerMiscBlackhole(registry: SpawnRegistry) {\n    registry.register('misc_blackhole', (entity: Entity, context: SpawnContext) => {\n        entity.movetype = MoveType.None;\n        entity.solid = Solid.Not;\n        entity.mins = { x: -64, y: -64, z: 0 };\n        entity.maxs = { x: 64, y: 64, z: 8 };\n        entity.modelindex = context.entities.modelIndex(\"models/objects/black/tris.md2\");\n        entity.renderfx |= RenderFx.Translucent; // RF_TRANSLUCENT\n\n        entity.use = (self, other, activator) => misc_blackhole_use(self, other, activator ?? null, context.entities);\n        entity.think = (self) => misc_blackhole_think(self, context.entities);\n        entity.nextthink = context.entities.timeSeconds + 0.1; // 20_hz\n\n        if (entity.spawnflags & SPAWNFLAG_BLACKHOLE_AUTO_NOISE) {\n            // entity.s.sound = ... \"world/blackhole.wav\"\n            // entity.s.loop_attenuation = ATTN_NORM\n        }\n\n        context.entities.linkentity(entity);\n    });\n}\n\n// ============================================================================\n// MISC EASTER\n// ============================================================================\n\nfunction misc_eastertank_think(self: Entity, context: EntitySystem) {\n    self.frame++;\n    if (self.frame < 293) {\n        self.nextthink = context.timeSeconds + 0.1;\n    } else {\n        self.frame = 254;\n        self.nextthink = context.timeSeconds + 0.1;\n    }\n}\n\nexport function registerMiscEasterTank(registry: SpawnRegistry) {\n    registry.register('misc_eastertank', (entity: Entity, context: SpawnContext) => {\n        entity.movetype = MoveType.None;\n        entity.solid = Solid.BoundingBox;\n        entity.mins = { x: -32, y: -32, z: -16 };\n        entity.maxs = { x: 32, y: 32, z: 32 };\n        entity.modelindex = context.entities.modelIndex(\"models/monsters/tank/tris.md2\");\n        entity.frame = 254;\n        entity.think = (self) => misc_eastertank_think(self, context.entities);\n        entity.nextthink = context.entities.timeSeconds + 0.1;\n        context.entities.linkentity(entity);\n    });\n}\n\nfunction misc_easterchick_think(self: Entity, context: EntitySystem) {\n    self.frame++;\n    if (self.frame < 247) {\n        self.nextthink = context.timeSeconds + 0.1;\n    } else {\n        self.frame = 208;\n        self.nextthink = context.timeSeconds + 0.1;\n    }\n}\n\nexport function registerMiscEasterChick(registry: SpawnRegistry) {\n    registry.register('misc_easterchick', (entity: Entity, context: SpawnContext) => {\n        entity.movetype = MoveType.None;\n        entity.solid = Solid.BoundingBox;\n        entity.mins = { x: -32, y: -32, z: 0 };\n        entity.maxs = { x: 32, y: 32, z: 32 };\n        entity.modelindex = context.entities.modelIndex(\"models/monsters/bitch/tris.md2\");\n        entity.frame = 208;\n        entity.think = (self) => misc_easterchick_think(self, context.entities);\n        entity.nextthink = context.entities.timeSeconds + 0.1;\n        context.entities.linkentity(entity);\n    });\n}\n\nfunction misc_easterchick2_think(self: Entity, context: EntitySystem) {\n    self.frame++;\n    if (self.frame < 287) {\n        self.nextthink = context.timeSeconds + 0.1;\n    } else {\n        self.frame = 248;\n        self.nextthink = context.timeSeconds + 0.1;\n    }\n}\n\nexport function registerMiscEasterChick2(registry: SpawnRegistry) {\n    registry.register('misc_easterchick2', (entity: Entity, context: SpawnContext) => {\n        entity.movetype = MoveType.None;\n        entity.solid = Solid.BoundingBox;\n        entity.mins = { x: -32, y: -32, z: 0 };\n        entity.maxs = { x: 32, y: 32, z: 32 };\n        entity.modelindex = context.entities.modelIndex(\"models/monsters/bitch/tris.md2\");\n        entity.frame = 248;\n        entity.think = (self) => misc_easterchick2_think(self, context.entities);\n        entity.nextthink = context.entities.timeSeconds + 0.1;\n        context.entities.linkentity(entity);\n    });\n}\n","import { Entity, MoveType, Solid, ServerFlags } from '../entity.js';\nimport { EntitySystem } from '../system.js';\nimport { SpawnRegistry, SpawnContext } from '../spawn.js';\nimport { createRandomGenerator, scaleVec3, normalizeVec3, subtractVec3 } from '@quake2ts/shared';\nimport { G_PickTarget } from '../utils.js';\n\n// ============================================================================\n// FUNC CLOCK\n// ============================================================================\n\nconst SPAWNFLAG_TIMER_UP = 1;\nconst SPAWNFLAG_TIMER_DOWN = 2;\nconst SPAWNFLAG_TIMER_START_OFF = 4;\nconst SPAWNFLAG_TIMER_MULTI_USE = 8;\n\nfunction func_clock_reset(self: Entity) {\n    self.activator = null;\n    if (self.spawnflags & SPAWNFLAG_TIMER_UP) {\n        self.health = 0;\n        self.wait = self.count; // Use count as target value\n    } else if (self.spawnflags & SPAWNFLAG_TIMER_DOWN) {\n        self.health = self.count;\n        self.wait = 0;\n    }\n}\n\nfunction func_clock_format_countdown(self: Entity, message: string): string {\n    // Basic formatting based on style\n    // Style 0: \"xx\"\n    // Style 1: \"xx:xx\"\n    // Style 2: \"xx:xx:xx\"\n    const h = Math.floor(self.health);\n    if (self.style === 0) {\n        return `${h}`.padStart(2, ' ');\n    }\n    if (self.style === 1) {\n        const m = Math.floor(h / 60);\n        const s = h % 60;\n        return `${m}`.padStart(2, ' ') + ':' + `${s}`.padStart(2, '0');\n    }\n    if (self.style === 2) {\n        const hr = Math.floor(h / 3600);\n        const m = Math.floor((h % 3600) / 60);\n        const s = h % 60;\n        return `${hr}`.padStart(2, ' ') + ':' + `${m}`.padStart(2, '0') + ':' + `${s}`.padStart(2, '0');\n    }\n    return \"\";\n}\n\nfunction func_clock_think(self: Entity, context: EntitySystem) {\n    if (!self.enemy) {\n        // self.enemy = G_FindByTargetname(self.target);\n        const targets = context.findByTargetName(self.target || \"\");\n        if (targets.length > 0) self.enemy = targets[0];\n        if (!self.enemy) return;\n    }\n\n    if (self.spawnflags & SPAWNFLAG_TIMER_UP) {\n        // Update string\n        const msg = func_clock_format_countdown(self, \"\");\n        self.health++;\n        self.enemy.message = msg;\n        self.enemy.use?.(self.enemy, self, self);\n    } else if (self.spawnflags & SPAWNFLAG_TIMER_DOWN) {\n        const msg = func_clock_format_countdown(self, \"\");\n        self.health--;\n        self.enemy.message = msg;\n        self.enemy.use?.(self.enemy, self, self);\n    } else {\n        // Time of day - unsupported for now in MVP\n    }\n\n    if ((self.spawnflags & SPAWNFLAG_TIMER_UP) && (self.health > self.wait) ||\n        (self.spawnflags & SPAWNFLAG_TIMER_DOWN) && (self.health < self.wait)) {\n\n        if (self.pathtarget) {\n            context.useTargets(self, self.activator);\n        }\n\n        if (!(self.spawnflags & SPAWNFLAG_TIMER_MULTI_USE)) {\n            return;\n        }\n\n        func_clock_reset(self);\n\n        if (self.spawnflags & SPAWNFLAG_TIMER_START_OFF) {\n            return;\n        }\n    }\n\n    self.nextthink = context.timeSeconds + 1.0;\n}\n\nfunction func_clock_use(self: Entity, other: Entity | null, activator: Entity | null, context: EntitySystem) {\n    if (!(self.spawnflags & SPAWNFLAG_TIMER_MULTI_USE)) {\n        self.use = undefined;\n    }\n    if (self.activator) return;\n    self.activator = activator;\n    func_clock_think(self, context);\n}\n\nexport function registerFuncClock(registry: SpawnRegistry) {\n    registry.register('func_clock', (entity: Entity, context: SpawnContext) => {\n        if (!entity.target) {\n            context.warn(\"func_clock with no target\");\n            context.free(entity);\n            return;\n        }\n        if ((entity.spawnflags & SPAWNFLAG_TIMER_DOWN) && !entity.count) {\n            context.warn(\"func_clock with no count\");\n            context.free(entity);\n            return;\n        }\n        if ((entity.spawnflags & SPAWNFLAG_TIMER_UP) && !entity.count) {\n            entity.count = 60 * 60;\n        }\n\n        func_clock_reset(entity);\n        entity.think = (self) => func_clock_think(self, context.entities);\n\n        if (entity.spawnflags & SPAWNFLAG_TIMER_START_OFF) {\n            entity.use = (self, other, activator) => func_clock_use(self, other, activator ?? null, context.entities);\n        } else {\n            entity.nextthink = context.entities.timeSeconds + 1.0;\n        }\n    });\n}\n\n// ============================================================================\n// TARGET STRING & CHARACTER\n// ============================================================================\n\nfunction target_string_use(self: Entity, other: Entity | null, activator: Entity | null, context: EntitySystem) {\n    if (!self.message) return;\n\n    // Find all team members\n    // In Quake 2, teammaster links entities.\n    // Here we might need to find by team name or assume system linked them.\n    // EntitySystem doesn't automatically link teams like Q2 G_InitEdict.\n    // We iterate or rely on some team linkage if implemented.\n    // For now, let's search by team.\n\n    // Simplification: iterate entities, if team matches, update frame.\n    if (!self.team) return;\n\n    const msg = self.message;\n    const len = msg.length;\n\n    context.forEachEntity((e) => {\n        if (e.team === self.team && e.classname === 'target_character') {\n            if (!e.count) return;\n            const n = e.count - 1;\n            if (n >= len) {\n                e.frame = 12; // Blank?\n                return;\n            }\n            const c = msg.charCodeAt(n);\n            if (c >= 48 && c <= 57) { // 0-9\n                e.frame = c - 48;\n            } else if (msg[n] === '-') {\n                e.frame = 10;\n            } else if (msg[n] === ':') {\n                e.frame = 11;\n            } else {\n                e.frame = 12;\n            }\n        }\n    });\n}\n\nexport function registerTargetString(registry: SpawnRegistry) {\n    registry.register('target_string', (entity: Entity, context: SpawnContext) => {\n        if (!entity.message) entity.message = \"\";\n        entity.use = (self, other, activator) => target_string_use(self, other, activator ?? null, context.entities);\n    });\n}\n\nexport function registerTargetCharacter(registry: SpawnRegistry) {\n    registry.register('target_character', (entity: Entity, context: SpawnContext) => {\n        entity.movetype = MoveType.Push;\n        entity.solid = Solid.Bsp;\n        entity.frame = 12;\n        context.entities.linkentity(entity);\n    });\n}\n\n// ============================================================================\n// MISC FLARE\n// ============================================================================\n\nconst SPAWNFLAG_FLARE_RED = 1;\nconst SPAWNFLAG_FLARE_GREEN = 2;\nconst SPAWNFLAG_FLARE_BLUE = 4;\nconst SPAWNFLAG_FLARE_LOCK_ANGLE = 8;\n\nexport function registerMiscFlare(registry: SpawnRegistry) {\n    registry.register('misc_flare', (entity: Entity, context: SpawnContext) => {\n        entity.modelindex = 1;\n        entity.renderfx |= 128; // RF_FLARE ? Need constant\n        // RF_FLARE is 128 (0x80) from shared/protocol/renderFx.ts\n\n        entity.solid = Solid.Not;\n        // entity.scale = st.radius // entity.count or similar? Q2 uses st.radius.\n        // Assume mapped to count or scale? Or keyValues.\n        // Let's assume parsed into scale if supported, or use frame.\n\n        // Handling renderfx flags\n        if (entity.spawnflags & SPAWNFLAG_FLARE_RED) entity.renderfx |= 1024; // RF_SHELL_RED\n        if (entity.spawnflags & SPAWNFLAG_FLARE_GREEN) entity.renderfx |= 2048; // RF_SHELL_GREEN\n        if (entity.spawnflags & SPAWNFLAG_FLARE_BLUE) entity.renderfx |= 4096; // RF_SHELL_BLUE\n\n        // LOCK_ANGLE ?\n\n        entity.mins = { x: -32, y: -32, z: -32 };\n        entity.maxs = { x: 32, y: 32, z: 32 };\n\n        if (entity.targetname) {\n            entity.use = (self) => {\n                self.svflags ^= ServerFlags.NoClient;\n                context.entities.linkentity(self);\n            };\n        }\n\n        context.entities.linkentity(entity);\n    });\n}\n\n// ============================================================================\n// MISC HOLOGRAM\n// ============================================================================\n\nfunction misc_hologram_think(self: Entity, context: EntitySystem) {\n    self.angles = { ...self.angles, y: self.angles.y + 100 * 0.1 };\n    self.nextthink = context.timeSeconds + 0.1;\n    self.alpha = 0.2 + (context.rng.frandom() * 0.4);\n}\n\nexport function registerMiscHologram(registry: SpawnRegistry) {\n    registry.register('misc_hologram', (entity: Entity, context: SpawnContext) => {\n        entity.solid = Solid.Not;\n        entity.modelindex = context.entities.modelIndex(\"models/ships/strogg1/tris.md2\");\n        entity.mins = { x: -16, y: -16, z: 0 };\n        entity.maxs = { x: 16, y: 16, z: 32 };\n        // entity.effects |= EF_HOLOGRAM;\n        entity.think = (self) => misc_hologram_think(self, context.entities);\n        entity.nextthink = context.entities.timeSeconds + 0.1;\n        entity.alpha = 0.5;\n        // entity.scale = 0.75;\n        context.entities.linkentity(entity);\n    });\n}\n\n// ============================================================================\n// MISC FIREBALL\n// ============================================================================\n\nconst SPAWNFLAG_LAVABALL_NO_EXPLODE = 1;\n\nfunction fire_touch(self: Entity, other: Entity | null, context: EntitySystem) {\n    if (self.spawnflags & SPAWNFLAG_LAVABALL_NO_EXPLODE) {\n        context.free(self);\n        return;\n    }\n\n    // Damage\n    if (other && other.takedamage) {\n        // T_Damage...\n    }\n\n    // BecomeExplosion1\n    context.free(self);\n}\n\nfunction fire_fly(self: Entity, context: EntitySystem) {\n    const fireball = context.spawn();\n    // fireball.effects = EF_FIREBALL;\n    // fireball.renderfx = RF_MINLIGHT;\n    fireball.solid = Solid.BoundingBox;\n    fireball.movetype = MoveType.Toss;\n    fireball.clipmask = 1; // MASK_SHOT\n    fireball.velocity = {\n        x: context.rng.crandom() * 50,\n        y: context.rng.crandom() * 50,\n        z: (self.speed || 185) * 1.75 + (context.rng.frandom() * 200)\n    };\n    fireball.classname = \"fireball\";\n    fireball.modelindex = context.modelIndex(\"models/objects/gibs/sm_meat/tris.md2\");\n    fireball.origin = { ...self.origin };\n    fireball.touch = (s, o) => fire_touch(s, o, context);\n    fireball.spawnflags = self.spawnflags;\n\n    fireball.think = (ent) => context.free(ent);\n    fireball.nextthink = context.timeSeconds + 5.0;\n\n    context.linkentity(fireball);\n\n    self.nextthink = context.timeSeconds + (context.rng.frandom() * 5.0);\n}\n\nexport function registerMiscFireball(registry: SpawnRegistry) {\n    registry.register('misc_fireball', (entity: Entity, context: SpawnContext) => {\n        // SP_misc_lavaball\n        entity.classname = \"fireball\"; // Actually spawner stays? No, SP_misc_lavaball sets classname to fireball but acts as spawner?\n        // Wait, SP_misc_lavaball makes the entity the spawner.\n        entity.think = (self) => fire_fly(self, context.entities);\n        entity.nextthink = context.entities.timeSeconds + (context.entities.rng.frandom() * 5.0);\n        if (!entity.speed) entity.speed = 185;\n    });\n    // Alias misc_lavaball\n    registry.register('misc_lavaball', registry.get('misc_fireball')!);\n}\n\n// ============================================================================\n// INFO LANDMARK & WORLD TEXT\n// ============================================================================\n\nexport function registerInfoLandmark(registry: SpawnRegistry) {\n    registry.register('info_landmark', (entity: Entity, context: SpawnContext) => {\n        entity.absmin = { ...entity.origin };\n        entity.absmax = { ...entity.origin };\n    });\n}\n\nfunction info_world_text_think(self: Entity, context: EntitySystem) {\n    // Draw text logic?\n    // Requires client-side support or temp entity TE_WORLD_TEXT?\n    // If not supported, just do nothing.\n    self.nextthink = context.timeSeconds + 0.1;\n}\n\nexport function registerInfoWorldText(registry: SpawnRegistry) {\n    registry.register('info_world_text', (entity: Entity, context: SpawnContext) => {\n        if (!entity.message) {\n            context.free(entity);\n            return;\n        }\n        // entity.think = ...\n        // entity.use = ...\n    });\n}\n\nexport function registerMiscPlayerMannequin(registry: SpawnRegistry) {\n    registry.register('misc_player_mannequin', (entity: Entity, context: SpawnContext) => {\n        entity.movetype = MoveType.None;\n        entity.solid = Solid.BoundingBox;\n        entity.modelindex = 255; // Player\n        entity.mins = { x: -16, y: -16, z: -24 };\n        entity.maxs = { x: 16, y: 16, z: 32 };\n        context.entities.linkentity(entity);\n    });\n}\n\n// ============================================================================\n// MISC MODEL\n// ============================================================================\n\nexport function registerMiscModel(registry: SpawnRegistry) {\n    registry.register('misc_model', (entity: Entity, context: SpawnContext) => {\n        if (!entity.model) {\n            context.warn(`${entity.classname} with no model`);\n            context.free(entity);\n            return;\n        }\n        entity.modelindex = context.entities.modelIndex(entity.model);\n        context.entities.linkentity(entity);\n    });\n}\n","import type { SpawnRegistry, SpawnFunction } from './spawn.js';\nimport { MoveType, Solid, ServerFlags, Entity, EntityFlags, CollisionSurface } from './entity.js';\nimport { EntitySystem } from './system.js';\nimport { DamageMod } from '../combat/damageMods.js';\nimport { closestPointToBox, createRandomGenerator, CollisionPlane, Vec3 } from '@quake2ts/shared';\nimport { T_Damage } from '../combat/damage.js';\nimport { registerMiscViper, registerMiscViperBomb, registerMiscStroggShip, registerMiscBigViper } from './misc/flyers.js';\nimport { registerMiscViperMissile } from './misc/viperMissile.js';\nimport { registerMiscSatelliteDish, registerMiscBlackhole, registerMiscEasterTank, registerMiscEasterChick, registerMiscEasterChick2 } from './misc/decorative.js';\nimport { registerFuncClock, registerTargetString, registerTargetCharacter, registerMiscFlare, registerMiscHologram, registerMiscFireball, registerInfoLandmark, registerInfoWorldText, registerMiscPlayerMannequin, registerMiscModel } from './misc/more_misc.js';\n\nconst random = createRandomGenerator();\n\n// ============================================================================\n// FUNC OBJECT\n// ============================================================================\n\nconst SPAWNFLAGS_OBJECT_TRIGGER_SPAWN = 1;\nconst SPAWNFLAGS_OBJECT_ANIMATED = 2;\nconst SPAWNFLAGS_OBJECT_ANIMATED_FAST = 4;\n\nfunction func_object_touch(self: Entity, other: Entity | null, plane?: CollisionPlane | null, surf?: CollisionSurface | null) {\n    if (!other || !self.dmg) return;\n    if (other === self) return;\n\n    // only squash thing we fall on top of\n    if (plane && plane.normal && plane.normal.z < 1.0) {\n        return;\n    }\n\n    if (!other.takedamage) return;\n\n    // We assume self.dmg is set.\n    const damage = self.dmg || 100;\n    const point = closestPointToBox(other.origin, self.absmin, self.absmax);\n\n    // Since we don't have direct access to 'context.timeSeconds' here for T_Damage,\n    // we use 0 or current time if available on self?\n    // Entity doesn't store current time.\n    // However, T_Damage uses time for powerup checks (quad/invuln).\n    // func_object is not a player, so attacker=self means no quad bonus.\n    // So time=0 is safe for damage calculation here.\n    const time = 0;\n\n    // We also lack access to multicast for effects, so we pass undefined.\n\n    // Cast other/self to any to bypass strict function covariance check between Entity and Damageable\n    // TODO: Fix Entity vs Damageable type hierarchy for callbacks\n    T_Damage(other as any, self as any, self as any, {x:0, y:0, z:0}, point, plane?.normal || {x:0, y:0, z:1}, damage, 1, 0, DamageMod.CRUSH, time);\n}\n\nexport const SP_func_object: SpawnFunction = (entity, context) => {\n    // Adjust bounds\n    entity.mins = {\n        x: entity.mins.x + 1,\n        y: entity.mins.y + 1,\n        z: entity.mins.z + 1\n    };\n    entity.maxs = {\n        x: entity.maxs.x - 1,\n        y: entity.maxs.y - 1,\n        z: entity.maxs.z - 1\n    };\n\n    if (!entity.dmg) entity.dmg = 100;\n\n    const func_object_release = (self: Entity, ctx: EntitySystem) => {\n        self.movetype = MoveType.Toss;\n        self.touch = func_object_touch;\n    };\n\n    // Need to bind context for think\n    const thinkWrapper = (self: Entity) => func_object_release(self, context.entities);\n\n    if (!(entity.spawnflags & SPAWNFLAGS_OBJECT_TRIGGER_SPAWN)) {\n        entity.solid = Solid.Bsp;\n        entity.movetype = MoveType.Push;\n        entity.think = thinkWrapper;\n        // 20_hz = 0.05s. Rounding to 0.1s tick? Let's use 0.1s.\n        context.entities.scheduleThink(entity, context.entities.timeSeconds + 0.1);\n    } else {\n        entity.solid = Solid.Not;\n        entity.movetype = MoveType.Push;\n        entity.use = (self, other, activator) => {\n            self.solid = Solid.Bsp;\n            self.svflags &= ~ServerFlags.NoClient;\n            self.use = undefined;\n            func_object_release(self, context.entities);\n            context.entities.killBox(self);\n        };\n        entity.svflags |= ServerFlags.NoClient;\n    }\n\n    if (entity.spawnflags & SPAWNFLAGS_OBJECT_ANIMATED) {\n        // entity.effects |= EF_ANIM_ALL;\n    }\n\n    // entity.clipmask = MASK_MONSTERSOLID; // Not fully supported in TS types yet?\n    // entity.flags |= FL_NO_STANDING;\n\n    // linkentity done by system\n};\n\n// ============================================================================\n// GIBS\n// ============================================================================\n\nfunction gib_die(self: Entity, inflictor: Entity | null, attacker: Entity | null, damage: number, point: Vec3, mod: DamageMod) {\n    // G_FreeEdict(self); // If using context.free, we need context.\n    // We can attach a free helper via closure in spawn function?\n    // Or just set think to free.\n    // For now, let's assume system handles garbage collection if health <= 0 eventually or think function kills it.\n    // Replicating: if (mod == MOD_CRUSH) G_FreeEdict(self);\n    // Since we don't have full context here easily without a factory closure, we skip logic for now.\n}\n\nfunction spawn_gib(entity: Entity, model: string, context: { entities: EntitySystem }) {\n    context.entities.modelIndex(model);\n    entity.solid = Solid.Not;\n    // entity.effects |= EF_GIB;\n    entity.takedamage = true;\n    entity.die = gib_die;\n    entity.movetype = MoveType.Toss;\n    entity.deadflag = 2; // DEAD_DEAD\n\n    entity.avelocity = {\n        x: random.frandom() * 200,\n        y: random.frandom() * 200,\n        z: random.frandom() * 200\n    };\n\n    entity.think = (self) => context.entities.free(self);\n    context.entities.scheduleThink(entity, context.entities.timeSeconds + 10);\n    context.entities.linkentity(entity);\n}\n\n// ============================================================================\n// REGISTRATION\n// ============================================================================\n\nexport function registerMiscSpawns(registry: SpawnRegistry) {\n  registry.register('misc_teleporter', (entity) => {\n    // Simplified, full implementation in teleporter.c\n  });\n\n  registry.register('misc_teleporter_dest', (entity) => {\n    // Simplified, just a destination marker\n  });\n\n  registry.register('misc_explobox', (entity) => {\n    entity.solid = Solid.Bsp;\n    entity.movetype = MoveType.None;\n    // Full implementation in g_misc.c\n  });\n\n  registry.register('misc_banner', (entity) => {\n    entity.movetype = MoveType.None;\n    entity.solid = Solid.Not;\n    // Banners are decorative\n  });\n\n  registry.register('misc_deadsoldier', (entity) => {\n    entity.movetype = MoveType.None;\n    entity.solid = Solid.Bsp;\n    // Decorative\n  });\n\n  registry.register('misc_gib_arm', (entity, context) => {\n    spawn_gib(entity, \"models/objects/gibs/arm/tris.md2\", context);\n  });\n\n  registry.register('misc_gib_leg', (entity, context) => {\n    spawn_gib(entity, \"models/objects/gibs/leg/tris.md2\", context);\n  });\n\n  registry.register('misc_gib_head', (entity, context) => {\n    spawn_gib(entity, \"models/objects/gibs/head/tris.md2\", context);\n  });\n\n  registry.register('func_object', SP_func_object);\n  registerMiscViper(registry);\n  registerMiscViperBomb(registry);\n  registerMiscViperMissile(registry);\n  registerMiscStroggShip(registry);\n  registerMiscBigViper(registry);\n  registerMiscSatelliteDish(registry);\n  registerMiscBlackhole(registry);\n  registerMiscEasterTank(registry);\n  registerMiscEasterChick(registry);\n  registerMiscEasterChick2(registry);\n  registerFuncClock(registry);\n  registerTargetString(registry);\n  registerTargetCharacter(registry);\n  registerMiscFlare(registry);\n  registerMiscHologram(registry);\n  registerMiscFireball(registry);\n  registerInfoLandmark(registry);\n  registerInfoWorldText(registry);\n  registerMiscPlayerMannequin(registry);\n  registerMiscModel(registry);\n}\n","import { Entity, ServerFlags, Solid, MoveType, AiFlags } from './entity.js';\nimport { EntityEffects } from './enums.js';\nimport type { SpawnRegistry } from './spawn.js';\nimport { TempEntity, ServerCommand, scaleVec3, normalizeVec3, subtractVec3, addVec3, copyVec3, ZERO_VEC3, CONTENTS_SOLID, CONTENTS_MONSTER, CONTENTS_PLAYER, CONTENTS_DEADMONSTER, RenderFx, ConfigStringIndex } from '@quake2ts/shared';\nimport { MulticastType } from '../imports.js';\nimport { setMovedir } from './utils.js';\nimport { createBlasterBolt } from './projectiles.js';\nimport { DamageMod } from '../combat/damageMods.js';\nimport { T_Damage, Damageable } from '../combat/damage.js';\nimport { DamageFlags } from '../combat/damageFlags.js';\nimport { EntitySystem } from './system.js';\n\nconst ATTN_NONE = 0;\nconst ATTN_NORM = 1;\nconst ATTN_IDLE = 2;\nconst ATTN_STATIC = 3;\n\nconst SPEAKER_SPAWNFLAGS = {\n  LoopedOn: 1 << 0,\n  LoopedOff: 1 << 1,\n  Reliable: 1 << 2,\n} as const;\n\nfunction useChangeLevel(self: Entity, other: Entity | null, activator: Entity | null, context: any) {\n  if (self.map) {\n    context.entities.imports.serverCommand(`changelevel ${self.map}\\n`);\n  }\n}\n\nfunction targetSpeakerUse(self: Entity, other: Entity | null, activator: Entity | null, context: any) {\n  let noiseIndex = self.noise_index;\n  const channel = 2; // CHAN_VOICE or similar\n  const entities = context.entities;\n\n  if (self.spawnflags & 3) { // Looped\n    if (self.spawnflags & SPEAKER_SPAWNFLAGS.LoopedOn) {\n      self.spawnflags &= ~SPEAKER_SPAWNFLAGS.LoopedOn;\n      self.spawnflags |= SPEAKER_SPAWNFLAGS.LoopedOff;\n      self.sounds = 0;\n    } else {\n      self.spawnflags &= ~SPEAKER_SPAWNFLAGS.LoopedOff;\n      self.spawnflags |= SPEAKER_SPAWNFLAGS.LoopedOn;\n      self.sounds = noiseIndex;\n    }\n  } else { // Normal one-shot\n    if (noiseIndex) {\n        if (self.message) {\n            entities.sound(self, channel, self.message, self.volume, self.attenuation, 0);\n        }\n    }\n  }\n}\n\nfunction useTargetTempEntity(self: Entity, context: any) {\n  const entities = context.entities;\n  const type = self.style as TempEntity;\n\n  // Generic target_temp_entity behavior (mirrors g_target.c)\n  entities.multicast(self.origin, MulticastType.Pvs, ServerCommand.temp_entity, type, self.origin);\n}\n\nfunction useTargetSplash(self: Entity, context: any) {\n  const entities = context.entities;\n  // TE_SPLASH: count, origin, movedir, color\n  entities.multicast(self.origin, MulticastType.Pvs, ServerCommand.temp_entity, TempEntity.SPLASH, self.count, self.origin, self.movedir, self.sounds);\n}\n\nfunction useTargetSpawner(self: Entity, other: Entity | null, activator: Entity | null, context: any, registry: SpawnRegistry) {\n    if (!self.target) {\n        return;\n    }\n\n    const spawnFunc = registry.get(self.target);\n    if (!spawnFunc) {\n        context.warn(`${self.classname} at ${self.origin}: unknown target ${self.target}`);\n        return;\n    }\n\n    const ent = context.entities.spawn();\n    ent.classname = self.target;\n    ent.origin = { ...self.origin };\n    ent.angles = { ...self.angles };\n\n    ent.flags = self.flags;\n\n    const spawnContext = {\n        keyValues: { classname: self.target },\n        entities: context.entities,\n        warn: context.warn,\n        free: context.free,\n        health_multiplier: 1.0,\n    };\n\n    // [Paril-KEX] Don't count these monsters so they don't inflate the monster count.\n    ent.monsterinfo.aiflags |= AiFlags.DoNotCount;\n\n    spawnFunc(ent, spawnContext);\n    context.entities.finalizeSpawn(ent);\n    context.entities.linkentity(ent);\n\n    context.entities.killBox(ent); // If something is in the way\n\n    if (self.speed) {\n        ent.velocity = { ...self.movedir };\n    }\n\n    ent.renderfx |= RenderFx.IrVisible;\n}\n\nconst SPAWNFLAG_BLASTER_NOTRAIL = 1;\nconst SPAWNFLAG_BLASTER_NOEFFECTS = 2;\n\nfunction useTargetBlaster(self: Entity, other: Entity | null, activator: Entity | null, context: any) {\n    let effect = 0;\n    if (self.spawnflags & SPAWNFLAG_BLASTER_NOEFFECTS) {\n        effect = 0;\n    } else if (self.spawnflags & SPAWNFLAG_BLASTER_NOTRAIL) {\n        effect = EntityEffects.HyperBlaster; // EF_HYPERBLASTER\n    } else {\n        effect = EntityEffects.Blaster; // EF_BLASTER\n    }\n\n    const bolt = createBlasterBolt(context.entities, self, self.origin, self.movedir, self.dmg, self.speed, DamageMod.TARGET_BLASTER);\n    if (bolt) {\n        if (effect) {\n            bolt.effects |= effect;\n        } else if (self.spawnflags & SPAWNFLAG_BLASTER_NOEFFECTS) {\n            bolt.effects = 0; // Clear default effects?\n        }\n    }\n\n    context.entities.sound(self, 2, 'weapons/laser2.wav', 1, ATTN_NORM, 0);\n}\n\n// target_earthquake implementation\n\nconst SPAWNFLAG_EARTHQUAKE_SILENT = 1;\nconst SPAWNFLAG_EARTHQUAKE_TOGGLE = 2;\nconst SPAWNFLAG_EARTHQUAKE_ONE_SHOT = 8;\n\nfunction target_earthquake_think(self: Entity, context: any) {\n    if (!(self.spawnflags & SPAWNFLAG_EARTHQUAKE_SILENT)) {\n        if (self.last_move_time < context.entities.timeSeconds) {\n            context.entities.sound(self, 2, 'world/quake.wav', 1.0, ATTN_NONE, 0);\n            self.last_move_time = context.entities.timeSeconds + 0.5;\n        }\n    }\n\n    context.entities.forEachEntity((ent: Entity) => {\n        if (!ent.client) return;\n\n        ent.client.quake_time = context.entities.timeSeconds + 0.2;\n    });\n\n    if (context.entities.timeSeconds < self.timestamp) {\n        self.nextthink = context.entities.timeSeconds + 0.1;\n    }\n}\n\nfunction useTargetEarthquake(self: Entity, other: Entity | null, activator: Entity | null, context: any) {\n    if (self.spawnflags & SPAWNFLAG_EARTHQUAKE_ONE_SHOT) {\n        context.entities.forEachEntity((ent: Entity) => {\n            if (!ent.client) return;\n            if (ent.client) {\n                if (!ent.client.kick_angles) ent.client.kick_angles = { x: 0, y: 0, z: 0 };\n                ent.client.kick_angles = { ...ent.client.kick_angles, x: -self.speed * 0.1 };\n            }\n        });\n        return;\n    }\n\n    self.timestamp = context.entities.timeSeconds + self.count;\n\n    if (self.spawnflags & SPAWNFLAG_EARTHQUAKE_TOGGLE) {\n        if (self.style) {\n            self.nextthink = 0;\n        } else {\n            self.nextthink = context.entities.timeSeconds + 0.1;\n        }\n        self.style = !self.style ? 1 : 0;\n    } else {\n        self.nextthink = context.entities.timeSeconds + 0.1;\n        self.last_move_time = 0;\n    }\n\n    self.activator = activator;\n}\n\n// target_lightramp implementation\n\nconst SPAWNFLAG_LIGHTRAMP_TOGGLE = 1;\n\nfunction target_lightramp_think(self: Entity, context: any) {\n    const timeDelta = context.entities.timeSeconds - self.timestamp;\n\n    const val = self.movedir.x + (timeDelta / 0.1) * self.movedir.z;\n    let charCode = Math.floor('a'.charCodeAt(0) + val);\n\n    const styleStr = String.fromCharCode(charCode);\n\n    if (self.enemy && self.enemy.style !== undefined) {\n        context.entities.imports.configstring(ConfigStringIndex.Lights + self.enemy.style, styleStr);\n    }\n\n    if (timeDelta < self.speed) {\n        self.nextthink = context.entities.timeSeconds + 0.1;\n    } else if (self.spawnflags & SPAWNFLAG_LIGHTRAMP_TOGGLE) {\n        // Toggle direction\n        const temp = self.movedir.x;\n        self.movedir = { ...self.movedir, x: self.movedir.y, y: temp, z: self.movedir.z * -1 };\n    }\n}\n\nfunction useTargetLightramp(self: Entity, other: Entity | null, activator: Entity | null, context: any) {\n    if (!self.enemy) {\n        let e: Entity | null = null;\n        let found = false;\n\n        context.entities.forEachEntity((ent: Entity) => {\n            if (ent.targetname === self.target) {\n                if (ent.classname === 'light') {\n                    self.enemy = ent;\n                    found = true;\n                } else {\n                    context.warn(`${self.classname} target ${self.target} is not a light`);\n                }\n            }\n        });\n\n        if (!found) {\n            context.warn(`${self.classname} target ${self.target} not found`);\n            return;\n        }\n    }\n\n    self.timestamp = context.entities.timeSeconds;\n    target_lightramp_think(self, context);\n}\n\n\n// target_laser implementation\n\nconst TARGET_LASER_START_ON = 1;\nconst TARGET_LASER_RED = 2;\nconst TARGET_LASER_GREEN = 4;\nconst TARGET_LASER_BLUE = 8;\nconst TARGET_LASER_YELLOW = 16;\nconst TARGET_LASER_ORANGE = 32;\nconst TARGET_LASER_FAT = 64;\n\nfunction target_laser_think(self: Entity, context: any) {\n    let count: number;\n\n    if (self.spawnflags & 0x80000000) {\n        count = 8;\n    } else {\n        count = 4;\n    }\n\n    if (self.enemy) {\n        const last_movedir = { ...self.movedir };\n        const size = subtractVec3(self.enemy.maxs, self.enemy.mins);\n        const centerOffset = scaleVec3(size, 0.5);\n        const enemyCenter = addVec3(self.enemy.mins, centerOffset);\n\n        const dir = subtractVec3(enemyCenter, self.origin);\n        self.movedir = normalizeVec3(dir);\n\n        if (Math.abs(self.movedir.x - last_movedir.x) > 0.001 ||\n            Math.abs(self.movedir.y - last_movedir.y) > 0.001 ||\n            Math.abs(self.movedir.z - last_movedir.z) > 0.001) {\n             self.spawnflags |= 0x80000000;\n        }\n    }\n\n    let ignore: Entity = self;\n    let start = { ...self.origin };\n    const end = addVec3(start, scaleVec3(self.movedir, 2048));\n    let traceResult: any;\n\n    while (true) {\n        traceResult = context.entities.trace(start, end, ZERO_VEC3, ZERO_VEC3, ignore, CONTENTS_SOLID | CONTENTS_MONSTER | CONTENTS_DEADMONSTER);\n\n        if (!traceResult.ent) {\n            break;\n        }\n\n        const trEnt = traceResult.ent;\n\n        // hurt it if we can\n        if (trEnt.takedamage && !(trEnt.flags & 0x00000002)) { // FL_IMMUNE_LASER? assuming 2.\n             T_Damage(trEnt as unknown as Damageable, self as unknown as Damageable, self.activator as unknown as Damageable, self.movedir, traceResult.endpos, ZERO_VEC3, self.dmg, 1, DamageFlags.ENERGY, DamageMod.TARGET_LASER, context.entities.timeSeconds);\n        }\n\n        // if we hit something that's not a monster or player or is immune to lasers, we're done\n        if (!(trEnt.svflags & 0x00000001) && !trEnt.client) { // SVF_MONSTER\n            if (self.spawnflags & 0x80000000) {\n                 self.spawnflags &= ~0x80000000;\n                 context.entities.multicast(traceResult.endpos, MulticastType.Pvs, ServerCommand.temp_entity, TempEntity.LASER_SPARKS, count, traceResult.endpos, traceResult.plane?.normal || ZERO_VEC3, self.skin);\n            }\n            break;\n        }\n\n        ignore = trEnt;\n        start = { ...traceResult.endpos };\n    }\n\n    // Update old_origin to endpos for beam rendering\n    self.old_origin = { ...traceResult.endpos };\n\n    self.nextthink = context.entities.timeSeconds + 0.1;\n}\n\nfunction target_laser_on(self: Entity, context: any) {\n    if (!self.activator) {\n        self.activator = self;\n    }\n    self.spawnflags |= 0x80000001;\n    self.svflags &= ~ServerFlags.NoClient;\n    target_laser_think(self, context);\n}\n\nfunction target_laser_off(self: Entity) {\n    self.spawnflags &= ~1; // Clear START_ON / Active bit\n    self.svflags |= ServerFlags.NoClient;\n    self.nextthink = 0;\n}\n\nfunction target_laser_use(self: Entity, other: Entity | null, activator: Entity | null, context: any) {\n    self.activator = activator;\n    if (self.spawnflags & 1) {\n        target_laser_off(self);\n    } else {\n        target_laser_on(self, context);\n    }\n}\n\nfunction target_laser_start(self: Entity, context: any) {\n    self.movetype = MoveType.None;\n    self.solid = Solid.Not;\n    self.renderfx |= RenderFx.Beam | RenderFx.Translucent;\n\n    self.modelindex = 1;\n\n    if (self.spawnflags & TARGET_LASER_FAT) {\n        self.frame = 16;\n    } else {\n        self.frame = 4;\n    }\n\n    if (self.spawnflags & TARGET_LASER_RED) {\n        self.skin = 0xf2f2f0f0;\n    } else if (self.spawnflags & TARGET_LASER_GREEN) {\n        self.skin = 0xd0d1d2d3;\n    } else if (self.spawnflags & TARGET_LASER_BLUE) {\n        self.skin = 0xf3f3f1f1;\n    } else if (self.spawnflags & TARGET_LASER_YELLOW) {\n        self.skin = 0xdcdddedf;\n    } else if (self.spawnflags & TARGET_LASER_ORANGE) {\n        self.skin = 0xe0e1e2e3;\n    }\n\n    if (!self.enemy) {\n        if (self.target) {\n            let found: Entity | null = null;\n            context.entities.forEachEntity((ent: Entity) => {\n                if (ent.targetname === self.target) {\n                    found = ent;\n                }\n            });\n\n            if (found) {\n                self.enemy = found;\n            } else {\n                context.warn(`${self.classname} at ${self.origin}: ${self.target} is a bad target`);\n                 self.movedir = setMovedir(self.angles);\n            }\n        } else {\n            self.movedir = setMovedir(self.angles);\n        }\n    }\n\n    self.use = (s, o, a) => target_laser_use(s, o, a || null, context);\n    self.think = (s) => target_laser_think(s, context);\n\n    if (!self.dmg) {\n        self.dmg = 1;\n    }\n\n    self.absmin = addVec3(self.origin, { x: -8, y: -8, z: -8 });\n    self.absmax = addVec3(self.origin, { x: 8, y: 8, z: 8 });\n    context.entities.linkentity(self);\n\n    if (self.spawnflags & TARGET_LASER_START_ON) {\n        target_laser_on(self, context);\n    } else {\n        target_laser_off(self);\n    }\n}\n\n// target_gravity implementation\nfunction useTargetGravity(self: Entity, other: Entity | null, activator: Entity | null, context: any) {\n    context.entities.imports.cvar_set(\"sv_gravity\", `${self.gravity}`);\n    context.entities.level.gravity = self.gravity;\n}\n\n// target_soundfx implementation\nfunction updateTargetSoundfx(self: Entity, context: any) {\n    context.entities.imports.positioned_sound(self.origin, self, 2, self.noise_index, self.volume, self.attenuation, 0);\n}\n\nfunction useTargetSoundfx(self: Entity, other: Entity | null, activator: Entity | null, context: any) {\n    self.think = (s) => updateTargetSoundfx(s, context);\n    self.nextthink = context.entities.timeSeconds + self.delay;\n}\n\n// target_help implementation\nconst SPAWNFLAG_HELP_HELP1 = 1;\nconst SPAWNFLAG_SET_POI = 2;\n\nfunction useTargetHelp(self: Entity, other: Entity | null, activator: Entity | null, context: any) {\n    const level = context.entities.level;\n    if (self.spawnflags & SPAWNFLAG_HELP_HELP1) {\n        if (level.helpmessage1 !== self.message) {\n            level.helpmessage1 = self.message || \"\";\n            level.help1changed++;\n        }\n    } else {\n        if (level.helpmessage2 !== self.message) {\n            level.helpmessage2 = self.message || \"\";\n            level.help2changed++;\n        }\n    }\n}\n\n// target_sky implementation\nfunction useTargetSky(self: Entity, other: Entity | null, activator: Entity | null, context: any) {\n    if (self.map) {\n        context.entities.imports.configstring(ConfigStringIndex.Sky, self.map);\n    }\n\n    if (self.count & 3) {\n        let rotate = 0;\n        let autorotate = 0;\n\n        if (self.count & 1) rotate = self.accel;\n        if (self.count & 2) autorotate = self.style;\n\n        context.entities.imports.configstring(ConfigStringIndex.SkyRotate, `${rotate} ${autorotate}`);\n    }\n\n    if (self.count & 4) {\n        context.entities.imports.configstring(ConfigStringIndex.SkyAxis, `${self.movedir.x} ${self.movedir.y} ${self.movedir.z}`);\n    }\n}\n\n// target_achievement implementation\nfunction useTargetAchievement(self: Entity, other: Entity | null, activator: Entity | null, context: any) {\n    context.entities.multicast(ZERO_VEC3, MulticastType.All, ServerCommand.achievement, self.map);\n}\n\n// target_story implementation\nfunction useTargetStory(self: Entity, other: Entity | null, activator: Entity | null, context: any) {\n    context.entities.imports.configstring(ConfigStringIndex.Story, self.message || \"\");\n}\n\n// target_delay implementation\nfunction target_delay_think(self: Entity, context: any) {\n    context.entities.useTargets(self, self.activator);\n}\n\nfunction useTargetDelay(self: Entity, other: Entity | null, activator: Entity | null, context: any) {\n    self.activator = activator;\n    self.think = (s) => target_delay_think(s, context);\n    // Use delay or wait if delay not set (or wait is primary?)\n    // In g_spawn: ent->delay = st.delay.\n    // In g_target.c: self->nextthink = level.time + self->wait;\n    // But 'wait' is usually seconds to wait before resetting?\n    // For target_delay, 'wait' or 'delay' keyvalue sets the time.\n    // Standard Q2 entities often use 'delay' key mapped to 'delay' field, but target_delay uses 'wait' field in C?\n    // Actually:\n    // if (st.delay) self->wait = st.delay; (g_spawn.c generic?)\n    // No, usually specific spawn function.\n    // SP_target_delay: if (!self->wait) self->wait = 1;\n\n    // We'll support both, prioritizing wait if set, else delay.\n    let time = self.wait;\n    if (!time && self.delay) time = self.delay;\n    if (!time) time = 1;\n\n    self.nextthink = context.entities.timeSeconds + time;\n}\n\n\n// target_light implementation\nconst SPAWNFLAG_TARGET_LIGHT_START_ON = 1;\nconst SPAWNFLAG_TARGET_LIGHT_NO_LERP = 2;\nconst SPAWNFLAG_TARGET_LIGHT_FLICKER = 4;\n\nfunction targetLightFlickerThink(self: Entity, context: any) {\n    if (context.entities.rng.random() < 0.5) {\n        self.svflags ^= ServerFlags.NoClient;\n    }\n    self.nextthink = context.entities.timeSeconds + 0.1;\n}\n\nfunction targetLightThink(self: Entity, context: any) {\n    if (self.spawnflags & SPAWNFLAG_TARGET_LIGHT_FLICKER) {\n        targetLightFlickerThink(self, context);\n    }\n\n    const styleStr = context.entities.imports.get_configstring(ConfigStringIndex.Lights + self.style);\n    if (!styleStr) return;\n\n    self.delay += self.speed;\n    const len = styleStr.length;\n    const index = Math.floor(self.delay) % len;\n\n    const styleValue = styleStr.charCodeAt(index);\n    const currentLerp = (styleValue - 97) / 25.0; // 'a' is 97\n\n    let lerp = currentLerp;\n\n    if (!(self.spawnflags & SPAWNFLAG_TARGET_LIGHT_NO_LERP)) {\n        const nextIndex = (index + 1) % len;\n        const nextStyleValue = styleStr.charCodeAt(nextIndex);\n        const nextLerp = (nextStyleValue - 97) / 25.0;\n\n        const modLerp = self.delay % 1.0;\n        lerp = (nextLerp * modLerp) + (currentLerp * (1.0 - modLerp));\n    }\n\n    if (self.chain) {\n        const targetRgb = self.chain.skin; // Assuming skin holds color\n        const myRgb = self.count;\n\n        // Extract RGB\n        const myB = (myRgb >> 8) & 0xff;\n        const myG = (myRgb >> 16) & 0xff;\n        const myR = (myRgb >> 24) & 0xff;\n\n        const targetB = (targetRgb >> 8) & 0xff;\n        const targetG = (targetRgb >> 16) & 0xff;\n        const targetR = (targetRgb >> 24) & 0xff;\n\n        const backLerp = 1.0 - lerp;\n\n        const b = Math.floor(targetB * lerp + myB * backLerp);\n        const g = Math.floor(targetG * lerp + myG * backLerp);\n        const r = Math.floor(targetR * lerp + myR * backLerp);\n\n        self.skin = (b << 8) | (g << 16) | (r << 24);\n    }\n\n    self.nextthink = context.entities.timeSeconds + 0.1;\n}\n\nfunction useTargetLight(self: Entity, other: Entity | null, activator: Entity | null, context: any) {\n    self.health = self.health ? 0 : 1; // Toggle\n\n    if (self.health) {\n        self.svflags &= ~ServerFlags.NoClient;\n    } else {\n        self.svflags |= ServerFlags.NoClient;\n        self.think = undefined; // Stop thinking\n        self.nextthink = 0;\n        return;\n    }\n\n    if (self.chain) {\n        self.think = (s) => targetLightThink(s, context);\n        self.nextthink = context.entities.timeSeconds + 0.1;\n    } else if (self.spawnflags & SPAWNFLAG_TARGET_LIGHT_FLICKER) {\n        self.think = (s) => targetLightFlickerThink(s, context);\n        self.nextthink = context.entities.timeSeconds + 0.1;\n    }\n}\n\n\nexport function registerTargetSpawns(registry: SpawnRegistry) {\n  registry.register('target_temp_entity', (entity, context) => {\n    entity.style = context.keyValues.style ? parseInt(context.keyValues.style) : 0;\n    entity.use = (self) => useTargetTempEntity(self, context);\n    entity.svflags |= ServerFlags.NoClient;\n  });\n\n  registry.register('target_speaker', (entity, context) => {\n    const noise = context.keyValues.noise;\n    if (noise) {\n        entity.message = noise;\n        entity.noise_index = context.entities.soundIndex(noise);\n    }\n\n    const attenuation = context.keyValues.attenuation;\n    if (attenuation) {\n        entity.attenuation = Number.parseFloat(attenuation);\n    } else {\n        entity.attenuation = ATTN_NORM;\n    }\n\n    if (context.keyValues.volume) {\n        entity.volume = Number.parseFloat(context.keyValues.volume);\n    } else {\n        entity.volume = 1.0;\n    }\n\n    if (entity.spawnflags & SPEAKER_SPAWNFLAGS.LoopedOn) {\n        entity.sounds = entity.noise_index;\n    }\n\n    entity.use = (self, other, activator) => targetSpeakerUse(self, other, activator ?? null, context);\n    entity.solid = Solid.Not;\n  });\n\n  registry.register('target_explosion', (entity, { entities }) => {\n    entity.use = (self) => {\n        entities.multicast(self.origin, MulticastType.Phs, ServerCommand.temp_entity, TempEntity.EXPLOSION1, self.origin);\n    };\n    entity.svflags |= ServerFlags.NoClient;\n  });\n\n  registry.register('target_splash', (entity, context) => {\n    entity.count = context.keyValues.count ? parseInt(context.keyValues.count) : 0;\n    entity.sounds = context.keyValues.sounds ? parseInt(context.keyValues.sounds) : 0;\n    entity.movedir = setMovedir(entity.angles);\n    entity.use = (self) => useTargetSplash(self, context);\n    entity.svflags |= ServerFlags.NoClient;\n  });\n\n  registry.register('target_secret', (entity, { entities }) => {\n    if (entity.count === 0) {\n      entity.count = 1;\n    }\n    entity.use = (self) => {\n      self.count--;\n      if (self.count === 0) {\n        entities.useTargets(self, self.activator ?? null);\n      }\n    };\n  });\n\n  registry.register('target_goal', (entity, { entities }) => {\n    entity.use = (self) => {\n      entities.useTargets(self, self.activator ?? null);\n    };\n  });\n\n  registry.register('target_changelevel', (entity, context) => {\n    const { keyValues, free } = context;\n    if (!keyValues.map) {\n      free(entity);\n      return;\n    }\n    entity.map = keyValues.map;\n    entity.use = (self, other, activator) => useChangeLevel(self, other, activator ?? null, context);\n    entity.solid = Solid.Trigger; // Make it triggerable\n  });\n\n  registry.register('target_spawner', (entity, context) => {\n      entity.use = (self, other, activator) => useTargetSpawner(self, other, activator ?? null, context, registry);\n      entity.svflags |= ServerFlags.NoClient;\n      if (entity.speed) {\n          entity.movedir = setMovedir(entity.angles);\n          entity.movedir = scaleVec3(entity.movedir, entity.speed);\n      }\n  });\n\n  registry.register('target_blaster', (entity, context) => {\n      entity.use = (self, other, activator) => useTargetBlaster(self, other, activator ?? null, context);\n      entity.movedir = setMovedir(entity.angles);\n\n      if (!entity.dmg) entity.dmg = 15;\n      if (!entity.speed) entity.speed = 1000;\n\n      entity.svflags |= ServerFlags.NoClient;\n  });\n\n  registry.register('target_laser', (entity, context) => {\n      entity.think = (self) => target_laser_start(self, context);\n      entity.think = (self) => target_laser_start(self, context);\n      entity.nextthink = context.entities.timeSeconds + 1;\n  });\n\n  registry.register('target_crosslevel_trigger', (entity, context) => {\n    entity.svflags |= ServerFlags.NoClient;\n    entity.use = (self) => {\n        context.entities.crossLevelFlags |= self.spawnflags;\n        context.free(self);\n    };\n  });\n\n  registry.register('target_crosslevel_target', (entity, context) => {\n    entity.svflags |= ServerFlags.NoClient;\n    if (!entity.delay) {\n        entity.delay = 1;\n    }\n    const SFL_CROSS_TRIGGER_MASK = 0xFFFFFFFF; // Assume full mask for now, TODO: refine if needed\n    entity.think = (self) => {\n        const flags = self.spawnflags & SFL_CROSS_TRIGGER_MASK;\n        if ((context.entities.crossLevelFlags & flags) === flags) {\n            context.entities.useTargets(self, self);\n            context.free(self);\n        }\n    };\n    context.entities.scheduleThink(entity, context.entities.timeSeconds + entity.delay);\n  });\n\n  registry.register('target_crossunit_trigger', (entity, context) => {\n    entity.svflags |= ServerFlags.NoClient;\n    entity.use = (self) => {\n        context.entities.crossUnitFlags |= self.spawnflags;\n        context.free(self);\n    };\n  });\n\n  registry.register('target_crossunit_target', (entity, context) => {\n    entity.svflags |= ServerFlags.NoClient;\n    if (!entity.delay) {\n        entity.delay = 1;\n    }\n    const SFL_CROSS_TRIGGER_MASK = 0xFFFFFFFF;\n    entity.think = (self) => {\n        const flags = self.spawnflags & SFL_CROSS_TRIGGER_MASK;\n        if ((context.entities.crossUnitFlags & flags) === flags) {\n            context.entities.useTargets(self, self);\n            context.free(self);\n        }\n    };\n    context.entities.scheduleThink(entity, context.entities.timeSeconds + entity.delay);\n  });\n\n  registry.register('target_earthquake', (entity, context) => {\n      if (!entity.count) entity.count = 5;\n      if (!entity.speed) entity.speed = 200;\n\n      entity.svflags |= ServerFlags.NoClient;\n      entity.think = (self) => target_earthquake_think(self, context);\n      entity.use = (self, other, activator) => useTargetEarthquake(self, other, activator ?? null, context);\n\n      if (!(entity.spawnflags & SPAWNFLAG_EARTHQUAKE_SILENT)) {\n          // entity.noise_index = ... // sound loading usually handled elsewhere or here\n      }\n  });\n\n  registry.register('target_lightramp', (entity, context) => {\n      // Message validation \"bad ramp\" logic skipped for now or assume checked.\n      // Message format: \"az\", \"mm\", etc. 2 chars.\n\n      entity.svflags |= ServerFlags.NoClient;\n      entity.use = (self, other, activator) => useTargetLightramp(self, other, activator ?? null, context);\n      entity.think = (self) => target_lightramp_think(self, context);\n\n      if (entity.message && entity.message.length === 2 && entity.speed) {\n          const start = entity.message.charCodeAt(0) - 'a'.charCodeAt(0);\n          const end = entity.message.charCodeAt(1) - 'a'.charCodeAt(0);\n          // movedir usage:\n          // [0] = start offset\n          // [1] = end offset (not used in think directly, but good for storage)\n          // [2] = slope per second\n\n          // Frames per second is implicitly 10Hz in physics but configstrings are generic.\n          // slope = (end - start) / (speed / frame_time) ?\n          // Re-reading original:\n          // self->movedir[2] = (self->movedir[1] - self->movedir[0]) / (self->speed / gi.frame_time_s);\n          // frame_time_s is 0.1 usually.\n\n          const slope = (end - start) / (entity.speed / 0.1);\n          entity.movedir = { x: start, y: end, z: slope };\n      }\n  });\n\n  registry.register('target_music', (entity, { entities, keyValues }) => {\n      entity.sounds = keyValues.sounds ? parseInt(keyValues.sounds) : 0;\n      entity.use = (self) => {\n          entities.imports.configstring(ConfigStringIndex.CdTrack, `${self.sounds}`);\n      };\n  });\n\n  registry.register('target_autosave', (entity, context) => {\n    entity.use = (self) => {\n      // TODO: Implement CVar access via imports or engine when available.\n      // Default to 60 seconds.\n      const saveTime = 60;\n\n      if (context.entities.timeSeconds - context.entities.level.next_auto_save > saveTime) {\n          context.entities.imports.serverCommand('autosave\\n');\n          context.entities.level.next_auto_save = context.entities.timeSeconds;\n      }\n    };\n  });\n\n  registry.register('target_healthbar', (entity, { entities, warn, free }) => {\n      // Logic for target_healthbar use\n      // needs to: pick target, verify it matches spawn_count (health), set in level.health_bar_entities\n      entity.use = (self) => {\n          const target = entities.pickTarget(self.target);\n          if (!target || self.health !== target.spawn_count) {\n              if (target) {\n                  warn(`${self.classname}: target ${target.classname} changed from what it used to be`);\n              } else {\n                  warn(`${self.classname}: no target`);\n              }\n              entities.free(self);\n              return;\n          }\n\n          const level = entities.level;\n          // Note: health_bar_entities initialized in EntitySystem\n\n          let found = false;\n          for (let i = 0; i < 4; i++) {\n              if (!level.health_bar_entities[i]) {\n                  self.enemy = target;\n                  level.health_bar_entities[i] = self;\n                  entities.imports.configstring(ConfigStringIndex.HealthBarName, self.message || \"\");\n                  found = true;\n                  break;\n              }\n          }\n\n          if (!found) {\n              warn(`${self.classname}: too many health bars`);\n              entities.free(self);\n          }\n      };\n\n      // Think to check validity periodically\n      entity.think = (self) => {\n          const target = entities.pickTarget(self.target);\n          if (!target || !(target.svflags & ServerFlags.Monster)) {\n               if (target) {\n                   warn(`${self.classname}: target ${target.classname} does not appear to be a monster`);\n               }\n               entities.free(self);\n               return;\n          }\n\n          // Re-register if needed (e.g. after load)\n          const level = entities.level;\n          if (level.health_bar_entities) {\n              let registered = false;\n              for (let i = 0; i < 4; i++) {\n                  if (level.health_bar_entities[i] === self) {\n                      registered = true;\n                      break;\n                  }\n              }\n              if (!registered) {\n                  for (let i = 0; i < 4; i++) {\n                      if (!level.health_bar_entities[i]) {\n                          level.health_bar_entities[i] = self;\n                          entities.imports.configstring(ConfigStringIndex.HealthBarName, self.message || \"\");\n                          break;\n                      }\n                  }\n              }\n          }\n\n          self.health = target.spawn_count; // sync spawn count?\n          self.nextthink = entities.timeSeconds + 0.1;\n      };\n\n      // Delay think start like Rerelease\n      entity.nextthink = entities.timeSeconds + 0.1;\n  });\n\n  registry.register('target_gravity', (entity, context) => {\n      entity.gravity = context.keyValues.gravity ? Number.parseFloat(context.keyValues.gravity) : 1;\n      entity.use = (self, other, activator) => useTargetGravity(self, other, activator ?? null, context);\n  });\n\n  registry.register('target_soundfx', (entity, context) => {\n      if (!entity.volume) entity.volume = 1.0;\n      if (!entity.attenuation) entity.attenuation = 1.0;\n      else if (entity.attenuation === -1) entity.attenuation = 0;\n\n      let idx = context.keyValues.noise ? parseInt(context.keyValues.noise) : 0;\n      // Map index to sound name/index\n      let soundName = \"\";\n      switch(idx) {\n          case 1: soundName = \"world/x_alarm.wav\"; break;\n          case 2: soundName = \"world/flyby1.wav\"; break;\n          case 4: soundName = \"world/amb12.wav\"; break;\n          case 5: soundName = \"world/amb17.wav\"; break;\n          case 7: soundName = \"world/bigpump2.wav\"; break;\n          default:\n             context.warn(`${entity.classname}: unknown noise ${idx}`);\n             return;\n      }\n      entity.noise_index = context.entities.soundIndex(soundName);\n\n      entity.use = (self, other, activator) => useTargetSoundfx(self, other, activator ?? null, context);\n  });\n\n  registry.register('target_help', (entity, context) => {\n      if (context.entities.deathmatch) {\n          context.free(entity);\n          return;\n      }\n      if (!entity.message) {\n          context.warn(`${entity.classname}: no message`);\n          context.free(entity);\n          return;\n      }\n      entity.use = (self, other, activator) => useTargetHelp(self, other, activator ?? null, context);\n      // Spawnflags 2 = SET_POI\n      if (entity.spawnflags & 2) {\n          // Image loading\n      }\n  });\n\n  registry.register('target_sky', (entity, context) => {\n      entity.use = (self, other, activator) => useTargetSky(self, other, activator ?? null, context);\n\n      if (context.keyValues.sky) entity.map = context.keyValues.sky;\n      if (context.keyValues.skyaxis) {\n          entity.count |= 4;\n          // Parse vector\n          const parts = context.keyValues.skyaxis.split(' ').map(Number);\n          if (parts.length === 3) entity.movedir = { x: parts[0], y: parts[1], z: parts[2] };\n      }\n      if (context.keyValues.skyrotate) {\n          entity.count |= 1;\n          entity.accel = Number.parseFloat(context.keyValues.skyrotate);\n      }\n      if (context.keyValues.skyautorotate) {\n          entity.count |= 2;\n          entity.style = Number.parseInt(context.keyValues.skyautorotate);\n      }\n  });\n\n  registry.register('target_achievement', (entity, context) => {\n      if (context.entities.deathmatch) {\n          context.free(entity);\n          return;\n      }\n      entity.map = context.keyValues.achievement;\n      entity.use = (self, other, activator) => useTargetAchievement(self, other, activator ?? null, context);\n  });\n\n  registry.register('target_story', (entity, context) => {\n      if (context.entities.deathmatch) {\n          context.free(entity);\n          return;\n      }\n      entity.use = (self, other, activator) => useTargetStory(self, other, activator ?? null, context);\n  });\n\n  registry.register('target_delay', (entity, context) => {\n      if (!entity.wait) entity.wait = 1;\n      entity.use = (self, other, activator) => useTargetDelay(self, other, activator ?? null, context);\n      entity.svflags |= ServerFlags.NoClient;\n  });\n\n  registry.register('target_light', (entity, context) => {\n      entity.modelindex = 1;\n      entity.renderfx = RenderFx.CustomLight;\n      // entity.frame = radius\n      entity.count = entity.skin; // Store original skin/color\n      entity.svflags |= ServerFlags.NoClient;\n      entity.health = 0; // Off\n\n      if (entity.target) {\n          // entity.chain = pickTarget ... deferred until use or think?\n          // Rerelease picks in spawn, but we might not have all entities.\n          // We can pick in use.\n      }\n\n      if (entity.spawnflags & SPAWNFLAG_TARGET_LIGHT_START_ON) {\n           // useTargetLight(entity, entity, entity, context); // Will trigger logic\n           // But we need to defer to after spawn\n           entity.nextthink = context.entities.timeSeconds + 0.1;\n           entity.think = (self) => {\n               // Initial lookup\n               if (self.target && !self.chain) {\n                   self.chain = context.entities.pickTarget(self.target);\n               }\n               useTargetLight(self, self, self, context);\n           };\n      } else {\n          entity.use = (self, other, activator) => {\n               if (self.target && !self.chain) {\n                   self.chain = context.entities.pickTarget(self.target);\n               }\n               useTargetLight(self, other, activator ?? null, context);\n          };\n      }\n\n      if (!entity.speed) entity.speed = 1.0;\n      else entity.speed = 0.1 / entity.speed;\n\n      // N64 hack\n      // if (level.is_n64) self.style += 10;\n\n      context.entities.linkentity(entity);\n  });\n}\n","import { Entity, MoveType, Solid, ServerFlags } from '../entity.js';\nimport { EntitySystem } from '../system.js';\nimport { SpawnRegistry } from '../spawn.js';\nimport { isZeroVector, setMovedir } from '../utils.js';\nimport { angleVectors } from '@quake2ts/shared';\n\nexport const TRIGGER_SPAWNFLAGS = {\n  Monster: 1 << 0,\n  NotPlayer: 1 << 1,\n  Triggered: 1 << 2,\n  Toggle: 1 << 3,\n  Latched: 1 << 4,\n  Clip: 1 << 5,\n} as const;\n\nexport const FRAME_TIME_SECONDS = 1 / 40;\n\nexport function initTrigger(entity: Entity): void {\n  entity.movetype = MoveType.None;\n  entity.solid = Solid.Trigger;\n  entity.svflags |= ServerFlags.NoClient;\n  entity.movedir = setMovedir(entity.angles);\n  entity.angles = { x: 0, y: 0, z: 0 };\n}\n\nexport function canActivate(trigger: Entity, other: Entity): boolean {\n  if (trigger.solid === Solid.Not) {\n    return false;\n  }\n  if (other.svflags & ServerFlags.Player) {\n    if (trigger.spawnflags & TRIGGER_SPAWNFLAGS.NotPlayer) {\n      return false;\n    }\n  } else if (other.svflags & ServerFlags.Monster) {\n    if ((trigger.spawnflags & TRIGGER_SPAWNFLAGS.Monster) === 0) {\n      return false;\n    }\n  } else {\n    return false;\n  }\n\n  if (!isZeroVector(trigger.movedir)) {\n    const forward = angleVectors(other.angles).forward;\n    const dot = forward.x * trigger.movedir.x + forward.y * trigger.movedir.y + forward.z * trigger.movedir.z;\n    if (dot < 0) {\n      return false;\n    }\n  }\n\n  return true;\n}\n\nexport function triggerEnable(self: Entity): void {\n  self.solid = Solid.Trigger;\n}\n","import { Entity, MoveType, Solid, ServerFlags } from '../entity.js';\nimport { EntitySystem } from '../system.js';\nimport { SpawnRegistry } from '../spawn.js';\nimport { canActivate, initTrigger, TRIGGER_SPAWNFLAGS, triggerEnable, FRAME_TIME_SECONDS } from './common.js';\n\nfunction multiWait(self: Entity): void {\n  self.nextthink = 0;\n  self.think = undefined;\n}\n\nexport function multiTrigger(self: Entity, entities: EntitySystem): void {\n  if (self.nextthink > entities.timeSeconds) {\n    return;\n  }\n\n  // Trigger sounds\n  let noise = '';\n  switch (self.sounds) {\n      case 1: noise = 'misc/secret.wav'; break;\n      case 2: noise = 'misc/talk.wav'; break;\n      case 3: noise = 'misc/trigger1.wav'; break;\n      case 4: noise = 'switches/butn2.wav'; break; // Default or custom\n  }\n  if (noise) {\n      entities.sound(self, 0, noise, 1, 1, 0);\n  }\n\n  // Trigger message\n  if (self.message && self.activator && self.activator.client) {\n      // Send centerprint to activator\n      entities.engine.centerprintf?.(self.activator, self.message);\n      // Play talk sound if sound 2 was selected, Q2 behavior\n      if (self.sounds === 2) {\n          entities.sound(self.activator, 0, 'misc/talk.wav', 1, 1, 0);\n      }\n  }\n\n  entities.useTargets(self, self.activator);\n\n  if (self.wait > 0) {\n    self.think = multiWait;\n    entities.scheduleThink(self, entities.timeSeconds + self.wait);\n  } else {\n    self.touch = undefined;\n    self.think = (entity) => {\n      entities.free(entity);\n    };\n    entities.scheduleThink(self, entities.timeSeconds + FRAME_TIME_SECONDS);\n  }\n}\n\nfunction touchMulti(self: Entity, other: Entity | null, entities: EntitySystem): void {\n  if (!other) {\n    return;\n  }\n  if (!canActivate(self, other)) {\n    return;\n  }\n\n  self.activator = other;\n  multiTrigger(self, entities);\n}\n\nfunction useMulti(self: Entity, _other: Entity | null, activator: Entity | null, entities: EntitySystem): void {\n  if (self.spawnflags & TRIGGER_SPAWNFLAGS.Toggle) {\n    self.solid = self.solid === Solid.Trigger ? Solid.Not : Solid.Trigger;\n    return;\n  }\n  self.activator = activator;\n  multiTrigger(self, entities);\n}\n\nexport function registerTriggerMultiple(registry: SpawnRegistry): void {\n  registry.register('trigger_multiple', (entity, context) => {\n    initTrigger(entity);\n\n    if (entity.wait === 0) {\n      entity.wait = 0.2;\n    }\n\n    // Parse CLIP spawnflag\n    if (entity.spawnflags & TRIGGER_SPAWNFLAGS.Clip) {\n         entity.solid = Solid.Bsp;\n    }\n\n    if (entity.spawnflags & TRIGGER_SPAWNFLAGS.Latched) {\n      // Latched triggers rely on area queries; fall back to touch behaviour for now.\n      entity.solid = Solid.Not;\n      entity.movetype = MoveType.None;\n      // Latched triggers are manually enabled by other entities\n      entity.use = triggerEnable;\n    } else if (entity.spawnflags & (TRIGGER_SPAWNFLAGS.Triggered | TRIGGER_SPAWNFLAGS.Toggle)) {\n      entity.solid = Solid.Not;\n      entity.use = (self, other, activator) => {\n        triggerEnable(self);\n        useMulti(self, other, activator ?? other, context.entities);\n      };\n    } else {\n      entity.use = (self, other, activator) => useMulti(self, other, activator ?? other, context.entities);\n    }\n\n    entity.touch = (self, other) => touchMulti(self, other, context.entities);\n  });\n}\n","import { Entity } from '../entity.js';\nimport { SpawnRegistry } from '../spawn.js';\nimport { registerTriggerMultiple } from './multiple.js';\n\nexport function registerTriggerOnce(registry: SpawnRegistry): void {\n  registry.register('trigger_once', (entity, context) => {\n    entity.wait = -1;\n    // trigger_once delegates to trigger_multiple logic but with wait = -1\n    // We can just reuse the registration logic by calling the spawn function manually\n    // or by importing the registerTriggerMultiple logic.\n    // However, the registry doesn't expose the spawn function directly easily here without `registry.get`.\n\n    // Better to manually call the trigger_multiple logic or rely on registry\n    const multipleSpawn = registry.get('trigger_multiple');\n    if (multipleSpawn) {\n        multipleSpawn(entity, context);\n    } else {\n        // Fallback if load order is weird, though it should be fine\n        // registerTriggerMultiple(registry);\n        // registry.get('trigger_multiple')!(entity, context);\n        // Actually, let's just assume it's registered or use the logic from multiple.ts if exported\n        // But for now, relying on registry is standard pattern in this codebase.\n        // Wait, if I call registerTriggerSpawns, order matters.\n\n        // Let's implement it cleanly by calling registerTriggerMultiple's logic if possible,\n        // or just copying the init logic. Since trigger_once IS a trigger_multiple with wait=-1.\n\n        // Ideally we should have a shared spawn function.\n    }\n  });\n}\n","import { Entity } from '../entity.js';\nimport { SpawnRegistry } from '../spawn.js';\n\nconst RELAY_SPAWNFLAGS = {\n  NoSound: 1 << 0,\n} as const;\n\nexport function registerTriggerRelay(registry: SpawnRegistry): void {\n  registry.register('trigger_relay', (entity, context) => {\n    if (entity.spawnflags & RELAY_SPAWNFLAGS.NoSound) {\n      entity.noise_index = -1;\n    }\n\n    entity.use = (self, _other, activator) => {\n      if (!(self.spawnflags & RELAY_SPAWNFLAGS.NoSound)) {\n          context.entities.sound(self, 0, 'misc/trigger1.wav', 1, 1, 0);\n      }\n      if (self.message && activator && activator.client) {\n           context.entities.engine.centerprintf?.(activator, self.message);\n      }\n      context.entities.useTargets(self, activator ?? self);\n    };\n  });\n}\n","import { Entity } from '../entity.js';\nimport { SpawnRegistry } from '../spawn.js';\n\nexport function registerTriggerAlways(registry: SpawnRegistry): void {\n  registry.register('trigger_always', (entity, context) => {\n    if (entity.delay === 0) {\n      entity.delay = 0.2;\n    }\n\n    // trigger_always fires its targets shortly after spawning.\n    // It doesn't need a use function usually, it just schedules a useTargets.\n\n    // In strict Quake 2, G_UseTargets is called.\n    // Here we can use useTargets directly.\n\n    // NOTE: The original triggers.ts implementation called useTargets immediately in spawn?\n    // \"context.entities.useTargets(entity, entity);\"\n    // That seems wrong if delay is involved.\n    // G_trigger.c says:\n    // if (ent->delay < 0.2) ent->delay = 0.2;\n    // G_UseTargets(ent, ent);\n    // G_UseTargets handles the delay internally if the entity has a delay field.\n\n    context.entities.useTargets(entity, entity);\n  });\n}\n","import { Entity } from '../entity.js';\nimport { EntitySystem } from '../system.js';\nimport { SpawnRegistry } from '../spawn.js';\nimport { multiTrigger } from './multiple.js';\n\nconst COUNTER_SPAWNFLAGS = {\n  NoMessage: 1 << 0,\n} as const;\n\nfunction counterUse(self: Entity, _other: Entity | null, activator: Entity | null, entities: EntitySystem): void {\n  if (self.count === 0) {\n    return;\n  }\n\n  self.count -= 1;\n\n  if (self.count > 0) {\n    if (!(self.spawnflags & COUNTER_SPAWNFLAGS.NoMessage) && activator && activator.client) {\n        entities.engine.centerprintf?.(activator, `${self.count} more to go...`);\n        entities.sound(activator, 0, 'misc/talk1.wav', 1, 1, 0);\n    }\n    return;\n  }\n\n  if (!(self.spawnflags & COUNTER_SPAWNFLAGS.NoMessage) && activator && activator.client) {\n      entities.engine.centerprintf?.(activator, 'Sequence completed!');\n      entities.sound(activator, 0, 'misc/talk1.wav', 1, 1, 0);\n  }\n\n  self.activator = activator;\n  multiTrigger(self, entities);\n}\n\nexport function registerTriggerCounter(registry: SpawnRegistry): void {\n  registry.register('trigger_counter', (entity, context) => {\n    entity.wait = -1;\n    if (entity.count === 0) {\n      entity.count = 2;\n    }\n\n    entity.use = (self, other, activator) => counterUse(self, other, activator ?? other, context.entities);\n    if (!(entity.spawnflags & COUNTER_SPAWNFLAGS.NoMessage)) {\n      entity.message = entity.message ?? 'sequence complete';\n    }\n  });\n}\n","import { Entity } from '../entity.js';\nimport { EntitySystem } from '../system.js';\nimport { SpawnRegistry } from '../spawn.js';\n\nfunction triggerKeyUse(self: Entity, activator: Entity | null, entities: EntitySystem, warn: (message: string) => void): void {\n  if (!self.item || !activator) {\n    return;\n  }\n\n  const available = activator.inventory[self.item] ?? 0;\n  if (available <= 0) {\n    if (self.timestamp > entities.timeSeconds) {\n      return;\n    }\n    self.timestamp = entities.timeSeconds + 5;\n    // In strict Q2, it prints \"You need the X\".\n    // warn() logs to console. We might want centerprint.\n    // context.warn is passed here.\n    // Let's check existing implementation. It used warn.\n    // Ideally should be centerprint if activator is client.\n    if (activator.client) {\n         entities.engine.centerprintf?.(activator, `You need the ${self.item}`); // TODO: Proper item name lookup\n         entities.sound(activator, 0, 'misc/keytry.wav', 1, 1, 0);\n    }\n    return;\n  }\n\n  activator.inventory[self.item] = available - 1;\n  if (activator.inventory[self.item] <= 0) {\n    delete activator.inventory[self.item];\n  }\n\n  entities.sound(activator, 0, 'misc/keyuse.wav', 1, 1, 0);\n\n  entities.useTargets(self, activator);\n  self.use = undefined;\n}\n\nexport function registerTriggerKey(registry: SpawnRegistry): void {\n  registry.register('trigger_key', (entity, context) => {\n    const requiredItem = context.keyValues.item;\n    if (!requiredItem) {\n      context.warn('trigger_key requires an item');\n      context.free(entity);\n      return;\n    }\n\n    entity.item = requiredItem;\n    entity.use = (self, other, activator) => triggerKeyUse(self, activator ?? other, context.entities, context.warn);\n  });\n}\n","import { Entity, MoveType, Solid, type TouchCallback } from '../entity.js';\nimport { EntitySystem } from '../system.js';\nimport { SpawnRegistry } from '../spawn.js';\nimport { initTrigger } from './common.js';\n\nconst PUSH_SPAWNFLAGS = {\n  Once: 1 << 0,\n  Plus: 1 << 1,\n  Silent: 1 << 2,\n  StartOff: 1 << 3,\n  Clip: 1 << 4,\n} as const;\n\nconst THINK_INTERVAL = 0.1;\n\nfunction triggerPushTouch(self: Entity, other: Entity | null, entities: EntitySystem): void {\n  if (!other) {\n    return;\n  }\n\n  if (other.classname === 'grenade' || other.health > 0) {\n    const scale = (self.speed || 1000) * 10;\n    other.velocity = {\n      x: self.movedir.x * scale,\n      y: self.movedir.y * scale,\n      z: self.movedir.z * scale,\n    };\n\n    // Play wind sound if not silent\n    if (!(self.spawnflags & PUSH_SPAWNFLAGS.Silent)) {\n         // Debounce sound\n         if (!other.fly_sound_debounce_time || other.fly_sound_debounce_time < entities.timeSeconds) {\n             other.fly_sound_debounce_time = entities.timeSeconds + 1.5;\n             entities.sound(other, 0, 'misc/windfly.wav', 1, 1, 0);\n         }\n    }\n  }\n\n  if (self.spawnflags & PUSH_SPAWNFLAGS.Once) {\n    entities.free(self);\n  }\n}\n\nfunction toggleSolid(self: Entity): void {\n  self.solid = self.solid === Solid.Not ? Solid.Trigger : Solid.Not;\n}\n\nfunction triggerPushInactive(self: Entity, entities: EntitySystem, touchHandler: TouchCallback): void {\n  if (self.delay > entities.timeSeconds) {\n    entities.scheduleThink(self, entities.timeSeconds + THINK_INTERVAL);\n    return;\n  }\n\n  self.touch = touchHandler;\n  self.think = (entity) => triggerPushActive(entity, entities, touchHandler);\n  self.delay = entities.timeSeconds + self.wait;\n  entities.scheduleThink(self, entities.timeSeconds + THINK_INTERVAL);\n}\n\nfunction triggerPushActive(self: Entity, entities: EntitySystem, touchHandler: TouchCallback): void {\n  if (self.delay > entities.timeSeconds) {\n    entities.scheduleThink(self, entities.timeSeconds + THINK_INTERVAL);\n    return;\n  }\n\n  self.touch = undefined;\n  self.think = (entity) => triggerPushInactive(entity, entities, touchHandler);\n  self.delay = entities.timeSeconds + self.wait;\n  entities.scheduleThink(self, entities.timeSeconds + THINK_INTERVAL);\n}\n\nexport function registerTriggerPush(registry: SpawnRegistry): void {\n  registry.register('trigger_push', (entity, context) => {\n    initTrigger(entity);\n\n    const touchHandler: TouchCallback = (self, other) => triggerPushTouch(self, other, context.entities);\n    entity.touch = touchHandler;\n\n    if (!entity.speed) {\n      entity.speed = 1000;\n    }\n\n    if (entity.spawnflags & PUSH_SPAWNFLAGS.Plus) {\n      if (!entity.wait) {\n        entity.wait = 10;\n      }\n      entity.delay = context.entities.timeSeconds + entity.wait;\n      entity.think = (self) => triggerPushActive(self, context.entities, touchHandler);\n      context.entities.scheduleThink(entity, context.entities.timeSeconds + THINK_INTERVAL);\n    }\n\n    if (entity.targetname) {\n      entity.use = (self) => {\n        toggleSolid(self);\n        self.touch = self.solid === Solid.Trigger ? touchHandler : undefined;\n      };\n      if (entity.spawnflags & PUSH_SPAWNFLAGS.StartOff) {\n        entity.solid = Solid.Not;\n        entity.touch = undefined;\n      }\n    } else if (entity.spawnflags & PUSH_SPAWNFLAGS.StartOff) {\n      context.warn('trigger_push is START_OFF but not targeted.');\n      entity.touch = undefined;\n      entity.solid = Solid.Bsp;\n      entity.movetype = MoveType.Push;\n    }\n  });\n}\n","import { Entity, Solid, ServerFlags, type TouchCallback } from '../entity.js';\nimport { EntitySystem } from '../system.js';\nimport { SpawnRegistry } from '../spawn.js';\nimport { initTrigger } from './common.js';\n\nconst HURT_SPAWNFLAGS = {\n  StartOff: 1 << 0,\n  Toggle: 1 << 1,\n  Silent: 1 << 2,\n  NoProtection: 1 << 3,\n  Slow: 1 << 4,\n  NoPlayers: 1 << 5,\n  NoMonsters: 1 << 6,\n  Clip: 1 << 7,\n} as const;\n\nconst HURT_INTERVAL = 0.1;\n\nfunction hurtTouch(self: Entity, other: Entity | null, entities: EntitySystem): void {\n  if (!other) {\n    return;\n  }\n  if (!other.takedamage && other.classname !== 'grenade') {\n    return;\n  }\n  if (self.spawnflags & HURT_SPAWNFLAGS.NoMonsters && (other.svflags & ServerFlags.Monster)) {\n    return;\n  }\n  if (self.spawnflags & HURT_SPAWNFLAGS.NoPlayers && (other.svflags & ServerFlags.Player)) {\n    return;\n  }\n  if (self.timestamp > entities.timeSeconds) {\n    return;\n  }\n\n  self.timestamp = entities.timeSeconds + (self.spawnflags & HURT_SPAWNFLAGS.Slow ? 1 : HURT_INTERVAL);\n\n  const damage = self.dmg || 5;\n  other.health -= damage; // TODO: Use T_Damage properly\n}\n\nfunction toggleSolid(self: Entity): void {\n  self.solid = self.solid === Solid.Not ? Solid.Trigger : Solid.Not;\n}\n\nexport function registerTriggerHurt(registry: SpawnRegistry): void {\n  registry.register('trigger_hurt', (entity, context) => {\n    initTrigger(entity);\n\n    entity.dmg = entity.dmg || 5;\n    const touchHandler: TouchCallback = (self, other) => hurtTouch(self, other, context.entities);\n    entity.touch = touchHandler;\n\n    if (entity.spawnflags & HURT_SPAWNFLAGS.StartOff) {\n      entity.solid = Solid.Not;\n      entity.touch = undefined;\n    }\n\n    if (entity.spawnflags & HURT_SPAWNFLAGS.Toggle) {\n      entity.use = (self) => {\n        toggleSolid(self);\n        self.touch = self.solid === Solid.Trigger ? touchHandler : undefined;\n      };\n    }\n  });\n}\n","import { Entity, MoveType, Solid, ServerFlags } from '../entity.js';\nimport { EntitySystem } from '../system.js';\nimport { SpawnRegistry } from '../spawn.js';\nimport { initTrigger } from './common.js';\n\nconst TELEPORT_SPAWNFLAGS = {\n  StartOn: 1 << 3,\n} as const;\n\nfunction teleportTouch(\n  self: Entity,\n  other: Entity | null,\n  entities: EntitySystem,\n  warn: (message: string) => void,\n): void {\n  if (!other) {\n    return;\n  }\n  if (self.delay > 0) {\n    return;\n  }\n\n  const destination = entities.pickTarget(self.target);\n  if (!destination) {\n    warn('trigger_teleport target not found');\n    return;\n  }\n\n  const destOrigin = {\n    x: destination.origin.x,\n    y: destination.origin.y,\n    z: destination.origin.z + 10,\n  } as const;\n\n  other.origin = { ...destOrigin };\n  other.old_origin = { ...destOrigin };\n  other.velocity = { x: 0, y: 0, z: 0 };\n  other.groundentity = null;\n  other.angles = { ...destination.angles };\n\n  // TODO: Teleport effects\n  entities.killBox(other);\n}\n\nexport function registerTriggerTeleport(registry: SpawnRegistry): void {\n  registry.register('trigger_teleport', (entity, context) => {\n    if (!entity.wait) {\n      entity.wait = 0.2;\n    }\n\n    initTrigger(entity);\n\n    if (entity.targetname) {\n      entity.use = (self) => {\n        self.delay = self.delay > 0 ? 0 : 1;\n      };\n      if ((entity.spawnflags & TELEPORT_SPAWNFLAGS.StartOn) === 0) {\n        entity.delay = 1; // 1 means disabled for logic check above\n      }\n    }\n\n    entity.touch = (self, other) => teleportTouch(self, other, context.entities, context.warn);\n  });\n}\n","import { Entity, MoveType, Solid, ServerFlags, type TouchCallback } from '../entity.js';\nimport { EntitySystem } from '../system.js';\nimport { SpawnRegistry } from '../spawn.js';\nimport { initTrigger } from './common.js';\n\nconst GRAVITY_SPAWNFLAGS = {\n  Toggle: 1 << 0,\n  StartOff: 1 << 1,\n  Clip: 1 << 2,\n} as const;\n\nfunction gravityTouch(self: Entity, other: Entity | null): void {\n  if (!other) {\n    return;\n  }\n\n  if (self.spawnflags & GRAVITY_SPAWNFLAGS.Clip) {\n    // Clipping requires a trace against world geometry, which is not yet available.\n    // Fall back to bounding-box overlap behaviour.\n  }\n\n  other.gravity = self.gravity;\n}\n\nfunction toggleSolid(self: Entity): void {\n  self.solid = self.solid === Solid.Not ? Solid.Trigger : Solid.Not;\n}\n\nexport function registerTriggerGravity(registry: SpawnRegistry): void {\n  registry.register('trigger_gravity', (entity, context) => {\n    const gravityText = context.keyValues.gravity;\n    if (!gravityText) {\n      context.warn('trigger_gravity requires a gravity value');\n      context.free(entity);\n      return;\n    }\n\n    initTrigger(entity);\n    entity.gravity = Number.parseFloat(gravityText) || 0;\n\n    const touchHandler: TouchCallback = (self, other) => gravityTouch(self, other);\n    entity.touch = touchHandler;\n\n    if (entity.spawnflags & GRAVITY_SPAWNFLAGS.StartOff) {\n      entity.solid = Solid.Not;\n      entity.touch = undefined;\n    }\n\n    if (entity.spawnflags & GRAVITY_SPAWNFLAGS.Toggle) {\n      entity.use = (self) => {\n        toggleSolid(self);\n        self.touch = self.solid === Solid.Trigger ? touchHandler : undefined;\n      };\n    }\n  });\n}\n","import { Entity, MoveType, Solid, ServerFlags } from '../entity.js';\nimport { EntitySystem } from '../system.js';\nimport { SpawnRegistry } from '../spawn.js';\nimport { FRAME_TIME_SECONDS } from './common.js';\n\nfunction trainResume(train: Entity, entities: EntitySystem): void {\n  if (!train.think) {\n    train.think = (self) => {\n      self.nextthink = 0;\n    };\n  }\n  entities.scheduleThink(train, entities.timeSeconds + FRAME_TIME_SECONDS);\n}\n\nfunction triggerElevatorUse(\n  self: Entity,\n  other: Entity | null,\n  entities: EntitySystem,\n  warn: (message: string) => void,\n): void {\n  if (!self.movetarget) {\n    return;\n  }\n  if (self.movetarget.nextthink > 0) {\n    return;\n  }\n\n  if (!other?.pathtarget) {\n    warn('trigger_elevator used with no pathtarget');\n    return;\n  }\n\n  const target = entities.pickTarget(other.pathtarget);\n  if (!target) {\n    warn(`trigger_elevator used with bad pathtarget: ${other.pathtarget}`);\n    return;\n  }\n\n  self.movetarget.target_ent = target;\n  trainResume(self.movetarget, entities);\n}\n\nfunction triggerElevatorInit(self: Entity, entities: EntitySystem, warn: (message: string) => void): void {\n  if (!self.target) {\n    warn('trigger_elevator has no target');\n    return;\n  }\n\n  const target = entities.pickTarget(self.target);\n  if (!target) {\n    warn(`trigger_elevator unable to find target ${self.target}`);\n    return;\n  }\n\n  self.movetarget = target;\n  if (target.classname !== 'func_train') {\n    warn(`trigger_elevator target ${self.target} is not a train`);\n    return;\n  }\n\n  self.use = (entity, other, activator) =>\n    triggerElevatorUse(entity, other ?? activator ?? null, entities, warn);\n  self.svflags |= ServerFlags.NoClient;\n}\n\nexport function registerTriggerElevator(registry: SpawnRegistry): void {\n  registry.register('trigger_elevator', (entity, context) => {\n    entity.think = (self) => triggerElevatorInit(self, context.entities, context.warn);\n    context.entities.scheduleThink(entity, context.entities.timeSeconds + FRAME_TIME_SECONDS);\n  });\n}\n","import { Entity, MoveType, Solid, ServerFlags, EntityFlags, type TouchCallback } from '../entity.js';\nimport { EntitySystem } from '../system.js';\nimport { SpawnRegistry } from '../spawn.js';\nimport { initTrigger } from './common.js';\n\nconst MONSTERJUMP_SPAWNFLAGS = {\n  Toggle: 1 << 0,\n  StartOff: 1 << 1,\n  Clip: 1 << 2,\n} as const;\n\nfunction monsterJumpTouch(self: Entity, other: Entity | null): void {\n  if (!other) {\n    return;\n  }\n\n  if ((other.flags & (EntityFlags.Fly | EntityFlags.Swim)) !== 0) {\n    return;\n  }\n  if (other.svflags & ServerFlags.DeadMonster) {\n    return;\n  }\n  if ((other.svflags & ServerFlags.Monster) === 0) {\n    return;\n  }\n\n  other.velocity = {\n    x: self.movedir.x * self.speed,\n    y: self.movedir.y * self.speed,\n    z: other.velocity.z,\n  };\n\n  if (!other.groundentity) {\n    return;\n  }\n\n  other.groundentity = null;\n  other.velocity = { x: other.velocity.x, y: other.velocity.y, z: self.movedir.z };\n}\n\nfunction toggleSolid(self: Entity): void {\n  self.solid = self.solid === Solid.Not ? Solid.Trigger : Solid.Not;\n}\n\nexport function registerTriggerMonsterJump(registry: SpawnRegistry): void {\n  registry.register('trigger_monsterjump', (entity, context) => {\n    const heightText = context.keyValues.height;\n    const height = heightText ? Number.parseFloat(heightText) || 0 : 200;\n    if (entity.angles.y === 0) {\n      entity.angles = { ...entity.angles, y: 360 };\n    }\n    if (!entity.speed) {\n      entity.speed = 200;\n    }\n\n    initTrigger(entity);\n    entity.movedir = { ...entity.movedir, z: height };\n    const touchHandler: TouchCallback = (self, other) => monsterJumpTouch(self, other);\n    entity.touch = touchHandler;\n\n    if (entity.spawnflags & MONSTERJUMP_SPAWNFLAGS.StartOff) {\n      entity.solid = Solid.Not;\n      entity.touch = undefined;\n    }\n\n    if (entity.spawnflags & MONSTERJUMP_SPAWNFLAGS.Toggle) {\n      entity.use = (self) => {\n        toggleSolid(self);\n        self.touch = self.solid === Solid.Trigger ? touchHandler : undefined;\n      };\n    }\n  });\n}\n","import { Entity, MoveType, Solid, ServerFlags } from '../entity.js';\nimport { EntitySystem } from '../system.js';\nimport { scaleVec3, normalizeVec3, subtractVec3, addVec3, lengthVec3 } from '@quake2ts/shared';\nimport { G_PickTarget } from '../utils.js';\n\n// Helper functions for clamp and lerp if not available in shared\nfunction clamp(value: number, min: number, max: number): number {\n    return Math.min(Math.max(value, min), max);\n}\n\nfunction lerp(start: number, end: number, t: number): number {\n    return start + (end - start) * t;\n}\n\nconst SPAWNFLAG_FOG_AFFECT_FOG = 1;\nconst SPAWNFLAG_FOG_AFFECT_HEIGHTFOG = 2;\nconst SPAWNFLAG_FOG_INSTANTANEOUS = 4;\nconst SPAWNFLAG_FOG_FORCE = 8;\nconst SPAWNFLAG_FOG_BLEND = 16;\n\nfunction trigger_fog_touch(self: Entity, other: Entity | null, context: EntitySystem) {\n    if (!other || !other.client) return;\n\n    if (self.timestamp > context.timeSeconds) return;\n\n    // Default wait is 0, so usually this is always ready unless wait is set\n    self.timestamp = context.timeSeconds + (self.wait || 0);\n\n    let fog_value_storage: Entity = self;\n\n    if (self.movetarget) {\n        fog_value_storage = self.movetarget;\n    }\n\n    if (self.spawnflags & SPAWNFLAG_FOG_INSTANTANEOUS) {\n        if (other.client.pers) other.client.pers.fog_transition_time = 0;\n    } else {\n        if (other.client.pers) other.client.pers.fog_transition_time = fog_value_storage.delay || 0.5;\n    }\n\n    if (self.spawnflags & SPAWNFLAG_FOG_BLEND) {\n        // Blend logic\n        // vec3_t center = (self->absmin + self->absmax) * 0.5f;\n        const center = scaleVec3(addVec3(self.absmin, self.absmax), 0.5);\n\n        // vec3_t half_size = (self->size * 0.5f) + (other->size * 0.5f);\n        const half_size = addVec3(scaleVec3(self.size, 0.5), scaleVec3(other.size, 0.5));\n\n        // vec3_t start = (-self->movedir).scaled(half_size);\n        const start = {\n            x: -self.movedir.x * half_size.x,\n            y: -self.movedir.y * half_size.y,\n            z: -self.movedir.z * half_size.z\n        };\n\n        // vec3_t end = (self->movedir).scaled(half_size);\n        const end = {\n            x: self.movedir.x * half_size.x,\n            y: self.movedir.y * half_size.y,\n            z: self.movedir.z * half_size.z\n        };\n\n        // vec3_t player_dist = (other->s.origin - center).scaled(vec3_t{fabs(self->movedir[0]),fabs(self->movedir[1]),fabs(self->movedir[2])});\n        const delta = subtractVec3(other.origin, center);\n        const absMovedir = {\n            x: Math.abs(self.movedir.x),\n            y: Math.abs(self.movedir.y),\n            z: Math.abs(self.movedir.z)\n        };\n        const player_dist = {\n            x: delta.x * absMovedir.x,\n            y: delta.y * absMovedir.y,\n            z: delta.z * absMovedir.z\n        };\n\n        let dist = lengthVec3(subtractVec3(player_dist, start));\n        dist /= lengthVec3(subtractVec3(start, end));\n        dist = clamp(dist, 0, 1);\n\n        if (self.spawnflags & SPAWNFLAG_FOG_AFFECT_FOG) {\n            // Apply fog blend\n            const storage = fog_value_storage as any;\n\n            if (other.client.pers) {\n                other.client.pers.wanted_fog = {\n                    density: lerp(storage.fog_density_off || 0, storage.fog_density || 0, dist),\n                    r: lerp(storage.fog_color_off?.[0] || 0, storage.fog_color?.[0] || 0, dist),\n                    g: lerp(storage.fog_color_off?.[1] || 0, storage.fog_color?.[1] || 0, dist),\n                    b: lerp(storage.fog_color_off?.[2] || 0, storage.fog_color?.[2] || 0, dist),\n                    sky_factor: lerp(storage.fog_sky_factor_off || 0, storage.fog_sky_factor || 0, dist)\n                };\n            }\n        }\n\n        return;\n    }\n\n    let use_on = true;\n\n    if (!(self.spawnflags & SPAWNFLAG_FOG_FORCE)) {\n        const len = lengthVec3(other.velocity);\n        if (len <= 0.0001) return;\n\n        const forward = normalizeVec3(other.velocity);\n        // dot product\n        const dot = forward.x * self.movedir.x + forward.y * self.movedir.y + forward.z * self.movedir.z;\n        use_on = dot > 0;\n    }\n\n    const storage = fog_value_storage as any;\n\n    if (self.spawnflags & SPAWNFLAG_FOG_AFFECT_FOG) {\n        if (other.client.pers) {\n            if (use_on) {\n                other.client.pers.wanted_fog = {\n                    density: storage.fog_density || 0,\n                    r: storage.fog_color?.[0] || 0,\n                    g: storage.fog_color?.[1] || 0,\n                    b: storage.fog_color?.[2] || 0,\n                    sky_factor: storage.fog_sky_factor || 0\n                };\n            } else {\n                other.client.pers.wanted_fog = {\n                    density: storage.fog_density_off || 0,\n                    r: storage.fog_color_off?.[0] || 0,\n                    g: storage.fog_color_off?.[1] || 0,\n                    b: storage.fog_color_off?.[2] || 0,\n                    sky_factor: storage.fog_sky_factor_off || 0\n                };\n            }\n        }\n    }\n}\n\nexport function registerTriggerFog(registry: any) {\n    registry.register('trigger_fog', (entity: Entity, context: any) => {\n        // InitTrigger logic (solid trigger, movetype none)\n        entity.solid = Solid.Trigger;\n        entity.movetype = MoveType.None;\n        entity.svflags |= ServerFlags.NoClient;\n\n        // Parse fog keys manually from context.keyValues\n        const entAny = entity as any;\n        const kv = context.keyValues;\n\n        entAny.fog_density = parseFloat(kv.fog_density) || 0;\n        entAny.fog_color = kv.fog_color ? kv.fog_color.split(' ').map(parseFloat) : [0,0,0];\n        entAny.fog_sky_factor = parseFloat(kv.fog_sky_factor) || 0;\n\n        entAny.fog_density_off = parseFloat(kv.fog_density_off) || 0;\n        entAny.fog_color_off = kv.fog_color_off ? kv.fog_color_off.split(' ').map(parseFloat) : [0,0,0];\n        entAny.fog_sky_factor_off = parseFloat(kv.fog_sky_factor_off) || 0;\n\n        if (entity.target) {\n            entity.movetype = MoveType.None;\n            entity.movetarget = null;\n        }\n\n        if (!entity.delay) entity.delay = 0.5;\n\n        entity.touch = (self, other) => trigger_fog_touch(self, other, context.entities);\n    });\n}\n","import { Entity, EntityFlags, ServerFlags, Solid } from '../entity.js';\nimport { EntitySystem } from '../system.js';\nimport { RenderFx } from '@quake2ts/shared';\nimport { SpawnRegistry } from '../spawn.js';\n\nexport const registerTriggerFlashlight = (registry: SpawnRegistry) => {\n  registry.register('trigger_flashlight', (self: Entity, context) => {\n    // \"style\" default to 0, set to 1 to always turn flashlight on, 2 to always turn off\n    self.solid = Solid.Trigger;\n    self.movetype = 0; // MOVETYPE_NONE\n    self.svflags |= ServerFlags.NoClient;\n\n    self.touch = (self: Entity, other: Entity | null, plane?: any, surf?: any) => {\n        if (!other || !other.client) return;\n\n        const style = self.style || 0;\n        let sound = '';\n\n        if (style === 0) {\n            if ((other.flags & EntityFlags.Flashlight)) {\n                other.flags &= ~EntityFlags.Flashlight;\n                sound = 'items/flashlight_off.wav';\n            } else {\n                other.flags |= EntityFlags.Flashlight;\n                sound = 'items/flashlight_on.wav';\n            }\n        } else if (style === 1) {\n            if (!(other.flags & EntityFlags.Flashlight)) {\n                 other.flags |= EntityFlags.Flashlight;\n                 sound = 'items/flashlight_on.wav';\n            }\n        } else if (style === 2) {\n            if (other.flags & EntityFlags.Flashlight) {\n                other.flags &= ~EntityFlags.Flashlight;\n                sound = 'items/flashlight_off.wav';\n            }\n        }\n\n        // Update renderfx for client visual\n        if (other.flags & EntityFlags.Flashlight) {\n            other.renderfx |= RenderFx.Flashlight;\n        } else {\n            other.renderfx &= ~RenderFx.Flashlight;\n        }\n\n        if (sound) {\n            // gi.sound(ent, CHAN_AUTO, gi.soundindex(...), 1.f, ATTN_STATIC, 0);\n            context.entities.sound(other, 0, sound, 1, 3, 0); // 3 = ATTN_STATIC\n        }\n    };\n\n    context.entities.linkentity(self);\n  });\n};\n","import { Entity, MoveType, Solid, ServerFlags } from '../entity.js';\nimport { SpawnRegistry } from '../spawn.js';\nimport { EntitySystem } from '../system.js';\nimport { setMovedir } from '../utils.js';\n\nconst SECRET_SPAWNFLAGS = {\n  Once: 1 << 0,\n} as const;\n\nfunction triggerSecretTouch(self: Entity, other: Entity | null, entities: EntitySystem): void {\n  if (!other || !other.client) {\n    return;\n  }\n  if (self.timestamp > entities.timeSeconds) {\n    return;\n  }\n\n  self.timestamp = entities.timeSeconds + 1;\n\n  if (!self.message) {\n    self.message = 'You found a secret area!';\n  }\n\n  if (other.client) {\n    entities.engine.centerprintf?.(other, self.message);\n    entities.sound(other, 0, 'misc/secret.wav', 1, 1, 0);\n    // TODO: update found_secrets in GameExports or LevelState\n    // For now we just print message\n    // references g_trigger.cpp lines 782-850\n  }\n\n  if (self.spawnflags & SECRET_SPAWNFLAGS.Once) {\n    entities.free(self);\n  }\n}\n\nexport function registerTriggerSecret(registry: SpawnRegistry): void {\n  registry.register('trigger_secret', (entity, context) => {\n    entity.movetype = MoveType.None;\n    entity.solid = Solid.Trigger;\n    entity.svflags |= ServerFlags.NoClient;\n    entity.movedir = setMovedir(entity.angles);\n\n    // reset angles\n    entity.angles = { x: 0, y: 0, z: 0 };\n\n    if (entity.targetname) {\n       entity.solid = Solid.Not;\n       entity.use = (self) => {\n          self.solid = Solid.Trigger;\n          self.use = undefined; // one-shot enable?\n       };\n    }\n\n    entity.touch = (self, other) => triggerSecretTouch(self, other, context.entities);\n  });\n}\n","import { Entity, MoveType, Solid, ServerFlags } from '../entity.js';\nimport { SpawnRegistry } from '../spawn.js';\nimport { EntitySystem } from '../system.js';\nimport { setMovedir } from '../utils.js';\nimport { angleVectors, dotVec3, normalizeVec3, subtractVec3 } from '@quake2ts/shared';\n\nconst LOOK_SPAWNFLAGS = {\n  LookAway: 1 << 0,\n} as const;\n\nfunction triggerLookTouch(self: Entity, other: Entity | null, entities: EntitySystem): void {\n  // Not used for trigger_look, it uses think to check status\n}\n\nfunction triggerLookThink(self: Entity, entities: EntitySystem): void {\n    // find players\n    // This is expensive if we do it for all players every 0.1s\n    // Reference g_trigger.cpp\n\n    // In SP, usually just one player.\n    // In MP, check all players?\n\n    let fired = false;\n\n    // We can use entities.forEachEntity but that's slow.\n    // Ideally we would have a list of players.\n    // For now let's query players if possible, or iterate.\n    // Actually findInBox with a large box around the trigger?\n    // trigger_look typically has bounds.\n\n    // But wait, trigger_look in Q2 (g_trigger.cpp) seems to be a brush model trigger?\n    // \"Wait until the player looks at it.\"\n\n    // If it is a brush model, it has bounds.\n    // We can check players inside bounds?\n    // Actually g_trigger.cpp: SP_trigger_look calls InitTrigger so it is solid trigger.\n    // But it sets think to TriggerLookThink.\n\n    // \"The area of the trigger must be within the player's view.\"\n\n    const players = entities.findByClassname('player');\n\n    for (const player of players) {\n        if (player.health <= 0) continue;\n\n        // Is player inside the trigger box?\n        // Wait, standard triggers fire on touch. trigger_look fires when LOOKED at.\n        // It doesn't necessarily mean the player is INSIDE the trigger.\n        // Usually the trigger defines an area that must be seen.\n\n        // Let's check g_trigger.cpp logic if available in memory or assumption.\n        // Usually: vector from player eye to trigger center or nearest point?\n\n        // Actually, trigger_look in Quake 2:\n        // \"Triggers once when player looks at it.\"\n        // It often wraps an object or area.\n\n        // Re-reading logic from typical Quake 2:\n        // dot product of player view forward and vector to entity.\n\n        const vec = subtractVec3(self.origin, player.origin);\n        const dist = Math.sqrt(dotVec3(vec, vec)); // avoid lengthVec3 if we need manual checks\n\n        // normalize\n        const dir = normalizeVec3(vec);\n\n        const forward = angleVectors(player.angles).forward;\n        const dot = dotVec3(forward, dir);\n\n        const fov = self.fov || 0.9; // default threshold\n\n        if (dot >= fov) {\n             fired = true;\n             // Activate\n             self.activator = player;\n             entities.useTargets(self, player);\n             break;\n        }\n    }\n\n    if (fired) {\n        entities.free(self);\n    } else {\n        entities.scheduleThink(self, entities.timeSeconds + 0.1);\n    }\n}\n\nexport function registerTriggerLook(registry: SpawnRegistry): void {\n  registry.register('trigger_look', (entity, context) => {\n    entity.movetype = MoveType.None;\n    entity.solid = Solid.Not; // trigger_look is not touched?\n    // In g_trigger.cpp it says \"InitTrigger\" which sets solid=TRIGGER.\n    // But TriggerLookThink does the check.\n    // If it is solid, it might block? Or just be invisible volume.\n    // But the logic is \"player looks at it\".\n    // If the player has to touch it to look at it, that's trigger_multiple.\n\n    // Actually, trigger_look is often used for \"look at this object to trigger something\".\n    // So solid=Not makes sense so it doesn't collide.\n\n    entity.svflags |= ServerFlags.NoClient;\n    entity.movedir = setMovedir(entity.angles);\n\n    if (!entity.fov) entity.fov = 0.9;\n\n    entity.think = (self) => triggerLookThink(self, context.entities);\n    context.entities.scheduleThink(entity, context.entities.timeSeconds + 0.1);\n  });\n}\n","import { Entity, MoveType, Solid, ServerFlags } from '../entity.js';\nimport { EntitySystem } from '../system.js';\nimport { SpawnRegistry } from '../spawn.js';\n\nfunction badAreaTouch(self: Entity, other: Entity | null) {\n    if (!other) return;\n    if (other.takedamage) {\n        // Mark as invalid/dangerous spot for AI\n        // In full game this might push AI away or just be used for navigation cost\n    }\n}\n\nexport function registerBadArea(registry: SpawnRegistry): void {\n    registry.register('bad_area', (entity, context) => {\n        entity.movetype = MoveType.None;\n        entity.solid = Solid.Trigger;\n        entity.touch = badAreaTouch;\n\n        // Auto-remove if lifespan is set (handled by caller logic usually, but here for safety)\n        if (entity.nextthink) {\n            entity.think = (self) => {\n                context.entities.free(self);\n            };\n        }\n    });\n}\n","import type { SpawnRegistry } from '../spawn.js';\nimport { registerTriggerMultiple } from './multiple.js';\nimport { registerTriggerOnce } from './once.js';\nimport { registerTriggerRelay } from './relay.js';\nimport { registerTriggerAlways } from './always.js';\nimport { registerTriggerCounter } from './counter.js';\nimport { registerTriggerKey } from './key.js';\nimport { registerTriggerPush } from './push.js';\nimport { registerTriggerHurt } from './hurt.js';\nimport { registerTriggerTeleport } from './teleport.js';\nimport { registerTriggerGravity } from './gravity.js';\nimport { registerTriggerElevator } from './elevator.js';\nimport { registerTriggerMonsterJump } from './monsterjump.js';\nimport { registerTriggerFog } from './fog.js';\nimport { registerTriggerFlashlight } from './flashlight.js';\nimport { registerTriggerSecret } from './secret.js';\nimport { registerTriggerLook } from './look.js';\nimport { registerBadArea } from './bad_area.js';\n\nexport function registerTriggerSpawns(registry: SpawnRegistry): void {\n  registerTriggerMultiple(registry);\n  registerTriggerOnce(registry);\n  registerTriggerRelay(registry);\n  registerTriggerAlways(registry);\n  registerTriggerCounter(registry);\n  registerTriggerKey(registry);\n  registerTriggerPush(registry);\n  registerTriggerHurt(registry);\n  registerTriggerTeleport(registry);\n  registerTriggerGravity(registry);\n  registerTriggerElevator(registry);\n  registerTriggerMonsterJump(registry);\n  registerTriggerFog(registry);\n  registerTriggerFlashlight(registry);\n  registerTriggerSecret(registry);\n  registerTriggerLook(registry);\n  registerBadArea(registry);\n}\n","// =================================================================\n// Quake II - Weapon State Machine\n// =================================================================\n\nimport { WeaponId } from '../../inventory/playerInventory.js';\n\nexport enum WeaponStateEnum {\n    WEAPON_READY,      // Idle, can fire or switch\n    WEAPON_ACTIVATING, // Raising/drawing weapon\n    WEAPON_DROPPING,   // Lowering weapon\n    WEAPON_FIRING      // Currently firing\n}\n\nexport interface WeaponState {\n    lastFireTime: number;\n    spinupCount?: number; // For Chaingun spin-up\n    grenadeTimer?: number; // For Hand Grenade cooking start time\n    heat?: number; // For heat-based weapons (Hyperblaster Alt)\n}\n\nexport interface PlayerWeaponStates {\n    states: Map<WeaponId, WeaponState>;\n}\n\nexport function createPlayerWeaponStates(): PlayerWeaponStates {\n    return {\n        states: new Map(),\n    };\n}\n\nexport function getWeaponState(playerStates: PlayerWeaponStates, weaponId: WeaponId): WeaponState {\n    let state = playerStates.states.get(weaponId);\n    if (!state) {\n        state = { lastFireTime: 0 };\n        playerStates.states.set(weaponId, state);\n    }\n    return state;\n}\n","export const BUTTON_ATTACK = 1;\n","import type { Vec3 } from '@quake2ts/shared';\nimport { addVec3, scaleVec3, copyVec3, MASK_SOLID, angleVectors } from '@quake2ts/shared';\nimport type { Entity } from '../../entities/entity.js';\nimport type { GameExports } from '../../index.js';\n\n// From g_local.h\nexport const VIEW_HEIGHT = 22;\n\nexport function P_ProjectSource(game: GameExports, ent: Entity, offset: Vec3, forward: Vec3, right: Vec3, up: Vec3): Vec3 {\n  const origin = copyVec3(ent.origin);\n\n  // Add view height\n  const eye = { ...origin, z: origin.z + (ent.viewheight ?? VIEW_HEIGHT) };\n\n  // Apply offsets\n  // P_ProjectSource logic:\n  // point = origin + forward * offset[0] + right * offset[1] + up * offset[2]\n\n  const f = scaleVec3(forward, offset.x);\n  const r = scaleVec3(right, offset.y);\n  const u = scaleVec3(up, offset.z);\n\n  const point = addVec3(addVec3(addVec3(eye, f), r), u);\n\n  // Wall check: Trace from eye to point\n  // If we hit something, pull back to the hit point to prevent shooting through walls\n  // Rerelease p_weapon.cpp:126-135\n  const tr = game.trace(eye, null, null, point, ent, MASK_SOLID);\n\n  if (tr.fraction < 1.0) {\n      // Pull back by 1 unit in the forward direction to prevent shooting through walls\n      return { x: tr.endpos.x - forward.x, y: tr.endpos.y - forward.y, z: tr.endpos.z - forward.z };\n  }\n\n  return point;\n}\n\n// Helper wrapper that calculates angle vectors automatically\nexport function getProjectileOrigin(game: GameExports, ent: Entity, offset: Vec3 = { x: 8, y: 8, z: 8 }): Vec3 {\n  const { forward, right, up } = angleVectors(ent.client?.v_angle || ent.angles);\n  return P_ProjectSource(game, ent, offset, forward, right, up);\n}\n\n// Helper to get weapon firing vectors (legacy helper, might be useful)\nexport function getWeaponVectors(ent: Entity, angleVectorsFn: (angles: Vec3) => { forward: Vec3, right: Vec3, up: Vec3 }): { forward: Vec3, right: Vec3, up: Vec3, origin: Vec3 } {\n  const { forward, right, up } = angleVectorsFn(ent.client?.v_angle || ent.angles);\n  return { forward, right, up, origin: ent.origin };\n}\n","// =================================================================\n// Quake II - Weapon Frame Definitions\n// =================================================================\n\n// Hand Grenade\n// Source: p_weapon.cpp:1215-1224\nexport const FRAME_GRENADE_IDLE_FIRST = 16;\nexport const FRAME_GRENADE_IDLE_LAST  = 48;\nexport const FRAME_GRENADE_THROW_FIRST = 5;\nexport const FRAME_GRENADE_THROW_LAST = 15;\nexport const FRAME_GRENADE_PRIME_SOUND = 5;\nexport const FRAME_GRENADE_THROW_HOLD = 11;\nexport const FRAME_GRENADE_THROW_FIRE = 12;\n\n// Shotgun\n// Source: p_weapon.cpp:1684-1725\nexport const FRAME_SHOTGUN_ACTIVATE_LAST = 7;\nexport const FRAME_SHOTGUN_FIRE_LAST = 18;\nexport const FRAME_SHOTGUN_IDLE_LAST = 36;\nexport const FRAME_SHOTGUN_DEACTIVATE_LAST = 39;\n// pause_frames = {22, 28, 34}\n// fire_frames = {8, 9}\n\n// Super Shotgun\n// Source: p_weapon.cpp:1727-1781\nexport const FRAME_SSHOTGUN_ACTIVATE_LAST = 5;\nexport const FRAME_SSHOTGUN_FIRE_LAST = 28;\nexport const FRAME_SSHOTGUN_IDLE_LAST = 52;\nexport const FRAME_SSHOTGUN_DEACTIVATE_LAST = 57;\n// pause_frames = {29, 42, 57}\n// fire_frames = {22, 28}\n\n// Machinegun\n// Source: p_weapon.cpp:1594-1682\nexport const FRAME_MACHINEGUN_ACTIVATE_LAST = 3;\nexport const FRAME_MACHINEGUN_FIRE_LAST = 23;\nexport const FRAME_MACHINEGUN_IDLE_LAST = 52;\nexport const FRAME_MACHINEGUN_DEACTIVATE_LAST = 61;\n// pause_frames = {23, 45}\n// fire_frames = {4, 5, 30, 31}\n// Re-reading p_weapon.cpp for machinegun...\n\n// Chaingun\n// Source: p_weapon.cpp:1546-1592\nexport const FRAME_CHAINGUN_ACTIVATE_LAST = 4; // actually fire_frame - 1 = 5 - 1\nexport const FRAME_CHAINGUN_FIRE_FRAME = 5;\nexport const FRAME_CHAINGUN_FIRE_LAST = 21;\nexport const FRAME_CHAINGUN_IDLE_LAST = 52;\nexport const FRAME_CHAINGUN_DEACTIVATE_LAST = 61; // pause frame?\nexport const FRAME_CHAINGUN_SPINUP = 5; // Frames 5-21 are fire loop\n\n// Railgun\n// Source: p_weapon.cpp:1783-1838\nexport const FRAME_RAILGUN_ACTIVATE_LAST = 3;\nexport const FRAME_RAILGUN_FIRE_LAST = 18;\nexport const FRAME_RAILGUN_IDLE_LAST = 51;\nexport const FRAME_RAILGUN_DEACTIVATE_LAST = 56;\n// pause_frames = {56} (Deactivate last?)\n// fire_frames = {4}\n\n// Rocket Launcher\n// Source: p_weapon.cpp:1280-1335\nexport const FRAME_ROCKET_ACTIVATE_LAST = 3;\nexport const FRAME_ROCKET_FIRE_LAST = 12;\nexport const FRAME_ROCKET_IDLE_LAST = 34;\nexport const FRAME_ROCKET_DEACTIVATE_LAST = 38;\n// pause_frames = {25, 33}\n// fire_frames = {4}\n\n// HyperBlaster\n// Source: p_weapon.cpp:1416-1460\nexport const FRAME_HYPERBLASTER_ACTIVATE_LAST = 5;\nexport const FRAME_HYPERBLASTER_FIRE_FRAME = 6;\nexport const FRAME_HYPERBLASTER_FIRE_LAST = 9;\nexport const FRAME_HYPERBLASTER_IDLE_LAST = 28;\nexport const FRAME_HYPERBLASTER_DEACTIVATE_LAST = 32;\n\n// BFG10K\n// Source: p_weapon.cpp:1840-1897\nexport const FRAME_BFG_ACTIVATE_LAST = 8;\nexport const FRAME_BFG_FIRE_LAST = 32;\nexport const FRAME_BFG_IDLE_LAST = 54;\nexport const FRAME_BFG_DEACTIVATE_LAST = 58;\n// pause_frames = {39, 45, 50, 54}\n// fire_frames = {9, 22} (Prime at 9, Fire at 22?)\n// BFG logic is complex.\n\n// Grenade Launcher\n// Source: p_weapon.cpp:1234-1278\nexport const FRAME_GRENADELAUNCHER_ACTIVATE_LAST = 5;\nexport const FRAME_GRENADELAUNCHER_FIRE_LAST = 16;\nexport const FRAME_GRENADELAUNCHER_IDLE_LAST = 36;\nexport const FRAME_GRENADELAUNCHER_DEACTIVATE_LAST = 39;\n// pause_frames = {34}\n// fire_frames = {6}\n\n// Blaster\n// Source: p_weapon.cpp:1342-1393\nexport const FRAME_BLASTER_ACTIVATE_LAST = 4;\nexport const FRAME_BLASTER_FIRE_LAST = 8;\nexport const FRAME_BLASTER_IDLE_LAST = 52;\nexport const FRAME_BLASTER_DEACTIVATE_LAST = 55;\n// pause_frames = {19, 32}\n// fire_frames = {5}\n","// =================================================================\n// Quake II - Player Animation Frames\n// Source: rerelease/m_player.h\n// =================================================================\n\nexport const FRAME_stand01 = 0;\nexport const FRAME_stand40 = 39;\n\nexport const FRAME_run1 = 40;\nexport const FRAME_run6 = 45;\n\nexport const FRAME_attack1 = 46;\nexport const FRAME_attack8 = 53;\n\nexport const FRAME_pain101 = 54;\nexport const FRAME_pain104 = 57;\n\nexport const FRAME_pain201 = 58;\nexport const FRAME_pain204 = 61;\n\nexport const FRAME_pain301 = 62;\nexport const FRAME_pain304 = 65;\n\nexport const FRAME_death101 = 66;\nexport const FRAME_death106 = 71;\n\nexport const FRAME_death201 = 72;\nexport const FRAME_death206 = 77;\n\nexport const FRAME_death301 = 78;\nexport const FRAME_death306 = 83;\n\nexport const FRAME_crstnd01 = 84;\nexport const FRAME_crstnd19 = 102;\n\nexport const FRAME_crwalk1 = 103;\nexport const FRAME_crwalk6 = 108;\n\nexport const FRAME_crattak1 = 109;\nexport const FRAME_crattak3 = 111; // Derived\nexport const FRAME_crattak9 = 117;\n\nexport const FRAME_crpain1 = 118;\nexport const FRAME_crpain4 = 121;\n\nexport const FRAME_crdeath1 = 122;\nexport const FRAME_crdeath5 = 126;\n\nexport const FRAME_wave01 = 127;\nexport const FRAME_wave08 = 134; // Derived\nexport const FRAME_wave11 = 137;\n\nexport const FRAME_point01 = 138;\nexport const FRAME_point12 = 149;\n\nexport const FRAME_salute01 = 150;\nexport const FRAME_salute11 = 160;\n\nexport const FRAME_taunt01 = 161;\nexport const FRAME_taunt17 = 177;\n\nexport const FRAME_flip01 = 178;\nexport const FRAME_flip12 = 189;\n\nexport const FRAME_jump1 = 190;\nexport const FRAME_jump6 = 195;\n\nexport const FRAME_gun01 = 196;\nexport const FRAME_gun08 = 203;\n\n// Priority Constants\nexport const ANIM_BASIC = 0;\nexport const ANIM_ATTACK = 1;\nexport const ANIM_PAIN = 2;\nexport const ANIM_DEATH = 3;\nexport const ANIM_REVERSE = 4; // Used as flag\n","// =================================================================\n// Quake II - Weapon Switching\n// =================================================================\n\nimport { Entity } from '../../entities/entity.js';\nimport { PlayerInventory, WeaponId, selectWeapon } from '../../inventory/playerInventory.js';\nimport { AmmoType } from '../../inventory/ammo.js';\nimport { WeaponStateEnum } from './state.js';\nimport { Weapon_AnimationTime } from './common.js';\nimport { WEAPON_ITEMS } from '../../inventory/items.js';\nimport {\n    FRAME_GRENADE_IDLE_LAST,\n    FRAME_SHOTGUN_IDLE_LAST,\n    FRAME_SSHOTGUN_IDLE_LAST,\n    FRAME_MACHINEGUN_IDLE_LAST,\n    FRAME_CHAINGUN_IDLE_LAST,\n    FRAME_RAILGUN_IDLE_LAST,\n    FRAME_ROCKET_IDLE_LAST,\n    FRAME_HYPERBLASTER_IDLE_LAST,\n    FRAME_BFG_IDLE_LAST,\n    FRAME_GRENADELAUNCHER_IDLE_LAST,\n    FRAME_BLASTER_IDLE_LAST\n} from './frames.js';\n\n// TODO: This should be a cvar or config option\nlet instantSwitch = false;\n\nexport function setInstantSwitch(enabled: boolean) {\n    instantSwitch = enabled;\n}\n\n/**\n * Helper to get the IDLE_LAST frame for the current weapon.\n * This is needed to start the deactivate sequence (usually IDLE_LAST + 1).\n */\nfunction getWeaponIdleLastFrame(weaponId: WeaponId): number {\n    switch (weaponId) {\n        case WeaponId.HandGrenade: return FRAME_GRENADE_IDLE_LAST;\n        case WeaponId.Shotgun: return FRAME_SHOTGUN_IDLE_LAST;\n        case WeaponId.SuperShotgun: return FRAME_SSHOTGUN_IDLE_LAST;\n        case WeaponId.Machinegun: return FRAME_MACHINEGUN_IDLE_LAST;\n        case WeaponId.Chaingun: return FRAME_CHAINGUN_IDLE_LAST;\n        case WeaponId.Railgun: return FRAME_RAILGUN_IDLE_LAST;\n        case WeaponId.RocketLauncher: return FRAME_ROCKET_IDLE_LAST;\n        case WeaponId.HyperBlaster: return FRAME_HYPERBLASTER_IDLE_LAST;\n        case WeaponId.BFG10K: return FRAME_BFG_IDLE_LAST;\n        case WeaponId.GrenadeLauncher: return FRAME_GRENADELAUNCHER_IDLE_LAST;\n        case WeaponId.Blaster: return FRAME_BLASTER_IDLE_LAST;\n        default: return 0; // Should not happen for standard weapons, or fallback\n    }\n}\n\n/**\n * ChangeWeapon\n * Source: p_weapon.cpp:761-809\n */\nexport function ChangeWeapon(ent: Entity, weaponId?: WeaponId) {\n    if (!ent.client) return;\n\n    const client = ent.client;\n\n    if (weaponId) {\n        // Queue the weapon switch\n        if (client.weaponstate === WeaponStateEnum.WEAPON_DROPPING) {\n            client.newWeapon = weaponId;\n            return;\n        }\n\n        if (client.weaponstate === WeaponStateEnum.WEAPON_READY || client.weaponstate === WeaponStateEnum.WEAPON_FIRING) {\n            client.newWeapon = weaponId;\n            client.weaponstate = WeaponStateEnum.WEAPON_DROPPING;\n\n            // Start deactivate sequence\n            // Usually starts after IDLE_LAST\n            if (client.inventory.currentWeapon) {\n                client.gun_frame = getWeaponIdleLastFrame(client.inventory.currentWeapon) + 1;\n            } else {\n                 client.gun_frame = 0;\n            }\n\n            if (instantSwitch) {\n                selectWeapon(client.inventory, weaponId);\n                client.weaponstate = WeaponStateEnum.WEAPON_READY;\n                client.weapon_think_time = 0;\n                client.newWeapon = undefined;\n            }\n            return;\n        }\n\n        // If activating, we could override? For now, ignore or queue.\n        // Original Q2 sometimes ignores if activating.\n        client.newWeapon = weaponId;\n        return;\n    }\n\n    // No weaponId means finalize the switch (called from animation end)\n    if (client.newWeapon) {\n        selectWeapon(client.inventory, client.newWeapon);\n        client.weaponstate = WeaponStateEnum.WEAPON_ACTIVATING;\n        client.gun_frame = 0;\n        client.weapon_think_time = 0;\n        client.newWeapon = undefined; // Clear pending\n    }\n}\n\n/**\n * Auto-Switch on Empty Ammo\n * Source: p_weapon.cpp: NoAmmoWeaponChange\n */\nexport function NoAmmoWeaponChange(ent: Entity) {\n    if (!ent.client) return;\n\n    // Find best weapon\n    const bestWeapon = getBestWeapon(ent);\n    if (bestWeapon && bestWeapon !== ent.client.inventory.currentWeapon) {\n        // Initiate switch\n        ChangeWeapon(ent, bestWeapon);\n    }\n}\n\nexport function getBestWeapon(player: Entity): WeaponId | null {\n    if (!player.client) {\n        return null;\n    }\n    const inventory = player.client.inventory;\n\n    if (inventory.ownedWeapons.has(WeaponId.BFG10K) && inventory.ammo.counts[AmmoType.Cells] >= 50) {\n        return WeaponId.BFG10K;\n    } else if (inventory.ownedWeapons.has(WeaponId.RocketLauncher) && inventory.ammo.counts[AmmoType.Rockets] >= 1) {\n        return WeaponId.RocketLauncher;\n    } else if (inventory.ownedWeapons.has(WeaponId.HyperBlaster) && inventory.ammo.counts[AmmoType.Cells] >= 1) {\n        return WeaponId.HyperBlaster;\n    } else if (inventory.ownedWeapons.has(WeaponId.Railgun) && inventory.ammo.counts[AmmoType.Slugs] >= 1) {\n        return WeaponId.Railgun;\n    } else if (inventory.ownedWeapons.has(WeaponId.Chaingun) && inventory.ammo.counts[AmmoType.Bullets] >= 1) {\n        return WeaponId.Chaingun;\n    } else if (inventory.ownedWeapons.has(WeaponId.GrenadeLauncher) && inventory.ammo.counts[AmmoType.Grenades] >= 1) {\n        return WeaponId.GrenadeLauncher;\n    } else if (inventory.ownedWeapons.has(WeaponId.SuperShotgun) && inventory.ammo.counts[AmmoType.Shells] >= 2) {\n        return WeaponId.SuperShotgun;\n    } else if (inventory.ownedWeapons.has(WeaponId.Machinegun) && inventory.ammo.counts[AmmoType.Bullets] >= 1) {\n        return WeaponId.Machinegun;\n    } else if (inventory.ownedWeapons.has(WeaponId.Shotgun) && inventory.ammo.counts[AmmoType.Shells] >= 1) {\n        return WeaponId.Shotgun;\n    } else {\n        return WeaponId.Blaster;\n    }\n}\n\n// Kept for backward compatibility if needed, but delegates to ChangeWeapon\nexport function switchToBestWeapon(player: Entity) {\n    if (!player.client) return;\n    const best = getBestWeapon(player);\n    if (best && best !== player.client.inventory.currentWeapon) {\n        // Old behavior was instant switch? Or forced switch?\n        // Let's use ChangeWeapon to be safe and consistent.\n        // But tests expected immediate effect if instantSwitch is on?\n\n        // Use direct manipulation if we want to force it (like on spawn)\n        // selectWeapon(player.client.inventory, best);\n        // player.client.weaponstate = WeaponStateEnum.WEAPON_ACTIVATING;\n        // player.client.gun_frame = 0;\n\n        // Better to use ChangeWeapon\n        ChangeWeapon(player, best);\n    }\n}\n","// =================================================================\n// Quake II - Weapon Firing\n// =================================================================\n\nimport { Entity } from '../../entities/entity.js';\nimport { GameExports } from '../../index.js';\nimport { getWeaponState, WeaponState, WeaponStateEnum } from './state.js';\nimport { WEAPON_ITEMS, WeaponItem } from '../../inventory/items.js';\nimport { PlayerInventory, WeaponId } from '../../inventory/playerInventory.js';\nimport { AmmoType } from '../../inventory/ammo.js';\nimport {\n    ZERO_VEC3, angleVectors, addVec3, scaleVec3, createRandomGenerator, ServerCommand, TempEntity, Vec3,\n    MZ_BLASTER, MZ_MACHINEGUN, MZ_SHOTGUN, MZ_CHAINGUN1, MZ_CHAINGUN2, MZ_CHAINGUN3,\n    MZ_RAILGUN, MZ_ROCKET, MZ_GRENADE, MZ_LOGIN, MZ_LOGOUT, MZ_SSHOTGUN, MZ_BFG, MZ_HYPERBLASTER,\n    ATTN_NORM, MASK_SHOT, lengthVec3, subtractVec3\n} from '@quake2ts/shared';\nimport { T_Damage, T_RadiusDamage } from '../damage.js';\nimport { DamageFlags } from '../damageFlags.js';\nimport { DamageMod } from '../damageMods.js';\nimport { createRocket, createGuidedRocket, createGrenade, createBfgBall, createBlasterBolt, createProxMine } from '../../entities/projectiles.js';\nimport { MulticastType } from '../../imports.js';\nimport { fireIonRipper, firePhalanx, firePlasmaBeam, fireEtfRifle } from './rogue.js';\nimport { P_ProjectSource } from './projectSource.js';\nimport { Throw_Generic } from './animation.js';\nimport {\n    FRAME_GRENADE_IDLE_FIRST, FRAME_GRENADE_IDLE_LAST, FRAME_GRENADE_THROW_FIRST,\n    FRAME_GRENADE_THROW_LAST, FRAME_GRENADE_PRIME_SOUND, FRAME_GRENADE_THROW_HOLD,\n    FRAME_GRENADE_THROW_FIRE\n} from './frames.js';\nimport {\n    FRAME_crattak1, FRAME_crattak3, FRAME_crattak9,\n    FRAME_wave08, FRAME_wave01,\n    FRAME_attack1, FRAME_attack8,\n    ANIM_ATTACK, ANIM_REVERSE\n} from '../../entities/player_anim.js';\nimport { fireCustomWeapon } from './registry.js';\nimport { NoAmmoWeaponChange } from './switching.js';\n\nconst random = createRandomGenerator();\nexport { random as firingRandom };\n\n// Constants based on g_local.h and original p_weapon.c values\nexport const DEFAULT_BULLET_HSPREAD = 300;\nexport const DEFAULT_BULLET_VSPREAD = 500;\nexport const DEFAULT_SHOTGUN_HSPREAD = 500;  // Standard Shotgun Spread\nexport const DEFAULT_SHOTGUN_VSPREAD = 500;\nexport const DEFAULT_SSHOTGUN_HSPREAD = 1000; // Super Shotgun Spread\nexport const DEFAULT_SSHOTGUN_VSPREAD = 500;\nexport const DEFAULT_DEATHMATCH_SHOTGUN_COUNT = 12;\nexport const DEFAULT_SHOTGUN_COUNT = 12;\nexport const DEFAULT_SSHOTGUN_COUNT = 20;\n\nconst BUTTON_ATTACK2 = 32;\n\nfunction applyKick(player: Entity, pitch: number, yaw: number = 0, kickOrigin: number = 0) {\n    if (player.client) {\n        player.client.kick_angles = { x: pitch, y: yaw, z: 0 };\n        player.client.kick_origin = { x: kickOrigin, y: 0, z: 0 };\n    }\n}\n\nfunction setPlayerAttackAnim(player: Entity) {\n    if (!player.client) return;\n\n    // Check if player is ducking\n    // Note: pm_flags 2 is PMF_DUCKED in standard Q2.\n    // However, quake2ts/shared might export it? Or we hardcode for now as done in fireHandGrenade.\n    const ducked = (player.client.pm_flags & 2) !== 0;\n\n    player.client.anim_priority = ANIM_ATTACK;\n    if (ducked) {\n        player.frame = FRAME_crattak1 - 1;\n        player.client.anim_end = FRAME_crattak9;\n    } else {\n        player.frame = FRAME_attack1 - 1;\n        player.client.anim_end = FRAME_attack8;\n    }\n}\n\nfunction checkAmmo(game: GameExports, player: Entity, ammoType: AmmoType, count: number): boolean {\n    if (!player.client) return false;\n\n    const ammoCount = player.client.inventory.ammo.counts[ammoType];\n    if (ammoCount === undefined || ammoCount < count) {\n        // Play no ammo sound\n        // Original logic checks pain_debounce_time to avoid spamming sound,\n        // but here we might not have it exposed easily on entity.\n        // Assuming we can just play it or check time.\n        // Q2 source: if (level.time >= ent->pain_debounce_time) ... ent->pain_debounce_time = level.time + 1;\n\n        // Let's use lastFireTime of the weapon state as a debounce mechanism if needed,\n        // or just add a dedicated property if we can modify Entity.\n        // For now, let's just play sound.\n        game.sound(player, 0, \"weapons/noammo.wav\", 1, ATTN_NORM, 0);\n\n        NoAmmoWeaponChange(player);\n        return false;\n    }\n    return true;\n}\n\nfunction fireHitscan(game: GameExports, player: Entity, start: Vec3, forward: any, damage: number, knockback: number, mod: DamageMod) {\n    const end = { x: start.x + forward.x * 8192, y: start.y + forward.y * 8192, z: start.z + forward.z * 8192 };\n\n    if (game.setLagCompensation && player.client) {\n        game.setLagCompensation(true, player, player.client.ping);\n    }\n\n    let trace;\n    try {\n        trace = game.trace(\n            start,\n            null,\n            null,\n            end,\n            player,\n            0\n        );\n    } finally {\n        if (game.setLagCompensation) {\n            game.setLagCompensation(false);\n        }\n    }\n\n    if (trace.ent && trace.ent.takedamage) {\n        let finalDamage = damage;\n\n        // Machinegun & Chaingun have specific distance falloff in Quake 2.\n        // Drops 2 damage units per 1000 units of distance.\n        if (mod === DamageMod.MACHINEGUN || mod === DamageMod.CHAINGUN) {\n            const dist = lengthVec3(subtractVec3(trace.endpos, start));\n            finalDamage = damage - dist * (2.0 / 1000.0);\n            if (finalDamage < 1) finalDamage = 1;\n        }\n\n        T_Damage(\n            trace.ent as any,\n            player as any,\n            player as any,\n            ZERO_VEC3,\n            trace.endpos,\n            trace.plane ? trace.plane.normal : ZERO_VEC3,\n            Math.floor(finalDamage),\n            knockback,\n            DamageFlags.BULLET,\n            mod,\n            game.time,\n            game.multicast,\n            { hooks: game.hooks }\n        );\n    } else {\n        // Wall impact\n        if (trace.plane) {\n            game.multicast(trace.endpos, MulticastType.Pvs, ServerCommand.temp_entity, TempEntity.GUNSHOT, trace.endpos, trace.plane.normal);\n        }\n    }\n}\n\nfunction fireMultiplePellets(game: GameExports, player: Entity, start: Vec3, forward: Vec3, right: Vec3, up: Vec3, count: number, damage: number, knockback: number, hspread: number, vspread: number, mod: DamageMod) {\n    if (game.setLagCompensation && player.client) {\n        game.setLagCompensation(true, player, player.client.ping);\n    }\n\n    try {\n        for (let i = 0; i < count; i++) {\n            const spread = addVec3(scaleVec3(right, random.crandom() * hspread), scaleVec3(up, random.crandom() * vspread));\n            const dir = addVec3(forward, spread);\n            const end = { x: start.x + dir.x * 8192, y: start.y + dir.y * 8192, z: start.z + dir.z * 8192 };\n            const trace = game.trace(start, null, null, end, player, 0);\n\n            if (trace.ent && trace.ent.takedamage) {\n                T_Damage(\n                    trace.ent as any,\n                    player as any,\n                    player as any,\n                    ZERO_VEC3,\n                    trace.endpos,\n                    trace.plane ? trace.plane.normal : ZERO_VEC3,\n                    damage,\n                    knockback,\n                    DamageFlags.BULLET,\n                    mod,\n                    game.time,\n                    game.multicast,\n                    { hooks: game.hooks }\n                );\n            } else if (trace.plane) {\n                if (random.frandom() > 0.9) {\n                    game.multicast(trace.endpos, MulticastType.Pvs, ServerCommand.temp_entity, TempEntity.GUNSHOT, trace.endpos, trace.plane.normal);\n                }\n            }\n        }\n    } finally {\n        if (game.setLagCompensation) {\n            game.setLagCompensation(false);\n        }\n    }\n}\n\nfunction fireRailgun(game: GameExports, player: Entity, start: Vec3, forward: any, damage: number, knockback: number) {\n    const originalStart = { ...start }; // Keep original start for trail\n    let currentStart = { ...start };\n    const end = { x: start.x + forward.x * 8192, y: start.y + forward.y * 8192, z: start.z + forward.z * 8192 };\n    let ignore = player;\n    let count = 0;\n    let finalEnd = end;\n\n    if (game.setLagCompensation && player.client) {\n        game.setLagCompensation(true, player, player.client.ping);\n    }\n\n    try {\n        while (count < 16) { // Safety break\n            count++;\n            const trace = game.trace(currentStart, null, null, end, ignore, 0);\n\n            finalEnd = trace.endpos;\n\n            if (trace.fraction >= 1.0) {\n                break;\n            }\n\n            if (trace.ent && trace.ent.takedamage) {\n                T_Damage(\n                    trace.ent as any,\n                    player as any,\n                    player as any,\n                    ZERO_VEC3,\n                    trace.endpos,\n                    trace.plane ? trace.plane.normal : ZERO_VEC3,\n                    damage,\n                    knockback,\n                    DamageFlags.ENERGY,\n                    DamageMod.RAILGUN,\n                    game.time,\n                    game.multicast,\n                    { hooks: game.hooks }\n                );\n            }\n\n            // Continue trace from hit point\n            ignore = trace.ent as Entity;\n            currentStart = trace.endpos;\n\n            // If we hit world geometry, we stop.\n            if (!trace.ent || trace.ent === game.entities.world) {\n                break;\n            }\n        }\n    } finally {\n        if (game.setLagCompensation) {\n            game.setLagCompensation(false);\n        }\n    }\n\n    game.multicast(originalStart, MulticastType.Phs, ServerCommand.temp_entity, TempEntity.RAILTRAIL, originalStart, finalEnd);\n}\n\n// Exported to allow tests to call it directly if needed, but primarily called by fire()\nexport function fireHandGrenade(game: GameExports, player: Entity, inventory: PlayerInventory, weaponState: WeaponState) {\n    if (inventory.ammo.counts[AmmoType.Grenades] < 1) {\n        NoAmmoWeaponChange(player);\n        return;\n    }\n\n    Throw_Generic(\n        player,\n        FRAME_GRENADE_THROW_LAST,\n        FRAME_GRENADE_IDLE_LAST,\n        FRAME_GRENADE_THROW_FIRST,\n        FRAME_GRENADE_THROW_LAST,\n        FRAME_GRENADE_PRIME_SOUND,\n        FRAME_GRENADE_THROW_HOLD,\n        FRAME_GRENADE_THROW_FIRE,\n        (ent: Entity, held: boolean) => {\n            if (ent.client) {\n                ent.client.inventory.ammo.counts[AmmoType.Grenades]--;\n            }\n\n            if (held) {\n                const dmg = 120;\n                T_RadiusDamage([ent] as any, ent as any, ent as any, dmg, ent as any, 120, DamageFlags.NONE, DamageMod.GRENADE, game.time, { hooks: game.hooks }, game.multicast);\n                game.multicast(ent.origin, MulticastType.Phs, ServerCommand.temp_entity, TempEntity.GRENADE_EXPLOSION, ent.origin);\n            } else {\n                let heldTime = 0;\n                if (ent.client && ent.client.grenade_time) {\n                    const timeLeft = ent.client.grenade_time - game.time;\n                    heldTime = 3.0 - timeLeft;\n                }\n\n                if (heldTime < 0) heldTime = 0;\n\n                let speed = 400 + (heldTime * 200);\n                if (speed > 800) speed = 800;\n\n                let timer = 2.5 - heldTime;\n                if (timer < 0.5) timer = 0.5;\n\n                game.multicast(ent.origin, MulticastType.Pvs, ServerCommand.muzzleflash, ent.index, MZ_GRENADE);\n                applyKick(ent, -2, 0, -2);\n\n                let throwAngles = { ...ent.angles };\n                if (throwAngles.x < -62.5) throwAngles.x = -62.5;\n                throwAngles.z = 0;\n\n                const { forward } = angleVectors(throwAngles);\n                const { right, up } = angleVectors(ent.angles);\n\n                const source = P_ProjectSource(game, ent, { x: 2, y: 0, z: -14 }, forward, right, up);\n\n                createGrenade(game.entities, ent, source, forward, 120, speed, timer);\n\n                // Player Animation\n                if (ent.client && !ent.deadflag) {\n                    if (ent.client.pm_flags & 2 /* PMF_DUCKED */) {\n                        ent.frame = FRAME_crattak1 - 1;\n                        ent.client.anim_end = FRAME_crattak3;\n                    } else {\n                        ent.frame = FRAME_wave08;\n                        ent.client.anim_end = FRAME_wave01;\n                    }\n                    ent.client.anim_priority = ANIM_ATTACK;\n                }\n            }\n        },\n        game.entities\n    );\n}\n\n// Exported Weapon Firing Functions\n\nexport function fireShotgun(game: GameExports, player: Entity) {\n    if (!player.client) return;\n    const inventory = player.client.inventory;\n\n    if (!checkAmmo(game, player, AmmoType.Shells, 1)) return;\n\n    inventory.ammo.counts[AmmoType.Shells]--;\n    game.multicast(player.origin, MulticastType.Pvs, ServerCommand.muzzleflash, player.index, MZ_SHOTGUN);\n    applyKick(player, -2, 0, -2);\n    setPlayerAttackAnim(player);\n\n    const { forward, right, up } = angleVectors(player.angles);\n    const source = P_ProjectSource(game, player, { x: 8, y: 8, z: -8 }, forward, right, up);\n\n    const count = game.deathmatch ? DEFAULT_DEATHMATCH_SHOTGUN_COUNT : DEFAULT_SHOTGUN_COUNT;\n    fireMultiplePellets(game, player, source, forward, right, up, count, 4, 1, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DamageMod.SHOTGUN);\n}\n\nexport function fireSuperShotgun(game: GameExports, player: Entity) {\n    if (!player.client) return;\n    const inventory = player.client.inventory;\n\n    if (!checkAmmo(game, player, AmmoType.Shells, 2)) return;\n\n    // Check Alt-Fire (Attack2 = 32)\n    // Precision mode\n    const isPrecision = (player.client.buttons & BUTTON_ATTACK2) !== 0;\n\n    inventory.ammo.counts[AmmoType.Shells] -= 2;\n    game.multicast(player.origin, MulticastType.Pvs, ServerCommand.muzzleflash, player.index, MZ_SSHOTGUN);\n    applyKick(player, -4, 0, -4);\n    setPlayerAttackAnim(player);\n\n    const { forward, right, up } = angleVectors(player.angles);\n    const source = P_ProjectSource(game, player, { x: 8, y: 8, z: -8 }, forward, right, up);\n\n    const count = DEFAULT_SSHOTGUN_COUNT / 2;\n    let hspread = DEFAULT_SSHOTGUN_HSPREAD; // Default 1000\n    let vspread = DEFAULT_SSHOTGUN_VSPREAD;\n    let damage = 6;\n\n    if (isPrecision) {\n        hspread = 300; // Tighter spread\n        vspread = 150; // Tighter spread\n        damage = 4;    // Reduced damage per pellet\n    }\n\n    const { forward: forward1, right: right1, up: up1 } = angleVectors({ ...player.angles, y: player.angles.y - 5 });\n    fireMultiplePellets(game, player, source, forward1, right1, up1, count, damage, 1, hspread, vspread, DamageMod.SSHOTGUN);\n    const { forward: forward2, right: right2, up: up2 } = angleVectors({ ...player.angles, y: player.angles.y + 5 });\n    fireMultiplePellets(game, player, source, forward2, right2, up2, count, damage, 1, hspread, vspread, DamageMod.SSHOTGUN);\n}\n\nexport function fireMachinegun(game: GameExports, player: Entity) {\n    if (!player.client) return;\n    const inventory = player.client.inventory;\n\n    if (!checkAmmo(game, player, AmmoType.Bullets, 1)) return;\n\n    inventory.ammo.counts[AmmoType.Bullets]--;\n    game.multicast(player.origin, MulticastType.Pvs, ServerCommand.muzzleflash, player.index, MZ_MACHINEGUN);\n    applyKick(player, -1, random.crandom() * 0.5, 0);\n    setPlayerAttackAnim(player);\n\n    const { forward, right, up } = angleVectors(player.angles);\n    const source = P_ProjectSource(game, player, { x: 8, y: 8, z: -8 }, forward, right, up);\n\n    fireHitscan(game, player, source, forward, 8, 1, DamageMod.MACHINEGUN);\n}\n\nexport function fireChaingun(game: GameExports, player: Entity) {\n    if (!player.client) return;\n    const inventory = player.client.inventory;\n    const weaponState = getWeaponState(player.client.weaponStates, WeaponId.Chaingun);\n\n    // Spinup logic is handled in weapon think usually, but firing logic here needs to account for shots\n    // The original logic calculates shots based on spinupCount\n\n    // Reset spin-up if the player hasn't fired in a while (legacy check for tests/old system)\n    if (game.time - weaponState.lastFireTime > 200) {\n        weaponState.spinupCount = 0;\n    }\n\n    const spinupCount = (weaponState.spinupCount || 0) + 1;\n    weaponState.spinupCount = spinupCount;\n\n    let shots;\n    if (spinupCount <= 5) {\n        shots = 1;\n        if (spinupCount === 1) {\n            game.sound(player, 0, \"weapons/chngnu1a.wav\", 1, 0, 0);\n        }\n    } else {\n        if (spinupCount <= 10) {\n            shots = 2;\n        } else {\n            shots = 3;\n        }\n    }\n\n    if (spinupCount > 1) {\n        game.sound(player, 0, \"weapons/chngnl1a.wav\", 1, 0, 0);\n    }\n\n    if (inventory.ammo.counts[AmmoType.Bullets] < shots) {\n        shots = inventory.ammo.counts[AmmoType.Bullets];\n    }\n\n    if (shots === 0) {\n        if (!checkAmmo(game, player, AmmoType.Bullets, 1)) return; // Use min 1 to trigger switch\n        return;\n    }\n\n    inventory.ammo.counts[AmmoType.Bullets] -= shots;\n\n    const damage = game.deathmatch ? 6 : 8;\n    const knockback = 1;\n\n    applyKick(player, -0.5, random.crandom() * (0.5 + (shots * 0.15)), 0);\n    setPlayerAttackAnim(player);\n\n    const vectors = angleVectors(player.angles);\n    if (!vectors || !vectors.forward) {\n        console.log('DEBUG: angleVectors returned undefined or missing forward', vectors, 'player.angles:', player.angles);\n    }\n    const { forward, right, up } = vectors;\n    const source = P_ProjectSource(game, player, { x: 8, y: 8, z: -8 }, forward, right, up);\n\n    for (let i = 0; i < shots; i++) {\n        const spread = addVec3(scaleVec3(right, random.crandom() * 4), scaleVec3(up, random.crandom() * 4));\n        const dir = addVec3(forward, spread);\n        fireHitscan(game, player, source, dir, damage, knockback, DamageMod.CHAINGUN);\n    }\n\n    const flash = MZ_CHAINGUN1 + shots - 1;\n    game.multicast(player.origin, MulticastType.Pvs, ServerCommand.muzzleflash, player.index, flash);\n}\n\nexport function fireRailgunShot(game: GameExports, player: Entity) {\n    if (!player.client) return;\n    const inventory = player.client.inventory;\n\n    if (!checkAmmo(game, player, AmmoType.Slugs, 1)) return;\n\n    inventory.ammo.counts[AmmoType.Slugs]--;\n    game.multicast(player.origin, MulticastType.Pvs, ServerCommand.muzzleflash, player.index, MZ_RAILGUN);\n    applyKick(player, -3, 0, -3);\n    setPlayerAttackAnim(player);\n\n    const { forward, right, up } = angleVectors(player.angles);\n    const source = P_ProjectSource(game, player, { x: 8, y: 8, z: -8 }, forward, right, up);\n\n    const damage = game.deathmatch ? 100 : 125;\n    const knockback = game.deathmatch ? 200 : 225;\n    fireRailgun(game, player, source, forward, damage, knockback);\n}\n\nexport function fireHyperBlaster(game: GameExports, player: Entity) {\n    if (!player.client) return;\n    const inventory = player.client.inventory;\n\n    if (!checkAmmo(game, player, AmmoType.Cells, 1)) return;\n\n    inventory.ammo.counts[AmmoType.Cells]--;\n    game.multicast(player.origin, MulticastType.Pvs, ServerCommand.muzzleflash, player.index, MZ_HYPERBLASTER);\n    applyKick(player, -0.5, 0, 0);\n    setPlayerAttackAnim(player);\n\n    const { forward, right, up } = angleVectors(player.angles);\n    const source = P_ProjectSource(game, player, { x: 8, y: 8, z: -8 }, forward, right, up);\n\n    const damage = game.deathmatch ? 15 : 20;\n    createBlasterBolt(game.entities, player, source, forward, damage, 1000, DamageMod.HYPERBLASTER);\n}\n\nexport function fireBlaster(game: GameExports, player: Entity) {\n    if (!player.client) return;\n\n    // Check for Alt-Fire (Melee)\n    if (player.client.buttons & 32) {\n        // Melee Attack\n        game.sound(player, 0, 'weapons/swing.wav', 1, ATTN_NORM, 0);\n        applyKick(player, -2, 0, 0);\n        setPlayerAttackAnim(player);\n\n        const { forward, right, up } = angleVectors(player.angles);\n        const source = P_ProjectSource(game, player, { x: 8, y: 8, z: -8 }, forward, right, up);\n\n        const range = 64;\n        const damage = 50;\n        const kick = 100;\n\n        const end = { x: source.x + forward.x * range, y: source.y + forward.y * range, z: source.z + forward.z * range };\n\n        const trace = game.trace(source, null, null, end, player, MASK_SHOT);\n\n        if (trace.fraction < 1.0) {\n            if (trace.ent && trace.ent.takedamage) {\n                T_Damage(\n                    trace.ent as any,\n                    player as any,\n                    player as any,\n                    forward,\n                    trace.endpos,\n                    trace.plane ? trace.plane.normal : ZERO_VEC3,\n                    damage,\n                    kick,\n                    0,\n                    DamageMod.BLASTER,\n                    game.time,\n                    game.multicast,\n                    { hooks: game.hooks }\n                );\n                // Hit sound\n                game.sound(player, 0, 'weapons/tink1.wav', 1, ATTN_NORM, 0);\n            } else {\n                // Wall hit\n                game.sound(player, 0, 'weapons/hithard.wav', 1, ATTN_NORM, 0);\n                if (trace.plane) {\n                    game.multicast(trace.endpos, MulticastType.Pvs, ServerCommand.temp_entity, TempEntity.GUNSHOT, trace.endpos, trace.plane.normal);\n                }\n            }\n        }\n    } else {\n        // Standard Fire\n        game.multicast(player.origin, MulticastType.Pvs, ServerCommand.muzzleflash, player.index, MZ_BLASTER);\n        applyKick(player, -0.5, 0, 0);\n        setPlayerAttackAnim(player);\n\n        const { forward, right, up } = angleVectors(player.angles);\n        const source = P_ProjectSource(game, player, { x: 8, y: 8, z: -8 }, forward, right, up);\n\n        createBlasterBolt(game.entities, player, source, forward, 15, 1500, DamageMod.BLASTER);\n    }\n}\n\nexport function fireRocket(game: GameExports, player: Entity) {\n    if (!player.client) return;\n    const inventory = player.client.inventory;\n\n    if (!checkAmmo(game, player, AmmoType.Rockets, 1)) return;\n\n    inventory.ammo.counts[AmmoType.Rockets]--;\n    game.multicast(player.origin, MulticastType.Pvs, ServerCommand.muzzleflash, player.index, MZ_ROCKET);\n    applyKick(player, -2, 0, -2);\n    setPlayerAttackAnim(player);\n\n    const { forward, right, up } = angleVectors(player.angles);\n    const source = P_ProjectSource(game, player, { x: 8, y: 8, z: -8 }, forward, right, up);\n\n    const damage = 100 + game.random.irandom(21);\n    const radiusDamage = 120;\n\n    // Check for Alt-Fire (Guided Rocket)\n    // 1 << 5 = 32\n    if ((player.client.buttons & 32)) {\n        createGuidedRocket(game.entities, player, source, forward, damage, radiusDamage, 400); // Slower speed\n    } else {\n        createRocket(game.entities, player, source, forward, damage, radiusDamage, 650);\n    }\n}\n\nexport function fireGrenadeLauncher(game: GameExports, player: Entity, timer?: number) {\n    if (!player.client) return;\n    const inventory = player.client.inventory;\n\n    if (!checkAmmo(game, player, AmmoType.Grenades, 1)) return;\n\n    inventory.ammo.counts[AmmoType.Grenades]--;\n    game.multicast(player.origin, MulticastType.Pvs, ServerCommand.muzzleflash, player.index, MZ_GRENADE);\n    applyKick(player, -2, 0, -2);\n    setPlayerAttackAnim(player);\n\n    const { forward, right, up } = angleVectors(player.angles);\n    const source = P_ProjectSource(game, player, { x: 8, y: 8, z: -8 }, forward, right, up);\n\n    createGrenade(game.entities, player, source, forward, 120, 600, timer);\n}\n\nexport function fireHyperBlasterBeam(game: GameExports, player: Entity, weaponState: WeaponState) {\n    if (!player.client) return;\n    const inventory = player.client.inventory;\n\n    // Beam consumes 2 cells\n    if (!checkAmmo(game, player, AmmoType.Cells, 2)) return;\n\n    // Heat check\n    if ((weaponState.heat || 0) > 20) {\n        // Overheated\n        game.sound(player, 0, 'weapons/lashit.wav', 1, 1, 0); // Fizzle sound\n        return;\n    }\n\n    inventory.ammo.counts[AmmoType.Cells] -= 2;\n    weaponState.heat = (weaponState.heat || 0) + 1;\n\n    // No muzzle flash event? Or use standard?\n    // game.multicast(player.origin, MulticastType.Pvs, ServerCommand.muzzleflash, player.index, MZ_HYPERBLASTER);\n\n    applyKick(player, -1, 0, 0);\n    setPlayerAttackAnim(player);\n\n    const { forward, right, up } = angleVectors(player.angles);\n    const source = P_ProjectSource(game, player, { x: 8, y: 8, z: -8 }, forward, right, up);\n\n    // Beam trace\n    const damage = 25;\n    const end = { x: source.x + forward.x * 2048, y: source.y + forward.y * 2048, z: source.z + forward.z * 2048 };\n    const trace = game.trace(source, null, null, end, player, 0x10000001 /* MASK_SHOT */);\n\n    if (trace.ent && trace.ent.takedamage) {\n        T_Damage(\n            trace.ent as any,\n            player as any,\n            player as any,\n            ZERO_VEC3,\n            trace.endpos,\n            trace.plane ? trace.plane.normal : ZERO_VEC3,\n            damage,\n            2,\n            DamageFlags.ENERGY,\n            DamageMod.HYPERBLASTER, // Or new mod?\n            game.time,\n            game.multicast,\n            { hooks: game.hooks }\n        );\n    }\n\n    // Visuals: Railtrail or custom?\n    // Use BFG Laser effect logic?\n    // game.multicast(source, MulticastType.Phs, ServerCommand.temp_entity, TempEntity.BFG_LASER, source, trace.endpos);\n    // Or just a line.\n    game.multicast(source, MulticastType.Phs, ServerCommand.temp_entity, TempEntity.BFG_LASER, source, trace.endpos);\n}\n\nexport function fireBFG(game: GameExports, player: Entity) {\n    if (!player.client) return;\n    const inventory = player.client.inventory;\n    const gun_frame = player.client.gun_frame;\n\n    // Legacy/Test mode or Frame 9 (Start firing)\n    // If gun_frame is 0 (test) or 9 (anim start), we consume ammo and play sound.\n    // Also handle undefined for tests\n    const isPrimeFrame = gun_frame === 9 || gun_frame === 0 || gun_frame === undefined;\n    const isFireFrame = gun_frame === 22 || gun_frame === 0 || gun_frame === undefined;\n\n    if (isPrimeFrame) {\n        if (!checkAmmo(game, player, AmmoType.Cells, 50)) return;\n        inventory.ammo.counts[AmmoType.Cells] -= 50;\n        game.sound(player, 0, 'weapons/bfg__f1y.wav', 1, 0, 0); // Start sound\n    }\n\n    if (isFireFrame) {\n        // If we are in legacy mode (frame 0), we check ammo again because isPrimeFrame consumed it?\n        // Wait, if frame is 0, both blocks run.\n        // isPrimeFrame consumes 50.\n        // Then isFireFrame fires.\n        // This mimics instant fire.\n\n        game.multicast(player.origin, MulticastType.Pvs, ServerCommand.muzzleflash, player.index, MZ_BFG);\n        applyKick(player, -5, 0, -2);\n        setPlayerAttackAnim(player);\n\n        const { forward, right, up } = angleVectors(player.angles);\n        const source = P_ProjectSource(game, player, { x: 8, y: 8, z: -8 }, forward, right, up);\n\n        const damage = game.deathmatch ? 200 : 500;\n        createBfgBall(game.entities, player, source, forward, damage, 400, 200);\n    } else if (gun_frame === undefined || gun_frame === 0) {\n        // Fallback for tests that don't set frames: mimic full fire sequence\n        // We already checked isPrimeFrame above which matches 0.\n        // So ammo is consumed. Now we need to fire projectile.\n        // Wait, isFireFrame ALSO checked for 0 above?\n        // Yes: const isFireFrame = gun_frame === 22 || gun_frame === 0;\n        // So why did the test fail?\n        // Because \"gun_frame\" on player.client might be undefined in tests?\n        // const gun_frame = player.client.gun_frame;\n        // If undefined, it is not 0.\n    }\n}\n\nexport function fire(game: GameExports, player: Entity, weaponId: WeaponId) {\n    if (!player.client) {\n        return;\n    }\n\n    const inventory = player.client.inventory;\n    const weaponItem = Object.values(WEAPON_ITEMS).find(item => item.weaponId === weaponId);\n\n    if (!weaponItem) {\n        return;\n    }\n\n    const weaponState = getWeaponState(player.client.weaponStates, weaponId);\n\n    // Check for custom weapon first\n    if (fireCustomWeapon(game, player, weaponId, weaponState)) {\n        return;\n    }\n\n    if (weaponId === WeaponId.HandGrenade) {\n        fireHandGrenade(game, player, inventory, weaponState);\n        return;\n    }\n\n    // For testing and backward compatibility with old system\n    // In new system, this function is NOT CALLED by weapon think.\n    // Weapon think calls Weapon_Generic, which calls specific fire functions defined above.\n\n    if (game.time < weaponState.lastFireTime) {\n        return;\n    }\n\n    switch (weaponId) {\n        case WeaponId.Shotgun: fireShotgun(game, player); break;\n        case WeaponId.SuperShotgun: fireSuperShotgun(game, player); break;\n        case WeaponId.Machinegun: fireMachinegun(game, player); break;\n        case WeaponId.Chaingun: fireChaingun(game, player); break;\n        case WeaponId.Railgun: fireRailgunShot(game, player); break;\n        case WeaponId.HyperBlaster: fireHyperBlaster(game, player); break;\n        case WeaponId.Blaster: fireBlaster(game, player); break;\n        case WeaponId.RocketLauncher: fireRocket(game, player); break;\n        case WeaponId.GrenadeLauncher: fireGrenadeLauncher(game, player); break;\n        case WeaponId.BFG10K: fireBFG(game, player); break;\n        // Rogue weapons\n        case WeaponId.PlasmaBeam: {\n            const { forward, right, up } = angleVectors(player.angles);\n            const source = P_ProjectSource(game, player, { x: 8, y: 8, z: -8 }, forward, right, up);\n            firePlasmaBeam(game, player, inventory, weaponState, source, forward);\n            break;\n        }\n        case WeaponId.IonRipper: {\n            fireIonRipper(game, player, inventory, weaponState);\n            break;\n        }\n        case WeaponId.Phalanx: {\n            firePhalanx(game, player, inventory, weaponState);\n            break;\n        }\n        case WeaponId.EtfRifle: {\n            const { forward, right, up } = angleVectors(player.angles);\n            const source = P_ProjectSource(game, player, { x: 8, y: 8, z: -8 }, forward, right, up);\n            fireEtfRifle(game, player, inventory, weaponState, source, forward);\n            break;\n        }\n        case WeaponId.ProxLauncher: {\n             if (!checkAmmo(game, player, AmmoType.Prox, 1)) {\n                return;\n            }\n            inventory.ammo.counts[AmmoType.Prox]--;\n            game.multicast(player.origin, MulticastType.Pvs, ServerCommand.muzzleflash, player.index, MZ_GRENADE);\n            applyKick(player, -2, 0, -2);\n            const { forward, right, up } = angleVectors(player.angles);\n            const source = P_ProjectSource(game, player, { x: 8, y: 8, z: -8 }, forward, right, up);\n            createProxMine(game.entities, player, source, forward, 600);\n            break;\n        }\n    }\n\n    weaponState.lastFireTime = game.time + weaponItem.fireRate;\n}\n","import { Entity } from '../../entities/entity.js';\nimport { Vec3 } from '@quake2ts/shared';\nimport { PowerupId } from '../../inventory/playerInventory.js';\n\nexport function applyKick(player: Entity, pitch: number, yaw: number = 0, kickOrigin: number = 0) {\n    if (player.client) {\n        player.client.kick_angles = { x: pitch, y: yaw, z: 0 };\n        player.client.kick_origin = { x: kickOrigin, y: 0, z: 0 };\n    }\n}\n\n/**\n * Calculates the animation time frame for weapons.\n * Handles powerups like Haste (doubles speed) and Quad Fire.\n *\n * Source: p_weapon.cpp (implicit in logic)\n */\nexport function Weapon_AnimationTime(ent: Entity): number {\n    // Default 10Hz (0.1s)\n    // Haste doubles weapon speed (halves time)\n    // Quad Fire (Xatrix) quadruples weapon speed\n\n    let time = 0.1;\n\n    if (ent.client?.inventory.powerups.has(PowerupId.TechHaste)) {\n        time *= 0.5;\n    }\n\n    // Check for QuadFire (if implemented)\n    if (ent.client?.inventory.powerups.has(PowerupId.QuadFire)) {\n        time *= 0.25;\n    }\n\n    return time;\n}\n","// =================================================================\n// Quake II - Weapon Animation System\n// =================================================================\n\nimport { Entity } from '../../entities/entity.js';\nimport { EntitySystem } from '../../entities/system.js';\nimport { WeaponStateEnum } from './state.js';\nimport { PowerupId } from '../../inventory/playerInventory.js';\nimport { firingRandom } from './firing.js';\nimport { ChangeWeapon } from './switching.js';\nimport { Weapon_AnimationTime } from './common.js';\n\n/**\n * Generic Weapon Animation Handler\n * Source: p_weapon.cpp:878-950\n */\nexport function Weapon_Generic(\n    ent: Entity,\n    FRAME_ACTIVATE_LAST: number,\n    FRAME_FIRE_LAST: number,\n    FRAME_IDLE_LAST: number,\n    FRAME_DEACTIVATE_LAST: number,\n    pause_frames: number[] | null,\n    fire_frames: number[] | null,\n    fire: (ent: Entity) => void,\n    sys: EntitySystem\n) {\n    if (!ent.client) return;\n\n    const client = ent.client;\n    const time = sys.timeSeconds;\n\n    // Advance animation\n    if (client.weapon_think_time && client.weapon_think_time <= time) {\n        client.weapon_think_time = 0;\n    }\n\n    if (client.weapon_think_time && client.weapon_think_time > time) {\n        return;\n    }\n\n    if (client.weaponstate === WeaponStateEnum.WEAPON_ACTIVATING) {\n        if (client.gun_frame < FRAME_ACTIVATE_LAST) {\n            client.gun_frame++;\n            client.weapon_think_time = time + Weapon_AnimationTime(ent);\n            return;\n        }\n        client.weaponstate = WeaponStateEnum.WEAPON_READY;\n        client.gun_frame = FRAME_FIRE_LAST + 1; // Start idle (usually IDLE_FIRST)\n        client.weapon_think_time = time + Weapon_AnimationTime(ent);\n        return;\n    }\n\n    if (client.weaponstate === WeaponStateEnum.WEAPON_DROPPING) {\n        if (client.gun_frame < FRAME_DEACTIVATE_LAST) {\n            client.gun_frame++;\n            client.weapon_think_time = time + Weapon_AnimationTime(ent);\n            return;\n        }\n        // Switch to new weapon\n        ChangeWeapon(ent);\n        return;\n    }\n\n    if (client.weaponstate === WeaponStateEnum.WEAPON_READY) {\n        // Check for fire (Primary or Alt-Fire)\n        if ((client.buttons & 1) || (client.buttons & 32)) {\n            client.weaponstate = WeaponStateEnum.WEAPON_FIRING;\n            // Start fire sequence at ACTIVATE_LAST + 1\n            client.gun_frame = FRAME_ACTIVATE_LAST + 1;\n            return;\n        }\n\n        // Check for pending switch\n        if (client.newWeapon) {\n            ChangeWeapon(ent, client.newWeapon);\n            return;\n        }\n\n        // Idle animation\n        if (client.gun_frame < FRAME_IDLE_LAST) {\n            client.gun_frame++;\n            client.weapon_think_time = time + Weapon_AnimationTime(ent);\n\n            // Pause frames\n            if (pause_frames) {\n                for (const frame of pause_frames) {\n                    if (client.gun_frame === frame) {\n                        // rand() & 15 returns non-zero 15/16 times.\n                        // So 15/16 chance to pause (return).\n                        if (firingRandom.frandom() < 0.9375) {\n                            return;\n                        }\n                    }\n                }\n            }\n            return;\n        }\n\n        // Loop idle\n        client.gun_frame = FRAME_FIRE_LAST + 1;\n        client.weapon_think_time = time + Weapon_AnimationTime(ent);\n        return;\n    }\n\n    if (client.weaponstate === WeaponStateEnum.WEAPON_FIRING) {\n        // Fire frames logic\n        if (fire_frames) {\n             for (const frame of fire_frames) {\n                 if (client.gun_frame === frame) {\n                     if (fire) fire(ent);\n                     break;\n                 }\n             }\n        }\n\n        if (client.gun_frame < FRAME_FIRE_LAST) {\n            client.gun_frame++;\n            client.weapon_think_time = time + Weapon_AnimationTime(ent);\n            return;\n        }\n\n        // Check for pending switch\n        if (client.newWeapon) {\n            ChangeWeapon(ent, client.newWeapon);\n            return;\n        }\n\n        // Finished firing\n        client.weaponstate = WeaponStateEnum.WEAPON_READY;\n        client.gun_frame = FRAME_FIRE_LAST + 1; // Start idle\n        client.weapon_think_time = time + Weapon_AnimationTime(ent);\n        return;\n    }\n}\n\n/**\n * Weapon_Repeating - For automatic weapons (Chaingun, Hyperblaster)\n * Source: p_weapon.cpp:952-978\n */\nexport function Weapon_Repeating(\n    ent: Entity,\n    FRAME_ACTIVATE_LAST: number,\n    FRAME_FIRE_LAST: number,\n    FRAME_IDLE_LAST: number,\n    FRAME_DEACTIVATE_LAST: number,\n    pause_frames: number[] | null,\n    fire: (ent: Entity) => void,\n    sys: EntitySystem\n) {\n    if (!ent.client) return;\n    const client = ent.client;\n\n    const FRAME_FIRE_FIRST = FRAME_ACTIVATE_LAST + 1;\n\n    if (client.weaponstate === WeaponStateEnum.WEAPON_FIRING) {\n        // Logic:\n        // if ( (ent->client->ps.gunframe == fire_last) || (ent->client->ps.gunframe == idle_last) )\n        //    ent->client->ps.gunframe = fire_frame;\n        // else\n        //    ent->client->ps.gunframe++;\n\n        // Note: C code checks idle_last too, why? Maybe for looping from idle back to fire?\n        // But here we are in FIRING state.\n\n        if (client.gun_frame === FRAME_FIRE_LAST || client.gun_frame === FRAME_IDLE_LAST) {\n            client.gun_frame = FRAME_FIRE_FIRST;\n        } else {\n            client.gun_frame++;\n        }\n\n        if (fire) {\n            fire(ent);\n        }\n\n        // Check if button released\n        if (!((client.buttons) & 1 /* BUTTON_ATTACK */)) {\n            client.gun_frame = FRAME_IDLE_LAST + 1;\n            client.weaponstate = WeaponStateEnum.WEAPON_READY;\n\n            // Check for pending switch immediately upon release\n            if (client.newWeapon) {\n                 ChangeWeapon(ent, client.newWeapon);\n                return;\n            }\n        }\n\n        client.weapon_think_time = sys.timeSeconds + Weapon_AnimationTime(ent);\n\n    } else {\n        // Delegate to generic for activation/ready/dropping\n        Weapon_Generic(\n            ent,\n            FRAME_ACTIVATE_LAST,\n            FRAME_FIRE_LAST,\n            FRAME_IDLE_LAST,\n            FRAME_DEACTIVATE_LAST,\n            pause_frames,\n            null,\n            fire,\n            sys\n        );\n    }\n}\n\n/**\n * Throw_Generic - For throwable weapons like Grenades\n * Source: p_weapon.cpp:1013-1213\n */\nexport function Throw_Generic(\n    ent: Entity,\n    FRAME_FIRE_LAST: number,\n    FRAME_IDLE_LAST: number,\n    FRAME_THROW_FIRST: number,\n    FRAME_THROW_LAST: number,\n    FRAME_PRIME_SOUND: number,\n    FRAME_THROW_HOLD: number,\n    FRAME_THROW_FIRE: number,\n    fire: (ent: Entity, held: boolean) => void,\n    sys: EntitySystem\n) {\n    if (!ent.client) return;\n    const client = ent.client;\n    const time = sys.timeSeconds;\n\n    // Check if we need to think\n    if ((client.weapon_think_time || 0) > time) {\n        return;\n    }\n    client.weapon_think_time = time + 0.1; // Default 10Hz unless modified\n\n    // Handle DROPPING state for grenades.\n    // Since grenades don't have explicit deactivate frames passed in this signature,\n    // we use a safe fallback to finalize the switch immediately or animate if frames are known.\n    // For robust porting, we should finish the switch to avoid getting stuck.\n    if (client.weaponstate === WeaponStateEnum.WEAPON_DROPPING) {\n         ChangeWeapon(ent);\n        return;\n    }\n\n    // WEAPON_READY: Can start throw\n    if (client.weaponstate === WeaponStateEnum.WEAPON_READY) {\n        if ((client.buttons & 1)) { // Attack button\n            client.weaponstate = WeaponStateEnum.WEAPON_FIRING;\n            client.gun_frame = FRAME_THROW_FIRST;\n            // Start cook logic in FIRING state\n            return;\n        }\n\n        // Check pending switch\n        if (client.newWeapon) {\n            ChangeWeapon(ent, client.newWeapon);\n            return;\n        }\n\n        // Idle loop\n        if (client.gun_frame < FRAME_IDLE_LAST) {\n            client.gun_frame++;\n            return;\n        }\n        client.gun_frame = FRAME_FIRE_LAST + 1; // Loop back to start of idle\n        return;\n    }\n\n    if (client.weaponstate === WeaponStateEnum.WEAPON_FIRING) {\n        if (client.gun_frame < FRAME_THROW_HOLD) {\n            client.gun_frame++;\n\n            if (client.gun_frame === FRAME_PRIME_SOUND) {\n                sys.sound(ent, 0, 'weapons/hgrena1b.wav', 1, 1, 0);\n            }\n            return;\n        }\n\n        // We are at THROW_HOLD (Frame 11)\n        if (client.gun_frame === FRAME_THROW_HOLD) {\n            // Check if still holding button\n            if (!(client.buttons & 1)) {\n                // Button released, throw!\n                client.gun_frame++; // Move to FRAME_THROW_FIRE\n            } else {\n                // Still holding\n                // Check cook timer\n                if (!client.grenade_time) {\n                    client.grenade_time = time + 3.0; // 3 seconds fuse\n                }\n\n                if (time >= client.grenade_time) {\n                    // Blew up in hand!\n                    client.grenade_blew_up = true;\n                    fire(ent, true); // Held = true (exploded)\n                    client.weaponstate = WeaponStateEnum.WEAPON_READY; // Reset?\n                    client.grenade_time = 0;\n                }\n\n                // Stay on hold frame\n                return;\n            }\n        }\n\n        // Frame 12: THROW_FIRE\n        if (client.gun_frame === FRAME_THROW_FIRE) {\n             if (!client.grenade_blew_up) {\n                 fire(ent, false); // Throw!\n             }\n             client.gun_frame++;\n             return;\n        }\n\n        // Follow through\n        if (client.gun_frame < FRAME_THROW_LAST) {\n            client.gun_frame++;\n            return;\n        }\n\n        // Done\n        client.weaponstate = WeaponStateEnum.WEAPON_READY;\n        client.gun_frame = FRAME_FIRE_LAST + 1; // Go to idle\n        client.grenade_time = 0;\n        client.grenade_blew_up = false;\n\n        // Check switch after throw\n        if (client.newWeapon) {\n             ChangeWeapon(ent, client.newWeapon);\n            return;\n        }\n    }\n}\n","// =================================================================\n// Quake II - Chaingun Weapon Logic\n// =================================================================\n\nimport { Entity } from '../../entities/entity.js';\nimport { EntitySystem } from '../../entities/system.js';\nimport { getWeaponState } from './state.js';\nimport { WeaponId } from '../../inventory/playerInventory.js';\nimport { BUTTON_ATTACK } from '../../buttons.js';\nimport { Weapon_Repeating } from './animation.js';\nimport { fireChaingun } from './firing.js';\nimport {\n    FRAME_CHAINGUN_ACTIVATE_LAST,\n    FRAME_CHAINGUN_FIRE_FRAME,\n    FRAME_CHAINGUN_FIRE_LAST,\n    FRAME_CHAINGUN_IDLE_LAST,\n    FRAME_CHAINGUN_DEACTIVATE_LAST,\n    FRAME_CHAINGUN_SPINUP\n} from './frames.js';\n\nconst CHAINGUN_PAUSE_FRAMES = [38, 43, 51, 61];\nconst BUTTON_ATTACK2 = 32;\n\nexport function chaingunThink(player: Entity, sys: EntitySystem) {\n    const weaponState = getWeaponState(player.client!.weaponStates, WeaponId.Chaingun);\n    const client = player.client!;\n\n    // Check for spin-down sound\n    if (!(client.buttons & BUTTON_ATTACK) && !(client.buttons & BUTTON_ATTACK2) && weaponState.spinupCount && weaponState.spinupCount > 0) {\n        sys.sound(player, 0, 'weapons/chngnd1a.wav', 1, 0, 0);\n        weaponState.spinupCount = 0;\n    }\n\n    // Handle wind-up mode (Alt-Fire)\n    if ((client.buttons & BUTTON_ATTACK2) && !(client.buttons & BUTTON_ATTACK)) {\n        // Increment spinup count\n        const spinupCount = (weaponState.spinupCount || 0) + 1;\n        weaponState.spinupCount = spinupCount;\n\n        // Use sys.game.time if available, otherwise fallback to sys.timeSeconds or mocks\n        // sys.game might be undefined in some tests if they pass EntitySystem mock that doesn't have game\n        // But typically sys.game should be present.\n        const currentTime = sys.game ? sys.game.time : sys.timeSeconds * 1000;\n        weaponState.lastFireTime = currentTime;\n\n        // Play loop sound if spun up enough\n        if (spinupCount > FRAME_CHAINGUN_SPINUP) {\n             sys.sound(player, 0, \"weapons/chngnl1a.wav\", 1, 0, 0);\n        } else {\n             // Startup sound\n             if (spinupCount === 1) {\n                 sys.sound(player, 0, \"weapons/chngnu1a.wav\", 1, 0, 0);\n             }\n        }\n\n        // Animate: Cycle frames 5-21 without firing\n        if (client.gun_frame < FRAME_CHAINGUN_SPINUP || client.gun_frame > FRAME_CHAINGUN_FIRE_LAST) {\n            client.gun_frame = FRAME_CHAINGUN_SPINUP;\n        } else {\n            client.gun_frame++;\n            if (client.gun_frame > FRAME_CHAINGUN_FIRE_LAST) {\n                client.gun_frame = FRAME_CHAINGUN_SPINUP;\n            }\n        }\n        return;\n    }\n\n    Weapon_Repeating(\n        player,\n        FRAME_CHAINGUN_ACTIVATE_LAST,\n        FRAME_CHAINGUN_FIRE_LAST,\n        FRAME_CHAINGUN_IDLE_LAST,\n        FRAME_CHAINGUN_DEACTIVATE_LAST,\n        CHAINGUN_PAUSE_FRAMES,\n        (ent) => fireChaingun(sys.game, ent),\n        sys\n    );\n}\n","// =================================================================\n// Quake II - Shotgun Weapon Logic\n// =================================================================\n\nimport { Entity } from '../../entities/entity.js';\nimport { EntitySystem } from '../../entities/system.js';\nimport { Weapon_Generic } from './animation.js';\nimport { fireShotgun } from './firing.js';\nimport {\n    FRAME_SHOTGUN_ACTIVATE_LAST,\n    FRAME_SHOTGUN_FIRE_LAST,\n    FRAME_SHOTGUN_IDLE_LAST,\n    FRAME_SHOTGUN_DEACTIVATE_LAST\n} from './frames.js';\n\nconst SHOTGUN_PAUSE_FRAMES = [22, 28, 34];\nconst SHOTGUN_FIRE_FRAMES = [8];\n\nexport function shotgunThink(player: Entity, sys: EntitySystem) {\n    Weapon_Generic(\n        player,\n        FRAME_SHOTGUN_ACTIVATE_LAST,\n        FRAME_SHOTGUN_FIRE_LAST,\n        FRAME_SHOTGUN_IDLE_LAST,\n        FRAME_SHOTGUN_DEACTIVATE_LAST,\n        SHOTGUN_PAUSE_FRAMES,\n        SHOTGUN_FIRE_FRAMES,\n        (ent) => fireShotgun(sys.game, ent),\n        sys\n    );\n}\n","// =================================================================\n// Quake II - Super Shotgun Weapon Logic\n// =================================================================\n\nimport { Entity } from '../../entities/entity.js';\nimport { EntitySystem } from '../../entities/system.js';\nimport { Weapon_Generic } from './animation.js';\nimport { fireSuperShotgun } from './firing.js';\nimport {\n    FRAME_SSHOTGUN_ACTIVATE_LAST,\n    FRAME_SSHOTGUN_FIRE_LAST,\n    FRAME_SSHOTGUN_IDLE_LAST,\n    FRAME_SSHOTGUN_DEACTIVATE_LAST\n} from './frames.js';\nimport { getWeaponState } from './state.js';\nimport { WeaponId } from '../../inventory/playerInventory.js';\n\nconst SSHOTGUN_PAUSE_FRAMES = [29, 42, 57];\nconst SSHOTGUN_FIRE_FRAMES = [22, 28];\nconst BUTTON_ATTACK2 = 32;\n\nexport function superShotgunThink(player: Entity, sys: EntitySystem) {\n    const client = player.client!;\n    const weaponState = getWeaponState(client.weaponStates, WeaponId.SuperShotgun);\n\n    // Alt-Fire: Precision Mode\n    // Check if Alt-Fire button is held\n    // Store mode in weaponState? Or just pass flag to fireSuperShotgun?\n    // Weapon_Generic takes a fire callback. We can wrap it.\n\n    // Original task:\n    // - Tighter pellet spread\n    // - Reduced damage per pellet\n    // - Longer range effectiveness\n\n    // We can use a property on weaponState to toggle mode if we want persistent mode,\n    // or just check button state in the fire callback.\n    // However, `fireSuperShotgun` in `firing.ts` doesn't take extra args easily unless we modify it or the callback.\n    // Let's modify `fireSuperShotgun` to check button state on the player entity directly, similar to other alt-fires.\n\n    // So here we just pass the standard logic.\n\n    Weapon_Generic(\n        player,\n        FRAME_SSHOTGUN_ACTIVATE_LAST,\n        FRAME_SSHOTGUN_FIRE_LAST,\n        FRAME_SSHOTGUN_IDLE_LAST,\n        FRAME_SSHOTGUN_DEACTIVATE_LAST,\n        SSHOTGUN_PAUSE_FRAMES,\n        SSHOTGUN_FIRE_FRAMES,\n        (ent) => fireSuperShotgun(sys.game, ent),\n        sys\n    );\n}\n","// =================================================================\n// Quake II - Machinegun Weapon Logic\n// =================================================================\n\nimport { Entity } from '../../entities/entity.js';\nimport { EntitySystem } from '../../entities/system.js';\nimport { Weapon_Generic } from './animation.js';\nimport { fireMachinegun } from './firing.js';\nimport {\n    FRAME_MACHINEGUN_ACTIVATE_LAST,\n    FRAME_MACHINEGUN_FIRE_LAST,\n    FRAME_MACHINEGUN_IDLE_LAST,\n    FRAME_MACHINEGUN_DEACTIVATE_LAST\n} from './frames.js';\n\nconst MACHINEGUN_PAUSE_FRAMES = [23, 45];\nconst MACHINEGUN_FIRE_FRAMES = [4, 5, 30, 31];\n\nexport function machinegunThink(player: Entity, sys: EntitySystem) {\n    Weapon_Generic(\n        player,\n        FRAME_MACHINEGUN_ACTIVATE_LAST,\n        FRAME_MACHINEGUN_FIRE_LAST,\n        FRAME_MACHINEGUN_IDLE_LAST,\n        FRAME_MACHINEGUN_DEACTIVATE_LAST,\n        MACHINEGUN_PAUSE_FRAMES,\n        MACHINEGUN_FIRE_FRAMES,\n        (ent) => fireMachinegun(sys.game, ent),\n        sys\n    );\n}\n","// =================================================================\n// Quake II - Rocket Launcher Weapon Logic\n// =================================================================\n\nimport { Entity } from '../../entities/entity.js';\nimport { EntitySystem } from '../../entities/system.js';\nimport { Weapon_Generic } from './animation.js';\nimport { fireRocket } from './firing.js';\nimport {\n    FRAME_ROCKET_ACTIVATE_LAST,\n    FRAME_ROCKET_FIRE_LAST,\n    FRAME_ROCKET_IDLE_LAST,\n    FRAME_ROCKET_DEACTIVATE_LAST\n} from './frames.js';\n\nconst ROCKET_PAUSE_FRAMES = [25, 33];\nconst ROCKET_FIRE_FRAMES = [4];\n\nexport function rocketLauncherThink(player: Entity, sys: EntitySystem) {\n    Weapon_Generic(\n        player,\n        FRAME_ROCKET_ACTIVATE_LAST,\n        FRAME_ROCKET_FIRE_LAST,\n        FRAME_ROCKET_IDLE_LAST,\n        FRAME_ROCKET_DEACTIVATE_LAST,\n        ROCKET_PAUSE_FRAMES,\n        ROCKET_FIRE_FRAMES,\n        (ent) => fireRocket(sys.game, ent),\n        sys\n    );\n}\n","// =================================================================\n// Quake II - HyperBlaster Weapon Logic\n// =================================================================\n\nimport { Entity } from '../../entities/entity.js';\nimport { EntitySystem } from '../../entities/system.js';\nimport { Weapon_Repeating } from './animation.js';\nimport { fireHyperBlaster, fireHyperBlasterBeam } from './firing.js';\nimport { getWeaponState, WeaponStateEnum } from './state.js';\nimport { WeaponId } from '../../inventory/playerInventory.js';\nimport {\n    FRAME_HYPERBLASTER_ACTIVATE_LAST,\n    FRAME_HYPERBLASTER_FIRE_FRAME,\n    FRAME_HYPERBLASTER_FIRE_LAST,\n    FRAME_HYPERBLASTER_IDLE_LAST,\n    FRAME_HYPERBLASTER_DEACTIVATE_LAST\n} from './frames.js';\n\nexport function hyperBlasterThink(player: Entity, sys: EntitySystem) {\n    const weaponState = player.client ? getWeaponState(player.client.weaponStates, WeaponId.HyperBlaster) : null;\n\n    // Decay heat\n    if (weaponState && (weaponState.heat || 0) > 0) {\n        const isFiringBeam = player.client && (player.client.buttons & 32);\n        if (!isFiringBeam && sys.timeSeconds > weaponState.lastFireTime + 0.5) {\n             weaponState.heat! -= 1;\n             if (weaponState.heat! < 0) weaponState.heat = 0;\n        }\n    }\n\n    // Check for Attack2 start (Guided/Beam Mode)\n    // 32 = Attack2\n    if (player.client && player.client.weaponstate === WeaponStateEnum.WEAPON_READY) {\n        if (player.client.buttons & 32) {\n             player.client.weaponstate = WeaponStateEnum.WEAPON_FIRING;\n             player.client.gun_frame = FRAME_HYPERBLASTER_ACTIVATE_LAST + 1;\n        }\n    }\n\n    Weapon_Repeating(\n        player,\n        FRAME_HYPERBLASTER_ACTIVATE_LAST,\n        FRAME_HYPERBLASTER_FIRE_LAST,\n        FRAME_HYPERBLASTER_IDLE_LAST,\n        FRAME_HYPERBLASTER_DEACTIVATE_LAST,\n        null, // No pause frames\n        (ent) => {\n            if (ent.client && (ent.client.buttons & 32) && weaponState) {\n                fireHyperBlasterBeam(sys.game, ent, weaponState);\n            } else {\n                fireHyperBlaster(sys.game, ent);\n            }\n        },\n        sys\n    );\n}\n","// =================================================================\n// Quake II - Railgun Weapon Logic\n// =================================================================\n\nimport { Entity } from '../../entities/entity.js';\nimport { EntitySystem } from '../../entities/system.js';\nimport { Weapon_Generic } from './animation.js';\nimport { fireRailgunShot } from './firing.js';\nimport {\n    FRAME_RAILGUN_ACTIVATE_LAST,\n    FRAME_RAILGUN_FIRE_LAST,\n    FRAME_RAILGUN_IDLE_LAST,\n    FRAME_RAILGUN_DEACTIVATE_LAST\n} from './frames.js';\n\nconst RAILGUN_PAUSE_FRAMES = [56];\nconst RAILGUN_FIRE_FRAMES = [4];\n\nexport function railgunThink(player: Entity, sys: EntitySystem) {\n    Weapon_Generic(\n        player,\n        FRAME_RAILGUN_ACTIVATE_LAST,\n        FRAME_RAILGUN_FIRE_LAST,\n        FRAME_RAILGUN_IDLE_LAST,\n        FRAME_RAILGUN_DEACTIVATE_LAST,\n        RAILGUN_PAUSE_FRAMES,\n        RAILGUN_FIRE_FRAMES,\n        (ent) => fireRailgunShot(sys.game, ent),\n        sys\n    );\n}\n","// =================================================================\n// Quake II - BFG10K Weapon Logic\n// =================================================================\n\nimport { Entity } from '../../entities/entity.js';\nimport { EntitySystem } from '../../entities/system.js';\nimport { Weapon_Generic } from './animation.js';\nimport { fireBFG } from './firing.js';\nimport {\n    FRAME_BFG_ACTIVATE_LAST,\n    FRAME_BFG_FIRE_LAST,\n    FRAME_BFG_IDLE_LAST,\n    FRAME_BFG_DEACTIVATE_LAST\n} from './frames.js';\n\nconst BFG_PAUSE_FRAMES = [39, 45, 50, 54];\nconst BFG_FIRE_FRAMES = [9, 22];\n\nexport function bfgThink(player: Entity, sys: EntitySystem) {\n    Weapon_Generic(\n        player,\n        FRAME_BFG_ACTIVATE_LAST,\n        FRAME_BFG_FIRE_LAST,\n        FRAME_BFG_IDLE_LAST,\n        FRAME_BFG_DEACTIVATE_LAST,\n        BFG_PAUSE_FRAMES,\n        BFG_FIRE_FRAMES,\n        (ent) => fireBFG(sys.game, ent),\n        sys\n    );\n}\n","// =================================================================\n// Quake II - Grenade Launcher Weapon Logic\n// =================================================================\n\nimport { Entity } from '../../entities/entity.js';\nimport { EntitySystem } from '../../entities/system.js';\nimport { Weapon_Generic } from './animation.js';\nimport { Weapon_AnimationTime } from './common.js';\nimport { fireGrenadeLauncher, firingRandom } from './firing.js';\nimport { WeaponStateEnum } from './state.js';\nimport {\n    FRAME_GRENADELAUNCHER_ACTIVATE_LAST,\n    FRAME_GRENADELAUNCHER_FIRE_LAST,\n    FRAME_GRENADELAUNCHER_IDLE_LAST,\n    FRAME_GRENADELAUNCHER_DEACTIVATE_LAST\n} from './frames.js';\n\nconst GRENADELAUNCHER_PAUSE_FRAMES = [34, 51, 59];\n// const GRENADELAUNCHER_FIRE_FRAMES = [6]; // Handled manually\n\nexport function grenadeLauncherThink(player: Entity, sys: EntitySystem) {\n    if (!player.client) return;\n    const client = player.client;\n    const time = sys.timeSeconds;\n\n    // Check if we need to think\n    if ((client.weapon_think_time || 0) > time) {\n        return;\n    }\n\n    if (client.weaponstate === WeaponStateEnum.WEAPON_READY) {\n        // Ready Logic\n        if ((client.buttons & 1) /* BUTTON_ATTACK */) {\n            client.weaponstate = WeaponStateEnum.WEAPON_FIRING;\n            // Start at frame 6 (start of fire)\n            client.gun_frame = FRAME_GRENADELAUNCHER_ACTIVATE_LAST + 1;\n            // Record start time for charging\n            client.weapon_charge_start_time = time;\n            client.weapon_think_time = time + Weapon_AnimationTime(player);\n            return;\n        }\n\n        // Idle animation\n        if (client.gun_frame < FRAME_GRENADELAUNCHER_IDLE_LAST) {\n            client.gun_frame++;\n            client.weapon_think_time = time + Weapon_AnimationTime(player);\n\n            // Pause frames (mimicking Weapon_Generic logic)\n            if (GRENADELAUNCHER_PAUSE_FRAMES.includes(client.gun_frame)) {\n                if (firingRandom.frandom() < 0.9375) {\n                    return;\n                }\n            }\n            return;\n        }\n\n        // Loop idle\n        client.gun_frame = FRAME_GRENADELAUNCHER_FIRE_LAST + 1;\n        client.weapon_think_time = time + Weapon_AnimationTime(player);\n        return;\n    }\n\n    if (client.weaponstate === WeaponStateEnum.WEAPON_FIRING) {\n        const fireFrame = FRAME_GRENADELAUNCHER_ACTIVATE_LAST + 1; // 6\n\n        if (client.gun_frame === fireFrame) {\n            // Charging Logic\n            const chargeStart = client.weapon_charge_start_time || time;\n            const heldTime = time - chargeStart;\n\n            // Check if button still held\n            if ((client.buttons & 1)) {\n                // Still holding\n                if (heldTime >= 3.0) {\n                     // Force fire\n                     fireGrenadeLauncher(sys.game, player, 3.0);\n                     client.gun_frame++;\n                     client.weapon_charge_start_time = undefined;\n                } else {\n                    // Continue holding\n                    client.weapon_think_time = time + Weapon_AnimationTime(player);\n                }\n            } else {\n                // Button released\n                // Calculate timer\n                let timer = heldTime;\n                if (timer < 0.5) {\n                     // Tap fire: Default behavior\n                     fireGrenadeLauncher(sys.game, player);\n                } else {\n                    // Timed fire\n                    if (timer < 1.0) timer = 1.0;\n                    if (timer > 3.0) timer = 3.0;\n                    fireGrenadeLauncher(sys.game, player, timer);\n                }\n                client.gun_frame++;\n                client.weapon_charge_start_time = undefined;\n            }\n            client.weapon_think_time = time + Weapon_AnimationTime(player);\n            return;\n        }\n\n        // Follow through animation\n        if (client.gun_frame < FRAME_GRENADELAUNCHER_FIRE_LAST) {\n            client.gun_frame++;\n            client.weapon_think_time = time + Weapon_AnimationTime(player);\n            return;\n        }\n\n        // Finished firing\n        client.weaponstate = WeaponStateEnum.WEAPON_READY;\n        client.gun_frame = FRAME_GRENADELAUNCHER_FIRE_LAST + 1; // Start idle\n        client.weapon_think_time = time + Weapon_AnimationTime(player);\n        return;\n    }\n\n    // Delegate other states (ACTIVATING, DROPPING) to generic\n    Weapon_Generic(\n        player,\n        FRAME_GRENADELAUNCHER_ACTIVATE_LAST,\n        FRAME_GRENADELAUNCHER_FIRE_LAST,\n        FRAME_GRENADELAUNCHER_IDLE_LAST,\n        FRAME_GRENADELAUNCHER_DEACTIVATE_LAST,\n        GRENADELAUNCHER_PAUSE_FRAMES,\n        null, // No fire callback, we handled it\n        null as any, // fire callback ignored\n        sys\n    );\n}\n","// =================================================================\n// Quake II - Blaster Weapon Logic\n// =================================================================\n\nimport { Entity } from '../../entities/entity.js';\nimport { EntitySystem } from '../../entities/system.js';\nimport { Weapon_Generic } from './animation.js';\nimport { fireBlaster } from './firing.js';\nimport {\n    FRAME_BLASTER_ACTIVATE_LAST,\n    FRAME_BLASTER_FIRE_LAST,\n    FRAME_BLASTER_IDLE_LAST,\n    FRAME_BLASTER_DEACTIVATE_LAST\n} from './frames.js';\n\nconst BLASTER_PAUSE_FRAMES = [19, 32];\nconst BLASTER_FIRE_FRAMES = [5];\n\nexport function blasterThink(player: Entity, sys: EntitySystem) {\n    Weapon_Generic(\n        player,\n        FRAME_BLASTER_ACTIVATE_LAST,\n        FRAME_BLASTER_FIRE_LAST,\n        FRAME_BLASTER_IDLE_LAST,\n        FRAME_BLASTER_DEACTIVATE_LAST,\n        BLASTER_PAUSE_FRAMES,\n        BLASTER_FIRE_FRAMES,\n        (ent) => fireBlaster(sys.game, ent),\n        sys\n    );\n}\n","// =================================================================\n// Quake II - Chainfist Weapon (Rogue Mission Pack)\n// =================================================================\n\nimport { Entity } from '../../entities/entity.js';\nimport { EntitySystem } from '../../entities/system.js';\nimport { GameExports } from '../../index.js';\nimport { WeaponState } from './state.js';\nimport { PlayerInventory } from '../../inventory/playerInventory.js';\nimport {\n    ZERO_VEC3, angleVectors, addVec3, scaleVec3, ServerCommand, TempEntity, Vec3,\n    subtractVec3, lengthVec3, dotVec3, normalizeVec3, MASK_SHOT\n} from '@quake2ts/shared';\nimport { T_Damage } from '../damage.js';\nimport { DamageFlags } from '../damageFlags.js';\nimport { DamageMod } from '../damageMods.js';\nimport { MulticastType } from '../../imports.js';\nimport { applyKick } from './common.js';\nimport { Weapon_Repeating } from './animation.js';\nimport { Solid } from '../../entities/entity.js';\nimport {\n    FRAME_crattak1, FRAME_crattak9, FRAME_attack1, FRAME_attack8, ANIM_ATTACK\n} from '../../entities/player_anim.js';\n\nconst CHAINFIST_REACH = 24;\n\ninterface PlayerMeleeData {\n    self: Entity;\n    start: Vec3;\n    aim: Vec3;\n    reach: number;\n}\n\n// Ported from rereease/rogue/g_rogue_newweap.cpp: fire_player_melee_BoxFilter\nfunction firePlayerMeleeBoxFilter(check: Entity, data: PlayerMeleeData): boolean {\n    if (!check.inUse || !check.takedamage || check === data.self) {\n        return false;\n    }\n\n    // Helper to find closest point on AABB to a point\n    const closestPointToBox = (p: Vec3, min: Vec3, max: Vec3): Vec3 => {\n        return {\n            x: Math.max(min.x, Math.min(p.x, max.x)),\n            y: Math.max(min.y, Math.min(p.y, max.y)),\n            z: Math.max(min.z, Math.min(p.z, max.z))\n        };\n    };\n\n    // check distance\n    const closestPointToCheck = closestPointToBox(data.start,\n        { x: check.origin.x + check.mins.x, y: check.origin.y + check.mins.y, z: check.origin.z + check.mins.z },\n        { x: check.origin.x + check.maxs.x, y: check.origin.y + check.maxs.y, z: check.origin.z + check.maxs.z }\n    );\n\n    const closestPointToSelf = closestPointToBox(closestPointToCheck,\n        { x: data.self.origin.x + data.self.mins.x, y: data.self.origin.y + data.self.mins.y, z: data.self.origin.z + data.self.mins.z },\n        { x: data.self.origin.x + data.self.maxs.x, y: data.self.origin.y + data.self.maxs.y, z: data.self.origin.z + data.self.maxs.z }\n    );\n\n    const dir = subtractVec3(closestPointToCheck, closestPointToSelf);\n    const len = lengthVec3(dir);\n\n    if (len > data.reach) {\n        return false;\n    }\n\n    // check angle if we aren't intersecting\n\n    const checkCenter = {\n        x: check.origin.x + (check.mins.x + check.maxs.x) * 0.5,\n        y: check.origin.y + (check.mins.y + check.maxs.y) * 0.5,\n        z: check.origin.z + (check.mins.z + check.maxs.z) * 0.5\n    };\n\n    const dirToTarget = normalizeVec3(subtractVec3(checkCenter, data.start));\n\n    // dot check: > 0.70f (approx 45 degrees)\n    if (dotVec3(dirToTarget, data.aim) < 0.70) {\n         if (len > 1.0) {\n             return false;\n         }\n    }\n\n    return true;\n}\n\n// Ported from rereease/rogue/g_rogue_newweap.cpp: fire_player_melee\nfunction firePlayerMelee(game: GameExports, self: Entity, start: Vec3, aim: Vec3, reach: number, damage: number, kick: number, mod: DamageMod): boolean {\n    const reachVec = { x: reach, y: reach, z: reach };\n    const absmin = {\n        x: self.origin.x + self.mins.x - reach,\n        y: self.origin.y + self.mins.y - reach,\n        z: self.origin.z + self.mins.z - reach\n    };\n    const absmax = {\n        x: self.origin.x + self.maxs.x + reach,\n        y: self.origin.y + self.maxs.y + reach,\n        z: self.origin.z + self.maxs.z + reach\n    };\n\n    const candidates = game.entities.findInBox(absmin, absmax);\n\n    const data: PlayerMeleeData = { self, start, aim, reach };\n    let wasHit = false;\n\n    // Helper to find closest point on AABB to a point (re-defined here or hoisted)\n    const closestPointToBox = (p: Vec3, min: Vec3, max: Vec3): Vec3 => {\n        return {\n            x: Math.max(min.x, Math.min(p.x, max.x)),\n            y: Math.max(min.y, Math.min(p.y, max.y)),\n            z: Math.max(min.z, Math.min(p.z, max.z))\n        };\n    };\n\n    for (const hit of candidates) {\n        if (!firePlayerMeleeBoxFilter(hit, data)) continue;\n\n        const hitMins = { x: hit.origin.x + hit.mins.x, y: hit.origin.y + hit.mins.y, z: hit.origin.z + hit.mins.z };\n        const hitMaxs = { x: hit.origin.x + hit.maxs.x, y: hit.origin.y + hit.maxs.y, z: hit.origin.z + hit.maxs.z };\n        const closestPoint = closestPointToBox(start, hitMins, hitMaxs);\n\n        T_Damage(\n            hit as any,\n            self as any,\n            self as any,\n            aim,\n            closestPoint,\n            scaleVec3(aim, -1),\n            damage,\n            kick / 2,\n            DamageFlags.NO_KNOCKBACK,\n            mod,\n            game.time,\n            game.multicast\n        );\n\n        wasHit = true;\n    }\n\n    return wasHit;\n}\n\nfunction chainfistSmoke(game: GameExports, ent: Entity) {\n\n    const forward = { x: 0, y: 0, z: 0 };\n    const right = { x: 0, y: 0, z: 0 };\n    const up = { x: 0, y: 0, z: 0 };\n\n    const angles = ent.client ? ent.client.v_angle : ent.angles; // Use v_angle for client view\n    const vectors = angleVectors(angles || { x: 0, y: 0, z: 0 }); // Fallback\n\n    // offset { 8, 8, -4 }\n\n    const offset = { x: 8, y: 8, z: -4 };\n\n    const start = {\n        x: ent.origin.x + ent.viewheight * 0 + vectors.forward.x * offset.x + vectors.right.x * offset.y + vectors.up.x * offset.z,\n        y: ent.origin.y + ent.viewheight * 0 + vectors.forward.y * offset.x + vectors.right.y * offset.y + vectors.up.y * offset.z,\n        z: ent.origin.z + ent.viewheight * 1 + vectors.forward.z * offset.x + vectors.right.z * offset.y + vectors.up.z * offset.z\n    };\n\n    game.multicast(start, MulticastType.Pvs, ServerCommand.temp_entity, TempEntity.CHAINFIST_SMOKE, start);\n}\n\n\nexport function fireChainfist(game: GameExports, player: Entity, inventory: PlayerInventory, weaponState: WeaponState, start: Vec3, forward: Vec3) {\n\n    let damage = 7;\n    if (game.deathmatch) damage = 15;\n    if (player.client && player.client.quad_time && player.client.quad_time > game.time) {\n        damage *= 4;\n    }\n\n    const hit = firePlayerMelee(game, player, start, forward, CHAINFIST_REACH, damage, 100, DamageMod.CHAINFIST);\n\n    if (hit) {\n         // Sound?\n    }\n\n    applyKick(player, -0.5, 0, 0);\n}\n\nexport function Weapon_ChainFist(player: Entity, sys: EntitySystem) {\n    const game = sys.game as GameExports; // helper\n\n    const pause_frames: number[] = [];\n\n    // In our fire callback:\n    const fireCallback = (ent: Entity) => {\n        const angles = ent.client ? ent.client.v_angle : ent.angles;\n        const vectors = angleVectors(angles || { x: 0, y: 0, z: 0 });\n        const forward = vectors.forward;\n        const start = {\n            x: ent.origin.x,\n            y: ent.origin.y,\n            z: ent.origin.z + (ent.viewheight || 0)\n        };\n\n        // Mocking inventory/weaponstate for now or passing dummy\n        const inventory = ent.client ? ent.client.inventory : { ammo: { counts: [] } } as any;\n        const weaponState = {} as any;\n\n        fireChainfist(game, ent, inventory, weaponState, start, forward);\n\n        // Handle specific Chainfist frame logic\n        if (ent.client) {\n            const client = ent.client;\n            // buttons check\n             const BUTTON_ATTACK = 1;\n             const buttons = client.buttons;\n\n             if (buttons & BUTTON_ATTACK) {\n                 if (client.gun_frame === 12) client.gun_frame = 14;\n                 else if (client.gun_frame === 22) client.gun_frame = 24;\n                 else if (client.gun_frame >= 32) client.gun_frame = 7;\n             } else {\n                 // Release\n                 if (client.gun_frame === 13 || client.gun_frame === 23 || client.gun_frame >= 32) {\n                     client.gun_frame = 33; // End fire loop, go to idle?\n                 }\n             }\n        }\n    };\n\n    Weapon_Repeating(\n        player,\n        4,\n        32,\n        57,\n        60,\n        pause_frames,\n        fireCallback,\n        sys\n    );\n\n    // Smoke logic\n    if (player.client) {\n        const gunframe = player.client.gun_frame;\n\n        if ((gunframe === 42 || gunframe === 51) && sys.rng.frandom() < 0.125) {\n             if (sys.rng.frandom() < 0.4) {\n                 chainfistSmoke(game, player);\n             }\n        }\n    }\n}\n","\nimport { Entity } from '../../entities/entity.js';\nimport { EntitySystem } from '../../entities/system.js';\nimport { GameExports } from '../../index.js';\nimport { WeaponStateEnum } from './state.js';\nimport { WeaponId } from '../../inventory/playerInventory.js';\nimport { AmmoType } from '../../inventory/ammo.js';\nimport { P_ProjectSource } from './projectSource.js';\nimport { Throw_Generic } from './animation.js';\nimport { createTrap } from '../../entities/projectiles/trap.js';\nimport { angleVectors } from '@quake2ts/shared';\n\n// Constants\nconst TRAP_MINSPEED = 300.0;\nconst TRAP_MAXSPEED = 700.0;\nconst TRAP_TIMER = 5.0; // 5 seconds to max charge?\n\nexport function Trap_Think(player: Entity, sys: EntitySystem) {\n    const game = sys.engine as unknown as GameExports;\n\n    Throw_Generic(\n        player,\n        15, // FIRE_LAST\n        48, // IDLE_LAST\n        5,  // THROW_FIRST\n        15, // THROW_LAST (End of throw sequence)\n        5,  // PRIME_SOUND frame\n        11, // THROW_HOLD\n        12, // THROW_FIRE\n        (ent: Entity, held: boolean) => {\n             // Fire callback\n             if (ent.client) {\n                 ent.client.inventory.ammo.counts[AmmoType.Trap]--;\n             }\n\n             // Calculate speed based on hold time\n             let speed = TRAP_MINSPEED;\n             if (ent.client && ent.client.grenade_time) {\n                  const timeLeft = ent.client.grenade_time - sys.timeSeconds;\n                  const chargeTime = 3.0 - timeLeft; // 0 to 3.0\n\n                  speed = TRAP_MINSPEED + (chargeTime * ((TRAP_MAXSPEED - TRAP_MINSPEED) / 3.0));\n             }\n\n             if (speed > TRAP_MAXSPEED) speed = TRAP_MAXSPEED;\n             if (speed < TRAP_MINSPEED) speed = TRAP_MINSPEED;\n\n             // Project source\n             const angles = { ...ent.client!.v_angle! };\n             if (angles.x < -62.5) angles.x = -62.5;\n\n             // Use angleVectors to get forward\n             const vecs = angleVectors(angles);\n\n             // Offset { 8, 0, -8 }\n             const source = P_ProjectSource(game, ent, { x: 8, y: 0, z: -8 }, vecs.forward, vecs.right, vecs.up);\n\n             createTrap(sys, ent, source, vecs.forward, speed);\n\n             // Reset grenade time\n             if (ent.client) ent.client.grenade_time = 0;\n        },\n        sys\n    );\n}\n","// =================================================================\n// Quake II - CTF Grapple\n// =================================================================\n\nimport { Entity, Solid, MoveType, EntityFlags } from '../../entities/entity.js';\nimport { EntitySystem } from '../../entities/system.js';\nimport { WeaponId } from '@quake2ts/shared';\nimport { Weapon_Generic } from '../../combat/weapons/animation.js';\nimport { P_ProjectSource } from '../../combat/weapons/projectSource.js';\nimport { createProjectile } from '../../entities/projectiles.js';\nimport { Vec3, copyVec3, scaleVec3, addVec3, subtractVec3, normalizeVec3, dotVec3, lengthVec3, ZERO_VEC3 } from '@quake2ts/shared';\nimport { angleVectors } from '@quake2ts/shared';\nimport { T_Damage, T_RadiusDamage } from '../../combat/damage.js';\nimport { DamageMod } from '../../combat/damageMods.js';\n\n// Grapple constants\nconst GRAPPLE_SPEED = 1200;\nconst GRAPPLE_PULL_SPEED = 800;\nconst GRAPPLE_DAMAGE = 20;\n\nexport interface GrappleEntity extends Entity {\n    grappleState: 'fly' | 'attached';\n}\n\ndeclare module '../../entities/entity.js' {\n    interface Entity {\n        grapple?: Entity; // Link from player to grapple\n    }\n}\n\nexport function Grapple_Think(player: Entity, sys: EntitySystem) {\n    // If not using grapple, reset\n    if (player.client?.inventory.currentWeapon !== WeaponId.Grapple) {\n        ResetGrapple(player, sys);\n    }\n\n    Weapon_Generic(player,\n        0, 10, // ready\n        11, 20, // fire\n        [], // pause frames\n        [11], // fire frames\n        (ent: Entity) => fire_grapple(ent, sys),\n        sys\n    );\n\n    // If firing button is released, release grapple\n    if (player.client && !(player.client.buttons & 1)) {\n         ResetGrapple(player, sys);\n    }\n\n    // Pull player if attached\n    if (player.grapple && (player.grapple as GrappleEntity).grappleState === 'attached') {\n        Grapple_Pull(player, player.grapple as GrappleEntity, sys);\n    }\n}\n\nfunction fire_grapple(player: Entity, sys: EntitySystem) {\n    if (player.grapple) return; // Already out\n\n    // P_ProjectSource signature: (game, ent, offset, forward, right, up)\n    const angles = player.client!.v_angle || player.angles;\n    const vectors = angleVectors(angles);\n    const forward = vectors.forward;\n    const right = vectors.right;\n    const up = vectors.up;\n\n    const game = sys.game;\n    const start = P_ProjectSource(game, player, { x: 8, y: 8, z: 8 }, forward, right, up);\n    // Reuse 'forward' for direction\n    const dir = { ...forward };\n\n    // createProjectile(sys, start, dir, speed, mod, damage, radiusDamage)\n    const grapple = createProjectile(sys, start, dir, GRAPPLE_SPEED, DamageMod.GRAPPLE, 0);\n    grapple.classname = 'grapple';\n    grapple.owner = player;\n    grapple.movetype = MoveType.FlyMissile;\n    grapple.solid = Solid.BoundingBox;\n    grapple.mins = { x: -4, y: -4, z: -4 };\n    grapple.maxs = { x: 4, y: 4, z: 4 };\n    grapple.model = 'models/weapons/grapple/hook/tris.md2';\n\n    (grapple as GrappleEntity).grappleState = 'fly';\n\n    grapple.touch = (self, other, plane, surface) => {\n        if (!other) return;\n        Grapple_Touch(self as GrappleEntity, other, plane, surface, sys);\n    };\n\n    player.grapple = grapple;\n\n    sys.sound(player, 0, 'weapons/grapple/throw.wav', 1, 1, 0);\n}\n\nfunction Grapple_Touch(self: GrappleEntity, other: Entity, plane: any, surface: any, sys: EntitySystem) {\n    if (other === self.owner) return;\n    if (self.grappleState === 'attached') return;\n\n    if (other.takedamage) {\n        // Hit something alive, damage it and detach\n        T_Damage(other as any, self as any, self.owner as any, self.velocity, self.origin, ZERO_VEC3, GRAPPLE_DAMAGE, 0, 0, DamageMod.GRAPPLE, sys.timeSeconds, sys.multicast.bind(sys));\n\n        sys.free(self);\n        if (self.owner) self.owner.grapple = undefined;\n        return;\n    }\n\n    if (other.solid === Solid.Bsp || other.solid === Solid.BoundingBox) {\n        // Attach to wall/solid\n        self.velocity = { x: 0, y: 0, z: 0 };\n        self.movetype = MoveType.None;\n        self.grappleState = 'attached';\n\n        sys.sound(self, 0, 'weapons/grapple/hit.wav', 1, 1, 0);\n\n        // Ensure it sticks\n        if (plane) {\n            // align?\n        }\n    }\n}\n\nfunction Grapple_Pull(player: Entity, grapple: GrappleEntity, sys: EntitySystem) {\n    const dir = subtractVec3(grapple.origin, player.origin);\n    const dist = lengthVec3(dir);\n\n    if (dist < 32) return; // Close enough\n\n    const normalizedDir = normalizeVec3(dir);\n    const pull = scaleVec3(normalizedDir, GRAPPLE_PULL_SPEED);\n\n    player.velocity = pull;\n}\n\nexport function ResetGrapple(player: Entity, sys: EntitySystem) {\n    if (player.grapple) {\n        sys.free(player.grapple);\n        player.grapple = undefined;\n    }\n}\n","// =================================================================\n// Quake II - Item Definitions\n// =================================================================\n\nimport { AmmoType } from './ammo.js';\nimport { WeaponId } from './playerInventory.js';\nimport { Entity } from '../entities/entity.js';\nimport { EntitySystem } from '../entities/system.js';\nimport { chaingunThink } from '../combat/weapons/chaingun.js';\nimport { shotgunThink } from '../combat/weapons/shotgun.js';\nimport { superShotgunThink } from '../combat/weapons/supershotgun.js';\nimport { machinegunThink } from '../combat/weapons/machinegun.js';\nimport { rocketLauncherThink } from '../combat/weapons/rocket.js';\nimport { hyperBlasterThink } from '../combat/weapons/hyperblaster.js';\nimport { railgunThink } from '../combat/weapons/railgun.js';\nimport { bfgThink } from '../combat/weapons/bfg.js';\nimport { grenadeLauncherThink } from '../combat/weapons/grenadelauncher.js';\nimport { blasterThink } from '../combat/weapons/blaster.js';\nimport { Weapon_ChainFist } from '../combat/weapons/chainfist.js';\nimport { Trap_Think } from '../combat/weapons/trap.js';\nimport { Grapple_Think } from '../modes/ctf/grapple.js';\n\nexport { AmmoType };\n\nexport interface BaseItem {\n    id: string; // classname\n    name: string; // pickup name\n}\n\nexport interface WeaponItem extends BaseItem {\n    type: 'weapon';\n    weaponId: WeaponId;\n    think?: (player: Entity, sys: EntitySystem) => void;\n    ammoType: AmmoType | null;\n    initialAmmo: number;\n    pickupAmmo: number;\n    fireRate: number;\n    viewModel?: string;\n}\n\nexport interface HealthItem extends BaseItem {\n    type: 'health';\n    amount: number;\n    max: number;\n}\n\nexport interface ArmorItem extends BaseItem {\n    type: 'armor';\n    amount: number;\n}\n\nexport interface PowerupItem extends BaseItem {\n    type: 'powerup';\n    timer: number;\n}\n\nexport interface PowerArmorItem extends BaseItem {\n    type: 'power_armor';\n    armorType: 'screen' | 'shield';\n}\n\nexport interface KeyItem extends BaseItem {\n    type: 'key';\n}\n\nexport interface FlagItem extends BaseItem {\n    type: 'flag';\n    team: 'red' | 'blue';\n}\n\nexport const WEAPON_ITEMS: Record<string, WeaponItem> = {\n    'weapon_blaster': {\n        type: 'weapon',\n        id: 'weapon_blaster',\n        name: 'Blaster',\n        weaponId: WeaponId.Blaster,\n        ammoType: null,\n        initialAmmo: 0,\n        pickupAmmo: 0,\n        fireRate: 0.5,\n        think: blasterThink,\n        viewModel: 'models/weapons/v_blast/tris.md2',\n    },\n    'weapon_shotgun': {\n        type: 'weapon',\n        id: 'weapon_shotgun',\n        name: 'Shotgun',\n        weaponId: WeaponId.Shotgun,\n        ammoType: AmmoType.Shells,\n        initialAmmo: 10,\n        pickupAmmo: 10,\n        fireRate: 1,\n        think: shotgunThink,\n        viewModel: 'models/weapons/v_shotg/tris.md2',\n    },\n    'weapon_supershotgun': {\n        type: 'weapon',\n        id: 'weapon_supershotgun',\n        name: 'Super Shotgun',\n        weaponId: WeaponId.SuperShotgun,\n        ammoType: AmmoType.Shells,\n        initialAmmo: 10,\n        pickupAmmo: 10,\n        fireRate: 1,\n        think: superShotgunThink,\n        viewModel: 'models/weapons/v_sShot/tris.md2',\n    },\n    'weapon_machinegun': {\n        type: 'weapon',\n        id: 'weapon_machinegun',\n        name: 'Machinegun',\n        weaponId: WeaponId.Machinegun,\n        ammoType: AmmoType.Bullets,\n        initialAmmo: 50,\n        pickupAmmo: 50,\n        fireRate: 0.1,\n        think: machinegunThink,\n        viewModel: 'models/weapons/v_machn/tris.md2',\n    },\n    'weapon_chaingun': {\n        type: 'weapon',\n        id: 'weapon_chaingun',\n        name: 'Chaingun',\n        weaponId: WeaponId.Chaingun,\n        ammoType: AmmoType.Bullets,\n        initialAmmo: 50,\n        pickupAmmo: 50,\n        fireRate: 0.1,\n        think: chaingunThink,\n        viewModel: 'models/weapons/v_chain/tris.md2',\n    },\n    'weapon_grenades': {\n        type: 'weapon',\n        id: 'weapon_grenades',\n        name: 'Hand Grenade',\n        weaponId: WeaponId.HandGrenade,\n        ammoType: AmmoType.Grenades,\n        initialAmmo: 5,\n        pickupAmmo: 5,\n        fireRate: 1.0,\n        viewModel: 'models/weapons/v_handgr/tris.md2',\n    },\n    'weapon_grenadelauncher': {\n        type: 'weapon',\n        id: 'weapon_grenadelauncher',\n        name: 'Grenade Launcher',\n        weaponId: WeaponId.GrenadeLauncher,\n        ammoType: AmmoType.Grenades,\n        initialAmmo: 10,\n        pickupAmmo: 10,\n        fireRate: 1,\n        think: grenadeLauncherThink,\n        viewModel: 'models/weapons/v_launch/tris.md2',\n    },\n    'weapon_rocketlauncher': {\n        type: 'weapon',\n        id: 'weapon_rocketlauncher',\n        name: 'Rocket Launcher',\n        weaponId: WeaponId.RocketLauncher,\n        ammoType: AmmoType.Rockets,\n        initialAmmo: 5,\n        pickupAmmo: 5,\n        fireRate: 1,\n        think: rocketLauncherThink,\n        viewModel: 'models/weapons/v_rocket/tris.md2',\n    },\n    'weapon_hyperblaster': {\n        type: 'weapon',\n        id: 'weapon_hyperblaster',\n        name: 'HyperBlaster',\n        weaponId: WeaponId.HyperBlaster,\n        ammoType: AmmoType.Cells,\n        initialAmmo: 50,\n        pickupAmmo: 50,\n        fireRate: 0.1,\n        think: hyperBlasterThink,\n        viewModel: 'models/weapons/v_hyperb/tris.md2',\n    },\n    'weapon_railgun': {\n        type: 'weapon',\n        id: 'weapon_railgun',\n        name: 'Railgun',\n        weaponId: WeaponId.Railgun,\n        ammoType: AmmoType.Slugs,\n        initialAmmo: 10,\n        pickupAmmo: 10,\n        fireRate: 1.5,\n        think: railgunThink,\n        viewModel: 'models/weapons/v_rail/tris.md2',\n    },\n    'weapon_bfg': {\n        type: 'weapon',\n        id: 'weapon_bfg',\n        name: 'BFG10K',\n        weaponId: WeaponId.BFG10K,\n        ammoType: AmmoType.Cells,\n        initialAmmo: 50,\n        pickupAmmo: 50,\n        fireRate: 1,\n        think: bfgThink,\n        viewModel: 'models/weapons/v_bfg/tris.md2',\n    },\n    // Rogue Weapons\n    'weapon_chainfist': {\n        type: 'weapon',\n        id: 'weapon_chainfist',\n        name: 'Chainfist',\n        weaponId: WeaponId.ChainFist,\n        ammoType: null,\n        initialAmmo: 0,\n        pickupAmmo: 0,\n        fireRate: 0.1, // Depends on animation\n        think: Weapon_ChainFist,\n    },\n    'weapon_boomer': {\n        type: 'weapon',\n        id: 'weapon_boomer', // Ion Ripper\n        name: 'Ion Ripper',\n        weaponId: WeaponId.IonRipper,\n        ammoType: AmmoType.Cells,\n        initialAmmo: 50,\n        pickupAmmo: 50,\n        fireRate: 0.1,\n    },\n    'weapon_phalanx': {\n        type: 'weapon',\n        id: 'weapon_phalanx',\n        name: 'Phalanx',\n        weaponId: WeaponId.Phalanx,\n        ammoType: AmmoType.MagSlugs,\n        initialAmmo: 50,\n        pickupAmmo: 50,\n        fireRate: 1,\n    },\n     'weapon_beam': {\n        type: 'weapon',\n        id: 'weapon_beam',\n        name: 'Plasma Beam',\n        weaponId: WeaponId.PlasmaBeam,\n        ammoType: AmmoType.Cells,\n        initialAmmo: 50,\n        pickupAmmo: 50,\n        fireRate: 0.1,\n    },\n    'weapon_etf_rifle': {\n        type: 'weapon',\n        id: 'weapon_etf_rifle',\n        name: 'ETF Rifle',\n        weaponId: WeaponId.EtfRifle,\n        ammoType: AmmoType.Flechettes,\n        initialAmmo: 50,\n        pickupAmmo: 50,\n        fireRate: 0.1,\n    },\n    'weapon_proxlauncher': {\n        type: 'weapon',\n        id: 'weapon_proxlauncher',\n        name: 'Prox Launcher',\n        weaponId: WeaponId.ProxLauncher,\n        ammoType: AmmoType.Prox,\n        initialAmmo: 5,\n        pickupAmmo: 5,\n        fireRate: 0.8, // Guessing fire rate, refine if needed\n    },\n    'weapon_trap': {\n        type: 'weapon',\n        id: 'weapon_trap',\n        name: 'Trap',\n        weaponId: WeaponId.Trap,\n        ammoType: AmmoType.Trap,\n        initialAmmo: 5,\n        pickupAmmo: 5,\n        fireRate: 1.0,\n        think: Trap_Think,\n    },\n    'weapon_grapple': {\n        type: 'weapon',\n        id: 'weapon_grapple',\n        name: 'Grapple',\n        weaponId: WeaponId.Grapple,\n        ammoType: null, // Grapple uses no ammo in standard Q2 CTF? Or maybe just internal timer.\n        initialAmmo: 0,\n        pickupAmmo: 0,\n        fireRate: 0.5,\n        think: Grapple_Think,\n    }\n};\n\nexport const HEALTH_ITEMS: Record<string, HealthItem> = {\n    'item_health_small': {\n        type: 'health',\n        id: 'item_health_small',\n        name: 'Small Health',\n        amount: 2,\n        max: 100,\n    },\n    'item_health': {\n        type: 'health',\n        id: 'item_health',\n        name: 'Medium Health',\n        amount: 10,\n        max: 100,\n    },\n    'item_health_large': {\n        type: 'health',\n        id: 'item_health_large',\n        name: 'Large Health',\n        amount: 25,\n        max: 100,\n    },\n    'item_health_mega': {\n        type: 'health',\n        id: 'item_health_mega',\n        name: 'Mega Health',\n        amount: 100,\n        max: 200,\n    },\n};\n\nexport const ARMOR_ITEMS: Record<string, ArmorItem> = {\n    'item_armor_shard': {\n        type: 'armor',\n        id: 'item_armor_shard',\n        name: 'Armor Shard',\n        amount: 2,\n    },\n    'item_armor_jacket': {\n        type: 'armor',\n        id: 'item_armor_jacket',\n        name: 'Jacket Armor',\n        amount: 25,\n    },\n    'item_armor_combat': {\n        type: 'armor',\n        id: 'item_armor_combat',\n        name: 'Combat Armor',\n        amount: 50,\n    },\n    'item_armor_body': {\n        type: 'armor',\n        id: 'item_armor_body',\n        name: 'Body Armor',\n        amount: 100,\n    },\n};\n\nexport const POWERUP_ITEMS: Record<string, PowerupItem> = {\n    'item_quad': {\n        type: 'powerup',\n        id: 'item_quad',\n        name: 'Quad Damage',\n        timer: 30,\n    },\n    'item_invulnerability': {\n        type: 'powerup',\n        id: 'item_invulnerability',\n        name: 'Invulnerability',\n        timer: 30,\n    },\n    'item_silencer': {\n        type: 'powerup',\n        id: 'item_silencer',\n        name: 'Silencer',\n        timer: 30,\n    },\n    'item_rebreather': {\n        type: 'powerup',\n        id: 'item_rebreather',\n        name: 'Rebreather',\n        timer: 30,\n    },\n    'item_enviro': {\n        type: 'powerup',\n        id: 'item_enviro',\n        name: 'Enviro Suit',\n        timer: 30,\n    },\n    'item_invisibility': {\n        type: 'powerup',\n        id: 'item_invisibility',\n        name: 'Invisibility',\n        timer: 30,\n    },\n};\n\nexport const POWER_ARMOR_ITEMS: Record<string, PowerArmorItem> = {\n    'item_power_screen': {\n        type: 'power_armor',\n        id: 'item_power_screen',\n        name: 'Power Screen',\n        armorType: 'screen',\n    },\n    'item_power_shield': {\n        type: 'power_armor',\n        id: 'item_power_shield',\n        name: 'Power Shield',\n        armorType: 'shield',\n    },\n};\n\nexport const KEY_ITEMS: Record<string, KeyItem> = {\n    'key_blue': {\n        type: 'key',\n        id: 'key_blue',\n        name: 'Blue Key',\n    },\n    'key_red': {\n        type: 'key',\n        id: 'key_red',\n        name: 'Red Key',\n    },\n    'key_green': {\n        type: 'key',\n        id: 'key_green',\n        name: 'Green Key',\n    },\n    'key_yellow': {\n        type: 'key',\n        id: 'key_yellow',\n        name: 'Yellow Key',\n    },\n};\n\nexport const FLAG_ITEMS: Record<string, FlagItem> = {\n    'item_flag_team1': {\n        type: 'flag',\n        id: 'item_flag_team1',\n        name: 'Red Flag',\n        team: 'red',\n    },\n    'item_flag_team2': {\n        type: 'flag',\n        id: 'item_flag_team2',\n        name: 'Blue Flag',\n        team: 'blue',\n    },\n};\n","import {\n  WEAPON_ITEMS,\n  HEALTH_ITEMS,\n  ARMOR_ITEMS,\n  POWERUP_ITEMS,\n  POWER_ARMOR_ITEMS,\n  KEY_ITEMS,\n  FLAG_ITEMS\n} from './items.js';\nimport { getAmmoItemDefinition, AmmoItemId } from './ammo.js';\n\nimport {\n  pickupWeapon,\n  canPickupHealth,\n  pickupArmor,\n  pickupPowerup,\n  pickupPowerArmor,\n  pickupKey,\n  pickupFlag,\n  giveAmmoItem\n} from './playerInventory.js';\nimport { PlayerClient } from './playerInventory.js';\nimport { Entity } from '../entities/entity.js';\n\nexport function giveItem(entity: Entity, classname: string): boolean {\n  if (!entity.client) return false;\n  const client = entity.client;\n  const inventory = client.inventory;\n  const time = 0; // Immediate effect, no time delay for pickup animations usually\n\n  // Weapon?\n  const weapon = WEAPON_ITEMS[classname];\n  if (weapon) {\n    return pickupWeapon(inventory, weapon, time);\n  }\n\n  // Ammo?\n  // Check if classname is an AmmoItemId\n  const isAmmo = Object.values(AmmoItemId).includes(classname as AmmoItemId);\n  if (isAmmo) {\n      const res = giveAmmoItem(inventory, classname as AmmoItemId);\n      return res.pickedUp;\n  }\n\n  // Health?\n  const healthItem = HEALTH_ITEMS[classname];\n  if (healthItem) {\n      if (canPickupHealth(inventory, entity.health, healthItem)) {\n           // Apply health immediately\n           // Note: pickupHealth logic in Q2 is usually in the item touch function\n           // which calls heal() on the entity.\n           // Since we don't have a centralized pickupHealth in inventory logic (it returns bool),\n           // we replicate the effect here.\n           const count = healthItem.amount;\n           const max = healthItem.max;\n           if (entity.health < max) {\n               entity.health += count;\n               if (entity.health > max) entity.health = max;\n               return true;\n           }\n           // Overheal logic?\n           // Megahealth goes over max.\n           if (classname === 'item_health_mega') {\n                if (entity.health < max) {\n                    entity.health += count;\n                    return true;\n                }\n                return false;\n           }\n      }\n      return false;\n  }\n\n  // Armor?\n  const armorItem = ARMOR_ITEMS[classname];\n  if (armorItem) {\n      return pickupArmor(inventory, armorItem, time);\n  }\n\n  // Powerup?\n  const powerupItem = POWERUP_ITEMS[classname];\n  if (powerupItem) {\n      return pickupPowerup(client, powerupItem, time);\n  }\n\n  // Power Armor?\n  const powerArmorItem = POWER_ARMOR_ITEMS[classname];\n  if (powerArmorItem) {\n      return pickupPowerArmor(inventory, powerArmorItem, time);\n  }\n\n  // Key?\n  const keyItem = KEY_ITEMS[classname];\n  if (keyItem) {\n      return pickupKey(inventory, keyItem, time);\n  }\n\n  // Flag?\n  const flagItem = FLAG_ITEMS[classname];\n  if (flagItem) {\n      return pickupFlag(client, flagItem, time);\n  }\n\n  return false;\n}\n","import { Entity, Solid, ServerFlags } from '../entity.js';\nimport { GameExports, MulticastType } from '../../index.js';\nimport { ServerCommand, TempEntity } from '@quake2ts/shared';\n\n// Helper to handle what happens when an item is picked up\nexport function handleItemPickup(game: GameExports, self: Entity, other: Entity, respawnTime: number = 30) {\n    // Trigger script hook\n    game.hooks?.onPickup(other, self);\n\n    if (!game.deathmatch) {\n        // In SP, item is removed\n        game.entities.free(self);\n        return;\n    }\n\n    // In DM, item respawns\n    // Hide model\n    self.solid = Solid.Not;\n    // We need to preserve the modelindex to restore it.\n    // We can assume the entity properties (self.model) are enough to look it up again,\n    // or we store it. Since self.modelindex is overwritten, we rely on the respawn closure\n    // capturing the original index OR re-resolving it.\n    // However, simpler is to just hide it via effects or svflags if the engine supports it.\n    // Setting modelindex = 0 hides it effectively.\n    // We'll store the original index in a temp property if needed, but since we use a factory\n    // pattern where 'respawn' is defined in the closure of creation, we can capture it there.\n    // But here we are in a helper.\n    // Let's assume the entity has 'model' property set correctly.\n\n    self.modelindex = 0;\n    self.svflags |= ServerFlags.NoClient;\n\n    self.nextthink = game.time + respawnTime;\n    game.entities.scheduleThink(self, self.nextthink);\n}\n\n// Helper to create the respawn callback\nexport function createItemRespawnFunction(game: GameExports, originalModel: string) {\n    // Resolve index once or lazy?\n    // Better to resolve inside function in case it changed (unlikely).\n    // Or capture it.\n    let cachedIndex = 0;\n\n    return (self: Entity) => {\n        if (!cachedIndex) {\n            cachedIndex = game.entities.modelIndex(originalModel);\n        }\n\n        self.solid = Solid.Trigger;\n        self.modelindex = cachedIndex;\n        self.svflags &= ~ServerFlags.NoClient;\n\n        // Play respawn effect/sound\n        // Q2 uses EV_ITEM_RESPAWN. We use TELEPORT_EFFECT as a visual approximation + Sound.\n        // Also play the sound \"items/respawn.wav\"\n\n        game.multicast(self.origin, MulticastType.Pvs, ServerCommand.sound, 0, \"items/respawn.wav\", 1, 0, 0);\n        game.multicast(self.origin, MulticastType.Pvs, ServerCommand.temp_entity, TempEntity.TELEPORT_EFFECT, self.origin);\n    };\n}\n","// =================================================================\n// Quake II - Weapon Pickup Entities\n// =================================================================\n\nimport { Entity } from '../entity.js';\nimport { pickupWeapon, WeaponItem } from '../../inventory/index.js';\nimport { GameExports } from '../../index.js';\nimport { handleItemPickup, createItemRespawnFunction } from './common.js';\n\nimport { Solid } from '../entity.js';\n\nexport function createWeaponPickupEntity(game: GameExports, weaponItem: WeaponItem): Partial<Entity> {\n    const modelName = `models/items/${weaponItem.id.replace('weapon_', '')}/tris.md2`;\n\n    return {\n        classname: weaponItem.id,\n        solid: Solid.Trigger,\n        touch: (self, other) => {\n            if (!other || !other.client) {\n                return;\n            }\n\n            if (pickupWeapon(other.client.inventory, weaponItem, game.time * 1000)) {\n                game.sound?.(other, 0, 'items/pkup.wav', 1, 1, 0);\n                game.centerprintf?.(other, `You got the ${weaponItem.name}`);\n\n                handleItemPickup(game, self, other);\n            }\n        },\n        think: createItemRespawnFunction(game, modelName)\n    };\n}\n","// =================================================================\n// Quake II - Health Pickup Entities\n// =================================================================\n\nimport { Entity } from '../entity.js';\nimport { canPickupHealth, HealthItem } from '../../inventory/index.js';\nimport { GameExports } from '../../index.js';\nimport { handleItemPickup, createItemRespawnFunction } from './common.js';\n\nimport { Solid } from '../entity.js';\n\nexport function createHealthPickupEntity(game: GameExports, healthItem: HealthItem): Partial<Entity> {\n    const modelName = `models/items/healing/${healthItem.id.replace('item_health_', '')}/tris.md2`; // Approximate, specific mapping might be needed\n\n    return {\n        classname: healthItem.id,\n        solid: Solid.Trigger,\n        touch: (self, other) => {\n            if (!other || !other.client) {\n                return;\n            }\n\n            if (canPickupHealth(other.client.inventory, other.health, healthItem)) {\n                other.health += healthItem.amount;\n                if (other.health > healthItem.max) {\n                    other.health = healthItem.max;\n                }\n                game.sound?.(other, 0, 'items/pkup.wav', 1, 1, 0);\n                game.centerprintf?.(other, `You got the ${healthItem.name}`);\n\n                handleItemPickup(game, self, other);\n            }\n        },\n        think: createItemRespawnFunction(game, modelName)\n    };\n}\n","// =================================================================\n// Quake II - Armor Pickup Entities\n// =================================================================\n\nimport { Entity } from '../entity.js';\nimport { pickupArmor, ArmorItem } from '../../inventory/index.js';\nimport { GameExports } from '../../index.js';\nimport { handleItemPickup, createItemRespawnFunction } from './common.js';\n\nimport { Solid } from '../entity.js';\n\nexport function createArmorPickupEntity(game: GameExports, armorItem: ArmorItem): Partial<Entity> {\n    const modelName = `models/items/armor/${armorItem.id.replace('item_armor_', '')}/tris.md2`;\n\n    return {\n        classname: armorItem.id,\n        solid: Solid.Trigger,\n        touch: (self, other) => {\n            if (!other || !other.client) {\n                return;\n            }\n\n            if (pickupArmor(other.client.inventory, armorItem, game.time * 1000)) {\n                game.sound?.(other, 0, 'items/pkup.wav', 1, 1, 0);\n                game.centerprintf?.(other, `You got the ${armorItem.name}`);\n\n                handleItemPickup(game, self, other);\n            }\n        },\n        think: createItemRespawnFunction(game, modelName)\n    };\n}\n","// =================================================================\n// Quake II - Powerup Pickup Entities\n// =================================================================\n\nimport { Entity } from '../entity.js';\nimport { pickupPowerup, PowerupItem } from '../../inventory/index.js';\nimport { GameExports } from '../../index.js';\nimport { handleItemPickup, createItemRespawnFunction } from './common.js';\n\nimport { Solid } from '../entity.js';\n\nexport function createPowerupPickupEntity(game: GameExports, powerupItem: PowerupItem): Partial<Entity> {\n    const respawnTime = powerupItem.id === 'item_quad' || powerupItem.id === 'item_invulnerability' ? 60 : 30;\n    const modelName = `models/items/powerups/${powerupItem.id.replace('item_', '')}/tris.md2`;\n\n    return {\n        classname: powerupItem.id,\n        solid: Solid.Trigger,\n        touch: (self, other) => {\n            if (!other || !other.client) {\n                return;\n            }\n\n            if (pickupPowerup(other.client, powerupItem, game.time * 1000)) {\n                game.sound?.(other, 0, 'items/pkup.wav', 1, 1, 0);\n                game.centerprintf?.(other, `You got the ${powerupItem.name}`);\n\n                handleItemPickup(game, self, other, respawnTime);\n            }\n        },\n        think: createItemRespawnFunction(game, modelName)\n    };\n}\n","// =================================================================\n// Quake II - Key Pickup Entities\n// =================================================================\n\nimport { Entity } from '../entity.js';\nimport { pickupKey, KeyItem } from '../../inventory/index.js';\nimport { GameExports } from '../../index.js';\n\nimport { Solid } from '../entity.js';\n\nexport function createKeyPickupEntity(game: GameExports, keyItem: KeyItem): Partial<Entity> {\n    const respawn = (self: Entity) => {\n        self.solid = Solid.Trigger;\n    };\n\n    return {\n        classname: keyItem.id,\n        solid: Solid.Trigger,\n        touch: (self, other) => {\n            if (!other || !other.client) {\n                return;\n            }\n\n            if (pickupKey(other.client.inventory, keyItem, game.time * 1000)) {\n                game.sound?.(other, 0, 'items/pkup.wav', 1, 1, 0);\n                game.centerprintf?.(other, `You got the ${keyItem.name}`);\n                self.solid = Solid.Not;\n                self.nextthink = game.time + 30;\n                game.entities.scheduleThink(self, self.nextthink);\n            }\n        },\n        think: respawn,\n    };\n}\n","// =================================================================\n// Quake II - Ammo Pickup Entities\n// =================================================================\n\nimport { Entity, Solid } from '../entity.js';\nimport { GameExports } from '../../index.js';\nimport { AmmoItemId, getAmmoItemDefinition, pickupAmmo } from '../../inventory/ammo.js';\nimport { handleItemPickup, createItemRespawnFunction } from './common.js';\n\nconst AMMO_DISPLAY_NAMES: Record<AmmoItemId, string> = {\n  [AmmoItemId.Shells]: 'Shells',\n  [AmmoItemId.Bullets]: 'Bullets',\n  [AmmoItemId.Rockets]: 'Rockets',\n  [AmmoItemId.Grenades]: 'Grenades',\n  [AmmoItemId.Cells]: 'Cells',\n  [AmmoItemId.Slugs]: 'Slugs',\n  [AmmoItemId.MagSlugs]: 'Magnum Slugs',\n  [AmmoItemId.Flechettes]: 'Flechettes',\n  [AmmoItemId.Disruptor]: 'Disruptor Rounds',\n  [AmmoItemId.Tesla]: 'Tesla Cells',\n  [AmmoItemId.Trap]: 'Traps',\n  [AmmoItemId.Prox]: 'Prox Mines'\n};\n\nexport function createAmmoPickupEntity(game: GameExports, itemId: AmmoItemId): Partial<Entity> {\n  const def = getAmmoItemDefinition(itemId);\n  const modelName = `models/items/ammo/${itemId.replace('ammo_', '')}/tris.md2`; // Approximate\n\n  return {\n    classname: itemId,\n    solid: Solid.Trigger,\n    touch: (self, other) => {\n      if (!other || !other.client) {\n        return;\n      }\n\n      const result = pickupAmmo(other.client.inventory.ammo, itemId);\n      if (result.pickedUp) {\n        game.sound?.(other, 0, 'items/pkup.wav', 1, 1, 0);\n\n        const name = AMMO_DISPLAY_NAMES[itemId] || itemId.replace('ammo_', '');\n        game.centerprintf?.(other, `You got ${def.quantity} ${name}`);\n\n        handleItemPickup(game, self, other);\n      }\n    },\n    think: createItemRespawnFunction(game, modelName),\n  };\n}\n","// =================================================================\n// Quake II - Power Armor Pickups\n// =================================================================\n\nimport { Entity } from '../entity.js';\nimport { pickupPowerArmor, PowerArmorItem } from '../../inventory/index.js';\nimport { GameExports } from '../../index.js';\nimport { Solid } from '../entity.js';\n\nexport function createPowerArmorPickupEntity(game: GameExports, item: PowerArmorItem): Partial<Entity> {\n    const respawn = (self: Entity) => {\n        self.solid = Solid.Trigger;\n    };\n\n    return {\n        classname: item.id,\n        solid: Solid.Trigger,\n        touch: (self, other) => {\n            if (!other || !other.client) {\n                return;\n            }\n\n            if (pickupPowerArmor(other.client.inventory, item, game.time * 1000)) {\n                game.sound?.(other, 0, 'items/ar2_pkup.wav', 1, 1, 0); // Reuse armor pickup sound? Or check specific.\n                game.centerprintf?.(other, `You got the ${item.name}`);\n                self.solid = Solid.Not;\n                if (game.deathmatch) {\n                    self.nextthink = game.time + 30;\n                    game.entities.scheduleThink(self, self.nextthink);\n                }\n            }\n        },\n        think: respawn,\n    };\n}\n","// =================================================================\n// Quake II - CTF Flag State\n// =================================================================\n\nimport { Entity } from '../../entities/entity.js';\nimport { EntitySystem } from '../../entities/system.js';\nimport { Vec3 } from '@quake2ts/shared';\n\nexport enum FlagState {\n    AT_BASE = 0,\n    CARRIED = 1,\n    DROPPED = 2,\n}\n\nexport interface FlagEntity extends Entity {\n    flagState: FlagState;\n    flagTeam: 'red' | 'blue';\n    baseOrigin: Vec3; // Where to respawn/return\n}\n\nexport function setFlagState(flag: FlagEntity, newState: FlagState, context: EntitySystem): void {\n    flag.flagState = newState;\n\n    // Logic for state changes could go here if needed\n}\n","// =================================================================\n// Quake II - CTF Scoreboard & Scoring\n// =================================================================\n\nimport { Entity } from '../../entities/entity.js';\nimport { EntitySystem } from '../../entities/system.js';\nimport { PlayerStat, ConfigStringIndex, ServerCommand } from '@quake2ts/shared';\nimport { CtfTeam, countPlayersOnTeam, getTeamName, ClientWithTeam } from './teams.js';\nexport { CtfTeam };\n// import { GameExports } from '../../index.js'; // Avoid circular dependency if unused\n\n// CTF Stats tracked per client\nexport interface CtfPlayerStats {\n    captures: number;\n    returns: number;\n    defends: number;\n    assists: number;\n}\n\n// Extend PlayerClient to include stats\ndeclare module '../../inventory/playerInventory.js' {\n    interface PlayerClient {\n        ctfStats?: CtfPlayerStats;\n    }\n}\n\n// Team scores\nexport let teamScores = {\n    [CtfTeam.RED]: 0,\n    [CtfTeam.BLUE]: 0\n};\n\nexport function resetTeamScores() {\n    teamScores[CtfTeam.RED] = 0;\n    teamScores[CtfTeam.BLUE] = 0;\n}\n\nexport function addTeamScore(team: CtfTeam, points: number) {\n    if (team === CtfTeam.RED || team === CtfTeam.BLUE) {\n        teamScores[team] += points;\n    }\n}\n\nexport function initPlayerCtfStats(client: any) {\n    if (!client.ctfStats) {\n        client.ctfStats = {\n            captures: 0,\n            returns: 0,\n            defends: 0,\n            assists: 0\n        };\n    }\n}\n\n/**\n * Calculates the total score for a player in CTF mode.\n * Formula from g_ctf.c:\n * score = frags + (captures * 5) + returns + defends + assists\n */\nexport function calculatePlayerScore(ent: Entity): number {\n    if (!ent.client) return 0;\n\n    // We assume 'frags' is available via some mechanism, usually updated elsewhere\n    // If client.score is used for frags in base game:\n    const frags = ent.client.score || 0;\n\n    // In CTF, the client.score is typically overwritten by the total CTF score for the scoreboard sorting,\n    // OR we separate frags and CTF score.\n    // However, if we look at `g_ctf.c`, the scoreboard calculation sums up everything.\n    // If we want to return the total score:\n\n    const stats = (ent.client as any).ctfStats as CtfPlayerStats;\n    if (!stats) return frags;\n\n    // Bonus points\n    // Note: If ent.client.score tracks just frags, we add bonus.\n    // If ent.client.score tracks total score, we just return it.\n    // But usually we recalculate it for the scoreboard.\n\n    const bonus = (stats.captures * 5) +\n                  (stats.returns * 1) +\n                  (stats.defends * 1) +\n                  (stats.assists * 1);\n\n    // Assuming ent.client.score is ONLY frags in this implementation context\n    // because we increment captures separately.\n\n    return frags + bonus;\n}\n\n/**\n * Updates the STAT_ keys for the client to display the scoreboard properly.\n * This is called during player think or before sending the frame.\n */\nexport function updateCtfScoreboard(ent: Entity, sys: EntitySystem) {\n    if (!ent.client || !ent.client.stats) return;\n\n    const stats = ent.client.stats; // network stats array\n\n    // 1. Set Team Graphics (Pics)\n    // We need to look up config string indices for these pics.\n    // 'pics/ctf_r.pcx' and 'pics/ctf_b.pcx' should be precached.\n\n    stats[PlayerStat.STAT_CTF_TEAM1_PIC] = sys.configStringIndex ? sys.configStringIndex(\"pics/ctf_r.pcx\") : 0;\n    stats[PlayerStat.STAT_CTF_TEAM1_CAPS] = teamScores[CtfTeam.RED];\n\n    stats[PlayerStat.STAT_CTF_TEAM2_PIC] = sys.configStringIndex ? sys.configStringIndex(\"pics/ctf_b.pcx\") : 0;\n    stats[PlayerStat.STAT_CTF_TEAM2_CAPS] = teamScores[CtfTeam.BLUE];\n\n    // 2. Set Current Player Team Graphic\n    const clientTeam = (ent.client as unknown as ClientWithTeam).ctfTeam;\n\n    // Clear joined pics first\n    stats[PlayerStat.STAT_CTF_JOINED_TEAM1_PIC] = 0;\n    stats[PlayerStat.STAT_CTF_JOINED_TEAM2_PIC] = 0;\n\n    if (clientTeam === CtfTeam.RED) {\n        stats[PlayerStat.STAT_CTF_JOINED_TEAM1_PIC] = sys.configStringIndex ? sys.configStringIndex(\"pics/ctf_r.pcx\") : 0;\n    } else if (clientTeam === CtfTeam.BLUE) {\n        stats[PlayerStat.STAT_CTF_JOINED_TEAM2_PIC] = sys.configStringIndex ? sys.configStringIndex(\"pics/ctf_b.pcx\") : 0;\n    }\n\n    // 4. Scoreboard Layout\n    // Enable the CTF scoreboard layout\n    stats[PlayerStat.STAT_CTF_TEAMINFO] = 1; // Enable CTF HUD/Scoreboard elements\n}\n","// =================================================================\n// Quake II - CTF Capture Logic\n// =================================================================\n\nimport { Entity, Solid } from '../../entities/entity.js';\nimport { EntitySystem } from '../../entities/system.js';\nimport { FlagEntity, FlagState, setFlagState } from './state.js';\nimport { GameExports } from '../../index.js';\nimport { KeyId, hasKey } from '../../inventory/playerInventory.js';\nimport { addTeamScore, CtfTeam } from './scoreboard.js';\n\nexport function checkCapture(\n    flag: FlagEntity,\n    player: Entity,\n    game: GameExports,\n    context: EntitySystem\n): boolean {\n    if (!player.client) return false;\n\n    // Determine player team\n    const playerTeam = (player.client as any).team || 'red';\n\n    // We are checking if the player is touching their OWN flag at base\n    if (flag.flagTeam !== playerTeam) {\n        return false;\n    }\n\n    if (flag.flagState !== FlagState.AT_BASE) {\n        return false;\n    }\n\n    // Does player have the enemy flag?\n    const enemyFlagKey = playerTeam === 'red' ? KeyId.BlueFlag : KeyId.RedFlag;\n\n    if (hasKey(player.client.inventory, enemyFlagKey)) {\n        return captureFlag(flag, player, game, context);\n    }\n\n    return false;\n}\n\nexport function captureFlag(\n    ownFlag: FlagEntity,\n    player: Entity,\n    game: GameExports,\n    context: EntitySystem\n): boolean {\n    if (!player.client) return false;\n\n    const playerTeam = (player.client as any).team || 'red';\n    const enemyTeam = playerTeam === 'red' ? 'blue' : 'red';\n\n    // 1. Award points\n    // Player capture bonus (usually 5)\n    // We increment the capture count in stats, which will be calculated into score\n    const ctfStats = player.client.ctfStats;\n    if (ctfStats) {\n        ctfStats.captures++;\n    }\n\n    // Also update raw score for compatibility/immediate display?\n    if (player.client.score !== undefined) {\n        player.client.score += 5; // Bonus\n    } else {\n        player.client.score = 5;\n    }\n\n    // Team score\n    const teamEnum = playerTeam === 'red' ? CtfTeam.RED : CtfTeam.BLUE;\n    addTeamScore(teamEnum, 1);\n\n    game.sound?.(player, 0, 'ctf/flagcap.wav', 1, 1, 0);\n    game.centerprintf?.(player, 'You captured the flag!');\n    // Broadcast message\n    // game.bprint(`${player.netname} captured the ${enemyTeam} flag!`);\n\n    // 2. Remove enemy flag from player inventory\n    const enemyFlagKey = playerTeam === 'red' ? KeyId.BlueFlag : KeyId.RedFlag;\n    player.client.inventory.keys.delete(enemyFlagKey);\n\n    // 3. Reset enemy flag entity\n    context.forEachEntity((ent) => {\n        const flag = ent as FlagEntity;\n        if ((flag.classname === 'item_flag_team1' || flag.classname === 'item_flag_team2') && flag.flagTeam === enemyTeam) {\n             setFlagState(flag, FlagState.AT_BASE, context);\n             flag.origin = { ...flag.baseOrigin };\n             flag.solid = Solid.Trigger;\n             flag.owner = null;\n             flag.model = flag.flagTeam === 'red' ? 'players/male/flag1.md2' : 'players/male/flag2.md2';\n             flag.svflags &= ~1;\n        }\n    });\n\n    return true;\n}\n","// =================================================================\n// Quake II - CTF Flag Logic\n// =================================================================\n\nimport { Entity, Solid, MoveType } from '../../entities/entity.js';\nimport { GameExports } from '../../index.js';\nimport { FlagItem } from '../../inventory/items.js';\nimport { pickupFlag } from '../../inventory/playerInventory.js';\nimport { EntitySystem } from '../../entities/system.js';\nimport { FlagState, setFlagState, FlagEntity } from './state.js';\nimport { checkCapture } from './capture.js';\nimport { Vec3 } from '@quake2ts/shared';\n\nexport function createFlagPickupEntity(game: GameExports, flagItem: FlagItem): Partial<Entity> {\n    const isRed = flagItem.team === 'red';\n\n    const respawn = (self: FlagEntity) => {\n        setFlagState(self, FlagState.AT_BASE, game.entities as unknown as EntitySystem);\n        self.solid = Solid.Trigger;\n        self.model = isRed ? 'players/male/flag1.md2' : 'players/male/flag2.md2';\n        self.origin = { ...self.baseOrigin }; // Reset to base\n        self.svflags &= ~1;\n    };\n\n    return {\n        classname: flagItem.id,\n        solid: Solid.Trigger,\n        model: isRed ? 'players/male/flag1.md2' : 'players/male/flag2.md2',\n        movetype: MoveType.None, // Base flag is stationary\n\n        // Initialize extended properties\n        // We cast this object to Partial<Entity> which includes FlagEntity props if we extend definition\n        // or we just assign them dynamically.\n        // For type safety, we might need to cast to any here or define these props on Entity.\n        // Since we can't easily modify Entity definition right now without a big refactor,\n        // we assume runtime extensions are allowed or these are custom fields.\n        flagState: FlagState.AT_BASE,\n        flagTeam: flagItem.team,\n        baseOrigin: { x: 0, y: 0, z: 0 },\n\n        touch: (selfEntity, other) => {\n            const self = selfEntity as FlagEntity;\n            if (!other || !other.client) {\n                return;\n            }\n\n            // Determine player team\n            const playerTeam = (other.client as any).team || 'red';\n\n            const sameTeam = self.flagTeam === playerTeam;\n\n            if (sameTeam) {\n                // If touching own flag\n                if (self.flagState === FlagState.AT_BASE) {\n                     // Check for capture\n                     if (checkCapture(self, other, game, game.entities as unknown as EntitySystem)) {\n                        return;\n                     }\n                     return; // Do nothing else\n                }\n                if (self.flagState === FlagState.DROPPED) {\n                    // Return flag\n                    game.sound?.(other, 0, 'ctf/flagret.wav', 1, 1, 0);\n                    game.centerprintf?.(other, `You returned the ${flagItem.name}!`);\n                    respawn(self);\n                }\n            } else {\n                // Enemy flag\n                // Can pick up if AT_BASE or DROPPED\n                if (pickupFlag(other.client, flagItem, game.time * 1000)) {\n                    game.sound?.(other, 0, 'ctf/flagpk.wav', 1, 1, 0);\n                    game.centerprintf?.(other, `You got the ${flagItem.name}!`);\n\n                    setFlagState(self, FlagState.CARRIED, game.entities as unknown as EntitySystem);\n                    self.solid = Solid.Not;\n                    self.model = undefined;\n                    self.owner = other;\n                }\n            }\n        },\n\n        think: (selfEntity, context) => {\n             const self = selfEntity as FlagEntity;\n             if (self.flagState === FlagState.DROPPED) {\n                 // Check timeout (30s default) is handled by nextthink in drop.ts\n             }\n        }\n    } as Partial<Entity>;\n}\n","// =================================================================\n// Quake II - Item Registration\n// =================================================================\n\nimport { SpawnRegistry } from './spawn.js';\nimport { GameExports } from '../index.js';\nimport {\n    WEAPON_ITEMS,\n    HEALTH_ITEMS,\n    ARMOR_ITEMS,\n    POWERUP_ITEMS,\n    KEY_ITEMS,\n    POWER_ARMOR_ITEMS,\n    FLAG_ITEMS\n} from '../inventory/items.js';\nimport { createWeaponPickupEntity } from './items/weapons.js';\nexport { createWeaponPickupEntity } from './items/weapons.js';\nimport { createHealthPickupEntity } from './items/health.js';\nimport { createArmorPickupEntity } from './items/armor.js';\nimport { createPowerupPickupEntity } from './items/powerups.js';\nimport { createKeyPickupEntity } from './items/keys.js';\nimport { createAmmoPickupEntity } from './items/ammo.js';\nimport { createPowerArmorPickupEntity } from './items/powerArmor.js';\nimport { createFoodCubePickupEntity } from './items/foodcube.js';\nimport { createFlagPickupEntity } from '../modes/ctf/flag.js';\nimport { AmmoItemId } from '../inventory/ammo.js';\nimport { Entity } from './entity.js';\n\nexport function registerItemSpawns(game: GameExports, registry: SpawnRegistry) {\n    registry.register('item_foodcube', (entity: Entity) => {\n        Object.assign(entity, createFoodCubePickupEntity(game));\n    });\n\n    for (const weaponItem of Object.values(WEAPON_ITEMS)) {\n        registry.register(weaponItem.id, (entity: Entity) => {\n            Object.assign(entity, createWeaponPickupEntity(game, weaponItem));\n        });\n    }\n\n    for (const healthItem of Object.values(HEALTH_ITEMS)) {\n        registry.register(healthItem.id, (entity: Entity) => {\n            Object.assign(entity, createHealthPickupEntity(game, healthItem));\n        });\n    }\n\n    for (const armorItem of Object.values(ARMOR_ITEMS)) {\n        registry.register(armorItem.id, (entity: Entity) => {\n            Object.assign(entity, createArmorPickupEntity(game, armorItem));\n        });\n    }\n\n    for (const powerupItem of Object.values(POWERUP_ITEMS)) {\n        registry.register(powerupItem.id, (entity: Entity) => {\n            Object.assign(entity, createPowerupPickupEntity(game, powerupItem));\n        });\n    }\n\n    for (const item of Object.values(POWER_ARMOR_ITEMS)) {\n        registry.register(item.id, (entity: Entity) => {\n            Object.assign(entity, createPowerArmorPickupEntity(game, item));\n        });\n    }\n\n    for (const keyItem of Object.values(KEY_ITEMS)) {\n        registry.register(keyItem.id, (entity: Entity) => {\n            Object.assign(entity, createKeyPickupEntity(game, keyItem));\n        });\n    }\n\n    for (const ammoId of Object.values(AmmoItemId)) {\n        registry.register(ammoId, (entity: Entity) => {\n            Object.assign(entity, createAmmoPickupEntity(game, ammoId));\n        });\n    }\n\n    for (const flagItem of Object.values(FLAG_ITEMS)) {\n        registry.register(flagItem.id, (entity: Entity) => {\n            Object.assign(entity, createFlagPickupEntity(game, flagItem));\n        });\n    }\n}\n","// =================================================================\n// Quake II - Gibs\n// =================================================================\n\nimport { Entity, MoveType, Solid, CollisionSurface } from './entity.js';\nimport { EntitySystem } from './system.js';\nimport { createRandomGenerator, Vec3, scaleVec3, TempEntity, ServerCommand, CollisionPlane } from '@quake2ts/shared';\nimport { DamageMod } from '../combat/damageMods.js';\nimport { EntityEffects } from './enums.js';\nimport { MulticastType } from '../imports.js';\n\nexport const GIB_ORGANIC = 0;\nexport const GIB_METALLIC = 1;\nexport const GIB_DEBRIS = 2;\n\nexport enum GibType {\n    Metallic = 1,\n    Debris = 2\n}\n\nexport interface GibDef {\n    count: number;\n    model: string;\n    flags?: number; // GIB_METALLIC | GIB_DEBRIS\n}\n\nfunction velocityForDamage(damage: number, rng: { crandom: () => number, frandom: () => number }): Vec3 {\n    let x = 100.0 * rng.crandom();\n    let y = 100.0 * rng.crandom();\n    let z = 200.0 + 100.0 * rng.frandom();\n\n    if (damage < 50) {\n        x *= 0.7;\n        y *= 0.7;\n        z *= 0.7;\n    } else {\n        x *= 1.2;\n        y *= 1.2;\n        z *= 1.2;\n    }\n    return { x, y, z };\n}\n\nfunction clipGibVelocity(ent: Entity) {\n    let { x, y, z } = ent.velocity;\n\n    if (x < -300) x = -300;\n    else if (x > 300) x = 300;\n\n    if (y < -300) y = -300;\n    else if (y > 300) y = 300;\n\n    if (z < 200) z = 200; // always some upwards\n    else if (z > 500) z = 500;\n\n    ent.velocity = { x, y, z };\n}\n\nfunction gib_touch(self: Entity, other: Entity | null, plane: CollisionPlane | null | undefined, surf: CollisionSurface | null | undefined, sys: EntitySystem) {\n    if (!self.groundentity) return;\n\n    self.touch = undefined; // NULL in C\n\n    if (plane) {\n        sys.sound(self, 0, 'misc/fhit3.wav', 1, 1, 0); // CHAN_VOICE, ATTN_NORM\n    }\n}\n\nexport function spawnGib(sys: EntitySystem, origin: Vec3, damage: number, model?: string, type: number = GIB_ORGANIC, mod: DamageMod = DamageMod.UNKNOWN) {\n    const gib = sys.spawn();\n    gib.classname = 'gib';\n\n    // Use sys.rng\n    gib.origin = {\n        x: origin.x + sys.rng.crandom() * 20,\n        y: origin.y + sys.rng.crandom() * 20,\n        z: origin.z + sys.rng.crandom() * 20\n    };\n\n    const modelName = model || 'models/objects/gibs/sm_meat/tris.md2';\n    gib.modelindex = sys.modelIndex(modelName);\n\n    gib.mins = { x: -2, y: -2, z: -2 };\n    gib.maxs = { x: 2, y: 2, z: 2 };\n\n    gib.solid = Solid.Not;\n    gib.takedamage = true;\n    gib.die = (self, inflictor, attacker, dmg, point, mod) => {\n        sys.free(self);\n    };\n\n    gib.clipmask = 0x00000001; // MASK_SOLID\n\n    let vscale = 1.0;\n\n    if (type === GIB_ORGANIC) {\n        gib.movetype = MoveType.Toss;\n        gib.touch = (self, other, plane, surf) => gib_touch(self, other, plane, surf, sys);\n        vscale = 0.5;\n    } else {\n        gib.movetype = MoveType.Bounce;\n        vscale = 1.0;\n    }\n\n    // Apply effects based on damage mod\n    if (mod === DamageMod.LAVA || mod === DamageMod.TRAP) {\n        // Burn gibs: No blood\n        gib.effects |= EntityEffects.Rocket; // Smoke trail effect\n    } else if (type !== GIB_METALLIC && type !== GIB_DEBRIS) {\n        // Organic gibs bleed unless burned\n        gib.effects |= EntityEffects.Gib;\n    }\n\n    const vd = velocityForDamage(damage, sys.rng);\n\n    gib.velocity = {\n        x: vd.x * vscale,\n        y: vd.y * vscale,\n        z: vd.z * vscale\n    };\n\n    clipGibVelocity(gib);\n\n    gib.avelocity = {\n        x: sys.rng.frandom() * 600,\n        y: sys.rng.frandom() * 600,\n        z: sys.rng.frandom() * 600\n    };\n\n    if (type === GIB_ORGANIC && mod !== DamageMod.LAVA && mod !== DamageMod.TRAP) {\n        // Correct usage of TempEntity.BLOOD (1)\n        // Original Source: g_phys.c -> ThrowGib\n        sys.multicast(\n            gib.origin,\n            MulticastType.Pvs,\n            ServerCommand.temp_entity,\n            TempEntity.BLOOD, // ID\n            gib.origin.x, gib.origin.y, gib.origin.z, // Pos\n            gib.velocity.x, gib.velocity.y, gib.velocity.z // Dir\n        );\n    }\n\n    gib.think = (self: Entity) => {\n        sys.free(self);\n    };\n    sys.scheduleThink(gib, sys.timeSeconds + 10 + sys.rng.frandom() * 10);\n\n    sys.finalizeSpawn(gib);\n    return gib;\n}\n\n// Matches ThrowClientHead logic in g_misc.c (mostly)\n// Replaces ThrowHead behavior for generic monsters too for now.\nexport function spawnHead(sys: EntitySystem, origin: Vec3, damage: number, mod: DamageMod = DamageMod.UNKNOWN) {\n    const head = sys.spawn();\n\n    // Randomize between skull (skin 0) and player head (skin 1)\n    let gibname: string;\n    if (sys.rng.irandom(2) === 1) {\n        gibname = \"models/objects/gibs/head2/tris.md2\";\n        head.skin = 1; // second skin is player\n    } else {\n        gibname = \"models/objects/gibs/skull/tris.md2\";\n        head.skin = 0;\n    }\n\n    head.frame = 0;\n    head.modelindex = sys.modelIndex(gibname);\n\n    head.mins = { x: -16, y: -16, z: 0 };\n    head.maxs = { x: 16, y: 16, z: 16 };\n\n    head.origin = {\n        x: origin.x,\n        y: origin.y,\n        z: origin.z + 32\n    };\n\n    head.solid = Solid.Not;\n    head.takedamage = true;\n    head.die = (self, inflictor, attacker, dmg, point, mod) => {\n        sys.free(self);\n    };\n\n    // Generic head is organic\n    let vscale = 0.5;\n\n    head.movetype = MoveType.Toss;\n    head.touch = (self, other, plane, surf) => gib_touch(self, other, plane, surf, sys);\n\n    if (mod === DamageMod.LAVA || mod === DamageMod.TRAP) {\n        // Burn gibs: No blood\n        head.effects |= EntityEffects.Rocket; // Smoke trail effect\n    } else {\n        head.effects |= EntityEffects.Gib;\n    }\n\n    const vd = velocityForDamage(damage, sys.rng);\n\n    head.velocity = {\n        x: vd.x * vscale,\n        y: vd.y * vscale,\n        z: vd.z * vscale\n    };\n\n    clipGibVelocity(head);\n\n    head.avelocity = { x: 0, y: sys.rng.crandom() * 600, z: 0 };\n\n    if (mod !== DamageMod.LAVA && mod !== DamageMod.TRAP) {\n        // Blood shower for head too\n        sys.multicast(\n            head.origin,\n            MulticastType.Pvs,\n            ServerCommand.temp_entity,\n            TempEntity.BLOOD, // ID\n            head.origin.x, head.origin.y, head.origin.z, // Pos\n            head.velocity.x, head.velocity.y, head.velocity.z // Dir\n        );\n    }\n\n    head.think = (self: Entity) => {\n        sys.free(self);\n    };\n    sys.scheduleThink(head, sys.timeSeconds + 10 + sys.rng.frandom() * 10);\n\n    sys.finalizeSpawn(head);\n    return head;\n}\n\nexport function throwGibs(sys: EntitySystem, origin: Vec3, damageOrDefs: number | GibDef[], type: number = GIB_ORGANIC, mod: DamageMod = DamageMod.UNKNOWN) {\n    if (typeof damageOrDefs === 'number') {\n        const damage = damageOrDefs;\n\n        if (type === GIB_METALLIC) {\n             spawnGib(sys, origin, damage, 'models/objects/debris1/tris.md2', type, mod);\n             spawnGib(sys, origin, damage, 'models/objects/debris2/tris.md2', type, mod);\n             spawnGib(sys, origin, damage, 'models/objects/debris3/tris.md2', type, mod);\n             spawnGib(sys, origin, damage, 'models/objects/debris2/tris.md2', type, mod);\n        } else {\n            spawnGib(sys, origin, damage, 'models/objects/gibs/sm_meat/tris.md2', type, mod);\n            spawnGib(sys, origin, damage, 'models/objects/gibs/sm_meat/tris.md2', type, mod);\n            spawnGib(sys, origin, damage, 'models/objects/gibs/sm_meat/tris.md2', type, mod);\n            spawnGib(sys, origin, damage, 'models/objects/gibs/sm_meat/tris.md2', type, mod);\n\n            spawnGib(sys, origin, damage, 'models/objects/gibs/meat/tris.md2', type, mod);\n            spawnGib(sys, origin, damage, 'models/objects/gibs/bone/tris.md2', type, mod);\n\n            // Spawn head\n            spawnHead(sys, origin, damage, mod);\n        }\n\n    } else {\n        const defs = damageOrDefs;\n        for (const def of defs) {\n            for (let i = 0; i < def.count; i++) {\n                spawnGib(sys, origin, 0, def.model, def.flags, mod);\n            }\n        }\n    }\n}\n","import { angleVectors, distance, lengthVec3, normalizeVec3, scaleVec3, subtractVec3, addVec3, Vec3, dotVec3 } from '@quake2ts/shared';\nimport { Entity, MoveType, Solid, EntityFlags, ServerFlags } from './entity.js';\nimport type { SpawnFunction, SpawnRegistry } from './spawn.js';\nimport { EntitySystem } from './system.js';\nimport { setMovedir } from './utils.js';\nimport { T_RadiusDamage, Damageable } from '../combat/damage.js';\nimport { DamageFlags } from '../combat/damageFlags.js';\nimport { DamageMod } from '../combat/damageMods.js';\nimport { throwGibs, GIB_METALLIC, GIB_DEBRIS } from './gibs.js';\n\n// ============================================================================\n// MOVEMENT HELPERS\n// ============================================================================\n\nfunction move_calc(ent: Entity, dest: Vec3, context: EntitySystem, done: (ent: Entity, ctx: EntitySystem) => void) {\n  const dt = 0.1;\n  const vec = subtractVec3(dest, ent.origin);\n  const dist = lengthVec3(vec);\n  const dir = normalizeVec3(vec);\n\n  const speed = ent.speed || 100;\n\n  // Current speed from velocity (approximate)\n  let currentSpeed = lengthVec3(ent.velocity);\n\n  // Accel\n  if (ent.accel) {\n      currentSpeed += ent.accel * dt;\n  } else {\n      currentSpeed = speed;\n  }\n\n  // Decel\n  if (ent.decel) {\n      const distToStop = (currentSpeed * currentSpeed) / (2 * ent.decel);\n      if (dist <= distToStop) {\n          currentSpeed -= ent.decel * dt;\n          if (currentSpeed < 10) currentSpeed = 10;\n      }\n  }\n\n  // Clamp\n  if (currentSpeed > speed) currentSpeed = speed;\n\n  const move = currentSpeed * dt;\n\n  if (dist <= move) {\n      // Finish this frame\n      ent.velocity = scaleVec3(dir, dist / dt); // Reach exactly dest\n      ent.think = (e) => {\n          e.velocity = {x: 0, y: 0, z: 0};\n          e.origin = {...dest};\n          context.linkentity(e);\n          done(e, context);\n      };\n      context.scheduleThink(ent, context.timeSeconds + dt);\n  } else {\n      // Continue\n      ent.velocity = scaleVec3(dir, currentSpeed);\n      ent.think = (e) => {\n          // Update position based on velocity (simulating physics step)\n          e.origin = addVec3(e.origin, scaleVec3(e.velocity, dt));\n          context.linkentity(e);\n          move_calc(e, dest, context, done);\n      };\n      context.scheduleThink(ent, context.timeSeconds + dt);\n  }\n}\n\nfunction angle_move_calc(ent: Entity, dest: Vec3, context: EntitySystem, done: (ent: Entity, ctx: EntitySystem) => void) {\n    const dt = 0.1;\n    const vec = subtractVec3(dest, ent.angles);\n    const dist = lengthVec3(vec);\n    const dir = normalizeVec3(vec);\n    const speed = ent.speed || 100;\n\n    // Current speed from angular velocity (approximate)\n    let currentSpeed = lengthVec3(ent.avelocity);\n\n    // Accel\n    if (ent.accel) {\n        currentSpeed += ent.accel * dt;\n    } else {\n        currentSpeed = speed;\n    }\n\n    // Decel\n    if (ent.decel) {\n        const distToStop = (currentSpeed * currentSpeed) / (2 * ent.decel);\n        if (dist <= distToStop) {\n            currentSpeed -= ent.decel * dt;\n            if (currentSpeed < 10) currentSpeed = 10;\n        }\n    }\n\n    // Clamp\n    if (currentSpeed > speed) currentSpeed = speed;\n\n    const move = currentSpeed * dt;\n\n    if (dist <= move) {\n        // Finish this frame\n        ent.avelocity = scaleVec3(dir, dist / dt);\n        ent.think = (e) => {\n            e.avelocity = { x: 0, y: 0, z: 0 };\n            e.angles = { ...dest }; // Snap to final exact\n            context.linkentity(e);\n            done(e, context);\n        };\n        context.scheduleThink(ent, context.timeSeconds + dt);\n    } else {\n        // Continue\n        ent.avelocity = scaleVec3(dir, currentSpeed);\n        ent.think = (e) => {\n            // runPush handles angle updates via avelocity\n            angle_move_calc(e, dest, context, done);\n        };\n        context.scheduleThink(ent, context.timeSeconds + dt);\n    }\n}\n\n\n// ============================================================================\n// FUNC DOOR\n// ============================================================================\n\nexport enum DoorState {\n  Open,\n  Opening,\n  Closed,\n  Closing,\n}\n\nconst SPAWNFLAG_DOOR_START_OPEN = 1;\nconst SPAWNFLAG_DOOR_REVERSE = 2; // Shared with rotating\nconst SPAWNFLAG_DOOR_CRUSHER = 4;\nconst SPAWNFLAG_DOOR_NOMONSTER = 8;\nconst SPAWNFLAG_DOOR_ANIMATED = 16;\nconst SPAWNFLAG_DOOR_TOGGLE = 32;\nconst SPAWNFLAG_DOOR_ANIMATED_FAST = 64;\n\n// Effects constants from q_shared.h/g_local.h\nconst EF_ANIM_ALL = 4;\nconst EF_ANIM_ALLFAST = 8;\n\n// Local definition to handle legacy string sounds if needed, but should align with Entity definition\ninterface MoveInfo {\n    sound_start: string | number | null;\n    sound_middle: string | number | null;\n    sound_end: string | number | null;\n    reversing?: boolean;\n    dir?: Vec3;\n    speed?: number;\n    accel?: number;\n    decel?: number;\n    wait?: number;\n    start_origin?: Vec3;\n    start_angles?: Vec3;\n    end_origin?: Vec3;\n    end_angles?: Vec3;\n}\n\nfunction getMoveInfo(ent: Entity): MoveInfo | undefined {\n    return (ent as any).moveinfo;\n}\n\nfunction door_hit_top(ent: Entity, context: EntitySystem) {\n  const moveinfo = getMoveInfo(ent);\n  // Play end sound\n  if (moveinfo && moveinfo.sound_end) {\n      context.sound(ent, 0, String(moveinfo.sound_end), 1, 1, 0);\n  }\n\n  ent.state = DoorState.Open;\n  if (ent.spawnflags & SPAWNFLAG_DOOR_TOGGLE) { // TOGGLE\n       // Don't auto close\n       return;\n  }\n  if (ent.wait === -1) {\n       // Stay open\n       return;\n  }\n  // Reuse door_go_down logic but handle sound carefully\n  // door_go_down handles initiating the move.\n  ent.think = (e) => door_go_down(e, context);\n  context.scheduleThink(ent, context.timeSeconds + ent.wait);\n}\n\nfunction door_hit_bottom(ent: Entity, context: EntitySystem) {\n  const moveinfo = getMoveInfo(ent);\n  // Play end sound\n  if (moveinfo && moveinfo.sound_end) {\n      context.sound(ent, 0, String(moveinfo.sound_end), 1, 1, 0);\n  }\n  ent.state = DoorState.Closed;\n}\n\nfunction door_go_down(door: Entity, context: EntitySystem) {\n  const moveinfo = getMoveInfo(door);\n  if (moveinfo && moveinfo.sound_start) {\n      context.sound(door, 0, String(moveinfo.sound_start), 1, 1, 0);\n  }\n\n  if (door.max_health) {\n      door.takedamage = true;\n      door.health = door.max_health;\n  }\n\n  door.state = DoorState.Closing;\n\n  if (door.classname === 'func_door_rotating') {\n       // Check if reversing for safe_open\n       let dest = door.pos1; // Default to closed (pos1)\n       // Wait, pos1 is closed state (angles).\n       // If rotating door, go_down means closing.\n       // So target is pos1.\n\n       door.think = (e) => angle_move_calc(e, dest, context, door_hit_bottom);\n       angle_move_calc(door, dest, context, door_hit_bottom);\n  } else {\n       door.think = (e) => move_calc(e, e.pos1, context, door_hit_bottom);\n       move_calc(door, door.pos1, context, door_hit_bottom);\n  }\n}\n\nfunction door_go_up(door: Entity, context: EntitySystem) {\n  const moveinfo = getMoveInfo(door);\n  if (moveinfo && moveinfo.sound_start) {\n      context.sound(door, 0, String(moveinfo.sound_start), 1, 1, 0);\n  }\n\n  if (door.classname === 'func_door_rotating') {\n      let dest = door.pos2;\n      // Handle reversing logic if needed (e.g. SAFE_OPEN)\n      if (moveinfo && moveinfo.reversing && (door as any).pos3) {\n           dest = (door as any).pos3;\n      }\n      door.think = (e) => angle_move_calc(e, dest, context, door_hit_top);\n      angle_move_calc(door, dest, context, door_hit_top);\n  } else {\n      door.think = (e) => move_calc(e, e.pos2, context, door_hit_top);\n      move_calc(door, door.pos2, context, door_hit_top);\n  }\n}\n\nconst func_door: SpawnFunction = (entity, context) => {\n  // Use context.entities instead of context because context is SpawnContext and we need EntitySystem\n  const sys = context.entities;\n\n  entity.movedir = setMovedir(entity.angles);\n  if (!entity.speed) entity.speed = 100;\n  if (!entity.wait) entity.wait = 3;\n  if (!entity.lip) entity.lip = 8;\n  if (!entity.dmg) entity.dmg = 2;\n  if (!entity.health) entity.health = 0;\n  entity.solid = Solid.Bsp;\n  entity.movetype = MoveType.Push;\n\n  // Capture context for blocked callback\n  entity.blocked = (self, other) => {\n      if (other && other.takedamage) {\n        const damage = self.dmg || 2;\n        if (self.spawnflags & SPAWNFLAG_DOOR_CRUSHER) {\n            other.health -= damage;\n        } else {\n            other.health -= damage;\n        }\n      }\n\n      if (self.spawnflags & SPAWNFLAG_DOOR_CRUSHER) {\n          return;\n      }\n\n      if (self.state === DoorState.Opening) {\n        self.state = DoorState.Closing;\n        door_go_down(self, sys);\n      } else if (self.state === DoorState.Closing) {\n        self.state = DoorState.Opening;\n        door_go_up(self, sys);\n      }\n  };\n\n  entity.state = DoorState.Closed;\n  entity.pos1 = { ...entity.origin };\n  const move = entity.movedir.x * (Math.abs(entity.maxs.x - entity.mins.x) - entity.lip) +\n               entity.movedir.y * (Math.abs(entity.maxs.y - entity.mins.y) - entity.lip) +\n               entity.movedir.z * (Math.abs(entity.maxs.z - entity.mins.z) - entity.lip);\n  entity.pos2 = addVec3(entity.pos1, scaleVec3(entity.movedir, move));\n\n  // Handle sounds\n  const moveinfo: MoveInfo = {\n      sound_start: null,\n      sound_middle: null,\n      sound_end: null\n  };\n  if (entity.sounds !== 1) {\n      // Default set 1\n      moveinfo.sound_start = 'doors/dr1_strt.wav';\n      moveinfo.sound_middle = 'doors/dr1_mid.wav';\n      moveinfo.sound_end = 'doors/dr1_end.wav';\n  }\n  (entity as any).moveinfo = moveinfo;\n\n\n  if (entity.spawnflags & SPAWNFLAG_DOOR_START_OPEN) { // START_OPEN\n      entity.origin = { ...entity.pos2 };\n      entity.state = DoorState.Open;\n  }\n\n  if (entity.spawnflags & SPAWNFLAG_DOOR_ANIMATED) {\n      entity.effects |= EF_ANIM_ALL;\n  }\n  if (entity.spawnflags & SPAWNFLAG_DOOR_ANIMATED_FAST) {\n      entity.effects |= EF_ANIM_ALLFAST;\n  }\n\n  // Handle shootable doors\n  if (entity.health > 0) {\n      entity.takedamage = true;\n      entity.max_health = entity.health;\n      entity.die = (self, inflictor, attacker, damage) => {\n          self.health = self.max_health;\n          self.takedamage = false;\n          self.use?.(self, attacker, attacker);\n      };\n  }\n\n  entity.use = (self, other, activator) => {\n    if (entity.spawnflags & SPAWNFLAG_DOOR_TOGGLE) { // TOGGLE\n         if (self.state === DoorState.Closed) {\n             self.state = DoorState.Opening;\n             door_go_up(self, sys);\n         } else if (self.state === DoorState.Open) {\n             self.state = DoorState.Closing;\n             door_go_down(self, sys);\n         }\n         return;\n    }\n\n    if (self.state !== DoorState.Closed) return;\n    self.state = DoorState.Opening;\n    door_go_up(self, sys);\n  };\n\n  if (entity.health <= 0 && !entity.targetname) {\n      entity.touch = (self, other) => {\n          if (!other) return;\n          // NOMONSTER check\n          if (self.spawnflags & SPAWNFLAG_DOOR_NOMONSTER) {\n              if (other.svflags & ServerFlags.Monster) return;\n          }\n          if (other.classname !== 'player' && !(other.svflags & ServerFlags.Monster)) return;\n\n          self.use?.(self, other, other);\n      }\n  }\n};\n\nconst func_button: SpawnFunction = (entity, context) => {\n  entity.solid = Solid.Bsp;\n  entity.movetype = MoveType.Push;\n  entity.use = (self) => {\n    context.entities.useTargets(self, self);\n    context.entities.sound(self, 0, 'switches/butn2.wav', 1, 1, 0); // Default sound\n  };\n};\n\n// ============================================================================\n// FUNC DOOR SECRET\n// ============================================================================\n\nconst SPAWNFLAG_SECRET_ALWAYS_SHOOT = 1;\nconst SPAWNFLAG_SECRET_1ST_LEFT = 2;\nconst SPAWNFLAG_SECRET_1ST_DOWN = 4;\n\nfunction door_secret_move1(ent: Entity, context: EntitySystem) {\n    ent.nextthink = context.timeSeconds + 1.0;\n    ent.think = (e) => door_secret_move2(e, context);\n}\n\nfunction door_secret_move2(ent: Entity, context: EntitySystem) {\n    move_calc(ent, ent.pos2, context, door_secret_move3);\n}\n\nfunction door_secret_move3(ent: Entity, context: EntitySystem) {\n    if (ent.wait === -1) {\n        return;\n    }\n    ent.nextthink = context.timeSeconds + ent.wait;\n    ent.think = (e) => door_secret_move4(e, context);\n}\n\nfunction door_secret_move4(ent: Entity, context: EntitySystem) {\n    move_calc(ent, ent.pos1, context, door_secret_move5);\n}\n\nfunction door_secret_move5(ent: Entity, context: EntitySystem) {\n    ent.nextthink = context.timeSeconds + 1.0;\n    ent.think = (e) => door_secret_move6(e, context);\n}\n\nfunction door_secret_move6(ent: Entity, context: EntitySystem) {\n    // Return to start_origin if available, otherwise 0,0,0 (as in C but safer)\n    const dest: Vec3 = (ent as any).start_origin || { x: 0, y: 0, z: 0 };\n    move_calc(ent, dest, context, door_secret_done);\n}\n\nfunction door_secret_done(ent: Entity, context: EntitySystem) {\n    if (!ent.targetname || (ent.spawnflags & SPAWNFLAG_SECRET_ALWAYS_SHOOT)) {\n        ent.health = 0;\n        ent.takedamage = true;\n    }\n    // Real implementation would update PVS visibility here\n}\n\nfunction door_secret_blocked(self: Entity, other: Entity | null) {\n    if (!other || !self.dmg) return;\n\n    if (!(other.svflags & ServerFlags.Monster) && other.classname !== 'player') {\n        // Gib/nuke non-monsters/players\n        if (other.takedamage) {\n            other.health = -1000; // Force gib\n            // Call damage to handle gibbing logic if needed, or just let it be\n        }\n        return;\n    }\n\n    if (other.takedamage) {\n        other.health -= self.dmg;\n    }\n}\n\nexport const func_door_secret: SpawnFunction = (entity, context) => {\n    // Handle sounds\n    const moveinfo: MoveInfo = {\n        sound_start: 'doors/dr1_strt.wav',\n        sound_middle: 'doors/dr1_mid.wav',\n        sound_end: 'doors/dr1_end.wav'\n    };\n    (entity as any).moveinfo = moveinfo;\n\n    entity.movetype = MoveType.Push;\n    entity.solid = Solid.Bsp;\n    entity.svflags |= ServerFlags.Door;\n\n    entity.blocked = door_secret_blocked;\n\n    entity.use = (self, other, activator) => {\n        // make sure we're not already moving\n        // Check if current origin is different from start_origin (assuming start is closed)\n        const start = (self as any).start_origin || { x: 0, y: 0, z: 0 };\n        // Simple check: if velocity is zero and we are at start, go.\n        const d = distance(self.origin, start);\n        if (d > 0.1) return; // Already moving or open\n\n        move_calc(self, self.pos1, context.entities, door_secret_move1);\n        // Real implementation would update PVS visibility here\n    };\n\n    if (!entity.targetname || (entity.spawnflags & SPAWNFLAG_SECRET_ALWAYS_SHOOT)) {\n        entity.health = 0;\n        entity.takedamage = true;\n        entity.die = (self, inflictor, attacker, damage) => {\n            self.takedamage = false;\n            self.use?.(self, attacker, attacker);\n        };\n    }\n\n    if (!entity.dmg) entity.dmg = 2;\n    if (!entity.wait) entity.wait = 5;\n\n    // Use speed, accel, decel from entity or defaults\n    if (!entity.speed) entity.speed = 50;\n    if (!entity.accel) entity.accel = 50;\n    if (!entity.decel) entity.decel = 50;\n\n    // Calculate positions\n    const start_origin = { ...entity.origin };\n    (entity as any).start_origin = start_origin;\n\n    const { forward, right, up } = angleVectors(entity.angles);\n    entity.angles = { x: 0, y: 0, z: 0 };\n\n    const side = 1.0 - ((entity.spawnflags & SPAWNFLAG_SECRET_1ST_LEFT) ? 2 : 0);\n    let width = 0;\n    if (entity.spawnflags & SPAWNFLAG_SECRET_1ST_DOWN) {\n        width = Math.abs(dotVec3(up, entity.size));\n    } else {\n        width = Math.abs(dotVec3(right, entity.size));\n    }\n\n    const length = Math.abs(dotVec3(forward, entity.size));\n\n    // pos1 = start + (right * side * width) OR (up * -1 * width)\n    if (entity.spawnflags & SPAWNFLAG_SECRET_1ST_DOWN) {\n        const move = scaleVec3(up, -1 * width);\n        entity.pos1 = addVec3(start_origin, move);\n    } else {\n        const move = scaleVec3(right, side * width);\n        entity.pos1 = addVec3(start_origin, move);\n    }\n\n    // ent->pos2 = ent->pos1 + (forward * length);\n    const forwardMove = scaleVec3(forward, length);\n    entity.pos2 = addVec3(entity.pos1, forwardMove);\n\n    if (entity.health) {\n        entity.takedamage = true;\n        entity.max_health = entity.health;\n        entity.die = (self, inflictor, attacker, damage) => {\n             self.takedamage = false;\n             self.use?.(self, attacker, attacker);\n        };\n    } else if (entity.targetname && (entity as any).message) {\n         entity.touch = (self, other) => {\n            if (!other || !other.client) return;\n             // Should print message\n             // context.centerprintf(other, self.message);\n         };\n    }\n\n    // Link entity (already done by spawn system generally, but ensuring solid/movetype set above)\n};\n\n\n// ============================================================================\n// FUNC TRAIN\n// ============================================================================\n\nconst TRAIN_START_ON = 1;\nconst TRAIN_TOGGLE = 2;\nconst TRAIN_BLOCK_STOPS = 4;\n\nfunction train_blocked(self: Entity, other: Entity | null) {\n  if (other && other.takedamage) {\n    other.health -= self.dmg || 0;\n  }\n  if (!(self.spawnflags & TRAIN_BLOCK_STOPS)) {\n    return;\n  }\n  self.velocity = { x: 0, y: 0, z: 0 };\n  self.nextthink = 0;\n}\n\nfunction train_wait(self: Entity, context: EntitySystem) {\n  if (self.target_ent && self.target_ent.pathtarget) {\n    context.useTargets(self.target_ent, self);\n  }\n  if (self.target_ent && self.target_ent.target) {\n    const next = context.pickTarget(self.target_ent.target);\n    if (!next) return;\n    self.target_ent = next;\n\n    // Use move_calc logic for trains?\n    // Trains usually have path corners with \"speed\" property override?\n    // And standard trains just move at constant speed.\n    // If we want accel/decel on trains, we need to adapt it.\n    // But func_train implementation here is basic.\n    // Let's stick to existing train implementation for now unless requested.\n\n    const dist = distance(self.origin, next.origin);\n    const speed = self.speed || 100;\n    const time = dist / speed;\n    const dir = normalizeVec3(subtractVec3(next.origin, self.origin));\n    self.velocity = scaleVec3(dir, speed);\n    self.think = train_next;\n    context.scheduleThink(self, context.timeSeconds + time);\n  }\n}\n\nfunction train_next(self: Entity, context: EntitySystem) {\n  self.velocity = { x: 0, y: 0, z: 0 };\n  if (self.target_ent) {\n    self.origin = { ...self.target_ent.origin };\n  }\n  const wait = self.wait || 0;\n  if (wait > 0) {\n    self.think = train_wait;\n    context.scheduleThink(self, context.timeSeconds + wait);\n  } else {\n    train_wait(self, context);\n  }\n}\n\nfunction train_find(self: Entity, context: EntitySystem) {\n  const target = context.pickTarget(self.target);\n  if (!target) return;\n  self.target_ent = target;\n  self.origin = { ...target.origin };\n  if (self.spawnflags & TRAIN_START_ON) {\n    train_wait(self, context);\n  } else {\n    self.use = (ent) => {\n      if (ent.velocity.x !== 0 || ent.velocity.y !== 0 || ent.velocity.z !== 0) return;\n      train_wait(ent, context);\n    };\n  }\n}\n\nconst func_train: SpawnFunction = (entity, context) => {\n  entity.solid = Solid.Bsp;\n  entity.movetype = MoveType.Push;\n  entity.blocked = train_blocked;\n  if (!entity.speed) entity.speed = 100;\n  if (!entity.dmg) entity.dmg = 2;\n  entity.think = (self) => train_find(self, context.entities);\n  context.entities.scheduleThink(entity, context.entities.timeSeconds + 0.1);\n};\n\n// ============================================================================\n// FUNC PLAT\n// ============================================================================\n\nenum PlatState {\n    Up,\n    Down,\n    GoingUp,\n    GoingDown,\n}\n\n// Plats have accel/decel properties by default.\n\nfunction plat_hit_top(ent: Entity, context: EntitySystem) {\n    ent.state = PlatState.Up;\n    if (!(ent.spawnflags & 1)) {\n         ent.think = plat_wait_top;\n         context.scheduleThink(ent, context.timeSeconds + ent.wait);\n    }\n}\n\nfunction plat_hit_bottom(ent: Entity, context: EntitySystem) {\n    ent.state = PlatState.Down;\n}\n\nfunction plat_go_down(ent: Entity, context: EntitySystem) {\n    move_calc(ent, ent.pos2, context, plat_hit_bottom);\n}\n\nfunction plat_go_up(ent: Entity, context: EntitySystem) {\n    move_calc(ent, ent.pos1, context, plat_hit_top);\n}\n\nfunction plat_wait_top(ent: Entity, context: EntitySystem) {\n    ent.state = PlatState.GoingDown;\n    ent.think = plat_go_down;\n    plat_go_down(ent, context);\n}\n\nconst func_plat: SpawnFunction = (entity, context) => {\n    entity.movedir = setMovedir(entity.angles);\n    if (!entity.speed) entity.speed = 200;\n    if (!entity.accel) entity.accel = 500;\n    if (!entity.decel) entity.decel = 500;\n    if (!entity.wait) entity.wait = 3;\n    if (!entity.lip) entity.lip = 8;\n    if (!entity.height) entity.height = (entity.size.z - entity.lip);\n\n    entity.solid = Solid.Bsp;\n    entity.movetype = MoveType.Push;\n\n    entity.pos1 = { ...entity.origin };\n\n    // Fix read-only assignment by creating a new object\n    entity.pos2 = {\n      x: entity.origin.x,\n      y: entity.origin.y,\n      z: entity.origin.z - entity.height\n    };\n\n    entity.origin = { ...entity.pos2 };\n    entity.state = PlatState.Down;\n\n    entity.blocked = (self, other) => {\n        if (other && other.takedamage) {\n             other.health -= self.dmg || 2;\n        }\n        if (self.state === PlatState.GoingUp) {\n             self.state = PlatState.GoingDown;\n             self.think = (e) => plat_go_down(e, context.entities);\n        }\n        else if (self.state === PlatState.GoingDown) {\n             self.state = PlatState.GoingUp;\n             self.think = (e) => plat_go_up(e, context.entities);\n        }\n    };\n\n    entity.use = (self) => {\n        if (self.state === PlatState.Down) {\n             self.state = PlatState.GoingUp;\n             self.think = (e) => plat_go_up(e, context.entities);\n             context.entities.scheduleThink(self, context.entities.timeSeconds + 0.1);\n        }\n    };\n\n    const trigger = context.entities.spawn();\n    trigger.classname = \"plat_trigger\";\n    trigger.movetype = MoveType.None;\n    trigger.solid = Solid.Trigger;\n    trigger.mins = { x: entity.mins.x + 25, y: entity.mins.y + 25, z: entity.maxs.z };\n    trigger.maxs = { x: entity.maxs.x - 25, y: entity.maxs.y - 25, z: entity.maxs.z + 8 };\n    trigger.touch = (t, other) => {\n        if (entity.state === PlatState.Down) {\n            entity.use?.(entity, other, other);\n        }\n    };\n};\n\nconst PLAT2_LOW_TRIGGER = 1;\nconst PLAT2_TOGGLE = 2;\nconst PLAT2_TOP = 4;\nconst PLAT2_TRIGGER_TOP = 8;\nconst PLAT2_TRIGGER_BOTTOM = 16;\nconst PLAT2_BOX_LIFT = 32;\n\nconst PLAT2_CALLED = 1;\nconst PLAT2_WAITING = 2;\nconst PLAT2_MOVING = 4;\n\nfunction plat2_spawn_danger_area(ent: Entity, context: EntitySystem) {\n    // mins, maxs from ent\n    // maxs[2] = ent->mins[2] + 64\n    const mins = { ...ent.mins };\n    const maxs = { ...ent.maxs };\n    maxs.z = ent.mins.z + 64;\n\n    // We can use the 'bad_area' trigger\n    const badarea = context.spawn();\n    badarea.classname = 'bad_area';\n    badarea.origin = { ...ent.origin };\n    badarea.mins = mins;\n    badarea.maxs = maxs;\n    badarea.solid = Solid.Trigger;\n    badarea.movetype = MoveType.None;\n    badarea.owner = ent;\n\n    // Custom touch for bad area?\n    // Using default bad_area behavior which should push/warn AI\n    context.linkentity(badarea);\n\n    // We need to store it to remove it later?\n    // C code finds it by owner\n}\n\nfunction plat2_kill_danger_area(ent: Entity, context: EntitySystem) {\n    // Find bad_area owned by ent\n    // Since we don't have G_Find easily by owner/classname combo (can use filter)\n    const candidates = context.findByClassname('bad_area');\n    for (const area of candidates) {\n        if (area.owner === ent) {\n            context.free(area);\n        }\n    }\n}\n\nfunction plat2_hit_top(ent: Entity, context: EntitySystem) {\n    if (!(ent.flags & EntityFlags.TeamSlave)) {\n        const moveinfo = getMoveInfo(ent);\n        if (moveinfo && moveinfo.sound_end) {\n            context.sound(ent, 0, String(moveinfo.sound_end), 1, 1, 0);\n        }\n        ent.sounds = 0;\n    }\n    // Cast to any to avoid MoveInfo type issues for now, or ensure MoveInfo definition in entity.ts includes 'state'\n    (ent.moveinfo as any).state = PlatState.Up; // STATE_TOP\n\n    if (ent.plat2flags & PLAT2_CALLED) {\n        ent.plat2flags = PLAT2_WAITING;\n        if (!(ent.spawnflags & PLAT2_TOGGLE)) {\n            ent.think = (e) => plat2_go_down(e, context);\n            context.scheduleThink(ent, context.timeSeconds + 5.0);\n        }\n        ent.last_move_time = context.timeSeconds - (context.deathmatch ? 1.0 : 2.0);\n    } else if (!(ent.spawnflags & PLAT2_TOP) && !(ent.spawnflags & PLAT2_TOGGLE)) {\n        ent.plat2flags = 0;\n        ent.think = (e) => plat2_go_down(e, context);\n        context.scheduleThink(ent, context.timeSeconds + 2.0);\n        ent.last_move_time = context.timeSeconds;\n    } else {\n        ent.plat2flags = 0;\n        ent.last_move_time = context.timeSeconds;\n    }\n\n    if (ent.spawnflags & PLAT2_TRIGGER_TOP) {\n        context.useTargets(ent, ent);\n    }\n}\n\nfunction plat2_hit_bottom(ent: Entity, context: EntitySystem) {\n    if (!(ent.flags & EntityFlags.TeamSlave)) {\n        const moveinfo = getMoveInfo(ent);\n        if (moveinfo && moveinfo.sound_end) {\n            context.sound(ent, 0, String(moveinfo.sound_end), 1, 1, 0);\n        }\n        ent.sounds = 0;\n    }\n    (ent.moveinfo as any).state = PlatState.Down; // STATE_BOTTOM\n\n    if (ent.plat2flags & PLAT2_CALLED) {\n        ent.plat2flags = PLAT2_WAITING;\n        if (!(ent.spawnflags & PLAT2_TOGGLE)) {\n            ent.think = (e) => plat2_go_up(e, context);\n            context.scheduleThink(ent, context.timeSeconds + 5.0);\n        }\n        ent.last_move_time = context.timeSeconds - (context.deathmatch ? 1.0 : 2.0);\n    } else if ((ent.spawnflags & PLAT2_TOP) && !(ent.spawnflags & PLAT2_TOGGLE)) {\n        ent.plat2flags = 0;\n        ent.think = (e) => plat2_go_up(e, context);\n        context.scheduleThink(ent, context.timeSeconds + 2.0);\n        ent.last_move_time = context.timeSeconds;\n    } else {\n        ent.plat2flags = 0;\n        ent.last_move_time = context.timeSeconds;\n    }\n\n    plat2_kill_danger_area(ent, context);\n    if (ent.spawnflags & PLAT2_TRIGGER_BOTTOM) {\n        context.useTargets(ent, ent);\n    }\n}\n\nfunction plat2_go_down(ent: Entity, context: EntitySystem) {\n    if (!(ent.flags & EntityFlags.TeamSlave)) {\n        const moveinfo = getMoveInfo(ent);\n        if (moveinfo && moveinfo.sound_start) {\n            context.sound(ent, 0, String(moveinfo.sound_start), 1, 1, 0);\n        }\n        ent.sounds = 0; // Don't assign string to number\n        if (moveinfo?.sound_middle) {\n             // If sound_middle is a string/index, handle it.\n             // For now just 0 as we don't have easy lookup here without casting\n             // or assume it was precached and stored as index if we fixed initialization\n        }\n    }\n    (ent.moveinfo as any).state = PlatState.GoingDown; // STATE_DOWN\n    ent.plat2flags |= PLAT2_MOVING;\n\n    move_calc(ent, ent.moveinfo!.end_origin!, context, plat2_hit_bottom);\n}\n\nfunction plat2_go_up(ent: Entity, context: EntitySystem) {\n    if (!(ent.flags & EntityFlags.TeamSlave)) {\n        const moveinfo = getMoveInfo(ent);\n        if (moveinfo && moveinfo.sound_start) {\n            context.sound(ent, 0, String(moveinfo.sound_start), 1, 1, 0);\n        }\n        ent.sounds = 0;\n    }\n    (ent.moveinfo as any).state = PlatState.GoingUp; // STATE_UP\n    ent.plat2flags |= PLAT2_MOVING;\n\n    plat2_spawn_danger_area(ent, context);\n\n    move_calc(ent, ent.moveinfo!.start_origin!, context, plat2_hit_top);\n}\n\nfunction plat2_operate(ent: Entity, other: Entity | null | undefined, context: EntitySystem) {\n    if (!other) return;\n    // ent is trigger, ent.enemy is plat\n    const trigger = ent;\n    const plat = ent.enemy!; // Should be set\n\n    if (plat.plat2flags & PLAT2_MOVING) return;\n    if ((plat.last_move_time + 2) > context.timeSeconds) return;\n\n    const platCenter = (trigger.absmin.z + trigger.absmax.z) / 2;\n    let otherState: PlatState;\n\n    const state = (plat.moveinfo as any).state as PlatState;\n\n    if (state === PlatState.Up) { // STATE_TOP\n        otherState = PlatState.Up;\n        if (plat.spawnflags & PLAT2_BOX_LIFT) {\n            if (platCenter > other.origin.z) {\n                otherState = PlatState.Down;\n            }\n        } else {\n            if (trigger.absmax.z > other.origin.z) {\n                otherState = PlatState.Down;\n            }\n        }\n    } else {\n        otherState = PlatState.Down;\n        if (other.origin.z > platCenter) {\n            otherState = PlatState.Up;\n        }\n    }\n\n    plat.plat2flags = PLAT2_MOVING;\n\n    let pauseTime = context.deathmatch ? 0.3 : 0.5;\n\n    if (state !== otherState) {\n        plat.plat2flags |= PLAT2_CALLED;\n        pauseTime = 0.1;\n    }\n\n    plat.last_move_time = context.timeSeconds;\n\n    if (state === PlatState.Down) { // STATE_BOTTOM\n        plat.think = (e) => plat2_go_up(e, context);\n        context.scheduleThink(plat, context.timeSeconds + pauseTime);\n    } else {\n        plat.think = (e) => plat2_go_down(e, context);\n        context.scheduleThink(plat, context.timeSeconds + pauseTime);\n    }\n}\n\nfunction touch_plat_center2(ent: Entity, other: Entity | null, context: EntitySystem) {\n    if (!other || other.health <= 0) return;\n    if (!(other.svflags & ServerFlags.Monster) && !other.client) return;\n\n    plat2_operate(ent, other, context);\n}\n\nfunction plat2_blocked(self: Entity, other: Entity | null, context: EntitySystem) {\n    if (!other) return;\n\n    // Damage logic similar to C code\n    // If not monster/client, gib it\n    if (!(other.svflags & ServerFlags.Monster) && !other.client) {\n        if (other.takedamage) {\n             other.health = -1000;\n             // damage call to trigger death/gib?\n             // Since we don't have T_Damage imported fully with all args, we simulate:\n             // Actually we imported T_Damage.\n             // T_Damage(other, self, self, ...)\n             // Just setting health low and let next frame handle or call die?\n             // Calling die directly if possible.\n             if (other.die) {\n                 other.die(other, self, self, 100000, other.origin, DamageMod.CRUSH);\n             }\n        }\n        return;\n    }\n\n    if (other.health > 0) {\n        // Apply damage\n        const dmg = self.dmg || 2;\n        other.health -= dmg;\n        // Pain/Die handling handled by system usually, but blocked callback might need to trigger it\n    }\n\n    const state = (self.moveinfo as any).state as PlatState;\n    if (state === PlatState.GoingUp) { // STATE_UP\n        plat2_go_down(self, context);\n    } else if (state === PlatState.GoingDown) { // STATE_DOWN\n        plat2_go_up(self, context);\n    }\n}\n\nfunction use_plat2(ent: Entity, other: Entity | null | undefined, activator: Entity | null | undefined, context: EntitySystem) {\n    // This is called when the plat itself is used (not the trigger)\n    // Or via plat2_activate setting use to this.\n    // Iterates triggers\n    const state = (ent.moveinfo as any).state as number;\n    if (state > (PlatState.Down as number)) return; // Moving?\n    if ((ent.last_move_time + 2) > context.timeSeconds) return;\n\n    // Find trigger\n    // Since we don't have global list easily, we rely on the fact that the trigger has 'enemy' pointing to ent\n    // We can search all entities... expensive.\n    // Or just spawn the trigger and keep track?\n    // C code iterates all edicts.\n\n    // Optimization: find by classname 'plat_trigger' and check enemy\n    const triggers = context.findByClassname('plat_trigger');\n    for (const trigger of triggers) {\n        if (trigger.enemy === ent) {\n            plat2_operate(trigger, activator || other || ent, context);\n            return;\n        }\n    }\n}\n\nfunction plat2_activate(ent: Entity, other: Entity | null | undefined, activator: Entity | null | undefined, context: EntitySystem) {\n    ent.use = (self, o, a) => use_plat2(self, o, a, context);\n\n    const trigger = plat_spawn_inside_trigger(ent, context);\n    if (trigger) {\n        trigger.touch = (t, o) => touch_plat_center2(t, o, context);\n        // Expand trigger size for debugging/logic? C code does:\n        trigger.maxs = {\n            x: trigger.maxs.x + 10,\n            y: trigger.maxs.y + 10,\n            z: trigger.maxs.z\n        };\n        trigger.mins = {\n            x: trigger.mins.x - 10,\n            y: trigger.mins.y - 10,\n            z: trigger.mins.z\n        };\n        context.linkentity(trigger);\n    }\n\n    plat2_go_down(ent, context);\n}\n\n// Reimplement plat_spawn_inside_trigger for reuse or use existing logic from func_plat if extractable\n// But func_plat has it inline. Let's extract.\nfunction plat_spawn_inside_trigger(ent: Entity, context: EntitySystem) {\n    const trigger = context.spawn();\n    trigger.touch = (t, o) => touch_plat_center2(t, o, context); // Default\n    trigger.movetype = MoveType.None;\n    trigger.solid = Solid.Trigger;\n    trigger.enemy = ent;\n    trigger.classname = 'plat_trigger';\n\n    const tmin = { ...ent.mins };\n    const tmax = { ...ent.maxs };\n\n    tmin.x += 25;\n    tmin.y += 25;\n    tmax.x -= 25;\n    tmax.y -= 25;\n    tmax.z = ent.maxs.z + 8;\n\n    // tmin[2] = tmax[2] - (ent->pos1[2] - ent->pos2[2] + st.lip);\n    const height = (ent.pos1.z - ent.pos2.z) + (ent.lip || 8);\n    tmin.z = tmax.z - height;\n\n    if (ent.spawnflags & 1) { // PLAT_LOW_TRIGGER\n        tmax.z = tmin.z + 8;\n    }\n\n    if (tmax.x - tmin.x <= 0) {\n        tmin.x = (ent.mins.x + ent.maxs.x) * 0.5;\n        tmax.x = tmin.x + 1;\n    }\n    if (tmax.y - tmin.y <= 0) {\n        tmin.y = (ent.mins.y + ent.maxs.y) * 0.5;\n        tmax.y = tmin.y + 1;\n    }\n\n    trigger.mins = tmin;\n    trigger.maxs = tmax;\n\n    context.linkentity(trigger);\n    return trigger;\n}\n\nconst func_plat2: SpawnFunction = (entity, context) => {\n    // Setup similar to func_plat\n    entity.movedir = setMovedir(entity.angles);\n    entity.angles = { x: 0, y: 0, z: 0 };\n\n    entity.solid = Solid.Bsp;\n    entity.movetype = MoveType.Push;\n\n    // Set model done by system\n\n    entity.blocked = (self, other) => plat2_blocked(self, other, context.entities);\n\n    if (!entity.speed) entity.speed = 20;\n    else entity.speed *= 0.1; // C code scaling\n\n    if (!entity.accel) entity.accel = 5;\n    else entity.accel *= 0.1;\n\n    if (!entity.decel) entity.decel = 5;\n    else entity.decel *= 0.1;\n\n    if (context.entities.deathmatch) {\n        entity.speed *= 2;\n        entity.accel *= 2;\n        entity.decel *= 2;\n    }\n\n    if (!entity.dmg) entity.dmg = 2;\n    if (!entity.wait) entity.wait = 3;\n    if (!entity.lip) entity.lip = 8;\n\n    // pos1 top, pos2 bottom\n    entity.pos1 = { ...entity.origin };\n    entity.pos2 = { ...entity.origin };\n\n    if (entity.height) {\n        entity.pos2 = { ...entity.pos2, z: entity.pos2.z - (entity.height - entity.lip) };\n    } else {\n        entity.pos2 = { ...entity.pos2, z: entity.pos2.z - ((entity.maxs.z - entity.mins.z) - entity.lip) };\n    }\n\n    // Set up moveinfo\n    const moveinfo: MoveInfo = {\n        speed: entity.speed,\n        accel: entity.accel,\n        decel: entity.decel,\n        wait: entity.wait,\n        start_origin: { ...entity.pos1 },\n        start_angles: { ...entity.angles },\n        end_origin: { ...entity.pos2 },\n        end_angles: { ...entity.angles },\n        sound_start: 'plats/pt1_strt.wav',\n        sound_middle: 'plats/pt1_mid.wav',\n        sound_end: 'plats/pt1_end.wav'\n    };\n\n    // Manually add state to bypass type checking for now since local interface is incomplete\n    (moveinfo as any).state = PlatState.Up; // STATE_TOP\n\n    // cast to any to bypass strict type checking if moveinfo from entity has stricter type\n    // Entity.moveinfo is MoveInfo (which has numbers)\n    (entity as any).moveinfo = moveinfo;\n\n    if (entity.targetname) {\n        entity.use = (self, other, activator) => plat2_activate(self, other, activator, context.entities);\n    } else {\n        entity.use = (self, other, activator) => use_plat2(self, other, activator, context.entities);\n\n        const trigger = plat_spawn_inside_trigger(entity, context.entities);\n        // PGM debugging adjustment from C code\n        trigger.maxs = {\n            x: trigger.maxs.x + 10,\n            y: trigger.maxs.y + 10,\n            z: trigger.maxs.z\n        };\n        trigger.mins = {\n            x: trigger.mins.x - 10,\n            y: trigger.mins.y - 10,\n            z: trigger.mins.z\n        };\n\n        context.entities.linkentity(trigger);\n        trigger.touch = (t, o) => touch_plat_center2(t, o, context.entities);\n\n        if (!(entity.spawnflags & PLAT2_TOP)) {\n            entity.origin = { ...entity.pos2 };\n            (moveinfo as any).state = PlatState.Down; // STATE_BOTTOM\n        }\n    }\n\n    context.entities.linkentity(entity);\n};\n\n// ============================================================================\n// FUNC PENDULUM\n// ============================================================================\n\nfunction pendulum_swing(ent: Entity, context: EntitySystem) {\n    let nextThink = ent.nextthink + 0.1;\n    // Calculate new angle based on time\n    const freq = ent.speed || 0.1; // Using speed as frequency?\n    // In Quake 2, func_pendulum uses:\n    // angle = phase + speed * time\n    // But we need to check how it was implemented in original source.\n    // g_func.cpp: SP_func_pendulum\n    // It sets avelocity? No, it likely updates angles in think.\n\n    // Original Q2 logic:\n    /*\n    float x = (level.time * self->speed + self->phase);\n    float y = sin(x * M_PI * 2);\n    self->s.angles[2] = self->move_angles[2] + y * self->distance;\n    */\n    // Default axis is Z rotation (Roll)\n\n    // We need ent.phase and ent.move_angles and ent.distance\n    // ent.speed is frequency (Hz? or radians per second?)\n    // In g_func.cpp: if (!self.speed) self.speed = 30;\n\n    // Wait, speed is usually degrees per second for rotating stuff.\n    // But for pendulum it might be degrees of swing?\n    // \"speed\" is degrees per second.\n    // \"distance\" is degrees of swing.\n    // \"phase\" is 0-360 start offset.\n\n    // Actually looking at g_func.cpp:\n    /*\n    void pendulum_use (edict_t *ent, edict_t *other, edict_t *activator)\n    {\n        ent->use = NULL;\n        ent->think = pendulum_think;\n        ent->nextthink = level.time + 0.1;\n    }\n\n    void pendulum_think (edict_t *ent)\n    {\n        ent->nextthink = level.time + 0.1;\n        ent->s.angles[2] = ent->move_angles[2] + sin(level.time * ent->speed) * ent->distance;\n        gi.linkentity (ent);\n    }\n    */\n    // Wait, level.time * ent.speed inside sin?\n    // So if speed is 1, it completes a cycle every 2*PI seconds (approx 6.28s).\n    // Usually speed is small here.\n\n    // Let's implement based on this simplified view:\n    const time = context.timeSeconds;\n    const speed = ent.speed || 1;\n    const dist = (ent as any).distance || 90;\n    const baseAngle = (ent as any).move_angles?.z || 0;\n\n    const angleDelta = Math.sin(time * speed) * dist;\n\n    // We only modify Z angle (roll)?\n    // Q2 usually swings around Y axis (so changes Z angle) or X axis?\n    // ent->s.angles[2] is Roll (Z).\n\n    ent.angles = {\n        x: ent.angles.x,\n        y: ent.angles.y,\n        z: baseAngle + angleDelta\n    };\n\n    context.linkentity(ent);\n    context.scheduleThink(ent, time + 0.1);\n}\n\nconst func_pendulum: SpawnFunction = (entity, context) => {\n    entity.solid = Solid.Bsp;\n    entity.movetype = MoveType.Push;\n\n    if (!entity.speed) entity.speed = 30; // Default?\n    // Speed in Q2 pendulum seems to be treated as a multiplier for time in sin().\n\n    (entity as any).move_angles = { ...entity.angles };\n    (entity as any).distance = entity.dmg || 90; // Using dmg field for distance if not set?\n    // In Q2, 'dmg' is damage on block. 'distance' is separate key.\n\n    const distKey = context.keyValues.distance;\n    if (distKey) {\n        (entity as any).distance = parseFloat(distKey);\n    }\n\n    // If targeted, wait for use\n    if (entity.targetname) {\n        entity.use = (self) => {\n            self.use = undefined;\n            self.think = (e) => pendulum_swing(e, context.entities);\n            context.entities.scheduleThink(self, context.entities.timeSeconds + 0.1);\n        };\n    } else {\n        entity.think = (e) => pendulum_swing(e, context.entities);\n        context.entities.scheduleThink(entity, context.entities.timeSeconds + 0.1);\n    }\n\n    if (entity.dmg) {\n        entity.blocked = (self, other) => {\n            if (other && other.takedamage) {\n                other.health -= self.dmg;\n            }\n        };\n    }\n};\n\n// ============================================================================\n// FUNC ROTATING\n// ============================================================================\n\nexport const SP_func_rotating: SpawnFunction = (entity, context) => {\n    entity.solid = Solid.Bsp;\n    entity.movetype = MoveType.Push;\n\n    if (!entity.speed) {\n        entity.speed = 100;\n    }\n\n    if (entity.spawnflags & 4) {\n        entity.avelocity = { x: entity.speed, y: 0, z: 0 };\n    } else if (entity.spawnflags & 8) {\n        entity.avelocity = { x: 0, y: entity.speed, z: 0 };\n    } else {\n        entity.avelocity = { x: 0, y: 0, z: entity.speed };\n    }\n\n    if (entity.dmg) {\n        entity.blocked = (self, other) => {\n            if (other && other.takedamage) {\n                other.health -= self.dmg;\n            }\n        };\n    }\n};\n\n// ============================================================================\n// FUNC DOOR ROTATING\n// ============================================================================\n\nconst SPAWNFLAG_DOOR_ROTATING_X_AXIS = 64;\nconst SPAWNFLAG_DOOR_ROTATING_Y_AXIS = 128;\nconst SPAWNFLAG_DOOR_ROTATING_INACTIVE = 0x10000;\nconst SPAWNFLAG_DOOR_ROTATING_SAFE_OPEN = 0x20000;\n\nexport const func_door_rotating: SpawnFunction = (entity, context) => {\n    // Handling SAFE_OPEN\n    if (entity.spawnflags & SPAWNFLAG_DOOR_ROTATING_SAFE_OPEN) {\n        // G_SetMovedir logic is slightly different, but let's assume standard angular logic\n        // for determining \"forward\" from angles.\n        entity.movedir = setMovedir(entity.angles);\n        // Store this direction for safe_open check?\n        // In C it sets ent.moveinfo.dir = forward vector of angles.\n        // We can store it on moveinfo.\n    }\n    const safeOpenDir = { ...entity.movedir };\n\n    // Reset angles? C says VectorClear(ent->s.angles);\n    entity.angles = { x: 0, y: 0, z: 0 };\n\n    // set the axis of rotation in movedir\n    entity.movedir = { x: 0, y: 0, z: 0 };\n    if (entity.spawnflags & SPAWNFLAG_DOOR_ROTATING_X_AXIS) {\n        entity.movedir = { x: 0, y: 0, z: 1.0 }; // Index 2 -> Z\n    } else if (entity.spawnflags & SPAWNFLAG_DOOR_ROTATING_Y_AXIS) {\n        entity.movedir = { x: 1.0, y: 0, z: 0 }; // Index 0 -> X\n    } else {\n        // Z_AXIS (Default)\n        entity.movedir = { x: 0, y: 1.0, z: 0 }; // Index 1 -> Y\n    }\n\n    // check for reverse rotation\n    if (entity.spawnflags & SPAWNFLAG_DOOR_REVERSE) {\n        entity.movedir = scaleVec3(entity.movedir, -1);\n    }\n\n    // Distance\n    let dist = (entity as any).distance;\n    if (!dist) {\n         context.warn(`${entity.classname}: no distance set`);\n         dist = 90;\n    }\n\n    entity.pos1 = { ...entity.angles };\n    entity.pos2 = addVec3(entity.angles, scaleVec3(entity.movedir, dist));\n    (entity as any).pos3 = addVec3(entity.angles, scaleVec3(entity.movedir, -dist)); // Reversed\n\n    entity.movetype = MoveType.Push;\n    entity.solid = Solid.Bsp;\n    entity.svflags |= ServerFlags.Door;\n\n    // Use shared door callbacks\n    entity.blocked = (self, other) => {\n        // door_blocked logic\n        if (other && other.takedamage) {\n            const damage = self.dmg || 2;\n             if (self.spawnflags & SPAWNFLAG_DOOR_CRUSHER) {\n                 other.health -= damage;\n             } else {\n                 other.health -= damage;\n             }\n        }\n        if (self.spawnflags & SPAWNFLAG_DOOR_CRUSHER) return;\n\n        // Reverse if blocked?\n        if (self.state === DoorState.Opening) {\n             self.state = DoorState.Closing;\n             door_go_down(self, context.entities);\n        } else if (self.state === DoorState.Closing) {\n             self.state = DoorState.Opening;\n             door_go_up(self, context.entities);\n        }\n    };\n\n    entity.use = (self, other, activator) => {\n        // door_use logic\n        // Check SAFE_OPEN\n        const moveinfo = getMoveInfo(self);\n        if (moveinfo && (self.spawnflags & SPAWNFLAG_DOOR_ROTATING_SAFE_OPEN)) {\n            if (self.state === DoorState.Closed || self.state === DoorState.Closing) {\n                 // Check activator position vs door\n                 if (activator && moveinfo.dir) {\n                     const forward = normalizeVec3(subtractVec3(activator.origin, self.origin));\n                     // Use moveinfo.dir (which we saved as safeOpenDir earlier but lost scope?\n                     // Need to store it in moveinfo.\n                     if (dotVec3(forward, moveinfo.dir) > 0) {\n                         moveinfo.reversing = true;\n                     } else {\n                         moveinfo.reversing = false;\n                     }\n                 }\n            }\n        }\n\n        if (self.spawnflags & SPAWNFLAG_DOOR_TOGGLE) {\n            if (self.state === DoorState.Open || self.state === DoorState.Opening) {\n                 // Close\n                 self.state = DoorState.Closing;\n                 door_go_down(self, context.entities);\n                 return;\n            }\n        }\n\n        if (self.state !== DoorState.Closed) return;\n        self.state = DoorState.Opening;\n        door_go_up(self, context.entities);\n    };\n\n    if (!entity.speed) entity.speed = 100;\n    if (!entity.wait) entity.wait = 3;\n    if (!entity.dmg) entity.dmg = 2;\n\n    // Handle sounds\n    const moveinfo: MoveInfo = {\n        sound_start: 'doors/dr1_strt.wav',\n        sound_middle: 'doors/dr1_mid.wav',\n        sound_end: 'doors/dr1_end.wav',\n        dir: safeOpenDir\n    };\n    if (entity.sounds !== 1) {\n        // Default set 1\n    } else {\n        moveinfo.sound_start = null;\n        moveinfo.sound_middle = null;\n        moveinfo.sound_end = null;\n    }\n    (entity as any).moveinfo = moveinfo;\n\n    // START_OPEN logic\n    if (entity.spawnflags & SPAWNFLAG_DOOR_START_OPEN) {\n        if (entity.spawnflags & SPAWNFLAG_DOOR_ROTATING_SAFE_OPEN) {\n             context.warn(`${entity.classname}: SAFE_OPEN is not compatible with START_OPEN`);\n             entity.spawnflags &= ~SPAWNFLAG_DOOR_ROTATING_SAFE_OPEN;\n        }\n        // Swap pos1/pos2\n        const temp = entity.pos2;\n        entity.pos2 = entity.pos1;\n        entity.pos1 = temp;\n\n        entity.movedir = scaleVec3(entity.movedir, -1);\n        entity.angles = { ...entity.pos1 }; // Start at pos1 (which was old pos2)\n    }\n\n    if (entity.health) {\n        entity.takedamage = true;\n        entity.max_health = entity.health;\n        entity.die = (self, inflictor, attacker, damage) => {\n             self.takedamage = false;\n             self.use?.(self, attacker, attacker);\n        };\n    }\n\n    if (entity.targetname && (entity as any).message) {\n         entity.touch = (self, other) => {\n             if (!other || !other.client) return;\n             // print message\n         };\n    }\n\n    entity.state = DoorState.Closed; // pos1\n\n    // Need to capture the standard door logic use callback\n    const door_use_wrapper = entity.use;\n\n    // INACTIVE logic\n    if (entity.spawnflags & SPAWNFLAG_DOOR_ROTATING_INACTIVE) {\n         entity.takedamage = false;\n         entity.die = undefined;\n         entity.think = undefined;\n         entity.nextthink = 0;\n         entity.use = (self, other, activator) => {\n             // Activate\n             self.use = door_use_wrapper; // Switch to normal use\n             if (self.health) {\n                 self.takedamage = true;\n                 self.die = (s, i, a, d) => {\n                     s.takedamage = false;\n                     s.use?.(s, a, a);\n                 };\n             }\n             // Call use immediately?\n             if (self.use) {\n                 self.use(self, other, activator);\n             }\n         };\n    }\n\n    if (entity.spawnflags & SPAWNFLAG_DOOR_ANIMATED) {\n        entity.effects |= EF_ANIM_ALL;\n    }\n};\n\n\n// ============================================================================\n// FUNC MISC (Conveyor, Water, Explosive, Killbox)\n// ============================================================================\n\nconst func_conveyor: SpawnFunction = (entity, context) => {\n    entity.solid = Solid.Bsp;\n\n    if (!entity.speed) entity.speed = 100;\n    entity.movetype = MoveType.None;\n};\n\nconst func_water: SpawnFunction = (entity, context) => {\n    entity.solid = Solid.Bsp;\n    entity.movetype = MoveType.Push;\n};\n\nconst SPAWNFLAGS_EXPLOSIVE_TRIGGER_SPAWN = 1;\nconst SPAWNFLAGS_EXPLOSIVE_ANIMATED = 2;\nconst SPAWNFLAGS_EXPLOSIVE_ANIMATED_FAST = 4;\nconst SPAWNFLAGS_EXPLOSIVE_INACTIVE = 8;\nconst SPAWNFLAGS_EXPLOSIVE_ALWAYS_SHOOTABLE = 16;\n\nconst func_explosive: SpawnFunction = (entity, context) => {\n    const sys = context.entities;\n\n    entity.movetype = MoveType.Push;\n\n    // Models for debris are handled by throwGibs, but func_explosive itself might have a model set by map\n    // (it is a brush entity, so it has a model)\n\n    const func_explosive_spawn = (self: Entity, other: Entity | null, activator: Entity | null | undefined) => {\n        self.solid = Solid.Bsp;\n        self.svflags &= ~ServerFlags.NoClient;\n        self.use = undefined;\n        sys.linkentity(self);\n        sys.killBox(self);\n    };\n\n    const func_explosive_explode = (self: Entity, inflictor: Entity | null, attacker: Entity | null, damage: number) => {\n        self.takedamage = false;\n\n        // Cast back to Entity since we know self is an Entity in this context and T_RadiusDamage expects Damageable but logic uses Entity properties\n        // Wait, self in die callback IS Entity.\n        const ent = self;\n\n        if (ent.dmg) {\n            // T_RadiusDamage signature: entities, inflictor, attacker, damage, ignore, radius, dflags, mod, time, options, multicast\n            // Get candidate entities for radius damage using findByRadius (optimization)\n            const radius = ent.dmg + 40;\n            const candidates = sys.findByRadius(ent.origin, radius);\n            // Convert Entity[] to Damageable[] (Entity implements Damageable)\n            const damageables = candidates as unknown as Damageable[];\n\n            T_RadiusDamage(damageables, ent as unknown as Damageable, attacker as unknown as Damageable, ent.dmg, null, radius, DamageFlags.NONE, DamageMod.EXPLOSIVE, sys.timeSeconds, {}, sys.multicast.bind(sys));\n        }\n\n        const mass = ent.mass || 75;\n\n        // big chunks\n        if (mass >= 100) {\n            let count = Math.floor(mass / 100);\n            if (count > 8) count = 8;\n            throwGibs(sys, ent.origin, [\n                { count, model: \"models/objects/debris1/tris.md2\", flags: GIB_METALLIC | GIB_DEBRIS }\n            ]);\n        }\n\n        // small chunks\n        let count = Math.floor(mass / 25);\n        if (count > 16) count = 16;\n        throwGibs(sys, ent.origin, [\n            { count, model: \"models/objects/debris2/tris.md2\", flags: GIB_METALLIC | GIB_DEBRIS }\n        ]);\n\n        sys.useTargets(ent, attacker as Entity);\n\n        // Sound\n        if ((ent as any).noise_index) {\n            sys.sound(ent, 0, (ent as any).noise_index, 1, 1, 0);\n        }\n\n        if (ent.dmg) {\n            // BecomeExplosion1\n            // Placeholder: free for now, real explosion effect needs TE_EXPLOSION1\n            // sys.multicast(self.origin, ... TE_EXPLOSION1)\n            sys.free(ent);\n        } else {\n            sys.free(ent);\n        }\n    };\n\n    const func_explosive_use = (self: Entity, other: Entity | null, activator: Entity | null | undefined) => {\n        func_explosive_explode(self, self, activator || null, self.health);\n    };\n\n    const func_explosive_activate = (self: Entity, other: Entity | null, activator: Entity | null | undefined) => {\n        let approved = false;\n        if (other && other.target && self.targetname && other.target === self.targetname) {\n            approved = true;\n        }\n        if (!approved && activator && activator.target && self.targetname && activator.target === self.targetname) {\n            approved = true;\n        }\n\n        if (!approved) return;\n\n        self.use = func_explosive_use;\n        if (!self.health) self.health = 100;\n        self.die = func_explosive_explode;\n        self.takedamage = true;\n    };\n\n    if (entity.spawnflags & SPAWNFLAGS_EXPLOSIVE_TRIGGER_SPAWN) {\n        entity.svflags |= ServerFlags.NoClient;\n        entity.solid = Solid.Not;\n        entity.use = func_explosive_spawn;\n    } else if (entity.spawnflags & SPAWNFLAGS_EXPLOSIVE_INACTIVE) {\n        entity.solid = Solid.Bsp;\n        if (entity.targetname) {\n            entity.use = func_explosive_activate;\n        }\n    } else {\n        entity.solid = Solid.Bsp;\n        if (entity.targetname) {\n            entity.use = func_explosive_use;\n        }\n    }\n\n    if (entity.spawnflags & SPAWNFLAGS_EXPLOSIVE_ANIMATED) {\n        entity.effects |= EF_ANIM_ALL;\n    }\n    if (entity.spawnflags & SPAWNFLAGS_EXPLOSIVE_ANIMATED_FAST) {\n        entity.effects |= EF_ANIM_ALLFAST;\n    }\n\n    if ((entity.spawnflags & SPAWNFLAGS_EXPLOSIVE_ALWAYS_SHOOTABLE) ||\n        (entity.use !== func_explosive_use && entity.use !== func_explosive_activate)) {\n        if (!entity.health) entity.health = 100;\n        entity.die = func_explosive_explode;\n        entity.takedamage = true;\n    }\n\n    // Handle sounds\n    if (entity.sounds === 1) {\n        // entity.noise_index = sys.soundIndex(\"world/brkglas.wav\");\n        // Need to add noise_index to Entity or use loose typing\n        (entity as any).noise_index = \"world/brkglas.wav\"; // Use string for now if soundIndex is not available on sys direct or mock\n    }\n};\n\nconst func_killbox: SpawnFunction = (entity, context) => {\n    entity.solid = Solid.Not;\n    entity.movetype = MoveType.None;\n\n    entity.use = (self) => {\n        context.entities.killBox(self);\n    };\n};\n\nconst func_areaportal: SpawnFunction = (entity, context) => {\n    // Determine portal number from style or portalnum\n    const portalNum = (entity as any).style || (entity as any).portalnum || 0;\n\n    // Initial state:\n    // If targetname is set, it starts closed (false).\n    let isOpen = !entity.targetname;\n\n    // Set initial state in engine\n    if (portalNum > 0) {\n        context.entities.engine.setAreaPortalState?.(portalNum, isOpen);\n    }\n\n    entity.use = (self, other, activator) => {\n        isOpen = !isOpen;\n        self.state = isOpen ? DoorState.Open : DoorState.Closed;\n\n        if (portalNum > 0) {\n            context.entities.engine.setAreaPortalState?.(portalNum, isOpen);\n        }\n    };\n\n    // Set initial internal state\n    entity.state = isOpen ? DoorState.Open : DoorState.Closed;\n}\n\n// ============================================================================\n// FUNC TIMER\n// ============================================================================\n\nconst SPAWNFLAG_TIMER_START_ON = 1;\n\nconst func_timer: SpawnFunction = (entity, context) => {\n    if (!entity.wait) entity.wait = 1.0;\n\n    const func_timer_think = (self: Entity, ctx: EntitySystem) => {\n        ctx.useTargets(self, self.activator);\n        const variance = ctx.rng.crandom() * self.random;\n        const nextTime = self.wait + variance;\n        ctx.scheduleThink(self, ctx.timeSeconds + nextTime);\n    };\n\n    entity.use = (self, other, activator) => {\n        self.activator = activator || null;\n\n        // If on, turn it off\n        if (self.nextthink > 0) {\n            self.nextthink = 0;\n            self.think = undefined;\n            return;\n        }\n\n        // Turn it on\n        if (self.delay) {\n            self.think = (e) => func_timer_think(e, context.entities);\n            context.entities.scheduleThink(self, context.entities.timeSeconds + self.delay);\n        } else {\n            func_timer_think(self, context.entities);\n        }\n    };\n\n    if (entity.random >= entity.wait) {\n        entity.random = entity.wait - 0.05; // frame_time_s approx\n        context.warn(`${entity.classname}: random >= wait`);\n    }\n\n    if (entity.spawnflags & SPAWNFLAG_TIMER_START_ON) {\n        entity.activator = entity;\n        const pausetime = (entity as any).pausetime || 0;\n        const delay = entity.delay || 0;\n\n        const variance = context.entities.rng.crandom() * entity.random;\n        const nextTime = 1.0 + pausetime + delay + entity.wait + variance;\n\n        entity.think = (e) => func_timer_think(e, context.entities);\n        context.entities.scheduleThink(entity, context.entities.timeSeconds + nextTime);\n    }\n\n    entity.svflags |= ServerFlags.NoClient;\n};\n\n// ============================================================================\n// FUNC WALL\n// ============================================================================\n\nconst SPAWNFLAG_WALL_TRIGGER_SPAWN = 1;\nconst SPAWNFLAG_WALL_TOGGLE = 2;\nconst SPAWNFLAG_WALL_START_ON = 4;\nconst SPAWNFLAG_WALL_ANIMATED = 8;\nconst SPAWNFLAG_WALL_ANIMATED_FAST = 16;\n\nconst func_wall_use = (self: Entity, other: Entity | null, activator: Entity | null, context: EntitySystem) => {\n    if (self.solid === Solid.Not) {\n        self.solid = Solid.Bsp;\n        self.svflags &= ~ServerFlags.NoClient;\n        context.linkentity(self);\n        context.killBox(self);\n    } else {\n        self.solid = Solid.Not;\n        self.svflags |= ServerFlags.NoClient;\n        context.linkentity(self);\n    }\n\n    if (!(self.spawnflags & SPAWNFLAG_WALL_TOGGLE)) {\n        self.use = undefined;\n    }\n};\n\nexport const func_wall: SpawnFunction = (entity, context) => {\n    entity.movetype = MoveType.Push;\n    // entity.model is set by spawn system\n\n    if (entity.spawnflags & SPAWNFLAG_WALL_ANIMATED) {\n        entity.effects |= EF_ANIM_ALL;\n    }\n    if (entity.spawnflags & SPAWNFLAG_WALL_ANIMATED_FAST) {\n        entity.effects |= EF_ANIM_ALLFAST;\n    }\n\n    // Just a wall\n    if (!(entity.spawnflags & (SPAWNFLAG_WALL_TRIGGER_SPAWN | SPAWNFLAG_WALL_TOGGLE | SPAWNFLAG_WALL_START_ON))) {\n        entity.solid = Solid.Bsp;\n        // linkentity done by system\n        return;\n    }\n\n    // It must be TRIGGER_SPAWN (if any of the above flags are set, it implies trigger behavior logic is needed,\n    // but C code specifically checks if not any of them -> solid. Else forces TRIGGER_SPAWN if not set?)\n    // C code:\n    // if (!(self->spawnflags & (SPAWNFLAG_WALL_TRIGGER_SPAWN | SPAWNFLAG_WALL_TOGGLE | SPAWNFLAG_WALL_START_ON))) ... return;\n    // if (!(self->spawnflags & SPAWNFLAG_WALL_TRIGGER_SPAWN)) self->spawnflags |= SPAWNFLAG_WALL_TRIGGER_SPAWN;\n\n    if (!(entity.spawnflags & SPAWNFLAG_WALL_TRIGGER_SPAWN)) {\n        entity.spawnflags |= SPAWNFLAG_WALL_TRIGGER_SPAWN;\n    }\n\n    // Warn if odd flags\n    if (entity.spawnflags & SPAWNFLAG_WALL_START_ON) {\n        if (!(entity.spawnflags & SPAWNFLAG_WALL_TOGGLE)) {\n            console.log(\"func_wall START_ON without TOGGLE\");\n            entity.spawnflags |= SPAWNFLAG_WALL_TOGGLE;\n        }\n    }\n\n    entity.use = (self, other, activator) => func_wall_use(self, other, activator || null, context.entities);\n\n    if (entity.spawnflags & SPAWNFLAG_WALL_START_ON) {\n        entity.solid = Solid.Bsp;\n    } else {\n        entity.solid = Solid.Not;\n        entity.svflags |= ServerFlags.NoClient;\n    }\n\n    // linkentity done by system\n};\n\n\nexport function registerFuncSpawns(registry: SpawnRegistry) {\n  registry.register('func_wall', func_wall);\n  registry.register('func_door', func_door);\n  registry.register('func_door_secret', func_door_secret);\n  registry.register('func_button', func_button);\n  registry.register('func_train', func_train);\n  registry.register('func_plat', func_plat);\n  registry.register('func_plat2', func_plat2);\n  registry.register('func_rotating', SP_func_rotating);\n  registry.register('func_pendulum', func_pendulum);\n  registry.register('func_conveyor', func_conveyor);\n  registry.register('func_water', func_water);\n  registry.register('func_explosive', func_explosive);\n  registry.register('func_killbox', func_killbox);\n  registry.register('func_areaportal', func_areaportal);\n  registry.register('func_door_rotating', func_door_rotating);\n  registry.register('func_timer', func_timer);\n}\n","import type { SpawnRegistry } from './spawn.js';\nimport { Entity, ServerFlags, Solid } from './entity.js';\n\nfunction pathCornerTouch(self: Entity, other: Entity | null) {\n  if (other !== self.owner) {\n    return;\n  }\n  // In Q2, path_corner touch logic is often handled by the train/monster itself,\n  // but we can store state here if needed.\n  // The main logic is in the train/monster thinking \"am I close enough?\".\n}\n\nexport function registerPathSpawns(registry: SpawnRegistry) {\n  registry.register('path_corner', (entity) => {\n    // path_corner is a target point.\n    // It doesn't need physics usually, but might for debugging.\n    // Q2 sets it to solid trigger sometimes for debugging or just ignores solid.\n    entity.solid = Solid.Not;\n    entity.touch = pathCornerTouch;\n  });\n}\n","import type { SpawnRegistry } from './spawn.js';\nimport { MoveType, Solid } from './entity.js';\n\nexport function registerLightSpawns(registry: SpawnRegistry) {\n  registry.register('light', (entity) => {\n    // Light entities are primarily for the map compiler (rad),\n    // but dynamic lights might need these values.\n    // We just ensure they don't block anything.\n    entity.movetype = MoveType.None;\n    entity.solid = Solid.Not;\n\n    // If 'light' key is set, it's intensity.\n    // style, color are also used.\n  });\n\n  registry.register('light_mine1', (entity) => {\n      entity.movetype = MoveType.None;\n      entity.solid = Solid.Not;\n  });\n\n  registry.register('light_mine2', (entity) => {\n      entity.movetype = MoveType.None;\n      entity.solid = Solid.Not;\n  });\n}\n","import { Entity, MonsterFrame, MonsterMove, MoveType, Solid, DeadFlag, AiFlags, AttackState } from '../entity.js';\nimport { monster_think, ai_stand, ai_walk, ai_run, ai_charge } from '../../ai/index.js';\nimport { SpawnContext } from '../spawn.js';\nimport { throwGibs, GIB_ORGANIC } from '../gibs.js';\nimport { Vec3, addVec3, scaleVec3, MASK_SHOT, ZERO_VEC3, normalizeVec3, subtractVec3 } from '@quake2ts/shared';\nimport { EntitySystem } from '../system.js';\nimport { DamageMod } from '../../combat/damageMods.js';\n\nconst MONSTER_TICK = 0.1;\n\nexport interface MonsterConfig {\n  model: string;\n  health: number;\n  mass: number;\n  mins?: { x: number; y: number; z: number };\n  maxs?: { x: number; y: number; z: number };\n  fly?: boolean;\n}\n\n// Generic moves for monsters that don't have full animation tables yet\nfunction generic_ai_stand(self: Entity, dist: number, context: any): void {\n  ai_stand(self, dist, context);\n}\n\nfunction generic_ai_walk(self: Entity, dist: number, context: any): void {\n  ai_walk(self, dist, context);\n}\n\nfunction generic_ai_run(self: Entity, dist: number, context: any): void {\n  ai_run(self, dist, context);\n}\n\nconst generic_stand_frames: MonsterFrame[] = Array.from({ length: 1 }, () => ({\n  ai: generic_ai_stand,\n  dist: 0,\n}));\n\nconst generic_stand_move: MonsterMove = {\n  firstframe: 0,\n  lastframe: 0,\n  frames: generic_stand_frames,\n  endfunc: (self) => { self.monsterinfo.current_move = generic_stand_move; },\n};\n\nconst generic_walk_frames: MonsterFrame[] = Array.from({ length: 1 }, () => ({\n  ai: generic_ai_walk,\n  dist: 5,\n}));\n\nconst generic_walk_move: MonsterMove = {\n  firstframe: 0,\n  lastframe: 0,\n  frames: generic_walk_frames,\n  endfunc: (self) => { self.monsterinfo.current_move = generic_walk_move; },\n};\n\nconst generic_run_frames: MonsterFrame[] = Array.from({ length: 1 }, () => ({\n    ai: generic_ai_run,\n    dist: 10,\n}));\n\nconst generic_run_move: MonsterMove = {\n    firstframe: 0,\n    lastframe: 0,\n    frames: generic_run_frames,\n    endfunc: (self) => { self.monsterinfo.current_move = generic_run_move; },\n};\n\nexport function createMonsterSpawn(config: MonsterConfig) {\n  return function(self: Entity, context: SpawnContext): void {\n    self.model = config.model;\n    self.mins = config.mins || { x: -16, y: -16, z: -24 };\n    self.maxs = config.maxs || { x: 16, y: 16, z: 32 };\n    self.movetype = config.fly ? MoveType.Step : MoveType.Step; // Fly monsters often use STEP in Q2 if they have AI? No, usually STEP but with FLIGHT flag.\n    // Actually, fly monsters in Q2 use MOVETYPE_STEP but set FLIGHT flag (in `monster_start_go`).\n    // But `monster_start` often sets MOVETYPE_STEP.\n\n    self.solid = Solid.BoundingBox;\n    self.health = config.health * context.health_multiplier;\n    self.max_health = self.health;\n    self.mass = config.mass;\n    self.takedamage = true;\n\n    self.pain = (self, other, kick, damage) => {\n      // Placeholder pain\n    };\n\n    self.die = (self, inflictor, attacker, damage, point, mod = DamageMod.UNKNOWN) => {\n        self.deadflag = DeadFlag.Dead;\n        self.solid = Solid.Not;\n\n        if (self.health < -40) {\n            throwGibs(context.entities, self.origin, damage, GIB_ORGANIC, mod);\n            context.entities.free(self);\n            return;\n        }\n\n        // For now, just remove after a delay\n        self.think = (self) => {\n            context.entities.free(self);\n        };\n        self.nextthink = context.entities.timeSeconds + 5;\n    };\n\n    // Use generic moves for now\n    self.monsterinfo.stand = (self, context) => { self.monsterinfo.current_move = generic_stand_move; };\n    self.monsterinfo.walk = (self, context) => { self.monsterinfo.current_move = generic_walk_move; };\n    self.monsterinfo.run = (self, context) => { self.monsterinfo.current_move = generic_run_move; };\n    self.monsterinfo.attack = (self, context) => { self.monsterinfo.current_move = generic_run_move; }; // No attack move yet\n\n    self.think = monster_think;\n\n    self.monsterinfo.stand(self, context.entities);\n    self.nextthink = self.timestamp + MONSTER_TICK;\n  };\n}\n\nexport function M_SetAnimation(self: Entity, move: MonsterMove, context: any): void {\n  self.monsterinfo.current_move = move;\n}\n\nexport function M_ShouldReactToPain(self: Entity, context: EntitySystem): boolean {\n  if (!context) {\n      return true; // Should not happen in proper env\n  }\n  if (context.skill >= 3) {\n    return false;\n  }\n  return true;\n}\n\nexport function M_CheckGib(self: Entity, context: any): boolean {\n  const gibHealth = (self as any).gib_health ?? -40;\n  return self.health < gibHealth;\n}\n\nexport function M_AllowSpawn(self: Entity, context: any): boolean {\n  return true; // deathmatch checks etc.\n}\n\nexport function walkmonster_start(self: Entity, context: any): void {\n  self.think = monster_think;\n  self.nextthink = context.timeSeconds + MONSTER_TICK;\n}\n\nexport function flymonster_start(self: Entity, context: any): void {\n    if (self.health <= 0) return;\n\n    self.movetype = MoveType.Step;\n    self.takedamage = true;\n    self.solid = Solid.BoundingBox;\n\n    // walkmonster_start sets think and nextthink\n    walkmonster_start(self, context);\n}\n\nexport function M_ProjectFlashSource(self: Entity, offset: Vec3, forward: Vec3, right: Vec3): Vec3 {\n  const start = addVec3(self.origin, scaleVec3(forward, offset.x));\n  const start2 = addVec3(start, scaleVec3(right, offset.y));\n  const start3 = addVec3(start2, { x: 0, y: 0, z: offset.z });\n  return start3;\n}\n\nexport function M_MonsterDodge(self: Entity, attacker: Entity, eta: number): void {\n    // Stub implementation\n}\n\nexport function monster_done_dodge(self: Entity): void {\n  self.monsterinfo.aiflags &= ~AiFlags.Dodging;\n  if (self.monsterinfo.attack_state === AttackState.Sliding) {\n    self.monsterinfo.attack_state = AttackState.Straight;\n  }\n}\n\nexport function M_CheckClearShot(self: Entity, offset: Vec3, context: EntitySystem): boolean {\n    if (!self.enemy) return false;\n\n    // Get the firing start position\n    // Assuming self.angles is correct for facing\n    // We don't have direct access to 'forward' and 'right' vectors here unless we calculate them\n    // But this function is usually called with an offset from monster_flash_offset\n    // which assumes a certain orientation.\n    // For now, let's just do a simple trace from origin+viewheight to enemy origin.\n\n    const start = { ...self.origin };\n    start.z += self.viewheight;\n\n    const end = { ...self.enemy.origin };\n    end.z += self.enemy.viewheight; // Aim at eyes? Or origin? origin is at feet usually.\n\n    const tr = context.trace(start, end, ZERO_VEC3, ZERO_VEC3, self, MASK_SHOT);\n\n    if (tr.fraction === 1.0 || tr.ent === self.enemy) {\n        return true;\n    }\n\n    return false;\n}\n\n// Helper to check if a blindfire shot is viable\nexport function M_AdjustBlindfireTarget(self: Entity, start: Vec3, target: Vec3, right: Vec3, context: any): Vec3 | null {\n  const tr = context.trace(start, target, ZERO_VEC3, ZERO_VEC3, self, MASK_SHOT);\n\n  if (!tr.startsolid && !tr.allsolid && tr.fraction >= 0.5) {\n    return normalizeVec3(subtractVec3(target, start));\n  }\n\n  // Try left\n  const leftTarget = addVec3(target, scaleVec3(right, -20));\n  const trLeft = context.trace(start, leftTarget, ZERO_VEC3, ZERO_VEC3, self, MASK_SHOT);\n  if (!trLeft.startsolid && !trLeft.allsolid && trLeft.fraction >= 0.5) {\n    return normalizeVec3(subtractVec3(leftTarget, start));\n  }\n\n  // Try right\n  const rightTarget = addVec3(target, scaleVec3(right, 20));\n  const trRight = context.trace(start, rightTarget, ZERO_VEC3, ZERO_VEC3, self, MASK_SHOT);\n  if (!trRight.startsolid && !trRight.allsolid && trRight.fraction >= 0.5) {\n    return normalizeVec3(subtractVec3(rightTarget, start));\n  }\n\n  return null;\n}\n","import {\n  Entity,\n  MoveType,\n  Solid,\n  DeadFlag,\n  EntityFlags,\n  AiFlags,\n  MonsterMove\n} from '../entities/entity.js';\nimport {\n  Vec3,\n  ZERO_VEC3,\n  addVec3,\n  scaleVec3,\n  subtractVec3,\n  normalizeVec3,\n  vectorToAngles,\n  angleVectors,\n  lengthVec3,\n  copyVec3,\n  dotVec3,\n  crossVec3,\n  MASK_SHOT,\n  MASK_SOLID,\n  MASK_MONSTERSOLID,\n  MASK_WATER,\n  CONTENTS_WATER,\n  CONTENTS_SOLID,\n  CONTENTS_MONSTER,\n  CONTENTS_PLAYER,\n  CONTENTS_DEADMONSTER,\n  RAD2DEG\n} from '@quake2ts/shared';\nimport { EntitySystem } from '../entities/system.js';\nimport { M_CheckBottom, CheckGround, walkMove, changeYaw, facingIdeal } from './movement.js';\nimport { visible, rangeTo } from './perception.js';\nimport { M_SetAnimation, monster_done_dodge } from '../entities/monsters/common.js';\n// Removed checkWater import as it is not readily available or needed for basic logic yet\n\nconst STEPSIZE = 18;\nconst MONSTER_TICK = 0.1;\n\n// ============================================================================\n// PredictAim\n// ============================================================================\n\n/**\n * Predictive calculator\n * target is who you want to shoot\n * start is where the shot comes from\n * bolt_speed is how fast the shot is (or 0 for hitscan)\n * eye_height is a boolean to say whether or not to adjust to targets eye_height\n * offset is how much time to miss by\n * aimdir is the resulting aim direction\n * aimpoint is the resulting aimpoint\n */\nexport function PredictAim(\n  context: EntitySystem,\n  self: Entity,\n  target: Entity,\n  start: Vec3,\n  bolt_speed: number,\n  eye_height: boolean,\n  offset: number\n): { aimdir: Vec3, aimpoint: Vec3 } {\n\n  if (!target || !target.inUse) {\n    return { aimdir: { ...ZERO_VEC3 }, aimpoint: { ...ZERO_VEC3 } };\n  }\n\n  let dir = subtractVec3(target.origin, start);\n  if (eye_height) {\n    // dir.z += (target.viewheight || 0); // Readonly\n    dir = { ...dir, z: dir.z + (target.viewheight || 0) };\n  }\n  let dist = lengthVec3(dir);\n\n  // [Paril-KEX] if our current attempt is blocked, try the opposite one\n  // MASK_PROJECTILE equivalent? Usually MASK_SHOT includes projectiles.\n  // rerelease uses MASK_PROJECTILE which is MASK_SHOT | CONTENTS_HITBOX usually.\n  const tr = context.trace(start, null, null, addVec3(start, dir), self, MASK_SHOT);\n\n  if (tr.ent !== target) {\n    eye_height = !eye_height;\n    dir = subtractVec3(target.origin, start);\n    if (eye_height) {\n      // dir.z += (target.viewheight || 0); // Readonly\n      dir = { ...dir, z: dir.z + (target.viewheight || 0) };\n    }\n    dist = lengthVec3(dir);\n  }\n\n  let time = 0;\n  if (bolt_speed) {\n    time = dist / bolt_speed;\n  }\n\n  // target position prediction: origin + velocity * (time - offset)\n  const predictionTime = time - offset;\n  let vec: Vec3 = addVec3(target.origin, scaleVec3(target.velocity, predictionTime));\n\n  // went backwards...\n  const dirNorm = normalizeVec3(dir);\n  const vecDir = normalizeVec3(subtractVec3(vec, start));\n\n  if (dotVec3(dirNorm, vecDir) < 0) {\n    vec = { ...target.origin };\n  } else {\n    // if the shot is going to impact a nearby wall from our prediction, just fire it straight.\n    const wallTrace = context.trace(start, null, null, vec, null, MASK_SOLID);\n    if (wallTrace.fraction < 0.9) {\n      vec = { ...target.origin };\n    }\n  }\n\n  if (eye_height) {\n    // vec.z += (target.viewheight || 0); // Readonly\n    vec = { ...vec, z: vec.z + (target.viewheight || 0) };\n  }\n\n  const aimdir = normalizeVec3(subtractVec3(vec, start));\n  const aimpoint = vec;\n\n  return { aimdir, aimpoint };\n}\n\n// ============================================================================\n// M_CalculatePitchToFire\n// ============================================================================\n\nfunction clipVelocity(inVec: Vec3, normal: Vec3, overbounce: number): Vec3 {\n  const backoff = dotVec3(inVec, normal) * overbounce;\n  return {\n    x: inVec.x - normal.x * backoff,\n    y: inVec.y - normal.y * backoff,\n    z: inVec.z - normal.z * backoff\n  };\n}\n\n/**\n * [Paril-KEX] find a pitch that will at some point land on or near the player.\n * very approximate. aim will be adjusted to the correct aim vector.\n * Returns true if a valid pitch was found and updates `aim` vector in place (by returning it).\n */\nexport function M_CalculatePitchToFire(\n  context: EntitySystem,\n  self: Entity,\n  target: Vec3,\n  start: Vec3,\n  speed: number,\n  time_remaining: number,\n  mortar: boolean,\n  destroy_on_touch: boolean = false,\n  gravity: number = 800 // Default gravity\n): { aimDir: Vec3 } | null {\n\n  const aimVec = normalizeVec3(subtractVec3(target, start));\n  const baseAngles = vectorToAngles(aimVec);\n\n  const pitches = [-80, -70, -60, -50, -40, -30, -20, -10, -5];\n  let best_pitch = 0;\n  let best_dist = Infinity;\n\n  const sim_time = 0.1;\n  let found = false;\n\n  for (const pitch of pitches) {\n    if (mortar && pitch >= -30) {\n      break;\n    }\n\n    const pitched_aim = { ...baseAngles, x: pitch };\n    const { forward: fwd } = angleVectors(pitched_aim);\n\n    let velocity = scaleVec3(fwd, speed);\n    let origin = { ...start };\n    let t = time_remaining;\n    let hit = false;\n    let hitSomething = false;\n\n    while (t > 0) {\n      // Apply gravity: velocity.z -= gravity * sim_time\n      velocity = { ...velocity, z: velocity.z - gravity * sim_time };\n\n      const end = addVec3(origin, scaleVec3(velocity, sim_time));\n      const tr = context.trace(origin, null, null, end, null, MASK_SHOT);\n\n      origin = tr.endpos;\n\n      if (tr.fraction < 1.0) {\n        if (tr.surfaceFlags && (tr.surfaceFlags & 4)) { // SURF_SKY = 4 usually\n          break;\n        }\n\n        // origin += tr.plane.normal (nudge off surface)\n        if (tr.plane) {\n           origin = addVec3(origin, tr.plane.normal);\n           velocity = clipVelocity(velocity, tr.plane.normal, 1.6);\n        }\n\n        const dist = lengthVec3(subtractVec3(origin, target)); // Squared distance comparison is faster but length is fine here\n        const distSq = dist * dist;\n\n        // Check if we hit the target or close enough\n        // tr.ent == self.enemy (we don't have self.enemy here, we just have target pos? Wait, target is Vec3 in arg)\n        // Re-reading signature: target is Vec3. So we compare distance.\n        // Also check if tr.ent is valid?\n\n        // Logic from C: if (tr.ent == self->enemy || tr.ent->client || (tr.plane.normal.z >= 0.7f && dist < (128.f * 128.f) && dist < best_dist))\n        // We can't check tr.ent == self.enemy easily unless we pass enemy.\n        // But we can check if tr.ent exists and is client or damageable?\n        // For simplicity: check distance to passed target vector.\n\n        // tr.ent check for 'player' (client)\n        const hitEnemy = (tr.ent && tr.ent === self.enemy) || (tr.ent && (tr.ent.svflags & 8) !== 0); // ServerFlags.Player = 8\n\n        if (hitEnemy || (tr.plane && tr.plane.normal.z >= 0.7 && distSq < (128 * 128) && distSq < best_dist)) {\n           best_pitch = pitch;\n           best_dist = distSq;\n           found = true;\n        }\n\n        if (destroy_on_touch || (tr.contents & (CONTENTS_MONSTER | CONTENTS_PLAYER | CONTENTS_DEADMONSTER))) {\n           hitSomething = true;\n           break;\n        }\n      }\n\n      t -= sim_time;\n      if (hitSomething) break;\n    }\n  }\n\n  if (best_dist !== Infinity) {\n    const pitched_aim = { ...baseAngles, x: best_pitch };\n    const aimDir = angleVectors(pitched_aim).forward;\n    return { aimDir };\n  }\n\n  return null;\n}\n\n// ============================================================================\n// Blocked Logic (Jumping & Plats)\n// ============================================================================\n\nexport enum BlockedJumpResult {\n  NO_JUMP = 0,\n  JUMP_TURN = 1,\n  JUMP_JUMP_UP = 2,\n  JUMP_JUMP_DOWN = 3\n}\n\nexport function blocked_checkplat(context: EntitySystem, self: Entity, dist: number): boolean {\n  if (!self.enemy) return false;\n\n  let playerPosition = 0;\n  if (self.enemy.absmin.z >= self.absmax.z) playerPosition = 1;\n  else if (self.enemy.absmax.z <= self.absmin.z) playerPosition = -1;\n  else playerPosition = 0;\n\n  if (playerPosition === 0) return false;\n\n  let plat: Entity | null = null;\n\n  // see if we're already standing on a plat.\n  if (self.groundentity && self.groundentity !== context.world) {\n    if (self.groundentity.classname && self.groundentity.classname.startsWith('func_plat')) {\n      plat = self.groundentity;\n    }\n  }\n\n  // if we're not, check to see if we'll step onto one with this move\n  if (!plat) {\n    const { forward } = angleVectors(self.angles);\n    const pt1 = addVec3(self.origin, scaleVec3(forward, dist));\n    const pt2 = { ...pt1, z: pt1.z - 384 };\n\n    const trace = context.trace(pt1, null, null, pt2, self, MASK_MONSTERSOLID);\n    if (trace.fraction < 1 && !trace.allsolid && !trace.startsolid && trace.ent) {\n      if (trace.ent.classname && trace.ent.classname.startsWith('func_plat')) {\n        plat = trace.ent;\n      }\n    }\n  }\n\n  // if we've found a plat, trigger it.\n  if (plat && plat.use) {\n    const STATE_TOP = 0;\n    const STATE_BOTTOM = 1;\n    const STATE_UP = 2;\n    const STATE_DOWN = 3;\n\n    // We assume plat has moveinfo.state. In TS port this might be on plat directly or moveinfo object.\n    // Assuming plat.moveinfo exists.\n    const platState = (plat as any).moveinfo?.state;\n\n    if (playerPosition === 1) { // Player is above\n      if ((self.groundentity === plat && platState === STATE_BOTTOM) ||\n          (self.groundentity !== plat && platState === STATE_TOP)) {\n          plat.use(plat, self, self);\n          return true;\n      }\n    } else if (playerPosition === -1) { // Player is below\n      if ((self.groundentity === plat && platState === STATE_TOP) ||\n          (self.groundentity !== plat && platState === STATE_BOTTOM)) {\n          plat.use(plat, self, self);\n          return true;\n      }\n    }\n  }\n\n  return false;\n}\n\nexport function monster_jump_start(context: EntitySystem, self: Entity): void {\n  monster_done_dodge(self);\n  self.monsterinfo.jump_time = context.timeSeconds + 3.0;\n}\n\nexport function monster_jump_finished(context: EntitySystem, self: Entity): boolean {\n  const { forward } = angleVectors(self.angles);\n\n  // project velocity onto forward\n  const forwardVelocityVal = dotVec3(self.velocity, forward);\n\n  if (forwardVelocityVal < 150) {\n      const z_velocity = self.velocity.z;\n      const newVel = scaleVec3(forward, 150);\n      self.velocity = { ...newVel, z: z_velocity };\n  }\n\n  return (self.monsterinfo.jump_time || 0) < context.timeSeconds;\n}\n\nexport function blocked_checkjump(context: EntitySystem, self: Entity, dist: number, dropHeightInput?: number, jumpHeightInput?: number): BlockedJumpResult {\n  // Check jump capability via jump_height or drop_height\n  // Use passed inputs if available (to match C++ args often passed) or fallback to monsterinfo\n  const jumpHeight = jumpHeightInput ?? (self.monsterinfo?.jump_height || 0);\n  const dropHeight = dropHeightInput ?? (self.monsterinfo?.drop_height || 0);\n\n  if (!jumpHeight && !dropHeight) // fallback check\n      return BlockedJumpResult.NO_JUMP;\n\n  // no enemy to path to\n  if (!self.enemy) return BlockedJumpResult.NO_JUMP;\n\n  // we just jumped recently, don't try again\n  if (self.monsterinfo.jump_time && self.monsterinfo.jump_time > context.timeSeconds)\n      return BlockedJumpResult.NO_JUMP;\n\n  // Pathing logic omitted for now\n\n  let playerPosition = 0;\n  const { forward, up } = angleVectors(self.angles);\n\n  if (self.enemy.absmin.z > (self.absmin.z + STEPSIZE)) playerPosition = 1;\n  else if (self.enemy.absmin.z < (self.absmin.z - STEPSIZE)) playerPosition = -1;\n  else playerPosition = 0;\n\n  if (playerPosition === -1 && dropHeight) {\n     // Check drop\n     const pt1 = addVec3(self.origin, scaleVec3(forward, 48));\n     const trace1 = context.trace(self.origin, self.mins, self.maxs, pt1, self, MASK_MONSTERSOLID);\n\n     if (trace1.fraction < 1) return BlockedJumpResult.NO_JUMP;\n\n     const pt2 = { ...pt1, z: self.absmin.z - dropHeight - 1 };\n\n     const trace2 = context.trace(pt1, null, null, pt2, self, MASK_MONSTERSOLID | MASK_WATER);\n\n     if (trace2.fraction < 1 && !trace2.allsolid && !trace2.startsolid) {\n         // check water\n         if (trace2.contents & CONTENTS_WATER) {\n             const deep = context.trace(trace2.endpos, null, null, pt2, self, MASK_MONSTERSOLID);\n             // check depth... simplistic here.\n         }\n\n         if ((self.absmin.z - trace2.endpos.z) >= 24 && (trace2.contents & (MASK_SOLID | CONTENTS_WATER))) {\n              if ((self.enemy.absmin.z - trace2.endpos.z) > 32) return BlockedJumpResult.NO_JUMP;\n\n              if (trace2.plane && trace2.plane.normal.z < 0.9) return BlockedJumpResult.NO_JUMP;\n\n              monster_jump_start(context, self);\n              return BlockedJumpResult.JUMP_JUMP_DOWN;\n         }\n     }\n\n  } else if (playerPosition === 1 && jumpHeight) {\n     const pt1 = addVec3(self.origin, scaleVec3(forward, 48));\n     const pt2 = { ...pt1, z: self.absmax.z + jumpHeight };\n\n     const trace = context.trace(pt1, null, null, pt2, self, MASK_MONSTERSOLID | MASK_WATER);\n     if (trace.fraction < 1 && !trace.allsolid && !trace.startsolid) {\n         if ((trace.endpos.z - self.absmin.z) <= jumpHeight && (trace.contents & (MASK_SOLID | CONTENTS_WATER))) {\n             // face_wall(self); // Turn to face wall?\n             monster_jump_start(context, self);\n             return BlockedJumpResult.JUMP_JUMP_UP;\n         }\n     }\n  }\n\n  return BlockedJumpResult.NO_JUMP;\n}\n","import {\n  angleVectors,\n  normalizeVec3,\n  scaleVec3,\n  subtractVec3,\n  Vec3,\n  ZERO_VEC3,\n  ServerCommand,\n  TempEntity,\n  vectorToAngles\n} from '@quake2ts/shared';\nimport {\n  ai_charge,\n  ai_move,\n  ai_run,\n  ai_stand,\n  ai_walk,\n  monster_think,\n} from '../../ai/index.js';\nimport {\n  DeadFlag,\n  Entity,\n  MonsterFrame,\n  MonsterMove,\n  MoveType,\n  Solid\n} from '../entity.js';\nimport { monster_done_dodge } from './common.js';\nimport { SpawnContext, SpawnRegistry } from '../spawn.js';\nimport { T_Damage, T_RadiusDamage } from '../../combat/damage.js';\nimport { DamageMod } from '../../combat/damageMods.js';\nimport { DamageFlags } from '../../combat/damageFlags.js';\nimport { throwGibs } from '../gibs.js';\nimport { AIFlags, SPAWNFLAG_MONSTER_AMBUSH } from '../../ai/constants.js';\nimport { EntitySystem } from '../system.js';\nimport { MulticastType } from '../../imports.js';\nimport { rangeTo } from '../../ai/perception.js';\n\nconst MONSTER_TICK = 0.1;\nconst MELEE_DISTANCE = 80;\nconst SPAWNFLAG_BERSERK_NOJUMPING = 16;\nconst BERSERK_HEALTH = 240;\nconst BERSERK_MASS = 250;\nconst BERSERK_GIB_HEALTH = -60;\nconst BERSERK_PAIN_DEBOUNCE = 3.0;\nconst BERSERK_JUMP_RECOVERY = 3.0;\nconst BERSERK_JUMP_CHANCE_DIST = 150;\nconst BERSERK_ATTACK_CHANCE = 0.15; // Random chance to fidget or idle\nconst BERSERK_MELEE_DEBOUNCE_SPIKE = 1.2;\nconst BERSERK_MELEE_DEBOUNCE_CLUB = 2.5;\n\n// Wrappers to match function signatures\nfunction monster_ai_stand(self: Entity, dist: number, context: EntitySystem): void {\n  ai_stand(self, dist, context);\n}\n\nfunction monster_ai_walk(self: Entity, dist: number, context: EntitySystem): void {\n  ai_walk(self, dist, context);\n}\n\nfunction monster_ai_run(self: Entity, dist: number, context: EntitySystem): void {\n  ai_run(self, dist, context);\n}\n\nfunction monster_ai_charge(self: Entity, dist: number, context: EntitySystem): void {\n  ai_charge(self, dist, context);\n}\n\nfunction monster_ai_move(self: Entity, dist: number, context: EntitySystem): void {\n  ai_move(self, dist);\n}\n\n// Sound constants\nconst SOUNDS = {\n  pain: 'berserk/berpain2.wav',\n  die: 'berserk/berdeth2.wav',\n  idle: 'berserk/beridle1.wav',\n  idle2: 'berserk/idle.wav',\n  punch: 'berserk/attack.wav',\n  search: 'berserk/bersrch1.wav',\n  sight: 'berserk/sight.wav',\n  thud: 'mutant/thud1.wav',\n  explod: 'world/explod2.wav',\n  jump: 'berserk/jump.wav',\n  footstep: 'misc/step1.wav'\n};\n\nfunction monster_footstep(self: Entity, context: EntitySystem): void {\n  context.sound(self, 2, SOUNDS.footstep, 1, 1, 0);\n}\n\nfunction M_SetAnimation(self: Entity, move: MonsterMove): void {\n  self.monsterinfo.current_move = move;\n  self.monsterinfo.nextframe = move.firstframe;\n  self.frame = move.firstframe;\n  self.monsterinfo.aiflags &= ~AIFlags.HoldFrame;\n}\n\n// Forward declarations\nlet berserk_move_stand: MonsterMove;\nlet berserk_move_stand_fidget: MonsterMove;\nlet berserk_move_walk: MonsterMove;\nlet berserk_move_run1: MonsterMove;\nlet berserk_move_attack_spike: MonsterMove;\nlet berserk_move_attack_club: MonsterMove;\nlet berserk_move_attack_strike: MonsterMove;\nlet berserk_move_run_attack1: MonsterMove;\nlet berserk_move_pain1: MonsterMove;\nlet berserk_move_pain2: MonsterMove;\nlet berserk_move_death1: MonsterMove;\nlet berserk_move_death2: MonsterMove;\n\n// STAND\n\nfunction berserk_stand(self: Entity, context: EntitySystem): void {\n  M_SetAnimation(self, berserk_move_stand);\n}\n\nfunction berserk_fidget(self: Entity, context: EntitySystem): void {\n  if (self.monsterinfo.aiflags & AIFlags.StandGround) return;\n  if (self.enemy) return;\n  if (context.game.random.frandom() > BERSERK_ATTACK_CHANCE) return;\n\n  M_SetAnimation(self, berserk_move_stand_fidget);\n  context.sound(self, 1, SOUNDS.idle, 1, 2, 0);\n}\n\nconst berserk_frames_stand: MonsterFrame[] = [\n  { ai: monster_ai_stand, dist: 0, think: berserk_fidget },\n  { ai: monster_ai_stand, dist: 0 },\n  { ai: monster_ai_stand, dist: 0 },\n  { ai: monster_ai_stand, dist: 0 },\n  { ai: monster_ai_stand, dist: 0 }\n];\n\nberserk_move_stand = {\n  firstframe: 0,\n  lastframe: 4,\n  frames: berserk_frames_stand,\n  endfunc: null\n};\n\nconst berserk_frames_stand_fidget: MonsterFrame[] = Array.from({ length: 20 }, () => ({\n  ai: monster_ai_stand, dist: 0\n}));\n\nberserk_move_stand_fidget = {\n  firstframe: 5,\n  lastframe: 24,\n  frames: berserk_frames_stand_fidget,\n  endfunc: berserk_stand\n};\n\n// WALK\n\nconst berserk_frames_walk: MonsterFrame[] = [\n  { ai: monster_ai_walk, dist: 9.1 },\n  { ai: monster_ai_walk, dist: 6.3 },\n  { ai: monster_ai_walk, dist: 4.9 },\n  { ai: monster_ai_walk, dist: 6.7, think: monster_footstep },\n  { ai: monster_ai_walk, dist: 6.0 },\n  { ai: monster_ai_walk, dist: 8.2 },\n  { ai: monster_ai_walk, dist: 7.2 },\n  { ai: monster_ai_walk, dist: 6.1 },\n  { ai: monster_ai_walk, dist: 4.9 },\n  { ai: monster_ai_walk, dist: 4.7, think: monster_footstep },\n  { ai: monster_ai_walk, dist: 4.7 }\n];\n\nberserk_move_walk = {\n  firstframe: 25,\n  lastframe: 35,\n  frames: berserk_frames_walk,\n  endfunc: null\n};\n\nfunction berserk_walk(self: Entity, context: EntitySystem): void {\n  M_SetAnimation(self, berserk_move_walk);\n}\n\n// RUN\n\nconst berserk_frames_run1: MonsterFrame[] = [\n  { ai: monster_ai_run, dist: 21 },\n  { ai: monster_ai_run, dist: 11, think: monster_footstep },\n  { ai: monster_ai_run, dist: 21 },\n  { ai: monster_ai_run, dist: 25, think: monster_done_dodge },\n  { ai: monster_ai_run, dist: 18, think: monster_footstep },\n  { ai: monster_ai_run, dist: 19 }\n];\n\nberserk_move_run1 = {\n  firstframe: 36,\n  lastframe: 41,\n  frames: berserk_frames_run1,\n  endfunc: null\n};\n\nfunction berserk_run(self: Entity, context: EntitySystem): void {\n  monster_done_dodge(self);\n  if (self.monsterinfo.aiflags & AIFlags.StandGround) {\n    M_SetAnimation(self, berserk_move_stand);\n  } else {\n    M_SetAnimation(self, berserk_move_run1);\n  }\n}\n\n// ATTACK\n\nfunction fire_hit(self: Entity, aim: Vec3, damage: number, kick: number, context: EntitySystem): boolean {\n  const start: Vec3 = {\n    x: self.origin.x,\n    y: self.origin.y,\n    z: self.origin.z + self.viewheight\n  };\n  const forward = angleVectors(self.angles).forward;\n\n  const end: Vec3 = {\n    x: start.x + forward.x + aim.x,\n    y: start.y + forward.y + aim.y,\n    z: start.z + forward.z + aim.z\n  };\n\n  const endTrace: Vec3 = {\n      x: start.x + forward.x * MELEE_DISTANCE,\n      y: start.y + forward.y * MELEE_DISTANCE,\n      z: start.z + forward.z * MELEE_DISTANCE\n  };\n\n  const tr = context.trace(start, null, null, endTrace, self, 0x1 | 0x20000000); // MASK_SHOT\n  if (!tr.ent || !tr.ent.takedamage) return false;\n\n  T_Damage(\n    tr.ent as any,\n    self as any,\n    self as any,\n    forward,\n    tr.endpos,\n    tr.plane?.normal || ZERO_VEC3,\n    damage,\n    kick,\n    DamageFlags.NONE,\n    DamageMod.UNKNOWN,\n    context.timeSeconds,\n    context.multicast.bind(context)\n  );\n  return true;\n}\n\nfunction berserk_attack_spike(self: Entity, context: EntitySystem): void {\n  if (!fire_hit(self, {x: MELEE_DISTANCE, y: 0, z: -24}, context.rng.irandomRange(5, 11), 80, context)) {\n    self.monsterinfo.melee_debounce_time = context.timeSeconds + BERSERK_MELEE_DEBOUNCE_SPIKE;\n  }\n}\n\nfunction berserk_swing(self: Entity, context: EntitySystem): void {\n  context.sound(self, 1, SOUNDS.punch, 1, 1, 0);\n}\n\nconst berserk_frames_attack_spike: MonsterFrame[] = [\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0, think: berserk_swing },\n  { ai: monster_ai_charge, dist: 0, think: berserk_attack_spike },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0 }\n];\n\nberserk_move_attack_spike = {\n  firstframe: 67,\n  lastframe: 74,\n  frames: berserk_frames_attack_spike,\n  endfunc: berserk_run\n};\n\nfunction berserk_attack_club(self: Entity, context: EntitySystem): void {\n  if (!fire_hit(self, {x: MELEE_DISTANCE, y: 0, z: -4}, context.rng.irandomRange(15, 21), 400, context)) {\n    self.monsterinfo.melee_debounce_time = context.timeSeconds + BERSERK_MELEE_DEBOUNCE_CLUB;\n  }\n}\n\nconst berserk_frames_attack_club: MonsterFrame[] = [\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0, think: monster_footstep },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0, think: berserk_swing },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0, think: berserk_attack_club },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0 }\n];\n\nberserk_move_attack_club = {\n  firstframe: 75,\n  lastframe: 86,\n  frames: berserk_frames_attack_club,\n  endfunc: berserk_run\n};\n\n// SLAM / JUMP ATTACK\n\nfunction T_SlamRadiusDamage(inflictor: Entity, attacker: Entity, damage: number, radius: number, kick: number, context: EntitySystem): void {\n  const entities = context.findByRadius(inflictor.origin, radius);\n\n  for (const ent of entities) {\n    if (ent === inflictor) continue;\n    if (!ent.takedamage) continue;\n\n    // Distance calculation\n    const dist = Math.sqrt(\n      Math.pow(ent.origin.x - inflictor.origin.x, 2) +\n      Math.pow(ent.origin.y - inflictor.origin.y, 2) +\n      Math.pow(ent.origin.z - inflictor.origin.z, 2)\n    );\n\n    const amount = Math.max(0, 1.0 - (dist / radius));\n    if (amount <= 0) continue;\n\n    const points = Math.max(1, damage * amount * amount);\n    const k = kick * amount * amount;\n\n    const dir = normalizeVec3(subtractVec3(ent.origin, inflictor.origin));\n\n    T_Damage(ent as any, inflictor as any, attacker as any, dir, ent.origin, dir, points, k, DamageFlags.RADIUS, DamageMod.UNKNOWN, context.timeSeconds, context.multicast.bind(context));\n\n    // Kick upwards\n    if (ent.client) {\n      ent.velocity = { ...ent.velocity, z: Math.max(270, ent.velocity.z) };\n    }\n  }\n}\n\nfunction berserk_attack_slam(self: Entity, context: EntitySystem): void {\n  context.sound(self, 1, SOUNDS.thud, 1, 1, 0);\n  context.sound(self, 2, SOUNDS.explod, 0.75, 1, 0);\n\n  // Visual effect\n  const { forward, right } = angleVectors(self.angles);\n  const flashOffset = { x: 20, y: -14.3, z: -21 };\n  const start = {\n      x: self.origin.x + forward.x * flashOffset.x + right.x * flashOffset.y,\n      y: self.origin.y + forward.y * flashOffset.x + right.y * flashOffset.y,\n      z: self.origin.z + forward.z * flashOffset.x + right.z * flashOffset.y + flashOffset.z\n  };\n  const tr = context.trace(self.origin, null, null, start, self, 1); // MASK_SOLID\n\n  context.multicast(tr.endpos, MulticastType.Phs, ServerCommand.temp_entity, TempEntity.BERSERK_SLAM, tr.endpos);\n\n  self.gravity = 1.0;\n  self.velocity = {x:0, y:0, z:0};\n\n  // Use the new radius damage function\n  T_SlamRadiusDamage(self, self, 8, 165, 300, context);\n}\n\nfunction berserk_jump_touch(self: Entity, other: Entity | null, plane: any, surf: any, context: EntitySystem): void {\n  if (self.health <= 0) {\n    self.touch = undefined;\n    return;\n  }\n\n  // If we hit something while jumping, do slam damage immediately if appropriate\n  if (other && other.takedamage) {\n     self.touch = undefined;\n     berserk_attack_slam(self, context);\n  }\n}\n\nfunction berserk_high_gravity(self: Entity, context: EntitySystem): void {\n  const base = 800;\n  if (self.velocity.z < 0) {\n    self.gravity = 2.25 * (800 / base);\n  } else {\n    self.gravity = 5.25 * (800 / base);\n  }\n}\n\nfunction berserk_jump_takeoff(self: Entity, context: EntitySystem): void {\n  if (!self.enemy) return;\n\n  const diff = subtractVec3(self.enemy.origin, self.origin);\n  const dist = Math.sqrt(diff.x*diff.x + diff.y*diff.y + diff.z*diff.z);\n  const fwd_speed = dist * 1.95;\n\n  const forward = normalizeVec3({x: diff.x, y: diff.y, z: 0});\n  const angles = vectorToAngles(forward);\n  self.angles = { x: self.angles.x, y: angles.y, z: self.angles.z };\n\n  const origin = { ...self.origin };\n  origin.z += 1;\n  self.origin = origin;\n\n  self.velocity = {\n    x: forward.x * fwd_speed,\n    y: forward.y * fwd_speed,\n    z: 450\n  };\n  self.groundentity = null;\n  self.monsterinfo.aiflags |= AIFlags.Ducked;\n  self.monsterinfo.attack_finished = context.timeSeconds + BERSERK_JUMP_RECOVERY;\n\n  // Bind context to callback\n  self.touch = (s, o, p, su) => {\n      berserk_jump_touch(s, o, p, su, context);\n      if (s.groundentity) {\n          s.frame = 104;\n          berserk_attack_slam(s, context);\n          s.touch = undefined;\n      }\n  };\n\n  berserk_high_gravity(self, context);\n}\n\nfunction berserk_check_landing(self: Entity, context: EntitySystem): void {\n  berserk_high_gravity(self, context);\n  if (self.groundentity) {\n    self.monsterinfo.attack_finished = 0;\n    self.monsterinfo.aiflags &= ~AIFlags.Ducked;\n    self.frame = 104; // FRAME_slam18\n    if (self.touch) {\n      berserk_attack_slam(self, context);\n      self.touch = undefined;\n    }\n    return;\n  }\n\n  if (context.timeSeconds > (self.monsterinfo.attack_finished || 0)) {\n    self.monsterinfo.nextframe = 89; // FRAME_slam3\n  } else {\n    self.monsterinfo.nextframe = 91; // FRAME_slam5\n  }\n}\n\nconst berserk_frames_attack_strike: MonsterFrame[] = [\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_move, dist: 0, think: berserk_jump_takeoff },\n  { ai: monster_ai_move, dist: 0, think: berserk_high_gravity },\n  { ai: monster_ai_move, dist: 0, think: berserk_check_landing },\n  { ai: monster_ai_move, dist: 0, think: monster_footstep },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0, think: monster_footstep },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0, think: monster_footstep }\n];\n\nberserk_move_attack_strike = {\n  firstframe: 87,\n  lastframe: 109,\n  frames: berserk_frames_attack_strike,\n  endfunc: berserk_run\n};\n\nfunction berserk_melee(self: Entity, context: EntitySystem): void {\n  if (context.rng.frandom() > 0.5) {\n    M_SetAnimation(self, berserk_move_attack_spike);\n  } else {\n    M_SetAnimation(self, berserk_move_attack_club);\n  }\n}\n\nfunction berserk_attack(self: Entity, context: EntitySystem): void {\n  const dist = self.enemy ? rangeTo(self, self.enemy) : 1000;\n\n  if ((self.monsterinfo.melee_debounce_time || 0) <= context.timeSeconds && dist < MELEE_DISTANCE) {\n    berserk_melee(self, context);\n  } else if (self.timestamp < context.timeSeconds && context.rng.frandom() > 0.5 && dist > BERSERK_JUMP_CHANCE_DIST) {\n    // Check for NOJUMPING flag\n    if (self.spawnflags & SPAWNFLAG_BERSERK_NOJUMPING) return;\n\n    M_SetAnimation(self, berserk_move_attack_strike);\n    context.sound(self, 1, SOUNDS.jump, 1, 1, 0);\n    self.timestamp = context.timeSeconds + 5.0;\n  }\n}\n\n// PAIN\n\nconst berserk_frames_pain1: MonsterFrame[] = [\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 }\n];\n\nberserk_move_pain1 = {\n  firstframe: 149,\n  lastframe: 152,\n  frames: berserk_frames_pain1,\n  endfunc: berserk_run\n};\n\nconst berserk_frames_pain2: MonsterFrame[] = Array.from({ length: 20 }, (_, i) => ({\n  ai: monster_ai_move, dist: 0, think: (i % 5 === 4) ? monster_footstep : undefined\n}));\n\nberserk_move_pain2 = {\n  firstframe: 153,\n  lastframe: 172,\n  frames: berserk_frames_pain2,\n  endfunc: berserk_run\n};\n\nfunction berserk_pain(self: Entity, other: Entity | null, kick: number, damage: number, context: EntitySystem): void {\n  if (self.monsterinfo.current_move === berserk_move_attack_strike) return;\n\n  if (context.timeSeconds < self.pain_debounce_time) return;\n\n  self.pain_debounce_time = context.timeSeconds + BERSERK_PAIN_DEBOUNCE;\n  context.sound(self, 2, SOUNDS.pain, 1, 1, 0);\n\n  if (damage <= 50 || context.rng.frandom() < 0.5) {\n    M_SetAnimation(self, berserk_move_pain1);\n  } else {\n    M_SetAnimation(self, berserk_move_pain2);\n  }\n}\n\n// DEATH\n\nfunction berserk_dead(self: Entity, context: EntitySystem): void {\n  self.mins = { x: -16, y: -16, z: -24 };\n  self.maxs = { x: 16, y: 16, z: -8 };\n  self.monsterinfo.nextframe = berserk_move_death1.lastframe;\n  self.nextthink = -1;\n  self.deadflag = DeadFlag.Dead;\n}\n\nconst berserk_frames_death1: MonsterFrame[] = [\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0, think: monster_footstep },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 }\n];\n\nberserk_move_death1 = {\n  firstframe: 173,\n  lastframe: 185,\n  frames: berserk_frames_death1,\n  endfunc: berserk_dead\n};\n\nconst berserk_frames_death2: MonsterFrame[] = [\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0, think: monster_footstep },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 }\n];\n\nberserk_move_death2 = {\n  firstframe: 186,\n  lastframe: 193,\n  frames: berserk_frames_death2,\n  endfunc: berserk_dead\n};\n\nfunction berserk_die(self: Entity, inflictor: Entity | null, attacker: Entity | null, damage: number, point: Vec3, context: EntitySystem): void {\n  if (self.health <= BERSERK_GIB_HEALTH) { // gib_health\n    context.sound(self, 2, \"misc/udeath.wav\", 1, 1, 0);\n    throwGibs(context, self.origin, damage);\n    context.free(self);\n    return;\n  }\n\n  if (self.deadflag === DeadFlag.Dead) return;\n\n  context.sound(self, 2, SOUNDS.die, 1, 1, 0);\n  self.deadflag = DeadFlag.Dead;\n  self.takedamage = true;\n\n  if (damage >= 50) {\n    M_SetAnimation(self, berserk_move_death1);\n  } else {\n    M_SetAnimation(self, berserk_move_death2);\n  }\n}\n\nfunction berserk_sight(self: Entity, other: Entity): void {\n  // We need context to play sound, but MonsterSightCallback signature is (self, enemy)\n  // We can't access context here unless we bind it or change signature.\n  // However, we can't change signature easily as it's defined in Entity.\n  // Let's assume we can't play sight sound yet or need a workaround.\n  // Actually, we can get context if we change how sight is called or if we attach context to entity (bad practice).\n  // Or we can use a closure when assigning.\n}\n\nfunction berserk_search(self: Entity, context: EntitySystem): void {\n  if (context.rng.frandom() > 0.5) {\n    context.sound(self, 2, SOUNDS.idle2, 1, 1, 0);\n  } else {\n    context.sound(self, 2, SOUNDS.search, 1, 1, 0);\n  }\n}\n\nexport function SP_monster_berserk(self: Entity, context: SpawnContext): void {\n  self.classname = 'monster_berserk';\n  self.model = 'models/monsters/berserk/tris.md2';\n  self.mins = { x: -16, y: -16, z: -24 };\n  self.maxs = { x: 16, y: 16, z: 32 };\n  self.movetype = MoveType.Step;\n  self.solid = Solid.BoundingBox;\n  self.health = BERSERK_HEALTH * context.health_multiplier;\n  self.max_health = self.health;\n  self.mass = BERSERK_MASS;\n  self.takedamage = true;\n\n  self.pain = (s, o, k, d) => berserk_pain(s, o, k, d, context.entities);\n  self.die = (s, i, a, d, p) => berserk_die(s, i, a, d, p, context.entities);\n\n  self.monsterinfo.stand = berserk_stand;\n  self.monsterinfo.walk = berserk_walk;\n  self.monsterinfo.run = berserk_run;\n  self.monsterinfo.attack = berserk_attack;\n  self.monsterinfo.melee = berserk_melee;\n  self.monsterinfo.sight = (s, o) => {\n      context.entities.sound(s, 2, SOUNDS.sight, 1, 1, 0);\n  };\n  self.monsterinfo.search = berserk_search;\n\n  self.think = monster_think;\n\n  context.entities.linkentity(self);\n\n  berserk_stand(self, context.entities);\n  self.nextthink = context.entities.timeSeconds + MONSTER_TICK;\n}\n\nexport function registerBerserkSpawns(registry: SpawnRegistry): void {\n  registry.register('monster_berserk', SP_monster_berserk);\n}\n","import { angleVectors, addVec3, scaleVec3, normalizeVec3, subtractVec3, Vec3, ZERO_VEC3, vectorToAngles, ServerCommand, TempEntity, CONTENTS_SOLID, CONTENTS_MONSTER, CONTENTS_PLAYER, CONTENTS_DEADMONSTER, MASK_SHOT, distance } from '@quake2ts/shared';\nimport { Entity, MoveType, Solid, ServerFlags } from '../entity.js';\nimport { T_Damage, Damageable, DamageApplicationResult } from '../../combat/damage.js';\nimport { DamageFlags } from '../../combat/damageFlags.js';\nimport { DamageMod } from '../../combat/damageMods.js';\nimport type { EntitySystem } from '../system.js';\nimport { createBlasterBolt, createGrenade, createRocket, createBfgBall, createIonRipper, createBlueBlaster, createFlechette, createHeatSeekingMissile } from '../projectiles.js';\nimport { MulticastType } from '../../imports.js';\n\nfunction getDamageScale(skill: number): number {\n  if (skill >= 3) return 1.5;\n  if (skill === 2) return 1.25;\n  if (skill === 0) return 0.75;\n  return 1.0;\n}\n\nfunction getSpreadScale(skill: number): number {\n  if (skill >= 3) return 0.5;\n  if (skill === 2) return 0.7;\n  if (skill === 0) return 1.5;\n  return 1.0;\n}\n\nfunction adjustDamage(self: Entity, damage: number, context: EntitySystem): number {\n  if (self.svflags & ServerFlags.Monster) {\n    return Math.floor(damage * getDamageScale(context.skill));\n  }\n  return damage;\n}\n\n// Renamed to force cache invalidation/TS resolution\nexport function monster_fire_bullet_v2(\n  self: Entity,\n  start: Vec3,\n  dir: Vec3,\n  damage: number,\n  kick: number,\n  hspread: number,\n  vspread: number,\n  flashtype: number,\n  context: EntitySystem,\n  mod: DamageMod = DamageMod.UNKNOWN\n): void {\n  let direction = dir;\n\n  // Scale spread based on difficulty\n  const spreadScale = (self.svflags & ServerFlags.Monster) ? getSpreadScale(context.skill) : 1.0;\n  const scaledHSpread = hspread * spreadScale;\n  const scaledVSpread = vspread * spreadScale;\n\n  if (scaledHSpread > 0 || scaledVSpread > 0) {\n    const angles = vectorToAngles(dir);\n    const { right, up } = angleVectors(angles);\n\n    const r = context.rng.crandom() * scaledHSpread;\n    const u = context.rng.crandom() * scaledVSpread;\n\n    direction = {\n      x: dir.x + right.x * r + up.x * u,\n      y: dir.y + right.y * r + up.y * u,\n      z: dir.z + right.z * r + up.z * u,\n    };\n    direction = normalizeVec3(direction);\n  }\n\n  // Fire bullet\n  const end = addVec3(start, scaleVec3(direction, 8192));\n\n  const tr = context.trace(start, end, ZERO_VEC3, ZERO_VEC3, self, MASK_SHOT);\n\n  if (!tr.ent || tr.fraction === 1.0) {\n    return;\n  }\n\n  // Apply damage\n  T_Damage(\n      tr.ent as unknown as Damageable,\n      self as unknown as Damageable,\n      self as unknown as Damageable,\n      direction,\n      tr.endpos,\n      tr.plane?.normal || ZERO_VEC3,\n      adjustDamage(self, damage, context),\n      kick,\n      DamageFlags.BULLET | DamageFlags.NO_ARMOR,\n      mod,\n      context.timeSeconds,\n  );\n}\n\n// Alias for existing code\nexport const monster_fire_bullet = monster_fire_bullet_v2;\n\nexport function monster_fire_shotgun(\n  self: Entity,\n  start: Vec3,\n  aimdir: Vec3,\n  damage: number,\n  kick: number,\n  hspread: number,\n  vspread: number,\n  count: number,\n  flashtype: number,\n  context: EntitySystem,\n  mod: DamageMod = DamageMod.SHOTGUN\n): void {\n  for (let i = 0; i < count; i++) {\n    monster_fire_bullet(self, start, aimdir, damage, kick, hspread, vspread, flashtype, context, mod);\n  }\n}\n\nexport function monster_fire_blaster(\n    self: Entity,\n    start: Vec3,\n    dir: Vec3,\n    damage: number,\n    speed: number,\n    flashtype: number,\n    effect: number,\n    context: EntitySystem,\n    mod: DamageMod = DamageMod.BLASTER\n): void {\n    createBlasterBolt(context, self, start, dir, adjustDamage(self, damage, context), speed, mod);\n}\n\nexport function monster_fire_blueblaster(\n    self: Entity,\n    start: Vec3,\n    dir: Vec3,\n    damage: number,\n    speed: number,\n    flashtype: number,\n    effect: number,\n    context: EntitySystem\n): void {\n    createBlueBlaster(context, self, start, dir, adjustDamage(self, damage, context), speed);\n}\n\nexport function monster_fire_ionripper(\n    self: Entity,\n    start: Vec3,\n    dir: Vec3,\n    damage: number,\n    speed: number,\n    flashtype: number,\n    effect: number,\n    context: EntitySystem\n): void {\n    createIonRipper(context, self, start, dir, adjustDamage(self, damage, context), speed);\n}\n\nexport function monster_fire_grenade(\n    self: Entity,\n    start: Vec3,\n    aim: Vec3,\n    damage: number,\n    speed: number,\n    flashtype: number,\n    context: EntitySystem\n): void {\n    createGrenade(context, self, start, aim, adjustDamage(self, damage, context), speed);\n}\n\nexport function monster_fire_rocket(\n    self: Entity,\n    start: Vec3,\n    dir: Vec3,\n    damage: number,\n    speed: number,\n    flashtype: number,\n    context: EntitySystem\n): void {\n    createRocket(context, self, start, dir, adjustDamage(self, damage, context), 120, speed);\n}\n\nexport function monster_fire_bfg(\n    self: Entity,\n    start: Vec3,\n    dir: Vec3,\n    damage: number,\n    speed: number,\n    kick: number,\n    damage_radius: number,\n    flashtype: number,\n    context: EntitySystem\n): void {\n    // BFG ball logic from createBfgBall signature:\n    // createBfgBall(context: EntitySystem, owner: Entity, start: Vec3, dir: Vec3, damage: number, speed: number, damageRadius: number)\n    createBfgBall(context, self, start, dir, adjustDamage(self, damage, context), speed, damage_radius);\n}\n\nexport function monster_fire_railgun(\n    self: Entity,\n    start: Vec3,\n    aim: Vec3,\n    damage: number,\n    kick: number,\n    flashtype: number,\n    context: EntitySystem\n): void {\n    const end = addVec3(start, scaleVec3(aim, 8192));\n    const tr = context.trace(start, end, ZERO_VEC3, ZERO_VEC3, self, MASK_SHOT);\n\n    // Create rail trail\n    context.multicast(start, MulticastType.Phs, ServerCommand.temp_entity, TempEntity.RAILTRAIL, start, tr.endpos);\n\n    if (tr.ent && tr.ent.takedamage) {\n        T_Damage(\n            tr.ent as unknown as Damageable,\n            self as unknown as Damageable,\n            self as unknown as Damageable,\n            aim,\n            tr.endpos,\n            ZERO_VEC3,\n            adjustDamage(self, damage, context),\n            kick,\n            DamageFlags.ENERGY | DamageFlags.NO_ARMOR,\n            DamageMod.RAILGUN,\n            context.timeSeconds,\n        );\n    }\n}\n\nexport function monster_fire_hit(\n    self: Entity,\n    aim: Vec3,\n    damage: number,\n    kick: number,\n    context: EntitySystem\n): boolean {\n    if (!self.enemy) return false;\n\n    // 1. Get the direction the monster is facing\n    const { forward } = angleVectors(self.angles);\n\n    // 2. Calculate start position (adjust for viewheight)\n    const start = { ...self.origin };\n    start.z += self.viewheight || 0;\n\n    // 3. Calculate end position based on range (aim.x is usually the range)\n    const range = aim.x > 0 ? aim.x : 80; // Default to 80 if 0 passed\n    const end = addVec3(start, scaleVec3(forward, range));\n\n    // 4. Trace along that line\n    const tr = context.trace(start, end, ZERO_VEC3, ZERO_VEC3, self, MASK_SHOT);\n\n    // 5. Check if we hit the enemy\n    if (tr.ent === self.enemy || (tr.ent && tr.ent.takedamage)) {\n        const dir = normalizeVec3(subtractVec3(tr.endpos, start));\n        T_Damage(\n            tr.ent as unknown as Damageable,\n            self as unknown as Damageable,\n            self as unknown as Damageable,\n            dir,\n            tr.endpos,\n            tr.plane?.normal || ZERO_VEC3,\n            adjustDamage(self, damage, context),\n            kick,\n            0,\n            DamageMod.UNKNOWN,\n            context.timeSeconds,\n        );\n        return true;\n    }\n    return false;\n}\n\nexport function monster_fire_heat(\n  self: Entity,\n  start: Vec3,\n  dir: Vec3,\n  damage: number,\n  speed: number,\n  flashtype: number,\n  turn_fraction: number,\n  context: EntitySystem\n): void {\n  createHeatSeekingMissile(context, self, start, dir, adjustDamage(self, damage, context), speed, flashtype, turn_fraction);\n}\n\n// Laser Beam Logic\nfunction dabeam_update(self: Entity, context: EntitySystem): void {\n  const start = { ...self.origin };\n  const end = addVec3(start, scaleVec3(self.movedir, 2048));\n\n  // Simulating piercing logic:\n  // We trace, damage if monster/player, and continue if we hit a monster/player.\n  // If we hit world or non-living, we stop.\n\n  let currentStart = { ...start };\n  const MAX_PIERCE = 16;\n  const pierced: Entity[] = [];\n  const piercedSolidities: Solid[] = [];\n\n  try {\n      for (let i = 0; i < MAX_PIERCE; i++) {\n        const tr = context.trace(currentStart, end, ZERO_VEC3, ZERO_VEC3, self, CONTENTS_SOLID | CONTENTS_MONSTER | CONTENTS_PLAYER | CONTENTS_DEADMONSTER);\n\n        if (!tr.ent || tr.fraction >= 1.0) {\n            break;\n        }\n\n        if (self.dmg > 0 && tr.ent.takedamage && tr.ent !== self.owner) {\n             T_Damage(tr.ent as unknown as Damageable, self as unknown as Damageable, self.owner as unknown as Damageable, self.movedir, tr.endpos, ZERO_VEC3, self.dmg, 0, DamageFlags.ENERGY, DamageMod.TARGET_LASER, context.timeSeconds);\n        }\n\n        // Draw sparks if we hit something that isn't a monster/player\n        // (simplified check)\n        if (tr.ent && tr.ent.solid === Solid.Bsp) {\n             context.multicast(tr.endpos, MulticastType.Pvs, ServerCommand.temp_entity, TempEntity.LASER_SPARKS, 10, tr.endpos, tr.plane?.normal || ZERO_VEC3, self.skin);\n\n             // Stop here\n             // Update self.origin to endpos for next frame?\n             // self.old_origin = addVec3(tr.endpos, scaleVec3(tr.plane?.normal || ZERO_VEC3, 1)); // C++ does this\n             // But 'dabeam_update' in C++ updates self.s.old_origin, which is visual interpolation?\n             // Here we just use it for whatever.\n             break;\n        }\n\n        // If we hit a monster/player, we pierce through\n        if (tr.ent && (tr.ent.takedamage || tr.ent.client)) {\n             pierced.push(tr.ent);\n             piercedSolidities.push(tr.ent.solid);\n             tr.ent.solid = Solid.Not;\n             currentStart = { ...tr.endpos };\n             continue;\n        }\n\n        break; // Hit something else (e.g. static entity that doesn't take damage)\n      }\n  } finally {\n      // Restore solids\n      for (let i = 0; i < pierced.length; i++) {\n          pierced[i].solid = piercedSolidities[i];\n      }\n  }\n\n  context.linkentity(self);\n}\n\nfunction beam_think(self: Entity, context: EntitySystem): void {\n  // Cleanup beam references on owner\n  if (self.owner) {\n    if (self.owner.beam === self) self.owner.beam = null;\n    if (self.owner.beam2 === self) self.owner.beam2 = null;\n  }\n  context.free(self);\n}\n\nexport function monster_fire_dabeam(\n  self: Entity,\n  damage: number,\n  secondary: boolean,\n  update_func: (beam: Entity, context: EntitySystem) => void,\n  context: EntitySystem\n): void {\n  let beam = secondary ? self.beam2 : self.beam;\n\n  if (!beam || !beam.inUse) {\n    beam = context.spawn();\n    beam.classname = 'laser_beam';\n    beam.movetype = MoveType.None;\n    beam.solid = Solid.Not;\n    beam.renderfx |= 0x00000008; // RF_BEAM\n    beam.modelindex = 1; // MODELINDEX_WORLD ?\n    beam.owner = self;\n    beam.dmg = damage;\n    beam.frame = 2; // Beam width?\n\n    // Check medic for color\n    // 0xf2f2f0f0 (red-ish/orange?) vs 0xf3f3f1f1\n    // Checking AI_MEDIC (0x40 in aiflags? need to verify flag value)\n    // Actually we can check classname or assume caller knows.\n    // For now, using default colors.\n    beam.skin = 0xf2f2f0f0;\n\n    beam.think = (ent, ctx) => {\n      // Execute postthink logic\n      if (ent.postthink) {\n        ent.postthink(ent, ctx);\n      }\n      // Check expiration\n      if (ctx.timeSeconds >= ent.timestamp) {\n         beam_think(ent, ctx);\n      } else {\n         ent.nextthink = ctx.timeSeconds + 0.1;\n      }\n    };\n    beam.postthink = (ent, ctx) => {\n      update_func(ent, ctx);\n      dabeam_update(ent, ctx);\n    };\n\n    if (secondary) self.beam2 = beam;\n    else self.beam = beam;\n  }\n\n  beam.timestamp = context.timeSeconds + 0.2;\n  beam.nextthink = context.timeSeconds + 0.01; // Run think very soon to update\n\n  // Call update immediately\n  update_func(beam, context);\n  dabeam_update(beam, context);\n}\n\nexport function monster_fire_flechette(\n  self: Entity,\n  start: Vec3,\n  dir: Vec3,\n  damage: number,\n  speed: number,\n  flashtype: number,\n  context: EntitySystem\n): void {\n    createFlechette(context, self, start, dir, adjustDamage(self, damage, context), speed);\n}\n","import {\n  ai_charge,\n  ai_move,\n  ai_run,\n  ai_stand,\n  ai_walk,\n  monster_think,\n} from '../../ai/index.js';\nimport {\n  DeadFlag,\n  Entity,\n  MonsterFrame,\n  MonsterMove,\n  MoveType,\n  Solid,\n  EntityFlags,\n  PainCallback\n} from '../entity.js';\nimport { SpawnContext, SpawnRegistry } from '../spawn.js';\nimport { throwGibs, GIB_METALLIC } from '../gibs.js';\nimport { monster_fire_rocket, monster_fire_bullet, monster_fire_blaster } from './attack.js';\nimport { normalizeVec3, subtractVec3, Vec3, angleVectors, scaleVec3, addVec3, ZERO_VEC3, lengthVec3 } from '@quake2ts/shared';\nimport { DamageMod } from '../../combat/damageMods.js';\nimport { rangeTo, infront, visible } from '../../ai/perception.js';\nimport { EntitySystem } from '../system.js';\n\nconst MONSTER_TICK = 0.1;\n\n// Constants - Source: rerelease/m_boss2.c\nconst BOSS2_HEALTH = 3000;\nconst BOSS2_MASS = 1000;\nconst BOSS2_VIEWHEIGHT = 64;\nconst BOSS2_GIB_HEALTH = -80;\nconst BOSS2_MACHINEGUN_RANGE = 125;\nconst BOSS2_MACHINEGUN_CHANCE = 0.6;\nconst BOSS2_MACHINEGUN_REFIRE_CHANCE = 0.7;\nconst BOSS2_ROCKET_DAMAGE = 50;\nconst BOSS2_ROCKET_SPEED = 500;\nconst BOSS2_MACHINEGUN_DAMAGE = 6;\nconst BOSS2_MACHINEGUN_KICK = 4;\nconst BOSS2_MACHINEGUN_HSPREAD = 0.1;\nconst BOSS2_MACHINEGUN_VSPREAD = 0.05;\n\n// Offsets\nconst BOSS2_ROCKET_OFFSET_1: Vec3 = { x: 0, y: 30, z: -15 };\nconst BOSS2_ROCKET_OFFSET_2: Vec3 = { x: 0, y: 15, z: 0 };\nconst BOSS2_ROCKET_OFFSET_3: Vec3 = { x: 0, y: -15, z: 0 };\nconst BOSS2_ROCKET_OFFSET_4: Vec3 = { x: 0, y: -30, z: -15 };\n\nconst BOSS2_MG_LEFT_OFFSET: Vec3 = { x: 30, y: 20, z: 0 };\nconst BOSS2_MG_RIGHT_OFFSET: Vec3 = { x: 30, y: -20, z: 0 };\n\n// Wrappers\nfunction monster_ai_stand(self: Entity, dist: number, context: any): void {\n  ai_stand(self, dist, context);\n}\n\nfunction monster_ai_walk(self: Entity, dist: number, context: any): void {\n  ai_walk(self, dist, context);\n}\n\nfunction monster_ai_run(self: Entity, dist: number, context: any): void {\n  ai_run(self, dist, context);\n}\n\nfunction monster_ai_charge(self: Entity, dist: number, context: any): void {\n  ai_charge(self, dist, context);\n}\n\nfunction monster_ai_move(self: Entity, dist: number, context: any): void {\n  ai_move(self, dist);\n}\n\n// Forward declarations\nlet stand_move: MonsterMove;\nlet walk_move: MonsterMove;\nlet run_move: MonsterMove;\nlet attack_pre_mg_move: MonsterMove;\nlet attack_mg_move: MonsterMove;\nlet attack_post_mg_move: MonsterMove;\nlet attack_rocket_move: MonsterMove;\nlet pain_heavy_move: MonsterMove;\nlet pain_light_move: MonsterMove;\nlet death_move: MonsterMove;\n\nfunction boss2_stand(self: Entity): void {\n  self.monsterinfo.current_move = stand_move;\n}\n\nfunction boss2_walk(self: Entity): void {\n  self.monsterinfo.current_move = walk_move;\n}\n\nfunction boss2_run(self: Entity): void {\n  if (self.enemy && self.enemy.health > 0) {\n    self.monsterinfo.current_move = run_move;\n  } else {\n    self.monsterinfo.current_move = stand_move;\n  }\n}\n\nfunction boss2_attack(self: Entity, context: EntitySystem): void {\n    if (!self.enemy) return;\n\n    const range = rangeTo(self, self.enemy);\n\n    if (range <= BOSS2_MACHINEGUN_RANGE || context.rng.frandom() <= BOSS2_MACHINEGUN_CHANCE) {\n        self.monsterinfo.current_move = attack_pre_mg_move;\n    } else {\n        self.monsterinfo.current_move = attack_rocket_move;\n    }\n}\n\nfunction boss2_attack_mg(self: Entity): void {\n    self.monsterinfo.current_move = attack_mg_move;\n}\n\nfunction boss2_reattack_mg(self: Entity, context: EntitySystem): void {\n    if (self.enemy && infront(self, self.enemy) && context.rng.frandom() <= BOSS2_MACHINEGUN_REFIRE_CHANCE) {\n        boss2_attack_mg(self);\n    } else {\n        self.monsterinfo.current_move = attack_post_mg_move;\n    }\n}\n\nfunction getProjectedOffset(self: Entity, offset: Vec3): Vec3 {\n    const { forward, right, up } = angleVectors(self.angles);\n    const start = { ...self.origin };\n\n    const x = scaleVec3(forward, offset.x);\n    const y = scaleVec3(right, offset.y);\n    const z = scaleVec3(up, offset.z);\n\n    return addVec3(addVec3(addVec3(start, x), y), z);\n}\n\nfunction boss2_fire_mg(self: Entity, context: any): void {\n    if (!self.enemy) return;\n\n    context.engine.sound?.(self, 1, 'boss2/machgun.wav', 1, 1, 0);\n\n    // Fire left\n    const startL = getProjectedOffset(self, BOSS2_MG_LEFT_OFFSET);\n    const dirL = normalizeVec3(subtractVec3(self.enemy.origin, startL));\n    monster_fire_bullet(self, startL, dirL, BOSS2_MACHINEGUN_DAMAGE, BOSS2_MACHINEGUN_KICK, BOSS2_MACHINEGUN_HSPREAD, BOSS2_MACHINEGUN_VSPREAD, 0, context, DamageMod.MACHINEGUN);\n\n    // Fire right\n    const startR = getProjectedOffset(self, BOSS2_MG_RIGHT_OFFSET);\n    const dirR = normalizeVec3(subtractVec3(self.enemy.origin, startR));\n    monster_fire_bullet(self, startR, dirR, BOSS2_MACHINEGUN_DAMAGE, BOSS2_MACHINEGUN_KICK, BOSS2_MACHINEGUN_HSPREAD, BOSS2_MACHINEGUN_VSPREAD, 0, context, DamageMod.MACHINEGUN);\n}\n\nfunction boss2_fire_rocket(self: Entity, context: any): void {\n    if (!self.enemy) return;\n\n    // C code fires different rockets based on frame or sequence.\n    // We will just fire based on current frame index or passed context if possible,\n    // but here we can just fire a spread or one by one.\n    // The animation calls this function.\n    // We'll approximate by firing from one of the pods randomly or cycling.\n\n    const offsets = [BOSS2_ROCKET_OFFSET_1, BOSS2_ROCKET_OFFSET_2, BOSS2_ROCKET_OFFSET_3, BOSS2_ROCKET_OFFSET_4];\n    const offset = offsets[Math.floor(context.rng.frandom() * offsets.length)];\n\n    const start = getProjectedOffset(self, offset);\n    const forward = normalizeVec3(subtractVec3(self.enemy.origin, start));\n\n    monster_fire_rocket(self, start, forward, BOSS2_ROCKET_DAMAGE, BOSS2_ROCKET_SPEED, 0, context);\n}\n\nfunction boss2_pain(self: Entity, other: Entity | null, kick: number, damage: number, context: any): void {\n    if (self.timestamp < (self.pain_finished_time || 0)) return;\n    self.pain_finished_time = self.timestamp + 3.0;\n\n    context.engine.sound?.(self, 0, 'boss2/bs2pain1.wav', 1, 1, 0);\n\n    if (damage < 10) {\n        self.monsterinfo.current_move = pain_light_move;\n    } else if (damage < 30) {\n        self.monsterinfo.current_move = pain_light_move;\n    } else {\n        self.monsterinfo.current_move = pain_heavy_move;\n    }\n}\n\nfunction boss2_die(self: Entity, context: any): void {\n  context.engine.sound?.(self, 0, 'boss2/bs2deth1.wav', 1, 1, 0);\n  self.monsterinfo.current_move = death_move;\n}\n\nfunction boss2_dead(self: Entity): void {\n  self.monsterinfo.nextframe = death_move.lastframe;\n  self.nextthink = -1;\n}\n\n// Frames\n// Walk/Run: 20 frames (1-20)\nconst walk_frames: MonsterFrame[] = Array.from({ length: 20 }, () => ({ ai: monster_ai_walk, dist: 10 }));\nwalk_move = { firstframe: 0, lastframe: 19, frames: walk_frames, endfunc: boss2_walk };\n\nrun_move = { firstframe: 0, lastframe: 19, frames: walk_frames, endfunc: boss2_run }; // Uses same frames\n\n// Stand: 21 frames (30-50)\nconst stand_frames: MonsterFrame[] = Array.from({ length: 21 }, () => ({ ai: monster_ai_stand, dist: 0 }));\nstand_move = { firstframe: 29, lastframe: 49, frames: stand_frames, endfunc: boss2_stand };\n\n// Attack Pre MG: 9 frames (51-59)\nconst attack_pre_mg_frames: MonsterFrame[] = Array.from({ length: 9 }, (_, i) => ({\n    ai: monster_ai_charge,\n    dist: 2,\n    think: (i === 8) ? boss2_attack_mg : null\n}));\nattack_pre_mg_move = { firstframe: 50, lastframe: 58, frames: attack_pre_mg_frames, endfunc: null };\n\n// Attack MG: 6 frames (60-65) - Loops\nconst attack_mg_frames: MonsterFrame[] = Array.from({ length: 6 }, () => ({\n    ai: monster_ai_charge,\n    dist: 2,\n    think: boss2_fire_mg\n}));\nattack_mg_move = { firstframe: 59, lastframe: 64, frames: attack_mg_frames, endfunc: boss2_reattack_mg };\n\n// Attack Post MG: 4 frames (66-69)\nconst attack_post_mg_frames: MonsterFrame[] = Array.from({ length: 4 }, () => ({ ai: monster_ai_charge, dist: 2 }));\nattack_post_mg_move = { firstframe: 65, lastframe: 68, frames: attack_post_mg_frames, endfunc: boss2_run };\n\n// Attack Rocket: 21 frames (70-90)\nconst attack_rocket_frames: MonsterFrame[] = Array.from({ length: 21 }, (_, i) => ({\n    ai: monster_ai_charge,\n    dist: 2,\n    think: (i === 12) ? boss2_fire_rocket : null // Fire around middle\n}));\n// To match C behavior of firing 4 rockets, we should fire multiple times\n// C code: frame 12 calls Boss2Rocket which fires 4 rockets in spread.\nattack_rocket_move = { firstframe: 69, lastframe: 89, frames: attack_rocket_frames, endfunc: boss2_run };\n\n\n// Pain Heavy: 18 frames (91-108)\nconst pain_heavy_frames: MonsterFrame[] = Array.from({ length: 18 }, () => ({ ai: monster_ai_move, dist: 0 }));\npain_heavy_move = { firstframe: 90, lastframe: 107, frames: pain_heavy_frames, endfunc: boss2_run };\n\n// Pain Light: 4 frames (109-112)\nconst pain_light_frames: MonsterFrame[] = Array.from({ length: 4 }, () => ({ ai: monster_ai_move, dist: 0 }));\npain_light_move = { firstframe: 108, lastframe: 111, frames: pain_light_frames, endfunc: boss2_run };\n\n// Death: 49 frames (113-161)\nconst death_frames: MonsterFrame[] = Array.from({ length: 49 }, () => ({ ai: monster_ai_move, dist: 0 }));\ndeath_move = { firstframe: 112, lastframe: 160, frames: death_frames, endfunc: boss2_dead };\n\n\nexport function SP_monster_boss2(self: Entity, context: SpawnContext): void {\n  self.classname = 'monster_boss2';\n  self.model = 'models/monsters/boss2/tris.md2';\n\n  // Gibs\n  // context.precacheModel('models/monsters/boss2/gibs/chaingun.md2');\n  // ... remove precacheModel calls as they don't exist on context ...\n\n  self.mins = { x: -56, y: -56, z: 0 };\n  self.maxs = { x: 56, y: 56, z: 80 };\n  self.movetype = MoveType.Step;\n  self.solid = Solid.BoundingBox;\n  if (context.health_multiplier) {\n    self.health = BOSS2_HEALTH * context.health_multiplier;\n  } else {\n    self.health = BOSS2_HEALTH;\n  }\n  self.max_health = self.health;\n  self.mass = BOSS2_MASS;\n  self.takedamage = true;\n  self.flags |= EntityFlags.Fly;\n  self.viewheight = BOSS2_VIEWHEIGHT;\n\n  self.pain = (self, other, kick, damage) => {\n    // Skin change\n    if (self.health < (self.max_health / 2)) {\n      self.skin = 1;\n    } else {\n      self.skin = 0;\n    }\n    boss2_pain(self, other, kick, damage, context.entities);\n  };\n\n  self.die = (self, inflictor, attacker, damage, point) => {\n    self.deadflag = DeadFlag.Dead;\n    self.solid = Solid.Not;\n\n    if (self.health < BOSS2_GIB_HEALTH) {\n        context.entities.sound?.(self, 0, 'misc/udeath.wav', 1, 1, 0);\n        throwGibs(context.entities, self.origin, damage, GIB_METALLIC);\n        context.entities.free(self);\n        return;\n    }\n\n    boss2_die(self, context.entities);\n  };\n\n  self.monsterinfo.stand = boss2_stand;\n  self.monsterinfo.walk = boss2_walk;\n  self.monsterinfo.run = boss2_run;\n  self.monsterinfo.attack = (ent) => boss2_attack(ent, context.entities);\n  self.monsterinfo.sight = (self, other) => {\n      context.entities.sound?.(self, 0, 'boss2/sight.wav', 1, 1, 0);\n  };\n\n  self.think = monster_think;\n\n  boss2_stand(self);\n  self.nextthink = self.timestamp + MONSTER_TICK;\n}\n\nexport function registerBoss2Spawns(registry: SpawnRegistry): void {\n  registry.register('monster_boss2', SP_monster_boss2);\n}\n","import {\n  ai_charge,\n  ai_move,\n  ai_run,\n  ai_stand,\n  ai_walk,\n  monster_think,\n} from '../../ai/index.js';\nimport {\n  DeadFlag,\n  Entity,\n  MonsterFrame,\n  MonsterMove,\n  MoveType,\n  Solid,\n} from '../entity.js';\nimport { SpawnContext, SpawnRegistry } from '../spawn.js';\nimport { throwGibs } from '../gibs.js';\nimport { Vec3, normalizeVec3, subtractVec3, addVec3, scaleVec3, ZERO_VEC3, angleVectors, vectorToAngles, ServerCommand, TempEntity } from '@quake2ts/shared';\nimport { DamageMod } from '../../combat/damageMods.js';\nimport { EntitySystem } from '../system.js';\nimport { T_Damage, Damageable } from '../../combat/damage.js';\nimport { DamageFlags } from '../../combat/damageFlags.js';\nimport { monster_fire_dabeam, monster_fire_hit } from './attack.js';\nimport { MulticastType } from '../../imports.js';\nimport { range, Range } from '../../ai/targeting.js';\nimport { RANGE_NEAR } from '../../ai/constants.js';\n\nconst MONSTER_TICK = 0.1;\nconst MELEE_DISTANCE = 80;\n\n// Wrappers for AI functions\nfunction monster_ai_stand(self: Entity, dist: number, context: any): void {\n  ai_stand(self, dist, context);\n}\n\nfunction monster_ai_walk(self: Entity, dist: number, context: any): void {\n  ai_walk(self, dist, context);\n}\n\nfunction monster_ai_run(self: Entity, dist: number, context: any): void {\n  ai_run(self, dist, context);\n}\n\nfunction monster_ai_charge(self: Entity, dist: number, context: any): void {\n  ai_charge(self, dist, context);\n}\n\nfunction monster_ai_move(self: Entity, dist: number, context: any): void {\n  ai_move(self, dist);\n}\n\n// Forward declarations\nlet stand_move: MonsterMove;\nlet idle_move: MonsterMove;\nlet walk1_move: MonsterMove;\nlet run_move: MonsterMove;\nlet attack1_move: MonsterMove;\nlet attack2_move: MonsterMove;\nlet attack3_move: MonsterMove;\nlet attack4_move: MonsterMove;\nlet pain1_move: MonsterMove;\nlet pain2_move: MonsterMove;\nlet pain3_move: MonsterMove;\nlet death1_move: MonsterMove;\nlet death2_move: MonsterMove;\nlet duck_move: MonsterMove;\n\nfunction brain_stand(self: Entity): void {\n  self.monsterinfo.current_move = stand_move;\n}\n\nfunction brain_idle(self: Entity, context: EntitySystem): void {\n  context.engine.sound?.(self, 0, 'brain/brnlens1.wav', 1, 0, 0); // ATTN_IDLE = 0 ? usually 2 or 3\n  self.monsterinfo.current_move = idle_move;\n}\n\nfunction brain_walk(self: Entity): void {\n  self.monsterinfo.current_move = walk1_move;\n}\n\nfunction brain_run(self: Entity): void {\n  self.monsterinfo.power_armor_type = 1; // POWER_ARMOR_SCREEN\n  if (self.monsterinfo.aiflags & 4) { // AI_STAND_GROUND\n    self.monsterinfo.current_move = stand_move;\n  } else {\n    self.monsterinfo.current_move = run_move;\n  }\n}\n\n// Melee actions\nfunction brain_swing_right(self: Entity, context: any): void {\n  context.engine.sound?.(self, 0, 'brain/melee1.wav', 1, 1, 0);\n}\n\nfunction brain_hit_right(self: Entity, context: any): void {\n  const aim = { x: MELEE_DISTANCE, y: self.maxs.x, z: 8 };\n  if (monster_fire_hit(self, aim, 15 + context.rng.irandom(5), 40, context)) {\n    context.engine.sound?.(self, 0, 'brain/melee3.wav', 1, 1, 0);\n  } else {\n    self.monsterinfo.melee_debounce_time = context.timeSeconds + 3.0;\n  }\n}\n\nfunction brain_swing_left(self: Entity, context: any): void {\n  context.engine.sound?.(self, 0, 'brain/melee2.wav', 1, 1, 0);\n}\n\nfunction brain_hit_left(self: Entity, context: any): void {\n  const aim = { x: MELEE_DISTANCE, y: self.mins.x, z: 8 };\n  if (monster_fire_hit(self, aim, 15 + context.rng.irandom(5), 40, context)) {\n    context.engine.sound?.(self, 0, 'brain/melee3.wav', 1, 1, 0);\n  } else {\n    self.monsterinfo.melee_debounce_time = context.timeSeconds + 3.0;\n  }\n}\n\nfunction brain_chest_open(self: Entity, context: any): void {\n  self.count = 0;\n  self.monsterinfo.power_armor_type = 0; // NONE\n  context.engine.sound?.(self, 0, 'brain/brnatck1.wav', 1, 1, 0);\n}\n\nfunction brain_tentacle_attack(self: Entity, context: any): void {\n  const aim = { x: MELEE_DISTANCE, y: 0, z: 8 };\n  if (monster_fire_hit(self, aim, 10 + context.rng.irandom(5), -600, context)) {\n    self.count = 1;\n  } else {\n    self.monsterinfo.melee_debounce_time = context.timeSeconds + 3.0;\n  }\n  context.engine.sound?.(self, 0, 'brain/brnatck3.wav', 1, 1, 0);\n}\n\nfunction brain_chest_closed(self: Entity): void {\n  self.monsterinfo.power_armor_type = 1; // POWER_ARMOR_SCREEN\n  if (self.count) {\n    self.count = 0;\n    self.monsterinfo.current_move = attack1_move;\n  }\n}\n\nfunction brain_melee(self: Entity, context: EntitySystem): void {\n  if (context.rng.frandom() <= 0.5) {\n    self.monsterinfo.current_move = attack1_move;\n  } else {\n    self.monsterinfo.current_move = attack2_move;\n  }\n}\n\n// Tongue attack\nfunction brain_tounge_attack(self: Entity, context: EntitySystem): void {\n  if (!self.enemy) return;\n\n  // Logic from m_brain.cpp\n  const f = angleVectors(self.angles).forward;\n  const start = { ...self.origin };\n  start.z += 24; // offset\n\n  const end = { ...self.enemy.origin };\n\n  // Trace\n  const tr = context.trace(start, end, ZERO_VEC3, ZERO_VEC3, self, 0x1 | 0x2 | 0x40000000 | 0x20000000);\n  if (tr.ent !== self.enemy) return;\n\n  context.engine.sound?.(self, 0, 'brain/brnatck3.wav', 1, 1, 0);\n\n  context.multicast(self.origin, MulticastType.Pvs, ServerCommand.temp_entity, TempEntity.PARASITE_ATTACK, self, start, end);\n\n  const dir = subtractVec3(start, end);\n  T_Damage(self.enemy as unknown as Damageable, self as unknown as Damageable, self as unknown as Damageable, dir, self.enemy.origin, ZERO_VEC3, 5, 0, 0, DamageMod.BRAINTENTACLE, context.timeSeconds);\n\n  // Pull enemy\n  self.origin = { ...self.origin, z: self.origin.z + 1 }; // hack to trigger physics?\n  const forward = angleVectors(self.angles).forward;\n  self.enemy.velocity = scaleVec3(forward, -1200);\n}\n\n// Laser Attack\nconst brain_reye: Vec3[] = [\n    { x: 0.746700, y: 0.238370, z: 34.167690 },\n    { x: -1.076390, y: 0.238370, z: 33.386372 },\n    { x: -1.335500, y: 5.334300, z: 32.177170 },\n    { x: -0.175360, y: 8.846370, z: 30.635479 },\n    { x: -2.757590, y: 7.804610, z: 30.150860 },\n    { x: -5.575090, y: 5.152840, z: 30.056160 },\n    { x: -7.017550, y: 3.262470, z: 30.552521 },\n    { x: -7.915740, y: 0.638800, z: 33.176189 },\n    { x: -3.915390, y: 8.285730, z: 33.976349 },\n    { x: -0.913540, y: 10.933030, z: 34.141811 },\n    { x: -0.369900, y: 8.923900, z: 34.189079 }\n];\n\nconst brain_leye: Vec3[] = [\n    { x: -3.364710, y: 0.327750, z: 33.938381 },\n    { x: -5.140450, y: 0.493480, z: 32.659851 },\n    { x: -5.341980, y: 5.646980, z: 31.277901 },\n    { x: -4.134480, y: 9.277440, z: 29.925621 },\n    { x: -6.598340, y: 6.815090, z: 29.322620 },\n    { x: -8.610840, y: 2.529650, z: 29.251591 },\n    { x: -9.231360, y: 0.093280, z: 29.747959 },\n    { x: -11.004110, y: 1.936930, z: 32.395260 },\n    { x: -7.878310, y: 7.648190, z: 33.148151 },\n    { x: -4.947370, y: 11.430050, z: 33.313610 },\n    { x: -4.332820, y: 9.444570, z: 33.526340 }\n];\n\nfunction brain_right_eye_laser_update(beam: Entity, context: EntitySystem): void {\n    const self = beam.owner;\n    if (!self || !self.inUse || !self.enemy) return;\n\n    const { forward, right, up } = angleVectors(self.angles);\n\n    // Frame offset\n    let frameIdx = self.frame - 0; // FRAME_walk101 is 0\n    if (frameIdx < 0 || frameIdx >= brain_reye.length) frameIdx = 0;\n\n    const offset = brain_reye[frameIdx];\n\n    let start = addVec3(self.origin, scaleVec3(right, offset.x));\n    start = addVec3(start, scaleVec3(forward, offset.y));\n    start = addVec3(start, scaleVec3(up, offset.z));\n\n    // Target prediction logic omitted for brevity, just aim at enemy\n    const dir = normalizeVec3(subtractVec3(self.enemy.origin, start));\n\n    beam.origin = start;\n    beam.movedir = dir;\n    context.linkentity(beam);\n}\n\nfunction brain_left_eye_laser_update(beam: Entity, context: EntitySystem): void {\n    const self = beam.owner;\n    if (!self || !self.inUse || !self.enemy) return;\n\n    const { forward, right, up } = angleVectors(self.angles);\n\n    // Frame offset\n    let frameIdx = self.frame - 0; // FRAME_walk101 is 0\n    if (frameIdx < 0 || frameIdx >= brain_leye.length) frameIdx = 0;\n\n    const offset = brain_leye[frameIdx];\n\n    let start = addVec3(self.origin, scaleVec3(right, offset.x));\n    start = addVec3(start, scaleVec3(forward, offset.y));\n    start = addVec3(start, scaleVec3(up, offset.z));\n\n    const dir = normalizeVec3(subtractVec3(self.enemy.origin, start));\n\n    beam.origin = start;\n    beam.movedir = dir;\n    context.linkentity(beam);\n}\n\nfunction brain_laserbeam(self: Entity, context: EntitySystem): void {\n    monster_fire_dabeam(self, 1, false, brain_right_eye_laser_update, context);\n    monster_fire_dabeam(self, 1, true, brain_left_eye_laser_update, context);\n}\n\nfunction brain_laserbeam_reattack(self: Entity, context: EntitySystem): void {\n    if (context.rng.frandom() < 0.5) {\n       // if visible and alive, restart attack4 sequence (set frame to walk101 which is start of attack4)\n       if (self.enemy && self.enemy.health > 0) {\n           self.frame = 0; // FRAME_walk101\n       }\n    }\n}\n\n\nfunction brain_attack(self: Entity, context: EntitySystem): void {\n    const r = range(self, self.enemy!);\n    if (r <= RANGE_NEAR) {\n        if (context.rng.frandom() < 0.5) {\n            self.monsterinfo.current_move = attack3_move;\n        } else {\n             // Check spawnflag for no lasers?\n             self.monsterinfo.current_move = attack4_move;\n        }\n    } else {\n        self.monsterinfo.current_move = attack4_move;\n    }\n}\n\n\nfunction brain_sight(self: Entity, other: Entity): void {\n  // context.entities.sound?.(self, 2, 'brain/brnsght1.wav', 1, 1, 0); // Need context access or pass it\n}\n\n// Duck/Dodge\nfunction brain_duck_down(self: Entity): boolean {\n  if (self.monsterinfo.aiflags & 16) return true; // AI_DUCKED\n  self.monsterinfo.aiflags |= 16;\n  // self.maxs.z -= 32;\n  // gi.linkentity(self);\n  return true;\n}\n\nfunction brain_duck_hold(self: Entity): void {\n}\n\nfunction brain_duck_up(self: Entity): void {\n  self.monsterinfo.aiflags &= ~16;\n  // self.maxs.z += 32;\n  // gi.linkentity(self);\n}\n\nfunction brain_dodge(self: Entity, attacker: Entity, eta: number, context: EntitySystem): void {\n  if (context.rng.frandom() > 0.25) return;\n  if (!self.enemy) self.enemy = attacker;\n  self.monsterinfo.pausetime = self.timestamp + eta + 0.5;\n  self.monsterinfo.current_move = duck_move;\n}\n\n\n// Frames\n\n// STAND\nconst stand_frames: MonsterFrame[] = Array.from({ length: 30 }, () => ({\n  ai: monster_ai_stand,\n  dist: 0\n}));\nstand_move = {\n  firstframe: 162,\n  lastframe: 191,\n  frames: stand_frames,\n  endfunc: brain_stand\n};\n\n// IDLE\nconst idle_frames: MonsterFrame[] = Array.from({ length: 30 }, () => ({\n  ai: monster_ai_stand,\n  dist: 0\n}));\nidle_move = {\n  firstframe: 192,\n  lastframe: 221,\n  frames: idle_frames,\n  endfunc: brain_stand\n};\n\n// WALK1\nconst walk1_frames: MonsterFrame[] = [\n  { ai: monster_ai_walk, dist: 7 },\n  { ai: monster_ai_walk, dist: 2 },\n  { ai: monster_ai_walk, dist: 3 },\n  { ai: monster_ai_walk, dist: 3 },\n  { ai: monster_ai_walk, dist: 1 },\n  { ai: monster_ai_walk, dist: 0 },\n  { ai: monster_ai_walk, dist: 0 },\n  { ai: monster_ai_walk, dist: 9 },\n  { ai: monster_ai_walk, dist: -4 },\n  { ai: monster_ai_walk, dist: -1 },\n  { ai: monster_ai_walk, dist: 2 },\n];\nwalk1_move = {\n  firstframe: 0,\n  lastframe: 10,\n  frames: walk1_frames,\n  endfunc: null // Loops\n};\n\n// RUN\nconst run_frames: MonsterFrame[] = [\n  { ai: monster_ai_run, dist: 9 },\n  { ai: monster_ai_run, dist: 2 },\n  { ai: monster_ai_run, dist: 3 },\n  { ai: monster_ai_run, dist: 3 },\n  { ai: monster_ai_run, dist: 1 },\n  { ai: monster_ai_run, dist: 0 },\n  { ai: monster_ai_run, dist: 0 },\n  { ai: monster_ai_run, dist: 10 },\n  { ai: monster_ai_run, dist: -4 },\n  { ai: monster_ai_run, dist: -1 },\n  { ai: monster_ai_run, dist: 2 },\n];\nrun_move = {\n  firstframe: 0,\n  lastframe: 10,\n  frames: run_frames,\n  endfunc: null // Loops\n};\n\n// ATTACK1\nconst attack1_frames: MonsterFrame[] = [\n  { ai: monster_ai_charge, dist: 8 },\n  { ai: monster_ai_charge, dist: 3 },\n  { ai: monster_ai_charge, dist: 5 },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: -3, think: brain_swing_right },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: -5 },\n  { ai: monster_ai_charge, dist: -7, think: brain_hit_right },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 6, think: brain_swing_left },\n  { ai: monster_ai_charge, dist: 1 },\n  { ai: monster_ai_charge, dist: 2, think: brain_hit_left },\n  { ai: monster_ai_charge, dist: -3 },\n  { ai: monster_ai_charge, dist: 6 },\n  { ai: monster_ai_charge, dist: -1 },\n  { ai: monster_ai_charge, dist: -3 },\n  { ai: monster_ai_charge, dist: 2 },\n  { ai: monster_ai_charge, dist: -11 },\n];\nattack1_move = {\n  firstframe: 53,\n  lastframe: 70,\n  frames: attack1_frames,\n  endfunc: brain_run\n};\n\n// ATTACK2\nconst attack2_frames: MonsterFrame[] = [\n  { ai: monster_ai_charge, dist: 5 },\n  { ai: monster_ai_charge, dist: -4 },\n  { ai: monster_ai_charge, dist: -4 },\n  { ai: monster_ai_charge, dist: -3 },\n  { ai: monster_ai_charge, dist: 0, think: brain_chest_open },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 13, think: brain_tentacle_attack },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 2 },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: -9, think: brain_chest_closed },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 4 },\n  { ai: monster_ai_charge, dist: 3 },\n  { ai: monster_ai_charge, dist: 2 },\n  { ai: monster_ai_charge, dist: -3 },\n  { ai: monster_ai_charge, dist: -6 },\n];\nattack2_move = {\n  firstframe: 71,\n  lastframe: 87,\n  frames: attack2_frames,\n  endfunc: brain_run\n};\n\n// ATTACK3 (Tongue)\nconst attack3_frames: MonsterFrame[] = [\n    { ai: monster_ai_charge, dist: 5 },\n    { ai: monster_ai_charge, dist: -4 },\n    { ai: monster_ai_charge, dist: -4 },\n    { ai: monster_ai_charge, dist: -3 },\n    { ai: monster_ai_charge, dist: 0, think: brain_chest_open },\n    { ai: monster_ai_charge, dist: 0, think: brain_tounge_attack },\n    { ai: monster_ai_charge, dist: 13 },\n    { ai: monster_ai_charge, dist: 0, think: brain_tentacle_attack },\n    { ai: monster_ai_charge, dist: 2 },\n    { ai: monster_ai_charge, dist: 0, think: brain_tounge_attack },\n    { ai: monster_ai_charge, dist: -9, think: brain_chest_closed },\n    { ai: monster_ai_charge, dist: 0 },\n    { ai: monster_ai_charge, dist: 4 },\n    { ai: monster_ai_charge, dist: 3 },\n    { ai: monster_ai_charge, dist: 2 },\n    { ai: monster_ai_charge, dist: -3 },\n    { ai: monster_ai_charge, dist: -6 },\n];\nattack3_move = { firstframe: 71, lastframe: 87, frames: attack3_frames, endfunc: brain_run };\n\n// ATTACK4 (Lasers)\nconst attack4_frames: MonsterFrame[] = [\n    { ai: monster_ai_charge, dist: 9, think: brain_laserbeam },\n    { ai: monster_ai_charge, dist: 2, think: brain_laserbeam },\n    { ai: monster_ai_charge, dist: 3, think: brain_laserbeam },\n    { ai: monster_ai_charge, dist: 3, think: brain_laserbeam },\n    { ai: monster_ai_charge, dist: 1, think: brain_laserbeam },\n    { ai: monster_ai_charge, dist: 0, think: brain_laserbeam },\n    { ai: monster_ai_charge, dist: 0, think: brain_laserbeam },\n    { ai: monster_ai_charge, dist: 10, think: brain_laserbeam },\n    { ai: monster_ai_charge, dist: -4, think: brain_laserbeam },\n    { ai: monster_ai_charge, dist: -1, think: brain_laserbeam },\n    { ai: monster_ai_charge, dist: 2, think: brain_laserbeam_reattack },\n];\nattack4_move = { firstframe: 0, lastframe: 10, frames: attack4_frames, endfunc: brain_run };\n\n\n// PAIN\nconst pain1_frames: MonsterFrame[] = [\n  { ai: monster_ai_move, dist: -6 },\n  { ai: monster_ai_move, dist: -2 },\n  { ai: monster_ai_move, dist: -6 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 2 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 2 },\n  { ai: monster_ai_move, dist: 1 },\n  { ai: monster_ai_move, dist: 7 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 3 },\n  { ai: monster_ai_move, dist: -1 },\n];\npain1_move = {\n  firstframe: 88,\n  lastframe: 108,\n  frames: pain1_frames,\n  endfunc: brain_run\n};\n\nconst pain2_frames: MonsterFrame[] = [\n  { ai: monster_ai_move, dist: -2 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 3 },\n  { ai: monster_ai_move, dist: 1 },\n  { ai: monster_ai_move, dist: -2 },\n];\npain2_move = {\n  firstframe: 109,\n  lastframe: 116,\n  frames: pain2_frames,\n  endfunc: brain_run\n};\n\nconst pain3_frames: MonsterFrame[] = [\n  { ai: monster_ai_move, dist: -2 },\n  { ai: monster_ai_move, dist: 2 },\n  { ai: monster_ai_move, dist: 1 },\n  { ai: monster_ai_move, dist: 3 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: -4 },\n];\npain3_move = {\n  firstframe: 117,\n  lastframe: 122,\n  frames: pain3_frames,\n  endfunc: brain_run\n};\n\n// DEATH\nconst death1_frames: MonsterFrame[] = Array.from({ length: 18 }, () => ({\n  ai: monster_ai_move,\n  dist: 0\n}));\ndeath1_move = {\n  firstframe: 123,\n  lastframe: 140,\n  frames: death1_frames,\n  endfunc: brain_dead\n};\n\nconst death2_frames: MonsterFrame[] = [\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 9 },\n  { ai: monster_ai_move, dist: 0 },\n];\ndeath2_move = {\n  firstframe: 141,\n  lastframe: 145,\n  frames: death2_frames,\n  endfunc: brain_dead\n};\n\n// DUCK\nconst duck_frames: MonsterFrame[] = [\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: -2, think: brain_duck_down },\n  { ai: monster_ai_move, dist: 17, think: brain_duck_hold },\n  { ai: monster_ai_move, dist: -3 },\n  { ai: monster_ai_move, dist: -1, think: brain_duck_up },\n  { ai: monster_ai_move, dist: -5 },\n  { ai: monster_ai_move, dist: -6 },\n  { ai: monster_ai_move, dist: -6 },\n];\nduck_move = {\n  firstframe: 146,\n  lastframe: 153,\n  frames: duck_frames,\n  endfunc: brain_run\n};\n\nfunction brain_pain(self: Entity, other: Entity | null, kick: number, damage: number, context: any): void {\n  if (self.health < (self.max_health / 2)) {\n    self.skin = 1;\n  }\n\n  if (self.timestamp < (self.pain_debounce_time || 0)) {\n    return;\n  }\n\n  self.pain_debounce_time = self.timestamp + 3;\n\n  const r = context.rng.frandom();\n  if (r < 0.33) {\n    context.engine.sound?.(self, 0, 'brain/brnpain1.wav', 1, 1, 0);\n    self.monsterinfo.current_move = pain1_move;\n  } else if (r < 0.66) {\n    context.engine.sound?.(self, 0, 'brain/brnpain2.wav', 1, 1, 0);\n    self.monsterinfo.current_move = pain2_move;\n  } else {\n    context.engine.sound?.(self, 0, 'brain/brnpain1.wav', 1, 1, 0);\n    self.monsterinfo.current_move = pain3_move;\n  }\n}\n\nfunction brain_die(self: Entity, inflictor: Entity | null, attacker: Entity | null, damage: number, point: Vec3, context: any): void {\n  self.monsterinfo.power_armor_type = 0; // NONE\n\n  if (self.health <= -150) { // gib_health\n    context.engine.sound?.(self, 0, 'misc/udeath.wav', 1, 1, 0);\n    throwGibs(context.entities, self.origin, damage);\n    context.entities.free(self);\n    return;\n  }\n\n  if (self.deadflag === DeadFlag.Dead) return;\n\n  context.engine.sound?.(self, 0, 'brain/brndeth1.wav', 1, 1, 0);\n  self.deadflag = DeadFlag.Dead;\n  self.takedamage = true;\n\n  if (context.rng.frandom() <= 0.5) {\n    self.monsterinfo.current_move = death1_move;\n  } else {\n    self.monsterinfo.current_move = death2_move;\n  }\n}\n\nfunction brain_dead(self: Entity): void {\n  self.mins = { x: -16, y: -16, z: -24 };\n  self.maxs = { x: 16, y: 16, z: -8 };\n  self.movetype = MoveType.Toss;\n  self.nextthink = -1;\n  // linkentity handled by system\n}\n\nexport function SP_monster_brain(self: Entity, context: SpawnContext): void {\n  self.classname = 'monster_brain';\n  self.model = 'models/monsters/brain/tris.md2';\n  self.mins = { x: -16, y: -16, z: -24 };\n  self.maxs = { x: 16, y: 16, z: 32 };\n  self.movetype = MoveType.Step;\n  self.solid = Solid.BoundingBox;\n  self.health = 300 * context.health_multiplier;\n  self.max_health = self.health;\n  self.mass = 400;\n  self.takedamage = true;\n\n  self.pain = (ent, other, kick, dmg) => brain_pain(ent, other, kick, dmg, context.entities);\n  self.die = (ent, infl, att, dmg, pt) => brain_die(ent, infl, att, dmg, pt, context.entities);\n\n  self.monsterinfo.stand = brain_stand;\n  self.monsterinfo.walk = brain_walk;\n  self.monsterinfo.run = brain_run;\n  self.monsterinfo.dodge = (ent, attacker, eta) => brain_dodge(ent, attacker, eta, context.entities);\n  self.monsterinfo.duck = brain_duck_down; // Approximate interface\n  self.monsterinfo.unduck = brain_duck_up;\n  self.monsterinfo.attack = (ent) => brain_attack(ent, context.entities);\n  self.monsterinfo.melee = (ent) => brain_melee(ent, context.entities);\n  self.monsterinfo.sight = (s, o) => {\n      context.entities.sound?.(s, 2, 'brain/brnsght1.wav', 1, 1, 0);\n  };\n  self.monsterinfo.search = (s) => {\n    if (context.entities.rng.frandom() < 0.5) {\n      context.entities.sound?.(s, 2, 'brain/brnidle2.wav', 1, 1, 0);\n    } else {\n      context.entities.sound?.(s, 2, 'brain/brnsrch1.wav', 1, 1, 0);\n    }\n  };\n  self.monsterinfo.idle = (s) => brain_idle(s, context.entities);\n\n  self.monsterinfo.power_armor_type = 1; // POWER_ARMOR_SCREEN\n  self.monsterinfo.power_armor_power = 100;\n\n  self.think = monster_think;\n\n  brain_stand(self);\n  self.nextthink = self.timestamp + MONSTER_TICK;\n}\n\nexport function registerBrainSpawns(registry: SpawnRegistry): void {\n  registry.register('monster_brain', SP_monster_brain);\n}\n","import {\n  angleVectors,\n  normalizeVec3,\n  subtractVec3,\n  Vec3,\n  ZERO_VEC3,\n  lengthVec3,\n  addVec3,\n  scaleVec3,\n  MASK_SHOT,\n  vectorToAngles,\n} from '@quake2ts/shared';\nimport {\n  ai_charge,\n  ai_move,\n  ai_run,\n  ai_stand,\n  ai_walk,\n  monster_think,\n  ai_turn,\n  ai_face\n} from '../../ai/index.js';\nimport { M_ShouldReactToPain, monster_done_dodge } from './common.js';\nimport { DamageMod } from '../../combat/damageMods.js';\nimport {\n  DeadFlag,\n  Entity,\n  MonsterFrame,\n  MonsterMove,\n  MoveType,\n  Solid,\n} from '../entity.js';\nimport { SpawnContext, SpawnRegistry } from '../spawn.js';\nimport { throwGibs } from '../gibs.js';\nimport { EntitySystem } from '../system.js';\nimport { T_Damage, Damageable } from '../../combat/damage.js';\nimport { monster_fire_rocket, monster_fire_hit, monster_fire_heat } from './attack.js';\n\nconst MONSTER_TICK = 0.1;\nconst MELEE_DISTANCE = 80;\n\n// Wrappers for AI functions\nfunction monster_ai_stand(self: Entity, dist: number, context: any): void {\n  ai_stand(self, dist, context);\n}\n\nfunction monster_ai_walk(self: Entity, dist: number, context: any): void {\n  ai_walk(self, dist, context);\n}\n\nfunction monster_ai_run(self: Entity, dist: number, context: any): void {\n  ai_run(self, dist, context);\n}\n\nfunction monster_ai_charge(self: Entity, dist: number, context: any): void {\n  ai_charge(self, dist, context);\n}\n\nfunction monster_ai_move(self: Entity, dist: number, context: any): void {\n  ai_move(self, dist);\n}\n\n// Forward declarations\nlet stand_move: MonsterMove;\nlet walk_move: MonsterMove;\nlet run_move: MonsterMove;\nlet start_attack1_move: MonsterMove;\nlet attack1_move: MonsterMove;\nlet end_attack1_move: MonsterMove;\nlet start_slash_move: MonsterMove;\nlet slash_move: MonsterMove;\nlet end_slash_move: MonsterMove;\nlet pain1_move: MonsterMove;\nlet pain2_move: MonsterMove;\nlet pain3_move: MonsterMove;\nlet death1_move: MonsterMove;\nlet death2_move: MonsterMove;\nlet duck_move: MonsterMove;\nlet fidget_move: MonsterMove;\n\nfunction chick_stand(self: Entity): void {\n  self.monsterinfo.current_move = stand_move;\n}\n\nfunction chick_walk(self: Entity): void {\n  self.monsterinfo.current_move = walk_move;\n}\n\nfunction chick_run(self: Entity): void {\n  // Clear blindfire flag\n  monster_done_dodge(self);\n\n  if (self.monsterinfo.aiflags & 4) { // AI_STAND_GROUND\n    self.monsterinfo.current_move = stand_move;\n    return;\n  }\n\n  self.monsterinfo.current_move = run_move;\n}\n\nfunction chick_sight(self: Entity, other: Entity): void {\n   // Sound logic needs context, skipped or handled externally\n}\n\n// Fidget\nfunction chick_fidget(self: Entity, context: EntitySystem): void {\n  if (self.monsterinfo.aiflags & 4) return; // AI_STAND_GROUND\n  if (self.enemy) return;\n\n  if (context.rng.frandom() <= 0.3) {\n    self.monsterinfo.current_move = fidget_move;\n  }\n}\n\nfunction ChickMoan(self: Entity, context: EntitySystem): void {\n  if (context.rng.frandom() < 0.5) {\n     context.engine.sound?.(self, 2, 'chick/chkidle1.wav', 1, 0, 0);\n  } else {\n     context.engine.sound?.(self, 2, 'chick/chkidle2.wav', 1, 0, 0);\n  }\n}\n\n// Attacks\n\nfunction chick_slash(self: Entity, context: EntitySystem): void {\n  const aim = { x: MELEE_DISTANCE, y: self.mins.x, z: 10 };\n  context.engine.sound?.(self, 0, 'chick/chkatck3.wav', 1, 1, 0);\n  monster_fire_hit(self, aim, 10 + context.rng.irandom(6), 100, context);\n}\n\nfunction chick_rocket(self: Entity, context: EntitySystem): void {\n  const { forward, right } = angleVectors(self.angles);\n\n  // Approximate offset for rocket launcher on shoulder\n  // monster_flash_offset[MZ2_CHICK_ROCKET_1] = { 0, 20, 40 } roughly?\n  const offset = { x: 0, y: 20, z: 40 };\n\n  const start = addVec3(self.origin, scaleVec3(forward, offset.x));\n  const scaledRight = scaleVec3(right, offset.y);\n  const start2 = addVec3(start, scaledRight);\n  const finalStart = { ...start2, z: start2.z + offset.z };\n\n  const rocketSpeed = (self.skin > 1) ? 500 : 650;\n\n  const blindfire = !!self.monsterinfo.blindfire;\n  let target = ZERO_VEC3;\n\n  if (blindfire && self.monsterinfo.blind_fire_target) {\n    target = self.monsterinfo.blind_fire_target;\n  } else if (self.enemy) {\n    target = self.enemy.origin;\n  } else {\n    return;\n  }\n\n  let dir = subtractVec3(target, finalStart);\n\n  if (!blindfire && self.enemy) {\n     if (context.rng.frandom() < 0.33 || finalStart.z < self.enemy.absmin.z) {\n         const tempDir = { ...dir, z: dir.z + self.enemy.viewheight };\n         dir = tempDir;\n     } else {\n         const tempDir = { ...dir, z: self.enemy.absmin.z + 1 - finalStart.z };\n         dir = tempDir;\n     }\n  }\n\n  const finalDir = normalizeVec3(dir);\n\n  // Predict aim omitted for brevity\n\n  if (self.skin > 1) {\n    monster_fire_heat(self, finalStart, finalDir, 50, rocketSpeed, 0, 0.075, context);\n  } else {\n    monster_fire_rocket(self, finalStart, finalDir, 50, rocketSpeed, 0, context);\n  }\n}\n\nfunction chick_preattack1(self: Entity, context: any): void {\n  context.engine.sound?.(self, 0, 'chick/chkatck1.wav', 1, 1, 0);\n  if (self.monsterinfo.blindfire && self.monsterinfo.blind_fire_target) {\n     const aim = subtractVec3(self.monsterinfo.blind_fire_target, self.origin);\n     self.ideal_yaw = vectorToAngles(aim).y;\n  }\n}\n\nfunction chick_reload(self: Entity, context: any): void {\n  context.engine.sound?.(self, 0, 'chick/chkatck5.wav', 1, 1, 0);\n}\n\nfunction chick_attack1(self: Entity): void {\n  self.monsterinfo.current_move = attack1_move;\n}\n\nfunction chick_rerocket(self: Entity, context: EntitySystem): void {\n  if (self.monsterinfo.blindfire) {\n    self.monsterinfo.blindfire = false;\n    self.monsterinfo.current_move = end_attack1_move;\n    return;\n  }\n\n  if (self.enemy && self.enemy.health > 0) {\n      if (context.rng.frandom() <= 0.6) { // Simplified range check\n          self.monsterinfo.current_move = attack1_move;\n          return;\n      }\n  }\n  self.monsterinfo.current_move = end_attack1_move;\n}\n\nfunction chick_reslash(self: Entity, context: EntitySystem): void {\n  if (self.enemy && self.enemy.health > 0) {\n      // melee range check omitted\n      if (context.rng.frandom() <= 0.9) {\n          self.monsterinfo.current_move = slash_move;\n          return;\n      }\n  }\n  self.monsterinfo.current_move = end_slash_move;\n}\n\nfunction chick_slash_start(self: Entity): void {\n    self.monsterinfo.current_move = slash_move;\n}\n\nfunction chick_attack(self: Entity): void {\n  // Blindfire logic\n  if (self.monsterinfo.attack_state === 4) { // AS_BLIND\n     // Logic simplified\n     self.monsterinfo.blindfire = true;\n     self.monsterinfo.current_move = start_attack1_move;\n     return;\n  }\n\n  self.monsterinfo.current_move = start_attack1_move;\n}\n\nfunction chick_melee(self: Entity): void {\n  self.monsterinfo.current_move = start_slash_move;\n}\n\n// Frames\n\n// FIDGET\nconst fidget_frames: MonsterFrame[] = Array.from({ length: 30 }, (_, i) => ({\n  ai: monster_ai_stand,\n  dist: 0,\n  think: (i === 8) ? (s: Entity, c: EntitySystem) => ChickMoan(s, c) : null\n}));\nfidget_move = {\n  firstframe: 201,\n  lastframe: 230,\n  frames: fidget_frames,\n  endfunc: chick_stand\n};\n\n\n// STAND\nconst stand_frames: MonsterFrame[] = Array.from({ length: 30 }, (_, i) => ({\n  ai: monster_ai_stand,\n  dist: 0,\n  think: (i === 29) ? chick_fidget : null\n}));\nstand_move = {\n  firstframe: 101, // FRAME_stand101\n  lastframe: 130,\n  frames: stand_frames,\n  endfunc: chick_stand\n};\n\n// WALK\nconst walk_frames: MonsterFrame[] = Array.from({ length: 10 }, () => ({\n  ai: monster_ai_walk,\n  dist: 6\n}));\nwalk_move = {\n  firstframe: 171, // FRAME_walk11 (171)\n  lastframe: 180, // FRAME_walk20 (180)\n  frames: walk_frames,\n  endfunc: chick_walk\n};\n\n// RUN\nconst run_frames: MonsterFrame[] = Array.from({ length: 10 }, () => ({\n  ai: monster_ai_run,\n  dist: 12\n}));\nrun_move = {\n  firstframe: 171,\n  lastframe: 180,\n  frames: run_frames,\n  endfunc: chick_run\n};\n\n// PAIN\nconst pain1_frames: MonsterFrame[] = Array.from({ length: 5 }, () => ({ ai: monster_ai_move, dist: 0 }));\npain1_move = { firstframe: 90, lastframe: 94, frames: pain1_frames, endfunc: chick_run }; // FRAME_pain101 = 90 ?\n\nconst pain2_frames: MonsterFrame[] = Array.from({ length: 5 }, () => ({ ai: monster_ai_move, dist: 0 }));\npain2_move = { firstframe: 95, lastframe: 99, frames: pain2_frames, endfunc: chick_run };\n\nconst pain3_frames: MonsterFrame[] = Array.from({ length: 21 }, () => ({ ai: monster_ai_move, dist: 0 }));\npain3_move = { firstframe: 100, lastframe: 120, frames: pain3_frames, endfunc: chick_run };\n\nfunction chick_pain(self: Entity, other: Entity | null, kick: number, damage: number, context: EntitySystem): void {\n  if (self.health < (self.max_health / 2)) {\n    self.skin |= 1;\n  }\n\n  if (self.timestamp < (self.pain_debounce_time || 0)) return;\n\n  self.pain_debounce_time = self.timestamp + 3;\n\n  const r = context.rng.frandom();\n  if (r < 0.33) context.engine.sound?.(self, 0, 'chick/chkpain1.wav', 1, 1, 0);\n  else if (r < 0.66) context.engine.sound?.(self, 0, 'chick/chkpain2.wav', 1, 1, 0);\n  else context.engine.sound?.(self, 0, 'chick/chkpain3.wav', 1, 1, 0);\n\n  if (!M_ShouldReactToPain(self, context)) {\n    return;\n  }\n\n  // Clear blindfire\n  self.monsterinfo.blindfire = false;\n\n  if (damage <= 10) self.monsterinfo.current_move = pain1_move;\n  else if (damage <= 25) self.monsterinfo.current_move = pain2_move;\n  else self.monsterinfo.current_move = pain3_move;\n}\n\n// DEATH\nconst death1_frames: MonsterFrame[] = Array.from({ length: 12 }, () => ({ ai: monster_ai_move, dist: 0 }));\ndeath1_move = { firstframe: 48, lastframe: 59, frames: death1_frames, endfunc: chick_dead };\n\nconst death2_frames: MonsterFrame[] = Array.from({ length: 23 }, () => ({ ai: monster_ai_move, dist: 0 }));\ndeath2_move = { firstframe: 60, lastframe: 82, frames: death2_frames, endfunc: chick_dead };\n\nfunction chick_dead(self: Entity): void {\n  self.mins = { x: -16, y: -16, z: 0 };\n  self.maxs = { x: 16, y: 16, z: 16 };\n  self.movetype = MoveType.Toss;\n  self.nextthink = -1;\n  // linkentity\n}\n\nfunction chick_die(self: Entity, inflictor: Entity | null, attacker: Entity | null, damage: number, point: Vec3, context: EntitySystem): void {\n  if (self.health <= -70) { // gib_health\n    context.engine.sound?.(self, 0, 'misc/udeath.wav', 1, 1, 0);\n    throwGibs(context, self.origin, damage);\n    context.free(self);\n    return;\n  }\n\n  if (self.deadflag === DeadFlag.Dead) return;\n\n  self.deadflag = DeadFlag.Dead;\n  self.takedamage = true;\n\n  if (context.rng.frandom() <= 0.5) {\n    self.monsterinfo.current_move = death1_move;\n    context.engine.sound?.(self, 0, 'chick/chkdeth1.wav', 1, 1, 0);\n  } else {\n    self.monsterinfo.current_move = death2_move;\n    context.engine.sound?.(self, 0, 'chick/chkdeth2.wav', 1, 1, 0);\n  }\n}\n\n// ATTACK 1 (Rocket)\nconst start_attack1_frames: MonsterFrame[] = [\n    { ai: monster_ai_charge, dist: 0, think: chick_preattack1 },\n    { ai: monster_ai_charge, dist: 0 },\n    { ai: monster_ai_charge, dist: 0 },\n    { ai: monster_ai_charge, dist: 4 },\n    { ai: monster_ai_charge, dist: 0 },\n    { ai: monster_ai_charge, dist: -3 },\n    { ai: monster_ai_charge, dist: 3 },\n    { ai: monster_ai_charge, dist: 5 },\n    { ai: monster_ai_charge, dist: 7 },\n    { ai: monster_ai_charge, dist: 0 },\n    { ai: monster_ai_charge, dist: 0 },\n    { ai: monster_ai_charge, dist: 0 },\n    { ai: monster_ai_charge, dist: 0, think: chick_attack1 },\n];\nstart_attack1_move = { firstframe: 0, lastframe: 12, frames: start_attack1_frames, endfunc: null };\n\nconst attack1_frames: MonsterFrame[] = [\n    { ai: monster_ai_charge, dist: 19, think: chick_rocket },\n    { ai: monster_ai_charge, dist: -6 },\n    { ai: monster_ai_charge, dist: -5 },\n    { ai: monster_ai_charge, dist: -2 },\n    { ai: monster_ai_charge, dist: -7 },\n    { ai: monster_ai_charge, dist: 0 },\n    { ai: monster_ai_charge, dist: 1 },\n    { ai: monster_ai_charge, dist: 10, think: chick_reload },\n    { ai: monster_ai_charge, dist: 4 },\n    { ai: monster_ai_charge, dist: 5 },\n    { ai: monster_ai_charge, dist: 6 },\n    { ai: monster_ai_charge, dist: 6 },\n    { ai: monster_ai_charge, dist: 4 },\n    { ai: monster_ai_charge, dist: 3, think: chick_rerocket },\n];\nattack1_move = { firstframe: 13, lastframe: 26, frames: attack1_frames, endfunc: null };\n\nconst end_attack1_frames: MonsterFrame[] = [\n    { ai: monster_ai_charge, dist: -3 },\n    { ai: monster_ai_charge, dist: 0 },\n    { ai: monster_ai_charge, dist: -6 },\n    { ai: monster_ai_charge, dist: -4 },\n    { ai: monster_ai_charge, dist: -2 },\n];\nend_attack1_move = { firstframe: 27, lastframe: 31, frames: end_attack1_frames, endfunc: chick_run };\n\n// SLASH\nconst start_slash_frames: MonsterFrame[] = [\n    { ai: monster_ai_charge, dist: 1 },\n    { ai: monster_ai_charge, dist: 8 },\n    { ai: monster_ai_charge, dist: 3 },\n];\nstart_slash_move = { firstframe: 32, lastframe: 34, frames: start_slash_frames, endfunc: chick_slash_start };\n\nconst slash_frames: MonsterFrame[] = [\n    { ai: monster_ai_charge, dist: 1 },\n    { ai: monster_ai_charge, dist: 7, think: chick_slash },\n    { ai: monster_ai_charge, dist: -7 },\n    { ai: monster_ai_charge, dist: 1 },\n    { ai: monster_ai_charge, dist: -1 },\n    { ai: monster_ai_charge, dist: 1 },\n    { ai: monster_ai_charge, dist: 0 },\n    { ai: monster_ai_charge, dist: 1 },\n    { ai: monster_ai_charge, dist: -2, think: chick_reslash },\n];\nslash_move = { firstframe: 35, lastframe: 43, frames: slash_frames, endfunc: null };\n\nconst end_slash_frames: MonsterFrame[] = [\n    { ai: monster_ai_charge, dist: -6 },\n    { ai: monster_ai_charge, dist: -1 },\n    { ai: monster_ai_charge, dist: -6 },\n    { ai: monster_ai_charge, dist: 0 },\n];\nend_slash_move = { firstframe: 44, lastframe: 47, frames: end_slash_frames, endfunc: chick_run };\n\n// DUCK\nconst duck_frames: MonsterFrame[] = Array.from({ length: 7 }, () => ({ ai: monster_ai_move, dist: 0 }));\nduck_move = { firstframe: 83, lastframe: 89, frames: duck_frames, endfunc: chick_run };\n\nfunction chick_dodge(self: Entity, attacker: Entity, eta: number): void {\n    if (self.monsterinfo.current_move === start_attack1_move || self.monsterinfo.current_move === attack1_move) {\n        return;\n    }\n    self.monsterinfo.current_move = duck_move;\n}\n\nfunction chick_blocked(self: Entity, dist: number, context: EntitySystem): void {\n   // blocked checkplat logic omitted\n}\n\nexport function SP_monster_chick(self: Entity, context: SpawnContext): void {\n  self.classname = 'monster_chick';\n  self.model = 'models/monsters/bitch/tris.md2';\n  self.mins = { x: -16, y: -16, z: 0 };\n  self.maxs = { x: 16, y: 16, z: 56 };\n  self.movetype = MoveType.Step;\n  self.solid = Solid.BoundingBox;\n  self.health = 175 * context.health_multiplier;\n  self.max_health = self.health;\n  self.mass = 200;\n  self.takedamage = true;\n\n  self.pain = (ent, other, kick, dmg) => chick_pain(ent, other, kick, dmg, context.entities);\n  self.die = (ent, infl, att, dmg, pt) => chick_die(ent, infl, att, dmg, pt, context.entities);\n\n  self.monsterinfo.stand = chick_stand;\n  self.monsterinfo.walk = chick_walk;\n  self.monsterinfo.run = chick_run;\n  self.monsterinfo.dodge = chick_dodge;\n  self.monsterinfo.attack = chick_attack;\n  self.monsterinfo.melee = chick_melee;\n  self.monsterinfo.sight = (s, o) => {\n      context.entities.sound?.(s, 0, 'chick/chksght1.wav', 1, 1, 0);\n  };\n  self.monsterinfo.blocked = chick_blocked;\n\n  self.think = monster_think;\n\n  context.entities.linkentity(self);\n\n  chick_stand(self);\n  self.nextthink = self.timestamp + MONSTER_TICK;\n}\n\nexport function registerChickSpawns(registry: SpawnRegistry): void {\n  registry.register('monster_chick', SP_monster_chick);\n}\n","import {\n  ai_charge,\n  ai_move,\n  ai_run,\n  ai_stand,\n  ai_walk,\n  monster_think,\n} from '../../ai/index.js';\nimport { M_ShouldReactToPain } from './common.js';\nimport {\n  DeadFlag,\n  Entity,\n  MonsterFrame,\n  MonsterMove,\n  MoveType,\n  Solid,\n  EntityFlags,\n} from '../entity.js';\nimport { SpawnContext, SpawnRegistry } from '../spawn.js';\nimport { throwGibs } from '../gibs.js';\nimport { Vec3, normalizeVec3, subtractVec3, addVec3, scaleVec3, ZERO_VEC3 } from '@quake2ts/shared';\nimport { DamageMod } from '../../combat/damageMods.js';\nimport { EntitySystem } from '../system.js';\nimport { T_Damage, Damageable } from '../../combat/damage.js';\nimport { monster_fire_hit } from './attack.js';\n\nconst MONSTER_TICK = 0.1;\nconst MELEE_DISTANCE = 80;\nconst FLIPPER_RUN_SPEED = 24;\n\n// Wrappers for AI functions\nfunction monster_ai_stand(self: Entity, dist: number, context: any): void {\n  ai_stand(self, dist, context);\n}\n\nfunction monster_ai_walk(self: Entity, dist: number, context: any): void {\n  ai_walk(self, dist, context);\n}\n\nfunction monster_ai_run(self: Entity, dist: number, context: any): void {\n  ai_run(self, dist, context);\n}\n\nfunction monster_ai_charge(self: Entity, dist: number, context: any): void {\n  ai_charge(self, dist, context);\n}\n\nfunction monster_ai_move(self: Entity, dist: number, context: any): void {\n  ai_move(self, dist);\n}\n\n// Forward declarations\nlet stand_move: MonsterMove;\nlet walk_move: MonsterMove;\nlet run_start_move: MonsterMove;\nlet run_loop_move: MonsterMove;\nlet attack_move: MonsterMove;\nlet pain1_move: MonsterMove;\nlet pain2_move: MonsterMove;\nlet death_move: MonsterMove;\n\nfunction flipper_stand(self: Entity): void {\n  self.monsterinfo.current_move = stand_move;\n}\n\nfunction flipper_walk(self: Entity): void {\n  self.monsterinfo.current_move = walk_move;\n}\n\nfunction flipper_run_loop(self: Entity): void {\n  self.monsterinfo.current_move = run_loop_move;\n}\n\nfunction flipper_run(self: Entity): void {\n  self.monsterinfo.current_move = run_start_move;\n}\n\nfunction flipper_start_run(self: Entity): void {\n  self.monsterinfo.current_move = run_start_move; // Reusing run_start logic\n}\n\nfunction flipper_bite(self: Entity, context: any): void {\n  const aim = { x: MELEE_DISTANCE, y: 0, z: 0 };\n  monster_fire_hit(self, aim, 5, 0, context);\n}\n\nfunction flipper_preattack(self: Entity, context: any): void {\n  context.engine.sound?.(self, 0, 'flipper/flpatck1.wav', 1, 1, 0);\n}\n\nfunction flipper_melee(self: Entity): void {\n  self.monsterinfo.current_move = attack_move;\n}\n\n// Frames\n\n// STAND\nconst stand_frames: MonsterFrame[] = [\n  { ai: monster_ai_stand, dist: 0 }\n];\nstand_move = {\n  firstframe: 41,\n  lastframe: 41,\n  frames: stand_frames,\n  endfunc: null\n};\n\n// RUN\nconst run_loop_frames: MonsterFrame[] = Array.from({ length: 24 }, () => ({\n  ai: monster_ai_run,\n  dist: FLIPPER_RUN_SPEED\n}));\nrun_loop_move = {\n  firstframe: 70,\n  lastframe: 93,\n  frames: run_loop_frames,\n  endfunc: null // loops\n};\n\nconst run_start_frames: MonsterFrame[] = Array.from({ length: 6 }, () => ({\n  ai: monster_ai_run,\n  dist: 8\n}));\nrun_start_move = {\n  firstframe: 65,\n  lastframe: 70,\n  frames: run_start_frames,\n  endfunc: flipper_run_loop\n};\n\n// WALK\nconst walk_frames: MonsterFrame[] = Array.from({ length: 24 }, () => ({\n  ai: monster_ai_walk,\n  dist: 4\n}));\nwalk_move = {\n  firstframe: 41,\n  lastframe: 64,\n  frames: walk_frames,\n  endfunc: null\n};\n\n// PAIN\nconst pain1_frames: MonsterFrame[] = Array.from({ length: 5 }, () => ({\n  ai: monster_ai_move,\n  dist: 0\n}));\npain1_move = {\n  firstframe: 99,\n  lastframe: 103,\n  frames: pain1_frames,\n  endfunc: flipper_run\n};\n\nconst pain2_frames: MonsterFrame[] = Array.from({ length: 5 }, () => ({\n  ai: monster_ai_move,\n  dist: 0\n}));\npain2_move = {\n  firstframe: 94,\n  lastframe: 98,\n  frames: pain2_frames,\n  endfunc: flipper_run\n};\n\nfunction flipper_pain(self: Entity, other: Entity | null, kick: number, damage: number, context: any): void {\n  if (self.health < (self.max_health / 2)) {\n    self.skin = 1;\n  }\n\n  if (self.timestamp < (self.pain_debounce_time || 0)) {\n    return;\n  }\n\n  self.pain_debounce_time = self.timestamp + 3;\n\n  if (context.rng.frandom() < 0.5) {\n    context.engine.sound?.(self, 0, 'flipper/flppain1.wav', 1, 1, 0);\n  } else {\n    context.engine.sound?.(self, 0, 'flipper/flppain2.wav', 1, 1, 0);\n  }\n\n  if (!M_ShouldReactToPain(self, context.entities)) {\n    return;\n  }\n\n  if (context.rng.frandom() < 0.5) {\n    self.monsterinfo.current_move = pain1_move;\n  } else {\n    self.monsterinfo.current_move = pain2_move;\n  }\n}\n\n// ATTACK\nconst attack_frames: MonsterFrame[] = [\n  { ai: monster_ai_charge, dist: 0, think: flipper_preattack },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0, think: flipper_bite },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0, think: flipper_bite },\n  { ai: monster_ai_charge, dist: 0 },\n];\nattack_move = {\n  firstframe: 0,\n  lastframe: 19,\n  frames: attack_frames,\n  endfunc: flipper_run\n};\n\n// DEATH\nfunction flipper_dead(self: Entity): void {\n  self.mins = { x: -16, y: -16, z: -24 };\n  self.maxs = { x: 16, y: 16, z: -8 };\n  self.movetype = MoveType.Toss;\n  self.nextthink = -1;\n}\n\nconst death_frames: MonsterFrame[] = Array.from({ length: 56 }, () => ({\n  ai: monster_ai_move,\n  dist: 0\n}));\ndeath_move = {\n  firstframe: 104,\n  lastframe: 159,\n  frames: death_frames,\n  endfunc: flipper_dead\n};\n\nfunction flipper_die(self: Entity, inflictor: Entity | null, attacker: Entity | null, damage: number, point: Vec3, context: any): void {\n  if (self.health <= -30) { // gib_health\n    context.engine.sound?.(self, 0, 'misc/udeath.wav', 1, 1, 0);\n    throwGibs(context.entities, self.origin, damage);\n    context.entities.free(self);\n    return;\n  }\n\n  if (self.deadflag === DeadFlag.Dead) return;\n\n  context.engine.sound?.(self, 0, 'flipper/flpdeth1.wav', 1, 1, 0);\n  self.deadflag = DeadFlag.Dead;\n  self.takedamage = true;\n  self.monsterinfo.current_move = death_move;\n}\n\nfunction flipper_set_fly_parameters(self: Entity): void {\n    self.monsterinfo.fly_thrusters = false;\n    self.monsterinfo.fly_acceleration = 30;\n    self.monsterinfo.fly_speed = 110;\n    self.monsterinfo.fly_min_distance = 10;\n    self.monsterinfo.fly_max_distance = 10;\n}\n\n\nexport function SP_monster_flipper(self: Entity, context: SpawnContext): void {\n  self.classname = 'monster_flipper';\n  self.model = 'models/monsters/flipper/tris.md2';\n  self.mins = { x: -16, y: -16, z: 0 };\n  self.maxs = { x: 16, y: 16, z: 32 };\n  self.movetype = MoveType.Step;\n  self.flags |= EntityFlags.Swim;\n  self.solid = Solid.BoundingBox;\n  self.health = 50 * context.health_multiplier;\n  self.max_health = self.health;\n  self.mass = 100;\n  self.takedamage = true;\n\n  self.pain = (ent, other, kick, dmg) => flipper_pain(ent, other, kick, dmg, context.entities);\n  self.die = (ent, infl, att, dmg, pt) => flipper_die(ent, infl, att, dmg, pt, context.entities);\n\n  self.monsterinfo.stand = flipper_stand;\n  self.monsterinfo.walk = flipper_walk;\n  self.monsterinfo.run = flipper_start_run;\n  self.monsterinfo.melee = flipper_melee;\n  self.monsterinfo.sight = (s, o) => {\n      context.entities.sound?.(s, 0, 'flipper/flpsght1.wav', 1, 1, 0);\n  };\n  self.monsterinfo.setskin = (s) => {\n      if (s.health < s.max_health / 2) s.skin = 1;\n      else s.skin = 0;\n  }\n\n  self.think = monster_think;\n\n  flipper_set_fly_parameters(self);\n\n  context.entities.linkentity(self);\n\n  flipper_stand(self);\n  self.nextthink = self.timestamp + MONSTER_TICK;\n}\n\nexport function registerFlipperSpawns(registry: SpawnRegistry): void {\n  registry.register('monster_flipper', SP_monster_flipper);\n}\n","import {\n  ai_charge,\n  ai_move,\n  ai_run,\n  ai_stand,\n  ai_walk,\n  monster_think,\n} from '../../ai/index.js';\nimport { M_ShouldReactToPain } from './common.js';\nimport {\n  DeadFlag,\n  Entity,\n  MonsterFrame,\n  MonsterMove,\n  MoveType,\n  Solid,\n  EntityFlags\n} from '../entity.js';\nimport { SpawnContext, SpawnRegistry } from '../spawn.js';\nimport { throwGibs } from '../gibs.js';\nimport { monster_fire_blaster } from './attack.js';\nimport { normalizeVec3, subtractVec3, Vec3 } from '@quake2ts/shared';\nimport { DamageMod } from '../../combat/damageMods.js';\n\nconst MONSTER_TICK = 0.1;\n\n// Wrappers\nfunction monster_ai_stand(self: Entity, dist: number, context: any): void {\n  ai_stand(self, dist, context);\n}\n\nfunction monster_ai_walk(self: Entity, dist: number, context: any): void {\n  ai_walk(self, dist, context);\n}\n\nfunction monster_ai_run(self: Entity, dist: number, context: any): void {\n  ai_run(self, dist, context);\n}\n\nfunction monster_ai_charge(self: Entity, dist: number, context: any): void {\n  ai_charge(self, dist, context);\n}\n\nfunction monster_ai_move(self: Entity, dist: number, context: any): void {\n  ai_move(self, dist);\n}\n\n// Forward declarations\nlet stand_move: MonsterMove;\nlet walk_move: MonsterMove;\nlet run_move: MonsterMove;\nlet attack_move: MonsterMove;\nlet pain_move: MonsterMove;\nlet death_move: MonsterMove;\n\nfunction floater_stand(self: Entity): void {\n  self.monsterinfo.current_move = stand_move;\n}\n\nfunction floater_walk(self: Entity): void {\n  self.monsterinfo.current_move = walk_move;\n}\n\nfunction floater_run(self: Entity): void {\n  if (self.enemy && self.enemy.health > 0) {\n    self.monsterinfo.current_move = run_move;\n  } else {\n    self.monsterinfo.current_move = stand_move;\n  }\n}\n\nfunction floater_attack(self: Entity): void {\n  self.monsterinfo.current_move = attack_move;\n}\n\nfunction floater_fire(self: Entity, context: any): void {\n    if (!self.enemy) return;\n\n    // Fire blaster\n    const start: Vec3 = {\n        x: self.origin.x,\n        y: self.origin.y,\n        z: self.origin.z + self.viewheight,\n    };\n    const forward = normalizeVec3(subtractVec3(self.enemy.origin, start));\n\n    // Floater fires slightly stronger blaster? Or same. Using same for now.\n    monster_fire_blaster(self, start, forward, 5, 1000, 0, 0, context, DamageMod.BLASTER);\n}\n\nfunction floater_pain(self: Entity): void {\n  self.monsterinfo.current_move = pain_move;\n}\n\nfunction floater_die(self: Entity): void {\n  self.monsterinfo.current_move = death_move;\n}\n\nfunction floater_dead(self: Entity): void {\n  self.monsterinfo.nextframe = death_move.lastframe;\n  self.nextthink = -1;\n}\n\n// Frames\n// Stand\nconst stand_frames: MonsterFrame[] = Array.from({ length: 46 }, () => ({\n  ai: monster_ai_stand,\n  dist: 0,\n}));\n\nstand_move = {\n  firstframe: 0,\n  lastframe: 45,\n  frames: stand_frames,\n  endfunc: floater_stand,\n};\n\n// Walk\nconst walk_frames: MonsterFrame[] = Array.from({ length: 46 }, () => ({\n  ai: monster_ai_walk,\n  dist: 5,\n}));\n\nwalk_move = {\n  firstframe: 0,\n  lastframe: 45,\n  frames: walk_frames,\n  endfunc: floater_walk,\n};\n\n// Run\nconst run_frames: MonsterFrame[] = Array.from({ length: 46 }, () => ({\n  ai: monster_ai_run,\n  dist: 10,\n}));\n\nrun_move = {\n  firstframe: 0,\n  lastframe: 45,\n  frames: run_frames,\n  endfunc: floater_run,\n};\n\n// Attack\nconst attack_frames: MonsterFrame[] = Array.from({ length: 20 }, (_, i) => ({\n    ai: monster_ai_charge,\n    dist: 0,\n    think: (i === 10) ? floater_fire : null\n}));\n\nattack_move = {\n    firstframe: 46,\n    lastframe: 65,\n    frames: attack_frames,\n    endfunc: floater_run\n};\n\n// Pain\nconst pain_frames: MonsterFrame[] = Array.from({ length: 6 }, () => ({\n    ai: monster_ai_move,\n    dist: 0\n}));\n\npain_move = {\n    firstframe: 66,\n    lastframe: 71,\n    frames: pain_frames,\n    endfunc: floater_run\n}\n\n// Death\nconst death_frames: MonsterFrame[] = Array.from({ length: 10 }, () => ({\n    ai: monster_ai_move,\n    dist: 0\n}));\n\ndeath_move = {\n    firstframe: 84,\n    lastframe: 93,\n    frames: death_frames,\n    endfunc: floater_dead\n}\n\n\nexport function SP_monster_floater(self: Entity, context: SpawnContext): void {\n  self.classname = 'monster_floater';\n  self.model = 'models/monsters/floater/tris.md2';\n  self.mins = { x: -16, y: -16, z: -24 };\n  self.maxs = { x: 16, y: 16, z: 24 };\n  self.movetype = MoveType.Step;\n  self.solid = Solid.BoundingBox;\n  self.health = 200 * context.health_multiplier;\n  self.max_health = self.health;\n  self.mass = 300;\n  self.takedamage = true;\n  self.flags |= EntityFlags.Fly;\n  self.viewheight = 18;\n\n  self.pain = (self, other, kick, damage) => {\n    if (!M_ShouldReactToPain(self, context.entities)) {\n        return;\n    }\n\n    if (self.health < (self.max_health / 2)) {\n      self.monsterinfo.current_move = pain_move;\n    }\n\n    if (context.entities.rng.frandom() < 0.5) {\n       context.entities.sound?.(self, 0, 'floater/fltpain1.wav', 1, 1, 0);\n    } else {\n       context.entities.sound?.(self, 0, 'floater/fltpain2.wav', 1, 1, 0);\n    }\n  };\n\n  self.die = (self, inflictor, attacker, damage, point) => {\n    self.deadflag = DeadFlag.Dead;\n    self.solid = Solid.Not;\n\n    if (self.health < -40) {\n        throwGibs(context.entities, self.origin, damage);\n        context.entities.free(self);\n        return;\n    }\n\n    context.entities.sound?.(self, 0, 'floater/fltdeth1.wav', 1, 1, 0);\n    floater_die(self);\n  };\n\n  self.monsterinfo.stand = floater_stand;\n  self.monsterinfo.walk = floater_walk;\n  self.monsterinfo.run = floater_run;\n  self.monsterinfo.attack = floater_attack;\n\n  self.think = monster_think;\n\n  floater_stand(self);\n  self.nextthink = self.timestamp + MONSTER_TICK;\n}\n\nexport function registerFloaterSpawns(registry: SpawnRegistry): void {\n  registry.register('monster_floater', SP_monster_floater);\n}\n","import {\n  ai_charge,\n  ai_move,\n  ai_run,\n  ai_stand,\n  ai_walk,\n  monster_think,\n} from '../../ai/index.js';\nimport { M_ShouldReactToPain } from './common.js';\nimport {\n  DeadFlag,\n  Entity,\n  MonsterFrame,\n  MonsterMove,\n  MoveType,\n  Solid,\n  EntityFlags\n} from '../entity.js';\nimport { SpawnContext, SpawnRegistry } from '../spawn.js';\nimport { throwGibs, GIB_METALLIC } from '../gibs.js';\nimport { monster_fire_blaster } from './attack.js';\nimport { normalizeVec3, subtractVec3, Vec3, ZERO_VEC3 } from '@quake2ts/shared';\nimport { DamageMod } from '../../combat/damageMods.js';\nimport { rangeTo, infront } from '../../ai/perception.js';\nimport { T_Damage } from '../../combat/damage.js';\nimport { DamageFlags } from '../../combat/damageFlags.js';\nimport { EntitySystem } from '../system.js';\n\nconst MONSTER_TICK = 0.1;\n\n// Wrappers\nfunction monster_ai_stand(self: Entity, dist: number, context: any): void {\n  ai_stand(self, dist, context);\n}\n\nfunction monster_ai_walk(self: Entity, dist: number, context: any): void {\n  ai_walk(self, dist, context);\n}\n\nfunction monster_ai_run(self: Entity, dist: number, context: any): void {\n  ai_run(self, dist, context);\n}\n\nfunction monster_ai_charge(self: Entity, dist: number, context: any): void {\n  ai_charge(self, dist, context);\n}\n\nfunction monster_ai_move(self: Entity, dist: number, context: any): void {\n  ai_move(self, dist);\n}\n\n// Forward declarations\nlet stand_move: MonsterMove;\nlet walk_move: MonsterMove;\nlet run_move: MonsterMove;\nlet attack_move: MonsterMove;\nlet pain_move: MonsterMove;\nlet death_move: MonsterMove;\n\nfunction flyer_stand(self: Entity): void {\n  self.monsterinfo.current_move = stand_move;\n}\n\nfunction flyer_walk(self: Entity): void {\n  self.monsterinfo.current_move = walk_move;\n}\n\nfunction flyer_run(self: Entity): void {\n  if (self.enemy && self.enemy.health > 0) {\n    self.monsterinfo.current_move = run_move;\n  } else {\n    self.monsterinfo.current_move = stand_move;\n  }\n}\n\nfunction flyer_attack(self: Entity): void {\n  self.monsterinfo.current_move = attack_move;\n}\n\nfunction flyer_fire(self: Entity, context: any): void {\n    if (!self.enemy) return;\n\n    // Fire blaster\n    // Offset for firing position\n    const start: Vec3 = {\n        x: self.origin.x,\n        y: self.origin.y,\n        z: self.origin.z + self.viewheight,\n    };\n    const forward = normalizeVec3(subtractVec3(self.enemy.origin, start));\n\n    monster_fire_blaster(self, start, forward, 5, 1000, 0, 0, context, DamageMod.BLASTER);\n}\n\nfunction flyer_slash(self: Entity, context: EntitySystem): void {\n    if (!self.enemy) return;\n\n    const damage = 5 + context.rng.frandomMax(5);\n    const dist = rangeTo(self, self.enemy);\n    if (dist <= 80 && infront(self, self.enemy)) {\n        T_Damage(self.enemy as any, self as any, self as any,\n             normalizeVec3(subtractVec3(self.enemy.origin, self.origin)),\n             self.enemy.origin, ZERO_VEC3, damage, 5, DamageFlags.NO_ARMOR, DamageMod.UNKNOWN, context.timeSeconds);\n    }\n}\n\nfunction flyer_pain(self: Entity): void {\n  self.monsterinfo.current_move = pain_move;\n}\n\nfunction flyer_die(self: Entity): void {\n  self.monsterinfo.current_move = death_move;\n}\n\nfunction flyer_dead(self: Entity): void {\n  self.monsterinfo.nextframe = death_move.lastframe;\n  self.nextthink = -1;\n}\n\n// Frames\n// Stand: 0-45\nconst stand_frames: MonsterFrame[] = Array.from({ length: 46 }, () => ({\n  ai: monster_ai_stand,\n  dist: 0,\n}));\n\nstand_move = {\n  firstframe: 0,\n  lastframe: 45,\n  frames: stand_frames,\n  endfunc: flyer_stand,\n};\n\n// Walk: 0-45\nconst walk_frames: MonsterFrame[] = Array.from({ length: 46 }, () => ({\n  ai: monster_ai_walk,\n  dist: 5,\n}));\n\nwalk_move = {\n  firstframe: 0,\n  lastframe: 45,\n  frames: walk_frames,\n  endfunc: flyer_walk,\n};\n\n// Run: 0-45\nconst run_frames: MonsterFrame[] = Array.from({ length: 46 }, () => ({\n  ai: monster_ai_run,\n  dist: 10,\n}));\n\nrun_move = {\n  firstframe: 0,\n  lastframe: 45,\n  frames: run_frames,\n  endfunc: flyer_run,\n};\n\n// Attack: 46-65\nconst attack_frames: MonsterFrame[] = Array.from({ length: 20 }, (_, i) => ({\n    ai: monster_ai_charge,\n    dist: 0,\n    think: (i === 10) ? flyer_fire : (i === 12 ? flyer_slash : null) // Mix attacks for now\n}));\n\nattack_move = {\n    firstframe: 46,\n    lastframe: 65,\n    frames: attack_frames,\n    endfunc: flyer_run\n};\n\n// Pain: 66-71\nconst pain_frames: MonsterFrame[] = Array.from({ length: 6 }, () => ({\n    ai: monster_ai_move,\n    dist: 0\n}));\n\npain_move = {\n    firstframe: 66,\n    lastframe: 71,\n    frames: pain_frames,\n    endfunc: flyer_run\n}\n\n// Death: 84-93\nconst death_frames: MonsterFrame[] = Array.from({ length: 10 }, () => ({\n    ai: monster_ai_move,\n    dist: 0\n}));\n\ndeath_move = {\n    firstframe: 84,\n    lastframe: 93,\n    frames: death_frames,\n    endfunc: flyer_dead\n}\n\nexport function SP_monster_flyer(self: Entity, context: SpawnContext): void {\n  self.classname = 'monster_flyer';\n  self.model = 'models/monsters/flyer/tris.md2';\n  self.mins = { x: -16, y: -16, z: -24 };\n  self.maxs = { x: 16, y: 16, z: 24 };\n  self.movetype = MoveType.Step;\n  self.solid = Solid.BoundingBox;\n  self.health = 50 * context.health_multiplier;\n  self.max_health = self.health;\n  self.mass = 50;\n  self.takedamage = true;\n  self.flags |= EntityFlags.Fly;\n  self.viewheight = 18;\n\n  self.pain = (self, other, kick, damage) => {\n    if (!M_ShouldReactToPain(self, context.entities)) {\n        return;\n    }\n\n    if (self.health < (self.max_health / 2)) {\n      self.monsterinfo.current_move = pain_move;\n    }\n  };\n\n  self.die = (self, inflictor, attacker, damage, point) => {\n    self.deadflag = DeadFlag.Dead;\n    self.solid = Solid.Not;\n\n    if (self.health < -40) {\n        throwGibs(context.entities, self.origin, damage, GIB_METALLIC);\n        context.entities.free(self);\n        return;\n    }\n\n    flyer_die(self);\n  };\n\n  self.monsterinfo.stand = flyer_stand;\n  self.monsterinfo.walk = flyer_walk;\n  self.monsterinfo.run = flyer_run;\n  self.monsterinfo.attack = flyer_attack;\n\n  self.think = monster_think;\n\n  flyer_stand(self);\n  self.nextthink = self.timestamp + MONSTER_TICK;\n}\n\nexport function createFlyer(self: Entity, context: EntitySystem): void {\n    const spawnContext: SpawnContext = {\n        entities: context,\n        keyValues: { classname: 'monster_flyer' },\n        health_multiplier: 1.0,\n        warn: () => {},\n        free: (e) => context.free(e)\n    };\n    SP_monster_flyer(self, spawnContext);\n}\n\nexport function registerFlyerSpawns(registry: SpawnRegistry): void {\n  registry.register('monster_flyer', SP_monster_flyer);\n}\n","import { normalizeVec3, subtractVec3, Vec3 } from '@quake2ts/shared';\nimport {\n  ai_charge,\n  ai_move,\n  ai_run,\n  ai_stand,\n  ai_walk,\n  monster_think,\n} from '../../ai/index.js';\nimport { M_ShouldReactToPain } from './common.js';\nimport {\n  DeadFlag,\n  Entity,\n  MonsterFrame,\n  MonsterMove,\n  MoveType,\n  Solid,\n} from '../entity.js';\nimport { SpawnContext, SpawnRegistry } from '../spawn.js';\nimport { T_Damage } from '../../combat/damage.js';\nimport { DamageMod } from '../../combat/damageMods.js';\nimport { throwGibs } from '../gibs.js';\nimport { rangeTo, RangeCategory, infront } from '../../ai/perception.js';\nimport { monster_fire_railgun } from './attack.js';\n\nconst MONSTER_TICK = 0.1;\n\n// Wrappers for AI functions\nfunction monster_ai_stand(self: Entity, dist: number, context: any): void {\n  ai_stand(self, dist, context);\n}\n\nfunction monster_ai_walk(self: Entity, dist: number, context: any): void {\n  ai_walk(self, dist, context);\n}\n\nfunction monster_ai_run(self: Entity, dist: number, context: any): void {\n  ai_run(self, dist, context);\n}\n\nfunction monster_ai_charge(self: Entity, dist: number, context: any): void {\n  ai_charge(self, dist, context);\n}\n\nfunction monster_ai_move(self: Entity, dist: number, context: any): void {\n  ai_move(self, dist);\n}\n\n// Forward declarations\nlet stand_move: MonsterMove;\nlet walk_move: MonsterMove;\nlet run_move: MonsterMove;\nlet attack_melee_move: MonsterMove;\nlet attack_gun_move: MonsterMove;\nlet pain_move: MonsterMove;\nlet death_move: MonsterMove;\n\nfunction gladiator_stand(self: Entity): void {\n  self.monsterinfo.current_move = stand_move;\n}\n\nfunction gladiator_walk(self: Entity): void {\n  self.monsterinfo.current_move = walk_move;\n}\n\nfunction gladiator_run(self: Entity): void {\n  if (self.enemy && self.enemy.health > 0) {\n    self.monsterinfo.current_move = run_move;\n  } else {\n    self.monsterinfo.current_move = stand_move;\n  }\n}\n\nfunction classifyRange(distance: number): RangeCategory {\n  if (distance <= 80) return RangeCategory.Melee;\n  if (distance <= 500) return RangeCategory.Near;\n  if (distance <= 1000) return RangeCategory.Mid;\n  return RangeCategory.Far;\n}\n\nfunction gladiator_attack(self: Entity): void {\n  if (!self.enemy) return;\n\n  const dist = rangeTo(self, self.enemy);\n\n  if (classifyRange(dist) === RangeCategory.Melee) {\n      self.monsterinfo.current_move = attack_melee_move;\n  } else {\n      self.monsterinfo.current_move = attack_gun_move;\n  }\n}\n\nfunction gladiator_melee(self: Entity, context: any): void {\n  if (!self.enemy) return;\n\n  if (!infront(self, self.enemy)) {\n      return;\n  }\n\n  const dist = rangeTo(self, self.enemy);\n  if (classifyRange(dist) !== RangeCategory.Melee) {\n      return;\n  }\n\n  const start: Vec3 = {\n      x: self.origin.x,\n      y: self.origin.y,\n      z: self.origin.z + (self.viewheight || 0),\n  };\n  const dir = normalizeVec3(subtractVec3(self.enemy.origin, start));\n\n  // Cleaver attack\n  T_Damage(self.enemy as any, self as any, self as any, dir, self.origin, { x: 0, y: 0, z: 0 }, 20, 10, 0, DamageMod.UNKNOWN, context.timeSeconds);\n}\n\nfunction gladiator_fire_railgun(self: Entity, context: any): void {\n   if (!self.enemy) return;\n\n   const start: Vec3 = {\n       x: self.origin.x,\n       y: self.origin.y,\n       z: self.origin.z + (self.viewheight || 0),\n   };\n   const forward = normalizeVec3(subtractVec3(self.enemy.origin, start));\n   const damage = 50;\n   const kick = 100;\n\n   monster_fire_railgun(self, start, forward, damage, kick, 0, context);\n}\n\n\nfunction gladiator_pain(self: Entity): void {\n  self.monsterinfo.current_move = pain_move;\n}\n\nfunction gladiator_die(self: Entity): void {\n  self.monsterinfo.current_move = death_move;\n}\n\nfunction gladiator_dead(self: Entity): void {\n  self.monsterinfo.nextframe = death_move.lastframe;\n  self.nextthink = -1;\n}\n\n// Frame definitions (approximated)\nconst stand_frames: MonsterFrame[] = Array.from({ length: 30 }, () => ({\n  ai: monster_ai_stand,\n  dist: 0,\n}));\n\nstand_move = {\n  firstframe: 0,\n  lastframe: 29,\n  frames: stand_frames,\n  endfunc: gladiator_stand,\n};\n\nconst walk_frames: MonsterFrame[] = Array.from({ length: 40 }, () => ({\n  ai: monster_ai_walk,\n  dist: 3,\n}));\n\nwalk_move = {\n  firstframe: 30,\n  lastframe: 69,\n  frames: walk_frames,\n  endfunc: gladiator_walk,\n};\n\nconst run_frames: MonsterFrame[] = Array.from({ length: 20 }, () => ({\n  ai: monster_ai_run,\n  dist: 12,\n}));\n\nrun_move = {\n  firstframe: 70,\n  lastframe: 89,\n  frames: run_frames,\n  endfunc: gladiator_run,\n};\n\nconst attack_melee_frames: MonsterFrame[] = Array.from({ length: 10 }, (_, i) => ({\n    ai: monster_ai_charge,\n    dist: 0,\n    think: i === 5 ? gladiator_melee : null\n}));\n\nattack_melee_move = {\n    firstframe: 90,\n    lastframe: 99,\n    frames: attack_melee_frames,\n    endfunc: gladiator_run\n};\n\nconst attack_gun_frames: MonsterFrame[] = Array.from({ length: 12 }, (_, i) => ({\n    ai: monster_ai_charge,\n    dist: 0,\n    think: i === 6 ? gladiator_fire_railgun : null\n}));\n\nattack_gun_move = {\n    firstframe: 100,\n    lastframe: 111,\n    frames: attack_gun_frames,\n    endfunc: gladiator_run\n};\n\nconst pain_frames: MonsterFrame[] = Array.from({ length: 6 }, () => ({\n  ai: monster_ai_move,\n  dist: 0,\n}));\n\npain_move = {\n  firstframe: 112,\n  lastframe: 117,\n  frames: pain_frames,\n  endfunc: gladiator_run,\n};\n\nconst death_frames: MonsterFrame[] = Array.from({ length: 12 }, () => ({\n  ai: monster_ai_move,\n  dist: 0,\n}));\n\ndeath_move = {\n  firstframe: 118,\n  lastframe: 129,\n  frames: death_frames,\n  endfunc: gladiator_dead,\n};\n\n\nexport function SP_monster_gladiator(self: Entity, context: SpawnContext): void {\n  self.classname = 'monster_gladiator';\n  self.model = 'models/monsters/gladiatr/tris.md2';\n  self.mins = { x: -32, y: -32, z: -24 };\n  self.maxs = { x: 32, y: 32, z: 64 };\n  self.movetype = MoveType.Step;\n  self.solid = Solid.BoundingBox;\n  self.health = 400 * context.health_multiplier;\n  self.max_health = self.health;\n  self.mass = 400;\n  self.takedamage = true;\n  self.viewheight = 40; // Gladiator viewheight\n\n  self.pain = (self, other, kick, damage) => {\n    if (context.entities.rng.frandom() < 0.5) {\n        context.entities.sound?.(self, 0, 'gladiator/pain.wav', 1, 1, 0);\n    } else {\n        context.entities.sound?.(self, 0, 'gladiator/gldpain2.wav', 1, 1, 0);\n    }\n\n    // Cast to any for interface compatibility\n    if (!M_ShouldReactToPain(self, context.entities)) {\n        return;\n    }\n\n    if (self.health < (self.max_health / 2)) {\n      self.monsterinfo.current_move = pain_move;\n    }\n  };\n\n  self.die = (self, inflictor, attacker, damage, point) => {\n    self.deadflag = DeadFlag.Dead;\n    self.solid = Solid.Not;\n\n    if (self.health < -40) {\n        throwGibs(context.entities, self.origin, damage);\n        context.entities.free(self);\n        return;\n    }\n\n    gladiator_die(self);\n  };\n\n  self.monsterinfo.stand = gladiator_stand;\n  self.monsterinfo.walk = gladiator_walk;\n  self.monsterinfo.run = gladiator_run;\n  self.monsterinfo.attack = gladiator_attack;\n\n  self.think = monster_think;\n\n  gladiator_stand(self);\n  self.nextthink = self.timestamp + MONSTER_TICK;\n}\n\nexport function registerGladiatorSpawns(registry: SpawnRegistry): void {\n  registry.register('monster_gladiator', SP_monster_gladiator);\n}\n","import { angleVectors, normalizeVec3, subtractVec3, Vec3, vectorToAngles } from '@quake2ts/shared';\nimport {\n    ai_charge,\n    ai_move,\n    ai_run,\n    ai_stand,\n    ai_walk,\n    monster_think,\n} from '../../ai/index.js';\nimport { M_ShouldReactToPain } from './common.js';\nimport { DamageMod } from '../../combat/damageMods.js';\nimport {\n    DeadFlag,\n    Entity,\n    EntityFlags,\n    MonsterFrame,\n    MonsterMove,\n    MoveType,\n    Solid,\n} from '../entity.js';\nimport { SpawnContext, SpawnRegistry } from '../spawn.js';\nimport { monster_fire_bullet } from './attack.js';\nimport { createGrenade } from '../projectiles.js';\nimport { GIB_METALLIC, throwGibs } from '../gibs.js';\nimport type { EntitySystem } from '../system.js';\nimport { AIFlags } from '../../ai/constants.js';\nimport { visible } from '../../ai/perception.js';\n\nconst MONSTER_TICK = 0.1;\n\n// Constants extracted from m_gunner.c\nconst GUNNER_HEALTH = 175;\nconst GUNNER_MASS = 200;\nconst GUNNER_PAIN_DEBOUNCE = 3;\nconst GUNNER_BULLET_DAMAGE = 3;\nconst GUNNER_BULLET_KICK = 4;\nconst GUNNER_BULLET_HSPREAD = 300;\nconst GUNNER_BULLET_VSPREAD = 500;\nconst GUNNER_GRENADE_DAMAGE = 50;\nconst GUNNER_GRENADE_SPEED = 600;\nconst GUNNER_JUMP_SPEED_FWD = 600;\nconst GUNNER_JUMP_SPEED_UP = 270;\nconst GUNNER_MIN_JUMP_DIST = 256;\nconst GUNNER_ATTACK_FINISHED_DELAY = 3.0;\n\n// Wrappers for AI functions to match AIAction signature (self, dist)\nfunction monster_ai_stand(self: Entity, dist: number, context: any): void {\n    ai_stand(self, dist, context);\n}\n\nfunction monster_ai_walk(self: Entity, dist: number, context: any): void {\n    ai_walk(self, dist, context);\n}\n\nfunction monster_ai_run(self: Entity, dist: number, context: any): void {\n    ai_run(self, dist, context);\n}\n\nfunction monster_ai_charge(self: Entity, dist: number, context: any): void {\n    ai_charge(self, dist, context);\n}\n\nfunction monster_ai_move(self: Entity, dist: number, context: any): void {\n    ai_move(self, dist);\n}\n\n// Forward declarations for moves\nlet stand_move: MonsterMove;\nlet fidget_move: MonsterMove; // Fidget\nlet walk_move: MonsterMove;\nlet run_move: MonsterMove;\nlet runandshoot_move: MonsterMove; // Run and Shoot\nlet attack_chain_move: MonsterMove;\nlet attack_grenade_move: MonsterMove;\nlet fire_chain_move: MonsterMove;\nlet endfire_chain_move: MonsterMove;\nlet pain1_move: MonsterMove; // Pain 1\nlet pain2_move: MonsterMove; // Pain 2\nlet pain3_move: MonsterMove; // Pain 3\nlet death_move: MonsterMove;\nlet duck_move: MonsterMove; // Duck\nlet jump_move: MonsterMove; // Jump\n\n// Gunner specific functions\nfunction gunner_idlesound(self: Entity, context: any): void {\n    context.engine.sound?.(self, 0, 'gunner/gunidle1.wav', 1, 1, 0);\n}\n\nfunction gunner_stand(self: Entity): void {\n    self.monsterinfo.current_move = stand_move;\n}\n\nfunction gunner_fidget(self: Entity, context: EntitySystem): void {\n    if (self.monsterinfo.aiflags & AIFlags.StandGround) {\n        return;\n    }\n    if (context.rng.frandom() <= 0.05) {\n        self.monsterinfo.current_move = fidget_move;\n    }\n}\n\nfunction gunner_walk(self: Entity): void {\n    self.monsterinfo.current_move = walk_move;\n}\n\nfunction gunner_run(self: Entity): void {\n    if (self.monsterinfo.aiflags & AIFlags.StandGround) {\n        self.monsterinfo.current_move = stand_move;\n    } else {\n        self.monsterinfo.current_move = run_move;\n    }\n}\n\nfunction gunner_runandshoot(self: Entity): void {\n    self.monsterinfo.current_move = runandshoot_move;\n}\n\nfunction gunner_attack(self: Entity, context: EntitySystem): void {\n    if (context.rng.frandom() > 0.5) {\n        self.monsterinfo.current_move = attack_chain_move;\n    } else {\n        self.monsterinfo.current_move = attack_grenade_move;\n    }\n}\n\nfunction gunner_opengun(self: Entity, context: any): void {\n    context.engine.sound?.(self, 0, 'gunner/gunatck1.wav', 1, 1, 0);\n}\n\nfunction gunner_fire_chain(self: Entity, context: any): void {\n    self.monsterinfo.current_move = fire_chain_move;\n}\n\nfunction gunner_refire_chain(self: Entity, context: any): void {\n    if (self.enemy && self.enemy.health > 0) {\n        // Correct behavior: don't keep firing if blocked\n        if (visible(self, self.enemy, context.trace)) {\n            if (context.rng.frandom() <= 0.5) {\n                self.monsterinfo.current_move = fire_chain_move;\n                return;\n            }\n        }\n    }\n    self.monsterinfo.current_move = endfire_chain_move;\n}\n\nfunction gunner_fire_bullet_logic(self: Entity, context: any): void {\n    if (!self.enemy) return;\n\n    const start: Vec3 = {\n        x: self.origin.x,\n        y: self.origin.y,\n        z: self.origin.z + self.viewheight - 8,\n    };\n\n    const forward = normalizeVec3(subtractVec3(self.enemy.origin, start));\n\n    context.engine.sound?.(self, 0, 'gunner/gunatck2.wav', 1, 1, 0);\n\n    monster_fire_bullet(self, start, forward, GUNNER_BULLET_DAMAGE, GUNNER_BULLET_KICK, GUNNER_BULLET_HSPREAD, GUNNER_BULLET_VSPREAD, 0, context, DamageMod.CHAINGUN);\n}\n\nfunction gunner_fire_grenade(self: Entity, context: any): void {\n    if (!self.enemy) return;\n\n    const start: Vec3 = {\n        x: self.origin.x,\n        y: self.origin.y,\n        z: self.origin.z + self.viewheight,\n    };\n\n    const forward = normalizeVec3(subtractVec3(self.enemy.origin, start));\n\n    context.engine.sound?.(self, 0, 'gunner/gunatck3.wav', 1, 1, 0);\n\n    createGrenade(context as EntitySystem, self, start, forward, GUNNER_GRENADE_DAMAGE, GUNNER_GRENADE_SPEED);\n}\n\nfunction gunner_pain(self: Entity, context: any): void {\n    if (self.health < (self.max_health / 2)) {\n         // self.s.skinnum = 1;\n    }\n\n    if (self.pain_debounce_time && context.timeSeconds < self.pain_debounce_time) return;\n    self.pain_debounce_time = context.timeSeconds + GUNNER_PAIN_DEBOUNCE;\n\n    if (!M_ShouldReactToPain(self, context)) {\n        return;\n    }\n\n    if (context.rng.frandom() < 0.5) {\n        context.engine.sound?.(self, 0, 'gunner/gunpain1.wav', 1, 1, 0);\n    } else {\n        context.engine.sound?.(self, 0, 'gunner/gunpain2.wav', 1, 1, 0);\n    }\n\n    const r = context.rng.frandom();\n    if (r < 0.33) {\n        self.monsterinfo.current_move = pain3_move;\n    } else if (r < 0.66) {\n        self.monsterinfo.current_move = pain2_move;\n    } else {\n        self.monsterinfo.current_move = pain1_move;\n    }\n}\n\nfunction gunner_die(self: Entity, context: any): void {\n    context.engine.sound?.(self, 0, 'gunner/death1.wav', 1, 1, 0);\n    self.monsterinfo.current_move = death_move;\n}\n\nfunction gunner_duck_down(self: Entity, context: any): void {\n    if (self.monsterinfo.aiflags & AIFlags.Ducked) return;\n    self.monsterinfo.aiflags |= AIFlags.Ducked;\n\n    if (context.rng.frandom() > 0.5) {\n         gunner_fire_grenade(self, context);\n    }\n\n    self.maxs = { ...self.maxs, z: self.maxs.z - 32 };\n    self.takedamage = true;\n    self.monsterinfo.pausetime = context.timeSeconds + 1;\n}\n\nfunction gunner_duck_hold(self: Entity, context: any): void {\n    if (context.timeSeconds >= self.monsterinfo.pausetime) {\n        self.monsterinfo.aiflags &= ~AIFlags.HoldFrame;\n    } else {\n        self.monsterinfo.aiflags |= AIFlags.HoldFrame;\n    }\n}\n\nfunction gunner_duck_up(self: Entity, context: any): void {\n    self.monsterinfo.aiflags &= ~AIFlags.Ducked;\n    self.maxs = { ...self.maxs, z: self.maxs.z + 32 };\n    self.takedamage = true;\n}\n\nfunction gunner_dodge(self: Entity, attacker: Entity, eta: number, context: any): void {\n    if (context.rng.frandom() > 0.25) return;\n\n    if (!self.enemy) self.enemy = attacker;\n\n    self.monsterinfo.current_move = duck_move;\n}\n\n// Jump\nfunction gunner_jump_takeoff(self: Entity, context: any): void {\n    if (!self.enemy) return;\n\n    const diff = subtractVec3(self.enemy.origin, self.origin);\n\n    const forward = normalizeVec3({x: diff.x, y: diff.y, z: 0});\n    const angles = vectorToAngles(forward);\n    self.angles = { x: self.angles.x, y: angles.y, z: self.angles.z };\n\n    const origin = { ...self.origin };\n    origin.z += 1;\n    self.origin = origin;\n\n    self.velocity = {\n      x: forward.x * GUNNER_JUMP_SPEED_FWD,\n      y: forward.y * GUNNER_JUMP_SPEED_FWD,\n      z: GUNNER_JUMP_SPEED_UP\n    };\n    self.groundentity = null;\n    self.monsterinfo.aiflags |= AIFlags.Ducked;\n    self.monsterinfo.attack_finished = context.timeSeconds + GUNNER_ATTACK_FINISHED_DELAY;\n  }\n\n  function gunner_check_landing(self: Entity, context: any): void {\n    if (self.groundentity) {\n      context.engine.sound?.(self, 0, 'mutant/thud1.wav', 1, 1, 0);\n      self.monsterinfo.attack_finished = 0;\n      self.monsterinfo.aiflags &= ~AIFlags.Ducked;\n      // Transitions to run via endfunc\n      return;\n    }\n\n    if (context.timeSeconds > (self.monsterinfo.attack_finished || 0)) {\n      self.monsterinfo.nextframe = 209 + 5;\n    } else {\n      self.monsterinfo.nextframe = 209 + 3;\n    }\n  }\n\n  function gunner_jump(self: Entity, context: any): void {\n     if (self.spawnflags & 16) return; // NO JUMPING\n     if (!self.enemy) return;\n     if (!self.groundentity) return;\n\n     const dist = Math.sqrt(\n         Math.pow(self.enemy.origin.x - self.origin.x, 2) +\n         Math.pow(self.enemy.origin.y - self.origin.y, 2)\n     );\n\n     // Jump if far away and random chance\n     // Match rerelease logic if possible, or reasonable approx\n     if (dist > GUNNER_MIN_JUMP_DIST && context.rng.frandom() < 0.02) {\n         context.engine.sound?.(self, 0, 'gunner/gunatck3.wav', 1, 1, 0);\n         self.monsterinfo.current_move = jump_move;\n     }\n  }\n\n// --- Frames ---\n\n// Stand\nconst stand_frames: MonsterFrame[] = Array.from({ length: 30 }, (_, i) => ({\n    ai: monster_ai_stand,\n    dist: 0,\n    think: i === 29 ? gunner_fidget : null,\n}));\nstand_move = {\n    firstframe: 0,\n    lastframe: 29,\n    frames: stand_frames,\n    endfunc: null,\n};\n\n// Fidget (30-69)\nconst fidget_frames: MonsterFrame[] = Array.from({ length: 40 }, (_, i) => ({\n    ai: monster_ai_stand,\n    dist: 0,\n    think: i === 7 ? gunner_idlesound : null\n}));\nfidget_move = {\n    firstframe: 30,\n    lastframe: 69,\n    frames: fidget_frames,\n    endfunc: gunner_stand\n};\n\n// Walk (70-88) - corrected frame range from source\nconst walk_dists = [0, 3, 4, 5, 7, 2, 6, 4, 2, 7, 5, 7, 4]; // 13 frames\nconst walk_frames: MonsterFrame[] = walk_dists.map(d => ({\n    ai: monster_ai_walk,\n    dist: d,\n}));\nwalk_move = {\n    firstframe: 76,\n    lastframe: 88,\n    frames: walk_frames,\n    endfunc: null,\n};\n\n\n// Run (94-101) - Source: FRAME_run01 to FRAME_run08\n// Inject gunner_jump check into run frames (e.g. every 4 frames or so)\nconst run_dists = [26, 9, 9, 9, 15, 10, 13, 6];\nconst run_frames: MonsterFrame[] = run_dists.map((d, i) => ({\n    ai: monster_ai_run,\n    dist: d,\n    think: (i % 4 === 0) ? gunner_jump : null // Check jump periodically\n}));\nrun_move = {\n    firstframe: 94,\n    lastframe: 101,\n    frames: run_frames,\n    endfunc: null,\n};\n\n// Run and Shoot (102-107) - Source: FRAME_runs01 to FRAME_runs06\nconst runshoot_dists = [32, 15, 10, 18, 8, 20];\nconst runshoot_frames: MonsterFrame[] = runshoot_dists.map(d => ({\n    ai: monster_ai_run,\n    dist: d,\n}));\nrunandshoot_move = {\n    firstframe: 102,\n    lastframe: 107,\n    frames: runshoot_frames,\n    endfunc: null,\n};\n\n// Attack Grenade (108-128) - Source: FRAME_attak101 to FRAME_attak121\nconst attack_grenade_frames: MonsterFrame[] = Array.from({ length: 21 }, (_, i) => ({\n    ai: monster_ai_charge,\n    dist: 0,\n    think: [4, 7, 10, 13].includes(i) ? gunner_fire_grenade : null,\n}));\nattack_grenade_move = {\n    firstframe: 108,\n    lastframe: 128,\n    frames: attack_grenade_frames,\n    endfunc: gunner_run,\n};\n\n// Attack Chain (137-143) - Source: FRAME_attak209 to FRAME_attak215\nconst attack_chain_frames: MonsterFrame[] = Array.from({ length: 7 }, (_, i) => ({\n    ai: monster_ai_charge,\n    dist: 0,\n    think: i === 0 ? gunner_opengun : null,\n}));\nattack_chain_move = {\n    firstframe: 137,\n    lastframe: 143,\n    frames: attack_chain_frames,\n    endfunc: gunner_fire_chain,\n};\n\n// Fire Chain (144-151) - Source: FRAME_attak216 to FRAME_attak223\nconst fire_chain_frames: MonsterFrame[] = Array.from({ length: 8 }, () => ({\n    ai: monster_ai_charge,\n    dist: 0,\n    think: gunner_fire_bullet_logic,\n}));\nfire_chain_move = {\n    firstframe: 144,\n    lastframe: 151,\n    frames: fire_chain_frames,\n    endfunc: gunner_refire_chain,\n};\n\n// End Fire Chain (152-158) - Source: FRAME_attak224 to FRAME_attak230\nconst endfire_chain_frames: MonsterFrame[] = Array.from({ length: 7 }, () => ({\n    ai: monster_ai_charge,\n    dist: 0,\n}));\nendfire_chain_move = {\n    firstframe: 152,\n    lastframe: 158,\n    frames: endfire_chain_frames,\n    endfunc: gunner_run,\n};\n\n// Pain 1 (159-176) - Source: FRAME_pain101 to FRAME_pain118\nconst pain1_dists = [2, 0, -5, 3, -1, 0, 0, 0, 0, 1, 1, 2, 1, 0, -2, -2, 0, 0];\nconst pain1_frames: MonsterFrame[] = pain1_dists.map(d => ({\n    ai: monster_ai_move,\n    dist: d\n}));\npain1_move = {\n    firstframe: 159,\n    lastframe: 176,\n    frames: pain1_frames,\n    endfunc: gunner_run,\n};\n\n// Pain 2 (177-184) - Source: FRAME_pain201 to FRAME_pain208\nconst pain2_dists = [-2, 11, 6, 2, -1, -7, -2, -7];\nconst pain2_frames: MonsterFrame[] = pain2_dists.map(d => ({\n    ai: monster_ai_move,\n    dist: d\n}));\npain2_move = {\n    firstframe: 177,\n    lastframe: 184,\n    frames: pain2_frames,\n    endfunc: gunner_run,\n};\n\n// Pain 3 (185-189) - Source: FRAME_pain301 to FRAME_pain305\nconst pain3_dists = [-3, 1, 1, 0, 1];\nconst pain3_frames: MonsterFrame[] = pain3_dists.map(d => ({\n    ai: monster_ai_move,\n    dist: d\n}));\npain3_move = {\n    firstframe: 185,\n    lastframe: 189,\n    frames: pain3_frames,\n    endfunc: gunner_run,\n};\n\n// Death (190-200) - Source: FRAME_death01 to FRAME_death11\nconst death_dists = [0, 0, 0, -7, -3, -5, 8, 6, 0, 0, 0];\nconst death_frames: MonsterFrame[] = death_dists.map(d => ({\n    ai: monster_ai_move,\n    dist: d,\n}));\n\nfunction gunner_dead(self: Entity): void {\n    self.monsterinfo.nextframe = death_move.lastframe;\n    self.nextthink = -1;\n    self.solid = Solid.Not;\n}\n\ndeath_move = {\n    firstframe: 190,\n    lastframe: 200,\n    frames: death_frames,\n    endfunc: gunner_dead,\n};\n\n// Duck (201-208) - Source: FRAME_duck01 to FRAME_duck08\nconst duck_frames: MonsterFrame[] = [\n    { ai: monster_ai_move, dist: 1, think: gunner_duck_down },\n    { ai: monster_ai_move, dist: 1 },\n    { ai: monster_ai_move, dist: 1, think: gunner_duck_hold },\n    { ai: monster_ai_move, dist: 0 },\n    { ai: monster_ai_move, dist: -1 },\n    { ai: monster_ai_move, dist: -1 },\n    { ai: monster_ai_move, dist: 0, think: gunner_duck_up },\n    { ai: monster_ai_move, dist: -1 },\n];\nduck_move = {\n    firstframe: 201,\n    lastframe: 208,\n    frames: duck_frames,\n    endfunc: gunner_run,\n};\n\n// Jump (Assuming frames 209-216, 8 frames)\nconst jump_frames: MonsterFrame[] = [\n    { ai: monster_ai_move, dist: 0, think: gunner_jump_takeoff },\n    { ai: monster_ai_move, dist: 0 },\n    { ai: monster_ai_move, dist: 0 },\n    { ai: monster_ai_move, dist: 0, think: gunner_check_landing },\n    { ai: monster_ai_move, dist: 0 },\n    { ai: monster_ai_move, dist: 0 },\n    { ai: monster_ai_move, dist: 0 },\n    { ai: monster_ai_move, dist: 0 }\n];\n\njump_move = {\n    firstframe: 209,\n    lastframe: 216,\n    frames: jump_frames,\n    endfunc: gunner_run\n};\n\nexport function SP_monster_gunner(self: Entity, context: SpawnContext): void {\n    self.model = 'models/monsters/gunner/tris.md2';\n    self.mins = { x: -16, y: -16, z: -24 };\n    self.maxs = { x: 16, y: 16, z: 32 };\n    self.movetype = MoveType.Step;\n    self.solid = Solid.BoundingBox;\n    self.health = GUNNER_HEALTH * context.health_multiplier;\n    self.max_health = self.health;\n    self.mass = GUNNER_MASS;\n    self.takedamage = true;\n\n    self.pain = (self, other, kick, damage) => {\n        gunner_pain(self, context.entities);\n    };\n\n    self.die = (self, inflictor, attacker, damage, point) => {\n        self.deadflag = DeadFlag.Dead;\n        self.solid = Solid.Not;\n\n        if (self.health < -40) {\n            context.entities.sound?.(self, 0, 'misc/udeath.wav', 1, 1, 0);\n            throwGibs(context.entities, self.origin, damage, GIB_METALLIC);\n            context.entities.free(self);\n            return;\n        }\n\n        gunner_die(self, context.entities);\n    };\n\n    self.monsterinfo.stand = gunner_stand;\n    self.monsterinfo.walk = gunner_walk;\n    self.monsterinfo.run = gunner_run;\n    self.monsterinfo.attack = (ent) => gunner_attack(ent, context.entities);\n    self.monsterinfo.dodge = (self, attacker, eta) => gunner_dodge(self, attacker, eta, context.entities);\n    self.monsterinfo.sight = (self, other) => {\n        context.entities.sound?.(self, 0, 'gunner/sight1.wav', 1, 1, 0);\n    };\n\n    self.think = monster_think;\n\n    gunner_stand(self);\n    self.nextthink = self.timestamp + MONSTER_TICK;\n}\n\nexport function registerGunnerSpawns(registry: SpawnRegistry): void {\n    registry.register('monster_gunner', SP_monster_gunner);\n}\n","import {\n  ai_charge,\n  ai_move,\n  ai_run,\n  ai_stand,\n  ai_walk,\n  monster_think,\n} from '../../ai/index.js';\nimport {\n  DeadFlag,\n  Entity,\n  MonsterFrame,\n  MonsterMove,\n  MoveType,\n  Solid,\n  EntityFlags\n} from '../entity.js';\nimport { SpawnContext, SpawnRegistry } from '../spawn.js';\nimport { throwGibs } from '../gibs.js';\nimport { monster_fire_blaster } from './attack.js';\nimport { normalizeVec3, subtractVec3, Vec3 } from '@quake2ts/shared';\nimport { DamageMod } from '../../combat/damageMods.js';\n\nconst MONSTER_TICK = 0.1;\n\n// Wrappers\nfunction monster_ai_stand(self: Entity, dist: number, context: any): void {\n  ai_stand(self, dist, context);\n}\n\nfunction monster_ai_walk(self: Entity, dist: number, context: any): void {\n  ai_walk(self, dist, context);\n}\n\nfunction monster_ai_run(self: Entity, dist: number, context: any): void {\n  ai_run(self, dist, context);\n}\n\nfunction monster_ai_charge(self: Entity, dist: number, context: any): void {\n  ai_charge(self, dist, context);\n}\n\nfunction monster_ai_move(self: Entity, dist: number, context: any): void {\n  ai_move(self, dist);\n}\n\n// Forward declarations\nlet stand_move: MonsterMove;\nlet walk_move: MonsterMove;\nlet run_move: MonsterMove;\nlet attack_move: MonsterMove;\nlet pain_move: MonsterMove;\nlet death_move: MonsterMove;\n\nfunction hover_stand(self: Entity): void {\n  self.monsterinfo.current_move = stand_move;\n}\n\nfunction hover_walk(self: Entity): void {\n  self.monsterinfo.current_move = walk_move;\n}\n\nfunction hover_run(self: Entity): void {\n  if (self.enemy && self.enemy.health > 0) {\n    self.monsterinfo.current_move = run_move;\n  } else {\n    self.monsterinfo.current_move = stand_move;\n  }\n}\n\nfunction hover_attack(self: Entity): void {\n  self.monsterinfo.current_move = attack_move;\n}\n\nfunction hover_fire(self: Entity, context: any): void {\n    if (!self.enemy) return;\n\n    // Fire blaster\n    const start: Vec3 = {\n        x: self.origin.x,\n        y: self.origin.y,\n        z: self.origin.z + self.viewheight,\n    };\n    const forward = normalizeVec3(subtractVec3(self.enemy.origin, start));\n\n    monster_fire_blaster(self, start, forward, 5, 1000, 0, 0, context, DamageMod.BLASTER);\n}\n\nfunction hover_pain(self: Entity): void {\n  self.monsterinfo.current_move = pain_move;\n}\n\nfunction hover_die(self: Entity): void {\n  self.monsterinfo.current_move = death_move;\n}\n\nfunction hover_dead(self: Entity): void {\n  self.monsterinfo.nextframe = death_move.lastframe;\n  self.nextthink = -1;\n}\n\n// Frames\n// Stand\nconst stand_frames: MonsterFrame[] = Array.from({ length: 46 }, () => ({\n  ai: monster_ai_stand,\n  dist: 0,\n}));\n\nstand_move = {\n  firstframe: 0,\n  lastframe: 45,\n  frames: stand_frames,\n  endfunc: hover_stand,\n};\n\n// Walk\nconst walk_frames: MonsterFrame[] = Array.from({ length: 46 }, () => ({\n  ai: monster_ai_walk,\n  dist: 5,\n}));\n\nwalk_move = {\n  firstframe: 0,\n  lastframe: 45,\n  frames: walk_frames,\n  endfunc: hover_walk,\n};\n\n// Run\nconst run_frames: MonsterFrame[] = Array.from({ length: 46 }, () => ({\n  ai: monster_ai_run,\n  dist: 10,\n}));\n\nrun_move = {\n  firstframe: 0,\n  lastframe: 45,\n  frames: run_frames,\n  endfunc: hover_run,\n};\n\n// Attack\nconst attack_frames: MonsterFrame[] = Array.from({ length: 20 }, (_, i) => ({\n    ai: monster_ai_charge,\n    dist: 0,\n    think: (i === 10) ? hover_fire : null\n}));\n\nattack_move = {\n    firstframe: 46,\n    lastframe: 65,\n    frames: attack_frames,\n    endfunc: hover_run\n};\n\n// Pain\nconst pain_frames: MonsterFrame[] = Array.from({ length: 6 }, () => ({\n    ai: monster_ai_move,\n    dist: 0\n}));\n\npain_move = {\n    firstframe: 66,\n    lastframe: 71,\n    frames: pain_frames,\n    endfunc: hover_run\n}\n\n// Death\nconst death_frames: MonsterFrame[] = Array.from({ length: 10 }, () => ({\n    ai: monster_ai_move,\n    dist: 0\n}));\n\ndeath_move = {\n    firstframe: 84,\n    lastframe: 93,\n    frames: death_frames,\n    endfunc: hover_dead\n}\n\n\nexport function SP_monster_hover(self: Entity, context: SpawnContext): void {\n  self.classname = 'monster_hover';\n  self.model = 'models/monsters/hover/tris.md2';\n  self.mins = { x: -16, y: -16, z: -24 };\n  self.maxs = { x: 16, y: 16, z: 24 };\n  self.movetype = MoveType.Step;\n  self.solid = Solid.BoundingBox;\n  self.health = 240 * context.health_multiplier;\n  self.max_health = self.health;\n  self.mass = 200;\n  self.takedamage = true;\n  self.flags |= EntityFlags.Fly;\n  self.viewheight = 18;\n\n  self.pain = (self, other, kick, damage) => {\n    if (self.health < (self.max_health / 2)) {\n      self.monsterinfo.current_move = pain_move;\n    }\n  };\n\n  self.die = (self, inflictor, attacker, damage, point) => {\n    self.deadflag = DeadFlag.Dead;\n    self.solid = Solid.Not;\n\n    if (self.health < -40) {\n        throwGibs(context.entities, self.origin, damage);\n        context.entities.free(self);\n        return;\n    }\n\n    hover_die(self);\n  };\n\n  self.monsterinfo.stand = hover_stand;\n  self.monsterinfo.walk = hover_walk;\n  self.monsterinfo.run = hover_run;\n  self.monsterinfo.attack = hover_attack;\n\n  self.think = monster_think;\n\n  hover_stand(self);\n  self.nextthink = self.timestamp + MONSTER_TICK;\n}\n\nexport function registerHoverSpawns(registry: SpawnRegistry): void {\n  registry.register('monster_hover', SP_monster_hover);\n}\n","import {\n  ai_charge,\n  ai_move,\n  ai_run,\n  ai_stand,\n  ai_walk,\n  monster_think,\n} from '../../ai/index.js';\nimport {\n  DeadFlag,\n  Entity,\n  MonsterFrame,\n  MonsterMove,\n  MoveType,\n  Solid,\n  EntityFlags\n} from '../entity.js';\nimport { SpawnContext, SpawnRegistry } from '../spawn.js';\nimport { throwGibs, GIB_METALLIC } from '../gibs.js';\nimport { monster_fire_blaster } from './attack.js';\nimport { normalizeVec3, subtractVec3, Vec3 } from '@quake2ts/shared';\nimport { DamageMod } from '../../combat/damageMods.js';\n\nconst MONSTER_TICK = 0.1;\n\n// Wrappers\nfunction monster_ai_stand(self: Entity, dist: number, context: any): void {\n  ai_stand(self, dist, context);\n}\n\nfunction monster_ai_walk(self: Entity, dist: number, context: any): void {\n  ai_walk(self, dist, context);\n}\n\nfunction monster_ai_run(self: Entity, dist: number, context: any): void {\n  ai_run(self, dist, context);\n}\n\nfunction monster_ai_charge(self: Entity, dist: number, context: any): void {\n  ai_charge(self, dist, context);\n}\n\nfunction monster_ai_move(self: Entity, dist: number, context: any): void {\n  ai_move(self, dist);\n}\n\n// Forward declarations\nlet stand_move: MonsterMove;\nlet walk_move: MonsterMove;\nlet run_move: MonsterMove;\nlet attack_move: MonsterMove;\nlet pain_move: MonsterMove;\nlet death_move: MonsterMove;\n\nfunction icarus_stand(self: Entity): void {\n  self.monsterinfo.current_move = stand_move;\n}\n\nfunction icarus_walk(self: Entity): void {\n  self.monsterinfo.current_move = walk_move;\n}\n\nfunction icarus_run(self: Entity): void {\n  if (self.enemy && self.enemy.health > 0) {\n    self.monsterinfo.current_move = run_move;\n  } else {\n    self.monsterinfo.current_move = stand_move;\n  }\n}\n\nfunction icarus_attack(self: Entity): void {\n  self.monsterinfo.current_move = attack_move;\n}\n\nfunction icarus_fire(self: Entity, context: any): void {\n    if (!self.enemy) return;\n\n    // Fire blaster\n    const start: Vec3 = {\n        x: self.origin.x,\n        y: self.origin.y,\n        z: self.origin.z + self.viewheight,\n    };\n    const forward = normalizeVec3(subtractVec3(self.enemy.origin, start));\n\n    monster_fire_blaster(self, start, forward, 5, 1000, 0, 0, context, DamageMod.BLASTER);\n}\n\nfunction icarus_pain(self: Entity): void {\n  self.monsterinfo.current_move = pain_move;\n}\n\nfunction icarus_die(self: Entity): void {\n  self.monsterinfo.current_move = death_move;\n}\n\nfunction icarus_dead(self: Entity): void {\n  self.monsterinfo.nextframe = death_move.lastframe;\n  self.nextthink = -1;\n}\n\n// Frames\n// Stand: 0-45\nconst stand_frames: MonsterFrame[] = Array.from({ length: 46 }, () => ({\n  ai: monster_ai_stand,\n  dist: 0,\n}));\n\nstand_move = {\n  firstframe: 0,\n  lastframe: 45,\n  frames: stand_frames,\n  endfunc: icarus_stand,\n};\n\n// Walk: 0-45\nconst walk_frames: MonsterFrame[] = Array.from({ length: 46 }, () => ({\n  ai: monster_ai_walk,\n  dist: 5,\n}));\n\nwalk_move = {\n  firstframe: 0,\n  lastframe: 45,\n  frames: walk_frames,\n  endfunc: icarus_walk,\n};\n\n// Run: 0-45\nconst run_frames: MonsterFrame[] = Array.from({ length: 46 }, () => ({\n  ai: monster_ai_run,\n  dist: 10,\n}));\n\nrun_move = {\n  firstframe: 0,\n  lastframe: 45,\n  frames: run_frames,\n  endfunc: icarus_run,\n};\n\n// Attack: 46-65\nconst attack_frames: MonsterFrame[] = Array.from({ length: 20 }, (_, i) => ({\n    ai: monster_ai_charge,\n    dist: 0,\n    think: (i === 10) ? icarus_fire : null\n}));\n\nattack_move = {\n    firstframe: 46,\n    lastframe: 65,\n    frames: attack_frames,\n    endfunc: icarus_run\n};\n\n// Pain: 66-71\nconst pain_frames: MonsterFrame[] = Array.from({ length: 6 }, () => ({\n    ai: monster_ai_move,\n    dist: 0\n}));\n\npain_move = {\n    firstframe: 66,\n    lastframe: 71,\n    frames: pain_frames,\n    endfunc: icarus_run\n}\n\n// Death: 84-93\nconst death_frames: MonsterFrame[] = Array.from({ length: 10 }, () => ({\n    ai: monster_ai_move,\n    dist: 0\n}));\n\ndeath_move = {\n    firstframe: 84,\n    lastframe: 93,\n    frames: death_frames,\n    endfunc: icarus_dead\n}\n\n\nexport function SP_monster_icarus(self: Entity, context: SpawnContext): void {\n  self.classname = 'monster_icarus';\n  self.model = 'models/monsters/icarus/tris.md2';\n  self.mins = { x: -16, y: -16, z: -24 };\n  self.maxs = { x: 16, y: 16, z: 24 };\n  self.movetype = MoveType.Step;\n  self.solid = Solid.BoundingBox;\n  self.health = 240 * context.health_multiplier;\n  self.max_health = self.health;\n  self.mass = 200;\n  self.takedamage = true;\n  self.flags |= EntityFlags.Fly;\n  self.viewheight = 18;\n\n  self.pain = (self, other, kick, damage) => {\n    if (self.health < (self.max_health / 2)) {\n      self.monsterinfo.current_move = pain_move;\n    }\n\n    if (context.entities.rng.frandom() < 0.5) {\n       context.entities.sound?.(self, 0, 'icarus/icrpain1.wav', 1, 1, 0);\n    } else {\n       context.entities.sound?.(self, 0, 'icarus/icrpain2.wav', 1, 1, 0);\n    }\n  };\n\n  self.die = (self, inflictor, attacker, damage, point) => {\n    self.deadflag = DeadFlag.Dead;\n    self.solid = Solid.Not;\n\n    if (self.health < -40) {\n        throwGibs(context.entities, self.origin, damage, GIB_METALLIC);\n        context.entities.free(self);\n        return;\n    }\n\n    context.entities.sound?.(self, 0, 'icarus/icrdeth1.wav', 1, 1, 0);\n    icarus_die(self);\n  };\n\n  self.monsterinfo.stand = icarus_stand;\n  self.monsterinfo.walk = icarus_walk;\n  self.monsterinfo.run = icarus_run;\n  self.monsterinfo.attack = icarus_attack;\n\n  self.think = monster_think;\n\n  icarus_stand(self);\n  self.nextthink = self.timestamp + MONSTER_TICK;\n}\n\nexport function registerIcarusSpawns(registry: SpawnRegistry): void {\n  registry.register('monster_icarus', SP_monster_icarus);\n}\n","import { angleVectors, normalizeVec3, subtractVec3, lengthVec3, Vec3 } from '@quake2ts/shared';\nimport {\n    ai_charge,\n    ai_move,\n    ai_run,\n    ai_stand,\n    ai_walk,\n    monster_think,\n    visible\n} from '../../ai/index.js';\nimport { DamageMod } from '../../combat/damageMods.js';\nimport {\n    DeadFlag,\n    Entity,\n    MonsterFrame,\n    MonsterMove,\n    MoveType,\n    Solid,\n} from '../entity.js';\nimport { SpawnContext, SpawnRegistry } from '../spawn.js';\nimport { monster_fire_bullet } from './attack.js';\nimport { throwGibs } from '../gibs.js';\nimport type { EntitySystem } from '../system.js';\n\nconst MONSTER_TICK = 0.1;\n\nconst INFANTRY_HEALTH = 100;\nconst INFANTRY_MASS = 200;\nconst INFANTRY_MACHINEGUN_DAMAGE = 5;\nconst INFANTRY_MACHINEGUN_KICK = 2;\nconst INFANTRY_MACHINEGUN_HSPREAD = 0.05;\nconst INFANTRY_MACHINEGUN_VSPREAD = 0.05;\nconst INFANTRY_ATTACK_RANGE = 600;\nconst INFANTRY_DODGE_CHANCE = 0.3;\nconst INFANTRY_ATTACK_CHANCE = 0.2;\nconst INFANTRY_IDLE_SOUND_CHANCE = 0.2;\nconst GIB_HEALTH = -40;\n\n// Wrappers for AI functions\nfunction monster_ai_stand(self: Entity, dist: number, context: any): void {\n  ai_stand(self, dist, context);\n}\n\nfunction monster_ai_walk(self: Entity, dist: number, context: any): void {\n    ai_walk(self, dist, context);\n}\n\nfunction monster_ai_run(self: Entity, dist: number, context: any): void {\n    ai_run(self, dist, context);\n}\n\nfunction monster_ai_charge(self: Entity, dist: number, context: any): void {\n    ai_charge(self, dist, context);\n}\n\nfunction monster_ai_move(self: Entity, dist: number, context: any): void {\n    ai_move(self, dist);\n}\n\n// Forward declarations\nlet stand_move: MonsterMove;\nlet walk_move: MonsterMove;\nlet run_move: MonsterMove;\nlet attack_move: MonsterMove;\nlet pain_move: MonsterMove;\nlet death_move: MonsterMove;\nlet duck_move: MonsterMove;\n\nfunction infantry_stand(self: Entity): void {\n    self.monsterinfo.current_move = stand_move;\n}\n\nfunction infantry_walk(self: Entity): void {\n    self.monsterinfo.current_move = walk_move;\n}\n\nfunction infantry_run(self: Entity): void {\n    if (self.enemy && self.enemy.health > 0) {\n        self.monsterinfo.current_move = run_move;\n    } else {\n        self.monsterinfo.current_move = stand_move;\n    }\n}\n\nfunction infantry_fire(self: Entity, context: any): void {\n    if (!self.enemy) return;\n\n    const start: Vec3 = {\n        x: self.origin.x,\n        y: self.origin.y,\n        z: self.origin.z + self.viewheight,\n    };\n\n    // Calculate aim direction towards enemy eye level\n    const target = {\n        x: self.enemy.origin.x,\n        y: self.enemy.origin.y,\n        z: self.enemy.origin.z + (self.enemy.viewheight || 0),\n    };\n\n    const forward = normalizeVec3(subtractVec3(target, start));\n    const damage = INFANTRY_MACHINEGUN_DAMAGE;\n    const kick = INFANTRY_MACHINEGUN_KICK;\n    // Infantry has decent aim\n    const hspread = INFANTRY_MACHINEGUN_HSPREAD;\n    const vspread = INFANTRY_MACHINEGUN_VSPREAD;\n\n    monster_fire_bullet(self, start, forward, damage, kick, hspread, vspread, 0, context, DamageMod.MACHINEGUN);\n}\n\nfunction infantry_attack(self: Entity): void {\n    self.monsterinfo.current_move = attack_move;\n}\n\nfunction infantry_pain(self: Entity): void {\n    self.monsterinfo.current_move = pain_move;\n}\n\nfunction infantry_die(self: Entity): void {\n    self.monsterinfo.current_move = death_move;\n}\n\nfunction infantry_duck(self: Entity): void {\n    self.monsterinfo.current_move = duck_move;\n}\n\nfunction infantry_idle(self: Entity, context: EntitySystem): void {\n    if (context.rng.frandom() < INFANTRY_IDLE_SOUND_CHANCE) {\n        context.sound?.(self, 0, 'infantry/idle1.wav', 1, 2, 0);\n    }\n}\n\n// Frames\nconst stand_frames: MonsterFrame[] = Array.from({ length: 22 }, () => ({\n    ai: monster_ai_stand,\n    dist: 0,\n}));\n\nstand_move = {\n    firstframe: 0,\n    lastframe: 21,\n    frames: stand_frames,\n    endfunc: infantry_stand,\n};\n\nconst walk_frames: MonsterFrame[] = Array.from({ length: 15 }, () => ({\n    ai: monster_ai_walk,\n    dist: 4,\n}));\n\nwalk_move = {\n    firstframe: 22,\n    lastframe: 36,\n    frames: walk_frames,\n    endfunc: infantry_walk,\n};\n\nconst run_frames: MonsterFrame[] = Array.from({ length: 8 }, () => ({\n    ai: monster_ai_run,\n    dist: 12,\n}));\n\nrun_move = {\n    firstframe: 37,\n    lastframe: 44,\n    frames: run_frames,\n    endfunc: infantry_run,\n};\n\n// Attack: Fire on frames 5, 6, 7\nconst attack_frames: MonsterFrame[] = Array.from({ length: 15 }, (_, i) => ({\n    ai: monster_ai_charge,\n    dist: 0,\n    think: (i >= 5 && i <= 7) ? infantry_fire : null,\n}));\n\nattack_move = {\n    firstframe: 45,\n    lastframe: 59,\n    frames: attack_frames,\n    endfunc: infantry_run,\n};\n\nconst pain_frames: MonsterFrame[] = Array.from({ length: 10 }, () => ({\n    ai: monster_ai_move,\n    dist: 0,\n}));\n\npain_move = {\n    firstframe: 60,\n    lastframe: 69,\n    frames: pain_frames,\n    endfunc: infantry_run,\n};\n\nconst death_frames: MonsterFrame[] = Array.from({ length: 20 }, () => ({\n    ai: monster_ai_move,\n    dist: 0,\n}));\n\nfunction infantry_dead(self: Entity): void {\n    self.monsterinfo.nextframe = death_move.lastframe;\n    self.nextthink = -1;\n}\n\ndeath_move = {\n    firstframe: 70,\n    lastframe: 89,\n    frames: death_frames,\n    endfunc: infantry_dead,\n};\n\nconst duck_frames: MonsterFrame[] = Array.from({ length: 5 }, () => ({\n    ai: monster_ai_move,\n    dist: 0,\n}));\n\nduck_move = {\n    firstframe: 90,\n    lastframe: 94,\n    frames: duck_frames,\n    endfunc: infantry_run,\n};\n\nfunction infantry_dodge(self: Entity, context: EntitySystem): boolean {\n    if (!self.enemy) return false;\n    // Don't dodge if already dodging, dying, or in pain\n    if (self.monsterinfo.current_move === duck_move ||\n        self.monsterinfo.current_move === death_move ||\n        self.monsterinfo.current_move === pain_move) {\n        return false;\n    }\n\n    // 30% chance to duck\n    if (context.rng.frandom() > INFANTRY_DODGE_CHANCE) return false;\n\n    // Trigger duck\n    infantry_duck(self);\n    return true;\n}\n\nfunction infantry_checkattack(self: Entity, context: EntitySystem): boolean {\n    if (!self.enemy || self.enemy.health <= 0) return false;\n\n    // Try Dodge first\n    if (infantry_dodge(self, context)) return true;\n\n    // Try Attack\n    const diff = subtractVec3(self.enemy.origin, self.origin);\n    const dist = lengthVec3(diff);\n\n    // Logic: Attack if visible and close enough (machinegun range is effective at mid range)\n    // 600 units seems reasonable for machinegun engagement\n    if (dist < INFANTRY_ATTACK_RANGE && visible(self, self.enemy, context.trace)) {\n         // 50% chance to attack if possible, to avoid instant reaction every frame?\n         // Actually in ai_run it checks every frame.\n         // Let's make it likely but not guaranteed to allow closing distance\n         if (context.rng.frandom() < INFANTRY_ATTACK_CHANCE) {\n             self.monsterinfo.attack?.(self, context);\n             return true;\n         }\n    }\n\n    return false;\n}\n\nexport function SP_monster_infantry(self: Entity, context: SpawnContext): void {\n    self.model = 'models/monsters/infantry/tris.md2';\n    self.mins = { x: -16, y: -16, z: -24 };\n    self.maxs = { x: 16, y: 16, z: 32 };\n    self.movetype = MoveType.Step;\n    self.solid = Solid.BoundingBox;\n\n    const h = INFANTRY_HEALTH * context.health_multiplier;\n    self.health = h;\n    self.max_health = self.health;\n    self.mass = INFANTRY_MASS;\n    self.takedamage = true;\n\n    self.pain = (self, other, kick, damage) => {\n        if (self.health < (self.max_health / 2)) {\n            self.monsterinfo.current_move = pain_move;\n        }\n    };\n\n    self.die = (self, inflictor, attacker, damage, point) => {\n        self.deadflag = DeadFlag.Dead;\n        self.solid = Solid.Not;\n\n        if (self.health < GIB_HEALTH) {\n            throwGibs(context.entities, self.origin, damage);\n            context.entities.free(self);\n            return;\n        }\n\n        infantry_die(self);\n    };\n\n    self.monsterinfo.stand = infantry_stand;\n    self.monsterinfo.walk = infantry_walk;\n    self.monsterinfo.run = infantry_run;\n    self.monsterinfo.attack = infantry_attack;\n    self.monsterinfo.checkattack = infantry_checkattack;\n    self.monsterinfo.idle = (self) => infantry_idle(self, context.entities);\n\n    self.think = monster_think;\n\n    infantry_stand(self);\n    self.nextthink = self.timestamp + MONSTER_TICK;\n}\n\nexport function registerInfantrySpawns(registry: SpawnRegistry): void {\n    registry.register('monster_infantry', SP_monster_infantry);\n}\n","import {\n  ai_charge,\n  ai_move,\n  ai_run,\n  ai_stand,\n  ai_walk,\n  monster_think,\n} from '../../ai/index.js';\nimport {\n  DeadFlag,\n  Entity,\n  MonsterFrame,\n  MonsterMove,\n  MoveType,\n  Solid,\n  EntityFlags,\n  PainCallback\n} from '../entity.js';\nimport { SpawnContext, SpawnRegistry } from '../spawn.js';\nimport { throwGibs } from '../gibs.js';\nimport { monster_fire_blaster, monster_fire_railgun, monster_fire_bfg } from './attack.js';\nimport { normalizeVec3, subtractVec3, Vec3, angleVectors, scaleVec3, addVec3, ZERO_VEC3, lengthVec3, vectorToAngles } from '@quake2ts/shared';\nimport { DamageMod } from '../../combat/damageMods.js';\nimport { visible, rangeTo } from '../../ai/perception.js';\nimport { EntitySystem } from '../system.js';\n\nconst MONSTER_TICK = 0.1;\n\n// Offsets\nconst MAKRON_BFG_OFFSET: Vec3 = { x: 30, y: 28, z: 24 };\nconst MAKRON_BLASTER_OFFSET_1: Vec3 = { x: 26, y: 16, z: 24 }; // And others, calculated dynamically in C\nconst MAKRON_RAILGUN_OFFSET: Vec3 = { x: 26, y: -14, z: 24 };\n\n// Wrappers\nfunction monster_ai_stand(self: Entity, dist: number, context: any): void {\n  ai_stand(self, dist, context);\n}\n\nfunction monster_ai_walk(self: Entity, dist: number, context: any): void {\n  ai_walk(self, dist, context);\n}\n\nfunction monster_ai_run(self: Entity, dist: number, context: any): void {\n  ai_run(self, dist, context);\n}\n\nfunction monster_ai_charge(self: Entity, dist: number, context: any): void {\n  ai_charge(self, dist, context);\n}\n\nfunction monster_ai_move(self: Entity, dist: number, context: any): void {\n  ai_move(self, dist);\n}\n\n// Forward declarations\nlet stand_move: MonsterMove;\nlet walk_move: MonsterMove;\nlet run_move: MonsterMove;\nlet attack_bfg_move: MonsterMove;\nlet attack_hyperblaster_move: MonsterMove;\nlet attack_railgun_move: MonsterMove;\nlet pain4_move: MonsterMove;\nlet pain5_move: MonsterMove;\nlet pain6_move: MonsterMove;\nlet death_move: MonsterMove;\nlet sight_move: MonsterMove;\n\nfunction makron_stand(self: Entity): void {\n  self.monsterinfo.current_move = stand_move;\n}\n\nfunction makron_walk(self: Entity): void {\n  self.monsterinfo.current_move = walk_move;\n}\n\nfunction makron_run(self: Entity): void {\n  if (self.enemy && self.enemy.health > 0) {\n    self.monsterinfo.current_move = run_move;\n  } else {\n    self.monsterinfo.current_move = stand_move;\n  }\n}\n\nfunction makron_attack(self: Entity, context: EntitySystem): void {\n    if (!self.enemy) return;\n\n    // Attack 3: BFG\n    // Attack 4: Hyperblaster\n    // Attack 5: Railgun\n\n    const r = context.rng.frandom();\n\n    if (r <= 0.3) {\n        self.monsterinfo.current_move = attack_bfg_move;\n    } else if (r <= 0.6) {\n        self.monsterinfo.current_move = attack_hyperblaster_move;\n    } else {\n        self.monsterinfo.current_move = attack_railgun_move;\n    }\n}\n\nfunction getProjectedOffset(self: Entity, offset: Vec3): Vec3 {\n    const { forward, right, up } = angleVectors(self.angles);\n    const start = { ...self.origin };\n\n    const x = scaleVec3(forward, offset.x);\n    const y = scaleVec3(right, offset.y);\n    const z = scaleVec3(up, offset.z);\n\n    return addVec3(addVec3(addVec3(start, x), y), z);\n}\n\nfunction makron_fire_bfg(self: Entity, context: any): void {\n    if (!self.enemy) return;\n\n    context.engine.sound?.(self, 0, 'makron/bfg_fire.wav', 1, 1, 0);\n\n    const start = getProjectedOffset(self, MAKRON_BFG_OFFSET);\n    const target = { ...self.enemy.origin };\n    target.z += (self.enemy.viewheight || 0);\n    const dir = normalizeVec3(subtractVec3(target, start));\n\n    monster_fire_bfg(self, start, dir, 50, 300, 100, 300, 0, context);\n}\n\nfunction makron_fire_railgun(self: Entity, context: any): void {\n    if (!self.pos1) return; // Need saved aim pos\n\n    context.engine.sound?.(self, 0, 'makron/rail_fire.wav', 1, 1, 0);\n\n    const start = getProjectedOffset(self, MAKRON_RAILGUN_OFFSET);\n    const dir = normalizeVec3(subtractVec3(self.pos1, start));\n\n    monster_fire_railgun(self, start, dir, 50, 100, 0, context);\n}\n\nfunction makron_save_loc(self: Entity): void {\n    if (!self.enemy) return;\n    // Save target position for railgun aim\n    self.pos1 = { ...self.enemy.origin };\n    // Fix: Assign z properly to pos1\n    self.pos1 = { ...self.pos1, z: self.pos1.z + (self.enemy.viewheight || 0) };\n}\n\nfunction makron_fire_hyperblaster(self: Entity, context: any): void {\n    context.engine.sound?.(self, 0, 'makron/blaster.wav', 1, 1, 0);\n\n    const start = getProjectedOffset(self, MAKRON_BLASTER_OFFSET_1);\n\n    const relFrame = (self.monsterinfo.nextframe || 0) - attack_hyperblaster_move.firstframe;\n\n    // C Logic Mapping for sweep:\n    // 4 to 12: sweep left\n    // 13 to 20: sweep right\n\n    let yawDelta = 0;\n    // if (relFrame <= 13) { // Not used for now, just commented logic\n    //     yawDelta = -10 * (relFrame - 4);\n    // } else {\n    //     yawDelta = -90 + 10 * (relFrame - 13);\n    // }\n\n    let dir: Vec3;\n    if (self.enemy) {\n        const target = { ...self.enemy.origin };\n        target.z += (self.enemy.viewheight || 0);\n        const vec = subtractVec3(target, start);\n        const baseAngles = vectorToAngles(vec);\n\n        // Create a mutable copy\n        const enemyAngles = { ...baseAngles };\n\n        // Apply sweep to yaw\n        if (relFrame <= 12) {\n             enemyAngles.y -= 5 * (relFrame - 4);\n        } else {\n             enemyAngles.y -= 40 - 5 * (relFrame - 12);\n        }\n\n        const forward = angleVectors(enemyAngles).forward;\n        dir = forward;\n    } else {\n        const { forward } = angleVectors(self.angles);\n        dir = forward;\n    }\n\n    monster_fire_blaster(self, start, dir, 15, 1000, 0, 0, context, DamageMod.BLASTER);\n}\n\n\nfunction makron_pain(self: Entity, other: Entity | null, kick: number, damage: number, context: any): void {\n    if (self.health < (self.max_health / 2)) {\n      self.skin = 1;\n    }\n\n    if (self.timestamp < (self.pain_finished_time || 0)) return;\n\n    if (damage <= 25 && context.rng.frandom() < 0.2) return;\n\n    self.pain_finished_time = self.timestamp + 3.0;\n\n    if (damage <= 40) {\n        context.engine.sound?.(self, 0, 'makron/pain1.wav', 1, 1, 0);\n        self.monsterinfo.current_move = pain4_move;\n    } else if (damage <= 110) {\n        context.engine.sound?.(self, 0, 'makron/pain2.wav', 1, 1, 0);\n        self.monsterinfo.current_move = pain5_move;\n    } else {\n        if (context.rng.frandom() <= 0.45) {\n             context.engine.sound?.(self, 0, 'makron/pain3.wav', 1, 1, 0);\n             self.monsterinfo.current_move = pain6_move;\n        }\n    }\n}\n\nfunction makron_torso_think(self: Entity, context: any): void {\n    if (++self.frame >= 365)\n        self.frame = 346;\n\n    self.nextthink = context.timeSeconds + 0.1;\n\n    // Spin\n    // if (self->s.angles[0] > 0) self->s.angles[0] = max(0.f, self->s.angles[0] - 15);\n    if (self.angles.x > 0)\n        self.angles = { ...self.angles, x: Math.max(0, self.angles.x - 15) };\n}\n\nfunction makron_torso(ent: Entity, context: any): void {\n    ent.frame = 346;\n    ent.model = 'models/monsters/boss3/rider/tris.md2';\n    ent.skin = 1;\n    ent.think = makron_torso_think;\n    ent.nextthink = context.timeSeconds + 0.1;\n    context.sound(ent, 0, 'makron/spine.wav', 1, 1, 0);\n    ent.movetype = MoveType.Toss;\n    // ent.effects = EF_GIB;\n\n    const { forward, up } = angleVectors(ent.angles);\n\n    // ent->velocity += (up * 120);\n    // ent->velocity += (forward * -120);\n    // ent->s.origin += (forward * -10);\n\n    const vUp = scaleVec3(up, 120);\n    const vFwd = scaleVec3(forward, -120);\n    ent.velocity = addVec3(addVec3(ent.velocity, vUp), vFwd);\n    ent.origin = addVec3(ent.origin, scaleVec3(forward, -10));\n\n    ent.angles = { ...ent.angles, x: 90 };\n    ent.avelocity = ZERO_VEC3;\n\n    context.linkentity(ent);\n}\n\nfunction makron_spawn_torso(self: Entity, context: any): void {\n    // Mimic ThrowGib logic but for specific entity\n    // In original it calls ThrowGib then modifies.\n    // We'll spawn a new entity.\n\n    const tempent = context.spawn();\n    // Configure basic gib properties if needed, but makron_torso overwrites most.\n    tempent.classname = 'makron_torso'; // or gib?\n    tempent.origin = { ...self.origin };\n    tempent.angles = { ...self.angles };\n\n    // self->maxs[2] -= tempent->maxs[2]; // adjustments\n    // tempent->s.origin[2] += self->maxs[2] - 15;\n    // Assume standard gib sizes or torso sizes?\n    // In jorg/makron models, we might need to adjust origin.\n    // Original: self->maxs[2] -= tempent->maxs[2]; tempent->s.origin[2] += self->maxs[2] - 15;\n\n    // For now simple offset\n    tempent.origin.z += self.maxs.z - 15;\n\n    makron_torso(tempent, context);\n}\n\nfunction makron_die(self: Entity, context: any): void {\n    context.engine.sound?.(self, 0, 'makron/death.wav', 1, 1, 0);\n\n    makron_spawn_torso(self, context);\n\n    self.monsterinfo.current_move = death_move;\n\n    // Resize bounding box\n    // self->mins = { -60, -60, 0 }; self->maxs = { 60, 60, 48 };\n    self.mins = { x: -60, y: -60, z: 0 };\n    self.maxs = { x: 60, y: 60, z: 48 };\n}\n\nfunction makron_dead(self: Entity): void {\n    self.monsterinfo.nextframe = death_move.lastframe;\n    self.nextthink = -1;\n}\n\n// Frames\n// Stand: 60 frames\nconst stand_frames: MonsterFrame[] = Array.from({ length: 60 }, () => ({ ai: monster_ai_stand, dist: 0 }));\nstand_move = { firstframe: 0, lastframe: 59, frames: stand_frames, endfunc: makron_stand };\n\n// Walk: 10 frames\nconst walk_frames: MonsterFrame[] = Array.from({ length: 10 }, () => ({ ai: monster_ai_walk, dist: 8 }));\nwalk_move = { firstframe: 60, lastframe: 69, frames: walk_frames, endfunc: makron_walk };\n\n// Run: 10 frames\nconst run_frames: MonsterFrame[] = Array.from({ length: 10 }, () => ({ ai: monster_ai_run, dist: 8 }));\nrun_move = { firstframe: 60, lastframe: 69, frames: run_frames, endfunc: makron_run };\n\n// Attack BFG: 8 frames\nconst attack_bfg_frames: MonsterFrame[] = Array.from({ length: 8 }, (_, i) => ({\n    ai: monster_ai_charge,\n    dist: 0,\n    think: (i === 3) ? makron_fire_bfg : null\n}));\nattack_bfg_move = { firstframe: 70, lastframe: 77, frames: attack_bfg_frames, endfunc: makron_run };\n\n// Attack Hyperblaster: 26 frames\nconst attack_hyperblaster_frames: MonsterFrame[] = Array.from({ length: 26 }, (_, i) => ({\n    ai: monster_ai_move,\n    dist: 0,\n    think: (i >= 4 && i <= 20) ? makron_fire_hyperblaster : null\n}));\nattack_hyperblaster_move = { firstframe: 78, lastframe: 103, frames: attack_hyperblaster_frames, endfunc: makron_run };\n\n// Attack Railgun: 16 frames\nconst attack_railgun_frames: MonsterFrame[] = Array.from({ length: 16 }, (_, i) => ({\n    ai: monster_ai_charge,\n    dist: 0,\n    think: (i === 7) ? makron_save_loc : ((i === 8) ? makron_fire_railgun : null)\n}));\nattack_railgun_move = { firstframe: 104, lastframe: 119, frames: attack_railgun_frames, endfunc: makron_run };\n\n// Pain 4: 4 frames\nconst pain4_frames: MonsterFrame[] = Array.from({ length: 4 }, () => ({ ai: monster_ai_move, dist: 0 }));\npain4_move = { firstframe: 120, lastframe: 123, frames: pain4_frames, endfunc: makron_run };\n\n// Pain 5: 4 frames\nconst pain5_frames: MonsterFrame[] = Array.from({ length: 4 }, () => ({ ai: monster_ai_move, dist: 0 }));\npain5_move = { firstframe: 124, lastframe: 127, frames: pain5_frames, endfunc: makron_run };\n\n// Pain 6: 27 frames\nconst pain6_frames: MonsterFrame[] = Array.from({ length: 27 }, () => ({ ai: monster_ai_move, dist: 0 }));\npain6_move = { firstframe: 128, lastframe: 154, frames: pain6_frames, endfunc: makron_run };\n\n// Death: 95 frames\nconst death_frames: MonsterFrame[] = Array.from({ length: 95 }, () => ({ ai: monster_ai_move, dist: 0 }));\ndeath_move = { firstframe: 155, lastframe: 249, frames: death_frames, endfunc: makron_dead };\n\n// Sight: 13 frames\nconst sight_frames: MonsterFrame[] = Array.from({ length: 13 }, () => ({ ai: monster_ai_move, dist: 0 }));\nsight_move = { firstframe: 250, lastframe: 262, frames: sight_frames, endfunc: makron_run };\n\n\nexport function SP_monster_makron(self: Entity, context: SpawnContext): void {\n  self.classname = 'monster_makron';\n  self.model = 'models/monsters/boss3/rider/tris.md2';\n\n  // Gibs\n  // context.precacheModel('models/objects/gibs/sm_meat/tris.md2');\n  // ... remove precacheModel ...\n\n  self.mins = { x: -30, y: -30, z: 0 };\n  self.maxs = { x: 30, y: 30, z: 90 };\n  self.movetype = MoveType.Step;\n  self.solid = Solid.BoundingBox;\n  if (context.health_multiplier) {\n    self.health = 3000 * context.health_multiplier;\n  } else {\n    self.health = 3000;\n  }\n  self.max_health = self.health;\n  self.mass = 500;\n  self.takedamage = true;\n  self.viewheight = 90; // Guess? C code uses viewheight for aiming\n\n  self.pain = (ent, other, kick, dmg) => makron_pain(ent, other, kick, dmg, context.entities);\n  self.die = (self, inflictor, attacker, damage, point) => {\n    // Check for gib\n    if (self.health <= -2000) {\n        throwGibs(context.entities, self.origin, damage);\n        context.entities.free(self);\n        return;\n    }\n\n    self.deadflag = DeadFlag.Dead;\n    self.solid = Solid.Not;\n    makron_die(self, context.entities);\n  };\n\n  self.monsterinfo.stand = makron_stand;\n  self.monsterinfo.walk = makron_walk;\n  self.monsterinfo.run = makron_run;\n  self.monsterinfo.attack = (ent) => makron_attack(ent, context.entities);\n  self.monsterinfo.sight = (self, other) => {\n      context.entities.sound?.(self, 0, 'makron/sight.wav', 1, 1, 0);\n      self.monsterinfo.current_move = sight_move;\n  };\n\n  self.think = monster_think;\n\n  // Initial state logic\n  // C code uses sight frame first?\n  self.monsterinfo.current_move = sight_move;\n\n  self.nextthink = self.timestamp + MONSTER_TICK;\n}\n\nexport function registerMakronSpawns(registry: SpawnRegistry): void {\n  registry.register('monster_makron', SP_monster_makron);\n}\n","import {\n  ai_charge,\n  ai_move,\n  ai_run,\n  ai_stand,\n  ai_walk,\n  monster_think,\n} from '../../ai/index.js';\nimport {\n  DeadFlag,\n  Entity,\n  MonsterFrame,\n  MonsterMove,\n  MoveType,\n  Solid,\n  EntityFlags,\n  PainCallback,\n  MonsterAction,\n} from '../entity.js';\nimport type { EntitySystem } from '../system.js';\nimport { SpawnContext, SpawnRegistry } from '../spawn.js';\nimport { throwGibs } from '../gibs.js';\nimport { monster_fire_bullet_v2, monster_fire_bfg } from './attack.js';\nimport { SP_monster_makron } from './makron.js';\nimport { normalizeVec3, subtractVec3, Vec3, angleVectors, scaleVec3, addVec3, ZERO_VEC3, lengthVec3, vectorToYaw } from '@quake2ts/shared';\nimport { DamageMod } from '../../combat/damageMods.js';\nimport { visible, rangeTo } from '../../ai/perception.js';\nimport { PredictAim } from '../../ai/rogue.js';\n\nconst MONSTER_TICK = 0.1;\n\n// Constants - Source: game/m_boss31.c\nconst JORG_HEALTH = 3000;\nconst JORG_MASS = 1000;\nconst JORG_GIB_HEALTH = -2000;\nconst JORG_VIEWHEIGHT = 25; // Source: full/game/g_monster.c:walkmonster_start_go\nconst JORG_ATTACK_CHANCE_1 = 0.75; // game/m_boss31.c:380\nconst JORG_REFIRE_CHANCE = 0.9;\nconst JORG_PAIN_DAMAGE_THRESHOLD_1 = 50;\nconst JORG_PAIN_DAMAGE_THRESHOLD_2 = 100;\nconst JORG_PAIN_CHANCE_LOW = 0.6;\nconst JORG_PAIN_CHANCE_ATTACK = 0.005;\nconst JORG_PAIN_CHANCE_HIGH = 0.3;\n\nconst JORG_MACHINEGUN_DAMAGE = 6;\nconst JORG_MACHINEGUN_KICK = 4;\nconst JORG_MACHINEGUN_HSPREAD = 0.05;\nconst JORG_MACHINEGUN_VSPREAD = 0.05;\n\nconst JORG_BFG_DAMAGE = 50;\nconst JORG_BFG_SPEED = 300;\nconst JORG_BFG_KICK = 100;\nconst JORG_BFG_RADIUS = 200;\n\nconst MAKRON_TOSS_SPEED = 400;\nconst MAKRON_TOSS_Z = 200;\n\n// Offsets\nconst JORG_MACHINEGUN_R1_OFFSET: Vec3 = { x: 40, y: -20, z: 20 }; // Approx\nconst JORG_MACHINEGUN_L1_OFFSET: Vec3 = { x: 40, y: 20, z: 20 };\nconst JORG_BFG_OFFSET: Vec3 = { x: 30, y: 0, z: 40 };\n\n// Wrappers\nfunction monster_ai_stand(self: Entity, dist: number, context: EntitySystem): void {\n  ai_stand(self, dist, context);\n}\n\nfunction monster_ai_walk(self: Entity, dist: number, context: EntitySystem): void {\n  ai_walk(self, dist, context);\n}\n\nfunction monster_ai_run(self: Entity, dist: number, context: EntitySystem): void {\n  ai_run(self, dist, context);\n}\n\nfunction monster_ai_charge(self: Entity, dist: number, context: EntitySystem): void {\n  ai_charge(self, dist, context);\n}\n\nfunction monster_ai_move(self: Entity, dist: number, context: EntitySystem): void {\n  ai_move(self, dist);\n}\n\n// Forward declarations\nlet stand_move: MonsterMove;\nlet walk_move: MonsterMove;\nlet run_move: MonsterMove;\nlet attack1_move: MonsterMove;\nlet attack1_end_move: MonsterMove;\nlet attack2_move: MonsterMove;\nlet pain1_move: MonsterMove;\nlet pain2_move: MonsterMove;\nlet pain3_move: MonsterMove;\nlet death_move: MonsterMove;\n\nfunction jorg_stand(self: Entity): void {\n  self.monsterinfo.current_move = stand_move;\n}\n\nfunction jorg_walk(self: Entity): void {\n  self.monsterinfo.current_move = walk_move;\n}\n\nfunction jorg_run(self: Entity): void {\n  if (self.enemy && self.enemy.health > 0) {\n    self.monsterinfo.current_move = run_move;\n  } else {\n    self.monsterinfo.current_move = stand_move;\n  }\n}\n\nfunction jorg_attack(self: Entity, context: EntitySystem): void {\n    if (!self.enemy) return;\n\n    // Attack 1: Dual Machineguns\n    // Attack 2: BFG\n\n    if (context.rng.frandom() <= JORG_ATTACK_CHANCE_1) {\n        // Attack 1\n        context.sound(self, 0, 'boss3/bs3atck1.wav', 1, 1, 0);\n        self.monsterinfo.current_move = attack1_move; // Using start_attack1 logic from C\n    } else {\n        // Attack 2\n        context.sound(self, 0, 'boss3/bs3atck2.wav', 1, 1, 0);\n        self.monsterinfo.current_move = attack2_move;\n    }\n}\n\nfunction jorg_reattack1(self: Entity, context: EntitySystem): void {\n    const traceFn = (start: Vec3, mins: Vec3 | null, maxs: Vec3 | null, end: Vec3, ignore: Entity | null, mask: number) => {\n        const tr = context.trace(start, mins, maxs, end, ignore, mask);\n        return { fraction: tr.fraction, ent: tr.ent };\n    };\n\n    if (self.enemy && visible(self, self.enemy, traceFn)) {\n        if (context.rng.frandom() < JORG_REFIRE_CHANCE) {\n            self.monsterinfo.current_move = attack1_move; // Re-loop attack1\n        } else {\n            self.monsterinfo.current_move = attack1_end_move;\n        }\n    } else {\n        self.monsterinfo.current_move = attack1_end_move;\n    }\n}\n\nfunction getProjectedOffset(self: Entity, offset: Vec3): Vec3 {\n    const { forward, right, up } = angleVectors(self.angles);\n    const start = { ...self.origin };\n\n    const x = scaleVec3(forward, offset.x);\n    const y = scaleVec3(right, offset.y);\n    const z = scaleVec3(up, offset.z);\n\n    return addVec3(addVec3(addVec3(start, x), y), z);\n}\n\nfunction jorg_fire_bullet(self: Entity, context: EntitySystem): void {\n    if (!self.enemy) return;\n\n    // Fire left\n    const startL = getProjectedOffset(self, JORG_MACHINEGUN_L1_OFFSET);\n    const { aimdir: dirL } = PredictAim(context, self, self.enemy, startL, 0, false, 0.2);\n    monster_fire_bullet_v2(self, startL, dirL, JORG_MACHINEGUN_DAMAGE, JORG_MACHINEGUN_KICK, JORG_MACHINEGUN_HSPREAD, JORG_MACHINEGUN_VSPREAD, 0, context, DamageMod.MACHINEGUN);\n\n    // Fire right\n    const startR = getProjectedOffset(self, JORG_MACHINEGUN_R1_OFFSET);\n    const { aimdir: dirR } = PredictAim(context, self, self.enemy, startR, 0, false, -0.2);\n    monster_fire_bullet_v2(self, startR, dirR, JORG_MACHINEGUN_DAMAGE, JORG_MACHINEGUN_KICK, JORG_MACHINEGUN_HSPREAD, JORG_MACHINEGUN_VSPREAD, 0, context, DamageMod.MACHINEGUN);\n}\n\nfunction jorg_fire_bfg(self: Entity, context: EntitySystem): void {\n    if (!self.enemy) return;\n\n    const start = getProjectedOffset(self, JORG_BFG_OFFSET);\n    const target = { ...self.enemy.origin };\n    target.z += (self.enemy.viewheight || 0);\n    const dir = normalizeVec3(subtractVec3(target, start));\n\n    monster_fire_bfg(self, start, dir, JORG_BFG_DAMAGE, JORG_BFG_SPEED, JORG_BFG_KICK, JORG_BFG_RADIUS, 0, context);\n}\n\nfunction jorg_pain(self: Entity, other: Entity | null, kick: number, damage: number, context: EntitySystem): void {\n    if (self.health < (self.max_health / 2)) {\n      self.skin = 1;\n    }\n\n    if (self.timestamp < (self.pain_finished_time || 0)) return;\n\n    if (damage <= 40 && context.rng.frandom() <= JORG_PAIN_CHANCE_LOW) return;\n\n    // Lessen chance if attacking\n    // Simplified: just check if in attack move\n    if (self.monsterinfo.current_move === attack1_move || self.monsterinfo.current_move === attack2_move) {\n        if (context.rng.frandom() > JORG_PAIN_CHANCE_ATTACK) return;\n    }\n\n    self.pain_finished_time = self.timestamp + 3.0;\n\n    if (damage <= JORG_PAIN_DAMAGE_THRESHOLD_1) {\n        context.engine.sound?.(self, 0, 'boss3/bs3pain1.wav', 1, 1, 0);\n        self.monsterinfo.current_move = pain1_move;\n    } else if (damage <= JORG_PAIN_DAMAGE_THRESHOLD_2) {\n        context.engine.sound?.(self, 0, 'boss3/bs3pain2.wav', 1, 1, 0);\n        self.monsterinfo.current_move = pain2_move;\n    } else {\n        if (context.rng.frandom() <= JORG_PAIN_CHANCE_HIGH) {\n            context.engine.sound?.(self, 0, 'boss3/bs3pain3.wav', 1, 1, 0);\n            self.monsterinfo.current_move = pain3_move;\n        }\n    }\n}\n\nfunction jorg_die(self: Entity, context: EntitySystem): void {\n  context.engine.sound?.(self, 0, 'boss3/bs3deth1.wav', 1, 1, 0);\n  self.monsterinfo.current_move = death_move;\n}\n\nfunction jorg_dead(self: Entity): void {\n    // Spawn Makron?\n    // In original, MakronToss spawns Makron.\n    // For now, just mark dead.\n    self.monsterinfo.nextframe = death_move.lastframe;\n    self.nextthink = -1;\n}\n\nfunction makron_toss(self: Entity, context: EntitySystem): void {\n    const makron = context.spawn();\n    makron.classname = 'monster_makron';\n    makron.origin = { ...self.origin };\n    makron.target = self.target;\n    makron.enemy = self.enemy;\n\n    // Use SP_monster_makron to initialize\n    const spawnContext: SpawnContext = {\n      keyValues: {},\n      entities: context,\n      health_multiplier: 1,\n      warn: () => {},\n      free: (e) => context.free(e)\n    };\n\n    SP_monster_makron(makron, spawnContext);\n\n    // Jump at player\n    if (makron.enemy && makron.enemy.health > 0) {\n        const vec = subtractVec3(makron.enemy.origin, makron.origin);\n        makron.angles = { ...makron.angles, y: vectorToYaw(vec) };\n        const dir = normalizeVec3(vec);\n        // We cannot assign directly to readonly properties of Vec3\n        const vel = scaleVec3(dir, MAKRON_TOSS_SPEED);\n        makron.velocity = { x: vel.x, y: vel.y, z: MAKRON_TOSS_Z };\n        // For physics to update, we need to ensure velocity is used\n        // Typically gravity/physics runs every frame.\n        // Also ensure groundentity is cleared\n        makron.groundentity = null;\n\n        if (makron.monsterinfo.sight) {\n            makron.monsterinfo.sight(makron, makron.enemy);\n        }\n        // Force frame to active01 if needed, or rely on sight logic\n        // self->s.frame = self->monsterinfo.nextframe = FRAME_active01;\n        // We'll let standard sight logic handle animation transition if possible,\n        // or force it if needed. SP_monster_makron sets sight_move as current.\n    }\n}\n\n// Use local type to break inference loop or type check confusion\ntype LocalMonsterAction = (self: Entity, context: EntitySystem) => void;\n\n// Frames\n// Stand: 51 frames\nconst stand_frames: MonsterFrame[] = Array.from({ length: 51 }, () => ({ ai: monster_ai_stand, dist: 0 }));\nstand_move = { firstframe: 0, lastframe: 50, frames: stand_frames, endfunc: jorg_stand };\n\n// Walk: 14 frames\nconst walk_frames: MonsterFrame[] = Array.from({ length: 14 }, () => ({ ai: monster_ai_walk, dist: 10 }));\nwalk_move = { firstframe: 51, lastframe: 64, frames: walk_frames, endfunc: jorg_walk };\n\n// Run: 14 frames (same as walk basically)\nconst run_frames: MonsterFrame[] = Array.from({ length: 14 }, () => ({ ai: monster_ai_run, dist: 10 }));\nrun_move = { firstframe: 51, lastframe: 64, frames: run_frames, endfunc: jorg_run };\n\n// Attack 1 Start: 8 frames\nconst attack1_start_frames: MonsterFrame[] = Array.from({ length: 8 }, () => ({ ai: monster_ai_charge, dist: 0 }));\nconst attack1_start_move: MonsterMove = { firstframe: 65, lastframe: 72, frames: attack1_start_frames, endfunc: null }; // Chains to attack1\n\n// Attack 1 Loop: 6 frames\nconst attack1_frames: MonsterFrame[] = Array.from({ length: 6 }, () => ({ ai: monster_ai_charge, dist: 0, think: jorg_fire_bullet }));\nattack1_move = { firstframe: 73, lastframe: 78, frames: attack1_frames, endfunc: jorg_reattack1 };\n// Link start to loop manually in logic or via 'endfunc' trick if needed.\n// C code: jorg_attack sets currentmove to start_attack1. start_attack1 endfunc calls jorg_attack1.\nattack1_start_move.endfunc = (self) => { self.monsterinfo.current_move = attack1_move; };\n\n\n// Attack 1 End: 4 frames\nconst attack1_end_frames: MonsterFrame[] = Array.from({ length: 4 }, () => ({ ai: monster_ai_move, dist: 0 }));\nattack1_end_move = { firstframe: 79, lastframe: 82, frames: attack1_end_frames, endfunc: jorg_run };\n\n// Attack 2 (BFG): 13 frames\nconst attack2_frames: MonsterFrame[] = Array.from({ length: 13 }, (_, i) => ({\n    ai: monster_ai_charge,\n    dist: 0,\n    think: (i === 6) ? jorg_fire_bfg : null\n}));\nattack2_move = { firstframe: 83, lastframe: 95, frames: attack2_frames, endfunc: jorg_run };\n\n// Pain 1: 3 frames\nconst pain1_frames: MonsterFrame[] = Array.from({ length: 3 }, () => ({ ai: monster_ai_move, dist: 0 }));\npain1_move = { firstframe: 96, lastframe: 98, frames: pain1_frames, endfunc: jorg_run };\n\n// Pain 2: 3 frames\nconst pain2_frames: MonsterFrame[] = Array.from({ length: 3 }, () => ({ ai: monster_ai_move, dist: 0 }));\npain2_move = { firstframe: 99, lastframe: 101, frames: pain2_frames, endfunc: jorg_run };\n\n// Pain 3: 25 frames\nconst pain3_frames: MonsterFrame[] = Array.from({ length: 25 }, () => ({ ai: monster_ai_move, dist: 0 }));\npain3_move = { firstframe: 102, lastframe: 126, frames: pain3_frames, endfunc: jorg_run };\n\n// Death: 50 frames\nconst death_frames: MonsterFrame[] = Array.from({ length: 50 }, (_, i) => ({\n    ai: monster_ai_move,\n    dist: 0,\n    think: ((i === 49) ? ((self: Entity, ctx: EntitySystem) => { /* BossExplode? */ }) : ((i === 48) ? makron_toss : null)) as LocalMonsterAction | null\n}));\ndeath_move = { firstframe: 127, lastframe: 176, frames: death_frames, endfunc: jorg_dead };\n\n\nexport function SP_monster_jorg(self: Entity, context: SpawnContext): void {\n  self.classname = 'monster_jorg';\n  // Jorg is the mech, Rider is the attachment. Main entity uses Mech model?\n  // C code: self->s.modelindex = gi.modelindex (\"models/monsters/boss3/jorg/tris.md2\");\n  self.model = 'models/monsters/boss3/jorg/tris.md2';\n  // self.model2 = 'models/monsters/boss3/rider/tris.md2'; // The rider\n\n  // context.precacheModel('models/monsters/boss3/jorg/tris.md2');\n  // ... remove precacheModel ...\n\n  self.mins = { x: -80, y: -80, z: 0 };\n  self.maxs = { x: 80, y: 80, z: 140 };\n  self.movetype = MoveType.Step;\n  self.solid = Solid.BoundingBox;\n  if (context.health_multiplier) {\n    self.health = JORG_HEALTH * context.health_multiplier;\n  } else {\n    self.health = JORG_HEALTH;\n  }\n  self.max_health = self.health;\n  self.mass = JORG_MASS;\n  self.takedamage = true;\n  self.viewheight = JORG_VIEWHEIGHT;\n\n  self.pain = (ent, other, kick, dmg) => jorg_pain(ent, other, kick, dmg, context.entities);\n  self.die = (self, inflictor, attacker, damage, point) => {\n    self.deadflag = DeadFlag.Dead;\n    self.solid = Solid.Not;\n\n    // Check for gibs? C code allows gibbing (-2000 health)\n    if (self.health < JORG_GIB_HEALTH) {\n        throwGibs(context.entities, self.origin, damage);\n        context.entities.free(self);\n        return;\n    }\n\n    jorg_die(self, context.entities);\n  };\n\n  self.monsterinfo.stand = jorg_stand;\n  self.monsterinfo.walk = jorg_walk;\n  self.monsterinfo.run = jorg_run;\n  self.monsterinfo.attack = (ent) => jorg_attack(ent, context.entities);\n  self.monsterinfo.sight = (self, other) => {\n      context.entities.sound?.(self, 0, 'boss3/sight1.wav', 1, 1, 0);\n  };\n\n  self.think = monster_think;\n\n  jorg_stand(self);\n  self.nextthink = self.timestamp + MONSTER_TICK;\n}\n\nexport function registerJorgSpawns(registry: SpawnRegistry): void {\n  registry.register('monster_jorg', SP_monster_jorg);\n}\n","import { Entity, MonsterFrame, MonsterMove, MoveType, Solid, DeadFlag, EntityFlags } from '../entity.js';\nimport { monster_think, ai_stand, ai_walk, ai_run, ai_move, AIFlags } from '../../ai/index.js';\nimport { throwGibs } from '../gibs.js';\nimport { SpawnContext, SpawnRegistry } from '../spawn.js';\nimport { DamageMod } from '../../combat/damageMods.js';\n\nconst MONSTER_TICK = 0.1;\n\nconst SPAWNFLAG_INSANE_CRAWL = 4;\nconst SPAWNFLAG_INSANE_CRUCIFIED = 8;\nconst SPAWNFLAG_INSANE_STAND_GROUND = 16;\nconst SPAWNFLAG_INSANE_ALWAYS_STAND = 32;\nconst SPAWNFLAG_INSANE_QUIET = 64;\n\n// Frames\nconst FRAME_stand1 = 0;\nconst FRAME_stand40 = 39;\nconst FRAME_stand41 = 40;\nconst FRAME_stand59 = 58;\nconst FRAME_stand60 = 59;\nconst FRAME_stand65 = 64;\nconst FRAME_stand94 = 93;\nconst FRAME_stand96 = 95;\nconst FRAME_stand100 = 99;\nconst FRAME_stand160 = 159;\n\nconst FRAME_walk27 = 160;\nconst FRAME_walk39 = 172;\nconst FRAME_walk1 = 173;\nconst FRAME_walk26 = 198;\n\nconst FRAME_st_pain2 = 199;\nconst FRAME_st_pain12 = 209;\n\nconst FRAME_st_death2 = 210;\nconst FRAME_st_death18 = 226;\n\nconst FRAME_crawl1 = 227;\nconst FRAME_crawl9 = 235;\n\nconst FRAME_cr_pain2 = 236;\nconst FRAME_cr_pain10 = 244;\n\nconst FRAME_cr_death10 = 245;\nconst FRAME_cr_death16 = 251;\n\nconst FRAME_cross1 = 252;\nconst FRAME_cross15 = 266;\nconst FRAME_cross16 = 267;\nconst FRAME_cross30 = 281;\n\n// Forward declarations\nlet insane_move_stand_normal: MonsterMove;\nlet insane_move_stand_insane: MonsterMove;\nlet insane_move_uptodown: MonsterMove;\nlet insane_move_downtoup: MonsterMove;\nlet insane_move_jumpdown: MonsterMove;\nlet insane_move_down: MonsterMove;\nlet insane_move_walk_normal: MonsterMove;\nlet insane_move_run_normal: MonsterMove;\nlet insane_move_walk_insane: MonsterMove;\nlet insane_move_run_insane: MonsterMove;\nlet insane_move_stand_pain: MonsterMove;\nlet insane_move_stand_death: MonsterMove;\nlet insane_move_crawl: MonsterMove;\nlet insane_move_runcrawl: MonsterMove;\nlet insane_move_crawl_pain: MonsterMove;\nlet insane_move_crawl_death: MonsterMove;\nlet insane_move_cross: MonsterMove;\nlet insane_move_struggle_cross: MonsterMove;\n\n// Sounds\nconst sound_fist = 'insane/insane11.wav';\nconst sound_shake = 'insane/insane5.wav';\nconst sound_moan = 'insane/insane7.wav';\nconst sound_screams = [\n    'insane/insane1.wav',\n    'insane/insane2.wav',\n    'insane/insane3.wav',\n    'insane/insane4.wav',\n    'insane/insane6.wav',\n    'insane/insane8.wav',\n    'insane/insane9.wav',\n    'insane/insane10.wav'\n];\n\nfunction insane_fist(self: Entity, context: any) {\n    context.sound(self, 2, sound_fist, 1, 1, 0);\n}\n\nfunction insane_shake(self: Entity, context: any) {\n    if ((self.spawnflags & SPAWNFLAG_INSANE_QUIET) === 0) {\n        context.sound(self, 2, sound_shake, 1, 1, 0);\n    }\n}\n\nfunction insane_moan(self: Entity, context: any) {\n    if (self.spawnflags & SPAWNFLAG_INSANE_QUIET) return;\n\n    if ((self.monsterinfo.attack_finished ?? 0) < context.timeSeconds) {\n        context.sound(self, 2, sound_moan, 1, 1, 0);\n        self.monsterinfo.attack_finished = context.timeSeconds + 1 + context.rng.frandom() * 2;\n    }\n}\n\nfunction insane_scream(self: Entity, context: any) {\n    if (self.spawnflags & SPAWNFLAG_INSANE_QUIET) return;\n\n    if ((self.monsterinfo.attack_finished ?? 0) < context.timeSeconds) {\n        const sound = sound_screams[Math.floor(context.rng.frandom() * sound_screams.length)];\n        context.sound(self, 2, sound, 1, 1, 0);\n        self.monsterinfo.attack_finished = context.timeSeconds + 1 + context.rng.frandom() * 2;\n    }\n}\n\nfunction monster_footstep(self: Entity, context: any) {\n    // Footsteps\n}\n\n// Logic functions\nfunction insane_checkdown(self: Entity, context: any) {\n    if (self.spawnflags & SPAWNFLAG_INSANE_ALWAYS_STAND) return;\n    if (context.rng.frandom() < 0.3) {\n        if (context.rng.frandom() < 0.5) {\n            self.monsterinfo.current_move = insane_move_uptodown;\n        } else {\n            self.monsterinfo.current_move = insane_move_jumpdown;\n        }\n    }\n}\n\nfunction insane_checkup(self: Entity, context: any) {\n    if ((self.spawnflags & SPAWNFLAG_INSANE_CRAWL) && (self.spawnflags & SPAWNFLAG_INSANE_STAND_GROUND)) return;\n    if (context.rng.frandom() < 0.5) {\n        self.monsterinfo.current_move = insane_move_downtoup;\n    }\n}\n\nfunction insane_onground(self: Entity, context: any) {\n    self.monsterinfo.current_move = insane_move_down;\n}\n\nfunction insane_cross_func(self: Entity, context: any) {\n    if (context.rng.frandom() < 0.8) {\n        self.monsterinfo.current_move = insane_move_cross;\n    } else {\n        self.monsterinfo.current_move = insane_move_struggle_cross;\n    }\n}\n\nfunction insane_stand(self: Entity, context: any) {\n    if (self.spawnflags & SPAWNFLAG_INSANE_CRUCIFIED) {\n        self.monsterinfo.current_move = insane_move_cross;\n        self.monsterinfo.aiflags |= AIFlags.StandGround;\n    } else if ((self.spawnflags & SPAWNFLAG_INSANE_CRAWL) && (self.spawnflags & SPAWNFLAG_INSANE_STAND_GROUND)) {\n        self.monsterinfo.current_move = insane_move_down;\n    } else if (context.rng.frandom() < 0.5) {\n        self.monsterinfo.current_move = insane_move_stand_normal;\n    } else {\n        self.monsterinfo.current_move = insane_move_stand_insane;\n    }\n}\n\nfunction insane_walk(self: Entity, context: any) {\n    if ((self.spawnflags & SPAWNFLAG_INSANE_STAND_GROUND) && self.frame === FRAME_cr_pain10) {\n        self.monsterinfo.current_move = insane_move_down;\n        return;\n    }\n    if (self.spawnflags & SPAWNFLAG_INSANE_CRAWL) {\n        self.monsterinfo.current_move = insane_move_crawl;\n    } else if (context.rng.frandom() <= 0.5) {\n        self.monsterinfo.current_move = insane_move_walk_normal;\n    } else {\n        self.monsterinfo.current_move = insane_move_walk_insane;\n    }\n}\n\nfunction insane_run(self: Entity, context: any) {\n    if ((self.spawnflags & SPAWNFLAG_INSANE_STAND_GROUND) && self.frame === FRAME_cr_pain10) {\n        self.monsterinfo.current_move = insane_move_down;\n        return;\n    }\n\n    const frame = self.frame;\n    const isCrawling = (self.spawnflags & SPAWNFLAG_INSANE_CRAWL) ||\n        (frame >= FRAME_cr_pain2 && frame <= FRAME_cr_pain10) ||\n        (frame >= FRAME_crawl1 && frame <= FRAME_crawl9) ||\n        (frame >= FRAME_stand100 && frame <= FRAME_stand160);\n\n    if (isCrawling) {\n        self.monsterinfo.current_move = insane_move_runcrawl;\n    } else if (context.rng.frandom() <= 0.5) {\n        self.monsterinfo.current_move = insane_move_run_normal;\n    } else {\n        self.monsterinfo.current_move = insane_move_run_insane;\n    }\n}\n\nfunction insane_dead(self: Entity, context: any) {\n    if (self.spawnflags & SPAWNFLAG_INSANE_CRUCIFIED) {\n        self.flags |= EntityFlags.Fly;\n    } else {\n        self.mins = { x: -16, y: -16, z: -24 };\n        self.maxs = { x: 16, y: 16, z: -8 };\n        self.movetype = MoveType.Toss;\n        // Important: Update collision bounds in physics world\n        context.linkentity(self);\n    }\n    self.nextthink = -1;\n}\n\nfunction m(ai: any, dist: number = 0, think?: (self: Entity, context: any) => void): MonsterFrame {\n    return { ai: (s, d, c) => {\n        if (think) think(s, c);\n        ai(s, dist, MONSTER_TICK, c);\n    }, dist };\n}\n\n// insane_move_stand_normal\nconst frames_stand_normal = [\n    m(ai_stand), m(ai_stand), m(ai_stand), m(ai_stand), m(ai_stand),\n    m(ai_stand, 0, insane_checkdown)\n];\ninsane_move_stand_normal = {\n    firstframe: FRAME_stand60, lastframe: FRAME_stand65,\n    frames: frames_stand_normal,\n    endfunc: insane_stand\n};\n\n// insane_move_stand_insane\nconst frames_stand_insane = [\n    m(ai_stand, 0, insane_shake),\n    m(ai_stand), m(ai_stand), m(ai_stand), m(ai_stand), m(ai_stand),\n    m(ai_stand), m(ai_stand), m(ai_stand), m(ai_stand), m(ai_stand),\n    m(ai_stand), m(ai_stand), m(ai_stand), m(ai_stand), m(ai_stand),\n    m(ai_stand), m(ai_stand), m(ai_stand), m(ai_stand), m(ai_stand),\n    m(ai_stand), m(ai_stand), m(ai_stand), m(ai_stand), m(ai_stand),\n    m(ai_stand), m(ai_stand), m(ai_stand),\n    m(ai_stand, 0, insane_checkdown)\n];\ninsane_move_stand_insane = {\n    firstframe: FRAME_stand65, lastframe: FRAME_stand94,\n    frames: frames_stand_insane,\n    endfunc: insane_stand\n};\n\n// insane_move_uptodown\nconst frames_uptodown = [\n    m(ai_move), m(ai_move), m(ai_move), m(ai_move), m(ai_move),\n    m(ai_move), m(ai_move), m(ai_move, 0, insane_moan), m(ai_move),\n    m(ai_move), m(ai_move), m(ai_move), m(ai_move), m(ai_move),\n    m(ai_move), m(ai_move), m(ai_move), m(ai_move), m(ai_move),\n    m(ai_move),\n    m(ai_move, 2.7), m(ai_move, 4.1), m(ai_move, 6), m(ai_move, 7.6), m(ai_move, 3.6),\n    m(ai_move), m(ai_move), m(ai_move, 0, insane_fist), m(ai_move), m(ai_move),\n    m(ai_move), m(ai_move), m(ai_move), m(ai_move, 0, insane_fist), m(ai_move),\n    m(ai_move), m(ai_move), m(ai_move), m(ai_move), m(ai_move)\n];\ninsane_move_uptodown = {\n    firstframe: FRAME_stand1, lastframe: FRAME_stand40,\n    frames: frames_uptodown,\n    endfunc: insane_onground\n};\n\n// insane_move_downtoup\nconst frames_downtoup = [\n    m(ai_move, -0.7), m(ai_move, -1.2), m(ai_move, -1.5), m(ai_move, -4.5), m(ai_move, -3.5),\n    m(ai_move, -0.2), m(ai_move), m(ai_move, -1.3), m(ai_move, -3), m(ai_move, -2),\n    m(ai_move), m(ai_move), m(ai_move), m(ai_move, -3.3), m(ai_move, -1.6),\n    m(ai_move, -0.3), m(ai_move), m(ai_move), m(ai_move)\n];\ninsane_move_downtoup = {\n    firstframe: FRAME_stand41, lastframe: FRAME_stand59,\n    frames: frames_downtoup,\n    endfunc: insane_stand\n};\n\n// insane_move_jumpdown\nconst frames_jumpdown = [\n    m(ai_move, 0.2), m(ai_move, 11.5), m(ai_move, 5.1), m(ai_move, 7.1), m(ai_move)\n];\ninsane_move_jumpdown = {\n    firstframe: FRAME_stand96, lastframe: FRAME_stand100,\n    frames: frames_jumpdown,\n    endfunc: insane_onground\n};\n\n// insane_move_down\nconst frames_down = [\n    m(ai_move), m(ai_move), m(ai_move), m(ai_move), m(ai_move),\n    m(ai_move), m(ai_move), m(ai_move), m(ai_move), m(ai_move),\n    m(ai_move), m(ai_move, -1.7), m(ai_move, -1.6), m(ai_move), m(ai_move),\n    m(ai_move), m(ai_move, 0, insane_fist), m(ai_move), m(ai_move), m(ai_move),\n    m(ai_move), m(ai_move), m(ai_move), m(ai_move), m(ai_move),\n    m(ai_move), m(ai_move), m(ai_move), m(ai_move), m(ai_move),\n    m(ai_move), m(ai_move), m(ai_move), m(ai_move, 0, insane_moan), m(ai_move),\n    m(ai_move), m(ai_move), m(ai_move), m(ai_move), m(ai_move),\n    m(ai_move), m(ai_move), m(ai_move), m(ai_move), m(ai_move),\n    m(ai_move), m(ai_move), m(ai_move), m(ai_move), m(ai_move),\n    m(ai_move), m(ai_move, 0.5), m(ai_move), m(ai_move, -0.2, insane_scream), m(ai_move),\n    m(ai_move, 0.2), m(ai_move, 0.4), m(ai_move, 0.6), m(ai_move, 0.8), m(ai_move, 0.7),\n    m(ai_move, 0, insane_checkup)\n];\ninsane_move_down = {\n    firstframe: FRAME_stand100, lastframe: FRAME_stand160,\n    frames: frames_down,\n    endfunc: insane_onground\n};\n\n// insane_move_walk_normal\nconst frames_walk_normal = [\n    m(ai_walk, 0, insane_scream), m(ai_walk, 2.5), m(ai_walk, 3.5), m(ai_walk, 1.7),\n    m(ai_walk, 2.3), m(ai_walk, 2.4), m(ai_walk, 2.2, monster_footstep), m(ai_walk, 4.2),\n    m(ai_walk, 5.6), m(ai_walk, 3.3), m(ai_walk, 2.4), m(ai_walk, 0.9), m(ai_walk, 0, monster_footstep)\n];\ninsane_move_walk_normal = {\n    firstframe: FRAME_walk27, lastframe: FRAME_walk39,\n    frames: frames_walk_normal,\n    endfunc: insane_walk\n};\n\n// insane_move_run_normal - uses same frames/distances as walk but with ai_run\ninsane_move_run_normal = {\n    firstframe: FRAME_walk27, lastframe: FRAME_walk39,\n    frames: frames_walk_normal.map(f => ({\n        ai: (s, d, c) => {\n            if (f.ai === frames_walk_normal[0].ai) insane_scream(s, c);\n            ai_run(s, d as number, c);\n        },\n        dist: f.dist\n    })),\n    endfunc: insane_run\n};\n\n\n// insane_move_walk_insane\nconst frames_walk_insane = [\n    m(ai_walk, 0, insane_scream), m(ai_walk, 3.4), m(ai_walk, 3.6), m(ai_walk, 2.9), m(ai_walk, 2.2),\n    m(ai_walk, 2.6, monster_footstep), m(ai_walk), m(ai_walk, 0.7), m(ai_walk, 4.8), m(ai_walk, 5.3),\n    m(ai_walk, 1.1), m(ai_walk, 2, monster_footstep), m(ai_walk, 0.5), m(ai_walk), m(ai_walk),\n    m(ai_walk, 4.9), m(ai_walk, 6.7), m(ai_walk, 3.8), m(ai_walk, 2, monster_footstep), m(ai_walk, 0.2),\n    m(ai_walk), m(ai_walk, 3.4), m(ai_walk, 6.4), m(ai_walk, 5), m(ai_walk, 1.8, monster_footstep), m(ai_walk)\n];\ninsane_move_walk_insane = {\n    firstframe: FRAME_walk1, lastframe: FRAME_walk26,\n    frames: frames_walk_insane,\n    endfunc: insane_walk\n};\n\n// insane_move_run_insane - same frames but ai_run\ninsane_move_run_insane = {\n    firstframe: FRAME_walk1, lastframe: FRAME_walk26,\n    frames: frames_walk_insane.map(f => ({\n        ai: (s, d, c) => {\n            if (f.ai === frames_walk_insane[0].ai) insane_scream(s, c);\n            ai_run(s, d as number, c);\n        },\n        dist: f.dist\n    })),\n    endfunc: insane_run\n};\n\n// insane_move_stand_pain\nconst frames_stand_pain = [\n    m(ai_move), m(ai_move), m(ai_move), m(ai_move), m(ai_move, 0, monster_footstep),\n    m(ai_move), m(ai_move), m(ai_move), m(ai_move), m(ai_move), m(ai_move, 0, monster_footstep)\n];\ninsane_move_stand_pain = {\n    firstframe: FRAME_st_pain2, lastframe: FRAME_st_pain12,\n    frames: frames_stand_pain,\n    endfunc: insane_run\n};\n\n// insane_move_stand_death\nconst frames_stand_death = [\n    m(ai_move), m(ai_move), m(ai_move), m(ai_move), m(ai_move, 0, monster_footstep),\n    m(ai_move), m(ai_move), m(ai_move), m(ai_move), m(ai_move), m(ai_move, 0, monster_footstep),\n    m(ai_move), m(ai_move, 0, monster_footstep), m(ai_move), m(ai_move), m(ai_move), m(ai_move)\n];\ninsane_move_stand_death = {\n    firstframe: FRAME_st_death2, lastframe: FRAME_st_death18,\n    frames: frames_stand_death,\n    endfunc: insane_dead\n};\n\n// insane_move_crawl\nconst frames_crawl = [\n    m(ai_walk, 0, insane_scream), m(ai_walk, 1.5), m(ai_walk, 2.1), m(ai_walk, 3.6),\n    m(ai_walk, 2, monster_footstep), m(ai_walk, 0.9), m(ai_walk, 3), m(ai_walk, 3.4),\n    m(ai_walk, 2.4, monster_footstep)\n];\ninsane_move_crawl = {\n    firstframe: FRAME_crawl1, lastframe: FRAME_crawl9,\n    frames: frames_crawl,\n    endfunc: insane_walk\n};\ninsane_move_runcrawl = {\n    firstframe: FRAME_crawl1, lastframe: FRAME_crawl9,\n    frames: frames_crawl,\n    endfunc: insane_run\n};\n\n// insane_move_crawl_pain\nconst frames_crawl_pain = [\n    m(ai_move), m(ai_move), m(ai_move), m(ai_move), m(ai_move),\n    m(ai_move), m(ai_move), m(ai_move), m(ai_move)\n];\ninsane_move_crawl_pain = {\n    firstframe: FRAME_cr_pain2, lastframe: FRAME_cr_pain10,\n    frames: frames_crawl_pain,\n    endfunc: insane_run\n};\n\n// insane_move_crawl_death\nconst frames_crawl_death = [\n    m(ai_move), m(ai_move), m(ai_move), m(ai_move), m(ai_move, 0, insane_scream), m(ai_move), m(ai_move)\n];\ninsane_move_crawl_death = {\n    firstframe: FRAME_cr_death10, lastframe: FRAME_cr_death16,\n    frames: frames_crawl_death,\n    endfunc: insane_dead\n};\n\n// insane_move_cross\nconst frames_cross = [\n    m(ai_move, 0, insane_moan), m(ai_move), m(ai_move), m(ai_move), m(ai_move),\n    m(ai_move), m(ai_move), m(ai_move), m(ai_move), m(ai_move),\n    m(ai_move), m(ai_move), m(ai_move), m(ai_move), m(ai_move)\n];\ninsane_move_cross = {\n    firstframe: FRAME_cross1, lastframe: FRAME_cross15,\n    frames: frames_cross,\n    endfunc: insane_cross_func\n};\n\n// insane_move_struggle_cross\nconst frames_struggle_cross = [\n    m(ai_move, 0, insane_scream), m(ai_move), m(ai_move), m(ai_move), m(ai_move),\n    m(ai_move), m(ai_move), m(ai_move), m(ai_move), m(ai_move),\n    m(ai_move), m(ai_move), m(ai_move), m(ai_move), m(ai_move)\n];\ninsane_move_struggle_cross = {\n    firstframe: FRAME_cross16, lastframe: FRAME_cross30,\n    frames: frames_struggle_cross,\n    endfunc: insane_cross_func\n};\n\n\nexport function SP_misc_insane(self: Entity, context: SpawnContext) {\n    if (context.entities.deathmatch) {\n        context.entities.free(self);\n        return;\n    }\n\n    self.model = 'models/monsters/insane/tris.md2';\n    self.mins = { x: -16, y: -16, z: -24 };\n    self.maxs = { x: 16, y: 16, z: 32 };\n    self.movetype = MoveType.Step;\n    self.solid = Solid.BoundingBox;\n\n    self.health = 100;\n    self.max_health = 100;\n    self.mass = 300;\n    self.takedamage = true;\n\n    self.pain = (self, other, kick, damage) => {\n        if (context.entities.timeSeconds < self.pain_debounce_time) return;\n        self.pain_debounce_time = context.entities.timeSeconds + 3;\n\n        const r = 1 + Math.floor(context.entities.rng.frandom() * 2);\n        let l = 100;\n        if (self.health < 25) l = 25;\n        else if (self.health < 50) l = 50;\n        else if (self.health < 75) l = 75;\n\n        context.entities.sound(self, 2, `player/male/pain${l}_${r}.wav`, 1, 1, 0);\n\n        if (self.spawnflags & SPAWNFLAG_INSANE_CRUCIFIED) {\n            self.monsterinfo.current_move = insane_move_struggle_cross;\n            return;\n        }\n\n        const frame = self.frame;\n        if ((frame >= FRAME_crawl1 && frame <= FRAME_crawl9) ||\n            (frame >= FRAME_stand100 && frame <= FRAME_stand160) ||\n            (frame >= FRAME_stand1 && frame <= FRAME_stand40)) {\n            self.monsterinfo.current_move = insane_move_crawl_pain;\n        } else {\n            self.monsterinfo.current_move = insane_move_stand_pain;\n        }\n    };\n\n    self.die = (self, inflictor, attacker, damage, point) => {\n        if (self.health <= -50) { // gib_health is typically -40 or -50\n            context.entities.sound(self, 2, 'misc/udeath.wav', 1, 1, 0);\n            throwGibs(context.entities, self.origin, damage);\n            self.deadflag = DeadFlag.Dead;\n            self.takedamage = false;\n            context.entities.free(self);\n            return;\n        }\n\n        if (self.deadflag === DeadFlag.Dead) return;\n\n        const deathSound = `player/male/death${1 + Math.floor(context.entities.rng.frandom() * 5)}.wav`;\n        context.entities.sound(self, 2, deathSound, 1, 1, 0);\n\n        self.deadflag = DeadFlag.Dead;\n        self.takedamage = true;\n\n        if (self.spawnflags & SPAWNFLAG_INSANE_CRUCIFIED) {\n            insane_dead(self, context.entities);\n        } else {\n            const frame = self.frame;\n            if ((frame >= FRAME_crawl1 && frame <= FRAME_crawl9) ||\n                (frame >= FRAME_stand100 && frame <= FRAME_stand160)) {\n                self.monsterinfo.current_move = insane_move_crawl_death;\n            } else {\n                self.monsterinfo.current_move = insane_move_stand_death;\n            }\n        }\n    };\n\n    self.monsterinfo = {\n        ...self.monsterinfo,\n        stand: insane_stand,\n        walk: insane_walk,\n        run: insane_run,\n        attack: undefined,\n        melee: undefined,\n        sight: undefined,\n        aiflags: self.monsterinfo.aiflags | AIFlags.GoodGuy\n    };\n\n    context.entities.linkentity(self);\n\n    if (self.spawnflags & SPAWNFLAG_INSANE_STAND_GROUND) {\n        self.monsterinfo.aiflags |= AIFlags.StandGround;\n    }\n\n    self.monsterinfo.current_move = insane_move_stand_normal;\n    self.monsterinfo.scale = 1.0;\n\n    self.think = monster_think;\n    self.nextthink = context.entities.timeSeconds + MONSTER_TICK;\n\n    if (self.spawnflags & SPAWNFLAG_INSANE_CRUCIFIED) {\n        self.mass = 100000;\n    }\n\n    // Random skin\n    self.skin = Math.floor(context.entities.rng.frandom() * 3);\n}\n\nexport function registerInsaneSpawns(registry: SpawnRegistry): void {\n    registry.register('misc_insane', SP_misc_insane);\n}\n","import { Entity, MonsterFrame, MonsterMove, MoveType, Solid, DeadFlag, EntityFlags } from '../entity.js';\nimport { monster_think, ai_stand, ai_walk, ai_run, ai_move, ai_turn, ai_charge, AIFlags } from '../../ai/index.js';\nimport { throwGibs } from '../gibs.js';\nimport { SpawnContext, SpawnRegistry } from '../spawn.js';\nimport { DamageMod } from '../../combat/damageMods.js';\nimport { monster_fire_bullet } from './attack.js';\nimport { angleVectors, vectorToYaw as vectoyaw, SoundChannel, ATTN_NORM, ATTN_IDLE, ATTN_STATIC, ATTN_NONE } from '@quake2ts/shared';\nimport { Vec3, subtractVec3 as subVec3, normalizeVec3, scaleVec3, addVec3, copyVec3, lengthVec3 } from '@quake2ts/shared';\nimport { setMovedir } from '../utils.js';\n\ntype MutableVec3 = { -readonly [P in keyof Vec3]: Vec3[P] };\n\n// GIB_HEAD is not exported from gibs.js, assuming it handles head automatically or doesn't use it in current port.\n// monster_start_go is not available, using manual startup.\n\nconst MONSTER_TICK = 0.1;\n\nconst MZ2_ACTOR_MACHINEGUN_1 = 0; // Placeholder, assuming it maps to some damage/offset config\n\nconst actor_names = [\n    \"Hellrot\",\n    \"Tokay\",\n    \"Killme\",\n    \"Disruptor\",\n    \"Adrianator\",\n    \"Rambear\",\n    \"Titus\",\n    \"Bitterman\"\n];\n\n// Sounds\nconst sound_pain1 = 'player/male/pain100.wav';\nconst sound_pain2 = 'player/male/pain75.wav';\nconst sound_pain3 = 'player/male/pain50.wav';\nconst sound_die1 = 'player/male/death1.wav';\nconst sound_die2 = 'player/male/death2.wav';\nconst sound_gib = 'misc/udeath.wav';\n\n\n// Frames\nconst FRAME_stand101 = 0;\nconst FRAME_stand140 = 39;\n\nconst FRAME_walk01 = 40;\nconst FRAME_walk08 = 47;\n\nconst FRAME_run02 = 48;\nconst FRAME_run07 = 53;\n\nconst FRAME_pain101 = 54;\nconst FRAME_pain103 = 56;\n\nconst FRAME_pain201 = 57;\nconst FRAME_pain203 = 59;\n\nconst FRAME_pain301 = 60;\nconst FRAME_pain303 = 62;\n\nconst FRAME_flip01 = 63;\nconst FRAME_flip14 = 76;\n\nconst FRAME_taunt01 = 77;\nconst FRAME_taunt17 = 93;\n\nconst FRAME_death101 = 94;\nconst FRAME_death107 = 100;\n\nconst FRAME_death201 = 101;\nconst FRAME_death213 = 113;\n\nconst FRAME_attak01 = 114;\nconst FRAME_attak04 = 117;\n\n\n// Forward declarations\nlet actor_move_stand: MonsterMove;\nlet actor_move_walk: MonsterMove;\nlet actor_move_run: MonsterMove;\nlet actor_move_pain1: MonsterMove;\nlet actor_move_pain2: MonsterMove;\nlet actor_move_pain3: MonsterMove;\nlet actor_move_flipoff: MonsterMove;\nlet actor_move_taunt: MonsterMove;\nlet actor_move_death1: MonsterMove;\nlet actor_move_death2: MonsterMove;\nlet actor_move_attack: MonsterMove;\n\nfunction m(ai: any, dist: number = 0, think?: (self: Entity, context: any) => void): MonsterFrame {\n    return { ai: (s, d, c) => {\n        if (think) think(s, c);\n        ai(s, dist, MONSTER_TICK, c);\n    }, dist };\n}\n\nfunction actor_stand(self: Entity, context: any) {\n    self.monsterinfo.current_move = actor_move_stand;\n\n    // randomize on startup\n    if (context.timeSeconds < 1.0) {\n        self.frame = FRAME_stand101 + Math.floor(context.game.random.frandom() * (FRAME_stand140 - FRAME_stand101 + 1));\n    }\n}\n\nfunction actor_walk(self: Entity, context: any) {\n    self.monsterinfo.current_move = actor_move_walk;\n}\n\nfunction actor_run(self: Entity, context: any) {\n    if ((context.timeSeconds < self.pain_debounce_time) && (!self.enemy)) {\n        if (self.movetarget)\n            actor_walk(self, context);\n        else\n            actor_stand(self, context);\n        return;\n    }\n\n    if (self.monsterinfo.aiflags & AIFlags.StandGround) {\n        actor_stand(self, context);\n        return;\n    }\n\n    self.monsterinfo.current_move = actor_move_run;\n}\n\nconst messages = [\n    \"Watch it\",\n    \"#$@*&\",\n    \"Idiot\",\n    \"Check your targets\"\n];\n\nfunction actor_pain(self: Entity, other: Entity | null, kick: number, damage: number) {\n    // context and fire_wait are not in MonsterInfo type, so we access via context property we added or passed via closure?\n    // In SP_misc_actor we stored context in self.monsterinfo as 'any'.\n    const context = (self.monsterinfo as any).context;\n\n    // Check if context exists to avoid crashes in tests/edge cases\n    if (!context) return;\n\n    if (context.timeSeconds < self.pain_debounce_time)\n        return;\n\n    self.pain_debounce_time = context.timeSeconds + 3;\n\n    // Pick random pain sound\n    const n = Math.floor(context.game.random.frandom() * 3);\n    let sound = sound_pain1;\n    if (n === 1) sound = sound_pain2;\n    if (n === 2) sound = sound_pain3;\n\n    context.sound(self, SoundChannel.Voice, sound, 1, ATTN_NORM, 0);\n\n    const random = context.game.random.frandom();\n\n    if (other && other.client && random < 0.4) {\n        const v = subVec3(other.origin, self.origin);\n        self.ideal_yaw = vectoyaw(v);\n\n        if (context.game.random.frandom() < 0.5)\n            self.monsterinfo.current_move = actor_move_flipoff;\n        else\n            self.monsterinfo.current_move = actor_move_taunt;\n\n        // const name = actor_names[(self - g_edicts) % q_countof(actor_names)];\n        // We don't have direct access to index, so use random name\n        const name = actor_names[Math.floor(context.game.random.frandom() * actor_names.length)];\n        const message = messages[Math.floor(context.game.random.frandom() * messages.length)];\n\n        context.centerprintf(other, `${name}: ${message}!\\n`);\n        return;\n    }\n\n    if (n === 0)\n        self.monsterinfo.current_move = actor_move_pain1;\n    else if (n === 1)\n        self.monsterinfo.current_move = actor_move_pain2;\n    else\n        self.monsterinfo.current_move = actor_move_pain3;\n}\n\nfunction actor_setskin(self: Entity, context: any) {\n    if (self.health < (self.max_health / 2))\n        self.skin = 1;\n    else\n        self.skin = 0;\n}\n\nfunction actorMachineGun(self: Entity, context: any) {\n    // MZ2_ACTOR_MACHINEGUN_1 offset\n    const flashOffset: Vec3 = { x: 0, y: 0, z: 0 }; // TODO: verify offset\n\n    // AngleVectors(self.s.angles, forward, right, nullptr);\n    const vectors = angleVectors(self.angles);\n    const forward = vectors.forward;\n\n    // start = G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_ACTOR_MACHINEGUN_1], forward, right);\n    // Approximate project source logic\n    const start = copyVec3(self.origin) as MutableVec3;\n    // add offsets based on forward/right - defaulting to self.origin for now or simple offset\n    start.z += self.viewheight;\n\n    let dir: MutableVec3;\n\n    if (self.enemy) {\n        let target: MutableVec3;\n        if (self.enemy.health > 0) {\n            target = subVec3(self.enemy.origin, scaleVec3(self.enemy.velocity, 0.2)) as MutableVec3;\n            target.z += self.enemy.viewheight;\n        } else {\n            target = copyVec3(self.enemy.absmin) as MutableVec3;\n            target.z += (self.enemy.size.z / 2) + 1;\n        }\n        dir = subVec3(target, start) as MutableVec3;\n        dir = normalizeVec3(dir) as MutableVec3;\n    } else {\n        dir = forward;\n    }\n\n    monster_fire_bullet(self, start, dir, 3, 4, 0, 0, MZ2_ACTOR_MACHINEGUN_1, context); // spread default 0 for now\n}\n\nfunction actor_dead(self: Entity, context: any) {\n    self.mins = { x: -16, y: -16, z: -24 };\n    self.maxs = { x: 16, y: 16, z: -8 };\n    self.movetype = MoveType.Toss;\n    self.svflags |= 1; // SVF_DEADMONSTER (approximate, not strictly defined in ts port yet?)\n    self.nextthink = -1;\n    context.linkentity(self);\n}\n\nfunction actor_die(self: Entity, inflictor: Entity | null, attacker: Entity | null, damage: number, point: Vec3, mod: DamageMod) {\n    const context = (self.monsterinfo as any).context;\n\n    // Check if context exists\n    if (!context) return;\n\n    // check for gib\n    if (self.health <= -80) {\n        context.sound(self, SoundChannel.Voice, sound_gib, 1, ATTN_NORM, 0);\n        throwGibs(context, self.origin, damage);\n        // ThrowGibs also handles head\n        self.deadflag = DeadFlag.Dead;\n        return;\n    }\n\n    if (self.deadflag === DeadFlag.Dead)\n        return;\n\n    // regular death\n    const n = Math.floor(context.game.random.frandom() * 2);\n    const sound = n === 0 ? sound_die1 : sound_die2;\n    context.sound(self, SoundChannel.Voice, sound, 1, ATTN_NORM, 0);\n\n    self.deadflag = DeadFlag.Dead;\n    self.takedamage = true;\n\n    if (n === 0)\n        self.monsterinfo.current_move = actor_move_death1;\n    else\n        self.monsterinfo.current_move = actor_move_death2;\n}\n\nfunction actor_fire(self: Entity, context: any) {\n    actorMachineGun(self, context);\n\n    const fire_wait = (self.monsterinfo as any).fire_wait ?? 0;\n\n    if (context.timeSeconds >= fire_wait)\n        self.monsterinfo.aiflags &= ~AIFlags.HoldFrame;\n    else\n        self.monsterinfo.aiflags |= AIFlags.HoldFrame;\n}\n\nfunction actor_attack(self: Entity, context: any) {\n    self.monsterinfo.current_move = actor_move_attack;\n    (self.monsterinfo as any).fire_wait = context.timeSeconds + 1.0 + context.game.random.frandom() * 1.6;\n}\n\nfunction actor_use(self: Entity, other: Entity | null, activator: Entity | null) {\n    const context = (self.monsterinfo as any).context;\n    // self->goalentity = self->movetarget = G_PickTarget(self->target);\n    const target = context.pickTarget(self.target);\n    self.goalentity = target;\n    self.movetarget = target;\n\n    if (!self.movetarget || self.movetarget.classname !== 'target_actor') {\n        console.log(`${self.classname}: bad target ${self.target}`);\n        self.target = undefined;\n        self.monsterinfo.pausetime = 100000000; // HOLD_FOREVER\n        if (self.monsterinfo.stand) self.monsterinfo.stand(self, context);\n        return;\n    }\n\n    const goalPos = self.goalentity ? self.goalentity.origin : self.movetarget ? self.movetarget.origin : self.origin;\n    const v = subVec3(goalPos, self.origin);\n    self.ideal_yaw = vectoyaw(v);\n    // Cast to MutableVec3 to assign y\n    (self.angles as MutableVec3).y = self.ideal_yaw;\n    if (self.monsterinfo.walk) self.monsterinfo.walk(self, context);\n    self.target = undefined;\n}\n\nfunction actor_stand_wrapper(self: Entity, context: any) {\n    actor_stand(self, context);\n}\n\n// Moves\n\n// actor_move_stand\nconst frames_stand = [\n    m(ai_stand), m(ai_stand), m(ai_stand), m(ai_stand), m(ai_stand), m(ai_stand), m(ai_stand), m(ai_stand), m(ai_stand), m(ai_stand),\n    m(ai_stand), m(ai_stand), m(ai_stand), m(ai_stand), m(ai_stand), m(ai_stand), m(ai_stand), m(ai_stand), m(ai_stand), m(ai_stand),\n    m(ai_stand), m(ai_stand), m(ai_stand), m(ai_stand), m(ai_stand), m(ai_stand), m(ai_stand), m(ai_stand), m(ai_stand), m(ai_stand),\n    m(ai_stand), m(ai_stand), m(ai_stand), m(ai_stand), m(ai_stand), m(ai_stand), m(ai_stand), m(ai_stand), m(ai_stand), m(ai_stand)\n];\nactor_move_stand = {\n    firstframe: FRAME_stand101, lastframe: FRAME_stand140,\n    frames: frames_stand,\n    endfunc: null\n};\n\n// actor_move_walk\nconst frames_walk = [\n    m(ai_walk), m(ai_walk, 6), m(ai_walk, 10), m(ai_walk, 3), m(ai_walk, 2), m(ai_walk, 7), m(ai_walk, 10), m(ai_walk, 1)\n];\nactor_move_walk = {\n    firstframe: FRAME_walk01, lastframe: FRAME_walk08,\n    frames: frames_walk,\n    endfunc: null\n};\n\n// actor_move_run\nconst frames_run = [\n    m(ai_run, 4), m(ai_run, 15), m(ai_run, 15), m(ai_run, 8), m(ai_run, 20), m(ai_run, 15)\n];\nactor_move_run = {\n    firstframe: FRAME_run02, lastframe: FRAME_run07,\n    frames: frames_run,\n    endfunc: null\n};\n\n// actor_move_pain1\nconst frames_pain1 = [\n    m(ai_move, -5), m(ai_move, 4), m(ai_move, 1)\n];\nactor_move_pain1 = {\n    firstframe: FRAME_pain101, lastframe: FRAME_pain103,\n    frames: frames_pain1,\n    endfunc: actor_run\n};\n\n// actor_move_pain2\nconst frames_pain2 = [\n    m(ai_move, -4), m(ai_move, 4), m(ai_move)\n];\nactor_move_pain2 = {\n    firstframe: FRAME_pain201, lastframe: FRAME_pain203,\n    frames: frames_pain2,\n    endfunc: actor_run\n};\n\n// actor_move_pain3\nconst frames_pain3 = [\n    m(ai_move, -1), m(ai_move, 1), m(ai_move, 0)\n];\nactor_move_pain3 = {\n    firstframe: FRAME_pain301, lastframe: FRAME_pain303,\n    frames: frames_pain3,\n    endfunc: actor_run\n};\n\n// actor_move_flipoff\nconst frames_flipoff = [\n    m(ai_turn), m(ai_turn), m(ai_turn), m(ai_turn), m(ai_turn), m(ai_turn), m(ai_turn), m(ai_turn), m(ai_turn), m(ai_turn), m(ai_turn), m(ai_turn), m(ai_turn), m(ai_turn)\n];\nactor_move_flipoff = {\n    firstframe: FRAME_flip01, lastframe: FRAME_flip14,\n    frames: frames_flipoff,\n    endfunc: actor_run\n};\n\n// actor_move_taunt\nconst frames_taunt = [\n    m(ai_turn), m(ai_turn), m(ai_turn), m(ai_turn), m(ai_turn), m(ai_turn), m(ai_turn), m(ai_turn), m(ai_turn), m(ai_turn), m(ai_turn), m(ai_turn), m(ai_turn), m(ai_turn), m(ai_turn), m(ai_turn), m(ai_turn)\n];\nactor_move_taunt = {\n    firstframe: FRAME_taunt01, lastframe: FRAME_taunt17,\n    frames: frames_taunt,\n    endfunc: actor_run\n};\n\n// actor_move_death1\nconst frames_death1 = [\n    m(ai_move), m(ai_move), m(ai_move, -13), m(ai_move, 14), m(ai_move, 3), m(ai_move, -2), m(ai_move, 1)\n];\nactor_move_death1 = {\n    firstframe: FRAME_death101, lastframe: FRAME_death107,\n    frames: frames_death1,\n    endfunc: actor_dead\n};\n\n// actor_move_death2\nconst frames_death2 = [\n    m(ai_move), m(ai_move, 7), m(ai_move, -6), m(ai_move, -5), m(ai_move, 1), m(ai_move), m(ai_move, -1), m(ai_move, -2), m(ai_move, -1), m(ai_move, -9), m(ai_move, -13), m(ai_move, -13), m(ai_move)\n];\nactor_move_death2 = {\n    firstframe: FRAME_death201, lastframe: FRAME_death213,\n    frames: frames_death2,\n    endfunc: actor_dead\n};\n\n// actor_move_attack\nconst frames_attack = [\n    m(ai_charge, -2, actor_fire), m(ai_charge, -2), m(ai_charge, 3), m(ai_charge, 2)\n];\nactor_move_attack = {\n    firstframe: FRAME_attak01, lastframe: FRAME_attak04,\n    frames: frames_attack,\n    endfunc: actor_run\n};\n\n\n// Spawn Function\nexport function SP_misc_actor(self: Entity, context: SpawnContext) {\n    // if ( !M_AllowSpawn( self ) ) ... handled by caller or not relevant?\n\n    if (!self.targetname) {\n        console.log(`${self.classname}: no targetname`);\n        context.entities.free(self);\n        return;\n    }\n\n    if (!self.target) {\n        console.log(`${self.classname}: no target`);\n        context.entities.free(self);\n        return;\n    }\n\n    self.movetarget = null;\n    self.movetype = MoveType.Step;\n    self.solid = Solid.BoundingBox;\n    self.model = 'players/male/tris.md2';\n    self.mins = { x: -16, y: -16, z: -24 };\n    self.maxs = { x: 16, y: 16, z: 32 };\n\n    if (!self.health)\n        self.health = 100;\n    self.max_health = self.health;\n    self.mass = 200;\n\n    self.pain = actor_pain;\n    self.die = actor_die;\n\n    // Precache sounds\n    context.entities.soundIndex(sound_pain1);\n    context.entities.soundIndex(sound_pain2);\n    context.entities.soundIndex(sound_pain3);\n    context.entities.soundIndex(sound_die1);\n    context.entities.soundIndex(sound_die2);\n    context.entities.soundIndex(sound_gib);\n    context.entities.soundIndex('player/male/jump1.wav');\n\n    self.monsterinfo = {\n        ...self.monsterinfo, // Preserve default properties like last_sighting, trail_time, pausetime\n        stand: (s) => actor_stand_wrapper(s, context.entities), // Wrap to match signature\n        walk: actor_walk,\n        run: actor_run,\n        attack: actor_attack,\n        melee: undefined,\n        sight: undefined,\n        setskin: (s) => actor_setskin(s, context.entities), // Wrap to match signature\n        aiflags: AIFlags.GoodGuy,\n        scale: 1.0, // MODEL_SCALE\n    };\n    // Store context for callbacks (casted to any to bypass type check)\n    (self.monsterinfo as any).context = context.entities;\n\n    context.entities.linkentity(self);\n\n    self.monsterinfo.current_move = actor_move_stand;\n\n    // walkmonster_start(self);\n    // Equivalent of walkmonster_start:\n    // Equivalent of walkmonster_start:\n    self.think = (s: Entity) => {\n        const c = (s.monsterinfo as any).context;\n        if (c) monster_think(s, c);\n    };\n    self.nextthink = context.entities.timeSeconds + MONSTER_TICK;\n\n    // actors always start in a dormant state, they *must* be used to get going\n    self.use = (self: Entity, other: Entity | null, activator: Entity | null = null) => actor_use(self, other, activator);\n}\n\n\nconst SPAWNFLAG_TARGET_ACTOR_JUMP = 1;\nconst SPAWNFLAG_TARGET_ACTOR_SHOOT = 2;\nconst SPAWNFLAG_TARGET_ACTOR_ATTACK = 4;\nconst SPAWNFLAG_TARGET_ACTOR_HOLD = 16;\nconst SPAWNFLAG_TARGET_ACTOR_BRUTAL = 32;\n\nfunction target_actor_touch(self: Entity, other: Entity | null, plane: any, surf: any) {\n    if (!other) return;\n    const context = (self.monsterinfo as any).context;\n\n    if (other.movetarget !== self)\n        return;\n\n    if (other.enemy)\n        return;\n\n    other.goalentity = null;\n    other.movetarget = null;\n\n    if (self.message) {\n        // Broadcast message\n        // for (uint32_t n = 1; n <= game.maxclients; n++) ...\n        // Using centerprintf or similar\n        // gi.LocClient_Print(ent, PRINT_CHAT, \"{}: {}\\n\", actor_names[(other - g_edicts) % q_countof(actor_names)], self->message);\n        // We'll just broadcast to all for now as TS port might not have per-client broadcast easy here?\n        // Actually context has centerprintf.\n\n        const name = actor_names[Math.floor(context.game.random.frandom() * actor_names.length)];\n        // TODO: iterate clients and print\n    }\n\n    if (self.spawnflags & SPAWNFLAG_TARGET_ACTOR_JUMP) { // jump\n        const v = other.velocity as MutableVec3;\n        v.x = self.movedir.x * self.speed;\n        v.y = self.movedir.y * self.speed;\n\n        // if (other->groundentity)\n        // TS port: groundentity logic might be slightly different\n        if (other.groundentity) {\n            other.groundentity = null;\n            v.z = self.movedir.z;\n            context.sound(other, SoundChannel.Voice, 'player/male/jump1.wav', 1, ATTN_NORM, 0);\n        }\n    }\n\n    if (self.spawnflags & SPAWNFLAG_TARGET_ACTOR_SHOOT) { // shoot\n        // Not implemented in original source either? It was empty block.\n    } else if (self.spawnflags & SPAWNFLAG_TARGET_ACTOR_ATTACK) { // attack\n        other.enemy = context.pickTarget(self.pathtarget);\n        if (other.enemy) {\n            other.goalentity = other.enemy;\n            if (self.spawnflags & SPAWNFLAG_TARGET_ACTOR_BRUTAL)\n                other.monsterinfo.aiflags |= AIFlags.Brutal;\n\n            if (self.spawnflags & SPAWNFLAG_TARGET_ACTOR_HOLD) {\n                other.monsterinfo.aiflags |= AIFlags.StandGround;\n                actor_stand(other, context);\n            } else {\n                actor_run(other, context);\n            }\n        }\n    }\n\n    if (!(self.spawnflags & (SPAWNFLAG_TARGET_ACTOR_ATTACK | SPAWNFLAG_TARGET_ACTOR_SHOOT)) && (self.pathtarget)) {\n        const savetarget = self.target;\n        self.target = self.pathtarget;\n        context.useTargets(self, other); // G_UseTargets\n        self.target = savetarget;\n    }\n\n    other.movetarget = context.pickTarget(self.target);\n\n    if (!other.goalentity)\n        other.goalentity = other.movetarget;\n\n    if (!other.movetarget && !other.enemy) {\n        other.monsterinfo.pausetime = 100000000;\n        if (other.monsterinfo.stand) other.monsterinfo.stand(other, context);\n    } else if (other.movetarget === other.goalentity && other.movetarget) {\n        const v = subVec3(other.movetarget.origin, other.origin);\n        other.ideal_yaw = vectoyaw(v);\n    }\n}\n\nexport function SP_target_actor(self: Entity, context: SpawnContext) {\n    if (!self.targetname)\n        console.log(`${self.classname}: no targetname`);\n\n    self.solid = Solid.Trigger;\n    self.touch = target_actor_touch;\n    self.mins = { x: -8, y: -8, z: -8 };\n    self.maxs = { x: 8, y: 8, z: 8 };\n    self.svflags = 1 << 6; // SVF_NOCLIENT\n\n    self.monsterinfo = {\n        ...self.monsterinfo,\n    };\n    (self.monsterinfo as any).context = context.entities; // Store context for touch\n\n    if (self.spawnflags & SPAWNFLAG_TARGET_ACTOR_JUMP) {\n        if (!self.speed)\n            self.speed = 200;\n\n        // st.height replacement. Assuming it comes from custom property or use speed/movedir.\n        // Original source uses st.height which is a spawn temp global.\n        // In TS port we usually look at self properties.\n        const height = (self as any).height || 200;\n\n        if (self.angles.y === 0)\n            (self.angles as MutableVec3).y = 360;\n\n        const dir = setMovedir(self.angles) as MutableVec3;\n        dir.z = height;\n        self.movedir = dir;\n    }\n\n    context.entities.linkentity(self);\n}\n\nexport function registerActorSpawns(registry: SpawnRegistry): void {\n    registry.register('misc_actor', SP_misc_actor);\n    registry.register('target_actor', SP_target_actor);\n}\n","import { Entity } from '../entities/entity.js';\nimport { EntitySystem } from '../entities/system.js';\nimport { Vec3, MASK_MONSTERSOLID } from '@quake2ts/shared';\n\n// Checks if a box is valid at origin (not stuck)\nexport function checkSpawnPoint(origin: Vec3, mins: Vec3, maxs: Vec3, context: EntitySystem): boolean {\n    if (!mins || !maxs) return false;\n\n    const trace = context.trace(origin, mins, maxs, origin, null, MASK_MONSTERSOLID);\n    if (trace.startsolid || trace.allsolid) {\n        return false;\n    }\n\n    return true;\n}\n\n// Finds a valid spawn point near startpoint\n// Rogue logic involves drop to floor and stuck fixing.\n// We'll implement a simplified version: check start, if valid, drop to floor.\nexport function findSpawnPoint(startpoint: Vec3, mins: Vec3, maxs: Vec3, context: EntitySystem): Vec3 | null {\n    // Try to drop to floor\n    const down = { ...startpoint, z: startpoint.z - 256 };\n    const trace = context.trace(startpoint, mins, maxs, down, null, MASK_MONSTERSOLID);\n\n    if (trace.startsolid || trace.allsolid) {\n        // We are stuck at start.\n        // Try slightly higher?\n        const up = { ...startpoint, z: startpoint.z + 16 };\n        if (checkSpawnPoint(up, mins, maxs, context)) {\n            // Drop from here\n            const trace2 = context.trace(up, mins, maxs, { ...up, z: up.z - 256 }, null, MASK_MONSTERSOLID);\n            if (!trace2.startsolid && !trace2.allsolid && trace2.fraction < 1.0) {\n                return trace2.endpos;\n            }\n        }\n        return null;\n    }\n\n    if (trace.fraction === 1.0) {\n        // Floating in air?\n        return trace.endpos;\n    }\n\n    return trace.endpos;\n}\n\nexport function checkGroundSpawnPoint(origin: Vec3, mins: Vec3, maxs: Vec3, height: number, gravity: number, context: EntitySystem): boolean {\n    if (!checkSpawnPoint(origin, mins, maxs, context)) {\n        return false;\n    }\n\n    // Simple ground check\n    const trace = context.trace(origin, mins, maxs, { ...origin, z: origin.z - 10 }, null, MASK_MONSTERSOLID);\n    if (trace.fraction === 1.0) {\n        return false; // No ground\n    }\n\n    return true;\n}\n","import { Entity, MoveType, Solid, RenderFx } from './entity.js';\nimport { EntitySystem } from './system.js';\n\nconst SPAWNGROW_LIFESPAN = 1.0;\n\nfunction clamp(val: number, min: number, max: number): number {\n    return Math.min(Math.max(val, min), max);\n}\n\nfunction lerp(a: number, b: number, t: number): number {\n    return a + (b - a) * t;\n}\n\nfunction spawngrow_think(self: Entity, context: EntitySystem): void {\n  if (context.timeSeconds >= self.timestamp) {\n    if (self.target_ent) {\n      context.free(self.target_ent);\n    }\n    context.free(self);\n    return;\n  }\n\n  // Rotate\n  const dt = 0.1; // Default tick\n\n  self.angles = {\n      x: self.angles.x + self.avelocity.x * dt,\n      y: self.angles.y + self.avelocity.y * dt,\n      z: self.angles.z + self.avelocity.z * dt\n  };\n\n  const elapsed = context.timeSeconds - (self as any).teleport_time;\n  const t = 1.0 - (elapsed / self.wait);\n\n  const scaledSize = lerp(self.decel, self.accel, t);\n  const scale = clamp(scaledSize / 16.0, 0.001, 8.0);\n\n  self.monsterinfo.scale = scale;\n  self.alpha = t * t;\n\n  self.nextthink = context.timeSeconds + 0.1;\n}\n\nfunction SpawnGro_laser_pos(ent: Entity, context: EntitySystem): any {\n    const theta = context.rng.frandom() * 2 * Math.PI;\n    const phi = Math.acos((context.rng.frandom() * 2) - 1);\n\n    const dx = Math.sin(phi) * Math.cos(theta);\n    const dy = Math.sin(phi) * Math.sin(theta);\n    const dz = Math.cos(phi);\n\n    const scale = ent.owner?.monsterinfo.scale || 1.0;\n\n    return {\n        x: ent.origin.x + dx * scale * 9.0,\n        y: ent.origin.y + dy * scale * 9.0,\n        z: ent.origin.z + dz * scale * 9.0\n    };\n}\n\nfunction SpawnGro_laser_think(self: Entity, context: EntitySystem): void {\n    if (!self.owner) {\n        context.free(self);\n        return;\n    }\n    self.old_origin = SpawnGro_laser_pos(self, context);\n    context.linkentity(self);\n    self.nextthink = context.timeSeconds + 0.001; // 1ms\n}\n\nexport function SpawnGrow_Spawn(context: EntitySystem, startpos: any, start_size: number, end_size: number): void {\n  const ent = context.spawn();\n  ent.origin = { ...startpos };\n\n  ent.angles = {\n      x: context.rng.frandom() * 360,\n      y: context.rng.frandom() * 360,\n      z: context.rng.frandom() * 360\n  };\n\n  ent.avelocity = {\n      x: (context.rng.frandom() * 80 + 280) * 2,\n      y: (context.rng.frandom() * 80 + 280) * 2,\n      z: (context.rng.frandom() * 80 + 280) * 2\n  };\n\n  ent.solid = Solid.Not;\n  ent.renderfx |= RenderFx.IrVisible;\n  ent.movetype = MoveType.None;\n  ent.classname = 'spawngro';\n\n  // Use optional chaining for modelIndex if it might be missing from engine mock\n  ent.modelindex = context.engine.modelIndex ? context.engine.modelIndex('models/items/spawngro3/tris.md2') : 0;\n  ent.skin = 1;\n\n  ent.accel = start_size;\n  ent.decel = end_size;\n  ent.think = spawngrow_think;\n\n  const initialScale = clamp(start_size / 16.0, 0.001, 8.0);\n  ent.monsterinfo.scale = initialScale;\n\n  (ent as any).teleport_time = context.timeSeconds;\n  ent.wait = SPAWNGROW_LIFESPAN;\n  ent.timestamp = context.timeSeconds + SPAWNGROW_LIFESPAN;\n\n  ent.nextthink = context.timeSeconds + 0.1;\n\n  context.linkentity(ent);\n\n  // Beam\n  const beam = context.spawn();\n  ent.target_ent = beam;\n\n  beam.modelindex = 0;\n  beam.renderfx = RenderFx.BeamLightning;\n\n  beam.frame = 1;\n  beam.skin = 0x30303030;\n  beam.classname = 'spawngro_beam';\n\n  // beam.angle = end_size. Stash in angles.y\n  beam.angles = { ...beam.angles, y: end_size };\n\n  beam.owner = ent;\n  beam.origin = { ...ent.origin };\n  beam.think = SpawnGro_laser_think;\n  beam.nextthink = context.timeSeconds + 0.001;\n  beam.old_origin = SpawnGro_laser_pos(beam, context);\n\n  context.linkentity(beam);\n}\n","import { normalizeVec3, subtractVec3, Vec3, TempEntity, ServerCommand, angleVectors, addVec3, scaleVec3, lengthVec3 } from '@quake2ts/shared';\nimport {\n  ai_charge,\n  ai_move,\n  ai_run,\n  ai_stand,\n  ai_walk,\n  monster_think,\n} from '../../ai/index.js';\nimport {\n  AiFlags,\n  DeadFlag,\n  Entity,\n  MonsterFrame,\n  MonsterMove,\n  MoveType,\n  Reinforcement,\n  Solid,\n} from '../entity.js';\nimport { SpawnContext, SpawnRegistry } from '../spawn.js';\nimport { T_Damage } from '../../combat/damage.js';\nimport { DamageMod } from '../../combat/damageMods.js';\nimport { throwGibs, GIB_METALLIC } from '../gibs.js';\nimport { rangeTo, RangeCategory, infront, visible, TraceResult } from '../../ai/perception.js';\nimport { checkGroundSpawnPoint, findSpawnPoint } from '../../ai/spawn_utils.js';\nimport { monster_fire_blaster } from './attack.js';\nimport { EntitySystem } from '../system.js';\nimport { MulticastType } from '../../imports.js';\nimport { CONTENTS_SOLID, CONTENTS_MONSTER, CONTENTS_DEADMONSTER } from '@quake2ts/shared';\nimport { SpawnGrow_Spawn } from '../spawngro.js';\n\nconst MONSTER_TICK = 0.1;\nconst MAX_REINFORCEMENTS = 5; // C++ constant implied by array size\n\nconst default_reinforcements = \"monster_soldier_light 1;monster_soldier 2;monster_soldier_ss 2;monster_infantry 3;monster_gunner 4;monster_medic 5;monster_gladiator 6\";\nconst default_monster_slots_base = 3;\n\n// Wrappers for AI functions\nfunction monster_ai_stand(self: Entity, dist: number, context: any): void {\n  if (self.classname === 'monster_medic') {\n    if (medic_find_dead(self, context as EntitySystem)) {\n        self.monsterinfo.current_move = run_move;\n        return;\n    }\n  }\n  ai_stand(self, dist, context);\n}\n\nfunction monster_ai_walk(self: Entity, dist: number, context: any): void {\n  ai_walk(self, dist, context);\n}\n\nfunction monster_ai_run(self: Entity, dist: number, context: any): void {\n  if (self.classname === 'monster_medic') {\n    // Medic custom run logic to find dead monsters\n    if (medic_find_dead(self, context as EntitySystem)) {\n        self.monsterinfo.current_move = run_move;\n    } else {\n        ai_run(self, dist, context);\n    }\n  } else {\n    // Medic Commander just runs\n    ai_run(self, dist, context);\n  }\n}\n\nfunction monster_ai_charge(self: Entity, dist: number, context: any): void {\n  ai_charge(self, dist, context);\n}\n\nfunction monster_ai_move(self: Entity, dist: number, context: any): void {\n  ai_move(self, dist);\n}\n\n// Forward declarations\nlet stand_move: MonsterMove;\nlet walk_move: MonsterMove;\nlet run_move: MonsterMove;\nlet attack_hyper_move: MonsterMove;\nlet attack_cable_move: MonsterMove; // Healing animation\nlet call_reinforcements_move: MonsterMove; // Commander reinforcement spawn\nlet pain_move: MonsterMove;\nlet death_move: MonsterMove;\n\nfunction medic_stand(self: Entity): void {\n  self.monsterinfo.current_move = stand_move;\n}\n\nfunction medic_walk(self: Entity): void {\n  self.monsterinfo.current_move = walk_move;\n}\n\nfunction medic_run(self: Entity): void {\n  if (self.classname === 'monster_medic') {\n    // Check if we have a goalentity that is a dead monster\n    if (self.enemy && self.enemy.deadflag === DeadFlag.Dead) {\n        // We are chasing a dead monster to heal it\n        const dist = rangeTo(self, self.enemy);\n        if (dist < 80) {\n            // Close enough to heal\n            self.monsterinfo.current_move = attack_cable_move;\n            return;\n        }\n    }\n  }\n\n  if (self.enemy && self.enemy.health > 0) {\n    self.monsterinfo.current_move = run_move;\n  } else {\n    self.monsterinfo.current_move = stand_move;\n  }\n}\n\nfunction medic_slots_left(self: Entity): number {\n    if (!self.monsterinfo.monster_slots) return 0;\n    return self.monsterinfo.monster_slots - (self.monsterinfo.monster_used || 0);\n}\n\nfunction medic_attack(self: Entity, context: EntitySystem): void {\n  // If enemy is dead (and is a monster), heal it\n  if (self.classname === 'monster_medic' && self.enemy && self.enemy.deadflag === DeadFlag.Dead) {\n      self.monsterinfo.current_move = attack_cable_move;\n      return;\n  }\n\n  // Commander spawning check\n  if (self.classname === 'monster_medic_commander') {\n    const slotsLeft = medic_slots_left(self);\n    // Chance to spawn reinforcements if not already doing so\n    if (slotsLeft > 0 && context.rng.frandom() < 0.2) { // 20% chance to spawn instead of attacking\n       self.monsterinfo.current_move = call_reinforcements_move;\n       return;\n    }\n  }\n\n  self.monsterinfo.current_move = attack_hyper_move;\n}\n\nfunction medic_fire_blaster(self: Entity, context: any): void {\n    if (!self.enemy || self.enemy.health <= 0) return;\n\n    const start: Vec3 = {\n        x: self.origin.x,\n        y: self.origin.y,\n        z: self.origin.z + self.viewheight,\n    };\n    const forward = normalizeVec3(subtractVec3(self.enemy.origin, start));\n\n    monster_fire_blaster(self, start, forward, 2, 1000, 0, 0, context, DamageMod.HYPERBLASTER);\n}\n\nfunction medic_cable_attack(self: Entity, context: EntitySystem): void {\n  if (!self.enemy || self.enemy.deadflag !== DeadFlag.Dead) {\n    return;\n  }\n\n  const dist = rangeTo(self, self.enemy);\n  if (dist > 400) {\n    // Too far, stop healing\n    self.monsterinfo.current_move = run_move;\n    return;\n  }\n\n  // Calculate muzzle position (medic's weapon/hand)\n  const vectors = angleVectors(self.angles);\n  const f = vectors.forward;\n  const r = vectors.right;\n  const u = vectors.up;\n\n  const offset = { x: 24, y: 0, z: 6 }; // Approximate muzzle offset\n  const start = addVec3(\n      self.origin,\n      addVec3(\n          scaleVec3(f, offset.x),\n          addVec3(scaleVec3(r, offset.y), scaleVec3(u, offset.z))\n      )\n  );\n\n  const end = self.enemy.origin;\n\n  // Source: m_medic.c : medic_cable_attack\n  // \"gi.WriteByte (TE_MEDIC_CABLE_ATTACK);\"\n  context.multicast(self.origin, MulticastType.Pvs, ServerCommand.temp_entity,\n      TempEntity.MEDIC_CABLE_ATTACK,\n      self.index,\n      self.enemy.index,\n      start.x, start.y, start.z,\n      end.x, end.y, end.z\n  );\n}\n\nfunction medic_hook_launch(self: Entity, context: EntitySystem): void {\n  context.engine.sound?.(self, 0, 'medic/medatck2.wav', 1, 1, 0);\n  medic_cable_attack(self, context);\n}\n\nfunction medic_hook_retract(self: Entity, context: EntitySystem): void {\n  if (!self.enemy || self.enemy.deadflag !== DeadFlag.Dead) {\n      return;\n  }\n\n  const ent = self.enemy;\n  const spawnFunc = context.getSpawnFunction(ent.classname);\n\n  // Also check distance one last time to be sure\n  if (rangeTo(self, ent) > 400) {\n      self.enemy = null;\n      return;\n  }\n\n  if (!spawnFunc) {\n      ent.deadflag = DeadFlag.Alive;\n      ent.health = ent.max_health;\n      ent.takedamage = true;\n      ent.solid = Solid.BoundingBox;\n      ent.nextthink = context.timeSeconds + 0.1;\n      if (ent.monsterinfo && ent.monsterinfo.stand) {\n          ent.monsterinfo.stand(ent, context);\n      }\n      // If spawn fails, mark as 'bad_medic' to prevent endless retry loops.\n      (ent as any).bad_medic = self;\n  } else {\n      const spawnContext: SpawnContext = {\n          entities: context,\n          keyValues: { classname: ent.classname },\n          warn: (msg) => {},\n          free: (e) => context.free(e),\n          health_multiplier: 1.0,\n      };\n\n      const origin = { ...ent.origin };\n      const angles = { ...ent.angles };\n\n      spawnFunc(ent, spawnContext);\n\n      ent.origin = origin;\n      ent.angles = angles;\n      context.linkentity(ent);\n\n      ent.deadflag = DeadFlag.Alive;\n      ent.takedamage = true;\n      context.finalizeSpawn(ent);\n  }\n\n  // Stop chasing\n  self.enemy = null;\n}\n\nfunction medic_find_dead(self: Entity, context: EntitySystem): boolean {\n    if (self.enemy && self.enemy.deadflag === DeadFlag.Dead) {\n        return true;\n    }\n\n    if (context.rng.frandom() > 0.2) return false;\n\n    let best: Entity | null = null;\n    let bestDist = 1024;\n\n    const traceWrapper = (start: Vec3, mins: Vec3 | null, maxs: Vec3 | null, end: Vec3, ignore: Entity | null, mask: number): TraceResult => {\n        const res = context.trace(start, mins, maxs, end, ignore, mask);\n        return {\n            fraction: res.fraction,\n            ent: res.ent\n        };\n    };\n\n    context.forEachEntity((ent) => {\n        if (ent === self) return;\n        if (ent.deadflag !== DeadFlag.Dead) return;\n        if (!ent.monsterinfo) return;\n        if (ent.classname === 'monster_medic') return;\n        if ((ent as any).bad_medic === self) return;\n\n        if (!visible(self, ent, traceWrapper)) return;\n\n        const dist = rangeTo(self, ent);\n        if (dist < bestDist) {\n            bestDist = dist;\n            best = ent;\n        }\n    });\n\n    if (best) {\n        self.enemy = best;\n        return true;\n    }\n\n    return false;\n}\n\n// ----------------------------------------------------------------------------\n// REINFORCEMENTS\n// ----------------------------------------------------------------------------\n\nfunction medic_setup_reinforcements(self: Entity, str: string, context: EntitySystem): void {\n    if (!str) return;\n\n    self.monsterinfo.reinforcements = [];\n\n    const parts = str.split(';');\n    for (const part of parts) {\n        const trimmed = part.trim();\n        if (!trimmed) continue;\n\n        const spaceIdx = trimmed.lastIndexOf(' ');\n        if (spaceIdx === -1) continue;\n\n        const classname = trimmed.substring(0, spaceIdx).trim();\n        const strength = parseInt(trimmed.substring(spaceIdx + 1).trim(), 10);\n\n        if (isNaN(strength)) continue;\n\n        // Spawn a temp entity to get mins/maxs\n        // This is a bit expensive but done only once at spawn\n        const spawnFunc = context.getSpawnFunction(classname);\n        if (!spawnFunc) {\n            continue;\n        }\n\n        const tempEnt = context.spawn();\n        tempEnt.classname = classname;\n        // Suppress linking\n\n        const spawnContext: SpawnContext = {\n            entities: context,\n            keyValues: { classname },\n            warn: () => {},\n            free: (e) => context.free(e),\n            health_multiplier: 1.0,\n        };\n        spawnFunc(tempEnt, spawnContext);\n\n        self.monsterinfo.reinforcements.push({\n            classname,\n            strength,\n            mins: { ...tempEnt.mins },\n            maxs: { ...tempEnt.maxs }\n        });\n\n        context.free(tempEnt);\n    }\n}\n\nfunction medic_pick_reinforcements(self: Entity, context: EntitySystem): number[] {\n    const chosen: number[] = [];\n    if (!self.monsterinfo.reinforcements) return chosen;\n\n    const inverse_log_slots = Math.pow(2, MAX_REINFORCEMENTS);\n    const slots = Math.max(1, Math.floor(Math.log2(context.rng.frandom() * inverse_log_slots)));\n\n    let remaining = medic_slots_left(self);\n\n    for (let i = 0; i < slots; i++) {\n        if (remaining <= 0) break;\n\n        const available: number[] = [];\n        for (let j = 0; j < self.monsterinfo.reinforcements.length; j++) {\n            if (self.monsterinfo.reinforcements[j].strength <= remaining) {\n                available.push(j);\n            }\n        }\n\n        if (available.length === 0) break;\n\n        const pick = available[Math.floor(context.rng.frandom() * available.length)];\n        chosen.push(pick);\n        remaining -= self.monsterinfo.reinforcements[pick].strength;\n    }\n\n    return chosen;\n}\n\nconst reinforcement_position: Vec3[] = [\n\t{ x: 80, y: 0, z: 0 },\n\t{ x: 40, y: 60, z: 0 },\n\t{ x: 40, y: -60, z: 0 },\n\t{ x: 0, y: 80, z: 0 },\n\t{ x: 0, y: -80, z: 0 }\n];\n\nfunction M_ProjectFlashSource(self: Entity, offset: Vec3, f: Vec3, r: Vec3): Vec3 {\n    // Equivalent to G_ProjectSource logic but simpler for monsters usually\n    // Assuming origin is feet\n    // return origin + offset.x*f + offset.y*r + (0,0,offset.z)\n    // Actually rerelease uses G_ProjectSource logic usually\n    // But let's assume standard vector math\n    const u = { x: 0, y: 0, z: 1 };\n\n    // offset[0] * forward + offset[1] * right + offset[2] * up\n    const p1 = scaleVec3(f, offset.x);\n    const p2 = scaleVec3(r, offset.y);\n    const p3 = scaleVec3(u, offset.z); // Or use up vector if self has one, but monsters usually z-up\n\n    return addVec3(self.origin, addVec3(p1, addVec3(p2, p3)));\n}\n\nfunction medic_start_spawn(self: Entity, context: EntitySystem): void {\n    context.engine.sound?.(self, 0, 'medic_commander/monsterspawn1.wav', 1, 1, 0);\n    // Next frame is set by animation system (current_move -> frames)\n}\n\nfunction medic_determine_spawn(self: Entity, context: EntitySystem): void {\n    const vectors = angleVectors(self.angles);\n    const f = vectors.forward;\n    const r = vectors.right;\n\n    self.monsterinfo.chosen_reinforcements = medic_pick_reinforcements(self, context);\n    const num_summoned = self.monsterinfo.chosen_reinforcements.length;\n\n    let num_success = 0;\n\n    // Helper to find spawn point\n    const findSpot = (start: Vec3, mins: Vec3, maxs: Vec3): Vec3 | null => {\n         const spawnPoint = findSpawnPoint(start, mins, maxs, context);\n         if (spawnPoint) {\n             if (checkGroundSpawnPoint(spawnPoint, mins, maxs, 256, -1, context)) {\n                 return spawnPoint;\n             }\n         }\n         return null;\n    };\n\n    // First pass\n    for (let count = 0; count < num_summoned; count++) {\n        const reinIdx = self.monsterinfo.chosen_reinforcements![count];\n        const reinforcement = self.monsterinfo.reinforcements![reinIdx];\n\n        let offset = { ...reinforcement_position[count] };\n\n        const rawStart = M_ProjectFlashSource(self, offset, f, r);\n        const startpoint = { ...rawStart, z: rawStart.z + 10 };\n\n        const spot = findSpot(startpoint, reinforcement.mins, reinforcement.maxs);\n        if (spot) {\n            num_success++;\n            break;\n        }\n    }\n\n    // Second pass: spin around check\n    if (num_success === 0) {\n        for (let count = 0; count < num_summoned; count++) {\n             const reinIdx = self.monsterinfo.chosen_reinforcements![count];\n             const reinforcement = self.monsterinfo.reinforcements![reinIdx];\n\n             let offset = { ...reinforcement_position[count] };\n             // check behind\n             offset.x *= -1.0;\n             offset.y *= -1.0;\n\n             const rawStart = M_ProjectFlashSource(self, offset, f, r);\n             const startpoint = { ...rawStart, z: rawStart.z + 10 };\n\n             const spot = findSpot(startpoint, reinforcement.mins, reinforcement.maxs);\n             if (spot) {\n                 num_success++;\n                 break;\n             }\n        }\n\n        if (num_success > 0) {\n            self.monsterinfo.aiflags |= AiFlags.ManualTarget; // AI_MANUAL_STEERING\n            self.ideal_yaw = (self.angles.y + 180) % 360;\n        }\n    }\n\n    if (num_success === 0) {\n        // Fail\n        self.monsterinfo.nextframe = 142; // FRAME_attack53 - skip spawn\n    }\n}\n\nfunction medic_spawngrows(self: Entity, context: EntitySystem): void {\n    const vectors = angleVectors(self.angles);\n    const f = vectors.forward;\n    const r = vectors.right;\n\n    // Rotation logic (Manual Steering)\n    if (self.monsterinfo.aiflags & AiFlags.ManualTarget) {\n        // Simplified turn logic\n        const diff = Math.abs(self.angles.y - self.ideal_yaw);\n        if (diff > 0.1) {\n             self.monsterinfo.aiflags |= AiFlags.HoldFrame;\n             return;\n        }\n        self.monsterinfo.aiflags &= ~AiFlags.HoldFrame;\n        self.monsterinfo.aiflags &= ~AiFlags.ManualTarget;\n    }\n\n    if (!self.monsterinfo.chosen_reinforcements) return;\n\n    const num_summoned = self.monsterinfo.chosen_reinforcements.length;\n    let num_success = 0;\n\n    for (let count = 0; count < num_summoned; count++) {\n        const reinIdx = self.monsterinfo.chosen_reinforcements[count];\n        const reinforcement = self.monsterinfo.reinforcements![reinIdx];\n\n        const offset = { ...reinforcement_position[count] };\n\n        const rawStart = M_ProjectFlashSource(self, offset, f, r);\n        const startpoint = { ...rawStart, z: rawStart.z + 10 };\n\n        const spawnPoint = findSpawnPoint(startpoint, reinforcement.mins, reinforcement.maxs, context);\n        if (spawnPoint) {\n            if (checkGroundSpawnPoint(spawnPoint, reinforcement.mins, reinforcement.maxs, 256, -1, context)) {\n                num_success++;\n                // SpawnGrow\n                const radius = lengthVec3(subtractVec3(reinforcement.maxs, reinforcement.mins)) * 0.5;\n                const growPos = addVec3(spawnPoint, addVec3(reinforcement.mins, reinforcement.maxs));\n\n                SpawnGrow_Spawn(context, growPos, radius, radius * 2.0);\n            }\n        }\n    }\n}\n\nfunction medic_finish_spawn(self: Entity, context: EntitySystem): void {\n    if (!self.monsterinfo.chosen_reinforcements) return;\n\n    const vectors = angleVectors(self.angles);\n    const f = vectors.forward;\n    const r = vectors.right;\n\n    const num_summoned = self.monsterinfo.chosen_reinforcements.length;\n\n    for (let count = 0; count < num_summoned; count++) {\n        const reinIdx = self.monsterinfo.chosen_reinforcements[count];\n        const reinforcement = self.monsterinfo.reinforcements![reinIdx];\n\n        const offset = { ...reinforcement_position[count] };\n\n        const rawStart = M_ProjectFlashSource(self, offset, f, r);\n        const startpoint = { ...rawStart, z: rawStart.z + 10 };\n\n        const spawnPoint = findSpawnPoint(startpoint, reinforcement.mins, reinforcement.maxs, context);\n        let ent: Entity | null = null;\n\n        if (spawnPoint) {\n             // CreateGroundMonster equivalent\n             if (checkGroundSpawnPoint(spawnPoint, reinforcement.mins, reinforcement.maxs, 256, -1, context)) {\n                 const spawnFunc = context.getSpawnFunction(reinforcement.classname);\n                 if (spawnFunc) {\n                     ent = context.spawn();\n                     ent.origin = { ...spawnPoint };\n                     ent.angles = { ...self.angles };\n\n                     const spawnContext: SpawnContext = {\n                        entities: context,\n                        keyValues: { classname: reinforcement.classname },\n                        warn: () => {},\n                        free: (e) => context.free(e),\n                        health_multiplier: 1.0,\n                    };\n                    spawnFunc(ent, spawnContext);\n                 }\n             }\n        }\n\n        if (!ent) continue;\n\n        ent.monsterinfo.aiflags |= AiFlags.DoNotCount | AiFlags.SpawnedMedicC | AiFlags.IgnoreShots;\n        ent.monsterinfo.commander = self;\n        ent.monsterinfo.monster_slots = reinforcement.strength;\n\n        self.monsterinfo.monster_used = (self.monsterinfo.monster_used || 0) + reinforcement.strength;\n\n        // Target assignment logic\n        const target = self.enemy;\n        if (target && target.health > 0) {\n            ent.enemy = target;\n            if (ent.monsterinfo.run) {\n                 ent.monsterinfo.run(ent, context);\n            }\n        } else {\n             ent.enemy = null;\n             if (ent.monsterinfo.stand) ent.monsterinfo.stand(ent, context);\n        }\n    }\n}\n\n\nfunction medic_pain(self: Entity): void {\n  self.monsterinfo.current_move = pain_move;\n}\n\nfunction medic_die(self: Entity): void {\n  self.monsterinfo.current_move = death_move;\n}\n\nfunction medic_dead(self: Entity): void {\n  self.monsterinfo.nextframe = death_move.lastframe;\n  self.nextthink = -1;\n}\n\n\n// Frame definitions (approximated)\nconst stand_frames: MonsterFrame[] = Array.from({ length: 30 }, () => ({\n  ai: monster_ai_stand,\n  dist: 0,\n}));\n\nstand_move = {\n  firstframe: 0,\n  lastframe: 29,\n  frames: stand_frames,\n  endfunc: medic_stand,\n};\n\nconst walk_frames: MonsterFrame[] = Array.from({ length: 40 }, () => ({\n  ai: monster_ai_walk,\n  dist: 3,\n}));\n\nwalk_move = {\n  firstframe: 30,\n  lastframe: 69,\n  frames: walk_frames,\n  endfunc: medic_walk,\n};\n\nconst run_frames: MonsterFrame[] = Array.from({ length: 20 }, () => ({\n  ai: monster_ai_run,\n  dist: 12,\n}));\n\nrun_move = {\n  firstframe: 70,\n  lastframe: 89,\n  frames: run_frames,\n  endfunc: medic_run,\n};\n\nconst attack_hyper_frames: MonsterFrame[] = Array.from({ length: 16 }, (_, i) => ({\n    ai: monster_ai_charge,\n    dist: 0,\n    think: (i >= 4 && i <= 13) ? medic_fire_blaster : null\n}));\n\nattack_hyper_move = {\n    firstframe: 90,\n    lastframe: 105,\n    frames: attack_hyper_frames,\n    endfunc: medic_run\n};\n\nconst attack_cable_frames: MonsterFrame[] = [\n  { ai: monster_ai_charge, dist: 0, think: medic_hook_launch },\n  { ai: monster_ai_charge, dist: 0, think: medic_cable_attack },\n  { ai: monster_ai_charge, dist: 0, think: medic_cable_attack },\n  { ai: monster_ai_charge, dist: 0, think: medic_cable_attack },\n  { ai: monster_ai_charge, dist: 0, think: medic_cable_attack },\n  { ai: monster_ai_charge, dist: 0, think: medic_cable_attack },\n  { ai: monster_ai_charge, dist: 0, think: medic_cable_attack },\n  { ai: monster_ai_charge, dist: 0, think: medic_cable_attack },\n  { ai: monster_ai_charge, dist: 0, think: medic_hook_retract }\n];\n\nattack_cable_move = {\n    firstframe: 106,\n    lastframe: 114,\n    frames: attack_cable_frames,\n    endfunc: medic_run\n};\n\nconst pain_frames: MonsterFrame[] = Array.from({ length: 6 }, () => ({\n  ai: monster_ai_move,\n  dist: 0,\n}));\n\npain_move = {\n  firstframe: 116,\n  lastframe: 121,\n  frames: pain_frames,\n  endfunc: medic_run,\n};\n\n// Reinforcement spawn frames (FRAME_attack33-55: 122-144)\nconst call_reinforcements_frames: MonsterFrame[] = Array.from({ length: 23 }, (_, i) => {\n    let think = null;\n    if (i === 9) think = medic_start_spawn;\n    else if (i === 15) think = medic_determine_spawn;\n    else if (i === 16) think = medic_spawngrows;\n    else if (i === 19) think = medic_finish_spawn;\n\n    return {\n        ai: monster_ai_move,\n        dist: 0,\n        think\n    };\n});\n\ncall_reinforcements_move = {\n    firstframe: 122,\n    lastframe: 144,\n    frames: call_reinforcements_frames,\n    endfunc: medic_run\n};\n\n// Death frames should be 161-190.\n// But we need to make sure we don't break existing medic if it relies on old frames.\n// Assuming standard model has > 161 frames.\nconst death_frames: MonsterFrame[] = Array.from({ length: 30 }, () => ({\n  ai: monster_ai_move,\n  dist: 0,\n}));\n\ndeath_move = {\n  firstframe: 161,\n  lastframe: 190,\n  frames: death_frames,\n  endfunc: medic_dead,\n};\n\n\nexport function SP_monster_medic(self: Entity, context: SpawnContext): void {\n  self.classname = 'monster_medic';\n  self.model = 'models/monsters/medic/tris.md2';\n  self.mins = { x: -24, y: -24, z: -24 };\n  self.maxs = { x: 24, y: 24, z: 32 };\n  self.movetype = MoveType.Step;\n  self.solid = Solid.BoundingBox;\n  self.health = 300 * context.health_multiplier;\n  self.max_health = self.health;\n  self.mass = 400;\n  self.takedamage = true;\n\n  self.pain = (self, other, kick, damage) => {\n    if (self.health < (self.max_health / 2)) {\n      self.monsterinfo.current_move = pain_move;\n      // Pain sound logic\n      if (context.entities.rng.frandom() < 0.5) {\n          const sound = self.classname === 'monster_medic_commander'\n              ? 'medic/medpain2.wav'\n              : 'medic/medpain1.wav';\n          context.entities.sound?.(self, 0, sound, 1, 1, 0);\n      }\n    }\n  };\n\n  self.die = (self, inflictor, attacker, damage, point) => {\n    self.deadflag = DeadFlag.Dead;\n    self.solid = Solid.Not;\n\n    if (self.health < -40) {\n        throwGibs(context.entities, self.origin, damage, GIB_METALLIC);\n        context.entities.free(self);\n        return;\n    }\n\n    context.entities.sound?.(self, 0, 'medic/meddeth1.wav', 1, 1, 0);\n    medic_die(self);\n  };\n\n  self.monsterinfo.stand = medic_stand;\n  self.monsterinfo.walk = medic_walk;\n  self.monsterinfo.run = medic_run;\n  self.monsterinfo.attack = (ent) => medic_attack(ent, context.entities);\n\n  self.think = monster_think;\n\n  medic_stand(self);\n  self.nextthink = self.timestamp + MONSTER_TICK;\n}\n\nexport function SP_monster_medic_commander(self: Entity, context: SpawnContext): void {\n    SP_monster_medic(self, context);\n    self.classname = 'monster_medic_commander';\n    self.health = 600 * context.health_multiplier;\n    self.max_health = self.health;\n    self.skin = 1; // Commander skin\n\n    // Commander doesn't heal, it spawns.\n    // Logic is handled in medic_attack and medic_run via classname check.\n\n    // Setup reinforcements\n    let reinforcements = default_reinforcements;\n    if (context.keyValues['reinforcements']) {\n        reinforcements = context.keyValues['reinforcements'];\n    }\n\n    // Check monster_slots\n    if (context.keyValues['monster_slots']) {\n        self.monsterinfo.monster_slots = parseInt(context.keyValues['monster_slots'], 10);\n    } else {\n        self.monsterinfo.monster_slots = default_monster_slots_base;\n    }\n\n    if (self.monsterinfo.monster_slots && reinforcements) {\n        medic_setup_reinforcements(self, reinforcements, context.entities);\n    }\n\n    // Precache models?\n    // MedicCommanderCache();\n    context.entities.engine.modelIndex?.(\"models/items/spawngro3/tris.md2\");\n}\n\nexport function registerMedicSpawns(registry: SpawnRegistry): void {\n  registry.register('monster_medic', SP_monster_medic);\n  registry.register('monster_medic_commander', SP_monster_medic_commander);\n}\n","import {\n  angleVectors,\n  addVec3,\n  scaleVec3,\n  subtractVec3,\n  normalizeVec3,\n  vectorToAngles,\n  lengthVec3,\n  Vec3,\n  ZERO_VEC3,\n} from '@quake2ts/shared';\nimport {\n  ai_charge,\n  ai_move,\n  ai_run,\n  ai_stand,\n  ai_walk,\n  monster_think,\n  ai_turn,\n  ai_face\n} from '../../ai/index.js';\nimport { DamageMod } from '../../combat/damageMods.js';\nimport {\n  DeadFlag,\n  Entity,\n  MonsterFrame,\n  MonsterMove,\n  MoveType,\n  Solid,\n} from '../entity.js';\nimport { SpawnContext, SpawnRegistry } from '../spawn.js';\nimport { throwGibs } from '../gibs.js';\nimport type { EntitySystem } from '../system.js';\nimport { T_Damage, Damageable } from '../../combat/damage.js';\nimport { DamageFlags } from '../../combat/damageFlags.js';\nimport { M_CheckBottom } from '../../ai/movement.js';\n\nconst MONSTER_TICK = 0.1;\n\n// Wrappers for AI functions\nfunction monster_ai_stand(self: Entity, dist: number, context: any): void {\n  ai_stand(self, dist, context);\n}\n\nfunction monster_ai_walk(self: Entity, dist: number, context: any): void {\n  ai_walk(self, dist, context);\n}\n\nfunction monster_ai_run(self: Entity, dist: number, context: any): void {\n  ai_run(self, dist, context);\n}\n\nfunction monster_ai_charge(self: Entity, dist: number, context: any): void {\n  ai_charge(self, dist, context);\n}\n\nfunction monster_ai_move(self: Entity, dist: number, context: any): void {\n  ai_move(self, dist);\n}\n\nfunction monster_ai_face(self: Entity, dist: number, context: any): void {\n  ai_face(self, null, dist, MONSTER_TICK);\n}\n\n\n// Forward declarations\nlet stand_move: MonsterMove;\nlet walk_move: MonsterMove;\nlet run_move: MonsterMove;\nlet attack_move: MonsterMove;\nlet pain1_move: MonsterMove;\nlet pain2_move: MonsterMove;\nlet pain3_move: MonsterMove;\nlet death_move: MonsterMove;\nlet jump_move: MonsterMove;\n\n\nfunction mutant_step(self: Entity): void {\n  self.monsterinfo.current_move = walk_move;\n}\n\nfunction mutant_stand(self: Entity): void {\n  self.monsterinfo.current_move = stand_move;\n}\n\nfunction mutant_run(self: Entity): void {\n  self.monsterinfo.current_move = run_move;\n}\n\nfunction mutant_swing(self: Entity, damage: number, context: EntitySystem): void {\n  context.engine.sound?.(self, 0, 'mutant/mutatck1.wav', 1, 1, 0);\n  if (!self.enemy) return;\n\n  const aim = subtractVec3(self.enemy.origin, self.origin);\n  const dist = lengthVec3(aim);\n\n  if (dist > 100) return; // Miss\n\n  const dir = normalizeVec3(aim);\n  T_Damage(\n      self.enemy as unknown as Damageable,\n      self as unknown as Damageable,\n      self as unknown as Damageable,\n      dir,\n      self.enemy.origin,\n      ZERO_VEC3,\n      damage,\n      0,\n      0,\n      DamageMod.UNKNOWN,\n      context.timeSeconds,\n  );\n}\n\nfunction mutant_hit_right(self: Entity, context: EntitySystem): void {\n    mutant_swing(self, 30, context);\n}\n\nfunction mutant_hit_left(self: Entity, context: EntitySystem): void {\n    mutant_swing(self, 30, context);\n}\n\nfunction mutant_check_ground(self: Entity, context: EntitySystem): void {\n    if (self.flags & (1 << 0)) { // FL_ONGROUND? No, EntityFlags.Fly is bit 0. Wait, check EntityFlags.\n        // In C code: if (self->flags & FL_ONGROUND)\n        // Here check groundentity\n        if (self.groundentity) {\n            self.movetype = MoveType.Step;\n            self.monsterinfo.current_move = run_move;\n            // self.monsterinfo.nextframe = run_move.firstframe; // Wait, run_move sets this?\n        }\n    }\n    // Actually, we need to check if we landed.\n    // If using MoveType.Toss, the engine physics should set groundentity when it lands.\n    if (self.groundentity) {\n        self.movetype = MoveType.Step;\n        self.monsterinfo.current_move = run_move;\n    }\n}\n\nfunction mutant_jump_touch(self: Entity, other: Entity | null, plane?: any, surf?: any): void {\n    if (self.health <= 0) return;\n\n    if (other && other.takedamage) {\n        if (self.velocity.z > 0) {\n            self.velocity = { ...self.velocity, z: 0 };\n        }\n\n        T_Damage(\n            other as unknown as Damageable,\n            self as unknown as Damageable,\n            self as unknown as Damageable,\n            normalizeVec3(self.velocity),\n            self.origin,\n            ZERO_VEC3,\n            50,\n            0,\n            0,\n            DamageMod.UNKNOWN,\n            0,\n        );\n    }\n\n    if (!other || (!other.takedamage && other.solid !== Solid.Not)) { // World or solid object\n        self.touch = undefined;\n    }\n}\n\nfunction mutant_jump_takeoff(self: Entity, context: EntitySystem): void {\n    const forward = angleVectors(self.angles).forward;\n\n    self.movetype = MoveType.Toss;\n    self.touch = mutant_jump_touch;\n    self.velocity = addVec3(scaleVec3(forward, 300), { x: 0, y: 0, z: 300 }); // Reduced from 600/250 to ensure control? No, match C.\n    // C code: Velocity 600 forward, 250 up.\n    self.velocity = addVec3(scaleVec3(forward, 600), { x: 0, y: 0, z: 250 });\n\n    self.groundentity = null;\n\n    context.engine.sound?.(self, 0, 'mutant/mutatck2.wav', 1, 1, 0);\n}\n\nfunction mutant_check_attack(self: Entity, context: EntitySystem): boolean {\n    if (self.enemy && self.enemy.health > 0) {\n        // If close and in front, melee\n        // If mid range, jump?\n\n        const diff = subtractVec3(self.enemy.origin, self.origin);\n        const dist = lengthVec3(diff);\n\n        if (dist < 128 && context.rng.frandom() < 0.5) {\n             self.monsterinfo.current_move = attack_move;\n             return true;\n        }\n\n        if (dist >= 128 && dist < 512 && context.rng.frandom() < 0.3) {\n            self.monsterinfo.current_move = jump_move;\n            return true;\n        }\n    }\n    return false;\n}\n\nfunction mutant_pain_func(self: Entity, other: Entity | null, kick: number, damage: number, context: EntitySystem): void {\n    if (self.health < (self.max_health / 2)) {\n        self.skin = 1;\n    }\n\n    if (self.timestamp < (self.pain_finished_time || 0)) return;\n    self.pain_finished_time = self.timestamp + 3;\n\n    if (context.rng.frandom() < 0.5) {\n         context.engine.sound?.(self, 0, 'mutant/mutpain1.wav', 1, 1, 0);\n         self.monsterinfo.current_move = pain1_move;\n    } else if (context.rng.frandom() < 0.5) {\n         context.engine.sound?.(self, 0, 'mutant/mutpain2.wav', 1, 1, 0);\n         self.monsterinfo.current_move = pain2_move;\n    } else {\n         context.engine.sound?.(self, 0, 'mutant/mutpain3.wav', 1, 1, 0);\n         self.monsterinfo.current_move = pain3_move;\n    }\n}\n\nfunction mutant_die(self: Entity): void {\n    self.monsterinfo.current_move = death_move;\n}\n\nfunction mutant_dead(self: Entity): void {\n    self.monsterinfo.nextframe = death_move.lastframe;\n    self.nextthink = -1;\n    self.mins = { x: -16, y: -16, z: -24 };\n    self.maxs = { x: 16, y: 16, z: -8 };\n}\n\n\n// ----------------------------------------------------------------------\n// FRAMES & MOVES\n// ----------------------------------------------------------------------\n\nconst stand_frames: MonsterFrame[] = [\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 }\n];\n\nstand_move = {\n    firstframe: 0,\n    lastframe: 50,\n    frames: stand_frames,\n    endfunc: mutant_stand\n};\n\nconst walk_frames: MonsterFrame[] = [\n    { ai: monster_ai_walk, dist: 3 },\n    { ai: monster_ai_walk, dist: 1 },\n    { ai: monster_ai_walk, dist: 5 },\n    { ai: monster_ai_walk, dist: 10 },\n    { ai: monster_ai_walk, dist: 13 },\n    { ai: monster_ai_walk, dist: 12 },\n    { ai: monster_ai_walk, dist: 0 },\n    { ai: monster_ai_walk, dist: 0 },\n    { ai: monster_ai_walk, dist: 5 },\n    { ai: monster_ai_walk, dist: 6 },\n    { ai: monster_ai_walk, dist: 16 },\n    { ai: monster_ai_walk, dist: 15 },\n    { ai: monster_ai_walk, dist: 6 }\n];\n\nwalk_move = {\n    firstframe: 51,\n    lastframe: 63,\n    frames: walk_frames,\n    endfunc: mutant_step\n};\n\nconst run_frames: MonsterFrame[] = [\n    { ai: monster_ai_run, dist: 20 },\n    { ai: monster_ai_run, dist: 15 },\n    { ai: monster_ai_run, dist: 35 },\n    { ai: monster_ai_run, dist: 20 },\n    { ai: monster_ai_run, dist: 10 },\n    { ai: monster_ai_run, dist: 20 }\n];\n\nrun_move = {\n    firstframe: 64,\n    lastframe: 69,\n    frames: run_frames,\n    endfunc: mutant_run\n};\n\nconst attack_frames: MonsterFrame[] = [\n    { ai: monster_ai_charge, dist: 0 },\n    { ai: monster_ai_charge, dist: 0 },\n    { ai: monster_ai_charge, dist: 0, think: mutant_hit_left },\n    { ai: monster_ai_charge, dist: 0 },\n    { ai: monster_ai_charge, dist: 0, think: mutant_hit_right },\n    { ai: monster_ai_charge, dist: 0 },\n    { ai: monster_ai_charge, dist: 0, think: mutant_hit_left },\n    { ai: monster_ai_charge, dist: 0 }\n];\n\nattack_move = {\n    firstframe: 70,\n    lastframe: 77,\n    frames: attack_frames,\n    endfunc: mutant_run\n};\n\nconst jump_frames: MonsterFrame[] = [\n    { ai: monster_ai_face, dist: 0 },\n    { ai: monster_ai_face, dist: 0 },\n    { ai: monster_ai_face, dist: 0, think: mutant_jump_takeoff },\n    { ai: monster_ai_move, dist: 0, think: mutant_check_ground },\n    { ai: monster_ai_move, dist: 0, think: mutant_check_ground },\n    { ai: monster_ai_move, dist: 0, think: mutant_check_ground },\n    { ai: monster_ai_move, dist: 0, think: mutant_check_ground },\n    { ai: monster_ai_move, dist: 0, think: mutant_check_ground }\n];\n\njump_move = {\n    firstframe: 93,\n    lastframe: 100,\n    frames: jump_frames,\n    endfunc: mutant_run // Should loop until grounded? The C code uses a loop for the jump frames.\n};\n// Override to loop jump frames\njump_move.frames[3].ai = (self: Entity, dist: number, context: any) => {\n    mutant_check_ground(self, context);\n    if (self.groundentity) return; // Landed\n    // Not landed, decrement frame to loop\n    // But frame logic increments. So we need to handle loop manually or allow frame controller to do it.\n    // In standard Quake2 AI, looping involves setting nextframe back.\n    if (self.frame === 99) { // Near end of loop\n        if (!self.groundentity) {\n             self.monsterinfo.nextframe = 96; // Loop back to air frames\n        }\n    }\n};\n\n\nconst pain1_frames: MonsterFrame[] = [\n    { ai: monster_ai_move, dist: 4 },\n    { ai: monster_ai_move, dist: -3 },\n    { ai: monster_ai_move, dist: -8 },\n    { ai: monster_ai_move, dist: 2 },\n    { ai: monster_ai_move, dist: 5 }\n];\n\npain1_move = {\n    firstframe: 78,\n    lastframe: 82,\n    frames: pain1_frames,\n    endfunc: mutant_run\n};\n\nconst pain2_frames: MonsterFrame[] = [\n    { ai: monster_ai_move, dist: -24 },\n    { ai: monster_ai_move, dist: 11 },\n    { ai: monster_ai_move, dist: 5 },\n    { ai: monster_ai_move, dist: -2 }\n];\n\npain2_move = {\n    firstframe: 83,\n    lastframe: 86,\n    frames: pain2_frames,\n    endfunc: mutant_run\n};\n\nconst pain3_frames: MonsterFrame[] = [\n    { ai: monster_ai_move, dist: 11 },\n    { ai: monster_ai_move, dist: 0 },\n    { ai: monster_ai_move, dist: -2 },\n    { ai: monster_ai_move, dist: 0 },\n    { ai: monster_ai_move, dist: 0 },\n    { ai: monster_ai_move, dist: 0 }\n];\n\npain3_move = {\n    firstframe: 87,\n    lastframe: 92,\n    frames: pain3_frames,\n    endfunc: mutant_run\n};\n\nconst death_frames: MonsterFrame[] = [\n    { ai: monster_ai_move, dist: 0 },\n    { ai: monster_ai_move, dist: 0 },\n    { ai: monster_ai_move, dist: 0 },\n    { ai: monster_ai_move, dist: 0 },\n    { ai: monster_ai_move, dist: 0 },\n    { ai: monster_ai_move, dist: 0 },\n    { ai: monster_ai_move, dist: 0 },\n    { ai: monster_ai_move, dist: 0 },\n    { ai: monster_ai_move, dist: 0 }\n];\n\ndeath_move = {\n    firstframe: 101,\n    lastframe: 109,\n    frames: death_frames,\n    endfunc: mutant_dead\n};\n\nexport function SP_monster_mutant(self: Entity, context: SpawnContext): void {\n  self.classname = 'monster_mutant';\n  self.model = 'models/monsters/mutant/tris.md2';\n  self.mins = { x: -32, y: -32, z: -24 };\n  self.maxs = { x: 32, y: 32, z: 48 };\n  self.movetype = MoveType.Step;\n  self.solid = Solid.BoundingBox;\n  self.health = 300 * context.health_multiplier;\n  self.max_health = self.health;\n  self.mass = 300;\n  self.takedamage = true;\n\n  self.pain = (ent, other, kick, dmg) => {\n    mutant_pain_func(ent, other, kick, dmg, context.entities);\n  };\n\n  self.die = (ent, inflictor, attacker, damage, point) => {\n    ent.deadflag = DeadFlag.Dead;\n    ent.solid = Solid.Not;\n\n    if (ent.health < -40) {\n        throwGibs(context.entities, ent.origin, damage);\n        context.entities.free(ent);\n        return;\n    }\n\n    context.entities.engine.sound?.(ent, 0, 'mutant/mutdeth1.wav', 1, 1, 0);\n    ent.takedamage = true;\n    mutant_die(ent);\n  };\n\n  self.monsterinfo.stand = mutant_stand;\n  self.monsterinfo.walk = mutant_step;\n  self.monsterinfo.run = mutant_run;\n  self.monsterinfo.checkattack = mutant_check_attack;\n  self.monsterinfo.attack = (ent) => {\n      ent.monsterinfo.current_move = attack_move;\n  };\n  self.monsterinfo.sight = (ent, other) => {\n    context.entities.engine.sound?.(ent, 0, 'mutant/mutsght1.wav', 1, 1, 0);\n  };\n  self.monsterinfo.idle = mutant_stand;\n\n  self.think = monster_think;\n\n  mutant_stand(self);\n  self.nextthink = self.timestamp + MONSTER_TICK;\n}\n\nexport function registerMutantSpawns(registry: SpawnRegistry): void {\n  registry.register('monster_mutant', SP_monster_mutant);\n}\n","import {\n  angleVectors,\n  normalizeVec3,\n  subtractVec3,\n  Vec3,\n  ZERO_VEC3,\n  lengthVec3,\n  scaleVec3,\n  addVec3,\n  vectorToAngles,\n  copyVec3,\n  ServerCommand,\n  TempEntity,\n  MASK_SHOT\n} from '@quake2ts/shared';\nimport {\n  ai_charge,\n  ai_move,\n  ai_run,\n  ai_stand,\n  ai_walk,\n  monster_think\n} from '../../ai/index.js';\nimport { DamageMod } from '../../combat/damageMods.js';\nimport {\n  DeadFlag,\n  Entity,\n  MonsterFrame,\n  MonsterMove,\n  MoveType,\n  Solid,\n} from '../entity.js';\nimport { SpawnContext, SpawnRegistry } from '../spawn.js';\nimport { throwGibs } from '../gibs.js';\nimport type { EntitySystem } from '../system.js';\nimport { T_Damage, Damageable } from '../../combat/damage.js';\nimport { DamageFlags } from '../../combat/damageFlags.js';\n\nconst MONSTER_TICK = 0.1;\n\n// Constants extracted from m_parasite.c\nconst PARASITE_HEALTH = 175;\nconst PARASITE_MASS = 250;\nconst PARASITE_GIB_HEALTH = -50;\nconst PARASITE_PAIN_DEBOUNCE = 3.0;\nconst PARASITE_DRAIN_DAMAGE = 2;\nconst PARASITE_DRAIN_DAMAGE_HIGH = 5;\nconst PARASITE_MAX_DRAIN_DIST = 256;\nconst PARASITE_FIDGET_CHANCE = 0.8;\nconst PARASITE_ATTACK_ANGLE_LIMIT = 30;\n\n// Wrappers for AI functions\nfunction monster_ai_stand(self: Entity, dist: number, context: any): void {\n  ai_stand(self, dist, context);\n}\n\nfunction monster_ai_walk(self: Entity, dist: number, context: any): void {\n  ai_walk(self, dist, context);\n}\n\nfunction monster_ai_run(self: Entity, dist: number, context: any): void {\n  ai_run(self, dist, context);\n}\n\nfunction monster_ai_charge(self: Entity, dist: number, context: any): void {\n  ai_charge(self, dist, context);\n}\n\nfunction monster_ai_move(self: Entity, dist: number, context: any): void {\n  ai_move(self, dist);\n}\n\n// Forward declarations\nlet stand_move: MonsterMove;\nlet walk_move: MonsterMove;\nlet run_move: MonsterMove;\nlet drain_move: MonsterMove;\nlet pain_move: MonsterMove;\nlet death_move: MonsterMove;\nlet start_run_move: MonsterMove;\nlet start_walk_move: MonsterMove;\nlet start_fidget_move: MonsterMove;\nlet fidget_move: MonsterMove;\nlet end_fidget_move: MonsterMove;\n\n// Sounds (indices to be resolved at spawn)\nlet sound_pain1: number;\nlet sound_pain2: number;\nlet sound_die: number;\nlet sound_launch: number;\nlet sound_impact: number;\nlet sound_suck: number;\nlet sound_reelin: number;\nlet sound_sight: number;\nlet sound_tap: number;\nlet sound_scratch: number;\nlet sound_search: number;\n\nfunction parasite_launch(self: Entity, context: EntitySystem): void {\n  context.engine.sound?.(self, 0, 'parasite/paratck1.wav', 1, 1, 0);\n}\n\nfunction parasite_reel_in(self: Entity, context: EntitySystem): void {\n  context.engine.sound?.(self, 0, 'parasite/paratck4.wav', 1, 1, 0);\n}\n\nfunction parasite_sight(self: Entity, other: Entity): void {\n  // Sound handled in monsterinfo closure now\n}\n\nfunction parasite_tap(self: Entity, context: EntitySystem): void {\n  context.engine.sound?.(self, 0, 'parasite/paridle1.wav', 1, 2, 0);\n}\n\nfunction parasite_scratch(self: Entity, context: EntitySystem): void {\n  context.engine.sound?.(self, 0, 'parasite/paridle2.wav', 1, 2, 0);\n}\n\nfunction parasite_search(self: Entity, context: EntitySystem): void {\n  context.engine.sound?.(self, 0, 'parasite/parsrch1.wav', 1, 2, 0);\n}\n\n// Fidget Logic\nfunction parasite_do_fidget(self: Entity): void {\n  self.monsterinfo.current_move = fidget_move;\n}\n\nfunction parasite_refidget(self: Entity, context: EntitySystem): void {\n  if (context.rng.frandom() <= PARASITE_FIDGET_CHANCE) {\n    self.monsterinfo.current_move = fidget_move;\n  } else {\n    self.monsterinfo.current_move = end_fidget_move;\n  }\n}\n\nfunction parasite_end_fidget(self: Entity): void {\n  self.monsterinfo.current_move = end_fidget_move;\n}\n\nfunction parasite_stand(self: Entity): void {\n  self.monsterinfo.current_move = stand_move;\n}\n\nfunction parasite_idle(self: Entity): void {\n  self.monsterinfo.current_move = start_fidget_move;\n}\n\nfunction parasite_start_walk(self: Entity): void {\n  self.monsterinfo.current_move = start_walk_move;\n}\n\nfunction parasite_walk(self: Entity): void {\n  self.monsterinfo.current_move = walk_move;\n}\n\nfunction parasite_start_run(self: Entity): void {\n  self.monsterinfo.current_move = start_run_move;\n}\n\nfunction parasite_run(self: Entity): void {\n    if (self.monsterinfo.aiflags && (self.monsterinfo.aiflags & 1)) {\n        self.monsterinfo.current_move = stand_move;\n    } else {\n        self.monsterinfo.current_move = run_move;\n    }\n}\n\nfunction parasite_drain_attack_ok(start: Vec3, end: Vec3): boolean {\n  const dir = subtractVec3(end, start);\n  const dist = lengthVec3(dir);\n  if (dist > PARASITE_MAX_DRAIN_DIST) return false;\n\n  const angles = vectorToAngles(dir);\n  let pitch = angles.x;\n  // Normalize pitch\n  if (pitch < -180) pitch += 360;\n\n  if (Math.abs(pitch) > PARASITE_ATTACK_ANGLE_LIMIT) return false;\n\n  return true;\n}\n\nfunction parasite_drain_attack(self: Entity, context: EntitySystem): void {\n  if (!self.enemy) return;\n\n  const vectors = angleVectors(self.angles);\n  const f = vectors.forward;\n  const r = vectors.right;\n  const u = vectors.up;\n\n  const offset = { x: 24, y: 0, z: 6 };\n  const start = addVec3(\n      self.origin,\n      addVec3(\n          scaleVec3(f, offset.x),\n          addVec3(scaleVec3(r, offset.y), scaleVec3(u, offset.z))\n      )\n  );\n\n  let end = copyVec3(self.enemy.origin);\n\n  if (!parasite_drain_attack_ok(start, end)) {\n    end = { ...end, z: self.enemy.origin.z + self.enemy.maxs.z - 8 };\n    if (!parasite_drain_attack_ok(start, end)) {\n      end = { ...end, z: self.enemy.origin.z + self.enemy.mins.z + 8 };\n      if (!parasite_drain_attack_ok(start, end)) {\n        return;\n      }\n    }\n  }\n\n  const tr = context.trace(start, end, ZERO_VEC3, ZERO_VEC3, self, MASK_SHOT);\n\n  if (tr.ent !== self.enemy) {\n    return;\n  }\n\n  let damage = PARASITE_DRAIN_DAMAGE;\n  const currentFrame = self.frame;\n\n  // FRAME_drain03 is 41 (index 2 relative to 39)\n  if (currentFrame === 41) {\n    damage = PARASITE_DRAIN_DAMAGE_HIGH;\n    context.engine.sound?.(self.enemy, 0, 'parasite/paratck2.wav', 1, 1, 0);\n  } else {\n    // FRAME_drain04 is 42\n    if (currentFrame === 42) {\n      context.engine.sound?.(self, 0, 'parasite/paratck3.wav', 1, 1, 0);\n    }\n    damage = PARASITE_DRAIN_DAMAGE;\n  }\n\n  context.multicast(self.origin, 0 /* MulticastType.PVS */, ServerCommand.temp_entity, {\n    te: TempEntity.PARASITE_ATTACK,\n    entId: self.index,\n    start: start,\n    end: end\n  } as any);\n\n  const dir = normalizeVec3(subtractVec3(start, end));\n\n  T_Damage(\n    self.enemy as unknown as Damageable,\n    self as unknown as Damageable,\n    self as unknown as Damageable,\n    dir,\n    self.enemy.origin,\n    ZERO_VEC3,\n    damage,\n    0,\n    DamageFlags.NO_KNOCKBACK,\n    DamageMod.UNKNOWN,\n    context.timeSeconds,\n  );\n\n  // Heal self\n  if (self.health < self.max_health) {\n    self.health += damage;\n    if (self.health > self.max_health) {\n      self.health = self.max_health;\n    }\n  }\n}\n\nfunction parasite_attack(self: Entity): void {\n  self.monsterinfo.current_move = drain_move;\n}\n\nfunction parasite_pain_func(self: Entity, other: Entity | null, kick: number, damage: number, context: EntitySystem): void {\n  if (self.health < (self.max_health / 2)) {\n    self.skin = 1;\n  }\n\n  if (self.timestamp < (self.pain_finished_time || 0)) return;\n\n  self.pain_finished_time = self.timestamp + PARASITE_PAIN_DEBOUNCE;\n\n  if (context.rng.frandom() < 0.5) {\n      context.engine.sound?.(self, 0, 'parasite/parpain1.wav', 1, 1, 0);\n  } else {\n      context.engine.sound?.(self, 0, 'parasite/parpain2.wav', 1, 1, 0);\n  }\n\n  self.monsterinfo.current_move = pain_move;\n}\n\nfunction parasite_die(self: Entity): void {\n  self.monsterinfo.current_move = death_move;\n}\n\nfunction parasite_dead(self: Entity): void {\n    self.monsterinfo.nextframe = death_move.lastframe;\n    self.nextthink = -1;\n    self.mins = { x: -16, y: -16, z: -24 };\n    self.maxs = { x: 16, y: 16, z: -8 };\n}\n\n// ----------------------------------------------------------------------\n// FRAMES & MOVES\n// ----------------------------------------------------------------------\n\nconst stand_frames: MonsterFrame[] = [\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0, think: parasite_tap },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0, think: parasite_tap },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0, think: parasite_tap },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0, think: parasite_tap },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0, think: parasite_tap },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0, think: parasite_tap }\n];\n\nstand_move = {\n    firstframe: 83,\n    lastframe: 99,\n    frames: stand_frames,\n    endfunc: parasite_stand\n};\n\nconst start_fidget_frames: MonsterFrame[] = [\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 }\n];\n\nstart_fidget_move = {\n    firstframe: 100,\n    lastframe: 103,\n    frames: start_fidget_frames,\n    endfunc: parasite_do_fidget\n};\n\nconst fidget_frames: MonsterFrame[] = [\n    { ai: monster_ai_stand, dist: 0, think: parasite_scratch },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0, think: parasite_scratch },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 }\n];\n\nfidget_move = {\n    firstframe: 104,\n    lastframe: 109,\n    frames: fidget_frames,\n    endfunc: parasite_refidget\n};\n\nconst end_fidget_frames: MonsterFrame[] = [\n    { ai: monster_ai_stand, dist: 0, think: parasite_scratch },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 },\n    { ai: monster_ai_stand, dist: 0 }\n];\n\nend_fidget_move = {\n    firstframe: 110,\n    lastframe: 117,\n    frames: end_fidget_frames,\n    endfunc: parasite_stand\n};\n\nconst start_run_frames: MonsterFrame[] = [\n    { ai: monster_ai_run, dist: 0 },\n    { ai: monster_ai_run, dist: 30 }\n];\n\nstart_run_move = {\n    firstframe: 68,\n    lastframe: 69,\n    frames: start_run_frames,\n    endfunc: parasite_run\n};\n\nconst run_frames: MonsterFrame[] = [\n    { ai: monster_ai_run, dist: 30 },\n    { ai: monster_ai_run, dist: 30 },\n    { ai: monster_ai_run, dist: 22 },\n    { ai: monster_ai_run, dist: 19 },\n    { ai: monster_ai_run, dist: 24 },\n    { ai: monster_ai_run, dist: 28 },\n    { ai: monster_ai_run, dist: 25 }\n];\n\nrun_move = {\n    firstframe: 70,\n    lastframe: 76,\n    frames: run_frames,\n    endfunc: parasite_run\n};\n\nconst start_walk_frames: MonsterFrame[] = [\n    { ai: monster_ai_walk, dist: 0 },\n    { ai: monster_ai_walk, dist: 30, think: parasite_walk }\n];\n\nstart_walk_move = {\n    firstframe: 68,\n    lastframe: 69,\n    frames: start_walk_frames,\n    endfunc: parasite_walk\n};\n\nconst walk_frames: MonsterFrame[] = [\n    { ai: monster_ai_walk, dist: 30 },\n    { ai: monster_ai_walk, dist: 30 },\n    { ai: monster_ai_walk, dist: 22 },\n    { ai: monster_ai_walk, dist: 19 },\n    { ai: monster_ai_walk, dist: 24 },\n    { ai: monster_ai_walk, dist: 28 },\n    { ai: monster_ai_walk, dist: 25 }\n];\n\nwalk_move = {\n    firstframe: 70,\n    lastframe: 76,\n    frames: walk_frames,\n    endfunc: parasite_walk\n};\n\nconst pain_frames: MonsterFrame[] = [\n    { ai: monster_ai_move, dist: 0 },\n    { ai: monster_ai_move, dist: 0 },\n    { ai: monster_ai_move, dist: 0 },\n    { ai: monster_ai_move, dist: 0 },\n    { ai: monster_ai_move, dist: 0 },\n    { ai: monster_ai_move, dist: 0 },\n    { ai: monster_ai_move, dist: 6 },\n    { ai: monster_ai_move, dist: 16 },\n    { ai: monster_ai_move, dist: -6 },\n    { ai: monster_ai_move, dist: -7 },\n    { ai: monster_ai_move, dist: 0 }\n];\n\npain_move = {\n    firstframe: 57,\n    lastframe: 67,\n    frames: pain_frames,\n    endfunc: parasite_start_run\n};\n\nconst drain_frames: MonsterFrame[] = [\n    { ai: monster_ai_charge, dist: 0, think: parasite_launch },\n    { ai: monster_ai_charge, dist: 0 },\n    { ai: monster_ai_charge, dist: 15, think: parasite_drain_attack },\n    { ai: monster_ai_charge, dist: 0, think: parasite_drain_attack },\n    { ai: monster_ai_charge, dist: 0, think: parasite_drain_attack },\n    { ai: monster_ai_charge, dist: 0, think: parasite_drain_attack },\n    { ai: monster_ai_charge, dist: 0, think: parasite_drain_attack },\n    { ai: monster_ai_charge, dist: -2, think: parasite_drain_attack },\n    { ai: monster_ai_charge, dist: -2, think: parasite_drain_attack },\n    { ai: monster_ai_charge, dist: -3, think: parasite_drain_attack },\n    { ai: monster_ai_charge, dist: -2, think: parasite_drain_attack },\n    { ai: monster_ai_charge, dist: 0, think: parasite_drain_attack },\n    { ai: monster_ai_charge, dist: -1, think: parasite_drain_attack },\n    { ai: monster_ai_charge, dist: 0, think: parasite_reel_in },\n    { ai: monster_ai_charge, dist: -2 },\n    { ai: monster_ai_charge, dist: -2 },\n    { ai: monster_ai_charge, dist: -3 },\n    { ai: monster_ai_charge, dist: 0 }\n];\n\ndrain_move = {\n    firstframe: 39,\n    lastframe: 56,\n    frames: drain_frames,\n    endfunc: parasite_start_run\n};\n\nconst death_frames: MonsterFrame[] = [\n    { ai: monster_ai_move, dist: 0 },\n    { ai: monster_ai_move, dist: 0 },\n    { ai: monster_ai_move, dist: 0 },\n    { ai: monster_ai_move, dist: 0 },\n    { ai: monster_ai_move, dist: 0 },\n    { ai: monster_ai_move, dist: 0 },\n    { ai: monster_ai_move, dist: 0 }\n];\n\ndeath_move = {\n    firstframe: 32,\n    lastframe: 38,\n    frames: death_frames,\n    endfunc: parasite_dead\n};\n\n\nexport function SP_monster_parasite(self: Entity, context: SpawnContext): void {\n  // Removing soundIndex calls as they caused build errors and are optional/implicit in string usage.\n\n  self.classname = 'monster_parasite';\n  self.model = 'models/monsters/parasite/tris.md2';\n  self.mins = { x: -16, y: -16, z: -24 };\n  self.maxs = { x: 16, y: 16, z: 24 };\n  self.movetype = MoveType.Step;\n  self.solid = Solid.BoundingBox;\n  self.health = PARASITE_HEALTH * context.health_multiplier;\n  self.max_health = self.health;\n  self.mass = PARASITE_MASS;\n  self.takedamage = true;\n\n  self.pain = (ent, other, kick, dmg) => {\n    parasite_pain_func(ent, other, kick, dmg, context.entities);\n  };\n\n  self.die = (ent, inflictor, attacker, damage, point) => {\n    ent.deadflag = DeadFlag.Dead;\n    ent.solid = Solid.Not;\n\n    if (ent.health < PARASITE_GIB_HEALTH) {\n        throwGibs(context.entities, ent.origin, damage);\n        context.entities.free(ent);\n        return;\n    }\n\n    context.entities.engine.sound?.(ent, 0, 'parasite/pardeth1.wav', 1, 1, 0);\n    ent.takedamage = true;\n    parasite_die(ent);\n  };\n\n  self.monsterinfo.stand = parasite_stand;\n  self.monsterinfo.walk = parasite_start_walk;\n  self.monsterinfo.run = parasite_start_run;\n  self.monsterinfo.attack = parasite_attack;\n  self.monsterinfo.sight = (ent, other) => {\n    parasite_sight(ent, other);\n    context.entities.engine.sound?.(ent, 0, 'parasite/parsght1.wav', 1, 1, 0);\n  };\n  self.monsterinfo.idle = parasite_idle;\n\n  self.think = monster_think;\n\n  parasite_stand(self);\n  self.nextthink = self.timestamp + MONSTER_TICK;\n}\n\nexport function registerParasiteSpawns(registry: SpawnRegistry): void {\n  registry.register('monster_parasite', SP_monster_parasite);\n}\n","import { angleVectors, normalizeVec3, subtractVec3, Vec3, addVec3, scaleVec3, vectorToAngles } from '@quake2ts/shared';\nimport {\n  ai_charge,\n  ai_move,\n  ai_run,\n  ai_stand,\n  ai_walk,\n  monster_think,\n} from '../../ai/index.js';\nimport { M_ShouldReactToPain } from './common.js';\nimport { DamageMod } from '../../combat/damageMods.js';\nimport {\n  DeadFlag,\n  Entity,\n  MonsterFrame,\n  MonsterMove,\n  MoveType,\n  Solid,\n} from '../entity.js';\nimport { SpawnContext } from '../spawn.js';\nimport { SpawnRegistry } from '../spawn.js';\nimport { monster_fire_bullet, monster_fire_blaster, monster_fire_shotgun, monster_fire_ionripper, monster_fire_blueblaster, monster_fire_dabeam } from './attack.js';\nimport { throwGibs } from '../gibs.js';\nimport type { EntitySystem } from '../system.js';\n\nconst MONSTER_TICK = 0.1;\n\nconst SOLDIER_LIGHT = 1;\nconst SOLDIER_SSG = 2;\nconst SOLDIER_MACHINEGUN = 4;\n\n// Wrappers for AI functions to match AIAction signature (self, dist)\nfunction monster_ai_stand(self: Entity, dist: number, context: any): void {\n  ai_stand(self, dist, context);\n}\n\nfunction monster_ai_walk(self: Entity, dist: number, context: any): void {\n  ai_walk(self, dist, context);\n}\n\nfunction monster_ai_run(self: Entity, dist: number, context: any): void {\n  ai_run(self, dist, context);\n}\n\nfunction monster_ai_charge(self: Entity, dist: number, context: any): void {\n  ai_charge(self, dist, context);\n}\n\nfunction monster_ai_move(self: Entity, dist: number, context: any): void {\n  ai_move(self, dist);\n}\n\n// Forward declarations for moves\nlet stand_move: MonsterMove;\nlet walk_move: MonsterMove;\nlet run_move: MonsterMove;\nlet attack_move: MonsterMove; // Default/Blaster/SSG\nlet attack_move_mg: MonsterMove; // Machinegun\nlet pain_move: MonsterMove;\nlet death_move: MonsterMove;\n\nfunction soldier_stand(self: Entity): void {\n  self.monsterinfo.current_move = stand_move;\n}\n\nfunction soldier_walk(self: Entity): void {\n  self.monsterinfo.current_move = walk_move;\n}\n\nfunction soldier_run(self: Entity): void {\n  if (self.enemy && self.enemy.health > 0) {\n    self.monsterinfo.current_move = run_move;\n  } else {\n    self.monsterinfo.current_move = stand_move;\n  }\n}\n\nfunction soldier_attack(self: Entity): void {\n  // Choose attack move based on spawnflags or skin/count\n  if (self.spawnflags & SOLDIER_MACHINEGUN) {\n    self.monsterinfo.current_move = attack_move_mg;\n  } else if (self.style === 1 && self.count >= 4) {\n    // Lasergun soldier uses machinegun frames (attack4)\n    self.monsterinfo.current_move = attack_move_mg;\n  } else {\n    self.monsterinfo.current_move = attack_move;\n  }\n}\n\nfunction soldier_pain(self: Entity): void {\n  self.monsterinfo.current_move = pain_move;\n}\n\nfunction soldier_die(self: Entity, context: any): void {\n  context.engine.sound?.(self, 0, 'soldier/death1.wav', 1, 1, 0);\n  self.monsterinfo.current_move = death_move;\n}\n\nfunction get_fire_start(self: Entity): Vec3 {\n  return {\n    x: self.origin.x,\n    y: self.origin.y,\n    z: self.origin.z + self.viewheight,\n  };\n}\n\nfunction get_fire_dir(self: Entity, start: Vec3): Vec3 {\n  if (!self.enemy) {\n    const { forward } = angleVectors(self.angles);\n    return forward;\n  }\n\n  const target = {\n    x: self.enemy.origin.x,\n    y: self.enemy.origin.y,\n    z: self.enemy.origin.z + (self.enemy.viewheight || 0),\n  };\n\n  return normalizeVec3(subtractVec3(target, start));\n}\n\nfunction soldier_fire_blaster(self: Entity, context: any): void {\n  if (!self.enemy) return;\n  const start = get_fire_start(self);\n  const forward = get_fire_dir(self, start);\n  const damage = 5;\n  const speed = 600;\n\n  monster_fire_blaster(self, start, forward, damage, speed, 0, 0, context, DamageMod.BLASTER);\n}\n\nfunction soldier_fire_ssg(self: Entity, context: any): void {\n  if (!self.enemy) return;\n  const start = get_fire_start(self);\n  const forward = get_fire_dir(self, start);\n  const damage = 2;\n  const kick = 4;\n  const count = 20;\n  const hspread = 0.15;\n  const vspread = 0.15;\n\n  context.engine.sound?.(self, 0, 'soldier/solatck2.wav', 1, 1, 0);\n\n  monster_fire_shotgun(self, start, forward, damage, kick, hspread, vspread, count, 0, context, DamageMod.SSHOTGUN);\n}\n\nfunction soldier_fire_machinegun(self: Entity, context: any): void {\n  if (!self.enemy) return;\n  const start = get_fire_start(self);\n  const forward = get_fire_dir(self, start);\n  const damage = 4;\n  const kick = 4;\n  const hspread = 0.05;\n  const vspread = 0.05;\n\n  context.engine.sound?.(self, 0, 'soldier/solatck3.wav', 1, 1, 0);\n\n  monster_fire_bullet(self, start, forward, damage, kick, hspread, vspread, 0, context, DamageMod.MACHINEGUN);\n}\n\n// Xatrix Variants Logic\n\nfunction soldierh_laser_update(beam: Entity, context: any): void {\n  const self = beam.owner;\n  if (!self || !self.enemy) return;\n\n  const { forward, right, up } = angleVectors(self.angles);\n  let start = { ...self.origin };\n  // monster_flash_offset[flash_index] equivalent needed?\n  // C++ uses monster_flash_offset table. We approximate.\n  // Standard offset for soldier gun?\n  // x=16, y=0, z=viewheight?\n  start = addVec3(start, scaleVec3(forward, 16));\n  start.z += self.viewheight;\n\n  // Aim logic with some jitter\n  // PredictAim(self, self->enemy, start, 0, false, frandom(0.1f, 0.2f), &forward, NULL);\n  // Simplified: aim at enemy\n  const enemyCenter = { ...self.enemy.origin };\n  enemyCenter.z += (self.enemy.viewheight || 0);\n  const dir = normalizeVec3(subtractVec3(enemyCenter, start));\n\n  beam.origin = start;\n  beam.movedir = dir;\n  context.linkentity(beam);\n}\n\nfunction soldier_fire_ripper(self: Entity, context: any): void {\n    if (!self.enemy) return;\n    const start = get_fire_start(self);\n    const forward = get_fire_dir(self, start);\n\n    // Damage dropped from 15 to 5 in C++\n    const damage = 5;\n    const speed = 600;\n\n    monster_fire_ionripper(self, start, forward, damage, speed, 0, 0, context);\n}\n\nfunction soldier_fire_hypergun(self: Entity, context: any): void {\n    if (!self.enemy) return;\n    const start = get_fire_start(self);\n    const forward = get_fire_dir(self, start);\n\n    const damage = 1; // 1 damage? C++ says 1? Or 5?\n    // C++: monster_fire_blueblaster(self, start, aim, 1, 600, ...);\n    const speed = 600;\n\n    context.engine.sound?.(self, 0, 'weapons/hyprbl1a.wav', 1, 1, 0);\n    monster_fire_blueblaster(self, start, forward, damage, speed, 0, 0, context);\n}\n\nfunction soldier_fire_laser(self: Entity, context: any): void {\n    if (!self.enemy) return;\n\n    // C++: soldierh_laserbeam(self, flash_index);\n    // Calls monster_fire_dabeam(self, 1, false, soldierh_laser_update);\n    // Damage = 1? Actually monster_fire_dabeam(self, 1, ...).\n\n    monster_fire_dabeam(self, 1, false, soldierh_laser_update, context);\n}\n\nfunction soldier_fire_xatrix(self: Entity, context: any): void {\n    // Dispatch based on count (derived from skin)\n    // count < 2: Ripper (Skin 6)\n    // count < 4: Hypergun (Skin 8)\n    // else: Laser (Skin 10)\n\n    if (self.count < 2) {\n        soldier_fire_ripper(self, context);\n    } else if (self.count < 4) {\n        soldier_fire_hypergun(self, context);\n    } else {\n        soldier_fire_laser(self, context);\n    }\n}\n\nfunction soldier_fire(self: Entity, context: any): void {\n  if (self.style === 1) {\n      soldier_fire_xatrix(self, context);\n      return;\n  }\n\n  // Dispatch based on flags\n  if (self.spawnflags & SOLDIER_SSG) {\n    soldier_fire_ssg(self, context);\n  } else if (self.spawnflags & SOLDIER_MACHINEGUN) {\n    soldier_fire_machinegun(self, context);\n  } else {\n    // Default is Blaster (Light or normal)\n    soldier_fire_blaster(self, context);\n  }\n}\n\nfunction soldier_idle(self: Entity, context: EntitySystem): void {\n    if (context.rng.frandom() < 0.2) {\n        context.sound?.(self, 0, 'soldier/idle.wav', 1, 2, 0);\n    }\n}\n\n// Define moves\nconst stand_frames: MonsterFrame[] = Array.from({ length: 30 }, () => ({\n  ai: monster_ai_stand,\n  dist: 0,\n}));\n\nstand_move = {\n  firstframe: 0,\n  lastframe: 29,\n  frames: stand_frames,\n  endfunc: soldier_stand,\n};\n\nconst walk_frames: MonsterFrame[] = Array.from({ length: 40 }, () => ({\n  ai: monster_ai_walk,\n  dist: 2,\n}));\n\nwalk_move = {\n  firstframe: 30,\n  lastframe: 69,\n  frames: walk_frames,\n  endfunc: soldier_walk,\n};\n\nconst run_frames: MonsterFrame[] = Array.from({ length: 20 }, () => ({\n  ai: monster_ai_run,\n  dist: 10,\n}));\n\nrun_move = {\n  firstframe: 70,\n  lastframe: 89,\n  frames: run_frames,\n  endfunc: soldier_run,\n};\n\n// Attack 1 (Blaster/SSG/Ripper/Hypergun) - Fire once at frame 5\nconst attack_frames: MonsterFrame[] = Array.from({ length: 10 }, (_, i) => ({\n  ai: monster_ai_charge,\n  dist: 0,\n  think: i === 5 ? soldier_fire : null,\n}));\n\nattack_move = {\n  firstframe: 90,\n  lastframe: 99,\n  frames: attack_frames,\n  endfunc: soldier_run,\n};\n\n// Attack MG/Laser - Fire burst\nconst attack_frames_mg: MonsterFrame[] = Array.from({ length: 10 }, (_, i) => ({\n  ai: monster_ai_charge,\n  dist: 0,\n  // Fire on frames 4, 5, 6, 7, 8\n  // Note: Laser soldier fires continuously?\n  // C++: soldierh_hyperripper8 called on frames 11, 13, 18?\n  // Actually laser soldier (machinegun equivalent) fires on frames 4-8.\n  think: (i >= 4 && i <= 8) ? soldier_fire : null,\n}));\n\nattack_move_mg = {\n  firstframe: 90,\n  lastframe: 99,\n  frames: attack_frames_mg,\n  endfunc: soldier_run,\n};\n\n\nconst pain_frames: MonsterFrame[] = Array.from({ length: 6 }, () => ({\n  ai: monster_ai_move,\n  dist: 0,\n}));\n\npain_move = {\n  firstframe: 100,\n  lastframe: 105,\n  frames: pain_frames,\n  endfunc: soldier_run,\n};\n\nconst death_frames: MonsterFrame[] = Array.from({ length: 10 }, () => ({\n  ai: monster_ai_move,\n  dist: 0,\n}));\n\n// End of death animation - stay on last frame\nfunction soldier_dead(self: Entity): void {\n  self.monsterinfo.nextframe = death_move.lastframe;\n  self.nextthink = -1; // Stop thinking\n}\n\ndeath_move = {\n  firstframe: 106,\n  lastframe: 115,\n  frames: death_frames,\n  endfunc: soldier_dead,\n};\n\n\nexport function SP_monster_soldier(self: Entity, context: SpawnContext): void {\n  self.model = 'models/monsters/soldier/tris.md2';\n  self.mins = { x: -16, y: -16, z: -24 };\n  self.maxs = { x: 16, y: 16, z: 32 };\n  self.movetype = MoveType.Step;\n  self.solid = Solid.BoundingBox;\n  self.health = 20 * context.health_multiplier;\n  self.max_health = self.health;\n  self.mass = 100;\n  self.takedamage = true;\n\n  // Set skin and stats based on flags\n  if (self.spawnflags & SOLDIER_SSG) {\n    self.skin = 2;\n    self.health = 30 * context.health_multiplier; // Slightly stronger?\n    self.max_health = self.health;\n  } else if (self.spawnflags & SOLDIER_MACHINEGUN) {\n    self.skin = 4;\n    self.health = 30 * context.health_multiplier;\n    self.max_health = self.health;\n  } else {\n    // Light or Normal\n    self.skin = 0;\n    // self.health = 20;\n  }\n\n  // Override for Light soldier?\n  if (self.spawnflags & SOLDIER_LIGHT) {\n    self.health = 10 * context.health_multiplier;\n    self.max_health = self.health;\n  }\n\n  self.pain = (self, other, kick, damage) => {\n    if (!M_ShouldReactToPain(self, context.entities)) {\n        return;\n    }\n\n    if (self.health < (self.max_health / 2)) {\n      self.monsterinfo.current_move = pain_move;\n    }\n\n    // Set skin for pain/damage indication if needed (e.g. bloody)\n    // C++ soldier_setskin sets bit 1 if health < max/2.\n    // self.skin |= 1;\n\n    if (context.entities.rng.frandom() < 0.5) {\n        context.entities.sound?.(self, 0, 'soldier/pain1.wav', 1, 1, 0);\n    } else {\n        context.entities.sound?.(self, 0, 'soldier/pain2.wav', 1, 1, 0);\n    }\n  };\n\n  self.die = (self, inflictor, attacker, damage, point) => {\n    self.deadflag = DeadFlag.Dead;\n    self.solid = Solid.Not;\n\n    if (self.health < -40) {\n        context.entities.sound?.(self, 0, 'misc/udeath.wav', 1, 1, 0);\n        throwGibs(context.entities, self.origin, damage);\n        context.entities.free(self);\n        return;\n    }\n\n    soldier_die(self, context.entities);\n  };\n\n  self.monsterinfo.stand = soldier_stand;\n  self.monsterinfo.walk = soldier_walk;\n  self.monsterinfo.run = soldier_run;\n  self.monsterinfo.attack = soldier_attack;\n  self.monsterinfo.sight = (self, other) => {\n      if (context.entities.rng.frandom() < 0.5) {\n          context.entities.sound?.(self, 0, 'soldier/sight1.wav', 1, 1, 0);\n      } else {\n          context.entities.sound?.(self, 0, 'soldier/sight2.wav', 1, 1, 0);\n      }\n  };\n  self.monsterinfo.idle = (self) => soldier_idle(self, context.entities);\n\n  self.think = monster_think;\n\n  soldier_stand(self);\n  self.nextthink = self.timestamp + MONSTER_TICK;\n}\n\nexport function SP_monster_soldier_light(self: Entity, context: SpawnContext): void {\n  self.spawnflags |= SOLDIER_LIGHT;\n  SP_monster_soldier(self, context);\n}\n\nexport function SP_monster_soldier_ssg(self: Entity, context: SpawnContext): void {\n  self.spawnflags |= SOLDIER_SSG;\n  SP_monster_soldier(self, context);\n}\n\n// Xatrix Spawns\n\nfunction SP_monster_soldier_x(self: Entity, context: SpawnContext, skin: number, health: number): void {\n    SP_monster_soldier(self, context);\n    self.style = 1; // Mark as Xatrix variant\n    self.skin = skin;\n    self.count = skin - 6; // Set count for attack dispatch logic\n    self.health = health * context.health_multiplier;\n    self.max_health = self.health;\n}\n\nexport function SP_monster_soldier_ripper(self: Entity, context: SpawnContext): void {\n    SP_monster_soldier_x(self, context, 6, 50);\n    self.model = 'models/monsters/soldier/tris.md2'; // Ensure correct model\n}\n\nexport function SP_monster_soldier_hypergun(self: Entity, context: SpawnContext): void {\n    SP_monster_soldier_x(self, context, 8, 60);\n    self.model = 'models/monsters/soldier/tris.md2';\n}\n\nexport function SP_monster_soldier_lasergun(self: Entity, context: SpawnContext): void {\n    SP_monster_soldier_x(self, context, 10, 70);\n    self.model = 'models/monsters/soldier/tris.md2';\n}\n\nexport function registerMonsterSpawns(registry: SpawnRegistry): void {\n  registry.register('monster_soldier', SP_monster_soldier);\n  registry.register('monster_soldier_light', SP_monster_soldier_light);\n  registry.register('monster_soldier_ssg', SP_monster_soldier_ssg);\n  registry.register('monster_soldier_ripper', SP_monster_soldier_ripper);\n  registry.register('monster_soldier_hypergun', SP_monster_soldier_hypergun);\n  registry.register('monster_soldier_lasergun', SP_monster_soldier_lasergun);\n}\n","import { normalizeVec3, subtractVec3, Vec3, ZERO_VEC3, lengthVec3, scaleVec3, addVec3, angleVectors } from '@quake2ts/shared';\nimport {\n  ai_charge,\n  ai_move,\n  ai_run,\n  ai_stand,\n  ai_walk,\n  monster_think,\n} from '../../ai/index.js';\nimport {\n  DeadFlag,\n  Entity,\n  MonsterFrame,\n  MonsterMove,\n  MoveType,\n  Solid,\n  EntityFlags\n} from '../entity.js';\nimport { SpawnContext, SpawnRegistry } from '../spawn.js';\nimport { throwGibs, GIB_METALLIC } from '../gibs.js';\nimport { rangeTo, RangeCategory, infront, visible } from '../../ai/perception.js';\nimport { monster_fire_bullet_v2, monster_fire_rocket, monster_fire_grenade, monster_fire_heat } from './attack.js';\nimport { DamageMod } from '../../combat/damageMods.js';\nimport { EntitySystem } from '../system.js';\n\nconst MONSTER_TICK = 0.1;\n\n// Flash offsets (Approximate based on model size)\nconst SUPERTANK_MACHINEGUN_OFFSET: Vec3 = { x: 30, y: 30, z: 40 }; // Forward, Right, Up\nconst SUPERTANK_ROCKET_OFFSET: Vec3 = { x: 30, y: -30, z: 40 };\nconst SUPERTANK_GRENADE_OFFSET: Vec3 = { x: 20, y: 0, z: 70 };\n\n// Wrappers\nfunction monster_ai_stand(self: Entity, dist: number, context: any): void {\n  ai_stand(self, dist, context);\n}\n\nfunction monster_ai_walk(self: Entity, dist: number, context: any): void {\n  ai_walk(self, dist, context);\n}\n\nfunction monster_ai_run(self: Entity, dist: number, context: any): void {\n  if (self.enemy && self.enemy.health > 0) {\n    self.monsterinfo.current_move = run_move;\n  } else {\n    self.monsterinfo.current_move = stand_move;\n  }\n}\n\nfunction monster_ai_charge(self: Entity, dist: number, context: any): void {\n  ai_charge(self, dist, context);\n}\n\nfunction monster_ai_move(self: Entity, dist: number, context: any): void {\n  ai_move(self, dist);\n}\n\n// Forward declarations\nlet stand_move: MonsterMove;\nlet run_move: MonsterMove;\nlet attack_rocket_move: MonsterMove;\nlet attack_grenade_move: MonsterMove;\nlet attack_chain_move: MonsterMove;\nlet attack_chain_end_move: MonsterMove;\nlet pain1_move: MonsterMove;\nlet pain2_move: MonsterMove;\nlet pain3_move: MonsterMove;\nlet death_move: MonsterMove;\n\nfunction supertank_stand(self: Entity): void {\n  self.monsterinfo.current_move = stand_move;\n}\n\nfunction supertank_walk(self: Entity): void {\n  self.monsterinfo.current_move = run_move; // Supertank uses run frames for walk\n}\n\nfunction supertank_run(self: Entity): void {\n  if (self.enemy && self.enemy.health > 0) {\n    self.monsterinfo.current_move = run_move;\n  } else {\n    self.monsterinfo.current_move = stand_move;\n  }\n}\n\nfunction getProjectedOffset(self: Entity, offset: Vec3): Vec3 {\n    const { forward, right, up } = angleVectors(self.angles);\n    const start = { ...self.origin };\n\n    // Project offset: forward * x + right * y + up * z\n    const x = scaleVec3(forward, offset.x);\n    const y = scaleVec3(right, offset.y); // y is right\n    const z = scaleVec3(up, offset.z);\n\n    return addVec3(addVec3(addVec3(start, x), y), z);\n}\n\nfunction checkClearShot(self: Entity, offset: Vec3, context: any): boolean {\n    if (!self.enemy) return false;\n\n    const start = getProjectedOffset(self, offset);\n    const end = { ...self.enemy.origin };\n    end.z += (self.enemy.viewheight || 0);\n\n    const tr = context.trace(start, end, ZERO_VEC3, ZERO_VEC3, self, 1 | 0x80); // MASK_OPAQUE roughly\n\n    if (tr.fraction === 1.0 || tr.ent === self.enemy) {\n        return true;\n    }\n    return false;\n}\n\nfunction supertank_attack(self: Entity, context: EntitySystem): void {\n    if (!self.enemy) return;\n\n    const vec = subtractVec3(self.enemy.origin, self.origin);\n    const range = lengthVec3(vec);\n\n    // Using simple logic to mimic C check\n    // In C, it checks clear shot for each weapon\n    // Since we don't have the context here easily for trace, we'll assume clear if visible for now,\n    // or rely on the firing function to check, but for selection we might just random.\n    // However, better to assume we can fire if we are here.\n\n    // Logic from C:\n    // fire rockets more often at distance\n    // prefer grenade if enemy is above\n\n    const isAbove = (self.enemy.origin.z - self.origin.z) > 120;\n    const isFar = range > 540;\n\n    const rng = context.rng.frandom();\n\n    // Simplify:\n    // 1. If far or random, try rocket\n    // 2. If close, try chaingun\n    // 3. If above, try grenade\n\n    if (isAbove && rng < 0.7) {\n        self.monsterinfo.current_move = attack_grenade_move;\n        return;\n    }\n\n    if (isFar) {\n         if (rng < 0.3) self.monsterinfo.current_move = attack_chain_move;\n         else if (rng < 0.8) self.monsterinfo.current_move = attack_rocket_move;\n         else self.monsterinfo.current_move = attack_grenade_move;\n    } else {\n        if (rng < 0.5) self.monsterinfo.current_move = attack_chain_move;\n        else if (rng < 0.9) self.monsterinfo.current_move = attack_rocket_move;\n        else self.monsterinfo.current_move = attack_grenade_move;\n    }\n}\n\nfunction supertank_fire_rocket(self: Entity, context: any): void {\n    if (!self.enemy) return;\n\n    const start = getProjectedOffset(self, SUPERTANK_ROCKET_OFFSET);\n    const forward = normalizeVec3(subtractVec3(self.enemy.origin, start));\n\n    if (self.spawnflags & 8) { // SPAWNFLAG_SUPERTANK_POWERSHIELD -> Heat seeker\n        monster_fire_heat(self, start, forward, 50, 650, 0, 0.075, context);\n    } else {\n        monster_fire_rocket(self, start, forward, 50, 650, 0, context);\n    }\n}\n\nfunction supertank_fire_grenade(self: Entity, context: any): void {\n    if (!self.enemy) return;\n\n    const start = getProjectedOffset(self, SUPERTANK_GRENADE_OFFSET);\n\n    // Predict aim not fully implemented, just aim at enemy\n    const forward = normalizeVec3(subtractVec3(self.enemy.origin, start));\n\n    // Try to calculate pitch?\n    // For now, simple direct fire logic used in monster_fire_grenade\n    monster_fire_grenade(self, start, forward, 50, 600, 0, context);\n}\n\nfunction supertank_fire_machinegun(self: Entity, context: any): void {\n    if (!self.enemy) return;\n\n    const start = getProjectedOffset(self, SUPERTANK_MACHINEGUN_OFFSET);\n    const forward = normalizeVec3(subtractVec3(self.enemy.origin, start));\n\n    monster_fire_bullet_v2(self, start, forward, 6, 4, 0.05, 0.05, 0, context, DamageMod.MACHINEGUN);\n}\n\n\nfunction supertank_reattack1(self: Entity, context: EntitySystem): void {\n    const traceFn = (start: Vec3, mins: Vec3 | null, maxs: Vec3 | null, end: Vec3, ignore: Entity | null, mask: number) => {\n        const tr = context.trace(start, mins, maxs, end, ignore, mask);\n        return { fraction: tr.fraction, ent: tr.ent };\n    };\n\n    if (self.enemy && visible(self, self.enemy, traceFn) && (context.rng.frandom() < 0.3 || (self.timestamp && self.timestamp >= (Date.now() / 1000)))) {\n        self.monsterinfo.current_move = attack_chain_move;\n    } else {\n        self.monsterinfo.current_move = attack_chain_end_move;\n    }\n}\n\nfunction supertank_pain(self: Entity, context: EntitySystem): void {\n    if (self.monsterinfo.current_move === pain1_move ||\n        self.monsterinfo.current_move === pain2_move ||\n        self.monsterinfo.current_move === pain3_move) return;\n\n  // Logic to choose pain animation based on damage?\n  // Just random for now or sequential\n  const r = context.rng.frandom();\n  if (r < 0.33) self.monsterinfo.current_move = pain1_move;\n  else if (r < 0.66) self.monsterinfo.current_move = pain2_move;\n  else self.monsterinfo.current_move = pain3_move;\n}\n\nfunction supertank_die(self: Entity, context: any): void {\n  context.engine.sound?.(self, 0, 'boss1/b1deth1.wav', 1, 1, 0);\n  self.monsterinfo.current_move = death_move;\n}\n\nfunction supertank_dead(self: Entity): void {\n  self.monsterinfo.nextframe = death_move.lastframe;\n  self.nextthink = -1;\n}\n\n// Frame Definitions matching C++ lengths roughly\n\n// Stand: 60 frames\nconst stand_frames: MonsterFrame[] = Array.from({ length: 60 }, () => ({\n  ai: monster_ai_stand,\n  dist: 0,\n}));\n\nstand_move = {\n  firstframe: 0,\n  lastframe: 59,\n  frames: stand_frames,\n  endfunc: supertank_stand,\n};\n\n// Run: 18 frames\nconst run_frames: MonsterFrame[] = Array.from({ length: 18 }, () => ({\n  ai: monster_ai_run,\n  dist: 12, // Approx from C\n}));\n\nrun_move = {\n  firstframe: 60,\n  lastframe: 77,\n  frames: run_frames,\n  endfunc: supertank_run,\n};\n\n// Pain 3: 4 frames\nconst pain3_frames: MonsterFrame[] = Array.from({ length: 4 }, () => ({ ai: monster_ai_move, dist: 0 }));\npain3_move = { firstframe: 78, lastframe: 81, frames: pain3_frames, endfunc: supertank_run };\n\n// Pain 2: 4 frames\nconst pain2_frames: MonsterFrame[] = Array.from({ length: 4 }, () => ({ ai: monster_ai_move, dist: 0 }));\npain2_move = { firstframe: 82, lastframe: 85, frames: pain2_frames, endfunc: supertank_run };\n\n// Pain 1: 4 frames\nconst pain1_frames: MonsterFrame[] = Array.from({ length: 4 }, () => ({ ai: monster_ai_move, dist: 0 }));\npain1_move = { firstframe: 86, lastframe: 89, frames: pain1_frames, endfunc: supertank_run };\n\n// Death: 24 frames\nconst death_frames: MonsterFrame[] = Array.from({ length: 24 }, () => ({ ai: monster_ai_move, dist: 0 }));\ndeath_move = { firstframe: 90, lastframe: 113, frames: death_frames, endfunc: supertank_dead };\n\n// Attack 4 (Grenade): 6 frames\nconst attack_grenade_frames: MonsterFrame[] = Array.from({ length: 6 }, (_, i) => ({\n    ai: monster_ai_charge,\n    dist: 0,\n    think: (i === 0 || i === 3) ? supertank_fire_grenade : null\n}));\nattack_grenade_move = { firstframe: 114, lastframe: 119, frames: attack_grenade_frames, endfunc: supertank_run };\n\n// Attack 2 (Rocket): 27 frames\nconst attack_rocket_frames: MonsterFrame[] = Array.from({ length: 27 }, (_, i) => ({\n    ai: monster_ai_charge,\n    dist: 0,\n    think: (i === 7 || i === 10 || i === 13) ? supertank_fire_rocket : null // Indices 7, 10, 13 (frame 8, 11, 14)\n}));\nattack_rocket_move = { firstframe: 120, lastframe: 146, frames: attack_rocket_frames, endfunc: supertank_run };\n\n// Attack 1 (Chaingun): 6 frames (fire loop)\nconst attack_chain_frames: MonsterFrame[] = Array.from({ length: 6 }, () => ({\n    ai: monster_ai_charge,\n    dist: 0,\n    think: supertank_fire_machinegun\n}));\nattack_chain_move = { firstframe: 147, lastframe: 152, frames: attack_chain_frames, endfunc: supertank_reattack1 };\n\n// Attack 1 End: 14 frames\nconst attack_chain_end_frames: MonsterFrame[] = Array.from({ length: 14 }, () => ({ ai: monster_ai_move, dist: 0 }));\nattack_chain_end_move = { firstframe: 153, lastframe: 166, frames: attack_chain_end_frames, endfunc: supertank_run };\n\n\nexport function SP_monster_supertank(self: Entity, context: SpawnContext): void {\n  self.classname = 'monster_supertank';\n  self.model = 'models/monsters/boss1/tris.md2';\n\n  // Gibs\n  // ... remove precacheModel calls ...\n\n  self.mins = { x: -64, y: -64, z: 0 };\n  self.maxs = { x: 64, y: 64, z: 112 }; // From C\n  self.movetype = MoveType.Step;\n  self.solid = Solid.BoundingBox;\n  self.health = 1500 * context.health_multiplier;\n  self.max_health = self.health;\n  self.mass = 800;\n  self.takedamage = true;\n\n  // Calculate viewheight based on maxs to match C behavior:\n  // if (!self->viewheight) self->viewheight = (int) (self->maxs[2] - 8.f);\n  // maxs.z is 112, so 112 - 8 = 104.\n  self.viewheight = 104;\n\n  self.pain = (self, other, kick, damage) => {\n    // Skin change on damage\n    if (self.health < (self.max_health / 2)) {\n      self.skin = (self.skin || 0) | 1;\n    } else {\n      self.skin = (self.skin || 0) & ~1;\n    }\n\n    if (self.timestamp < (self.pain_finished_time || 0)) return;\n    self.pain_finished_time = self.timestamp + 3.0;\n\n    // Don't pain if firing rockets (Attak2 frames 1-14? approx)\n    // Check frame number vs absolute, assuming current_move\n    if (self.monsterinfo.current_move === attack_rocket_move && (self.monsterinfo.nextframe || 0) < attack_rocket_move.firstframe + 14) return;\n\n    if (damage <= 10) {\n        context.entities.sound?.(self, 0, 'boss1/b1pain1.wav', 1, 1, 0);\n        self.monsterinfo.current_move = pain1_move;\n    } else if (damage <= 25) {\n        context.entities.sound?.(self, 0, 'boss1/b1pain3.wav', 1, 1, 0);\n        self.monsterinfo.current_move = pain3_move;\n    } else {\n        context.entities.sound?.(self, 0, 'boss1/b1pain2.wav', 1, 1, 0);\n        self.monsterinfo.current_move = pain2_move;\n    }\n  };\n\n  self.die = (self, inflictor, attacker, damage, point) => {\n    self.deadflag = DeadFlag.Dead;\n    self.solid = Solid.Not;\n\n    if (self.health < -80) { // Big boss needs big damage to gib\n        context.entities.sound?.(self, 0, 'misc/udeath.wav', 1, 1, 0);\n        throwGibs(context.entities, self.origin, damage, GIB_METALLIC);\n        context.entities.free(self);\n        return;\n    }\n\n    supertank_die(self, context.entities);\n  };\n\n  self.monsterinfo.stand = supertank_stand;\n  self.monsterinfo.walk = supertank_walk;\n  self.monsterinfo.run = supertank_run;\n  self.monsterinfo.attack = (ent) => supertank_attack(ent, context.entities);\n  self.monsterinfo.sight = (self, other) => {\n      context.entities.sound?.(self, 0, 'boss1/sight1.wav', 1, 1, 0);\n  };\n\n  self.think = monster_think;\n\n  supertank_stand(self);\n  self.nextthink = self.timestamp + MONSTER_TICK;\n}\n\nexport function registerSupertankSpawns(registry: SpawnRegistry): void {\n  registry.register('monster_supertank', SP_monster_supertank);\n\n  // Boss5 uses same entity but with powershield and skin 2\n  registry.register('monster_boss5', (self, ctx) => {\n      SP_monster_supertank(self, ctx);\n      self.spawnflags |= 8; // SPAWNFLAG_SUPERTANK_POWERSHIELD\n      self.skin = 2;\n      self.classname = 'monster_boss5';\n  });\n}\n","import { normalizeVec3, subtractVec3, Vec3, ZERO_VEC3, lengthVec3, MASK_SHOT, angleVectors, scaleVec3, addVec3, vectorToYaw } from '@quake2ts/shared';\nimport {\n  ai_charge,\n  ai_move,\n  ai_run,\n  ai_stand,\n  ai_walk,\n  monster_think,\n  AIFlags,\n  AttackState\n} from '../../ai/index.js';\nimport { M_ShouldReactToPain, M_AdjustBlindfireTarget } from './common.js';\nimport {\n  DeadFlag,\n  Entity,\n  MonsterFrame,\n  MonsterMove,\n  MoveType,\n  Solid,\n} from '../entity.js';\nimport { SpawnContext, SpawnRegistry } from '../spawn.js';\nimport { GIB_METALLIC, throwGibs } from '../gibs.js';\nimport { rangeTo, RangeCategory, infront } from '../../ai/perception.js';\nimport { monster_fire_blaster, monster_fire_bullet, monster_fire_rocket, monster_fire_heat } from './attack.js';\nimport { DamageMod } from '../../combat/damageMods.js';\nimport { EntitySystem } from '../system.js';\n\nconst MONSTER_TICK = 0.1;\n\nfunction tank_blind_check(self: Entity, context: any): void {\n  if (self.monsterinfo.aiflags & AIFlags.ManualSteering) {\n    if (self.monsterinfo.blind_fire_target) {\n        const aim = subtractVec3(self.monsterinfo.blind_fire_target, self.origin);\n        self.ideal_yaw = vectorToYaw(aim);\n    }\n  }\n}\n\n// Wrappers for AI functions\nfunction monster_ai_stand(self: Entity, dist: number, context: any): void {\n  ai_stand(self, dist, context);\n}\n\nfunction monster_ai_walk(self: Entity, dist: number, context: any): void {\n  ai_walk(self, dist, context);\n}\n\nfunction monster_ai_run(self: Entity, dist: number, context: any): void {\n  if (self.enemy && self.enemy.health > 0) {\n    self.monsterinfo.current_move = run_move;\n  } else {\n    self.monsterinfo.current_move = stand_move;\n  }\n}\n\nfunction monster_ai_charge(self: Entity, dist: number, context: any): void {\n  ai_charge(self, dist, context);\n}\n\nfunction monster_ai_move(self: Entity, dist: number, context: any): void {\n  ai_move(self, dist);\n}\n\n// Forward declarations\nlet stand_move: MonsterMove;\nlet walk_move: MonsterMove;\nlet run_move: MonsterMove;\nlet attack_blaster_move: MonsterMove;\nlet attack_machinegun_move: MonsterMove;\nlet attack_rocket_move: MonsterMove;\nlet pain_move: MonsterMove;\nlet death_move: MonsterMove;\n\nfunction tank_stand(self: Entity): void {\n  self.monsterinfo.current_move = stand_move;\n}\n\nfunction tank_walk(self: Entity): void {\n  self.monsterinfo.current_move = walk_move;\n}\n\nfunction tank_run(self: Entity): void {\n  if (self.enemy && self.enemy.health > 0) {\n    self.monsterinfo.current_move = run_move;\n  } else {\n    self.monsterinfo.current_move = stand_move;\n  }\n}\n\nfunction classifyRange(distance: number): RangeCategory {\n    if (distance <= 150) return RangeCategory.Melee;\n    if (distance <= 500) return RangeCategory.Near;\n    if (distance <= 1000) return RangeCategory.Mid;\n    return RangeCategory.Far;\n}\n\nfunction tank_checkattack(self: Entity, context: any): boolean {\n  if (!self.enemy) return false;\n\n  const visibleEnemy = rangeTo(self, self.enemy) <= 1000 && context.trace(self.origin, ZERO_VEC3, ZERO_VEC3, self.enemy.origin, self, MASK_SHOT).fraction === 1.0; // Simplified visibility check\n\n  if (visibleEnemy) {\n      self.monsterinfo.blind_fire_target = addVec3(self.enemy.origin, scaleVec3(self.enemy.velocity, -0.1));\n      self.monsterinfo.blind_fire_delay = 0;\n  } else {\n      if (self.monsterinfo.blindfire && (self.monsterinfo.blind_fire_delay || 0) <= 20.0) {\n           if (self.attack_finished_time > context.timeSeconds) return false;\n\n           if (context.timeSeconds < (self.monsterinfo.trail_time + (self.monsterinfo.blind_fire_delay || 0))) {\n               return false;\n           }\n\n           if (self.monsterinfo.blind_fire_target) {\n               const tr = context.trace(self.origin, ZERO_VEC3, ZERO_VEC3, self.monsterinfo.blind_fire_target, self, 0); // Check line of sight to blind target? C++ checks CONTENTS_MONSTER\n               // C++: tr = gi.traceline(spot1, self->monsterinfo.blind_fire_target, self, CONTENTS_MONSTER);\n               // Here just check if blocked by world? Or simplify.\n               // If valid, set AS_BLIND\n               self.monsterinfo.attack_state = AttackState.Blind;\n               return true;\n           }\n      }\n      return false;\n  }\n\n  // Normal attack checks\n  const dist = rangeTo(self, self.enemy);\n\n  if (self.attack_finished_time > context.timeSeconds) return false;\n\n  let chance = 0.0;\n  if (dist <= 150) chance = 0.4; // Melee\n  else if (dist <= 500) chance = 0.25; // Near\n  else if (dist <= 1000) chance = 0.06; // Mid\n  else chance = 0.0; // Far\n\n  if (context.rng.frandom() < chance) {\n      self.monsterinfo.attack_state = AttackState.Missile;\n      self.attack_finished_time = context.timeSeconds;\n      return true;\n  }\n\n  return false;\n}\n\nfunction tank_attack(self: Entity, context: EntitySystem): void {\n  if (!self.enemy) return;\n\n  // Blindfire check\n  if (self.monsterinfo.attack_state === AttackState.Blind) {\n      let chance = 1.0;\n      if ((self.monsterinfo.blind_fire_delay || 0) < 1.0) chance = 1.0;\n      else if ((self.monsterinfo.blind_fire_delay || 0) < 7.5) chance = 0.4;\n      else chance = 0.1;\n\n      if (context.rng.frandom() > chance) return;\n\n      self.monsterinfo.blind_fire_delay = (self.monsterinfo.blind_fire_delay || 0) + 5.2 + (context.rng.frandomMax(3.0));\n\n      if (!self.monsterinfo.blind_fire_target) return;\n\n      // Turn on manual steering\n      self.monsterinfo.aiflags |= AIFlags.ManualSteering;\n\n      // Randomly choose between rocket and blaster\n      if (context.rng.frandom() < 0.5) {\n          self.monsterinfo.current_move = attack_rocket_move;\n      } else {\n          self.monsterinfo.current_move = attack_blaster_move;\n          self.monsterinfo.nextframe = 69; // FRAME_attak108 (approximate mapping needed)\n      }\n\n      self.pain_debounce_time = self.timestamp + 5.0;\n      return;\n  }\n\n  const dist = rangeTo(self, self.enemy);\n  const range = classifyRange(dist);\n\n  if (range === RangeCategory.Melee || range === RangeCategory.Near) {\n      if (context.rng.frandom() < 0.4) {\n          self.monsterinfo.current_move = attack_machinegun_move;\n      } else {\n          self.monsterinfo.current_move = attack_blaster_move;\n      }\n  } else if (range === RangeCategory.Mid) {\n      if (context.rng.frandom() < 0.5) {\n          self.monsterinfo.current_move = attack_machinegun_move;\n      } else {\n          self.monsterinfo.current_move = attack_rocket_move;\n      }\n  } else {\n      self.monsterinfo.current_move = attack_rocket_move;\n  }\n}\n\nfunction tank_fire_blaster(self: Entity, context: any): void {\n   if (!self.enemy) return;\n\n   const start: Vec3 = {\n       x: self.origin.x,\n       y: self.origin.y,\n       z: self.origin.z + (self.viewheight || 0),\n   };\n\n   let dir: Vec3;\n   const blindfire = (self.monsterinfo.aiflags & AIFlags.ManualSteering) !== 0;\n\n   if (blindfire && self.monsterinfo.blind_fire_target) {\n       const angles = self.angles;\n       const { right } = angleVectors(angles);\n       const target = self.monsterinfo.blind_fire_target;\n       const adj = M_AdjustBlindfireTarget(self, start, target, right, context);\n       if (!adj) return;\n       dir = adj;\n   } else {\n       dir = normalizeVec3(subtractVec3(self.enemy.origin, start));\n   }\n\n   const damage = 30;\n   const speed = 1000;\n\n   monster_fire_blaster(self, start, dir, damage, speed, 0, 0, context, DamageMod.BLASTER);\n}\n\nfunction tank_fire_machinegun(self: Entity, context: any): void {\n   if (!self.enemy) return;\n\n   const start: Vec3 = {\n       x: self.origin.x,\n       y: self.origin.y,\n       z: self.origin.z + (self.viewheight || 0),\n   };\n   const dir = normalizeVec3(subtractVec3(self.enemy.origin, start));\n   const damage = 20;\n   const kick = 2;\n\n   monster_fire_bullet(self, start, dir, damage, kick, 0.05, 0.05, 0, context, DamageMod.MACHINEGUN);\n}\n\nfunction tank_fire_rocket(self: Entity, context: any): void {\n   if (!self.enemy) return;\n\n   const start: Vec3 = {\n       x: self.origin.x,\n       y: self.origin.y,\n       z: self.origin.z + (self.viewheight || 0), // Firing from shoulder\n   };\n\n   let dir: Vec3;\n   const blindfire = (self.monsterinfo.aiflags & AIFlags.ManualSteering) !== 0;\n\n   if (blindfire && self.monsterinfo.blind_fire_target) {\n       const angles = self.angles;\n       const { right } = angleVectors(angles);\n       const target = self.monsterinfo.blind_fire_target;\n       const adj = M_AdjustBlindfireTarget(self, start, target, right, context);\n       if (!adj) return;\n       dir = adj;\n   } else {\n       dir = normalizeVec3(subtractVec3(self.enemy.origin, start));\n   }\n\n   const damage = 50;\n   const speed = 650;\n\n   if (self.spawnflags & 16) { // SPAWNFLAG_TANK_COMMANDER_HEAT_SEEKING\n       monster_fire_heat(self, start, dir, damage, speed, 0, (self.accel || 0.075), context);\n   } else {\n       monster_fire_rocket(self, start, dir, damage, speed, 0, context);\n   }\n}\n\n\nfunction tank_pain(self: Entity): void {\n  self.monsterinfo.current_move = pain_move;\n}\n\nfunction tank_die(self: Entity): void {\n  self.monsterinfo.current_move = death_move;\n}\n\nfunction tank_dead(self: Entity): void {\n  self.monsterinfo.nextframe = death_move.lastframe;\n  self.nextthink = -1;\n}\n\nfunction tank_refire_rocket(self: Entity, context: any): void {\n  // Blindfire cleanup\n  if (self.monsterinfo.aiflags & AIFlags.ManualSteering) {\n    self.monsterinfo.aiflags &= ~AIFlags.ManualSteering;\n  }\n  tank_run(self);\n}\n\nfunction tank_idle(self: Entity, context: EntitySystem): void {\n    if (context.rng.frandom() < 0.2) {\n        context.sound?.(self, 0, 'tank/tnkidle.wav', 1, 2, 0);\n    }\n}\n\n// Frame definitions (approximated)\nconst stand_frames: MonsterFrame[] = Array.from({ length: 30 }, () => ({\n  ai: monster_ai_stand,\n  dist: 0,\n}));\n\nstand_move = {\n  firstframe: 0,\n  lastframe: 29,\n  frames: stand_frames,\n  endfunc: tank_stand,\n};\n\nconst walk_frames: MonsterFrame[] = Array.from({ length: 16 }, () => ({\n  ai: monster_ai_walk,\n  dist: 5,\n}));\n\nwalk_move = {\n  firstframe: 30,\n  lastframe: 45,\n  frames: walk_frames,\n  endfunc: tank_walk,\n};\n\nconst run_frames: MonsterFrame[] = Array.from({ length: 16 }, () => ({\n  ai: monster_ai_run,\n  dist: 10,\n}));\n\nrun_move = {\n  firstframe: 46,\n  lastframe: 61,\n  frames: run_frames,\n  endfunc: tank_run,\n};\n\n// Attack 1: Blaster\nconst attack_blaster_frames: MonsterFrame[] = Array.from({ length: 16 }, (_, i) => {\n    let think: ((self: Entity, context: any) => void) | null | undefined = null;\n    if (i === 7) think = tank_blind_check;\n    else if (i > 5 && i < 12) think = tank_fire_blaster;\n\n    return {\n        ai: monster_ai_charge,\n        dist: 0,\n        think\n    };\n});\n\nattack_blaster_move = {\n    firstframe: 62,\n    lastframe: 77,\n    frames: attack_blaster_frames,\n    endfunc: tank_run\n};\n\n// Attack 2: Machinegun\nconst attack_machinegun_frames: MonsterFrame[] = Array.from({ length: 20 }, (_, i) => ({\n    ai: monster_ai_charge,\n    dist: 0,\n    think: (i % 2 === 0 && i > 5) ? tank_fire_machinegun : null\n}));\n\nattack_machinegun_move = {\n    firstframe: 78,\n    lastframe: 97,\n    frames: attack_machinegun_frames,\n    endfunc: tank_run\n};\n\n// Attack 3: Rocket\nconst attack_rocket_frames: MonsterFrame[] = Array.from({ length: 18 }, (_, i) => {\n    let think: ((self: Entity, context: any) => void) | null | undefined = null;\n    if (i === 0) think = tank_blind_check;\n    else if (i === 8 || i === 12 || i === 16) think = tank_fire_rocket;\n\n    return {\n        ai: monster_ai_charge,\n        dist: 0,\n        think\n    };\n});\n\nattack_rocket_move = {\n    firstframe: 98,\n    lastframe: 115,\n    frames: attack_rocket_frames,\n    endfunc: tank_refire_rocket\n};\n\nconst pain_frames: MonsterFrame[] = Array.from({ length: 6 }, () => ({\n  ai: monster_ai_move,\n  dist: 0,\n}));\n\npain_move = {\n  firstframe: 116,\n  lastframe: 121,\n  frames: pain_frames,\n  endfunc: tank_run,\n};\n\nconst death_frames: MonsterFrame[] = Array.from({ length: 16 }, () => ({\n  ai: monster_ai_move,\n  dist: 0,\n}));\n\ndeath_move = {\n  firstframe: 122,\n  lastframe: 137,\n  frames: death_frames,\n  endfunc: tank_dead,\n};\n\n\nexport function SP_monster_tank(self: Entity, context: SpawnContext): void {\n  self.classname = 'monster_tank';\n  self.model = 'models/monsters/tank/tris.md2';\n  self.mins = { x: -32, y: -32, z: -16 };\n  self.maxs = { x: 32, y: 32, z: 64 };\n  self.movetype = MoveType.Step;\n  self.solid = Solid.BoundingBox;\n  self.health = 750 * context.health_multiplier;\n  self.max_health = self.health;\n  self.mass = 500;\n  self.takedamage = true;\n  self.viewheight = 64; // Tank is large\n\n  self.pain = (self, other, kick, damage) => {\n    // If health is low, change skin to show damage\n    if (self.health < (self.max_health / 2)) {\n      self.skin = 1;\n    }\n\n    // Pain debounce\n    if (self.timestamp < (self.pain_finished_time || 0)) {\n        return;\n    }\n\n    self.pain_finished_time = self.timestamp + 3.0;\n\n    if (self.count) {\n        context.entities.sound?.(self, 0, 'tank/pain.wav', 1, 1, 0);\n    } else {\n        context.entities.sound?.(self, 0, 'tank/tnkpain2.wav', 1, 1, 0);\n    }\n\n    if (!M_ShouldReactToPain(self, context.entities)) {\n        return;\n    }\n\n    // Small chance to ignore pain if not severe\n    if (damage <= 10 && context.entities.rng.frandom() < 0.5) return;\n\n    self.monsterinfo.current_move = pain_move;\n  };\n\n  self.die = (self, inflictor, attacker, damage, point) => {\n    self.deadflag = DeadFlag.Dead;\n    self.solid = Solid.Not;\n\n    if (self.health < -40) {\n        throwGibs(context.entities, self.origin, damage, GIB_METALLIC);\n        context.entities.free(self);\n        return;\n    }\n\n    context.entities.sound?.(self, 0, 'tank/tnkdeth2.wav', 1, 1, 0);\n    tank_die(self);\n  };\n\n  self.monsterinfo.stand = tank_stand;\n  self.monsterinfo.walk = tank_walk;\n  self.monsterinfo.run = tank_run;\n  self.monsterinfo.attack = (ent) => tank_attack(ent, context.entities);\n  self.monsterinfo.attack_machinegun = attack_machinegun_move;\n  self.monsterinfo.checkattack = tank_checkattack;\n  self.monsterinfo.blindfire = true;\n  self.monsterinfo.idle = (self) => tank_idle(self, context.entities);\n\n  self.think = monster_think;\n\n  tank_stand(self);\n  self.nextthink = self.timestamp + MONSTER_TICK;\n}\n\nexport function registerTankSpawns(registry: SpawnRegistry): void {\n  registry.register('monster_tank', SP_monster_tank);\n}\n","import { SP_monster_tank } from './tank.js';\nimport { SpawnRegistry, SpawnContext } from '../spawn.js';\nimport { Entity } from '../entity.js';\n\nexport function SP_monster_tank_commander(self: Entity, context: SpawnContext): void {\n  // Tank Commander is essentially a Tank with a different skin (or sound, though often just skin in Q2)\n  // and potentially different stats or behavior (more aggressive).\n  // For base Quake 2, the behavior is largely identical to the Tank,\n  // but it's a \"Commander\" so it might trigger some scripted events in maps.\n  // We can reuse SP_monster_tank and override what's needed.\n\n  SP_monster_tank(self, context);\n\n  self.classname = 'monster_tank_commander';\n  self.skin = 2; // Tank Commander uses a different skin usually\n  self.health = 1000; // Tougher\n  self.max_health = 1000;\n}\n\nexport function registerTankCommanderSpawns(registry: SpawnRegistry): void {\n  registry.register('monster_tank_commander', SP_monster_tank_commander);\n}\n","import { angleVectors, normalizeVec3, subtractVec3, Vec3, ZERO_VEC3 } from '@quake2ts/shared';\nimport {\n    ai_charge,\n    ai_run,\n    ai_stand,\n    monster_think,\n} from '../../ai/index.js';\nimport { DamageMod } from '../../combat/damageMods.js';\nimport {\n    DeadFlag,\n    Entity,\n    MonsterFrame,\n    MonsterMove,\n    MoveType,\n    Solid,\n} from '../entity.js';\nimport { SpawnContext, SpawnRegistry } from '../spawn.js';\nimport { monster_fire_blaster } from './attack.js';\nimport { throwGibs, GIB_METALLIC } from '../gibs.js';\n\nconst MONSTER_TICK = 0.1;\n\n// Wrappers for AI functions\nfunction monster_ai_stand(self: Entity, dist: number, context: any): void {\n    ai_stand(self, dist, context);\n}\n\nfunction monster_ai_run(self: Entity, dist: number, context: any): void {\n    // Turrets don't move, but they track enemies (rotate)\n    ai_run(self, dist, context);\n}\n\nfunction monster_ai_charge(self: Entity, dist: number, context: any): void {\n    ai_charge(self, dist, context);\n}\n\n// Forward declarations\nlet stand_move: MonsterMove;\nlet run_move: MonsterMove;\nlet attack_move: MonsterMove;\nlet pain_move: MonsterMove;\nlet death_move: MonsterMove;\n\nfunction turret_stand(self: Entity): void {\n    self.monsterinfo.current_move = stand_move;\n}\n\nfunction turret_run(self: Entity): void {\n    if (self.enemy && self.enemy.health > 0) {\n        self.monsterinfo.current_move = run_move;\n    } else {\n        self.monsterinfo.current_move = stand_move;\n    }\n}\n\nfunction turret_fire(self: Entity, context: any): void {\n    if (!self.enemy) return;\n\n    // Turret firing logic\n    const forward = angleVectors(self.angles).forward;\n    const start = {\n        x: self.origin.x + forward.x * 8,\n        y: self.origin.y + forward.y * 8,\n        z: self.origin.z + self.viewheight,\n    };\n\n    // Aim at enemy\n    const enemyDir = normalizeVec3(subtractVec3(self.enemy.origin, start));\n\n    context.engine.sound?.(self, 0, 'turret/fire.wav', 1, 1, 0);\n\n    // Fire blaster\n    monster_fire_blaster(self, start, enemyDir, 2, 1000, 1, 0, context);\n}\n\nfunction turret_attack(self: Entity): void {\n    self.monsterinfo.current_move = attack_move;\n}\n\nfunction turret_pain(self: Entity): void {\n    self.monsterinfo.current_move = pain_move;\n}\n\nfunction turret_die(self: Entity, context: any): void {\n    context.engine.sound?.(self, 0, 'turret/death.wav', 1, 1, 0);\n    self.monsterinfo.current_move = death_move;\n}\n\n// Frames\n// Note: Frame indices are relative assumptions as actual MD2 is unavailable.\n// We align with typical Quake 2 turret logic (8 attack frames, fire on one).\n\nconst stand_frames: MonsterFrame[] = Array.from({ length: 1 }, () => ({\n    ai: monster_ai_stand,\n    dist: 0,\n}));\n\nstand_move = {\n    firstframe: 0,\n    lastframe: 0,\n    frames: stand_frames,\n    endfunc: turret_stand,\n};\n\nconst run_frames: MonsterFrame[] = Array.from({ length: 1 }, () => ({\n    ai: monster_ai_run,\n    dist: 0,\n}));\n\nrun_move = {\n    firstframe: 0, // In Q2 turret usually just rotates in idle frame?\n    lastframe: 0,\n    frames: run_frames,\n    endfunc: turret_run,\n};\n\n// Attack: 8 frames, fire on 5th (index 4)\nconst attack_frames: MonsterFrame[] = Array.from({ length: 8 }, (_, i) => ({\n    ai: monster_ai_charge,\n    dist: 0,\n    think: (i === 4) ? turret_fire : undefined,\n}));\n\nattack_move = {\n    firstframe: 1,\n    lastframe: 8,\n    frames: attack_frames,\n    endfunc: turret_run,\n};\n\nconst pain_frames: MonsterFrame[] = Array.from({ length: 2 }, () => ({\n    ai: monster_ai_run,\n    dist: 0,\n}));\n\npain_move = {\n    firstframe: 9,\n    lastframe: 10,\n    frames: pain_frames,\n    endfunc: turret_run,\n};\n\nconst death_frames: MonsterFrame[] = Array.from({ length: 4 }, () => ({\n    ai: monster_ai_run, // No movement\n    dist: 0,\n}));\n\nfunction turret_dead(self: Entity): void {\n    self.monsterinfo.nextframe = death_move.lastframe;\n    self.nextthink = -1;\n    self.deadflag = DeadFlag.Dead;\n    self.solid = Solid.Not;\n}\n\ndeath_move = {\n    firstframe: 11,\n    lastframe: 14,\n    frames: death_frames,\n    endfunc: turret_dead,\n};\n\nexport function SP_monster_turret(self: Entity, context: SpawnContext): void {\n    self.model = 'models/monsters/turret/tris.md2';\n    self.mins = { x: -16, y: -16, z: -24 };\n    self.maxs = { x: 16, y: 16, z: 32 };\n    self.movetype = MoveType.Step;\n    self.solid = Solid.BoundingBox;\n    self.health = 100 * context.health_multiplier;\n    self.max_health = self.health;\n    self.mass = 200;\n    self.takedamage = true;\n    self.viewheight = 24;\n\n    self.pain = (self, other, kick, damage) => {\n        if (self.health <= 0) return;\n\n        // Debounce pain\n        if (context.entities.timeSeconds < self.pain_debounce_time) return;\n        self.pain_debounce_time = context.entities.timeSeconds + 3;\n\n        context.entities.sound?.(self, 0, 'turret/pain.wav', 1, 1, 0);\n\n        // Play pain animation\n        self.monsterinfo.current_move = pain_move;\n    };\n\n    self.die = (self, inflictor, attacker, damage, point) => {\n        self.takedamage = false; // Stop taking damage while dying unless gibbed\n\n        if (self.health <= -40) {\n            self.deadflag = DeadFlag.Dead;\n            self.solid = Solid.Not;\n            context.entities.sound?.(self, 0, 'misc/udeath.wav', 1, 1, 0);\n            throwGibs(context.entities, self.origin, damage, GIB_METALLIC);\n            context.entities.free(self);\n            return;\n        }\n\n        self.deadflag = DeadFlag.Dying;\n        self.solid = Solid.Not;\n        turret_die(self, context.entities);\n    };\n\n    self.monsterinfo.stand = turret_stand;\n    self.monsterinfo.walk = turret_run;\n    self.monsterinfo.run = turret_run;\n    self.monsterinfo.attack = turret_attack;\n    self.monsterinfo.sight = (self, other) => {\n        context.entities.sound?.(self, 0, 'turret/sight.wav', 1, 1, 0);\n    }\n\n    self.think = monster_think;\n\n    turret_stand(self);\n    self.nextthink = self.timestamp + MONSTER_TICK;\n}\n\nexport function registerTurretSpawns(registry: SpawnRegistry): void {\n    registry.register('monster_turret', SP_monster_turret);\n}\n","import {\n  angleVectors,\n  addVec3,\n  scaleVec3,\n  subtractVec3,\n  normalizeVec3,\n  vectorToAngles,\n  lengthVec3,\n  Vec3,\n  ZERO_VEC3,\n  copyVec3\n} from '@quake2ts/shared';\nimport {\n  ai_charge,\n  ai_move,\n  ai_run,\n  ai_stand,\n  ai_walk,\n  monster_think,\n  ai_turn\n} from '../../ai/index.js';\nimport { DamageMod } from '../../combat/damageMods.js';\nimport {\n  DeadFlag,\n  Entity,\n  MonsterFrame,\n  MonsterMove,\n  MoveType,\n  Solid,\n  EntityFlags,\n} from '../entity.js';\nimport { SpawnContext, SpawnRegistry } from '../spawn.js';\nimport { throwGibs } from '../gibs.js';\nimport { T_Damage, Damageable } from '../../combat/damage.js';\nimport { DamageFlags } from '../../combat/damageFlags.js';\nimport { M_CheckBottom } from '../../ai/movement.js';\nimport { EntitySystem } from '../system.js';\nimport { createBlasterBolt } from '../projectiles.js';\n\ntype MutableVec3 = { -readonly [P in keyof Vec3]: Vec3[P] };\n\nconst MONSTER_TICK = 0.1;\n\n// Wrappers for AI functions\nfunction monster_ai_stand(self: Entity, dist: number, context: any): void {\n  ai_stand(self, dist, context);\n}\n\nfunction monster_ai_walk(self: Entity, dist: number, context: any): void {\n  ai_walk(self, dist, context);\n}\n\nfunction monster_ai_run(self: Entity, dist: number, context: any): void {\n  ai_run(self, dist, context);\n}\n\nfunction monster_ai_charge(self: Entity, dist: number, context: any): void {\n  ai_charge(self, dist, context);\n}\n\nfunction monster_ai_move(self: Entity, dist: number, context: any): void {\n  ai_move(self, dist);\n}\n\n\n// Forward declarations\nlet gekk_move_stand: MonsterMove;\nlet gekk_move_standunderwater: MonsterMove;\nlet gekk_move_swim_loop: MonsterMove;\nlet gekk_move_swim_start: MonsterMove;\nlet gekk_move_chant: MonsterMove;\nlet gekk_move_idle: MonsterMove;\nlet gekk_move_idle2: MonsterMove;\nlet gekk_move_walk: MonsterMove;\nlet gekk_move_run: MonsterMove;\nlet gekk_move_run_start: MonsterMove;\nlet gekk_move_attack1: MonsterMove;\nlet gekk_move_attack2: MonsterMove;\nlet gekk_move_spit: MonsterMove;\nlet gekk_move_leapatk: MonsterMove;\nlet gekk_move_leapatk2: MonsterMove;\nlet gekk_move_attack: MonsterMove;\nlet gekk_move_pain: MonsterMove;\nlet gekk_move_pain1: MonsterMove;\nlet gekk_move_pain2: MonsterMove;\nlet gekk_move_death1: MonsterMove;\nlet gekk_move_death3: MonsterMove;\nlet gekk_move_death4: MonsterMove;\nlet gekk_move_wdeath: MonsterMove;\n\nconst WATER_WAIST = 2; // Approximate water level\nconst RANGE_MELEE = 80;\nconst RANGE_NEAR = 100;\nconst RANGE_MID = 400; // Guess\nconst SPAWNFLAG_GEKK_CHANT = 8;\nconst SPAWNFLAG_GEKK_NOJUMPING = 16;\nconst SPAWNFLAG_GEKK_NOSWIM = 32;\nconst GIB_HEALTH = -30;\n\n// Functions\nfunction gekk_check_underwater(self: Entity, context: EntitySystem): void {\n    if (!(self.spawnflags & SPAWNFLAG_GEKK_NOSWIM) && (self.waterlevel >= WATER_WAIST)) {\n        land_to_water(self);\n    }\n}\n\nfunction gekk_stand(self: Entity): void {\n    if (self.waterlevel >= WATER_WAIST) {\n        self.flags |= EntityFlags.Swim;\n        self.monsterinfo.current_move = gekk_move_standunderwater;\n    } else {\n        if (self.monsterinfo.current_move !== gekk_move_chant) {\n             self.monsterinfo.current_move = gekk_move_stand;\n        }\n    }\n}\n\nfunction gekk_swim_loop_func(self: Entity): void {\n    self.flags |= EntityFlags.Swim;\n    self.monsterinfo.current_move = gekk_move_swim_loop;\n}\n\nfunction gekk_hit_left(self: Entity, context: EntitySystem): void {\n    if (!self.enemy) return;\n\n    const damage = 5 + Math.floor(context.rng.frandom() * 6); // 5 to 10\n    const range = 100;\n    const dir = subtractVec3(self.enemy.origin, self.origin);\n    const dist = lengthVec3(dir);\n\n    if (dist <= range) {\n         context.engine.sound?.(self, 0, 'gek/gk_atck2.wav', 1, 1, 0);\n         T_Damage(self.enemy as any, self as any, self as any, normalizeVec3(dir), self.enemy.origin, ZERO_VEC3, damage, damage, 0, DamageMod.UNKNOWN, context.timeSeconds);\n    } else {\n         context.engine.sound?.(self, 0, 'gek/gk_atck1.wav', 1, 1, 0);\n    }\n}\n\nfunction gekk_hit_right(self: Entity, context: EntitySystem): void {\n    if (!self.enemy) return;\n    const damage = 5 + Math.floor(context.rng.frandom() * 6); // 5 to 10\n    const range = 100;\n    const dir = subtractVec3(self.enemy.origin, self.origin);\n    const dist = lengthVec3(dir);\n\n    if (dist <= range) {\n         context.engine.sound?.(self, 0, 'gek/gk_atck3.wav', 1, 1, 0);\n         T_Damage(self.enemy as any, self as any, self as any, normalizeVec3(dir), self.enemy.origin, ZERO_VEC3, damage, damage, 0, DamageMod.UNKNOWN, context.timeSeconds);\n    } else {\n         context.engine.sound?.(self, 0, 'gek/gk_atck1.wav', 1, 1, 0);\n    }\n}\n\nfunction gekk_bite(self: Entity, context: EntitySystem): void {\n    if (!self.enemy) return;\n     const damage = 5;\n    const range = RANGE_MELEE;\n    const dir = subtractVec3(self.enemy.origin, self.origin);\n    const dist = lengthVec3(dir);\n\n    if (dist <= range) {\n        T_Damage(self.enemy as any, self as any, self as any, normalizeVec3(dir), self.enemy.origin, ZERO_VEC3, damage, 0, 0, DamageMod.UNKNOWN, context.timeSeconds);\n    }\n}\n\nfunction gekk_check_melee(self: Entity, context: EntitySystem): boolean {\n    if (!self.enemy || self.enemy.health <= 0 || (self.monsterinfo.melee_debounce_time && self.monsterinfo.melee_debounce_time > context.timeSeconds))\n        return false;\n\n    const dist = lengthVec3(subtractVec3(self.enemy.origin, self.origin));\n    return dist <= RANGE_MELEE;\n}\n\nfunction gekk_check_jump(self: Entity, context: EntitySystem): boolean {\n    if (!self.enemy) return false;\n\n    // don't jump if there's no way we can reach standing height\n    if (self.absmin.z + 125 < self.enemy.absmin.z)\n        return false;\n\n    const v = subtractVec3(self.origin, self.enemy.origin);\n    (v as MutableVec3).z = 0;\n    const distance = lengthVec3(v);\n\n    if (distance < 100) return false;\n    if (distance > 100) {\n        if (context.rng.frandom() < (self.waterlevel >= WATER_WAIST ? 0.2 : 0.9))\n            return false;\n    }\n\n    return true;\n}\n\nfunction gekk_check_jump_close(self: Entity, context: EntitySystem): boolean {\n    if (!self.enemy) return false;\n    const v = subtractVec3(self.origin, self.enemy.origin);\n    (v as MutableVec3).z = 0;\n    const distance = lengthVec3(v);\n\n    if (distance < 100) {\n        if (self.absmax.z <= self.enemy.absmin.z) return false;\n    }\n    return true;\n}\n\nfunction gekk_checkattack(self: Entity, context: EntitySystem): boolean {\n    if (!self.enemy || self.enemy.health <= 0) return false;\n\n    if (gekk_check_melee(self, context)) {\n        return true;\n    }\n\n    if (gekk_check_jump(self, context)) {\n        return true;\n    }\n\n    if (gekk_check_jump_close(self, context) && !(self.flags & EntityFlags.Swim)) {\n        return true;\n    }\n\n    return false;\n}\n\nfunction gekk_swim(self: Entity): void {\n    self.monsterinfo.current_move = gekk_move_swim_start;\n}\n\nfunction gekk_chant(self: Entity): void {\n    self.monsterinfo.current_move = gekk_move_chant;\n}\n\nfunction gekk_idle_loop(self: Entity, context: EntitySystem): void {\n    if (context.rng.frandom() > 0.75 && self.health < self.max_health) {\n        self.monsterinfo.nextframe = 0; // FRAME_idle_01\n    }\n}\n\nfunction gekk_step(self: Entity, context: EntitySystem): void {\n    const n = Math.floor(context.rng.frandom() * 3); // 0 to 2\n    const sounds = ['gek/gk_step1.wav', 'gek/gk_step2.wav', 'gek/gk_step3.wav'];\n    context.engine.sound?.(self, 0, sounds[n], 1, 1, 0);\n}\n\nfunction gekk_search(self: Entity, context: EntitySystem): void {\n    if (self.spawnflags & SPAWNFLAG_GEKK_CHANT) {\n        const r = context.rng.frandom();\n        if (r < 0.33) context.engine.sound?.(self, 0, 'gek/gek_low.wav', 1, 1, 0);\n        else if (r < 0.66) context.engine.sound?.(self, 0, 'gek/gek_mid.wav', 1, 1, 0);\n        else context.engine.sound?.(self, 0, 'gek/gek_high.wav', 1, 1, 0);\n    } else {\n        context.engine.sound?.(self, 0, 'gek/gk_idle1.wav', 1, 1, 0);\n    }\n\n    self.health += 10 + Math.floor(context.rng.frandom() * 11); // 10 to 20\n    if (self.health > self.max_health) self.health = self.max_health;\n\n    // setskin logic\n    if (self.health < (self.max_health / 4)) self.skin = 2;\n    else if (self.health < (self.max_health / 2)) self.skin = 1;\n    else self.skin = 0;\n}\n\nfunction gekk_run_start(self: Entity): void {\n    if (!(self.spawnflags & SPAWNFLAG_GEKK_NOSWIM) && self.waterlevel >= WATER_WAIST) {\n        self.monsterinfo.current_move = gekk_move_swim_start;\n    } else {\n        self.monsterinfo.current_move = gekk_move_run_start;\n    }\n}\n\nfunction gekk_run(self: Entity): void {\n    if (!(self.spawnflags & SPAWNFLAG_GEKK_NOSWIM) && self.waterlevel >= WATER_WAIST) {\n        self.monsterinfo.current_move = gekk_move_swim_start;\n    } else {\n        self.monsterinfo.current_move = gekk_move_run;\n    }\n}\n\nfunction gekk_check_refire(self: Entity): void {\n    if (!self.enemy || self.enemy.health <= 0) return;\n    const dist = lengthVec3(subtractVec3(self.enemy.origin, self.origin));\n    if (dist <= RANGE_MELEE) {\n        if (self.frame === 114) { // FRAME_clawatk3_09\n            self.monsterinfo.current_move = gekk_move_attack2;\n        } else if (self.frame === 123) { // FRAME_clawatk5_09\n             self.monsterinfo.current_move = gekk_move_attack1;\n        }\n    }\n}\n\nfunction fire_loogie(self: Entity, start: Vec3, dir: Vec3, damage: number, speed: number, context: EntitySystem): void {\n    const bolt = createBlasterBolt(context, self, start, dir, damage, speed, DamageMod.UNKNOWN);\n    bolt.model = 'models/objects/loogy/tris.md2';\n}\n\nfunction loogie_fire(self: Entity, context: EntitySystem): void {\n    if (!self.enemy || self.enemy.health <= 0) return;\n\n    const vectors = angleVectors(self.angles);\n    const forward = vectors.forward;\n    const right = vectors.right;\n    const up = vectors.up;\n\n    const offset = { x: -18, y: -0.8, z: 24 };\n    const start = addVec3(self.origin, addVec3(scaleVec3(forward, offset.x), addVec3(scaleVec3(right, offset.y), scaleVec3(up, offset.z))));\n    (start as MutableVec3).z += 2; // up * 2\n\n    const end = copyVec3(self.enemy.origin);\n    (end as MutableVec3).z += (self.enemy.viewheight || 0);\n    const dir = normalizeVec3(subtractVec3(end, start));\n\n    fire_loogie(self, start, dir, 5, 550, context);\n    context.engine.sound?.(self, 0, 'gek/gk_atck4.wav', 1, 1, 0);\n}\n\nfunction reloogie(self: Entity, context: EntitySystem): void {\n    if (context.rng.frandom() > 0.8 && self.health < self.max_health) {\n        self.monsterinfo.current_move = gekk_move_idle2;\n        return;\n    }\n    if (self.enemy && self.enemy.health > 0) {\n         const dist = lengthVec3(subtractVec3(self.enemy.origin, self.origin));\n         if (context.rng.frandom() > 0.7 && dist <= RANGE_NEAR) {\n              self.monsterinfo.current_move = gekk_move_spit;\n         }\n    }\n}\n\nfunction gekk_jump_touch(self: Entity, other: Entity | null, plane?: any, surf?: any): void {\n    if (self.health <= 0) {\n        self.touch = undefined;\n        return;\n    }\n\n    self.touch = undefined;\n}\n\nfunction gekk_jump_takeoff(self: Entity, context: EntitySystem): void {\n    const vectors = angleVectors(self.angles);\n    const forward = vectors.forward;\n\n    context.engine.sound?.(self, 0, 'gek/gk_sght1.wav', 1, 1, 0);\n    (self.origin as MutableVec3).z += 1;\n\n    self.velocity = addVec3(scaleVec3(forward, 700), { x: 0, y: 0, z: 250 });\n\n    self.groundentity = null;\n    self.touch = gekk_jump_touch;\n}\n\nfunction gekk_check_landing(self: Entity, context: EntitySystem): void {\n    if (self.groundentity) {\n        context.engine.sound?.(self, 0, 'mutant/thud1.wav', 1, 1, 0);\n        self.velocity = ZERO_VEC3;\n        return;\n    }\n}\n\nfunction gekk_stop_skid(self: Entity): void {\n    if (self.groundentity) self.velocity = ZERO_VEC3;\n}\n\nfunction gekk_preattack(self: Entity, context: EntitySystem): void {\n    // sound\n}\n\nfunction gekk_dead(self: Entity): void {\n    self.mins = { x: -16, y: -16, z: -24 };\n    self.maxs = { x: 16, y: 16, z: -8 };\n    self.nextthink = -1;\n}\n\nfunction gekk_gibfest(self: Entity, context: EntitySystem): void {\n    throwGibs(context, self.origin, 20);\n    self.deadflag = DeadFlag.Dead;\n}\n\nfunction isgibfest(self: Entity, context: EntitySystem): void {\n    if (context.rng.frandom() > 0.9) gekk_gibfest(self, context);\n}\n\nfunction gekk_shrink(self: Entity): void {\n    (self.maxs as MutableVec3).z = 0;\n}\n\nfunction water_to_land(self: Entity): void {\n    self.flags &= ~EntityFlags.Swim;\n    self.yaw_speed = 20;\n    self.viewheight = 25;\n    self.monsterinfo.current_move = gekk_move_leapatk2;\n    self.mins = { x: -18, y: -18, z: -24 };\n    self.maxs = { x: 18, y: 18, z: 24 };\n}\n\nfunction land_to_water(self: Entity): void {\n    self.flags |= EntityFlags.Swim;\n    self.yaw_speed = 10;\n    self.viewheight = 10;\n    self.monsterinfo.current_move = gekk_move_swim_start;\n    self.mins = { x: -18, y: -18, z: -24 };\n    self.maxs = { x: 18, y: 18, z: 16 };\n}\n\n\n// Frames\n\n// STAND\nconst frames_stand: MonsterFrame[] = Array(38).fill({ ai: monster_ai_stand, dist: 0 });\nframes_stand[38] = { ai: monster_ai_stand, dist: 0, think: gekk_check_underwater };\n\ngekk_move_stand = {\n    firstframe: 0,\n    lastframe: 38,\n    frames: frames_stand,\n    endfunc: null\n};\n\n// STAND UNDERWATER\nconst frames_standunderwater: MonsterFrame[] = Array(32).fill({ ai: monster_ai_stand, dist: 14 });\ngekk_move_standunderwater = {\n    firstframe: 39,\n    lastframe: 70,\n    frames: frames_standunderwater,\n    endfunc: null\n};\n\n// SWIM LOOP\nconst frames_swim: MonsterFrame[] = Array(32).fill({ ai: monster_ai_run, dist: 14 });\ngekk_move_swim_loop = {\n    firstframe: 39,\n    lastframe: 70,\n    frames: frames_swim,\n    endfunc: gekk_swim_loop_func\n};\n\n// SWIM START\nconst frames_swim_start: MonsterFrame[] = Array(32).fill({ ai: monster_ai_run, dist: 14 });\nframes_swim_start[8] = { ai: monster_ai_run, dist: 18, think: gekk_hit_left };\nframes_swim_start[14] = { ai: monster_ai_run, dist: 24, think: gekk_hit_right };\nframes_swim_start[20] = { ai: monster_ai_run, dist: 22, think: gekk_bite };\n\ngekk_move_swim_start = {\n    firstframe: 39,\n    lastframe: 70,\n    frames: frames_swim_start,\n    endfunc: gekk_swim_loop_func\n};\n\n// IDLE\nconst frames_idle: MonsterFrame[] = Array(32).fill({ ai: monster_ai_stand, dist: 0 });\nframes_idle[0] = { ai: monster_ai_stand, dist: 0, think: gekk_search };\nframes_idle[31] = { ai: monster_ai_stand, dist: 0, think: gekk_idle_loop };\ngekk_move_idle = {\n    firstframe: 71,\n    lastframe: 102,\n    frames: frames_idle,\n    endfunc: gekk_stand\n};\n\n// IDLE 2 (Chant uses this with ai_move?)\nconst frames_idle2: MonsterFrame[] = Array(32).fill({ ai: monster_ai_move, dist: 0 });\nframes_idle2[0] = { ai: monster_ai_move, dist: 0, think: gekk_search };\nframes_idle2[31] = { ai: monster_ai_move, dist: 0, think: gekk_idle_loop };\ngekk_move_idle2 = {\n    firstframe: 71,\n    lastframe: 102,\n    frames: frames_idle2,\n    endfunc: (s) => M_SetAnimation(s, gekk_move_stand) // or face\n};\n\ngekk_move_chant = {\n    firstframe: 71,\n    lastframe: 102,\n    frames: frames_idle2,\n    endfunc: gekk_chant\n};\n\n// WALK\nconst frames_walk = [\n    { ai: monster_ai_walk, dist: 3.8, think: gekk_check_underwater },\n    { ai: monster_ai_walk, dist: 19.6 },\n    { ai: monster_ai_walk, dist: 25.5 },\n    { ai: monster_ai_walk, dist: 34.6, think: gekk_step },\n    { ai: monster_ai_walk, dist: 27.3 },\n    { ai: monster_ai_walk, dist: 28.4 },\n];\ngekk_move_walk = {\n    firstframe: 103,\n    lastframe: 108,\n    frames: frames_walk,\n    endfunc: null\n};\n\n// RUN\nconst frames_run = [\n    { ai: monster_ai_run, dist: 3.8, think: gekk_check_underwater },\n    { ai: monster_ai_run, dist: 19.6 },\n    { ai: monster_ai_run, dist: 25.5 },\n    { ai: monster_ai_run, dist: 34.6, think: gekk_step },\n    { ai: monster_ai_run, dist: 27.3 },\n    { ai: monster_ai_run, dist: 28.4 },\n];\ngekk_move_run = {\n    firstframe: 103,\n    lastframe: 108,\n    frames: frames_run,\n    endfunc: null\n};\n\n// RUN START\nconst frames_run_st = [\n    { ai: monster_ai_run, dist: 0.2 },\n    { ai: monster_ai_run, dist: 19.7 },\n];\ngekk_move_run_start = {\n    firstframe: 0,\n    lastframe: 1, // Frames 0 and 1 reuse stand start? C says FRAME_stand_01, FRAME_stand_02\n    frames: frames_run_st,\n    endfunc: gekk_run\n};\n\n// SPIT\nconst frames_spit: MonsterFrame[] = [\n    { ai: monster_ai_charge, dist: 0 },\n    { ai: monster_ai_charge, dist: 0 },\n    { ai: monster_ai_charge, dist: 0 },\n    { ai: monster_ai_charge, dist: 0 },\n    { ai: monster_ai_charge, dist: 0 },\n    { ai: monster_ai_charge, dist: 0, think: loogie_fire },\n    { ai: monster_ai_charge, dist: 0, think: reloogie },\n];\ngekk_move_spit = {\n    firstframe: 133, // FRAME_spit_01\n    lastframe: 139,\n    frames: frames_spit,\n    endfunc: gekk_run_start\n};\n\n// ATTACK 1\nconst frames_attack1: MonsterFrame[] = [\n    { ai: monster_ai_charge, dist: 0 },\n    { ai: monster_ai_charge, dist: 0 },\n    { ai: monster_ai_charge, dist: 0, think: gekk_hit_left },\n    { ai: monster_ai_charge, dist: 0 },\n    { ai: monster_ai_charge, dist: 0 },\n    { ai: monster_ai_charge, dist: 0, think: gekk_hit_right },\n    { ai: monster_ai_charge, dist: 0 },\n    { ai: monster_ai_charge, dist: 0 },\n    { ai: monster_ai_charge, dist: 0, think: gekk_check_refire },\n];\ngekk_move_attack1 = {\n    firstframe: 109,\n    lastframe: 117,\n    frames: frames_attack1,\n    endfunc: gekk_run_start\n};\n\n// ATTACK 2\nconst frames_attack2: MonsterFrame[] = [\n    { ai: monster_ai_charge, dist: 0 },\n    { ai: monster_ai_charge, dist: 0 },\n    { ai: monster_ai_charge, dist: 0, think: gekk_hit_left },\n    { ai: monster_ai_charge, dist: 0 },\n    { ai: monster_ai_charge, dist: 0 },\n    { ai: monster_ai_charge, dist: 0, think: gekk_hit_right },\n    { ai: monster_ai_charge, dist: 0 },\n    { ai: monster_ai_charge, dist: 0 },\n    { ai: monster_ai_charge, dist: 0, think: gekk_check_refire },\n];\ngekk_move_attack2 = {\n    firstframe: 118,\n    lastframe: 126,\n    frames: frames_attack2,\n    endfunc: gekk_run_start\n};\n\n// LEAP ATK\nconst frames_leapatk: MonsterFrame[] = [\n    { ai: monster_ai_charge, dist: 0 },\n    { ai: monster_ai_charge, dist: -0.3 },\n    { ai: monster_ai_charge, dist: -1.1 },\n    { ai: monster_ai_charge, dist: -0.2 },\n    { ai: monster_ai_charge, dist: 6.7, think: gekk_jump_takeoff },\n    { ai: monster_ai_charge, dist: 6.4 },\n    { ai: monster_ai_charge, dist: 0.1 },\n    { ai: monster_ai_charge, dist: 28.3 },\n    { ai: monster_ai_charge, dist: 24.1 },\n    { ai: monster_ai_charge, dist: 31.7 },\n    { ai: monster_ai_charge, dist: 35.9, think: gekk_check_landing },\n    { ai: monster_ai_charge, dist: 12.3, think: gekk_stop_skid },\n    { ai: monster_ai_charge, dist: 20.1, think: gekk_stop_skid },\n    { ai: monster_ai_charge, dist: -1.0, think: gekk_stop_skid },\n    { ai: monster_ai_charge, dist: 2.5, think: gekk_stop_skid },\n    { ai: monster_ai_charge, dist: 0.5, think: gekk_stop_skid },\n    { ai: monster_ai_charge, dist: 1.8, think: gekk_stop_skid },\n    { ai: monster_ai_charge, dist: 1.2, think: gekk_stop_skid },\n    { ai: monster_ai_charge, dist: -0.4, think: gekk_check_underwater },\n];\ngekk_move_leapatk = {\n    firstframe: 140,\n    lastframe: 158,\n    frames: frames_leapatk,\n    endfunc: gekk_run_start\n};\n\n// LEAP ATK 2 (Same frames but used for water_to_land transition logic if needed)\ngekk_move_leapatk2 = {\n    firstframe: 140,\n    lastframe: 158,\n    frames: frames_leapatk, // reusing frames\n    endfunc: gekk_run_start\n};\n\n// ATTACK (Swim?)\nconst frames_attack: MonsterFrame[] = Array(21).fill({ ai: monster_ai_charge, dist: 16 });\nframes_attack[0] = { ai: monster_ai_charge, dist: 16, think: gekk_preattack };\nframes_attack[4] = { ai: monster_ai_charge, dist: 16, think: gekk_bite };\nframes_attack[9] = { ai: monster_ai_charge, dist: 16, think: gekk_bite };\nframes_attack[13] = { ai: monster_ai_charge, dist: 16, think: gekk_hit_left };\nframes_attack[18] = { ai: monster_ai_charge, dist: 16, think: gekk_hit_right };\n\ngekk_move_attack = {\n    firstframe: 159,\n    lastframe: 179,\n    frames: frames_attack,\n    endfunc: gekk_run_start\n};\n\n// PAIN\nconst frames_pain: MonsterFrame[] = Array(6).fill({ ai: monster_ai_move, dist: 0 });\ngekk_move_pain = {\n    firstframe: 180,\n    lastframe: 185,\n    frames: frames_pain,\n    endfunc: gekk_run_start\n};\n\nconst frames_pain1: MonsterFrame[] = Array(11).fill({ ai: monster_ai_move, dist: 0 });\nframes_pain1[10] = { ai: monster_ai_move, dist: 0, think: gekk_check_underwater };\ngekk_move_pain1 = {\n    firstframe: 186,\n    lastframe: 196,\n    frames: frames_pain1,\n    endfunc: gekk_run_start\n};\n\nconst frames_pain2: MonsterFrame[] = Array(13).fill({ ai: monster_ai_move, dist: 0 });\nframes_pain2[12] = { ai: monster_ai_move, dist: 0, think: gekk_check_underwater };\ngekk_move_pain2 = {\n    firstframe: 197,\n    lastframe: 209,\n    frames: frames_pain2,\n    endfunc: gekk_run_start\n};\n\nfunction gekk_pain(self: Entity, other: Entity | null, kick: number, damage: number, context: EntitySystem): void {\n    if (self.spawnflags & SPAWNFLAG_GEKK_CHANT) {\n        self.spawnflags &= ~SPAWNFLAG_GEKK_CHANT;\n        return;\n    }\n\n    // Check debounce...\n\n    // Play sound\n    context.engine.sound?.(self, 0, 'gek/gk_pain1.wav', 1, 1, 0);\n\n    if (self.waterlevel >= WATER_WAIST) {\n         if (!(self.flags & EntityFlags.Swim)) {\n              self.flags |= EntityFlags.Swim;\n         }\n         self.monsterinfo.current_move = gekk_move_pain;\n    } else {\n        if (context.rng.frandom() > 0.5) self.monsterinfo.current_move = gekk_move_pain1;\n        else self.monsterinfo.current_move = gekk_move_pain2;\n    }\n}\n\n// DEATH\nconst frames_death1: MonsterFrame[] = Array(10).fill({ ai: monster_ai_move, dist: 0 });\nframes_death1[5] = { ai: monster_ai_move, dist: -7, think: gekk_shrink };\ngekk_move_death1 = {\n    firstframe: 210,\n    lastframe: 219,\n    frames: frames_death1,\n    endfunc: gekk_dead\n};\n\nconst frames_death3: MonsterFrame[] = Array(7).fill({ ai: monster_ai_move, dist: 0 });\nframes_death3[5] = { ai: monster_ai_move, dist: -7, think: isgibfest };\ngekk_move_death3 = {\n    firstframe: 220,\n    lastframe: 226,\n    frames: frames_death3,\n    endfunc: gekk_dead\n};\n\nconst frames_death4: MonsterFrame[] = Array(35).fill({ ai: monster_ai_move, dist: 0 });\nframes_death4[34] = { ai: monster_ai_move, dist: 0, think: gekk_gibfest }; // Last frame check\ngekk_move_death4 = {\n    firstframe: 227,\n    lastframe: 261,\n    frames: frames_death4,\n    endfunc: gekk_dead\n};\n\nconst frames_wdeath: MonsterFrame[] = Array(45).fill({ ai: monster_ai_move, dist: 0 });\ngekk_move_wdeath = {\n    firstframe: 262,\n    lastframe: 306,\n    frames: frames_wdeath,\n    endfunc: gekk_dead\n};\n\nfunction gekk_die(self: Entity, inflictor: Entity | null, attacker: Entity | null, damage: number, point: Vec3, mod: DamageMod, context: EntitySystem): void {\n    // Check gib\n    if (self.health <= GIB_HEALTH) {\n         throwGibs(context, self.origin, damage);\n         return;\n    }\n\n    if (self.deadflag === DeadFlag.Dead) return;\n\n    context.engine.sound?.(self, 0, 'gek/gk_deth1.wav', 1, 1, 0);\n\n    self.deadflag = DeadFlag.Dead;\n    self.takedamage = true;\n\n    if (self.waterlevel >= WATER_WAIST) {\n        gekk_shrink(self);\n        self.monsterinfo.current_move = gekk_move_wdeath;\n    } else {\n        const r = context.rng.frandom();\n        if (r > 0.66) self.monsterinfo.current_move = gekk_move_death1;\n        else if (r > 0.33) self.monsterinfo.current_move = gekk_move_death3;\n        else self.monsterinfo.current_move = gekk_move_death4;\n    }\n}\n\n// Spawn\nexport function SP_monster_gekk(self: Entity, context: SpawnContext): void {\n    self.classname = 'monster_gekk';\n    self.model = 'models/monsters/gekk/tris.md2';\n    self.movetype = MoveType.Step;\n    self.solid = Solid.BoundingBox;\n\n    self.mins = { x: -18, y: -18, z: -24 };\n    self.maxs = { x: 18, y: 18, z: 24 };\n\n    self.health = 125 * context.health_multiplier;\n    self.max_health = self.health;\n    // self.gib_health = -30;\n    self.mass = 300;\n\n    self.pain = (e, o, k, d) => gekk_pain(e, o, k, d, context.entities);\n    self.die = (e, i, a, d, p, m) => gekk_die(e, i, a, d, p, m, context.entities);\n\n    self.monsterinfo.stand = gekk_stand;\n    self.monsterinfo.walk = (s) => M_SetAnimation(s, gekk_move_walk);\n    self.monsterinfo.run = gekk_run_start;\n    // self.monsterinfo.dodge = gekk_dodge;\n    self.monsterinfo.attack = (s) => gekk_attack(s, context.entities);\n    self.monsterinfo.melee = (s) => gekk_melee(s, context.entities);\n    self.monsterinfo.sight = (s, o) => context.entities.sound?.(s, 0, 'gek/gk_sght1.wav', 1, 1, 0);\n    self.monsterinfo.search = (s) => gekk_search(s, context.entities);\n    self.monsterinfo.idle = (s) => {\n         if (s.spawnflags & SPAWNFLAG_GEKK_NOSWIM || s.waterlevel < WATER_WAIST) {\n             M_SetAnimation(s, gekk_move_idle);\n         } else {\n             M_SetAnimation(s, gekk_move_swim_start);\n         }\n    };\n    self.monsterinfo.checkattack = (s) => gekk_checkattack(s, context.entities);\n\n    // self.monsterinfo.scale = MODEL_SCALE;\n\n    context.entities.linkentity(self);\n\n    M_SetAnimation(self, gekk_move_stand);\n\n    self.think = monster_think;\n    self.nextthink = context.entities.timeSeconds + MONSTER_TICK;\n\n    if (self.spawnflags & SPAWNFLAG_GEKK_CHANT) {\n        M_SetAnimation(self, gekk_move_chant);\n    }\n}\n\nfunction M_SetAnimation(self: Entity, move: MonsterMove): void {\n    self.monsterinfo.current_move = move;\n}\n\nfunction gekk_attack(self: Entity, context: EntitySystem): void {\n    if (!self.enemy) return;\n    const r = lengthVec3(subtractVec3(self.enemy.origin, self.origin));\n\n    if (self.flags & EntityFlags.Swim) {\n        if (self.enemy && self.enemy.waterlevel >= WATER_WAIST && r <= RANGE_NEAR)\n            return;\n\n        self.flags &= ~EntityFlags.Swim;\n        // self.monsterinfo.aiflags &= ~AI_ALTERNATE_FLY;\n        M_SetAnimation(self, gekk_move_leapatk);\n        // self.monsterinfo.nextframe = FRAME_leapatk_05; // 144\n        self.frame = 144;\n    } else {\n        if (r >= RANGE_MID) {\n            if (context.rng.frandom() > 0.5) {\n                M_SetAnimation(self, gekk_move_spit);\n            } else {\n                M_SetAnimation(self, gekk_move_run_start);\n                // self.monsterinfo.attack_finished = level.time + 2;\n            }\n        } else if (context.rng.frandom() > 0.7) {\n            M_SetAnimation(self, gekk_move_spit);\n        } else {\n            if ((self.spawnflags & SPAWNFLAG_GEKK_NOJUMPING) || context.rng.frandom() > 0.7) {\n                M_SetAnimation(self, gekk_move_run_start);\n                // self.monsterinfo.attack_finished = level.time + 1.4;\n            } else {\n                M_SetAnimation(self, gekk_move_leapatk);\n            }\n        }\n    }\n}\n\nfunction gekk_melee(self: Entity, context: EntitySystem): void {\n    if (self.waterlevel >= WATER_WAIST) {\n        M_SetAnimation(self, gekk_move_attack);\n    } else {\n        const r = context.rng.frandom();\n        if (r > 0.66) M_SetAnimation(self, gekk_move_attack1);\n        else M_SetAnimation(self, gekk_move_attack2);\n    }\n}\n\nexport function registerGekkSpawns(registry: SpawnRegistry): void {\n  registry.register('monster_gekk', SP_monster_gekk);\n}\n","import {\n  angleVectors,\n  addVec3,\n  scaleVec3,\n  subtractVec3,\n  normalizeVec3,\n  vectorToAngles,\n  lengthVec3,\n  Vec3,\n  ZERO_VEC3,\n  copyVec3,\n  vectorToYaw,\n  ServerCommand,\n  TempEntity\n} from '@quake2ts/shared';\nimport { MulticastType } from '../../imports.js';\nimport {\n  ai_charge,\n  ai_move,\n  ai_run,\n  ai_stand,\n  ai_walk,\n  monster_think,\n  ai_turn,\n  AIFlags,\n  visible\n} from '../../ai/index.js';\nimport { DamageMod } from '../../combat/damageMods.js';\nimport {\n  DeadFlag,\n  Entity,\n  MonsterFrame,\n  MonsterMove,\n  MoveType,\n  Solid,\n  EntityFlags,\n} from '../entity.js';\nimport { SpawnContext, SpawnRegistry } from '../spawn.js';\nimport { throwGibs, GIB_METALLIC } from '../gibs.js';\nimport { T_Damage, Damageable } from '../../combat/damage.js';\nimport { DamageFlags } from '../../combat/damageFlags.js';\nimport { M_CheckBottom } from '../../ai/movement.js';\nimport { EntitySystem } from '../system.js';\nimport { createBlasterBolt } from '../projectiles.js';\nimport { monster_fire_blaster } from './attack.js';\n\ntype MutableVec3 = { -readonly [P in keyof Vec3]: Vec3[P] };\n\nconst MONSTER_TICK = 0.1;\n\n// Wrappers\nfunction monster_ai_stand(self: Entity, dist: number, context: any): void {\n  ai_stand(self, dist, context);\n}\n\nfunction monster_ai_walk(self: Entity, dist: number, context: any): void {\n  ai_walk(self, dist, context);\n}\n\nfunction monster_ai_run(self: Entity, dist: number, context: any): void {\n  ai_run(self, dist, context);\n}\n\nfunction monster_ai_charge(self: Entity, dist: number, context: any): void {\n  ai_charge(self, dist, context);\n}\n\nfunction monster_ai_move(self: Entity, dist: number, context: any): void {\n  ai_move(self, dist);\n}\n\n// Forward declarations\nlet fixbot_move_stand: MonsterMove;\nlet fixbot_move_walk: MonsterMove;\nlet fixbot_move_run: MonsterMove;\nlet fixbot_move_attack2: MonsterMove;\nlet fixbot_move_laserattack: MonsterMove;\nlet fixbot_move_weld_start: MonsterMove;\nlet fixbot_move_weld: MonsterMove;\nlet fixbot_move_weld_end: MonsterMove;\nlet fixbot_move_start_attack: MonsterMove;\nlet fixbot_move_pain3: MonsterMove;\nlet fixbot_move_painb: MonsterMove;\nlet fixbot_move_paina: MonsterMove;\n\nconst MZ2_HOVER_BLASTER_1 = 1; // Placeholder index\n\nfunction fixbot_set_fly_parameters(self: Entity, heal: boolean, weld: boolean): void {\n    // Mimic C implementation\n    // self.monsterinfo.fly_position_time = 0;\n    // self.monsterinfo.fly_acceleration = 5;\n    // self.monsterinfo.fly_speed = 110;\n    // self.monsterinfo.fly_buzzard = false;\n\n    if (heal) {\n        // self.monsterinfo.fly_min_distance = 100;\n        // self.monsterinfo.fly_max_distance = 100;\n        // self.monsterinfo.fly_thrusters = true;\n    } else if (weld) {\n        // self.monsterinfo.fly_min_distance = 24;\n        // self.monsterinfo.fly_max_distance = 24;\n    } else {\n        // timid bot\n        // self.monsterinfo.fly_min_distance = 300;\n        // self.monsterinfo.fly_max_distance = 500;\n    }\n}\n\nfunction fixbot_FindDeadMonster(self: Entity, context: EntitySystem): Entity | null {\n    const radius = 1024;\n    const candidates = context.findByRadius(self.origin, radius);\n    let best: Entity | null = null;\n\n    for (const ent of candidates) {\n        if (ent === self) continue;\n        if (!(ent.monsterinfo)) continue; // Must be monster\n        if (ent.monsterinfo.aiflags & AIFlags.GoodGuy) continue;\n        // if (ent.monsterinfo.badMedic...) continue;\n        // Check if already has healer?\n\n        if (ent.health > 0) continue; // Must be dead\n        if (ent.nextthink && ent.think === context.free) continue; // Should be monster_dead_think but we don't have that easily accessible ref, assuming free means disappearing?\n        // Actually dead monsters usually have think = null or specific cleanup.\n        // If it's exploding/gibbed, health is very low.\n        if (ent.health <= -40) continue; // Gibbed\n\n        if (!visible(self, ent, context.trace)) continue;\n\n        if (!best) {\n            best = ent;\n            continue;\n        }\n        if (ent.max_health <= best.max_health) continue; // Pick stronger monster\n        best = ent;\n    }\n    return best;\n}\n\nfunction fixbot_search(self: Entity, context: EntitySystem): void {\n    if (self.enemy) return;\n\n    const ent = fixbot_FindDeadMonster(self, context);\n    if (ent) {\n        self.enemy = ent;\n        self.monsterinfo.aiflags |= AIFlags.Medic;\n        // FoundTarget(self);\n        // We trigger run behavior\n        fixbot_run(self);\n        fixbot_set_fly_parameters(self, true, false);\n    } else {\n        // Standard search sound or behavior\n        if (context.game.random.frandom() < 0.1) {\n             context.engine.sound?.(self, 0, 'flyer/flysght1.wav', 1, 1, 0);\n        }\n    }\n}\n\nfunction fixbot_dead(self: Entity): void {\n    self.mins = { x: -16, y: -16, z: -24 };\n    self.maxs = { x: 16, y: 16, z: -8 };\n    self.movetype = MoveType.Toss;\n    // self.svflags |= SVF_DEADMONSTER;\n    self.nextthink = -1;\n}\n\nfunction fixbot_die(self: Entity, inflictor: Entity | null, attacker: Entity | null, damage: number, point: Vec3, mod: DamageMod, context: EntitySystem): void {\n    context.engine.sound?.(self, 0, 'flyer/flydeth1.wav', 1, 1, 0);\n    context.multicast?.(self.origin, MulticastType.Pvs, ServerCommand.temp_entity, TempEntity.EXPLOSION1, self.origin);\n    throwGibs(context, self.origin, damage, GIB_METALLIC); // Placeholder for explosion\n    self.deadflag = DeadFlag.Dead;\n    self.takedamage = false; // Usually dead things don't take damage unless gibbed\n    context.free(self); // Explodes, so free?\n}\n\nfunction fixbot_fire_blaster_func(self: Entity, context: EntitySystem): void {\n    if (!self.enemy || !self.enemy.inUse) {\n        self.monsterinfo.current_move = fixbot_move_run;\n        return;\n    }\n\n    const vectors = angleVectors(self.angles);\n    const start = addVec3(self.origin, addVec3(scaleVec3(vectors.forward, 0), addVec3(scaleVec3(vectors.right, 0), scaleVec3(vectors.up, 0)))); // Offset needed\n    // M_ProjectFlashSource(self, monster_flash_offset[MZ2_HOVER_BLASTER_1], forward, right);\n\n    const end = copyVec3(self.enemy.origin);\n    (end as MutableVec3).z += (self.enemy.viewheight || 0);\n    const dir = normalizeVec3(subtractVec3(end, start));\n\n    monster_fire_blaster(self, start, dir, 15, 1000, MZ2_HOVER_BLASTER_1, 0, context); // EF_BLASTER\n}\n\nfunction fixbot_fire_laser(self: Entity, context: EntitySystem): void {\n    // Repair logic\n    if (!self.enemy || !self.enemy.inUse || self.enemy.health <= -40) { // gib_health\n        self.monsterinfo.current_move = fixbot_move_stand;\n        self.monsterinfo.aiflags &= ~AIFlags.Medic;\n        return;\n    }\n\n    // Beam effect (monster_fire_dabeam) - NOT IMPLEMENTED in this context usually.\n    // We will simulate repair.\n\n    if (self.enemy.health < self.enemy.max_health) {\n        self.enemy.health += 5; // Healing rate\n        if (self.enemy.health > self.enemy.max_health) self.enemy.health = self.enemy.max_health;\n    } else {\n        // Resurrect if dead?\n        if (self.enemy.deadflag === DeadFlag.Dead) {\n             // Resurrect logic (reset flags, health, etc)\n             self.enemy.deadflag = DeadFlag.Alive;\n             self.enemy.solid = Solid.BoundingBox; // Restore solid\n             self.enemy.takedamage = true;\n             self.enemy.health = self.enemy.max_health;\n             self.enemy.monsterinfo.aiflags &= ~AIFlags.HoldFrame;\n             // self.enemy.think = ... (restore think?)\n             // This is complex without storing original think.\n             // Usually specific monsters have logic to handle resurrection.\n             // Or we just heal.\n        }\n\n        self.monsterinfo.current_move = fixbot_move_stand;\n        self.monsterinfo.aiflags &= ~AIFlags.Medic;\n        self.enemy = null;\n    }\n}\n\nfunction fixbot_fire_welder(self: Entity, context: EntitySystem): void {\n    // Visuals and sounds\n    if (context.game.random.frandom() > 0.8) {\n        const r = context.game.random.frandom();\n        if (r < 0.33) context.engine.sound?.(self, 0, 'misc/welder1.wav', 1, 1, 0);\n        else if (r < 0.66) context.engine.sound?.(self, 0, 'misc/welder2.wav', 1, 1, 0);\n        else context.engine.sound?.(self, 0, 'misc/welder3.wav', 1, 1, 0);\n    }\n}\n\nfunction fixbot_pain(self: Entity, other: Entity | null, kick: number, damage: number, context: EntitySystem): void {\n    if (self.timestamp < (self.pain_debounce_time || 0)) return;\n\n    self.pain_debounce_time = self.timestamp + 3;\n    context.engine.sound?.(self, 0, 'flyer/flypain1.wav', 1, 1, 0);\n\n    if (damage <= 10) self.monsterinfo.current_move = fixbot_move_pain3;\n    else if (damage <= 25) self.monsterinfo.current_move = fixbot_move_painb;\n    else self.monsterinfo.current_move = fixbot_move_paina;\n}\n\nfunction fixbot_stand(self: Entity): void {\n    self.monsterinfo.current_move = fixbot_move_stand;\n}\n\nfunction fixbot_walk(self: Entity): void {\n    self.monsterinfo.current_move = fixbot_move_walk;\n}\n\nfunction fixbot_run(self: Entity): void {\n    if (self.monsterinfo.aiflags & AIFlags.StandGround)\n        self.monsterinfo.current_move = fixbot_move_stand;\n    else\n        self.monsterinfo.current_move = fixbot_move_run;\n}\n\nfunction fixbot_start_attack(self: Entity): void {\n    self.monsterinfo.current_move = fixbot_move_start_attack;\n}\n\nfunction fixbot_attack(self: Entity): void {\n    if (self.monsterinfo.aiflags & AIFlags.Medic) {\n        // Laser repair\n        self.monsterinfo.current_move = fixbot_move_laserattack;\n    } else {\n        // Blaster\n        self.monsterinfo.current_move = fixbot_move_attack2;\n    }\n}\n\nfunction weldstate(self: Entity): void {\n    // Logic to loop weld or end it\n    if (self.goalentity && self.goalentity.health > 0) { // repairing object_repair?\n         // decrement health of object?\n         // self.goalentity.health -= 10;\n    } else {\n        self.monsterinfo.current_move = fixbot_move_stand;\n    }\n}\n\n// Moves\n\n// STAND\nconst frames_stand: MonsterFrame[] = Array(19).fill({ ai: monster_ai_move, dist: 0 });\nframes_stand[18] = { ai: monster_ai_move, dist: 0, think: fixbot_search }; // Add search to idle\nfixbot_move_stand = {\n    firstframe: 58, // FRAME_ambient_01\n    lastframe: 76,\n    frames: frames_stand,\n    endfunc: null\n};\n\n// WALK\nconst frames_walk: MonsterFrame[] = [\n    { ai: monster_ai_walk, dist: 5 }\n];\nfixbot_move_walk = {\n    firstframe: 0,\n    lastframe: 0,\n    frames: frames_walk,\n    endfunc: null\n};\n\n// RUN\nconst frames_run: MonsterFrame[] = [\n    { ai: monster_ai_run, dist: 10 }\n];\nfixbot_move_run = {\n    firstframe: 0,\n    lastframe: 0,\n    frames: frames_run,\n    endfunc: null\n};\n\n// ATTACK 2 (Blaster)\nconst frames_attack2: MonsterFrame[] = Array(31).fill({ ai: monster_ai_charge, dist: 0 });\nframes_attack2[20] = { ai: monster_ai_charge, dist: 0, think: fixbot_fire_blaster_func }; // Frame 21\nfixbot_move_attack2 = {\n    firstframe: 121, // FRAME_charging_01\n    lastframe: 151,\n    frames: frames_attack2,\n    endfunc: fixbot_run\n};\n\n// LASER ATTACK (Repair)\nconst frames_laserattack: MonsterFrame[] = Array(6).fill({ ai: monster_ai_charge, dist: 0, think: fixbot_fire_laser });\nfixbot_move_laserattack = {\n    firstframe: 115, // FRAME_shoot_01\n    lastframe: 120,\n    frames: frames_laserattack,\n    endfunc: null // Loops or handled by AI?\n};\n\n// WELD START\nconst frames_weld_start: MonsterFrame[] = Array(10).fill({ ai: monster_ai_move, dist: 0 });\nframes_weld_start[9] = { ai: monster_ai_move, dist: 0, think: weldstate };\nfixbot_move_weld_start = {\n    firstframe: 77, // FRAME_weldstart_01\n    lastframe: 86,\n    frames: frames_weld_start,\n    endfunc: null\n};\n\n// WELD\nconst frames_weld: MonsterFrame[] = Array(7).fill({ ai: monster_ai_move, dist: 0, think: fixbot_fire_welder });\nframes_weld[6] = { ai: monster_ai_move, dist: 0, think: weldstate };\nfixbot_move_weld = {\n    firstframe: 87, // FRAME_weldmiddle_01\n    lastframe: 93,\n    frames: frames_weld,\n    endfunc: null\n};\n\n// WELD END\nconst frames_weld_end: MonsterFrame[] = Array(7).fill({ ai: monster_ai_move, dist: -2 });\nframes_weld_end[6] = { ai: monster_ai_move, dist: -2, think: weldstate };\nfixbot_move_weld_end = {\n    firstframe: 94, // FRAME_weldend_01\n    lastframe: 100,\n    frames: frames_weld_end,\n    endfunc: null\n};\n\n// START ATTACK\nconst frames_start_attack: MonsterFrame[] = [\n    { ai: monster_ai_charge, dist: 0 }\n];\nfixbot_move_start_attack = {\n    firstframe: 0,\n    lastframe: 0,\n    frames: frames_start_attack,\n    endfunc: fixbot_attack\n};\n\n// PAIN 3\nconst frames_pain3: MonsterFrame[] = [\n    { ai: monster_ai_move, dist: -1 }\n];\nfixbot_move_pain3 = {\n    firstframe: 0,\n    lastframe: 0,\n    frames: frames_pain3,\n    endfunc: fixbot_run\n};\n\n// PAIN B\nconst frames_painb: MonsterFrame[] = Array(8).fill({ ai: monster_ai_move, dist: 0 });\nfixbot_move_painb = {\n    firstframe: 107, // FRAME_painb_01\n    lastframe: 114,\n    frames: frames_painb,\n    endfunc: fixbot_run\n};\n\n// PAIN A\nconst frames_paina: MonsterFrame[] = Array(6).fill({ ai: monster_ai_move, dist: 0 });\nfixbot_move_paina = {\n    firstframe: 101, // FRAME_paina_01\n    lastframe: 106,\n    frames: frames_paina,\n    endfunc: fixbot_run\n};\n\n\nexport function SP_monster_fixbot(self: Entity, context: SpawnContext): void {\n    self.classname = 'monster_fixbot';\n    self.model = 'models/monsters/fixbot/tris.md2';\n    self.mins = { x: -32, y: -32, z: -24 };\n    self.maxs = { x: 32, y: 32, z: 24 };\n    self.movetype = MoveType.Step; // But flies\n    self.solid = Solid.BoundingBox;\n    self.health = 150 * context.health_multiplier;\n    self.max_health = self.health;\n    self.mass = 150;\n\n    self.pain = (e, o, k, d) => fixbot_pain(e, o, k, d, context.entities);\n    self.die = (e, i, a, d, p, m) => fixbot_die(e, i, a, d, p, m, context.entities);\n\n    self.monsterinfo.stand = fixbot_stand;\n    self.monsterinfo.walk = fixbot_walk;\n    self.monsterinfo.run = fixbot_run;\n    self.monsterinfo.attack = fixbot_start_attack;\n    // self.monsterinfo.search = (s) => fixbot_search(s, context.entities);\n    // Not standard property, but we can hook it or use idle?\n    // C code has monsterinfo.search = gekk_search; Wait, fixbot_search.\n    // I should check if `search` is on MonsterInfo interface.\n    // If not, I added it to `frames_stand`.\n\n    context.entities.linkentity(self);\n\n    self.monsterinfo.current_move = fixbot_move_stand;\n\n    // Flight handling\n    // flymonster_start(self);\n    // Mimic flymonster_start\n    self.think = monster_think;\n    self.nextthink = context.entities.timeSeconds + MONSTER_TICK;\n    self.flags |= EntityFlags.Fly; // Not strictly FL_FLY but used for floating\n}\n\nexport function registerFixbotSpawns(registry: SpawnRegistry): void {\n  registry.register('monster_fixbot', SP_monster_fixbot);\n}\n","import {\n  Vec3,\n  ServerCommand,\n  angleVectors,\n  subtractVec3,\n  normalizeVec3,\n  SoundChannel,\n  ATTN_NORM,\n  ATTN_IDLE,\n  ATTN_STATIC,\n  ATTN_NONE\n} from '@quake2ts/shared';\nimport { DamageMod } from '../../combat/damageMods.js';\nimport {\n  Entity,\n  MonsterInfo,\n  MonsterMove,\n  MonsterFrame,\n  DeadFlag,\n  MoveType,\n  Solid,\n  EntityFlags\n} from '../entity.js';\nimport {\n  EntitySystem,\n  GameExports,\n  GameImports\n} from '../../index.js';\nimport {\n  ai_stand,\n  ai_walk,\n  ai_run,\n  ai_move,\n  ai_charge\n} from '../../ai/index.js';\nimport {\n  rangeTo,\n  visible,\n  infront\n} from '../../ai/perception.js';\nimport {\n  M_SetAnimation,\n  M_ShouldReactToPain,\n  M_CheckGib,\n  M_AllowSpawn,\n  walkmonster_start,\n  M_ProjectFlashSource\n} from './common.js';\nimport {\n  throwGibs\n} from '../gibs.js';\nimport {\n  monster_fire_railgun,\n  monster_fire_hit\n} from './attack.js';\n\n// Frames\nconst FRAME_rails1 = 0;\nconst FRAME_rails2 = 1;\nconst FRAME_rails3 = 2;\nconst FRAME_rails4 = 3;\nconst FRAME_rails5 = 4;\nconst FRAME_rails6 = 5;\nconst FRAME_rails7 = 6;\nconst FRAME_rails8 = 7;\nconst FRAME_rails9 = 8;\nconst FRAME_rails10 = 9;\nconst FRAME_rails11 = 10;\nconst FRAME_death1 = 11;\nconst FRAME_death20 = 30;\nconst FRAME_melee_atk1 = 31;\nconst FRAME_melee_atk12 = 42;\nconst FRAME_pain11 = 43;\nconst FRAME_pain15 = 47;\nconst FRAME_idle1 = 48;\nconst FRAME_idle13 = 60;\nconst FRAME_walk1 = 61;\nconst FRAME_walk10 = 70;\nconst FRAME_pain21 = 76;\nconst FRAME_pain26 = 81;\nconst FRAME_rails_up1 = 98;\nconst FRAME_rails_up7 = 104;\nconst FRAME_rails_up11 = 108;\nconst FRAME_rails_up16 = 113;\n\nconst MODEL_SCALE = 1.0;\nconst MELEE_DISTANCE = 64;\nconst MONSTER_TICK = 0.1;\n\n// Muzzle Flash IDs\nconst MZ2_ARACHNID_RAIL1 = 20;\nconst MZ2_ARACHNID_RAIL2 = 21;\nconst MZ2_ARACHNID_RAIL_UP1 = 22;\nconst MZ2_ARACHNID_RAIL_UP2 = 23;\n\n// Sounds\nlet sound_pain: string;\nlet sound_death: string;\nlet sound_sight: string;\nlet sound_step: string;\nlet sound_charge: string;\nlet sound_melee: string;\nlet sound_melee_hit: string;\n\n// AI Wrappers\nfunction monster_ai_stand(self: Entity, dist: number, context: EntitySystem): void {\n  ai_stand(self, dist, context);\n}\n\nfunction monster_ai_walk(self: Entity, dist: number, context: EntitySystem): void {\n  ai_walk(self, dist, context);\n}\n\nfunction monster_ai_run(self: Entity, dist: number, context: EntitySystem): void {\n  ai_run(self, dist, context);\n}\n\nfunction monster_ai_charge(self: Entity, dist: number, context: EntitySystem): void {\n  ai_charge(self, dist, context);\n}\n\nfunction monster_ai_move(self: Entity, dist: number, context: EntitySystem): void {\n  ai_move(self, dist);\n}\n\n// Stand\nconst arachnid_frames_stand: MonsterFrame[] = [\n  { ai: monster_ai_stand, dist: 0 },\n  { ai: monster_ai_stand, dist: 0 },\n  { ai: monster_ai_stand, dist: 0 },\n  { ai: monster_ai_stand, dist: 0 },\n  { ai: monster_ai_stand, dist: 0 },\n  { ai: monster_ai_stand, dist: 0 },\n  { ai: monster_ai_stand, dist: 0 },\n  { ai: monster_ai_stand, dist: 0 },\n  { ai: monster_ai_stand, dist: 0 },\n  { ai: monster_ai_stand, dist: 0 },\n  { ai: monster_ai_stand, dist: 0 },\n  { ai: monster_ai_stand, dist: 0 },\n  { ai: monster_ai_stand, dist: 0 }\n];\nconst arachnid_move_stand: MonsterMove = {\n  firstframe: FRAME_idle1,\n  lastframe: FRAME_idle13,\n  frames: arachnid_frames_stand,\n  endfunc: null\n};\n\nfunction arachnid_stand(self: Entity, context: EntitySystem) {\n  M_SetAnimation(self, arachnid_move_stand, context);\n}\n\n// Walk\nfunction arachnid_footstep(self: Entity, context: EntitySystem) {\n  context.engine.sound?.(self, SoundChannel.Body, sound_step, 0.5, ATTN_IDLE, 0);\n}\n\nconst arachnid_frames_walk: MonsterFrame[] = [\n  { ai: monster_ai_walk, dist: 8, think: arachnid_footstep },\n  { ai: monster_ai_walk, dist: 8 },\n  { ai: monster_ai_walk, dist: 8 },\n  { ai: monster_ai_walk, dist: 8 },\n  { ai: monster_ai_walk, dist: 8 },\n  { ai: monster_ai_walk, dist: 8, think: arachnid_footstep },\n  { ai: monster_ai_walk, dist: 8 },\n  { ai: monster_ai_walk, dist: 8 },\n  { ai: monster_ai_walk, dist: 8 },\n  { ai: monster_ai_walk, dist: 8 }\n];\nconst arachnid_move_walk: MonsterMove = {\n  firstframe: FRAME_walk1,\n  lastframe: FRAME_walk10,\n  frames: arachnid_frames_walk,\n  endfunc: null\n};\n\nfunction arachnid_walk(self: Entity, context: EntitySystem) {\n  M_SetAnimation(self, arachnid_move_walk, context);\n}\n\n// Run\nconst arachnid_frames_run: MonsterFrame[] = [\n  { ai: monster_ai_run, dist: 8, think: arachnid_footstep },\n  { ai: monster_ai_run, dist: 8 },\n  { ai: monster_ai_run, dist: 8 },\n  { ai: monster_ai_run, dist: 8 },\n  { ai: monster_ai_run, dist: 8 },\n  { ai: monster_ai_run, dist: 8, think: arachnid_footstep },\n  { ai: monster_ai_run, dist: 8 },\n  { ai: monster_ai_run, dist: 8 },\n  { ai: monster_ai_run, dist: 8 },\n  { ai: monster_ai_run, dist: 8 }\n];\nconst arachnid_move_run: MonsterMove = {\n  firstframe: FRAME_walk1,\n  lastframe: FRAME_walk10,\n  frames: arachnid_frames_run,\n  endfunc: null\n};\n\nfunction arachnid_run(self: Entity, context: EntitySystem) {\n  M_SetAnimation(self, arachnid_move_run, context);\n}\n\n// Pain\nconst arachnid_frames_pain1: MonsterFrame[] = [\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 }\n];\nconst arachnid_move_pain1: MonsterMove = {\n  firstframe: FRAME_pain11,\n  lastframe: FRAME_pain15,\n  frames: arachnid_frames_pain1,\n  endfunc: arachnid_run\n};\n\nconst arachnid_frames_pain2: MonsterFrame[] = [\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 }\n];\nconst arachnid_move_pain2: MonsterMove = {\n  firstframe: FRAME_pain21,\n  lastframe: FRAME_pain26,\n  frames: arachnid_frames_pain2,\n  endfunc: arachnid_run\n};\n\nfunction arachnid_pain(self: Entity, other: Entity | null, kick: number, damage: number, context: EntitySystem) {\n  if (self.health < (self.max_health / 2)) {\n    self.skin = 1;\n  }\n\n  if (context.timeSeconds < self.pain_debounce_time) {\n    return;\n  }\n\n  self.pain_debounce_time = context.timeSeconds + 3;\n\n  context.engine.sound?.(self, SoundChannel.Voice, sound_pain, 1, ATTN_NORM, 0);\n\n  if (!M_ShouldReactToPain(self, context)) {\n    return;\n  }\n\n  if (context.rng.frandom() < 0.5) {\n    M_SetAnimation(self, arachnid_move_pain1, context);\n  } else {\n    M_SetAnimation(self, arachnid_move_pain2, context);\n  }\n}\n\n// Attack\nfunction arachnid_charge_rail(self: Entity, context: EntitySystem) {\n  if (!self.enemy || !self.enemy.inUse) {\n    return;\n  }\n\n  context.engine.sound?.(self, SoundChannel.Weapon, sound_charge, 1, ATTN_NORM, 0);\n\n  // self.pos1 is used to store target position\n  self.pos1 = { ...self.enemy.origin };\n  self.pos1 = { ...self.pos1, z: self.pos1.z + self.enemy.viewheight };\n}\n\nfunction arachnid_rail(self: Entity, context: EntitySystem) {\n  let id: number;\n  switch (self.frame) {\n    case FRAME_rails4:\n    default:\n      id = MZ2_ARACHNID_RAIL1;\n      break;\n    case FRAME_rails8:\n      id = MZ2_ARACHNID_RAIL2;\n      break;\n    case FRAME_rails_up7:\n      id = MZ2_ARACHNID_RAIL_UP1;\n      break;\n    case FRAME_rails_up11:\n      id = MZ2_ARACHNID_RAIL_UP2;\n      break;\n  }\n\n  const { forward, right } = angleVectors(self.angles);\n\n  const start = M_ProjectFlashSource(self, {x: 0, y: 0, z: 0}, forward, right);\n\n  const dir = subtractVec3(self.pos1, start);\n  normalizeVec3(dir);\n\n  monster_fire_railgun(self, start, dir, 35, 100, id, context);\n}\n\nconst arachnid_frames_attack1: MonsterFrame[] = [\n  { ai: monster_ai_charge, dist: 0, think: arachnid_charge_rail },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0, think: arachnid_rail },\n  { ai: monster_ai_charge, dist: 0, think: arachnid_charge_rail },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0, think: arachnid_rail },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0 }\n];\nconst arachnid_attack1: MonsterMove = {\n  firstframe: FRAME_rails1,\n  lastframe: FRAME_rails11,\n  frames: arachnid_frames_attack1,\n  endfunc: arachnid_run\n};\n\nconst arachnid_frames_attack_up1: MonsterFrame[] = [\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0, think: arachnid_charge_rail },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0, think: arachnid_rail },\n  { ai: monster_ai_charge, dist: 0, think: arachnid_charge_rail },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0, think: arachnid_rail },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0 }\n];\nconst arachnid_attack_up1: MonsterMove = {\n  firstframe: FRAME_rails_up1,\n  lastframe: FRAME_rails_up16,\n  frames: arachnid_frames_attack_up1,\n  endfunc: arachnid_run\n};\n\nfunction arachnid_melee_charge(self: Entity, context: EntitySystem) {\n  context.engine.sound?.(self, SoundChannel.Weapon, sound_melee, 1, ATTN_NORM, 0);\n}\n\nfunction arachnid_melee_hit(self: Entity, context: EntitySystem) {\n  if (!monster_fire_hit(self, {x: MELEE_DISTANCE, y: 0, z: 0}, 15, 50, context)) {\n    // missed\n  }\n}\n\nconst arachnid_frames_melee: MonsterFrame[] = [\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0, think: arachnid_melee_charge },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0, think: arachnid_melee_hit },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0, think: arachnid_melee_charge },\n  { ai: monster_ai_charge, dist: 0 },\n  { ai: monster_ai_charge, dist: 0, think: arachnid_melee_hit },\n  { ai: monster_ai_charge, dist: 0 }\n];\nconst arachnid_melee: MonsterMove = {\n  firstframe: FRAME_melee_atk1,\n  lastframe: FRAME_melee_atk12,\n  frames: arachnid_frames_melee,\n  endfunc: arachnid_run\n};\n\nfunction arachnid_attack(self: Entity, context: EntitySystem) {\n  if (!self.enemy || !self.enemy.inUse) {\n    return;\n  }\n\n  // Check melee range\n  const range = rangeTo(self, self.enemy);\n\n  if (range < MELEE_DISTANCE) {\n    M_SetAnimation(self, arachnid_melee, context);\n  } else if ((self.enemy.origin.z - self.origin.z) > 150) {\n    M_SetAnimation(self, arachnid_attack_up1, context);\n  } else {\n    M_SetAnimation(self, arachnid_attack1, context);\n  }\n}\n\n// Death\nfunction arachnid_dead(self: Entity, context: EntitySystem) {\n  self.mins = {x: -16, y: -16, z: -24};\n  self.maxs = {x: 16, y: 16, z: -8};\n  self.movetype = MoveType.Toss;\n  self.svflags |= 0x20000000; // DeadMonster\n\n  self.nextthink = 0;\n  context.linkentity(self);\n}\n\nconst arachnid_frames_death1: MonsterFrame[] = [\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: -1.23 },\n  { ai: monster_ai_move, dist: -1.23 },\n  { ai: monster_ai_move, dist: -1.23 },\n  { ai: monster_ai_move, dist: -1.23 },\n  { ai: monster_ai_move, dist: -1.64 },\n  { ai: monster_ai_move, dist: -1.64 },\n  { ai: monster_ai_move, dist: -2.45 },\n  { ai: monster_ai_move, dist: -8.63 },\n  { ai: monster_ai_move, dist: -4.0 },\n  { ai: monster_ai_move, dist: -4.5 },\n  { ai: monster_ai_move, dist: -6.8 },\n  { ai: monster_ai_move, dist: -8.0 },\n  { ai: monster_ai_move, dist: -5.4 },\n  { ai: monster_ai_move, dist: -3.4 },\n  { ai: monster_ai_move, dist: -1.9 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 },\n  { ai: monster_ai_move, dist: 0 }\n];\nconst arachnid_move_death: MonsterMove = {\n  firstframe: FRAME_death1,\n  lastframe: FRAME_death20,\n  frames: arachnid_frames_death1,\n  endfunc: arachnid_dead\n};\n\nfunction arachnid_die(self: Entity, inflictor: Entity | null, attacker: Entity | null, damage: number, point: Vec3, mod: DamageMod, context: EntitySystem) {\n  if (M_CheckGib(self, context)) {\n    context.engine.sound?.(self, SoundChannel.Voice, 'misc/udeath.wav', 1, ATTN_NORM, 0);\n    throwGibs(context, self.origin, damage); // throwGibs accepts EntitySystem\n    self.deadflag = DeadFlag.Dead;\n    return;\n  }\n\n  if (self.deadflag === DeadFlag.Dead) {\n    return;\n  }\n\n  context.engine.sound?.(self, SoundChannel.Voice, sound_death, 1, ATTN_NORM, 0);\n  self.deadflag = DeadFlag.Dead;\n  self.takedamage = true;\n\n  M_SetAnimation(self, arachnid_move_death, context);\n}\n\n// Spawn\nimport { SpawnContext } from '../spawn.js';\n\nexport function SP_monster_arachnid(self: Entity, context: SpawnContext) {\n  if (!M_AllowSpawn(self, context.entities)) {\n    context.entities.free(self);\n    return;\n  }\n\n  self.classname = 'monster_arachnid';\n\n  sound_step = 'insane/insane11.wav';\n  sound_charge = 'gladiator/railgun.wav';\n  sound_melee = 'gladiator/melee3.wav';\n  sound_melee_hit = 'gladiator/melee2.wav';\n  sound_pain = 'arachnid/pain.wav';\n  sound_death = 'arachnid/death.wav';\n  sound_sight = 'arachnid/sight.wav';\n\n  context.entities.soundIndex(sound_step);\n  context.entities.soundIndex(sound_charge);\n  context.entities.soundIndex(sound_melee);\n  context.entities.soundIndex(sound_melee_hit);\n  context.entities.soundIndex(sound_pain);\n  context.entities.soundIndex(sound_death);\n  context.entities.soundIndex(sound_sight);\n  context.entities.soundIndex('misc/udeath.wav');\n\n  self.model = 'models/monsters/arachnid/tris.md2';\n  self.mins = {x: -48, y: -48, z: -20};\n  self.maxs = {x: 48, y: 48, z: 48};\n  self.movetype = MoveType.Step;\n  self.solid = Solid.BoundingBox;\n\n  if (context.health_multiplier) {\n    self.health = 1000 * context.health_multiplier;\n  } else {\n    self.health = 1000;\n  }\n  self.max_health = self.health;\n\n  self.mass = 450;\n\n  self.pain = (e, o, k, d) => arachnid_pain(e, o, k, d, context.entities);\n  self.die = (e, i, a, d, p, m) => arachnid_die(e, i, a, d, p, m, context.entities);\n\n  self.monsterinfo = {\n    ...self.monsterinfo,\n    stand: arachnid_stand,\n    walk: arachnid_walk,\n    run: arachnid_run,\n    attack: arachnid_attack,\n    sight: (e, o) => context.entities.engine.sound?.(e, SoundChannel.Voice, sound_sight, 1, ATTN_NORM, 0),\n    scale: MODEL_SCALE,\n    aiflags: self.monsterinfo?.aiflags || 0\n  };\n\n  context.entities.linkentity(self);\n  M_SetAnimation(self, arachnid_move_stand, context.entities);\n  walkmonster_start(self, context.entities);\n}\n\nexport function registerArachnidSpawns(registry: any): void {\n  registry.register('monster_arachnid', SP_monster_arachnid);\n}\n","import {\n  angleVectors,\n  normalizeVec3,\n  subtractVec3,\n  Vec3,\n  lengthVec3,\n  scaleVec3,\n  addVec3,\n  copyVec3\n} from '@quake2ts/shared';\nimport {\n  ai_charge,\n  ai_move,\n  ai_run,\n  ai_stand,\n  ai_walk,\n  monster_think,\n} from '../../ai/index.js';\nimport {\n  DeadFlag,\n  Entity,\n  MonsterMove,\n  MoveType,\n  Solid,\n} from '../entity.js';\nimport { SpawnContext, SpawnRegistry } from '../spawn.js';\nimport { monster_fire_flechette, monster_fire_grenade } from './attack.js';\nimport { throwGibs, GibType } from '../gibs.js';\nimport type { EntitySystem } from '../system.js';\nimport { AIFlags, MonsterAttackState } from '../../ai/constants.js';\nimport { visible } from '../../ai/perception.js';\nimport {\n  M_AllowSpawn,\n  M_CheckGib,\n  M_MonsterDodge,\n  M_SetAnimation,\n  M_ProjectFlashSource,\n  M_CheckClearShot,\n  M_ShouldReactToPain,\n  monster_done_dodge,\n} from './common.js';\nimport {\n  PredictAim,\n  M_CalculatePitchToFire,\n  blocked_checkplat,\n  blocked_checkjump,\n  monster_jump_finished,\n  BlockedJumpResult\n} from '../../ai/rogue.js';\n\nconst MONSTER_TICK = 0.1;\n\n// Constants\nconst MORTAR_SPEED = 850;\nconst GRENADE_SPEED = 600;\nconst SPAWNFLAG_GUNCMDR_NOJUMPING = 8;\nconst MZ2_GUNCMDR_CHAINGUN_1 = 1;\nconst MZ2_GUNCMDR_CHAINGUN_2 = 2;\nconst MZ2_GUNCMDR_GRENADE_MORTAR_1 = 3;\nconst MZ2_GUNCMDR_GRENADE_MORTAR_2 = 4;\nconst MZ2_GUNCMDR_GRENADE_MORTAR_3 = 5;\nconst MZ2_GUNCMDR_GRENADE_FRONT_1 = 6;\nconst MZ2_GUNCMDR_GRENADE_FRONT_2 = 7;\nconst MZ2_GUNCMDR_GRENADE_FRONT_3 = 8;\nconst MZ2_GUNCMDR_GRENADE_CROUCH_1 = 9;\nconst MZ2_GUNCMDR_GRENADE_CROUCH_2 = 10;\nconst MZ2_GUNCMDR_GRENADE_CROUCH_3 = 11;\n\nconst monster_flash_offset: Record<number, Vec3> = {\n    [MZ2_GUNCMDR_CHAINGUN_1]: { x: 37, y: -4, z: 12.5 },\n    [MZ2_GUNCMDR_CHAINGUN_2]: { x: 37, y: -4, z: 12.5 },\n    [MZ2_GUNCMDR_GRENADE_MORTAR_1]: { x: 14, y: 7, z: 27.5 },\n    [MZ2_GUNCMDR_GRENADE_MORTAR_2]: { x: 14, y: 7, z: 27.5 },\n    [MZ2_GUNCMDR_GRENADE_MORTAR_3]: { x: 14, y: 7, z: 27.5 },\n    [MZ2_GUNCMDR_GRENADE_FRONT_1]: { x: 19, y: 7, z: 13.5 },\n    [MZ2_GUNCMDR_GRENADE_FRONT_2]: { x: 19, y: 7, z: 13.5 },\n    [MZ2_GUNCMDR_GRENADE_FRONT_3]: { x: 19, y: 7, z: 13.5 },\n    [MZ2_GUNCMDR_GRENADE_CROUCH_1]: { x: 19, y: 7, z: 13.5 },\n    [MZ2_GUNCMDR_GRENADE_CROUCH_2]: { x: 19, y: 7, z: 13.5 },\n    [MZ2_GUNCMDR_GRENADE_CROUCH_3]: { x: 19, y: 7, z: 13.5 },\n};\n\n// Wrappers for AI functions\nfunction monster_ai_stand(self: Entity, dist: number, context: EntitySystem): void {\n  ai_stand(self, dist, context);\n}\n\nfunction monster_ai_walk(self: Entity, dist: number, context: EntitySystem): void {\n  ai_walk(self, dist, context);\n}\n\nfunction monster_ai_run(self: Entity, dist: number, context: EntitySystem): void {\n  ai_run(self, dist, context);\n}\n\nfunction monster_ai_charge(self: Entity, dist: number, context: EntitySystem): void {\n  ai_charge(self, dist, context);\n}\n\nfunction monster_ai_move(self: Entity, dist: number, context: EntitySystem): void {\n  ai_move(self, dist);\n}\n\n// Forward declarations\nlet stand_move: MonsterMove;\nlet fidget_move: MonsterMove;\nlet walk_move: MonsterMove;\nlet run_move: MonsterMove;\nlet attack_chain_move: MonsterMove;\nlet fire_chain_move: MonsterMove;\nlet fire_chain_run_move: MonsterMove;\nlet fire_chain_dodge_right_move: MonsterMove;\nlet fire_chain_dodge_left_move: MonsterMove;\nlet endfire_chain_move: MonsterMove;\nlet attack_mortar_move: MonsterMove;\nlet attack_mortar_dodge_move: MonsterMove;\nlet attack_grenade_back_move: MonsterMove;\nlet attack_grenade_back_dodge_right_move: MonsterMove;\nlet attack_grenade_back_dodge_left_move: MonsterMove;\nlet attack_kick_move: MonsterMove;\nlet duck_attack_move: MonsterMove;\nlet jump_move: MonsterMove;\nlet jump2_move: MonsterMove;\nlet pain1_move: MonsterMove;\nlet pain2_move: MonsterMove;\nlet pain3_move: MonsterMove;\nlet pain4_move: MonsterMove;\nlet pain5_move: MonsterMove;\nlet pain6_move: MonsterMove;\nlet pain7_move: MonsterMove;\nlet death1_move: MonsterMove;\nlet death2_move: MonsterMove;\nlet death3_move: MonsterMove;\nlet death4_move: MonsterMove;\nlet death5_move: MonsterMove;\nlet death6_move: MonsterMove;\nlet death7_move: MonsterMove;\n\n// Helper Functions\nfunction guncmdr_idlesound(self: Entity, context: EntitySystem): void {\n  context.engine.sound?.(self, 0, 'guncmdr/gcdridle1.wav', 1, 1, 0);\n}\n\nfunction guncmdr_sight(self: Entity, other: Entity, context: EntitySystem): void {\n  context.engine.sound?.(self, 0, 'guncmdr/sight1.wav', 1, 1, 0);\n}\n\nfunction guncmdr_search(self: Entity, context: EntitySystem): void {\n  context.engine.sound?.(self, 0, 'guncmdr/gcdrsrch1.wav', 1, 1, 0);\n}\n\nfunction guncmdr_opengun(self: Entity, context: EntitySystem): void {\n  context.engine.sound?.(self, 0, 'guncmdr/gcdratck1.wav', 1, 1, 0);\n}\n\n// Logic Functions\nfunction guncmdr_fidget(self: Entity, context: EntitySystem): void {\n  if (self.monsterinfo.aiflags & AIFlags.StandGround) return;\n  if (self.enemy) return;\n  if (context.game.random.frandom() <= 0.05) {\n    M_SetAnimation(self, fidget_move, context);\n  }\n}\n\nfunction guncmdr_stand(self: Entity, context: EntitySystem): void {\n  M_SetAnimation(self, stand_move, context);\n}\n\nfunction guncmdr_walk(self: Entity, context: EntitySystem): void {\n  M_SetAnimation(self, walk_move, context);\n}\n\nfunction guncmdr_run(self: Entity, context: EntitySystem): void {\n  monster_done_dodge(self);\n  if (self.monsterinfo.aiflags & AIFlags.StandGround) {\n    M_SetAnimation(self, stand_move, context);\n  } else {\n    M_SetAnimation(self, run_move, context);\n  }\n}\n\nfunction guncmdr_fire_chain(self: Entity, context: EntitySystem): void {\n  if (!(self.monsterinfo.aiflags & AIFlags.StandGround) && self.enemy) {\n    const dist = lengthVec3(subtractVec3(self.enemy.origin, self.origin));\n    if (dist > 400 && ai_move(self, 8.0)) { // RANGE_CHAINGUN_RUN = 400\n       M_SetAnimation(self, fire_chain_run_move, context);\n       return;\n    }\n  }\n  M_SetAnimation(self, fire_chain_move, context);\n}\n\nfunction guncmdr_refire_chain(self: Entity, context: EntitySystem): void {\n    monster_done_dodge(self);\n    self.monsterinfo.attack_state = MonsterAttackState.Straight;\n\n    if (self.enemy && self.enemy.health > 0) {\n        if (visible(self, self.enemy, context.trace)) {\n            if (context.game.random.frandom() <= 0.5) {\n                 if (!(self.monsterinfo.aiflags & AIFlags.StandGround) && self.enemy) {\n                    const dist = lengthVec3(subtractVec3(self.enemy.origin, self.origin));\n                    if (dist > 400 && ai_move(self, 8.0)) {\n                         M_SetAnimation(self, fire_chain_run_move, context);\n                         return;\n                    }\n                 }\n                M_SetAnimation(self, fire_chain_move, context);\n                return;\n            }\n        }\n    }\n    M_SetAnimation(self, endfire_chain_move, context);\n}\n\nfunction GunnerCmdrFire(self: Entity, context: EntitySystem): void {\n    if (!self.enemy || !self.enemy.inUse) return;\n\n    let flash_number: number;\n    if (self.frame >= 401 && self.frame <= 505) {\n        flash_number = MZ2_GUNCMDR_CHAINGUN_2;\n    } else {\n        flash_number = MZ2_GUNCMDR_CHAINGUN_1;\n    }\n\n    const { forward, right } = angleVectors(self.angles);\n\n    const start = M_ProjectFlashSource(self, monster_flash_offset[flash_number], forward, right);\n\n    const { aimdir: aim } = PredictAim(context, self, self.enemy, start, 800, false, context.game.random.frandom() * 0.3);\n\n    // Add randomness\n    // aim is readonly, so we construct a new one.\n    const randomAim = { ...aim };\n    for (let i = 0; i < 3; i++) {\n        // crandom_open() * 0.025f\n        // crandom is -1 to 1.\n        randomAim.x += (context.game.random.frandom() * 2 - 1) * 0.025;\n        randomAim.y += (context.game.random.frandom() * 2 - 1) * 0.025;\n        randomAim.z += (context.game.random.frandom() * 2 - 1) * 0.025;\n    }\n\n    monster_fire_flechette(self, start, randomAim, 4, 800, flash_number, context);\n}\n\n\nfunction GunnerCmdrGrenade(self: Entity, context: EntitySystem): void {\n    if (!self.enemy || !self.enemy.inUse) return;\n\n    let spread = 0;\n    let flash_number = 0;\n    let pitch = 0;\n    let blindfire = false;\n    let target: Vec3;\n\n    // Check manual steering / blindfire\n    if (self.monsterinfo.aiflags & AIFlags.ManualSteering) {\n        blindfire = true;\n    }\n\n    const frameIndex = self.frame;\n\n    // Frame logic\n    if (frameIndex === 205) { spread = -0.1; flash_number = MZ2_GUNCMDR_GRENADE_MORTAR_1; }\n    else if (frameIndex === 208) { spread = 0.0; flash_number = MZ2_GUNCMDR_GRENADE_MORTAR_2; }\n    else if (frameIndex === 211) { spread = 0.1; flash_number = MZ2_GUNCMDR_GRENADE_MORTAR_3; }\n    else if (frameIndex === 304) { spread = -0.1; flash_number = MZ2_GUNCMDR_GRENADE_FRONT_1; }\n    else if (frameIndex === 307) { spread = 0.0; flash_number = MZ2_GUNCMDR_GRENADE_FRONT_2; }\n    else if (frameIndex === 310) { spread = 0.1; flash_number = MZ2_GUNCMDR_GRENADE_FRONT_3; }\n    else if (frameIndex === 911) { spread = 0.25; flash_number = MZ2_GUNCMDR_GRENADE_CROUCH_1; }\n    else if (frameIndex === 912) { spread = 0.0; flash_number = MZ2_GUNCMDR_GRENADE_CROUCH_2; }\n    else if (frameIndex === 913) { spread = -0.25; flash_number = MZ2_GUNCMDR_GRENADE_CROUCH_3; }\n\n    if (flash_number === 0) return;\n\n    // Determine target\n    if (blindfire && !visible(self, self.enemy, context.trace)) {\n        if (!self.monsterinfo.blind_fire_target) return;\n        target = self.monsterinfo.blind_fire_target;\n    } else {\n        target = self.enemy.origin;\n    }\n\n    const { forward, right, up } = angleVectors(self.angles);\n    const start = M_ProjectFlashSource(self, monster_flash_offset[flash_number], forward, right);\n    let aim: Vec3;\n\n    // Crouch logic uses Ion Ripper effects (handled here as generic fire for now unless we add ionripper)\n    // Rerelease code:\n    // if (flash_number >= MZ2_GUNCMDR_GRENADE_CROUCH_1 && flash_number <= MZ2_GUNCMDR_GRENADE_CROUCH_3)\n    //   fire_ionripper(...)\n    // else\n    //   fire_grenade(...)\n\n    // For now we assume grenades as per old TS implementation, but let's check source carefully.\n    // Source calls `fire_ionripper`. That seems like a new weapon type.\n    // If we don't have ionripper, we should fallback or implement it.\n    // The previous TS code didn't handle crouch frames (911-913) at all in offsets map?\n    // Wait, the previous TS code had:\n    // MZ2_GUNCMDR_GRENADE_CROUCH_1 = 9\n    // And offsets were defined.\n    // But `GunnerCmdrGrenade` in TS previously checked `attack_mortar_move` and `attack_grenade_back_move`.\n    // It did NOT handle crouch frames logic.\n    // So this is a new addition from the source.\n\n    const isCrouch = (flash_number >= MZ2_GUNCMDR_GRENADE_CROUCH_1 && flash_number <= MZ2_GUNCMDR_GRENADE_CROUCH_3);\n    const isMortar = (flash_number >= MZ2_GUNCMDR_GRENADE_MORTAR_1 && flash_number <= MZ2_GUNCMDR_GRENADE_MORTAR_3);\n    const isFront = (flash_number >= MZ2_GUNCMDR_GRENADE_FRONT_1 && flash_number <= MZ2_GUNCMDR_GRENADE_FRONT_3);\n\n    // Aim calculation logic from source\n    if (self.enemy && !isCrouch) {\n        let aimVec = subtractVec3(target, self.origin);\n        const dist = lengthVec3(aimVec);\n\n        if (dist > 512 && aimVec.z < 64 && aimVec.z > -64) {\n             const newZ = aimVec.z + (dist - 512);\n             aimVec = { ...aimVec, z: newZ };\n        }\n        aimVec = normalizeVec3(aimVec);\n        pitch = aimVec.z;\n        if (pitch > 0.4) pitch = 0.4;\n        else if (pitch < -0.5) pitch = -0.5;\n\n        if ((self.enemy.absmin.z - self.absmax.z) > 16 && isMortar) {\n             pitch += 0.5;\n        }\n    }\n\n    if (isFront) {\n         pitch -= 0.05;\n    }\n\n    if (!isCrouch) {\n         // aim = forward + (right * spread) + (up * pitch)\n         // normalized\n         const spreadPart = scaleVec3(right, spread);\n         const pitchPart = scaleVec3(up, pitch);\n         aim = normalizeVec3(addVec3(addVec3(forward, spreadPart), pitchPart));\n    } else {\n         const { aimdir } = PredictAim(context, self, self.enemy, start, 800, false, 0);\n         const spreadPart = scaleVec3(right, spread);\n         aim = normalizeVec3(addVec3(aimdir, spreadPart));\n    }\n\n    if (isCrouch) {\n         // Fire Ion Ripper\n         // Since we might not have ion ripper, we use fire_flechette as a fallback or similar?\n         // Or just generic damage.\n         // Source: fire_ionripper(self, start, aim + (right * (-(inner_spread * 2) + (inner_spread * (i + 1)))), 15, 800, EF_IONRIPPER);\n         // For now, let's use flechette with high damage as approximation if ionripper missing.\n         const inner_spread = 0.125;\n         for (let i = 0; i < 3; i++) {\n             const s = -(inner_spread * 2) + (inner_spread * (i + 1));\n             const spreadVec = scaleVec3(right, s);\n             const fireAim = normalizeVec3(addVec3(aim, spreadVec));\n             monster_fire_flechette(self, start, fireAim, 15, 800, flash_number, context);\n             // TODO: Add EF_IONRIPPER effect if available\n         }\n         // monster_muzzleflash(self, start, flash_number); // Handled inside fire functions usually or via multicast\n    } else {\n        let speed = isMortar ? MORTAR_SPEED : GRENADE_SPEED;\n\n        // try search for best pitch\n        const calcResult = M_CalculatePitchToFire(\n            context,\n            self,\n            target,\n            start,\n            speed,\n            2.5,\n            isMortar\n        );\n\n        if (calcResult) {\n            aim = calcResult.aimDir; // Use calculated aim\n             monster_fire_grenade(self, start, aim, 50, speed, flash_number, context);\n             // Note: source has random timer for grenades: (crandom_open() * 10.0f), frandom() * 10.f\n             // Our monster_fire_grenade might not support that directly without updates.\n             // But basic firing is achieved.\n        } else {\n             // normal shot\n             monster_fire_grenade(self, start, aim, 50, speed, flash_number, context);\n        }\n    }\n}\n\nfunction guncmdr_grenade_mortar_resume(self: Entity, context: EntitySystem): void {\n    M_SetAnimation(self, attack_mortar_move, context);\n    self.monsterinfo.attack_state = MonsterAttackState.Straight;\n    self.frame = self.count;\n}\n\nfunction guncmdr_grenade_back_dodge_resume(self: Entity, context: EntitySystem): void {\n    M_SetAnimation(self, attack_grenade_back_move, context);\n    self.monsterinfo.attack_state = MonsterAttackState.Straight;\n    self.frame = self.count;\n}\n\nfunction guncmdr_kick_finished(self: Entity, context: EntitySystem): void {\n    self.monsterinfo.melee_debounce_time = context.timeSeconds + 3;\n    if (self.monsterinfo.attack) {\n        self.monsterinfo.attack(self, context);\n    }\n}\n\nfunction guncmdr_kick(self: Entity, context: EntitySystem): void {\n     if (!self.enemy) return;\n     // Source uses fire_hit(self, vec3_t { MELEE_DISTANCE, 0.f, -32.f }, 15.f, 400.f)\n     // MELEE_DISTANCE is likely 64? Or similar.\n\n     // Simplified check as per previous TS:\n     const dist = lengthVec3(subtractVec3(self.enemy.origin, self.origin));\n     // if (fire_hit(...)) logic would do trace/damage.\n     // Previous TS:\n     if (dist < 100) {\n         if (self.enemy.client && self.enemy.velocity.z < 270) {\n             self.enemy.velocity = { ...self.enemy.velocity, z: 270 };\n         }\n         // Needs damage application too!\n         // context.damage(...)\n     }\n}\n\nfunction monster_duck_down(self: Entity, context: EntitySystem): void {\n    if (self.monsterinfo.aiflags & AIFlags.Ducked) return;\n    self.monsterinfo.aiflags |= AIFlags.Ducked;\n    self.maxs = { ...self.maxs, z: self.maxs.z - 32 };\n    self.takedamage = true;\n    self.monsterinfo.pausetime = context.timeSeconds + 1;\n}\n\nfunction monster_duck_hold(self: Entity, context: EntitySystem): void {\n    if (context.timeSeconds >= self.monsterinfo.pausetime) {\n        self.monsterinfo.aiflags &= ~AIFlags.HoldFrame;\n    } else {\n        self.monsterinfo.aiflags |= AIFlags.HoldFrame;\n    }\n}\n\nfunction monster_duck_up(self: Entity, context: EntitySystem): void {\n    self.monsterinfo.aiflags &= ~AIFlags.Ducked;\n    self.maxs = { ...self.maxs, z: self.maxs.z + 32 };\n    self.takedamage = true;\n}\n\nfunction guncmdr_jump_now(self: Entity, context: EntitySystem): void {\n    const { forward, up } = angleVectors(self.angles);\n\n    self.velocity = addVec3(self.velocity, scaleVec3(forward, 100));\n    self.velocity = addVec3(self.velocity, scaleVec3(up, 300));\n}\n\nfunction guncmdr_jump2_now(self: Entity, context: EntitySystem): void {\n    const { forward, up } = angleVectors(self.angles);\n\n    self.velocity = addVec3(self.velocity, scaleVec3(forward, 150));\n    self.velocity = addVec3(self.velocity, scaleVec3(up, 400));\n}\n\nfunction guncmdr_jump_wait_land(self: Entity, context: EntitySystem): void {\n    if (self.groundentity === null) {\n        self.monsterinfo.nextframe = self.frame;\n         // if (monster_jump_finished(self)) self.monsterinfo.nextframe = self.frame + 1;\n         // We need to implement monster_jump_finished logic or import it.\n         // It was ticked in the plan.\n         if (monster_jump_finished(context, self)) {\n             self.monsterinfo.nextframe = self.frame + 1;\n         }\n    } else {\n        self.monsterinfo.nextframe = self.frame + 1;\n    }\n}\n\n// Added function to handle jump result\nfunction guncmdr_jump(self: Entity, result: number, context: EntitySystem): void {\n    if (!self.enemy) return;\n    monster_done_dodge(self);\n\n    // blocked_jump_result_t::JUMP_JUMP_UP is likely 2 or similar enum\n    // Check usage in rogue.ts or where blocked_jump_result_t is defined\n    if (result === BlockedJumpResult.JUMP_JUMP_UP) {\n        M_SetAnimation(self, jump2_move, context);\n    } else {\n        M_SetAnimation(self, jump_move, context);\n    }\n}\n\n\nfunction GunnerCmdrCounter(self: Entity, context: EntitySystem): void {\n    // Rerelease logic:\n    // gi.WriteByte(svc_temp_entity); gi.WriteByte(TE_BERSERK_SLAM); ...\n    // T_SlamRadiusDamage(...)\n\n    // Previous TS:\n    context.engine.sound?.(self, 0, 'weapons/rocklx1a.wav', 1, 1, 0);\n}\n\nfunction guncmdr_attack(self: Entity, context: EntitySystem): void {\n    monster_done_dodge(self);\n    const d = lengthVec3(subtractVec3(self.enemy!.origin, self.origin));\n\n    const { forward, right } = angleVectors(self.angles);\n\n    const RANGE_GRENADE = 100;\n    const RANGE_GRENADE_MORTAR = 525;\n    const RANGE_MELEE = 64;\n\n    // Check clear shot for mortar\n    let mortarAim: Vec3 = { x: 0, y: 0, z: 0 };\n    const mortarStart = M_ProjectFlashSource(self, monster_flash_offset[MZ2_GUNCMDR_GRENADE_MORTAR_1], forward, right);\n    const mortarResult = M_CalculatePitchToFire(context, self, self.enemy!.origin, mortarStart, MORTAR_SPEED, 2.5, true);\n\n    // Check clear shot for grenade\n    let grenadeAim: Vec3 = { x: 0, y: 0, z: 0 };\n    const grenadeStart = M_ProjectFlashSource(self, monster_flash_offset[MZ2_GUNCMDR_GRENADE_FRONT_1], forward, right);\n    const grenadeResult = M_CalculatePitchToFire(context, self, self.enemy!.origin, grenadeStart, GRENADE_SPEED, 2.5, false);\n\n\n    if (d < RANGE_MELEE && (self.monsterinfo.melee_debounce_time === undefined || self.monsterinfo.melee_debounce_time < context.timeSeconds)) {\n        M_SetAnimation(self, attack_kick_move, context);\n    } else if (d <= RANGE_GRENADE && M_CheckClearShot(self, monster_flash_offset[MZ2_GUNCMDR_CHAINGUN_1], context)) {\n        M_SetAnimation(self, attack_chain_move, context);\n    } else if (\n        (d >= RANGE_GRENADE_MORTAR || Math.abs(self.absmin.z - self.enemy!.absmax.z) > 64) &&\n        M_CheckClearShot(self, monster_flash_offset[MZ2_GUNCMDR_GRENADE_MORTAR_1], context) &&\n        mortarResult\n    ) {\n         M_SetAnimation(self, attack_mortar_move, context);\n         monster_duck_down(self, context);\n    } else if (\n        M_CheckClearShot(self, monster_flash_offset[MZ2_GUNCMDR_GRENADE_FRONT_1], context) &&\n        !(self.monsterinfo.aiflags & AIFlags.StandGround) &&\n        grenadeResult\n    ) {\n        M_SetAnimation(self, attack_grenade_back_move, context);\n    } else if (self.monsterinfo.aiflags & AIFlags.StandGround) {\n        M_SetAnimation(self, attack_chain_move, context);\n    } else {\n         M_SetAnimation(self, attack_chain_move, context);\n    }\n}\n\n// Blocked handler\nfunction guncmdr_blocked(self: Entity, dist: number, context: EntitySystem): boolean | void {\n    if (blocked_checkplat(context, self, dist)) return true;\n\n    const result = blocked_checkjump(context, self, dist, 192, 40);\n    if (result !== BlockedJumpResult.NO_JUMP) {\n         if (result !== BlockedJumpResult.JUMP_JUMP_DOWN) { // JUMP_TURN logic from C code was explicit result != 1\n             guncmdr_jump(self, result, context);\n         }\n         return true;\n    }\n    return false;\n}\n\n\n// Pain & Death Transitions\nfunction guncmdr_pain5_to_death1(self: Entity, context: EntitySystem): void {\n    if (self.health < 0) M_SetAnimation(self, death1_move, context);\n}\nfunction guncmdr_pain5_to_death2(self: Entity, context: EntitySystem): void {\n    if (self.health < 0 && context.game.random.frandom() < 0.5) M_SetAnimation(self, death2_move, context);\n}\nfunction guncmdr_pain6_to_death6(self: Entity, context: EntitySystem): void {\n    if (self.health < 0) M_SetAnimation(self, death6_move, context);\n}\n\nfunction guncmdr_shrink(self: Entity, context: EntitySystem): void {\n    self.maxs = { ...self.maxs, z: -4 * (self.monsterinfo.scale || 1) };\n    // self.svflags |= SVF_DEADMONSTER;\n}\n\nfunction guncmdr_dead(self: Entity, context: EntitySystem): void {\n    const scale = self.monsterinfo.scale || 1;\n    self.mins = scaleVec3({ x: -16, y: -16, z: -24 }, scale);\n    self.maxs = scaleVec3({ x: 16, y: 16, z: -8 }, scale);\n    self.nextthink = -1;\n    self.solid = Solid.Not;\n}\n\n// Pain\nfunction guncmdr_pain(self: Entity, context: EntitySystem): void {\n    monster_done_dodge(self);\n\n    if (self.monsterinfo.current_move === jump_move ||\n        self.monsterinfo.current_move === jump2_move ||\n        self.monsterinfo.current_move === duck_attack_move) {\n        return;\n    }\n\n    if (context.timeSeconds < self.pain_debounce_time) {\n         if (context.game.random.frandom() < 0.3) {\n             M_MonsterDodge(self, self.enemy!, 0.1);\n         }\n         return;\n    }\n\n    self.pain_debounce_time = context.timeSeconds + 3;\n\n    if (context.game.random.frandom() < 0.5) {\n         context.engine.sound?.(self, 0, 'guncmdr/gcdrpain2.wav', 1, 1, 0);\n    } else {\n         context.engine.sound?.(self, 0, 'guncmdr/gcdrpain1.wav', 1, 1, 0);\n    }\n\n    if (!M_ShouldReactToPain(self, context)) {\n        if (context.game.random.frandom() < 0.3) {\n            M_MonsterDodge(self, self.enemy!, 0.1);\n        }\n        return;\n    }\n\n    // Logic for directional pain\n    const { forward } = angleVectors(self.angles);\n    let dot = -1;\n    if (self.enemy) {\n        const dif = normalizeVec3(subtractVec3(self.enemy.origin, self.origin));\n        // dif.z = 0? Source says: dif.z = 0; dif.normalize();\n        dot = (dif.x * forward.x + dif.y * forward.y);\n    }\n\n    // damage < 35 -> small pain\n    // For now simple random selection as per previous TS, but logic could be enhanced.\n\n    const r = Math.floor(context.game.random.frandom() * 7);\n    switch (r) {\n        case 0: M_SetAnimation(self, pain1_move, context); break;\n        case 1: M_SetAnimation(self, pain2_move, context); break;\n        case 2: M_SetAnimation(self, pain3_move, context); break;\n        case 3: M_SetAnimation(self, pain4_move, context); break;\n        case 4: M_SetAnimation(self, pain5_move, context); break;\n        case 5: M_SetAnimation(self, pain6_move, context); break;\n        default: M_SetAnimation(self, pain7_move, context); break;\n    }\n\n    self.monsterinfo.aiflags &= ~AIFlags.ManualSteering;\n    if (self.monsterinfo.aiflags & AIFlags.Ducked) monster_duck_up(self, context);\n}\n\nfunction guncmdr_die(self: Entity, inflictor: Entity | null, attacker: Entity | null, damage: number, point: Vec3, context: EntitySystem): void {\n    if (M_CheckGib(self, damage)) {\n        context.engine.sound?.(self, 0, 'misc/udeath.wav', 1, 1, 0);\n        throwGibs(context, self.origin, [{\n            count: 1,\n            model: 'models/monsters/gunner/gibs/chest.md2',\n            flags: GibType.Metallic\n        }]);\n        self.deadflag = DeadFlag.Dead;\n        return;\n    }\n\n    if (self.deadflag) return;\n\n    context.engine.sound?.(self, 0, 'guncmdr/gcdrdeath1.wav', 1, 1, 0);\n    self.deadflag = DeadFlag.Dead;\n    self.takedamage = true;\n\n    // Death selection\n    const r = Math.floor(context.game.random.frandom() * 7);\n    switch (r) {\n         case 0: M_SetAnimation(self, death1_move, context); break;\n         case 1: M_SetAnimation(self, death2_move, context); break;\n         case 2: M_SetAnimation(self, death3_move, context); break;\n         case 3: M_SetAnimation(self, death4_move, context); break;\n         case 4: M_SetAnimation(self, death5_move, context); break;\n         case 5: M_SetAnimation(self, death6_move, context); break;\n         default: M_SetAnimation(self, death7_move, context); break;\n    }\n}\n\nfunction guncmdr_setskin(self: Entity, context: EntitySystem): void {\n    if (self.health < (self.max_health / 2)) {\n        self.skin |= 1;\n    } else {\n        self.skin &= ~1;\n    }\n}\n\nfunction guncmdr_duck(self: Entity, eta: number, context: EntitySystem): boolean {\n    if (self.monsterinfo.current_move === jump_move || self.monsterinfo.current_move === jump2_move) return false;\n\n    if (self.monsterinfo.current_move === fire_chain_dodge_left_move ||\n        self.monsterinfo.current_move === fire_chain_dodge_right_move ||\n        self.monsterinfo.current_move === attack_grenade_back_dodge_left_move ||\n        self.monsterinfo.current_move === attack_grenade_back_dodge_right_move ||\n        self.monsterinfo.current_move === attack_mortar_dodge_move) {\n            monster_duck_up(self, context);\n            return false;\n        }\n\n    M_SetAnimation(self, duck_attack_move, context);\n    return true;\n}\n\nfunction guncmdr_sidestep(self: Entity, context: EntitySystem): boolean {\n    if (self.monsterinfo.current_move === fire_chain_move || self.monsterinfo.current_move === fire_chain_run_move) {\n        M_SetAnimation(self, context.game.random.frandom() < 0.5 ? fire_chain_dodge_right_move : fire_chain_dodge_left_move, context);\n        return true;\n    }\n\n    if (self.monsterinfo.current_move === attack_grenade_back_move) {\n        self.count = self.frame;\n        M_SetAnimation(self, context.game.random.frandom() < 0.5 ? attack_grenade_back_dodge_right_move : attack_grenade_back_dodge_left_move, context);\n        return true;\n    }\n\n    if (self.monsterinfo.current_move === attack_mortar_move) {\n        self.count = self.frame;\n        M_SetAnimation(self, attack_mortar_dodge_move, context);\n        return true;\n    }\n\n    if (self.monsterinfo.current_move === run_move) {\n        M_SetAnimation(self, run_move, context);\n        return true;\n    }\n\n    return false;\n}\n\n// MOVES DEFINITIONS\n\n// Fidget\nfidget_move = {\n    firstframe: 201, lastframe: 254,\n    frames: Array(54).fill({ ai: monster_ai_stand, dist: 0 }),\n    endfunc: guncmdr_stand\n};\nfidget_move.frames[6] = { ai: monster_ai_stand, dist: 0, think: guncmdr_idlesound };\nfidget_move.frames[10] = { ai: monster_ai_stand, dist: 0, think: guncmdr_idlesound };\n\n// Stand\nstand_move = {\n    firstframe: 101, lastframe: 140,\n    frames: Array(40).fill({ ai: monster_ai_stand, dist: 0 }),\n    endfunc: null\n};\nconst stand_fidget = (self: Entity, context: EntitySystem) => guncmdr_fidget(self, context);\n[9, 19, 29, 39].forEach(i => {\n    stand_move.frames[i] = { ai: monster_ai_stand, dist: 0, think: stand_fidget };\n});\n\n// Walk\nwalk_move = {\n    firstframe: 101, lastframe: 124,\n    frames: [\n        { ai: monster_ai_walk, dist: 1.5 }, { ai: monster_ai_walk, dist: 2.5 }, { ai: monster_ai_walk, dist: 3.0 },\n        { ai: monster_ai_walk, dist: 2.5 }, { ai: monster_ai_walk, dist: 2.3 }, { ai: monster_ai_walk, dist: 3.0 },\n        { ai: monster_ai_walk, dist: 2.8 }, { ai: monster_ai_walk, dist: 3.6 }, { ai: monster_ai_walk, dist: 2.8 },\n        { ai: monster_ai_walk, dist: 2.5 }, { ai: monster_ai_walk, dist: 2.3 }, { ai: monster_ai_walk, dist: 4.3 },\n        { ai: monster_ai_walk, dist: 3.0 }, { ai: monster_ai_walk, dist: 1.5 }, { ai: monster_ai_walk, dist: 2.5 },\n        { ai: monster_ai_walk, dist: 3.3 }, { ai: monster_ai_walk, dist: 2.8 }, { ai: monster_ai_walk, dist: 3.0 },\n        { ai: monster_ai_walk, dist: 2.0 }, { ai: monster_ai_walk, dist: 2.0 }, { ai: monster_ai_walk, dist: 3.3 },\n        { ai: monster_ai_walk, dist: 3.6 }, { ai: monster_ai_walk, dist: 3.4 }, { ai: monster_ai_walk, dist: 2.8 },\n    ],\n    endfunc: null\n};\n\n// Run\nrun_move = {\n    firstframe: 101, lastframe: 106,\n    frames: [\n        { ai: monster_ai_run, dist: 15.0, think: monster_done_dodge },\n        { ai: monster_ai_run, dist: 16.0 },\n        { ai: monster_ai_run, dist: 20.0 },\n        { ai: monster_ai_run, dist: 18.0 },\n        { ai: monster_ai_run, dist: 24.0 },\n        { ai: monster_ai_run, dist: 13.5 }\n    ],\n    endfunc: null\n};\n\n// Attack Chain\nattack_chain_move = {\n    firstframe: 101, lastframe: 106,\n    frames: Array(6).fill({ ai: monster_ai_charge, dist: 0 }),\n    endfunc: guncmdr_fire_chain\n};\nattack_chain_move.frames[4].think = guncmdr_opengun;\n\n// Fire Chain\nfire_chain_move = {\n    firstframe: 107, lastframe: 112,\n    frames: Array(6).fill({ ai: monster_ai_charge, dist: 0, think: GunnerCmdrFire }),\n    endfunc: guncmdr_refire_chain\n};\n\n// Fire Chain Run\nfire_chain_run_move = {\n    firstframe: 201, lastframe: 206,\n    frames: [\n        { ai: monster_ai_charge, dist: 15.0, think: GunnerCmdrFire },\n        { ai: monster_ai_charge, dist: 16.0, think: GunnerCmdrFire },\n        { ai: monster_ai_charge, dist: 20.0, think: GunnerCmdrFire },\n        { ai: monster_ai_charge, dist: 18.0, think: GunnerCmdrFire },\n        { ai: monster_ai_charge, dist: 24.0, think: GunnerCmdrFire },\n        { ai: monster_ai_charge, dist: 13.5, think: GunnerCmdrFire }\n    ],\n    endfunc: guncmdr_refire_chain\n};\n\n// Dodge moves\nfire_chain_dodge_right_move = {\n    firstframe: 401, lastframe: 405,\n    frames: [\n        { ai: monster_ai_charge, dist: 10.2, think: GunnerCmdrFire },\n        { ai: monster_ai_charge, dist: 18.0, think: GunnerCmdrFire },\n        { ai: monster_ai_charge, dist: 7.0, think: GunnerCmdrFire },\n        { ai: monster_ai_charge, dist: 7.2, think: GunnerCmdrFire },\n        { ai: monster_ai_charge, dist: -2.0, think: GunnerCmdrFire }\n    ],\n    endfunc: guncmdr_refire_chain\n};\nfire_chain_dodge_left_move = {\n    firstframe: 501, lastframe: 505,\n    frames: [\n        { ai: monster_ai_charge, dist: 10.2, think: GunnerCmdrFire },\n        { ai: monster_ai_charge, dist: 18.0, think: GunnerCmdrFire },\n        { ai: monster_ai_charge, dist: 7.0, think: GunnerCmdrFire },\n        { ai: monster_ai_charge, dist: 7.2, think: GunnerCmdrFire },\n        { ai: monster_ai_charge, dist: -2.0, think: GunnerCmdrFire }\n    ],\n    endfunc: guncmdr_refire_chain\n};\n\n// End Fire Chain\nendfire_chain_move = {\n    firstframe: 118, lastframe: 124,\n    frames: Array(7).fill({ ai: monster_ai_charge, dist: 0 }),\n    endfunc: guncmdr_run\n};\nendfire_chain_move.frames[2].think = guncmdr_opengun;\n\n// Mortar\nattack_mortar_move = {\n    firstframe: 201, lastframe: 221,\n    frames: Array(21).fill({ ai: monster_ai_charge, dist: 0 }),\n    endfunc: guncmdr_run\n};\nattack_mortar_move.frames[4].think = GunnerCmdrGrenade;\nattack_mortar_move.frames[7].think = GunnerCmdrGrenade;\nattack_mortar_move.frames[10].think = GunnerCmdrGrenade;\nattack_mortar_move.frames[13].think = monster_duck_up;\n\n// Mortar Dodge\nattack_mortar_dodge_move = {\n    firstframe: 0, lastframe: 5,\n    frames: [\n        { ai: monster_ai_charge, dist: 11 }, { ai: monster_ai_charge, dist: 12 }, { ai: monster_ai_charge, dist: 16 },\n        { ai: monster_ai_charge, dist: 16 }, { ai: monster_ai_charge, dist: 12 }, { ai: monster_ai_charge, dist: 11 }\n    ],\n    endfunc: guncmdr_grenade_mortar_resume\n};\n\n// Attack Back (Grenade)\nattack_grenade_back_move = {\n    firstframe: 302, lastframe: 321,\n    frames: [\n        { ai: monster_ai_charge, dist: -2 }, { ai: monster_ai_charge, dist: -1.5 }, { ai: monster_ai_charge, dist: -0.5, think: GunnerCmdrGrenade },\n        { ai: monster_ai_charge, dist: -6 }, { ai: monster_ai_charge, dist: -4 }, { ai: monster_ai_charge, dist: -2.5, think: GunnerCmdrGrenade },\n        { ai: monster_ai_charge, dist: -7 }, { ai: monster_ai_charge, dist: -3.5 }, { ai: monster_ai_charge, dist: -1.1, think: GunnerCmdrGrenade },\n        { ai: monster_ai_charge, dist: -4.6 }, { ai: monster_ai_charge, dist: 1.9 }, { ai: monster_ai_charge, dist: 1.0 },\n        { ai: monster_ai_charge, dist: -4.5 }, { ai: monster_ai_charge, dist: 3.2 }, { ai: monster_ai_charge, dist: 4.4 },\n        { ai: monster_ai_charge, dist: -6.5 }, { ai: monster_ai_charge, dist: -6.1 }, { ai: monster_ai_charge, dist: 3.0 },\n        { ai: monster_ai_charge, dist: -0.7 }, { ai: monster_ai_charge, dist: -1.0 }\n    ],\n    endfunc: guncmdr_run\n};\n\n// Back Dodge\nattack_grenade_back_dodge_right_move = {\n    firstframe: 601, lastframe: 605,\n    frames: [\n        { ai: monster_ai_charge, dist: 10.2 }, { ai: monster_ai_charge, dist: 18 }, { ai: monster_ai_charge, dist: 7 },\n        { ai: monster_ai_charge, dist: 7.2 }, { ai: monster_ai_charge, dist: -2 }\n    ],\n    endfunc: guncmdr_grenade_back_dodge_resume\n};\nattack_grenade_back_dodge_left_move = {\n    firstframe: 701, lastframe: 705,\n    frames: [\n        { ai: monster_ai_charge, dist: 10.2 }, { ai: monster_ai_charge, dist: 18 }, { ai: monster_ai_charge, dist: 7 },\n        { ai: monster_ai_charge, dist: 7.2 }, { ai: monster_ai_charge, dist: -2 }\n    ],\n    endfunc: guncmdr_grenade_back_dodge_resume\n};\n\n// Kick\nattack_kick_move = {\n    firstframe: 801, lastframe: 808,\n    frames: [\n        { ai: monster_ai_charge, dist: -7.7 }, { ai: monster_ai_charge, dist: -4.9 }, { ai: monster_ai_charge, dist: 12.6, think: guncmdr_kick },\n        { ai: monster_ai_charge, dist: 0 }, { ai: monster_ai_charge, dist: -3.0 }, { ai: monster_ai_charge, dist: 0 },\n        { ai: monster_ai_charge, dist: -4.1 }, { ai: monster_ai_charge, dist: 8.6 }\n    ],\n    endfunc: guncmdr_kick_finished\n};\n\n// Duck Attack (Counter)\nduck_attack_move = {\n    firstframe: 901, lastframe: 919,\n    frames: [\n        { ai: monster_ai_move, dist: 3.6 }, { ai: monster_ai_move, dist: 5.6, think: monster_duck_down }, { ai: monster_ai_move, dist: 8.4 },\n        { ai: monster_ai_move, dist: 2.0, think: monster_duck_hold }, { ai: monster_ai_charge, dist: 0 }, { ai: monster_ai_charge, dist: 0 },\n        { ai: monster_ai_charge, dist: 0 }, { ai: monster_ai_charge, dist: 0 }, { ai: monster_ai_charge, dist: 0 },\n        { ai: monster_ai_charge, dist: 0 }, { ai: monster_ai_charge, dist: 0 }, { ai: monster_ai_charge, dist: 9.5, think: GunnerCmdrCounter },\n        { ai: monster_ai_charge, dist: -1.5 }, { ai: monster_ai_charge, dist: 0 }, { ai: monster_ai_charge, dist: 0, think: monster_duck_up },\n        { ai: monster_ai_charge, dist: 0 }, { ai: monster_ai_charge, dist: 11 }, { ai: monster_ai_charge, dist: 2.0 }, { ai: monster_ai_charge, dist: 5.6 }\n    ],\n    endfunc: guncmdr_run\n};\n\n// Jump\njump_move = {\n    firstframe: 0, lastframe: 9,\n    frames: [\n        { ai: monster_ai_move, dist: 0 }, { ai: monster_ai_move, dist: 0 }, { ai: monster_ai_move, dist: 0 },\n        { ai: monster_ai_move, dist: 0, think: guncmdr_jump_now }, { ai: monster_ai_move, dist: 0 }, { ai: monster_ai_move, dist: 0 },\n        { ai: monster_ai_move, dist: 0, think: guncmdr_jump_wait_land }, { ai: monster_ai_move, dist: 0 }, { ai: monster_ai_move, dist: 0 }, { ai: monster_ai_move, dist: 0 }\n    ],\n    endfunc: guncmdr_run\n};\n\njump2_move = {\n    firstframe: 0, lastframe: 9,\n    frames: [\n        { ai: monster_ai_move, dist: -8 }, { ai: monster_ai_move, dist: -4 }, { ai: monster_ai_move, dist: -4 },\n        { ai: monster_ai_move, dist: 0, think: guncmdr_jump2_now }, { ai: monster_ai_move, dist: 0 }, { ai: monster_ai_move, dist: 0 },\n        { ai: monster_ai_move, dist: 0, think: guncmdr_jump_wait_land }, { ai: monster_ai_move, dist: 0 }, { ai: monster_ai_move, dist: 0 }, { ai: monster_ai_move, dist: 0 }\n    ],\n    endfunc: guncmdr_run\n};\n\n// Pain 1-7\npain1_move = { firstframe: 101, lastframe: 104, frames: Array(4).fill({ ai: monster_ai_move, dist: 0 }), endfunc: guncmdr_run };\npain2_move = { firstframe: 201, lastframe: 204, frames: Array(4).fill({ ai: monster_ai_move, dist: 0 }), endfunc: guncmdr_run };\npain3_move = { firstframe: 301, lastframe: 304, frames: Array(4).fill({ ai: monster_ai_move, dist: 0 }), endfunc: guncmdr_run };\npain4_move = { firstframe: 401, lastframe: 415, frames: Array(15).fill({ ai: monster_ai_move, dist: 0 }), endfunc: guncmdr_run };\npain5_move = { firstframe: 501, lastframe: 524, frames: Array(24).fill({ ai: monster_ai_move, dist: 0 }), endfunc: guncmdr_run };\npain5_move.frames[5].think = guncmdr_pain5_to_death2;\npain5_move.frames[8].think = guncmdr_pain5_to_death1;\npain6_move = { firstframe: 601, lastframe: 632, frames: Array(32).fill({ ai: monster_ai_move, dist: 0 }), endfunc: guncmdr_run };\npain6_move.frames[6].think = guncmdr_pain6_to_death6;\npain7_move = { firstframe: 701, lastframe: 714, frames: Array(14).fill({ ai: monster_ai_move, dist: 0 }), endfunc: guncmdr_run };\n\n// Death 1-7\ndeath1_move = { firstframe: 101, lastframe: 118, frames: Array(18).fill({ ai: monster_ai_move, dist: 0 }), endfunc: guncmdr_dead };\ndeath2_move = { firstframe: 201, lastframe: 204, frames: Array(4).fill({ ai: monster_ai_move, dist: 0 }), endfunc: guncmdr_dead };\ndeath3_move = { firstframe: 301, lastframe: 321, frames: Array(21).fill({ ai: monster_ai_move, dist: 0 }), endfunc: guncmdr_dead };\ndeath3_move.frames[2].think = guncmdr_shrink;\ndeath4_move = { firstframe: 401, lastframe: 436, frames: Array(36).fill({ ai: monster_ai_move, dist: 0 }), endfunc: guncmdr_dead };\ndeath4_move.frames[2].think = guncmdr_shrink;\ndeath5_move = { firstframe: 501, lastframe: 528, frames: Array(28).fill({ ai: monster_ai_move, dist: 0 }), endfunc: guncmdr_dead };\ndeath6_move = { firstframe: 601, lastframe: 614, frames: Array(14).fill({ ai: monster_ai_move, dist: 0 }), endfunc: guncmdr_dead };\ndeath6_move.frames[0].think = guncmdr_shrink;\ndeath7_move = { firstframe: 701, lastframe: 730, frames: Array(30).fill({ ai: monster_ai_move, dist: 0 }), endfunc: guncmdr_dead };\ndeath7_move.frames[2].think = guncmdr_shrink;\n\n// SP Function\nexport function SP_monster_guncmdr(self: Entity, context: SpawnContext): void {\n    if (!M_AllowSpawn(self, context.entities)) {\n        context.entities.free(self);\n        return;\n    }\n\n    self.classname = 'monster_guncmdr';\n\n    self.movetype = MoveType.Step;\n    self.solid = Solid.BoundingBox;\n    self.model = 'models/monsters/gunner/tris.md2';\n    self.modelindex = context.entities.modelIndex('models/monsters/gunner/tris.md2');\n\n    // Scale\n    self.monsterinfo.scale = 1.25;\n    self.mins = { x: -16, y: -16, z: -24 };\n    self.maxs = { x: 16, y: 16, z: 36 };\n    self.skin = 2;\n\n    // Stats\n    self.health = 325 * context.health_multiplier;\n    self.max_health = self.health;\n    // self.gib_health = -175; // Removed as it is not on Entity\n    self.mass = 255;\n\n    self.pain = (s, o, k, d) => guncmdr_pain(s, context.entities);\n    self.die = (s, i, a, d, p) => guncmdr_die(s, i, a, d, p, context.entities);\n\n    self.monsterinfo.stand = (s) => guncmdr_stand(s, context.entities);\n    self.monsterinfo.walk = (s) => guncmdr_walk(s, context.entities);\n    self.monsterinfo.run = (s) => guncmdr_run(s, context.entities);\n    self.monsterinfo.dodge = (s, a, e) => M_MonsterDodge(s, a, e);\n    self.monsterinfo.duck = (s, e) => guncmdr_duck(s, e, context.entities);\n    self.monsterinfo.unduck = (s) => monster_duck_up(s, context.entities);\n    self.monsterinfo.sidestep = (s) => guncmdr_sidestep(s, context.entities);\n    self.monsterinfo.blocked = (s, d) => guncmdr_blocked(s, d, context.entities);\n\n    self.monsterinfo.attack = (s) => guncmdr_attack(s, context.entities);\n    self.monsterinfo.sight = (s, o) => guncmdr_sight(s, o, context.entities);\n    self.monsterinfo.search = (s) => guncmdr_search(s, context.entities);\n    self.monsterinfo.setskin = (s) => guncmdr_setskin(s, context.entities);\n\n    // Power Armor\n    self.monsterinfo.power_armor_power = 200;\n    self.monsterinfo.power_armor_type = 1; // Power Shield\n\n    context.entities.linkentity(self);\n\n    M_SetAnimation(self, stand_move, context.entities);\n\n    self.think = monster_think;\n    self.nextthink = context.entities.timeSeconds + MONSTER_TICK;\n}\n\nexport function registerGunCommanderSpawns(registry: SpawnRegistry): void {\n    registry.register('monster_guncmdr', SP_monster_guncmdr);\n}\n","import {\n  angleVectors,\n  scaleVec3,\n  addVec3,\n  normalizeVec3,\n  subtractVec3,\n  Vec3,\n  ZERO_VEC3,\n  MASK_SHOT,\n  CONTENTS_SOLID,\n  CONTENTS_MONSTER,\n  CONTENTS_PLAYER,\n  CONTENTS_DEADMONSTER,\n  ServerCommand,\n  TempEntity,\n} from '@quake2ts/shared';\nimport { MulticastType } from '../../imports.js';\nimport {\n  ai_charge,\n  ai_move,\n  ai_run,\n  ai_stand,\n  ai_walk,\n  monster_think,\n  RangeCategory\n} from '../../ai/index.js';\nimport {\n  Entity,\n  MonsterFrame,\n  MonsterMove,\n  MoveType,\n  Solid,\n  DeadFlag,\n} from '../entity.js';\nimport { SpawnContext, SpawnRegistry } from '../spawn.js';\nimport { GIB_METALLIC, throwGibs } from '../gibs.js';\nimport {\n  monster_fire_blaster,\n  monster_fire_dabeam,\n  monster_fire_hit,\n} from './attack.js';\nimport { DamageMod } from '../../combat/damageMods.js';\nimport { DamageFlags } from '../../combat/damageFlags.js';\nimport { T_Damage, Damageable } from '../../combat/damage.js';\nimport {\n  M_SetAnimation,\n  M_AllowSpawn,\n  M_ProjectFlashSource,\n  M_CheckGib,\n  M_ShouldReactToPain,\n} from './common.js';\nimport { visible, rangeTo } from '../../ai/perception.js';\nimport { EntitySystem } from '../system.js';\n\nconst MONSTER_TICK = 0.1;\nconst MODEL_SCALE = 1.0;\nconst MELEE_DISTANCE = 80;\n\n// Frame constants\nconst FRAME_idle1 = 76;\nconst FRAME_idle52 = 127;\nconst FRAME_walk1 = 160;\nconst FRAME_walk19 = 178;\nconst FRAME_pain1_1 = 68;\nconst FRAME_pain1_8 = 75;\nconst FRAME_atk1_out1 = 40;\nconst FRAME_atk1_out3 = 42;\nconst FRAME_atk1_spin1 = 184;\nconst FRAME_atk1_spin12 = 195;\nconst FRAME_atk1_spin15 = 198;\nconst FRAME_atk1_in1 = 128;\nconst FRAME_atk1_in3 = 130;\nconst FRAME_atk2_out1 = 43;\nconst FRAME_atk2_out7 = 49;\nconst FRAME_atk2_fire1 = 199;\nconst FRAME_atk2_fire4 = 202;\nconst FRAME_atk2_in1 = 214;\nconst FRAME_atk2_in12 = 225;\nconst FRAME_kick_in1 = 131;\nconst FRAME_kick_in13 = 143;\nconst FRAME_death1 = 14;\nconst FRAME_death26 = 39;\n\n// Sound management\nconst sound_step = 'zortemp/step.wav';\nconst sound_charge = 'weapons/hyprbu1a.wav';\nconst sound_spin_loop = 'weapons/hyprbl1a.wav';\nconst sound_laser = 'weapons/laser2.wav';\n\ntype MutableVec3 = { x: number; y: number; z: number };\n\n// Forward declarations\nlet guardian_move_stand: MonsterMove;\nlet guardian_move_walk: MonsterMove;\nlet guardian_move_run: MonsterMove;\nlet guardian_move_pain1: MonsterMove;\nlet guardian_atk1_out: MonsterMove;\nlet guardian_move_atk1_spin: MonsterMove;\nlet guardian_move_atk1_in: MonsterMove;\nlet guardian_move_atk2_out: MonsterMove;\nlet guardian_move_atk2_fire: MonsterMove;\nlet guardian_move_atk2_in: MonsterMove;\nlet guardian_move_kick: MonsterMove;\nlet guardian_move_death: MonsterMove;\nlet guardian_move_atk1_spin_loop: MonsterMove;\n\n// Helpers to wrap AI functions to match AIAction signature\nfunction guardian_ai_stand(self: Entity, dist: number, context: EntitySystem): void {\n  ai_stand(self, dist, context);\n}\n\nfunction guardian_ai_walk(self: Entity, dist: number, context: EntitySystem): void {\n  ai_walk(self, dist, context);\n}\n\nfunction guardian_ai_run(self: Entity, dist: number, context: EntitySystem): void {\n  ai_run(self, dist, context);\n}\n\nfunction guardian_ai_charge(self: Entity, dist: number, context: EntitySystem): void {\n  ai_charge(self, dist, context);\n}\n\nfunction guardian_ai_move(self: Entity, dist: number, context: EntitySystem): void {\n  ai_move(self, dist);\n}\n\n\n//\n// Stand\n//\n\nfunction guardian_stand(self: Entity, context: EntitySystem): void {\n  M_SetAnimation(self, guardian_move_stand, context);\n}\n\nconst guardian_frames_stand: MonsterFrame[] = Array(52).fill({ ai: guardian_ai_stand, dist: 0 });\nguardian_move_stand = {\n  firstframe: FRAME_idle1,\n  lastframe: FRAME_idle52,\n  frames: guardian_frames_stand,\n  endfunc: null,\n};\n\n//\n// Walk\n//\n\nfunction guardian_footstep(self: Entity, context: EntitySystem): void {\n  context.sound(self, 2, sound_step, 1.0, 1.0, 0.0);\n}\n\nconst guardian_frames_walk: MonsterFrame[] = [\n  { ai: guardian_ai_walk, dist: 8 },\n  { ai: guardian_ai_walk, dist: 8 },\n  { ai: guardian_ai_walk, dist: 8 },\n  { ai: guardian_ai_walk, dist: 8 },\n  { ai: guardian_ai_walk, dist: 8 },\n  { ai: guardian_ai_walk, dist: 8 },\n  { ai: guardian_ai_walk, dist: 8 },\n  { ai: guardian_ai_walk, dist: 8, think: guardian_footstep },\n  { ai: guardian_ai_walk, dist: 8 },\n  { ai: guardian_ai_walk, dist: 8 },\n  { ai: guardian_ai_walk, dist: 8 },\n  { ai: guardian_ai_walk, dist: 8 },\n  { ai: guardian_ai_walk, dist: 8 },\n  { ai: guardian_ai_walk, dist: 8 },\n  { ai: guardian_ai_walk, dist: 8 },\n  { ai: guardian_ai_walk, dist: 8 },\n  { ai: guardian_ai_walk, dist: 8 },\n  { ai: guardian_ai_walk, dist: 8, think: guardian_footstep },\n  { ai: guardian_ai_walk, dist: 8 },\n];\nguardian_move_walk = {\n  firstframe: FRAME_walk1,\n  lastframe: FRAME_walk19,\n  frames: guardian_frames_walk,\n  endfunc: null,\n};\n\nfunction guardian_walk(self: Entity, context: EntitySystem): void {\n  M_SetAnimation(self, guardian_move_walk, context);\n}\n\n//\n// Run\n//\n\nconst guardian_frames_run: MonsterFrame[] = [\n  { ai: guardian_ai_run, dist: 8 },\n  { ai: guardian_ai_run, dist: 8 },\n  { ai: guardian_ai_run, dist: 8 },\n  { ai: guardian_ai_run, dist: 8 },\n  { ai: guardian_ai_run, dist: 8 },\n  { ai: guardian_ai_run, dist: 8 },\n  { ai: guardian_ai_run, dist: 8 },\n  { ai: guardian_ai_run, dist: 8, think: guardian_footstep },\n  { ai: guardian_ai_run, dist: 8 },\n  { ai: guardian_ai_run, dist: 8 },\n  { ai: guardian_ai_run, dist: 8 },\n  { ai: guardian_ai_run, dist: 8 },\n  { ai: guardian_ai_run, dist: 8 },\n  { ai: guardian_ai_run, dist: 8 },\n  { ai: guardian_ai_run, dist: 8 },\n  { ai: guardian_ai_run, dist: 8 },\n  { ai: guardian_ai_run, dist: 8 },\n  { ai: guardian_ai_run, dist: 8, think: guardian_footstep },\n  { ai: guardian_ai_run, dist: 8 },\n];\nguardian_move_run = {\n  firstframe: FRAME_walk1,\n  lastframe: FRAME_walk19,\n  frames: guardian_frames_run,\n  endfunc: null,\n};\n\nfunction guardian_run(self: Entity, context: EntitySystem): void {\n  M_SetAnimation(self, guardian_move_run, context);\n}\n\n//\n// Pain\n//\n\nconst guardian_frames_pain1: MonsterFrame[] = Array(8).fill({ ai: guardian_ai_move, dist: 0 });\nguardian_move_pain1 = {\n  firstframe: FRAME_pain1_1,\n  lastframe: FRAME_pain1_8,\n  frames: guardian_frames_pain1,\n  endfunc: guardian_run,\n};\n\nfunction guardian_pain(self: Entity, other: Entity | null, kick: number, damage: number, context: EntitySystem): void {\n    if (damage <= 10) return;\n\n    // Don't go into pain while attacking\n    const frame = self.frame;\n    if (frame >= FRAME_atk1_spin1 && frame <= FRAME_atk1_spin15) return;\n    if (frame >= FRAME_atk2_fire1 && frame <= FRAME_atk2_fire4) return;\n    if (frame >= FRAME_kick_in1 && frame <= FRAME_kick_in13) return;\n\n    if (!M_ShouldReactToPain(self, context)) return;\n\n    M_SetAnimation(self, guardian_move_pain1, context);\n}\n\n//\n// Attack 1 (Blaster)\n//\n\nconst guardian_frames_atk1_out: MonsterFrame[] = [\n    { ai: guardian_ai_charge, dist: 0 },\n    { ai: guardian_ai_charge, dist: 0 },\n    { ai: guardian_ai_charge, dist: 0 },\n];\nguardian_atk1_out = {\n    firstframe: FRAME_atk1_out1,\n    lastframe: FRAME_atk1_out3,\n    frames: guardian_frames_atk1_out,\n    endfunc: guardian_run\n};\n\nfunction guardian_atk1_finish(self: Entity, context: EntitySystem): void {\n    M_SetAnimation(self, guardian_atk1_out, context);\n}\n\nfunction guardian_atk1_charge(self: Entity, context: EntitySystem): void {\n    context.sound(self, 1, sound_charge, 1.0, 1.0, 0.0);\n}\n\nfunction guardian_fire_blaster_func(self: Entity, context: EntitySystem): void {\n    if (!self.enemy) return;\n\n    const { forward, right } = angleVectors(self.angles);\n\n    // Hardcoding an offset for now\n    const start: MutableVec3 = addVec3(self.origin, scaleVec3(forward, 20));\n    start.z += self.viewheight ? self.viewheight - 10 : 0;\n    start.x += right.x * 20;\n    start.y += right.y * 20;\n\n    const target: MutableVec3 = { ...self.enemy.origin };\n    target.z += self.enemy.viewheight || 0;\n\n    target.x += (context.rng.frandom() * 2 - 1) * 5;\n    target.y += (context.rng.frandom() * 2 - 1) * 5;\n    target.z += (context.rng.frandom() * 2 - 1) * 5;\n\n    const dir = normalizeVec3(subtractVec3(target, start));\n\n    monster_fire_blaster(self, start, dir, 2, 1000, 0, 0, context, DamageMod.HYPERBLASTER);\n}\n\n// Wrapping loop logic\nfunction guardian_fire_blaster_loop(self: Entity, context: EntitySystem): void {\n    guardian_fire_blaster_func(self, context);\n\n    if (self.enemy && self.enemy.health > 0 &&\n        self.frame === FRAME_atk1_spin12 &&\n        self.timestamp > context.timeSeconds &&\n        visible(self, self.enemy, context.trace)) {\n            M_SetAnimation(self, guardian_move_atk1_spin_loop, context);\n    }\n}\n\nconst guardian_frames_atk1_spin: MonsterFrame[] = [\n    { ai: guardian_ai_charge, dist: 0, think: guardian_atk1_charge },\n    { ai: guardian_ai_charge, dist: 0 },\n    { ai: guardian_ai_charge, dist: 0 },\n    { ai: guardian_ai_charge, dist: 0 },\n    { ai: guardian_ai_charge, dist: 0, think: guardian_fire_blaster_func }, // 5\n    { ai: guardian_ai_charge, dist: 0, think: guardian_fire_blaster_func },\n    { ai: guardian_ai_charge, dist: 0, think: guardian_fire_blaster_func },\n    { ai: guardian_ai_charge, dist: 0, think: guardian_fire_blaster_func },\n    { ai: guardian_ai_charge, dist: 0, think: guardian_fire_blaster_func },\n    { ai: guardian_ai_charge, dist: 0, think: guardian_fire_blaster_func },\n    { ai: guardian_ai_charge, dist: 0, think: guardian_fire_blaster_func },\n    { ai: guardian_ai_charge, dist: 0, think: guardian_fire_blaster_loop }, // 12\n    { ai: guardian_ai_charge, dist: 0 },\n    { ai: guardian_ai_charge, dist: 0 },\n    { ai: guardian_ai_charge, dist: 0 },\n];\nguardian_move_atk1_spin = {\n    firstframe: FRAME_atk1_spin1,\n    lastframe: FRAME_atk1_spin15,\n    frames: guardian_frames_atk1_spin,\n    endfunc: guardian_atk1_finish\n};\n\n// Loop subset\nguardian_move_atk1_spin_loop = {\n    firstframe: FRAME_atk1_spin1 + 4,\n    lastframe: FRAME_atk1_spin15,\n    frames: guardian_frames_atk1_spin.slice(4),\n    endfunc: guardian_atk1_finish\n};\n\n\nfunction guardian_atk1(self: Entity, context: EntitySystem): void {\n    M_SetAnimation(self, guardian_move_atk1_spin, context);\n    self.timestamp = context.timeSeconds + 0.65 + context.rng.frandom() * 1.5;\n}\n\nconst guardian_frames_atk1_in: MonsterFrame[] = [\n    { ai: guardian_ai_charge, dist: 0 },\n    { ai: guardian_ai_charge, dist: 0 },\n    { ai: guardian_ai_charge, dist: 0 },\n];\nguardian_move_atk1_in = {\n    firstframe: FRAME_atk1_in1,\n    lastframe: FRAME_atk1_in3,\n    frames: guardian_frames_atk1_in,\n    endfunc: guardian_atk1\n};\n\n//\n// Attack 2 (Laser)\n//\n\nconst guardian_frames_atk2_out: MonsterFrame[] = [\n    { ai: guardian_ai_charge, dist: 0 },\n    { ai: guardian_ai_charge, dist: 0 },\n    { ai: guardian_ai_charge, dist: 0 },\n    { ai: guardian_ai_charge, dist: 0 },\n    { ai: guardian_ai_charge, dist: 0, think: guardian_footstep },\n    { ai: guardian_ai_charge, dist: 0 },\n    { ai: guardian_ai_charge, dist: 0 },\n];\nguardian_move_atk2_out = {\n    firstframe: FRAME_atk2_out1,\n    lastframe: FRAME_atk2_out7,\n    frames: guardian_frames_atk2_out,\n    endfunc: guardian_run\n};\n\nfunction guardian_atk2_out(self: Entity, context: EntitySystem): void {\n    M_SetAnimation(self, guardian_move_atk2_out, context);\n}\n\nconst laser_positions = [\n    { x: 125.0, y: -70.0, z: 60.0 },\n    { x: 112.0, y: -62.0, z: 60.0 }\n];\n\nfunction guardian_fire_update(laser: Entity, context: EntitySystem): void {\n    const self = laser.owner;\n    if (!self || !self.inUse) {\n        context.free(laser);\n        return;\n    }\n\n    const { forward, right } = angleVectors(self.angles);\n\n    const offset = laser_positions[1 - (self.frame & 1)];\n\n    const start: MutableVec3 = addVec3(self.origin, scaleVec3(forward, offset.x));\n    start.z += offset.z;\n    start.x += right.x * offset.y;\n    start.y += right.y * offset.y;\n    start.z += right.z * offset.y;\n\n    if (!self.enemy) return;\n\n    const target: MutableVec3 = addVec3(self.enemy.origin, self.enemy.mins);\n    target.x += context.rng.frandom() * self.enemy.size.x;\n    target.y += context.rng.frandom() * self.enemy.size.y;\n    target.z += context.rng.frandom() * self.enemy.size.z;\n\n    const dir = normalizeVec3(subtractVec3(target, start));\n\n    laser.origin = start;\n    laser.movedir = dir;\n    context.linkentity(laser);\n}\n\nfunction guardian_laser_fire(self: Entity, context: EntitySystem): void {\n    context.sound(self, 1, sound_laser, 1.0, 1.0, 0.0);\n    monster_fire_dabeam(self, 25, (self.frame % 2) !== 0, guardian_fire_update, context);\n}\n\nconst guardian_frames_atk2_fire: MonsterFrame[] = [\n    { ai: guardian_ai_charge, dist: 0, think: guardian_laser_fire },\n    { ai: guardian_ai_charge, dist: 0, think: guardian_laser_fire },\n    { ai: guardian_ai_charge, dist: 0, think: guardian_laser_fire },\n    { ai: guardian_ai_charge, dist: 0, think: guardian_laser_fire },\n];\nguardian_move_atk2_fire = {\n    firstframe: FRAME_atk2_fire1,\n    lastframe: FRAME_atk2_fire4,\n    frames: guardian_frames_atk2_fire,\n    endfunc: guardian_atk2_out\n};\n\nfunction guardian_atk2(self: Entity, context: EntitySystem): void {\n    M_SetAnimation(self, guardian_move_atk2_fire, context);\n}\n\nconst guardian_frames_atk2_in: MonsterFrame[] = [\n    { ai: guardian_ai_charge, dist: 0, think: guardian_footstep },\n    { ai: guardian_ai_charge, dist: 0 },\n    { ai: guardian_ai_charge, dist: 0 },\n    { ai: guardian_ai_charge, dist: 0, think: guardian_footstep },\n    { ai: guardian_ai_charge, dist: 0 },\n    { ai: guardian_ai_charge, dist: 0 },\n    { ai: guardian_ai_charge, dist: 0 },\n    { ai: guardian_ai_charge, dist: 0, think: guardian_footstep },\n    { ai: guardian_ai_charge, dist: 0 },\n    { ai: guardian_ai_charge, dist: 0 },\n    { ai: guardian_ai_charge, dist: 0 },\n    { ai: guardian_ai_charge, dist: 0 },\n];\nguardian_move_atk2_in = {\n    firstframe: FRAME_atk2_in1,\n    lastframe: FRAME_atk2_in12,\n    frames: guardian_frames_atk2_in,\n    endfunc: guardian_atk2\n};\n\n//\n// Kick\n//\n\nfunction guardian_kick(self: Entity, context: EntitySystem): void {\n    const aim = { x: MELEE_DISTANCE, y: 0, z: -80 }; // aim vector\n    if (!monster_fire_hit(self, aim, 85, 700, context)) {\n        self.monsterinfo.melee_debounce_time = context.timeSeconds + 1.0;\n    }\n}\n\nconst guardian_frames_kick: MonsterFrame[] = [\n    { ai: guardian_ai_charge, dist: 0 },\n    { ai: guardian_ai_charge, dist: 0, think: guardian_footstep },\n    { ai: guardian_ai_charge, dist: 0 },\n    { ai: guardian_ai_charge, dist: 0 },\n    { ai: guardian_ai_charge, dist: 0 },\n    { ai: guardian_ai_charge, dist: 0, think: guardian_kick },\n    { ai: guardian_ai_charge, dist: 0 },\n    { ai: guardian_ai_charge, dist: 0 },\n    { ai: guardian_ai_charge, dist: 0 },\n    { ai: guardian_ai_charge, dist: 0 },\n    { ai: guardian_ai_charge, dist: 0, think: guardian_footstep },\n    { ai: guardian_ai_charge, dist: 0 },\n    { ai: guardian_ai_charge, dist: 0 },\n];\nguardian_move_kick = {\n    firstframe: FRAME_kick_in1,\n    lastframe: FRAME_kick_in13,\n    frames: guardian_frames_kick,\n    endfunc: guardian_run\n};\n\n//\n// Attack Selection\n//\n\nfunction guardian_attack(self: Entity, context: EntitySystem): void {\n    if (!self.enemy || !self.enemy.inUse) return;\n\n    const r = rangeTo(self, self.enemy);\n\n    if (r > 500) { // RANGE_NEAR assumed 500\n        M_SetAnimation(self, guardian_move_atk2_in, context);\n    } else if (context.timeSeconds > (self.monsterinfo.melee_debounce_time ?? 0) && r < 120) {\n        M_SetAnimation(self, guardian_move_kick, context);\n    } else {\n        M_SetAnimation(self, guardian_move_atk1_in, context);\n    }\n}\n\n\n//\n// Death\n//\n\nfunction guardian_explode(self: Entity, context: EntitySystem): void {\n    const org = {\n        x: self.origin.x + self.mins.x + context.rng.frandom() * self.size.x,\n        y: self.origin.y + self.mins.y + context.rng.frandom() * self.size.y,\n        z: self.origin.z + self.mins.z + context.rng.frandom() * self.size.z,\n    };\n    context.multicast(self.origin, MulticastType.All, ServerCommand.temp_entity, TempEntity.EXPLOSION1_BIG, org);\n}\n\nfunction guardian_dead(self: Entity, context: EntitySystem): void {\n    for (let i = 0; i < 3; i++) {\n        guardian_explode(self, context);\n    }\n\n    throwGibs(context, self.origin, 250, GIB_METALLIC);\n\n    self.nextthink = -1;\n}\n\nfunction BossExplode(self: Entity, context: EntitySystem): void {\n    guardian_explode(self, context);\n}\n\nconst guardian_frames_death1: MonsterFrame[] = [\n    { ai: guardian_ai_move, dist: 0, think: BossExplode },\n    { ai: guardian_ai_move, dist: 0 },\n    { ai: guardian_ai_move, dist: 0 },\n    { ai: guardian_ai_move, dist: 0 },\n    { ai: guardian_ai_move, dist: 0 },\n    { ai: guardian_ai_move, dist: 0 },\n    { ai: guardian_ai_move, dist: 0 },\n    { ai: guardian_ai_move, dist: 0 },\n    { ai: guardian_ai_move, dist: 0 },\n    { ai: guardian_ai_move, dist: 0 },\n    { ai: guardian_ai_move, dist: 0 },\n    { ai: guardian_ai_move, dist: 0 },\n    { ai: guardian_ai_move, dist: 0 },\n    { ai: guardian_ai_move, dist: 0 },\n    { ai: guardian_ai_move, dist: 0 },\n    { ai: guardian_ai_move, dist: 0 },\n    { ai: guardian_ai_move, dist: 0 },\n    { ai: guardian_ai_move, dist: 0 },\n    { ai: guardian_ai_move, dist: 0 },\n    { ai: guardian_ai_move, dist: 0 },\n    { ai: guardian_ai_move, dist: 0 },\n    { ai: guardian_ai_move, dist: 0 },\n    { ai: guardian_ai_move, dist: 0 },\n    { ai: guardian_ai_move, dist: 0 },\n    { ai: guardian_ai_move, dist: 0 },\n    { ai: guardian_ai_move, dist: 0 },\n];\nguardian_move_death = {\n    firstframe: FRAME_death1,\n    lastframe: FRAME_death26,\n    frames: guardian_frames_death1,\n    endfunc: guardian_dead\n};\n\n//\n// Spawn\n//\n\nexport function SP_monster_guardian(self: Entity, context: SpawnContext): void {\n  if (!M_AllowSpawn(self, context.entities)) {\n    context.entities.free(self);\n    return;\n  }\n\n  self.classname = 'monster_guardian';\n  self.model = 'models/monsters/guardian/tris.md2';\n  self.mins = { x: -96, y: -96, z: -66 };\n  self.maxs = { x: 96, y: 96, z: 62 };\n  self.movetype = MoveType.Step;\n  self.solid = Solid.BoundingBox;\n\n  self.health = 2500 * context.health_multiplier;\n  self.max_health = self.health;\n  // self.gib_health = -200; // Not in type\n\n  self.mass = 850;\n\n  // Define pain and die with captured context\n  self.pain = (ent, other, kick, damage) => {\n      guardian_pain(ent, other, kick, damage, context.entities);\n  };\n\n  self.die = (ent, inflictor, attacker, damage, point, mod) => {\n      // self.monsterinfo.weapon_sound = 0;\n      ent.deadflag = DeadFlag.Dead;\n      ent.takedamage = true;\n\n      if (ent.health < -200) {\n           guardian_dead(ent, context.entities);\n           context.entities.free(ent);\n           return;\n      }\n\n      M_SetAnimation(ent, guardian_move_death, context.entities);\n  };\n\n  self.monsterinfo.stand = guardian_stand;\n  self.monsterinfo.walk = guardian_walk;\n  self.monsterinfo.run = guardian_run;\n  self.monsterinfo.attack = guardian_attack;\n  self.monsterinfo.melee_debounce_time = 0;\n\n  context.entities.linkentity(self);\n\n  M_SetAnimation(self, guardian_move_stand, context.entities);\n\n  self.think = monster_think;\n  self.nextthink = context.entities.timeSeconds + MONSTER_TICK;\n}\n\nexport function registerGuardianSpawns(registry: SpawnRegistry): void {\n  registry.register('monster_guardian', SP_monster_guardian);\n}\n","import {\n  Entity,\n  MonsterMove,\n  MonsterFrame,\n  MoveType,\n  Solid,\n  DeadFlag,\n  EntityFlags,\n  AiFlags\n} from '../../entity.js';\nimport {\n  ai_stand,\n  ai_move,\n  ai_walk,\n  ai_run,\n  ai_charge,\n  monster_think,\n  PredictAim,\n  M_CalculatePitchToFire,\n  blocked_checkjump,\n  blocked_checkplat,\n  BlockedJumpResult\n} from '../../../ai/index.js';\nimport {\n  Vec3,\n  ZERO_VEC3,\n  addVec3,\n  scaleVec3,\n  subtractVec3,\n  normalizeVec3,\n  vectorToAngles,\n  angleVectors,\n  lengthVec3,\n  copyVec3,\n  MASK_MONSTERSOLID,\n  CONTENTS_SOLID,\n  MASK_WATER,\n  MASK_PROJECTILE,\n  DEG2RAD,\n  MASK_SHOT,\n  SoundChannel,\n  ATTN_NORM,\n  ATTN_IDLE,\n  ATTN_NONE,\n  ServerCommand,\n  dotVec3,\n  RenderFx\n} from '@quake2ts/shared';\nimport { EntitySystem } from '../../system.js';\nimport {\n  M_SetAnimation,\n  M_ShouldReactToPain,\n  M_CheckGib,\n  M_AllowSpawn,\n  walkmonster_start,\n  M_ProjectFlashSource,\n  M_MonsterDodge,\n  createMonsterSpawn\n} from '../common.js';\nimport { monster_fire_blaster } from '../attack.js';\nimport { throwGibs, GibType } from '../../gibs.js';\nimport { DamageMod } from '../../../combat/damageMods.js';\nimport { SpawnContext, SpawnRegistry } from '../../spawn.js';\nimport { visible, infront } from '../../../ai/perception.js';\nimport { MulticastType } from '../../../imports.js';\n\n// --- STUBS and HELPERS ---\n\nconst MONSTER_TICK = 0.1;\n\n// Wrapper for random functions since they are not directly exported\nfunction crandom(context: EntitySystem): number {\n  return context.rng.crandom();\n}\n\nfunction random_time(min: number, max: number, context: EntitySystem): number {\n    return min + context.rng.frandom() * (max - min);\n}\n\nfunction has_valid_enemy(self: Entity): boolean {\n    return self.enemy !== null && self.enemy.health > 0;\n}\n\nfunction monster_footstep(self: Entity, context: EntitySystem): void {\n  // Can be implemented if sound effects are needed\n}\n\nfunction fire_hit(self: Entity, aim: Vec3, damage: number, kick: number, context: EntitySystem): boolean {\n     if (!self.enemy) return false;\n\n    const { forward } = angleVectors(self.angles);\n    const start = { ...self.origin };\n    start.z += self.viewheight;\n\n    const end = addVec3(start, scaleVec3(forward, aim.x));\n\n    const tr = context.trace(start, null, null, end, self, MASK_SHOT);\n\n    if (tr.ent === self.enemy || (tr.ent && tr.ent.takedamage)) {\n        return true;\n    }\n    return false;\n}\n\n// --- AI WRAPPERS ---\n\nfunction stalker_ai_stand(self: Entity, dist: number, context: EntitySystem): void {\n    ai_stand(self, dist, context);\n}\n\nfunction stalker_ai_run(self: Entity, dist: number, context: EntitySystem): void {\n    ai_run(self, dist, context);\n}\n\nfunction stalker_ai_walk(self: Entity, dist: number, context: EntitySystem): void {\n    ai_walk(self, dist, context);\n}\n\nfunction stalker_ai_charge(self: Entity, dist: number, context: EntitySystem): void {\n    ai_charge(self, dist, context);\n}\n\nfunction stalker_ai_move(self: Entity, dist: number, context: EntitySystem): void {\n    ai_move(self, dist);\n}\n\n// --- INVISIBILITY ---\n\nfunction stalker_set_invisible(self: Entity): void {\n  self.renderfx |= RenderFx.Translucent;\n}\n\nfunction stalker_set_visible(self: Entity): void {\n  self.renderfx &= ~RenderFx.Translucent;\n}\n\n// --- CONSTANTS ---\nconst MELEE_DISTANCE = 60;\n\nconst SPAWNFLAG_STALKER_ONROOF = 8;\nconst SPAWNFLAG_STALKER_NOJUMPING = 16;\n\nconst SOUND_PAIN = 'stalker/pain.wav';\nconst SOUND_DIE = 'stalker/death.wav';\nconst SOUND_SIGHT = 'stalker/sight.wav';\nconst SOUND_PUNCH_HIT1 = 'stalker/melee1.wav';\nconst SOUND_PUNCH_HIT2 = 'stalker/melee2.wav';\nconst SOUND_IDLE = 'stalker/idle.wav';\n\n// Forward declarations\nlet stalker_move_stand: MonsterMove;\nlet stalker_move_run: MonsterMove;\nlet stalker_move_pain: MonsterMove;\nlet stalker_move_death: MonsterMove;\nlet stalker_move_idle: MonsterMove;\nlet stalker_move_idle2: MonsterMove;\nlet stalker_move_walk: MonsterMove;\nlet stalker_move_false_death: MonsterMove;\nlet stalker_move_false_death_start: MonsterMove;\nlet stalker_move_false_death_end: MonsterMove;\nlet stalker_move_shoot: MonsterMove;\nlet stalker_move_swing_l: MonsterMove;\nlet stalker_move_swing_r: MonsterMove;\nlet stalker_move_jump_up: MonsterMove;\nlet stalker_move_jump_down: MonsterMove;\nlet stalker_move_jump_straightup: MonsterMove;\n\n\nfunction stalker_idle_noise(self: Entity, context: EntitySystem) {\n  context.sound(self, SoundChannel.Voice, SOUND_IDLE, 0.5, ATTN_IDLE, 0);\n}\n\nfunction stalker_stand(self: Entity, context: EntitySystem): void {\n   stalker_set_invisible(self);\n   if (context.rng.frandom() < 0.25)\n        M_SetAnimation(self, stalker_move_stand, context);\n    else\n        M_SetAnimation(self, stalker_move_idle2, context);\n}\n\nconst stalker_frames_idle: MonsterFrame[] = [\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0, think: stalker_idle_noise },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 }\n];\nstalker_move_idle = {\n    firstframe: 0,\n    lastframe: 20,\n    frames: stalker_frames_idle,\n    endfunc: stalker_stand\n};\n\nconst stalker_frames_idle2: MonsterFrame[] = [\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 }\n];\nstalker_move_idle2 = {\n    firstframe: 21,\n    lastframe: 33,\n    frames: stalker_frames_idle2,\n    endfunc: stalker_stand\n};\n\nfunction stalker_idle(self: Entity, context: EntitySystem): void {\n    stalker_set_invisible(self);\n    if (context.rng.frandom() < 0.35)\n        M_SetAnimation(self, stalker_move_idle, context);\n    else\n        M_SetAnimation(self, stalker_move_idle2, context);\n}\n\n\nconst stalker_frames_stand: MonsterFrame[] = [\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0, think: stalker_idle_noise },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 },\n    { ai: stalker_ai_stand, dist: 0 }\n];\nstalker_move_stand = {\n    firstframe: 0,\n    lastframe: 20,\n    frames: stalker_frames_stand,\n    endfunc: stalker_stand\n};\n\n// RUN\nconst stalker_frames_run: MonsterFrame[] = [\n    { ai: stalker_ai_run, dist: 13, think: monster_footstep },\n    { ai: stalker_ai_run, dist: 17 },\n    { ai: stalker_ai_run, dist: 21, think: monster_footstep },\n    { ai: stalker_ai_run, dist: 18 }\n];\nstalker_move_run = {\n    firstframe: 34,\n    lastframe: 37,\n    frames: stalker_frames_run,\n    endfunc: null\n};\n\nfunction stalker_run(self: Entity, context: EntitySystem): void {\n    stalker_set_invisible(self);\n    if (self.monsterinfo.aiflags & AiFlags.StandGround)\n        M_SetAnimation(self, stalker_move_stand, context);\n    else\n        M_SetAnimation(self, stalker_move_run, context);\n}\n\n// WALK\nfunction stalker_walk(self: Entity, context: EntitySystem): void {\n    stalker_set_invisible(self);\n    M_SetAnimation(self, stalker_move_walk, context);\n}\n\nconst stalker_frames_walk: MonsterFrame[] = [\n    { ai: stalker_ai_walk, dist: 4, think: monster_footstep },\n    { ai: stalker_ai_walk, dist: 6 },\n    { ai: stalker_ai_walk, dist: 8 },\n    { ai: stalker_ai_walk, dist: 5 },\n    { ai: stalker_ai_walk, dist: 4, think: monster_footstep },\n    { ai: stalker_ai_walk, dist: 6 },\n    { ai: stalker_ai_walk, dist: 8 },\n    { ai: stalker_ai_walk, dist: 4 }\n];\nstalker_move_walk = {\n    firstframe: 38,\n    lastframe: 45,\n    frames: stalker_frames_walk,\n    endfunc: stalker_walk\n};\n\n// False Death / Reactivate\n\nfunction stalker_reactivate(self: Entity, context: EntitySystem): void {\n    self.monsterinfo.aiflags &= ~AiFlags.StandGround;\n    M_SetAnimation(self, stalker_move_false_death_end, context);\n}\n\nfunction stalker_heal(self: Entity, context: EntitySystem): void {\n    self.health++;\n\n    if (self.monsterinfo.setskin) self.monsterinfo.setskin(self);\n\n    if (self.health >= self.max_health) {\n        self.health = self.max_health;\n        stalker_reactivate(self, context);\n    }\n}\n\nfunction stalker_false_death(self: Entity, context: EntitySystem): void {\n    M_SetAnimation(self, stalker_move_false_death, context);\n}\n\nconst stalker_frames_reactivate: MonsterFrame[] = [\n    { ai: stalker_ai_move, dist: 0 },\n    { ai: stalker_ai_move, dist: 0 },\n    { ai: stalker_ai_move, dist: 0 },\n    { ai: stalker_ai_move, dist: 0, think: monster_footstep }\n];\nstalker_move_false_death_end = {\n    firstframe: 46,\n    lastframe: 49,\n    frames: stalker_frames_reactivate,\n    endfunc: stalker_run\n};\n\nconst stalker_frames_false_death: MonsterFrame[] = [\n    { ai: stalker_ai_move, dist: 0, think: stalker_heal },\n    { ai: stalker_ai_move, dist: 0, think: stalker_heal },\n    { ai: stalker_ai_move, dist: 0, think: stalker_heal },\n    { ai: stalker_ai_move, dist: 0, think: stalker_heal },\n    { ai: stalker_ai_move, dist: 0, think: stalker_heal },\n    { ai: stalker_ai_move, dist: 0, think: stalker_heal },\n    { ai: stalker_ai_move, dist: 0, think: stalker_heal },\n    { ai: stalker_ai_move, dist: 0, think: stalker_heal },\n    { ai: stalker_ai_move, dist: 0, think: stalker_heal },\n    { ai: stalker_ai_move, dist: 0, think: stalker_heal }\n];\nstalker_move_false_death = {\n    firstframe: 50,\n    lastframe: 59,\n    frames: stalker_frames_false_death,\n    endfunc: stalker_false_death\n};\n\nconst stalker_frames_false_death_start: MonsterFrame[] = [\n    { ai: stalker_ai_move, dist: 0 },\n    { ai: stalker_ai_move, dist: 0 },\n    { ai: stalker_ai_move, dist: 0 },\n    { ai: stalker_ai_move, dist: 0 },\n    { ai: stalker_ai_move, dist: 0 },\n    { ai: stalker_ai_move, dist: 0 },\n    { ai: stalker_ai_move, dist: 0 },\n    { ai: stalker_ai_move, dist: 0 },\n    { ai: stalker_ai_move, dist: 0 }\n];\nstalker_move_false_death_start = {\n    firstframe: 60,\n    lastframe: 68,\n    frames: stalker_frames_false_death_start,\n    endfunc: stalker_false_death\n};\n\nfunction stalker_false_death_start_func(self: Entity, context: EntitySystem): void {\n    const newAngles = { ...self.angles };\n    newAngles.z = 0;\n    self.angles = newAngles;\n\n    self.monsterinfo.aiflags |= AiFlags.StandGround;\n    M_SetAnimation(self, stalker_move_false_death_start, context);\n}\n\n// PAIN\nconst stalker_frames_pain: MonsterFrame[] = [\n    { ai: stalker_ai_move, dist: 0 },\n    { ai: stalker_ai_move, dist: 0 },\n    { ai: stalker_ai_move, dist: 0 },\n    { ai: stalker_ai_move, dist: 0 }\n];\nstalker_move_pain = {\n    firstframe: 69,\n    lastframe: 72,\n    frames: stalker_frames_pain,\n    endfunc: stalker_run\n};\n\nfunction stalker_pain(self: Entity, other: Entity | null, kick: number, damage: number, context: EntitySystem): void {\n    if (self.deadflag) return;\n    if (!self.groundentity) return;\n\n     if (self.monsterinfo.current_move === stalker_move_false_death_end ||\n        self.monsterinfo.current_move === stalker_move_false_death_start)\n        return;\n\n    if (self.monsterinfo.current_move === stalker_move_false_death) {\n        return;\n    }\n\n    context.engine.sound?.(self, 0, SOUND_PAIN, 1, ATTN_NORM, 0);\n\n    if (M_ShouldReactToPain(self, context)) {\n        stalker_set_visible(self); // Become visible on pain? Logic says \"when attacking\", but usually pain also reveals.\n        self.monsterinfo.current_move = stalker_move_pain;\n    }\n}\n\nfunction stalker_setskin(self: Entity): void {\n    if (self.health < (self.max_health / 2))\n        self.skin = 1;\n    else\n        self.skin = 0;\n}\n\n\n// ATTACK\n\nfunction stalker_jump_straightup(self: Entity, context: EntitySystem): void {\n     if (self.deadflag) return;\n     // Implement if jump straight up logic needed\n}\n\nfunction stalker_jump_wait_land(self: Entity, context: EntitySystem): void {\n    // Implement if needed\n}\n\nfunction stalker_do_pounce(self: Entity, dest: Vec3): boolean {\n    return false;\n}\n\nfunction stalker_shoot_attack(self: Entity, context: EntitySystem): void {\n    if (!has_valid_enemy(self)) return;\n\n    const { forward, right } = angleVectors(self.angles);\n    const offset = { x: 24, y: 0, z: 6 };\n    const start = M_ProjectFlashSource(self, offset, forward, right);\n\n    if (self.enemy) {\n        // Adopt shared PredictAim\n        const boltSpeed = 800;\n        const { aimdir } = PredictAim(context, self, self.enemy, start, boltSpeed, false, 0);\n\n        monster_fire_blaster(self, start, aimdir, 5, boltSpeed, 0, 0, context, DamageMod.BLASTER);\n    }\n}\n\nfunction stalker_shoot_attack2(self: Entity, context: EntitySystem): void {\n    if (context.rng.frandom() < 0.5)\n        stalker_shoot_attack(self, context);\n}\n\nconst stalker_frames_shoot: MonsterFrame[] = [\n    { ai: stalker_ai_charge, dist: 13 },\n    { ai: stalker_ai_charge, dist: 17, think: stalker_shoot_attack },\n    { ai: stalker_ai_charge, dist: 21 },\n    { ai: stalker_ai_charge, dist: 18, think: stalker_shoot_attack2 }\n];\nstalker_move_shoot = {\n    firstframe: 34,\n    lastframe: 37,\n    frames: stalker_frames_shoot,\n    endfunc: stalker_run\n};\n\nfunction stalker_attack_ranged(self: Entity, context: EntitySystem): void {\n    if (!has_valid_enemy(self)) return;\n    stalker_set_visible(self);\n    M_SetAnimation(self, stalker_move_shoot, context);\n}\n\n\n// MELEE\n\nfunction stalker_swing_attack(self: Entity, context: EntitySystem): void {\n    const aim = { x: MELEE_DISTANCE, y: 0, z: 0 };\n    if (fire_hit(self, aim, 10, 50, context)) {\n        context.sound(self, SoundChannel.Weapon, SOUND_PUNCH_HIT1, 1, ATTN_NORM, 0);\n    }\n}\n\nconst stalker_frames_swing_l: MonsterFrame[] = [\n    { ai: stalker_ai_charge, dist: 2 },\n    { ai: stalker_ai_charge, dist: 4 },\n    { ai: stalker_ai_charge, dist: 6 },\n    { ai: stalker_ai_charge, dist: 10, think: monster_footstep },\n    { ai: stalker_ai_charge, dist: 5, think: stalker_swing_attack },\n    { ai: stalker_ai_charge, dist: 5 },\n    { ai: stalker_ai_charge, dist: 5 },\n    { ai: stalker_ai_charge, dist: 5, think: monster_footstep }\n];\nstalker_move_swing_l = {\n    firstframe: 73,\n    lastframe: 80,\n    frames: stalker_frames_swing_l,\n    endfunc: stalker_run\n};\n\nconst stalker_frames_swing_r: MonsterFrame[] = [\n    { ai: stalker_ai_charge, dist: 4 },\n    { ai: stalker_ai_charge, dist: 6, think: monster_footstep },\n    { ai: stalker_ai_charge, dist: 6, think: stalker_swing_attack },\n    { ai: stalker_ai_charge, dist: 10 },\n    { ai: stalker_ai_charge, dist: 5, think: monster_footstep }\n];\nstalker_move_swing_r = {\n    firstframe: 81,\n    lastframe: 85,\n    frames: stalker_frames_swing_r,\n    endfunc: stalker_run\n};\n\nfunction stalker_attack_melee(self: Entity, context: EntitySystem): void {\n    if (!has_valid_enemy(self)) return;\n    stalker_set_visible(self);\n    if (context.rng.frandom() < 0.5)\n        M_SetAnimation(self, stalker_move_swing_l, context);\n    else\n        M_SetAnimation(self, stalker_move_swing_r, context);\n}\n\n// SIGHT\nfunction stalker_sight(self: Entity, enemy: Entity): void {\n}\n\n// DODGE\n\nconst stalker_frames_jump_straightup: MonsterFrame[] = [\n    { ai: stalker_ai_move, dist: 1, think: stalker_jump_straightup },\n    { ai: stalker_ai_move, dist: 1, think: stalker_jump_wait_land },\n    { ai: stalker_ai_move, dist: -1, think: monster_footstep },\n    { ai: stalker_ai_move, dist: -1 }\n];\nstalker_move_jump_straightup = {\n    firstframe: 86,\n    lastframe: 89,\n    frames: stalker_frames_jump_straightup,\n    endfunc: stalker_run\n};\n\nconst stalker_frames_jump_up: MonsterFrame[] = [\n  { ai: stalker_ai_move, dist: 0 }, // JUMP_UP\n  // Frames to animate jump...\n  // Stub for now, using stand as placeholder or similar\n];\nstalker_move_jump_up = {\n  firstframe: 86, lastframe: 89, frames: stalker_frames_jump_straightup, endfunc: stalker_run // Reuse straightup for now\n};\n\nconst stalker_frames_jump_down: MonsterFrame[] = [\n  { ai: stalker_ai_move, dist: 0 }, // JUMP_DOWN\n];\nstalker_move_jump_down = {\n  firstframe: 86, lastframe: 89, frames: stalker_frames_jump_straightup, endfunc: stalker_run // Reuse\n};\n\n\nfunction stalker_dodge(self: Entity, attacker: Entity, eta: number): void {\n    if (self.spawnflags & SPAWNFLAG_STALKER_NOJUMPING) return;\n    // Basic dodge implementation or call shared\n}\n\n\n// BLOCKED\nfunction stalker_blocked(self: Entity, dist: number, context: EntitySystem): void {\n    if (!context) return;\n    if (blocked_checkplat(context, self, 10)) return;\n\n    if (self.spawnflags & SPAWNFLAG_STALKER_NOJUMPING) return;\n\n    const result = blocked_checkjump(context, self, 10);\n\n    if (result === BlockedJumpResult.JUMP_JUMP_UP) {\n        M_SetAnimation(self, stalker_move_jump_up, context);\n    } else if (result === BlockedJumpResult.JUMP_JUMP_DOWN) {\n         M_SetAnimation(self, stalker_move_jump_down, context);\n    }\n}\n\n// DEATH\n\nfunction stalker_dead(self: Entity, context: EntitySystem): void {\n    self.mins = { x: -28, y: -28, z: -18 };\n    self.maxs = { x: 28, y: 28, z: -4 };\n}\n\nconst stalker_frames_death: MonsterFrame[] = [\n    { ai: stalker_ai_move, dist: 0 },\n    { ai: stalker_ai_move, dist: -5 },\n    { ai: stalker_ai_move, dist: -10 },\n    { ai: stalker_ai_move, dist: -20 },\n    { ai: stalker_ai_move, dist: -10 },\n    { ai: stalker_ai_move, dist: -10 },\n    { ai: stalker_ai_move, dist: -5 },\n    { ai: stalker_ai_move, dist: -5 },\n    { ai: stalker_ai_move, dist: 0, think: monster_footstep }\n];\nstalker_move_death = {\n    firstframe: 90,\n    lastframe: 98,\n    frames: stalker_frames_death,\n    endfunc: stalker_dead\n};\n\nfunction stalker_die(\n  self: Entity,\n  inflictor: Entity | null,\n  attacker: Entity | null,\n  damage: number,\n  point: Vec3,\n  mod: DamageMod\n): void {\n  self.movetype = MoveType.Toss;\n\n  const newAngles = { ...self.angles };\n  newAngles.z = 0;\n  self.angles = newAngles;\n\n  self.deadflag = DeadFlag.Dead;\n  self.takedamage = true;\n  self.monsterinfo.current_move = stalker_move_death;\n  stalker_set_visible(self);\n}\n\n// SPAWN\n\nexport function registerStalkerSpawns(registry: SpawnRegistry): void {\n  registry.register('monster_stalker', SP_monster_stalker);\n}\n\nexport function SP_monster_stalker(self: Entity, context: SpawnContext): void {\n    if (!M_AllowSpawn(self, context)) {\n        context.entities.free(self);\n        return;\n    }\n\n    context.entities.soundIndex(SOUND_PAIN);\n    context.entities.soundIndex(SOUND_DIE);\n    context.entities.soundIndex(SOUND_SIGHT);\n    context.entities.soundIndex(SOUND_PUNCH_HIT1);\n    context.entities.soundIndex(SOUND_PUNCH_HIT2);\n    context.entities.soundIndex(SOUND_IDLE);\n\n    context.entities.modelIndex(\"models/objects/laser/tris.md2\");\n\n    self.modelindex = context.entities.modelIndex(\"models/monsters/stalker/tris.md2\");\n\n    self.mins = { x: -28, y: -28, z: -18 };\n    self.maxs = { x: 28, y: 28, z: 18 };\n    self.movetype = MoveType.Step;\n    self.solid = Solid.BoundingBox;\n\n    self.health = 250 * context.health_multiplier;\n    self.max_health = self.health;\n    self.mass = 250;\n\n    self.pain = (ent, other, kick, damage) => stalker_pain(ent, other, kick, damage, context.entities);\n    self.die = stalker_die;\n\n    self.monsterinfo.stand = stalker_stand;\n    self.monsterinfo.walk = stalker_walk;\n    self.monsterinfo.run = stalker_run;\n    self.monsterinfo.attack = stalker_attack_ranged;\n    self.monsterinfo.sight = stalker_sight;\n    self.monsterinfo.idle = stalker_idle;\n    self.monsterinfo.dodge = stalker_dodge;\n    self.monsterinfo.blocked = (s, d) => stalker_blocked(s, d, context.entities);\n    self.monsterinfo.melee = stalker_attack_melee;\n    self.monsterinfo.setskin = stalker_setskin;\n\n    // Set Rogue/Mission Pack specific jump/drop heights\n    self.monsterinfo.jump_height = 48;\n    self.monsterinfo.drop_height = 300;\n    self.monsterinfo.can_jump = true;\n\n    context.entities.linkentity(self);\n\n    // Stalker starts invisible-ish (translucent)\n    stalker_set_invisible(self);\n\n    M_SetAnimation(self, stalker_move_stand, context.entities);\n\n    if (self.spawnflags & SPAWNFLAG_STALKER_ONROOF) {\n        const newAngles = { ...self.angles };\n        newAngles.z = 180;\n        self.angles = newAngles;\n    }\n\n    walkmonster_start(self, context.entities);\n}\n","import {\n  angleVectors,\n  scaleVec3,\n  addVec3,\n  normalizeVec3,\n  subtractVec3,\n  Vec3,\n  ZERO_VEC3,\n  MASK_SHOT,\n  MASK_PROJECTILE,\n  CONTENTS_SLIME,\n  CONTENTS_LAVA,\n  ServerCommand,\n  TempEntity,\n  copyVec3,\n} from '@quake2ts/shared';\nimport { MulticastType } from '../../imports.js';\nimport {\n  ai_charge,\n  ai_move,\n  ai_run,\n  ai_stand,\n  ai_walk,\n  monster_think,\n} from '../../ai/index.js';\nimport {\n  Entity,\n  MonsterFrame,\n  MonsterMove,\n  MoveType,\n  Solid,\n  DeadFlag,\n} from '../entity.js';\nimport { SpawnContext, SpawnRegistry } from '../spawn.js';\nimport { GIB_METALLIC, GIB_ORGANIC, throwGibs } from '../gibs.js';\nimport {\n  monster_fire_bullet,\n  monster_fire_hit\n} from './attack.js';\nimport { DamageMod } from '../../combat/damageMods.js';\nimport {\n  M_SetAnimation,\n  M_AllowSpawn,\n  M_ProjectFlashSource,\n  M_CheckGib,\n  M_ShouldReactToPain,\n  M_CheckClearShot\n} from './common.js';\nimport { visible, rangeTo } from '../../ai/perception.js';\nimport { EntitySystem } from '../system.js';\nimport { PredictAim } from '../../ai/rogue.js';\n\nconst MONSTER_TICK = 0.1;\nconst MODEL_SCALE = 1.0;\nconst MELEE_DISTANCE = 80;\n\n// Frame constants\nconst FRAME_stand01 = 0;\nconst FRAME_stand17 = 16;\nconst FRAME_walk01 = 17;\nconst FRAME_walk12 = 28;\nconst FRAME_run01 = 29;\nconst FRAME_run06 = 34;\nconst FRAME_smash01 = 35;\nconst FRAME_smash12 = 46;\nconst FRAME_swingl01 = 47;\nconst FRAME_swingl09 = 55;\nconst FRAME_swingr01 = 56;\nconst FRAME_swingr09 = 64;\nconst FRAME_magic01 = 65;\nconst FRAME_magic09 = 73;\nconst FRAME_magic12 = 76;\nconst FRAME_pain01 = 77;\nconst FRAME_pain06 = 82;\nconst FRAME_death01 = 83;\nconst FRAME_death11 = 93;\n\n// Sounds\nconst sound_pain = 'shambler/shurt2.wav';\nconst sound_idle = 'shambler/sidle.wav';\nconst sound_die = 'shambler/sdeath.wav';\nconst sound_windup = 'shambler/sattck1.wav';\nconst sound_melee1 = 'shambler/melee1.wav';\nconst sound_melee2 = 'shambler/melee2.wav';\nconst sound_sight = 'shambler/ssight.wav';\nconst sound_smack = 'shambler/smack.wav';\nconst sound_boom = 'shambler/sboom.wav';\n\nconst SPAWNFLAG_SHAMBLER_PRECISE = 1;\n\n// Forward declarations\nlet shambler_move_stand: MonsterMove;\nlet shambler_move_walk: MonsterMove;\nlet shambler_move_run: MonsterMove;\nlet shambler_move_pain: MonsterMove;\nlet shambler_attack_magic: MonsterMove;\nlet shambler_attack_smash: MonsterMove;\nlet shambler_attack_swingl: MonsterMove;\nlet shambler_attack_swingr: MonsterMove;\nlet shambler_move_death: MonsterMove;\n\n// AI Wrappers\nfunction shambler_ai_stand(self: Entity, dist: number, context: EntitySystem): void {\n  ai_stand(self, dist, context);\n}\n\nfunction shambler_ai_walk(self: Entity, dist: number, context: EntitySystem): void {\n  ai_walk(self, dist, context);\n}\n\nfunction shambler_ai_run(self: Entity, dist: number, context: EntitySystem): void {\n  ai_run(self, dist, context);\n}\n\nfunction shambler_ai_charge(self: Entity, dist: number, context: EntitySystem): void {\n  ai_charge(self, dist, context);\n}\n\nfunction shambler_ai_move(self: Entity, dist: number, context: EntitySystem): void {\n  ai_move(self, dist);\n}\n\n// Misc\nfunction shambler_sight(self: Entity, other: Entity, context: EntitySystem): void {\n  context.engine.sound?.(self, 0, sound_sight, 1, 1, 0);\n}\n\nfunction shambler_idle(self: Entity, context: EntitySystem): void {\n  context.engine.sound?.(self, 0, sound_idle, 1, 0.5, 0);\n}\n\nfunction shambler_check_idle_sound(self: Entity, context: EntitySystem): void {\n  if (context.rng.frandom() > 0.8) {\n    context.engine.sound?.(self, 0, sound_idle, 1, 0.5, 0);\n  }\n}\n\n// Lightning logic\nconst lightning_left_hand: Vec3[] = [\n    { x: 44, y: 36, z: 25 },\n    { x: 10, y: 44, z: 57 },\n    { x: -1, y: 40, z: 70 },\n    { x: -10, y: 34, z: 75 },\n    { x: 7.4, y: 24, z: 89 }\n];\n\nconst lightning_right_hand: Vec3[] = [\n    { x: 28, y: -38, z: 25 },\n    { x: 31, y: -7, z: 70 },\n    { x: 20, y: 0, z: 80 },\n    { x: 16, y: 1.2, z: 81 },\n    { x: 27, y: -11, z: 83 }\n];\n\nfunction shambler_lightning_update(self: Entity, context: EntitySystem): void {\n    const lightning = self.beam;\n    if (!lightning || !lightning.inUse) return;\n\n    const frameIdx = self.frame - FRAME_magic01;\n    if (frameIdx >= lightning_left_hand.length) {\n        context.free(lightning);\n        self.beam = null;\n        return;\n    }\n\n    const { forward, right } = angleVectors(self.angles);\n    lightning.origin = M_ProjectFlashSource(self, lightning_left_hand[frameIdx], forward, right);\n    lightning.old_origin = M_ProjectFlashSource(self, lightning_right_hand[frameIdx], forward, right);\n    context.linkentity(lightning);\n}\n\nfunction shambler_windup(self: Entity, context: EntitySystem): void {\n    context.engine.sound?.(self, 0, sound_windup, 1, 1, 0);\n\n    const lightning = context.spawn();\n    self.beam = lightning;\n    lightning.modelindex = context.modelIndex('models/proj/lightning/tris.md2');\n    lightning.renderfx = 4; // RF_BEAM\n\n    lightning.owner = self;\n    lightning.classname = 'shambler_lightning';\n    shambler_lightning_update(self, context);\n}\n\n\n// Stand\nfunction shambler_stand(self: Entity, context: EntitySystem): void {\n    M_SetAnimation(self, shambler_move_stand, context);\n}\n\nshambler_move_stand = {\n    firstframe: FRAME_stand01,\n    lastframe: FRAME_stand17,\n    frames: Array(17).fill({ ai: shambler_ai_stand, dist: 0 }),\n    endfunc: null\n};\n\n// Walk\nfunction shambler_walk(self: Entity, context: EntitySystem): void {\n    M_SetAnimation(self, shambler_move_walk, context);\n}\n\nshambler_move_walk = {\n    firstframe: FRAME_walk01,\n    lastframe: FRAME_walk12,\n    frames: [\n        { ai: shambler_ai_walk, dist: 10 },\n        { ai: shambler_ai_walk, dist: 9 },\n        { ai: shambler_ai_walk, dist: 9 },\n        { ai: shambler_ai_walk, dist: 5 },\n        { ai: shambler_ai_walk, dist: 6 },\n        { ai: shambler_ai_walk, dist: 12 },\n        { ai: shambler_ai_walk, dist: 8 },\n        { ai: shambler_ai_walk, dist: 3 },\n        { ai: shambler_ai_walk, dist: 13 },\n        { ai: shambler_ai_walk, dist: 9 },\n        { ai: shambler_ai_walk, dist: 7, think: shambler_check_idle_sound },\n        { ai: shambler_ai_walk, dist: 5 },\n    ],\n    endfunc: null\n};\n\n// Run\nfunction shambler_run(self: Entity, context: EntitySystem): void {\n    // AI_BRUTAL check ignored for now or can use AIFlags.\n    if (self.monsterinfo.aiflags & 64) { // AI_STAND_GROUND = 64\n        M_SetAnimation(self, shambler_move_stand, context);\n        return;\n    }\n    M_SetAnimation(self, shambler_move_run, context);\n}\n\nshambler_move_run = {\n    firstframe: FRAME_run01,\n    lastframe: FRAME_run06,\n    frames: [\n        { ai: shambler_ai_run, dist: 20 },\n        { ai: shambler_ai_run, dist: 24 },\n        { ai: shambler_ai_run, dist: 20 },\n        { ai: shambler_ai_run, dist: 20 },\n        { ai: shambler_ai_run, dist: 24 },\n        { ai: shambler_ai_run, dist: 20, think: shambler_check_idle_sound },\n    ],\n    endfunc: null\n};\n\n// Pain\nshambler_move_pain = {\n    firstframe: FRAME_pain01,\n    lastframe: FRAME_pain06,\n    frames: Array(6).fill({ ai: shambler_ai_move, dist: 0 }),\n    endfunc: shambler_run\n};\n\nfunction shambler_pain(self: Entity, other: Entity | null, kick: number, damage: number, context: EntitySystem): void {\n    if (context.timeSeconds < self.timestamp) return;\n\n    self.timestamp = context.timeSeconds + 0.001;\n    context.engine.sound?.(self, 0, sound_pain, 1, 1, 0);\n\n    // DamageMod check needs logic or argument passing.\n    // If not MOD_CHAINFIST and damage <= 30 ...\n    if (damage <= 30 && context.rng.frandom() > 0.2) return;\n\n    // Check attacking frames to avoid interruption\n    if (self.frame >= FRAME_smash01 && self.frame <= FRAME_smash12) return;\n    if (self.frame >= FRAME_swingl01 && self.frame <= FRAME_swingl09) return;\n    if (self.frame >= FRAME_swingr01 && self.frame <= FRAME_swingr09) return;\n\n    if (!M_ShouldReactToPain(self, context)) return;\n\n    if (context.timeSeconds < self.pain_debounce_time) return;\n\n    self.pain_debounce_time = context.timeSeconds + 2;\n    M_SetAnimation(self, shambler_move_pain, context);\n}\n\n// Attacks\n\nfunction ShamblerSaveLoc(self: Entity, context: EntitySystem): void {\n    if (!self.enemy) return;\n    self.pos1 = { ...self.enemy.origin };\n    self.pos1 = { ...self.pos1, z: self.pos1.z + (self.enemy.viewheight || 0) };\n    self.monsterinfo.nextframe = FRAME_magic09;\n\n    context.engine.sound?.(self, 0, sound_boom, 1, 1, 0);\n    shambler_lightning_update(self, context);\n}\n\nfunction FindShamblerOffset(self: Entity, context: EntitySystem): Vec3 {\n    const offset: { x: number; y: number; z: number } = { x: 0, y: 0, z: 48 };\n    for (let i = 0; i < 8; i++) {\n        if (M_CheckClearShot(self, offset, context)) {\n            return offset;\n        }\n        offset.z -= 4;\n    }\n    return { x: 0, y: 0, z: 48 };\n}\n\nfunction ShamblerCastLightning(self: Entity, context: EntitySystem): void {\n    if (!self.enemy) return;\n\n    const offset = FindShamblerOffset(self, context);\n    const { forward, right } = angleVectors(self.angles);\n    const start = M_ProjectFlashSource(self, offset, forward, right);\n\n    const precise = (self.spawnflags & SPAWNFLAG_SHAMBLER_PRECISE) !== 0;\n    const { aimdir } = PredictAim(context, self, self.enemy, start, 0, false, precise ? 0 : 0.1);\n\n    const end = addVec3(start, scaleVec3(aimdir, 8192));\n    const tr = context.trace(start, null, null, end, self, MASK_PROJECTILE | CONTENTS_SLIME | CONTENTS_LAVA);\n\n    context.multicast(start, MulticastType.Pvs, ServerCommand.temp_entity, TempEntity.LIGHTNING, self, 0, start, tr.endpos);\n\n    // damage 15 * random(8, 12) ~ 150 average? No, fire_bullet damage is per shot?\n    // C: fire_bullet(self, start, dir, irandom(8, 12), 15, 0, 0, MOD_TESLA);\n    // count = 8-12, damage = 15.\n    const count = 8 + context.rng.irandom(4);\n    monster_fire_bullet(self, start, aimdir, 15, 15, 0, 0, count, context, DamageMod.TESLA);\n}\n\nshambler_attack_magic = {\n    firstframe: FRAME_magic01,\n    lastframe: FRAME_magic12,\n    frames: [\n        { ai: shambler_ai_charge, dist: 0, think: shambler_windup },\n        { ai: shambler_ai_charge, dist: 0, think: shambler_lightning_update },\n        { ai: shambler_ai_charge, dist: 0, think: shambler_lightning_update },\n        { ai: shambler_ai_move, dist: 0, think: shambler_lightning_update },\n        { ai: shambler_ai_move, dist: 0, think: shambler_lightning_update },\n        { ai: shambler_ai_move, dist: 0, think: ShamblerSaveLoc },\n        { ai: shambler_ai_move, dist: 0 },\n        { ai: shambler_ai_charge, dist: 0 },\n        { ai: shambler_ai_move, dist: 0, think: ShamblerCastLightning },\n        { ai: shambler_ai_move, dist: 0, think: ShamblerCastLightning },\n        { ai: shambler_ai_move, dist: 0, think: ShamblerCastLightning },\n        { ai: shambler_ai_move, dist: 0 },\n    ],\n    endfunc: shambler_run\n};\n\nfunction shambler_attack(self: Entity, context: EntitySystem): void {\n    M_SetAnimation(self, shambler_attack_magic, context);\n}\n\n// Melee\nfunction shambler_melee1(self: Entity, context: EntitySystem): void {\n    context.engine.sound?.(self, 0, sound_melee1, 1, 1, 0);\n}\n\nfunction shambler_melee2(self: Entity, context: EntitySystem): void {\n    context.engine.sound?.(self, 0, sound_melee2, 1, 1, 0);\n}\n\nfunction sham_smash10(self: Entity, context: EntitySystem): void {\n    if (!self.enemy) return;\n    shambler_ai_charge(self, 0, context);\n\n    const aim = { x: MELEE_DISTANCE, y: self.mins.x, z: -4 };\n    // damage: irandom(110, 120), kick: 120\n    const damage = 110 + context.rng.frandom() * 10;\n    if (monster_fire_hit(self, aim, damage, 120, context)) {\n        context.engine.sound?.(self, 0, sound_smack, 1, 1, 0);\n    }\n}\n\nfunction ShamClaw(self: Entity, context: EntitySystem): void {\n    if (!self.enemy) return;\n    shambler_ai_charge(self, 10, context);\n\n    const aim = { x: MELEE_DISTANCE, y: self.mins.x, z: -4 };\n    // damage: irandom(70, 80), kick: 80\n    const damage = 70 + context.rng.frandom() * 10;\n    if (monster_fire_hit(self, aim, damage, 80, context)) {\n        context.engine.sound?.(self, 0, sound_smack, 1, 1, 0);\n    }\n}\n\nshambler_attack_smash = {\n    firstframe: FRAME_smash01,\n    lastframe: FRAME_smash12,\n    frames: [\n        { ai: shambler_ai_charge, dist: 2, think: shambler_melee1 },\n        { ai: shambler_ai_charge, dist: 6 },\n        { ai: shambler_ai_charge, dist: 6 },\n        { ai: shambler_ai_charge, dist: 5 },\n        { ai: shambler_ai_charge, dist: 4 },\n        { ai: shambler_ai_charge, dist: 1 },\n        { ai: shambler_ai_charge, dist: 0 },\n        { ai: shambler_ai_charge, dist: 0 },\n        { ai: shambler_ai_charge, dist: 0 },\n        { ai: shambler_ai_charge, dist: 0, think: sham_smash10 },\n        { ai: shambler_ai_charge, dist: 5 },\n        { ai: shambler_ai_charge, dist: 4 },\n    ],\n    endfunc: shambler_run\n};\n\nfunction sham_swingl9(self: Entity, context: EntitySystem): void {\n    shambler_ai_charge(self, 8, context);\n    if (context.rng.frandom() < 0.5 && self.enemy && rangeTo(self, self.enemy) < MELEE_DISTANCE) {\n        M_SetAnimation(self, shambler_attack_swingr, context);\n    }\n}\n\nfunction sham_swingr9(self: Entity, context: EntitySystem): void {\n    shambler_ai_charge(self, 1, context);\n    shambler_ai_charge(self, 10, context); // Original calls ai_charge twice\n    if (context.rng.frandom() < 0.5 && self.enemy && rangeTo(self, self.enemy) < MELEE_DISTANCE) {\n        M_SetAnimation(self, shambler_attack_swingl, context);\n    }\n}\n\n\nshambler_attack_swingl = {\n    firstframe: FRAME_swingl01,\n    lastframe: FRAME_swingl09,\n    frames: [\n        { ai: shambler_ai_charge, dist: 5, think: shambler_melee1 },\n        { ai: shambler_ai_charge, dist: 3 },\n        { ai: shambler_ai_charge, dist: 7 },\n        { ai: shambler_ai_charge, dist: 3 },\n        { ai: shambler_ai_charge, dist: 7 },\n        { ai: shambler_ai_charge, dist: 9 },\n        { ai: shambler_ai_charge, dist: 5, think: ShamClaw },\n        { ai: shambler_ai_charge, dist: 4 },\n        { ai: shambler_ai_charge, dist: 8, think: sham_swingl9 },\n    ],\n    endfunc: shambler_run\n};\n\nshambler_attack_swingr = {\n    firstframe: FRAME_swingr01,\n    lastframe: FRAME_swingr09,\n    frames: [\n        { ai: shambler_ai_charge, dist: 1, think: shambler_melee2 },\n        { ai: shambler_ai_charge, dist: 8 },\n        { ai: shambler_ai_charge, dist: 14 },\n        { ai: shambler_ai_charge, dist: 7 },\n        { ai: shambler_ai_charge, dist: 3 },\n        { ai: shambler_ai_charge, dist: 6 },\n        { ai: shambler_ai_charge, dist: 6, think: ShamClaw },\n        { ai: shambler_ai_charge, dist: 3 },\n        { ai: shambler_ai_charge, dist: 8, think: sham_swingr9 },\n    ],\n    endfunc: shambler_run\n};\n\nfunction shambler_melee(self: Entity, context: EntitySystem): void {\n    const chance = context.rng.frandom();\n    if (chance > 0.6 || self.health === 600) {\n        M_SetAnimation(self, shambler_attack_smash, context);\n    } else if (chance > 0.3) {\n        M_SetAnimation(self, shambler_attack_swingl, context);\n    } else {\n        M_SetAnimation(self, shambler_attack_swingr, context);\n    }\n}\n\n// Death\nfunction shambler_shrink(self: Entity, context: EntitySystem): void {\n    self.maxs = { ...self.maxs, z: 0 };\n    // self.svflags |= SVF_DEADMONSTER;\n    context.linkentity(self);\n}\n\nfunction shambler_dead(self: Entity, context: EntitySystem): void {\n    self.mins = { x: -16, y: -16, z: -24 };\n    self.maxs = { x: 16, y: 16, z: 0 };\n    self.nextthink = -1;\n    self.solid = Solid.Not;\n}\n\nshambler_move_death = {\n    firstframe: FRAME_death01,\n    lastframe: FRAME_death11,\n    frames: [\n        { ai: shambler_ai_move, dist: 0 },\n        { ai: shambler_ai_move, dist: 0 },\n        { ai: shambler_ai_move, dist: 0, think: shambler_shrink },\n        { ai: shambler_ai_move, dist: 0 },\n        { ai: shambler_ai_move, dist: 0 },\n        { ai: shambler_ai_move, dist: 0 },\n        { ai: shambler_ai_move, dist: 0 },\n        { ai: shambler_ai_move, dist: 0 },\n        { ai: shambler_ai_move, dist: 0 },\n        { ai: shambler_ai_move, dist: 0 },\n        { ai: shambler_ai_move, dist: 0 },\n    ],\n    endfunc: shambler_dead\n};\n\nfunction shambler_die(self: Entity, inflictor: Entity | null, attacker: Entity | null, damage: number, point: Vec3, context: EntitySystem): void {\n    if (self.beam) {\n        context.free(self.beam);\n        self.beam = null;\n    }\n\n    if (M_CheckGib(self, damage)) {\n        context.engine.sound?.(self, 0, 'misc/udeath.wav', 1, 1, 0);\n        throwGibs(context, self.origin, [\n             { count: 1, model: 'models/objects/gibs/sm_meat/tris.md2', flags: GIB_ORGANIC },\n             { count: 1, model: 'models/objects/gibs/chest/tris.md2', flags: GIB_ORGANIC },\n             { count: 1, model: 'models/objects/gibs/head2/tris.md2', flags: GIB_ORGANIC } // GIB_HEAD flag assumed handled or ignored for now\n        ]);\n        self.deadflag = DeadFlag.Dead;\n        return;\n    }\n\n    if (self.deadflag) return;\n\n    context.engine.sound?.(self, 0, sound_die, 1, 1, 0);\n    self.deadflag = DeadFlag.Dead;\n    self.takedamage = true;\n\n    M_SetAnimation(self, shambler_move_death, context);\n}\n\n// Spawn\nexport function SP_monster_shambler(self: Entity, context: SpawnContext): void {\n    if (!M_AllowSpawn(self, context.entities)) {\n        context.entities.free(self);\n        return;\n    }\n\n    self.classname = 'monster_shambler';\n    self.model = 'models/monsters/shambler/tris.md2';\n    self.modelindex = context.entities.modelIndex('models/monsters/shambler/tris.md2');\n    self.mins = { x: -32, y: -32, z: -24 };\n    self.maxs = { x: 32, y: 32, z: 64 };\n    self.movetype = MoveType.Step;\n    self.solid = Solid.BoundingBox;\n\n    // Precache\n    context.entities.modelIndex('models/proj/lightning/tris.md2');\n\n    self.health = 600 * context.health_multiplier;\n    self.max_health = self.health;\n    self.mass = 500;\n\n    self.pain = (s, o, k, d) => shambler_pain(s, o, k, d, context.entities);\n    self.die = (s, i, a, d, p) => shambler_die(s, i, a, d, p, context.entities);\n\n    self.monsterinfo.stand = (s) => shambler_stand(s, context.entities);\n    self.monsterinfo.walk = (s) => shambler_walk(s, context.entities);\n    self.monsterinfo.run = (s) => shambler_run(s, context.entities);\n    self.monsterinfo.attack = (s) => shambler_attack(s, context.entities);\n    self.monsterinfo.melee = (s) => shambler_melee(s, context.entities);\n    self.monsterinfo.sight = (s, o) => shambler_sight(s, o, context.entities);\n    self.monsterinfo.idle = (s) => shambler_idle(s, context.entities);\n    self.monsterinfo.setskin = (s) => {}; // shambler_setskin not fully implemented yet\n\n    if (self.spawnflags & SPAWNFLAG_SHAMBLER_PRECISE) {\n        // self.monsterinfo.aiflags |= AI_IGNORE_SHOTS; // Not in AIFlags enum yet?\n    }\n\n    context.entities.linkentity(self);\n\n    M_SetAnimation(self, shambler_move_stand, context.entities);\n    self.monsterinfo.scale = MODEL_SCALE;\n\n    self.think = monster_think;\n    self.nextthink = context.entities.timeSeconds + MONSTER_TICK;\n}\n\nexport function registerShamblerSpawns(registry: SpawnRegistry): void {\n    registry.register('monster_shambler', SP_monster_shambler);\n}\n","import {\n  Entity,\n  ServerFlags,\n  EntityFlags,\n  MoveType,\n  Solid,\n  AiFlags,\n  Reinforcement,\n  ReinforcementList\n} from '../../entity.js';\nimport { EntitySystem } from '../../system.js';\nimport { Vec3, copyVec3, vectorToAngles, RandomGenerator } from '@quake2ts/shared';\n\n// Helper constants\nconst MAX_REINFORCEMENTS = 5;\nconst INVERSE_LOG_SLOTS = Math.pow(2, MAX_REINFORCEMENTS);\n\n// M_SlotsLeft\nexport function M_SlotsLeft(self: Entity): number {\n  const slots = self.monsterinfo.monster_slots || 0;\n  const used = self.monsterinfo.monster_used || 0;\n  return slots - used;\n}\n\n// M_PickValidReinforcements\n// filter out the reinforcement indices we can pick given the space we have left\nfunction M_PickValidReinforcements(self: Entity, space: number, output: number[]): void {\n  // Clear output array\n  output.length = 0;\n\n  if (!self.monsterinfo.reinforcements) return;\n\n  for (let i = 0; i < self.monsterinfo.reinforcements.length; i++) {\n    if (self.monsterinfo.reinforcements[i].strength <= space) {\n      output.push(i);\n    }\n  }\n}\n\n// M_PickReinforcements\n// pick an array of reinforcements to use; note that this does not modify `self`\n// Returns: { chosen: number[], count: number }\nexport function M_PickReinforcements(self: Entity, rng: RandomGenerator, countRef: number, max_slots: number = 0): { chosen: number[], count: number } {\n  const output: number[] = [];\n  const chosen: number[] = new Array(MAX_REINFORCEMENTS).fill(255);\n  let num_chosen = 0;\n\n  // decide how many things we want to spawn;\n  // this is on a logarithmic scale\n  // so we don't spawn too much too often.\n  let num_slots = Math.max(1, Math.floor(Math.log2(rng.frandomRange(0, INVERSE_LOG_SLOTS))));\n\n  // we only have this many slots left to use\n  let remaining = (self.monsterinfo.monster_slots || 0) - (self.monsterinfo.monster_used || 0);\n\n  for (num_chosen = 0; num_chosen < num_slots; num_chosen++) {\n    // ran out of slots!\n    if ((max_slots && num_chosen === max_slots) || !remaining) {\n      break;\n    }\n\n    // get everything we could choose\n    M_PickValidReinforcements(self, remaining, output);\n\n    // can't pick any\n    if (output.length === 0) {\n      break;\n    }\n\n    // select monster, TODO fairly\n    // irandom(min, max) was inclusive. irandomRange(min, max) is exclusive.\n    // So irandom(0, len - 1) becomes irandomRange(0, len).\n    const randIndex = rng.irandomRange(0, output.length);\n    chosen[num_chosen] = output[randIndex];\n\n    remaining -= self.monsterinfo.reinforcements![chosen[num_chosen]].strength;\n  }\n\n  return { chosen, count: num_chosen };\n}\n\n// M_SetupReinforcements\nexport function M_SetupReinforcements(reinforcements: string, list: ReinforcementList): void {\n  // list is array, clear it\n  list.length = 0;\n\n  if (!reinforcements || reinforcements.length === 0) {\n    return;\n  }\n\n  const entries = reinforcements.split(';').map(s => s.trim()).filter(s => s.length > 0);\n\n  for (let i = 0; i < entries.length; i++) {\n    const entry = entries[i];\n    const parts = entry.split(/\\s+/); // Split by whitespace\n\n    if (parts.length >= 2) {\n      const classname = parts[0];\n      const strength = parseInt(parts[1], 10);\n\n      const r: Reinforcement = {\n        classname: classname,\n        strength: strength,\n        mins: { x: 0, y: 0, z: 0 }, // Default, will update\n        maxs: { x: 0, y: 0, z: 0 }\n      };\n\n      list.push(r);\n    }\n  }\n}\n\n// Overload/Modified M_SetupReinforcements with context to allow spawning for bounds check\nexport function M_SetupReinforcementsWithContext(reinforcements: string, list: ReinforcementList, context: EntitySystem): void {\n  list.length = 0;\n\n  if (!reinforcements || reinforcements.length === 0) return;\n\n  const entries = reinforcements.split(';').map(s => s.trim()).filter(s => s.length > 0);\n\n  for (let i = 0; i < entries.length; i++) {\n    const entry = entries[i];\n    const parts = entry.split(/\\s+/);\n\n    if (parts.length >= 2) {\n      const classname = parts[0];\n      const strength = parseInt(parts[1], 10);\n\n      const r: Reinforcement = {\n        classname: classname,\n        strength: strength,\n        mins: { x: 0, y: 0, z: 0 },\n        maxs: { x: 0, y: 0, z: 0 }\n      };\n\n      // Hardcoded lookup for now to avoid circular deps or complex spawning\n      if (classname === 'monster_flyer') {\n          r.mins = copyVec3({x: -16, y: -16, z: -24});\n          r.maxs = copyVec3({x: 16, y: 16, z: 32});\n      } else if (classname === 'monster_kamikaze') {\n          r.mins = copyVec3({x: -16, y: -16, z: -24});\n          r.maxs = copyVec3({x: 16, y: 16, z: 32});\n      } else if (classname === 'monster_soldier' || classname === 'monster_soldier_light' || classname === 'monster_soldier_ss') {\n          r.mins = copyVec3({x: -16, y: -16, z: -24});\n          r.maxs = copyVec3({x: 16, y: 16, z: 32});\n      } else if (classname === 'monster_gunner') {\n          r.mins = copyVec3({x: -16, y: -16, z: -24});\n          r.maxs = copyVec3({x: 16, y: 16, z: 32});\n      } else if (classname === 'monster_infantry') {\n          r.mins = copyVec3({x: -16, y: -16, z: -24});\n          r.maxs = copyVec3({x: 16, y: 16, z: 32});\n      } else if (classname === 'monster_medic') {\n          r.mins = copyVec3({x: -24, y: -24, z: -24});\n          r.maxs = copyVec3({x: 24, y: 24, z: 32});\n      } else if (classname === 'monster_gladiator') {\n          r.mins = copyVec3({x: -32, y: -32, z: -24});\n          r.maxs = copyVec3({x: 32, y: 32, z: 64});\n      } else {\n          // Fallback\n          r.mins = copyVec3({x: -16, y: -16, z: -24});\n          r.maxs = copyVec3({x: 16, y: 16, z: 32});\n      }\n\n      list.push(r);\n    }\n  }\n}\n","import {\n  Entity,\n  MonsterMove,\n  MonsterFrame,\n  MoveType,\n  Solid,\n  DeadFlag,\n  EntityFlags,\n  AiFlags,\n  ReinforcementList\n} from '../../entity.js';\nimport {\n  ai_stand,\n  ai_move,\n  ai_walk,\n  ai_run,\n  ai_charge,\n  monster_think,\n  PredictAim,\n} from '../../../ai/index.js';\nimport {\n  Vec3,\n  SoundChannel,\n  ATTN_NORM,\n  ATTN_IDLE,\n  ATTN_NONE,\n  angleVectors,\n  lengthVec3,\n  subtractVec3,\n  MASK_SHOT,\n  DEG2RAD,\n  addVec3,\n  scaleVec3\n} from '@quake2ts/shared';\nimport { EntitySystem } from '../../system.js';\nimport {\n  M_SetAnimation,\n  M_ShouldReactToPain,\n  M_AllowSpawn,\n  walkmonster_start,\n  M_ProjectFlashSource,\n  createMonsterSpawn\n} from '../common.js';\nimport { M_PickReinforcements } from './common.js';\nimport { DamageMod } from '../../../combat/damageMods.js';\nimport { SpawnContext, SpawnRegistry } from '../../spawn.js';\nimport { rangeTo, visible } from '../../../ai/perception.js';\nimport { monster_fire_blaster, monster_fire_railgun } from '../attack.js';\nimport { SP_monster_stalker } from './stalker.js';\nimport { SP_monster_flyer } from '../flyer.js';\n\n// Constants\nconst MODEL_SCALE = 1.0;\nconst MONSTER_TICK = 0.1;\nconst RANGE_MELEE = 100;\n\nconst SOUND_PAIN1 = 'widow/pain1.wav';\nconst SOUND_PAIN2 = 'widow/pain2.wav';\nconst SOUND_PAIN3 = 'widow/pain3.wav';\nconst SOUND_DEATH = 'widow/death.wav';\nconst SOUND_RAIL = 'gladiator/railgun.wav';\nconst SOUND_BLASTER = 'tank/rocket.wav';\nconst SOUND_KICK = 'widow/kick.wav';\nconst SOUND_SIGHT = 'widow/sight.wav';\n\n// Local Helpers\n\nfunction frandom(context: EntitySystem): number {\n    return context.rng.frandom();\n}\n\nfunction M_SlotsLeft(self: Entity): number {\n    return self.monsterinfo.monster_slots || 0;\n}\n\nfunction M_SetupReinforcementsWithContext(\n  config: string,\n  list: ReinforcementList,\n  context: EntitySystem\n): void {\n  const parts = config.split(';');\n  for (const part of parts) {\n    const [classname, countStr] = part.trim().split(' ');\n    const count = parseInt(countStr, 10);\n    list.push({\n      classname,\n      strength: count,\n      mins: { x: -28, y: -28, z: -18 },\n      maxs: { x: 28, y: 28, z: 18 }\n    });\n  }\n}\n\nfunction M_CheckAttack_Base(\n  self: Entity,\n  context: EntitySystem,\n  chance_range_melee: number,\n  chance_range_near: number,\n  chance_range_mid: number,\n  chance_range_far: number,\n  chance_prediction: number,\n  min_range_attack_dist: number\n): boolean {\n    if (!self.enemy) return false;\n\n    // Check range\n    const dist = rangeTo(self, self.enemy);\n\n    if (dist < RANGE_MELEE) {\n        if (frandom(context) < chance_range_melee) {\n             self.monsterinfo.attack_state = 4; // AS_MISSILE\n             return true;\n        }\n    }\n\n    if (frandom(context) < chance_range_mid) {\n         self.monsterinfo.attack_state = 4;\n         return true;\n    }\n\n    return false;\n}\n\n// Forward Declarations\nlet widow_move_stand: MonsterMove;\nlet widow_move_walk: MonsterMove;\nlet widow_move_run: MonsterMove;\nlet widow_move_attack_pre_rail: MonsterMove;\nlet widow_move_attack_rail: MonsterMove;\nlet widow_move_attack_rail_r: MonsterMove;\nlet widow_move_attack_rail_l: MonsterMove;\nlet widow_move_attack_pre_blaster: MonsterMove;\nlet widow_move_attack_blaster: MonsterMove;\nlet widow_move_attack_post_blaster: MonsterMove;\nlet widow_move_attack_post_blaster_r: MonsterMove;\nlet widow_move_attack_post_blaster_l: MonsterMove;\nlet widow_move_attack_kick: MonsterMove;\nlet widow_move_pain_light: MonsterMove;\nlet widow_move_pain_heavy: MonsterMove;\nlet widow_move_death: MonsterMove;\nlet widow_move_spawn: MonsterMove;\n\n// AI Wrappers\nfunction widow_ai_stand(self: Entity, dist: number, context: EntitySystem): void {\n    ai_stand(self, dist, context);\n}\n\nfunction widow_ai_walk(self: Entity, dist: number, context: EntitySystem): void {\n    ai_walk(self, dist, context);\n}\n\nfunction widow_ai_run(self: Entity, dist: number, context: EntitySystem): void {\n    ai_run(self, dist, context);\n}\n\nfunction widow_ai_charge(self: Entity, dist: number, context: EntitySystem): void {\n    ai_charge(self, dist, context);\n}\n\nfunction widow_ai_move(self: Entity, dist: number, context: EntitySystem): void {\n    ai_move(self, dist);\n}\n\n\n// Actions\n\nfunction widow_start_blaster(self: Entity, context: EntitySystem): void {\n    // Initial setup if needed\n}\n\nfunction widow_reattack_blaster(self: Entity, context: EntitySystem): void {\n    if (M_SlotsLeft(self) < 2) {\n       // Logic to potentially stop\n    }\n\n    // Pass context.trace to visible\n    if (self.enemy && visible(self, self.enemy, context.trace)) {\n         if (frandom(context) < 0.5) {\n             M_SetAnimation(self, widow_move_attack_blaster, context);\n         } else {\n             M_SetAnimation(self, widow_move_attack_post_blaster, context);\n         }\n    } else {\n        M_SetAnimation(self, widow_move_attack_post_blaster, context);\n    }\n}\n\n\nfunction widow_blaster(self: Entity, context: EntitySystem): void {\n    if (!self.enemy) return;\n\n    const { forward, right, up } = angleVectors(self.angles);\n    const offset = { x: 20, y: 0, z: 30 };\n    const start = M_ProjectFlashSource(self, offset, forward, right);\n\n    const dir = subtractVec3(self.enemy.origin, start);\n    monster_fire_blaster(self, start, dir, 20, 1000, 0, 0, context, DamageMod.BLASTER);\n\n    context.sound(self, SoundChannel.Weapon, SOUND_BLASTER, 1, ATTN_NORM, 0);\n}\n\nfunction widow_rail(self: Entity, context: EntitySystem): void {\n    if (!self.enemy) return;\n\n    const { forward, right } = angleVectors(self.angles);\n    const offset = { x: 20, y: 0, z: 30 };\n    const start = M_ProjectFlashSource(self, offset, forward, right);\n\n    const dir = subtractVec3(self.enemy.origin, start);\n    // Added 0 for flashtype\n    monster_fire_railgun(self, start, dir, 50, 100, 0, context);\n\n    context.sound(self, SoundChannel.Weapon, SOUND_RAIL, 1, ATTN_NORM, 0);\n}\n\nfunction widow_kick(self: Entity, context: EntitySystem): void {\n    context.sound(self, SoundChannel.Weapon, SOUND_KICK, 1, ATTN_NORM, 0);\n}\n\nfunction widow_spawn_check(self: Entity, context: EntitySystem): void {\n    if (M_SlotsLeft(self) > 0) {\n        const result = M_PickReinforcements(self, context.rng, 1);\n        self.monsterinfo.chosen_reinforcements = result.chosen;\n\n        if (result.count > 0) {\n             const reinforcement = self.monsterinfo.reinforcements![self.monsterinfo.chosen_reinforcements[0]];\n             // Basic spawn logic matching CarrierSpawn style but simplified for Widow\n             // Widow usually spawns from her body or nearby?\n             // Source: m_widow.cpp widow_spawn_check just sets up animation to spawn.\n             // widow_spawn is the one doing the spawning?\n             // Actually widow_spawn logic in original is separate?\n             // Looking at frames: widow_move_spawn calls widow_spawn_check at frame 8.\n\n             // In original m_widow.cpp:\n             // void widow_spawn_check (edict_t *self)\n             // checks slots, if slots > 0:\n             //   widow_start_spawn(self)\n\n             // And widow_start_spawn sets animation to spawn.\n             // But here we are IN the spawn animation?\n\n             // Wait, widow_move_spawn frames:\n             // widow_frames_spawn[8] = { ai: widow_ai_charge, dist: 0, think: widow_spawn_check };\n\n             // If this is the check *during* spawn, then it should spawn.\n             // But usually check is before.\n\n             // Re-reading original logic or inferred logic:\n             // If we are already in spawn animation, this frame might be the trigger to actual spawn.\n             // Let's assume we spawn here.\n\n             // Actually, carrier has CarrierSpawn called from frame action.\n             // Here we have widow_spawn_check called from frame 8.\n\n             // Let's call the spawn helper.\n             WidowSpawn(self, context);\n        }\n    }\n}\n\nfunction WidowSpawn(self: Entity, context: EntitySystem): void {\n    // Determine spawn point (simple version)\n    const { forward, right } = angleVectors(self.angles);\n    const offset = { x: 50, y: 0, z: 0 };\n    const start = M_ProjectFlashSource(self, offset, forward, right);\n\n    // Pick reinforcement if not already picked (or pick again)\n    if (!self.monsterinfo.chosen_reinforcements) {\n         const result = M_PickReinforcements(self, context.rng, 1);\n         self.monsterinfo.chosen_reinforcements = result.chosen;\n    }\n\n    if (self.monsterinfo.chosen_reinforcements && self.monsterinfo.chosen_reinforcements[0] !== 255) {\n        const rIndex = self.monsterinfo.chosen_reinforcements[0];\n        const reinforcement = self.monsterinfo.reinforcements![rIndex];\n\n        // Spawn entity\n        const ent = context.spawn();\n        ent.origin = { ...start };\n        ent.angles = { ...self.angles };\n\n        // Ensure we invoke the correct spawn function to initialize AI\n        if (reinforcement.classname === 'monster_stalker') {\n            SP_monster_stalker(ent, { entities: context } as any);\n        } else if (reinforcement.classname === 'monster_flyer') {\n            SP_monster_flyer(ent, { entities: context } as any);\n        } else {\n            // Fallback for others using generic\n             createMonsterSpawn({\n                model: \"models/monsters/stalker/tris.md2\",\n                health: 100,\n                mass: 100\n            })(ent, { entities: context } as any);\n        }\n\n        // Adjust properties based on reinforcement.classname\n        if (ent.inUse) {\n            // Setup relation\n            if (!self.monsterinfo.monster_used) self.monsterinfo.monster_used = 0;\n            self.monsterinfo.monster_used += reinforcement.strength;\n\n            // Effect: Teleport sound/visual?\n            // context.sound(ent, SoundChannel.Body, \"misc/spawn1.wav\", 1, ATTN_NORM, 0);\n        }\n    }\n}\n\n// Moves\n\n// STAND\nconst widow_frames_stand: MonsterFrame[] = Array(20).fill({ ai: widow_ai_stand, dist: 0 });\nwidow_move_stand = {\n  firstframe: 0, // FRAME_stand01\n  lastframe: 19, // FRAME_stand20\n  frames: widow_frames_stand,\n  endfunc: (s, c) => M_SetAnimation(s, widow_move_stand, c)\n};\n\n// WALK\nconst widow_frames_walk: MonsterFrame[] = Array(13).fill({ ai: widow_ai_walk, dist: 10 });\nwidow_move_walk = {\n  firstframe: 20, // FRAME_walk01\n  lastframe: 32, // FRAME_walk13\n  frames: widow_frames_walk,\n  endfunc: (s, c) => M_SetAnimation(s, widow_move_walk, c)\n};\n\n// RUN\nconst widow_frames_run: MonsterFrame[] = Array(8).fill({ ai: widow_ai_run, dist: 10 });\nwidow_move_run = {\n  firstframe: 33, // FRAME_run01\n  lastframe: 40, // FRAME_run08\n  frames: widow_frames_run,\n  endfunc: (s, c) => M_SetAnimation(s, widow_move_run, c)\n};\n\n// SPAWN\nconst widow_frames_spawn: MonsterFrame[] = Array(18).fill({ ai: widow_ai_charge, dist: 0 });\nwidow_frames_spawn[8] = { ai: widow_ai_charge, dist: 0, think: widow_spawn_check };\nwidow_move_spawn = {\n    firstframe: 41, // FRAME_spawn01\n    lastframe: 58, // FRAME_spawn18\n    frames: widow_frames_spawn,\n    endfunc: (s, c) => M_SetAnimation(s, widow_move_run, c)\n};\n\n// ATTACK PRE RAIL\nconst widow_frames_attack_pre_rail: MonsterFrame[] = Array(4).fill({ ai: widow_ai_charge, dist: 0 });\nwidow_move_attack_pre_rail = {\n    firstframe: 59, // FRAME_transc01\n    lastframe: 62, // FRAME_transc04\n    frames: widow_frames_attack_pre_rail,\n    endfunc: null // Transitions to rail\n};\n\n// ATTACK RAIL\nconst widow_frames_attack_rail: MonsterFrame[] = Array(9).fill({ ai: widow_ai_charge, dist: 0 });\nwidow_frames_attack_rail[2] = { ai: widow_ai_charge, dist: 0, think: widow_rail };\nwidow_move_attack_rail = {\n    firstframe: 63, // FRAME_firea01\n    lastframe: 71, // FRAME_firea09\n    frames: widow_frames_attack_rail,\n    endfunc: (s, c) => M_SetAnimation(s, widow_move_run, c)\n};\n\n// ATTACK PRE BLASTER\nconst widow_frames_attack_pre_blaster: MonsterFrame[] = Array(3).fill({ ai: widow_ai_charge, dist: 0 });\nwidow_frames_attack_pre_blaster[0] = { ai: widow_ai_charge, dist: 0, think: widow_start_blaster };\nwidow_move_attack_pre_blaster = {\n    firstframe: 72, // FRAME_fired01\n    lastframe: 74, // FRAME_fired02a\n    frames: widow_frames_attack_pre_blaster,\n    endfunc: null\n};\n\n// ATTACK BLASTER\nconst widow_frames_attack_blaster: MonsterFrame[] = Array(19).fill({ ai: widow_ai_charge, dist: 0, think: widow_blaster });\nwidow_move_attack_blaster = {\n    firstframe: 75,\n    lastframe: 93,\n    frames: widow_frames_attack_blaster,\n    endfunc: widow_reattack_blaster\n};\n\n// ATTACK POST BLASTER\nconst widow_frames_attack_post_blaster: MonsterFrame[] = Array(2).fill({ ai: widow_ai_charge, dist: 0 });\nwidow_move_attack_post_blaster = {\n    firstframe: 94,\n    lastframe: 95,\n    frames: widow_frames_attack_post_blaster,\n    endfunc: (s, c) => M_SetAnimation(s, widow_move_run, c)\n};\n\n// ATTACK KICK\nconst widow_frames_attack_kick: MonsterFrame[] = Array(8).fill({ ai: widow_ai_charge, dist: 0 });\nwidow_frames_attack_kick[2] = { ai: widow_ai_charge, dist: 0, think: widow_kick };\nwidow_move_attack_kick = {\n    firstframe: 96,\n    lastframe: 103,\n    frames: widow_frames_attack_kick,\n    endfunc: (s, c) => M_SetAnimation(s, widow_move_run, c)\n};\n\n// PAIN\nconst widow_frames_pain_heavy: MonsterFrame[] = Array(13).fill({ ai: widow_ai_move, dist: 0 });\nwidow_move_pain_heavy = {\n    firstframe: 104,\n    lastframe: 116,\n    frames: widow_frames_pain_heavy,\n    endfunc: (s, c) => M_SetAnimation(s, widow_move_run, c)\n};\n\nconst widow_frames_pain_light: MonsterFrame[] = Array(3).fill({ ai: widow_ai_move, dist: 0 });\nwidow_move_pain_light = {\n    firstframe: 117,\n    lastframe: 119,\n    frames: widow_frames_pain_light,\n    endfunc: (s, c) => M_SetAnimation(s, widow_move_run, c)\n};\n\n// DEATH\nconst widow_frames_death: MonsterFrame[] = Array(31).fill({ ai: widow_ai_move, dist: 0 });\nwidow_move_death = {\n    firstframe: 120,\n    lastframe: 150,\n    frames: widow_frames_death,\n    endfunc: (s, c) => {\n        s.mins = { x: -56, y: -56, z: 0 };\n        s.maxs = { x: 56, y: 56, z: 80 };\n        s.movetype = MoveType.Toss;\n        s.nextthink = -1;\n    }\n};\n\n\n// Core Functions\n\nfunction widow_pain(self: Entity, other: Entity | null, kick: number, damage: number, context: EntitySystem): void {\n  if (context.timeSeconds < self.pain_debounce_time) return;\n\n  self.pain_debounce_time = context.timeSeconds + 5.0;\n\n  if (damage < 15) context.sound(self, SoundChannel.Voice, SOUND_PAIN1, 1, 1, 0);\n  else if (damage < 75) context.sound(self, SoundChannel.Voice, SOUND_PAIN2, 1, 1, 0);\n  else context.sound(self, SoundChannel.Voice, SOUND_PAIN3, 1, 1, 0);\n\n  if (!M_ShouldReactToPain(self, context)) return;\n\n  self.monsterinfo.fire_wait = 0;\n\n  if (damage >= 15) {\n      if (damage < 75) {\n          if (frandom(context) < 0.6) {\n              M_SetAnimation(self, widow_move_pain_light, context);\n              self.monsterinfo.aiflags &= ~AiFlags.ManualSteering;\n          }\n      } else {\n          if (frandom(context) < 0.75) {\n              M_SetAnimation(self, widow_move_pain_heavy, context);\n              self.monsterinfo.aiflags &= ~AiFlags.ManualSteering;\n          }\n      }\n  }\n}\n\nfunction widow_die(self: Entity, inflictor: Entity | null, attacker: Entity | null, damage: number, point: Vec3, mod: DamageMod, context: EntitySystem): void {\n  self.deadflag = DeadFlag.Dead;\n  self.takedamage = false;\n  self.count = 0;\n\n  M_SetAnimation(self, widow_move_death, context);\n}\n\nfunction widow_checkattack(self: Entity, context: EntitySystem): boolean {\n    if (!self.enemy) return false;\n\n    return M_CheckAttack_Base(self, context, 0.4, 0.8, 0.7, 0.6, 0.5, 0);\n}\n\nfunction widow_attack(self: Entity, context: EntitySystem): void {\n    if (!self.enemy) return;\n\n    if (M_SlotsLeft(self) >= 2 && frandom(context) < 0.6) {\n        M_SetAnimation(self, widow_move_spawn, context);\n        return;\n    }\n\n    const enemy_range = rangeTo(self, self.enemy);\n\n    if (enemy_range <= RANGE_MELEE) {\n        M_SetAnimation(self, widow_move_attack_kick, context);\n        return;\n    }\n\n    if (frandom(context) < 0.5) {\n         M_SetAnimation(self, widow_move_attack_pre_blaster, context);\n    } else {\n         M_SetAnimation(self, widow_move_attack_pre_rail, context);\n    }\n}\n\nexport function createWidow(self: Entity, context: SpawnContext): void {\n    const sys = context.entities;\n\n    if (!M_AllowSpawn(self, sys)) {\n        sys.free(self);\n        return;\n    }\n\n    sys.soundIndex(SOUND_PAIN1);\n    sys.soundIndex(SOUND_PAIN2);\n    sys.soundIndex(SOUND_PAIN3);\n    sys.soundIndex(SOUND_DEATH);\n    sys.soundIndex(SOUND_RAIL);\n    sys.soundIndex(SOUND_BLASTER);\n    sys.soundIndex(SOUND_KICK);\n    sys.soundIndex(SOUND_SIGHT);\n\n    self.movetype = MoveType.Step;\n    self.solid = Solid.BoundingBox;\n    self.modelindex = sys.modelIndex('models/monsters/blackwidow/tris.md2');\n\n    self.mins = { x: -40, y: -40, z: 0 };\n    self.maxs = { x: 40, y: 40, z: 144 };\n\n    self.health = (2000 + 1000 * sys.skill) * context.health_multiplier;\n    self.mass = 1500;\n\n    self.pain = (e, o, k, d) => widow_pain(e, o, k, d, sys);\n    self.die = (e, i, a, d, p, m) => widow_die(e, i, a, d, p, m, sys);\n\n    self.monsterinfo.stand = (e, c) => M_SetAnimation(e, widow_move_stand, c);\n    self.monsterinfo.walk = (e, c) => M_SetAnimation(e, widow_move_walk, c);\n    self.monsterinfo.run = (e, c) => M_SetAnimation(e, widow_move_run, c);\n    self.monsterinfo.attack = widow_attack;\n    self.monsterinfo.checkattack = widow_checkattack;\n\n    self.monsterinfo.scale = MODEL_SCALE;\n    self.yaw_speed = 30;\n\n    self.flags |= EntityFlags.ImmuneLaser;\n    self.monsterinfo.aiflags |= AiFlags.IgnoreShots;\n\n    let slots = 3;\n    if (sys.skill === 2) slots = 4;\n    else if (sys.skill === 3) slots = 6;\n    self.monsterinfo.monster_slots = slots;\n\n    const reinforcements = \"monster_stalker 1; monster_flyer 1\";\n    self.monsterinfo.reinforcements = [];\n    M_SetupReinforcementsWithContext(reinforcements, self.monsterinfo.reinforcements, sys);\n\n    sys.linkentity(self);\n\n    M_SetAnimation(self, widow_move_stand, sys);\n\n    walkmonster_start(self, sys);\n}\n\nexport function registerWidow(registry: SpawnRegistry): void {\n  registry.register('monster_widow', createWidow);\n}\n","import { SpawnRegistry } from '../spawn.js';\nimport { registerBerserkSpawns } from './berserk.js';\nimport { registerBoss2Spawns } from './boss2.js';\nimport { registerBrainSpawns } from './brain.js';\nimport { registerChickSpawns } from './chick.js';\nimport { registerFlipperSpawns } from './flipper.js';\nimport { registerFloaterSpawns } from './floater.js';\nimport { registerFlyerSpawns } from './flyer.js';\nimport { registerGladiatorSpawns } from './gladiator.js';\nimport { registerGunnerSpawns } from './gunner.js';\nimport { registerHoverSpawns } from './hover.js';\nimport { registerIcarusSpawns } from './icarus.js';\nimport { registerInfantrySpawns } from './infantry.js';\nimport { registerJorgSpawns } from './jorg.js';\nimport { registerInsaneSpawns } from './insane.js';\nimport { registerActorSpawns } from './actor.js';\nimport { registerMakronSpawns } from './makron.js';\nimport { registerMedicSpawns } from './medic.js';\nimport { registerMutantSpawns } from './mutant.js';\nimport { registerParasiteSpawns } from './parasite.js';\nimport { registerMonsterSpawns as registerSoldierSpawns } from './soldier.js';\nimport { registerSupertankSpawns } from './supertank.js';\nimport { registerTankSpawns } from './tank.js';\nimport { registerTankCommanderSpawns } from './tankCommander.js';\nimport { registerTurretSpawns } from './turret.js';\nimport { registerGekkSpawns } from './gekk.js';\nimport { registerFixbotSpawns } from './fixbot.js';\nimport { registerArachnidSpawns } from './arachnid.js';\nimport { registerGunCommanderSpawns } from './gunnerCommander.js';\nimport { registerGuardianSpawns } from './guardian.js';\nimport { registerStalkerSpawns } from './rogue/stalker.js';\nimport { registerShamblerSpawns } from './shambler.js';\nimport { registerWidow } from './rogue/widow.js';\n\nexport function registerMonsterSpawns(registry: SpawnRegistry): void {\n  registerSoldierSpawns(registry);\n  registerGunnerSpawns(registry);\n  registerBerserkSpawns(registry);\n  registerGladiatorSpawns(registry);\n  registerMedicSpawns(registry);\n  registerMutantSpawns(registry);\n  registerParasiteSpawns(registry);\n  registerTankSpawns(registry);\n  registerTankCommanderSpawns(registry);\n  registerTurretSpawns(registry);\n  registerBrainSpawns(registry);\n  registerFlipperSpawns(registry);\n  registerChickSpawns(registry);\n  registerIcarusSpawns(registry);\n  registerFlyerSpawns(registry);\n  registerFloaterSpawns(registry);\n  registerHoverSpawns(registry);\n  registerInfantrySpawns(registry);\n  registerSupertankSpawns(registry);\n  registerBoss2Spawns(registry);\n  registerJorgSpawns(registry);\n  registerMakronSpawns(registry);\n  registerInsaneSpawns(registry);\n  registerActorSpawns(registry);\n  registerGekkSpawns(registry);\n  registerFixbotSpawns(registry);\n  registerArachnidSpawns(registry);\n  registerGunCommanderSpawns(registry);\n  registerGuardianSpawns(registry);\n  registerStalkerSpawns(registry);\n  registerShamblerSpawns(registry);\n  registerWidow(registry);\n}\n","import { Entity, MoveType, Solid } from './entity.js';\nimport { SpawnContext, SpawnRegistry } from './spawn.js';\nimport { ConfigStringIndex } from '@quake2ts/shared';\n\nexport function SP_worldspawn(self: Entity, context: SpawnContext): void {\n  self.classname = 'worldspawn';\n  self.movetype = MoveType.Push;\n  self.solid = Solid.Bsp;\n  self.modelindex = self.modelindex || 1; // Default to first model (the map itself)\n\n  // Parse world-specific keys that aren't on standard Entity\n  const sky = context.keyValues['sky'];\n  const skyrotate = context.keyValues['skyrotate'];\n  const skyaxis = context.keyValues['skyaxis'];\n  const sounds = context.keyValues['sounds'];\n\n  if (sky) {\n    context.entities.imports.configstring(ConfigStringIndex.Sky, sky);\n  }\n\n  if (skyrotate) {\n    context.entities.imports.configstring(ConfigStringIndex.SkyRotate, skyrotate);\n  }\n\n  if (skyaxis) {\n     context.entities.imports.configstring(ConfigStringIndex.SkyAxis, skyaxis);\n  }\n\n  if (sounds) {\n      // Logic from g_spawn.c: sounds key maps to CD track\n      // It sets \"1\" if 1, etc.\n      // But sounds is int.\n      context.entities.imports.configstring(ConfigStringIndex.CdTrack, sounds);\n  }\n\n  // \"message\" is already parsed by applyEntityKeyValues into self.message\n  if (self.message) {\n      // Logic to display message on client connect is usually handled by the client\n      // reading the entity string or configstrings.\n      // In Q2, it's printed in ClientBegin.\n  }\n}\n\nexport function registerWorldSpawn(registry: SpawnRegistry): void {\n  registry.register('worldspawn', SP_worldspawn);\n}\n","import { Entity, MoveType, Solid, ServerFlags, AiFlags } from './entity.js';\nimport { EntitySystem } from './system.js';\nimport { scaleVec3, normalizeVec3, subtractVec3, addVec3, copyVec3, ZERO_VEC3, lengthVec3, Vec3, ConfigStringIndex, PmType } from '@quake2ts/shared';\nimport { G_PickTarget } from './utils.js';\n\n// Replaced HACKFLAGs with semantic constants\nconst CAMERA_TELEPORT_OUT = 2;\nconst CAMERA_SKIPPABLE = 64;\nconst CAMERA_END_OF_UNIT = 128;\n\nconst YAW = 1;\nconst PITCH = 0;\nconst ROLL = 2;\n\nexport function MoveClientToIntermission(ent: Entity, context: EntitySystem) {\n    if (!ent.client) return;\n\n    ent.origin = { ...context.level.intermission_origin };\n    ent.velocity = { ...ZERO_VEC3 };\n    ent.angles = { ...context.level.intermission_angle };\n    ent.client.pm_type = PmType.Freeze;\n    ent.client.v_angle = { ...context.level.intermission_angle };\n\n    // Clear velocity in client state if present (client.oldvelocity)\n    if (ent.client.oldvelocity) {\n        ent.client.oldvelocity = { ...ZERO_VEC3 };\n    }\n\n    context.linkentity(ent);\n}\n\nfunction camera_lookat_pathtarget(self: Entity, origin: Vec3, dest: Vec3, context: EntitySystem): Vec3 {\n    let result = { ...dest };\n    if (self.pathtarget) {\n        let pt: Entity | null = null;\n        const targets = context.findByTargetName(self.pathtarget);\n        if (targets.length > 0) {\n            pt = targets[0];\n        }\n\n        if (pt) {\n            let yaw: number, pitch: number;\n            const delta = subtractVec3(pt.origin, origin);\n\n            const d = delta.x * delta.x + delta.y * delta.y;\n            if (d === 0.0) {\n                yaw = 0.0;\n                pitch = (delta.z > 0.0) ? 90.0 : -90.0;\n            } else {\n                yaw = Math.atan2(delta.y, delta.x) * (180.0 / Math.PI);\n                pitch = Math.atan2(delta.z, Math.sqrt(d)) * (180.0 / Math.PI);\n            }\n\n            result = { x: -pitch, y: yaw, z: 0 };\n        }\n    }\n    return result;\n}\n\nfunction update_target_camera(self: Entity, context: EntitySystem) {\n    let do_skip = false;\n\n    // only allow skipping after 2 seconds\n    if ((self.spawnflags & CAMERA_SKIPPABLE) && context.timeSeconds > 2) {\n        // Need access to clients to check buttons.\n        // Assuming context.entities exposes clients or we iterate.\n        // For now, iterate all entities and check for clients.\n        context.forEachEntity((ent) => {\n             if (ent.client) {\n                 // Check button presses - BUTTON_ANY equivalent check\n                 // Assuming buttons is a bitmask on client or entity\n                 // ent.client.buttons doesn't exist on PlayerClient in some contexts?\n                 // Let's assume there's a way to check input.\n                 // For now, skip this check to fix type error or assume connected check is enough?\n                 // ent.client.pers is also missing from type definition possibly.\n\n                 // Minimal check for now until types are fixed/verified\n                 /*\n                 if (ent.client.buttons) {\n                     do_skip = true;\n                 }\n                 */\n             }\n        });\n    }\n\n    if (!do_skip && self.movetarget) {\n        // moveinfo.remaining_distance -= (self.moveinfo.move_speed * frame_time) * 0.8f\n        const move_speed = self.moveinfo?.move_speed || 0;\n        let remaining_distance = self.moveinfo?.remaining_distance || 0;\n\n        remaining_distance -= (move_speed * 0.1) * 0.8;\n        if (self.moveinfo) self.moveinfo.remaining_distance = remaining_distance;\n\n        if (remaining_distance <= 0) {\n            if (self.movetarget.spawnflags & CAMERA_TELEPORT_OUT) {\n                if (self.enemy) {\n                    // self.enemy.s.event = EV_PLAYER_TELEPORT; // TODO\n                    self.enemy.spawnflags |= CAMERA_TELEPORT_OUT;\n                    // self.enemy.pain_debounce_time = ... // Used for alpha fade timing in dummy think\n                }\n            }\n\n            self.origin = { ...self.movetarget.origin };\n            self.nextthink = context.timeSeconds + (self.movetarget.wait || 0);\n\n            if (self.movetarget.target) {\n                self.movetarget = G_PickTarget(self.movetarget.target, context);\n\n                if (self.movetarget) {\n                    const speed = self.movetarget.speed ? self.movetarget.speed : 55;\n                    if (self.moveinfo) self.moveinfo.move_speed = speed;\n\n                    const dist = lengthVec3(subtractVec3(self.movetarget.origin, self.origin));\n                    if (self.moveinfo) {\n                        self.moveinfo.remaining_distance = dist;\n                        self.moveinfo.distance = dist;\n                    }\n                }\n            } else {\n                self.movetarget = null;\n            }\n            return;\n        } else {\n             const dist = self.moveinfo?.distance || 1;\n             const frac = 1.0 - (remaining_distance / dist);\n\n             if (self.enemy && (self.enemy.spawnflags & CAMERA_TELEPORT_OUT)) {\n                 self.enemy.alpha = Math.max(1.0 / 255.0, frac);\n             }\n\n             const delta = scaleVec3(subtractVec3(self.movetarget.origin, self.origin), frac);\n             const newpos = addVec3(self.origin, delta);\n\n             context.level.intermission_angle = camera_lookat_pathtarget(self, newpos, context.level.intermission_angle, context);\n             context.level.intermission_origin = newpos;\n\n             // Move all clients to intermission point\n             context.forEachEntity((client) => {\n                 if (client.client) {\n                     MoveClientToIntermission(client, context);\n                 }\n             });\n        }\n    } else {\n        if (self.killtarget) {\n            if (self.enemy) {\n                context.free(self.enemy);\n            }\n\n            // level.intermissiontime = 0;\n            // level.level_intermission_set = true;\n\n            // Fire killtargets\n            // while ((t = G_FindByTargetname...)) t.use...\n\n            // level.intermissiontime = level.time;\n            // level.exitintermission = true; // if not * map\n        }\n        self.think = undefined;\n        return;\n    }\n\n    self.nextthink = context.timeSeconds + 0.1;\n}\n\nfunction target_camera_dummy_think(self: Entity, context: EntitySystem) {\n    if (!self.owner || !self.owner.client) return;\n\n    if (self.spawnflags & CAMERA_TELEPORT_OUT) {\n        // Handle alpha fade out\n    }\n    self.nextthink = context.timeSeconds + 0.1;\n}\n\n\nexport function useTargetCamera(self: Entity, other: Entity | null, activator: Entity | null, context: EntitySystem) {\n    if (self.sounds) {\n        context.imports.configstring(ConfigStringIndex.CdTrack, `${self.sounds}`);\n    }\n\n    if (!self.target) return;\n\n    self.movetarget = G_PickTarget(self.target, context);\n    if (!self.movetarget) return;\n\n    // level.intermissiontime = level.time;\n    // level.exitintermission = 0;\n\n    if (activator && activator.client) {\n        const dummy = context.spawn();\n        self.enemy = dummy;\n        dummy.owner = activator;\n        // dummy.clipmask = activator.clipmask;\n        dummy.origin = { ...activator.origin };\n        dummy.angles = { ...activator.angles };\n        dummy.think = (ent) => target_camera_dummy_think(ent, context);\n        dummy.nextthink = context.timeSeconds + 0.1;\n        dummy.solid = Solid.BoundingBox;\n        dummy.movetype = MoveType.Step;\n        dummy.mins = { ...activator.mins };\n        dummy.maxs = { ...activator.maxs };\n        dummy.modelindex = 255; // Player model?\n        // dummy.skinnum = activator.skinnum;\n        dummy.velocity = { ...activator.velocity };\n\n        context.linkentity(dummy);\n    }\n\n    context.level.intermission_angle = camera_lookat_pathtarget(self, self.origin, context.level.intermission_angle, context);\n    context.level.intermission_origin = { ...self.origin };\n\n    context.forEachEntity((client) => {\n        if (!client.client) return;\n\n        if (client.health <= 0) {\n            // respawn logic\n        }\n        MoveClientToIntermission(client, context);\n    });\n\n    self.activator = activator || null;\n    self.think = (ent) => update_target_camera(ent, context);\n    self.nextthink = context.timeSeconds + Math.max(self.wait || 0, 0.1);\n\n    // self.moveinfo struct needed on Entity\n    if (!self.moveinfo) self.moveinfo = {};\n    self.moveinfo.move_speed = self.speed;\n\n    const dist = lengthVec3(subtractVec3(self.movetarget.origin, self.origin));\n    self.moveinfo.remaining_distance = dist;\n    self.moveinfo.distance = dist;\n\n    // if (self.spawnflags & CAMERA_END_OF_UNIT) ...\n}\n\nexport function registerTargetCamera(registry: any) {\n    registry.register('target_camera', (entity: Entity, context: any) => {\n        entity.use = (self, other, activator) => useTargetCamera(self, other, activator ?? null, context.entities);\n        entity.svflags |= ServerFlags.NoClient;\n    });\n}\n","import type { Vec3 } from '@quake2ts/shared';\nimport {\n  ENTITY_FIELD_METADATA,\n  type EntityFieldDescriptor,\n  Entity,\n  MoveType,\n  Solid,\n  SPAWNFLAG_NOT_EASY,\n  SPAWNFLAG_NOT_MEDIUM,\n  SPAWNFLAG_NOT_HARD,\n  SPAWNFLAG_NOT_DEATHMATCH,\n  SPAWNFLAG_NOT_COOP,\n} from './entity.js';\nimport { registerMiscSpawns } from './misc.js';\nimport { registerTargetSpawns } from './targets.js';\nimport { registerTriggerSpawns } from './triggers/index.js';\nimport { registerItemSpawns } from './items.js';\nimport { registerFuncSpawns } from './funcs.js';\nimport { registerPathSpawns } from './paths.js';\nimport { registerLightSpawns } from './lights.js';\nimport { registerMonsterSpawns } from './monsters/index.js';\nimport { registerWorldSpawn } from './worldspawn.js';\nimport { registerTargetCamera } from './camera.js';\nimport type { EntitySystem } from './system.js';\n\nexport type ParsedEntity = Record<string, string>;\n\ntype ParseableKeys = keyof Entity & string;\ntype FieldLookupEntry = EntityFieldDescriptor<ParseableKeys>;\n\nconst FIELD_LOOKUP: ReadonlyMap<ParseableKeys, FieldLookupEntry> = new Map(\n  ENTITY_FIELD_METADATA.map((field) => [field.name as ParseableKeys, field as FieldLookupEntry]),\n);\n\nfunction parseVec3(text: string): Vec3 {\n  const parts = text.trim().split(/\\s+/);\n  const [x = 0, y = 0, z = 0] = parts.map((part) => Number.parseFloat(part)).map((value) => (Number.isNaN(value) ? 0 : value));\n  return { x, y, z } as const;\n}\n\nfunction parseBoolean(text: string): boolean {\n  const normalized = text.trim().toLowerCase();\n  return normalized === '1' || normalized === 'true' || normalized === 'yes';\n}\n\nfunction parseValue(type: FieldLookupEntry['type'], value: string): unknown {\n  switch (type) {\n    case 'int':\n      return Number.parseInt(value, 10) || 0;\n    case 'float':\n      return Number.parseFloat(value) || 0;\n    case 'boolean':\n      return parseBoolean(value);\n    case 'vec3':\n      return parseVec3(value);\n    case 'string':\n      return value;\n    case 'entity':\n    case 'callback':\n      return undefined;\n    default:\n      return value;\n  }\n}\n\nexport function applyEntityKeyValues(entity: Entity, values: ParsedEntity): void {\n  if ('angle' in values && !('angles' in values)) {\n    entity.angles = { x: 0, y: Number.parseFloat(values.angle) || 0, z: 0 };\n  }\n\n  for (const [key, rawValue] of Object.entries(values)) {\n    if (key.startsWith('_')) {\n      continue;\n    }\n\n    const descriptor = FIELD_LOOKUP.get(key as ParseableKeys);\n    if (!descriptor) {\n      continue;\n    }\n\n    const parsed = parseValue(descriptor.type, rawValue);\n    if (parsed !== undefined) {\n      (entity as unknown as Record<ParseableKeys, unknown>)[descriptor.name] = parsed;\n    }\n  }\n\n  entity.size = {\n    x: entity.maxs.x - entity.mins.x,\n    y: entity.maxs.y - entity.mins.y,\n    z: entity.maxs.z - entity.mins.z,\n  } as const;\n}\n\nfunction parseQuoted(text: string, start: number): { value: string; nextIndex: number } {\n  let index = start;\n  let result = '';\n  while (index < text.length) {\n    const char = text[index];\n    if (char === '\"') {\n      return { value: result, nextIndex: index + 1 };\n    }\n    result += char;\n    index += 1;\n  }\n  throw new Error('Unterminated quoted string in entity lump');\n}\n\nfunction consumeWhitespace(text: string, start: number): number {\n  let index = start;\n  while (index < text.length && /\\s/.test(text[index] ?? '')) {\n    index += 1;\n  }\n  return index;\n}\n\nfunction parseToken(text: string, start: number): { token: string | null; nextIndex: number } {\n  const index = consumeWhitespace(text, start);\n  if (index >= text.length) {\n    return { token: null, nextIndex: index };\n  }\n\n  const current = text[index];\n  if (current === '{' || current === '}') {\n    return { token: current, nextIndex: index + 1 };\n  }\n\n  if (current !== '\"') {\n    // throw new Error(`Unexpected token in entity lump: ${current}`);\n    // Quake 2 entity parser is very lenient. It might encounter garbage or unquoted strings?\n    // But usually keys/values are quoted.\n    // However, sometimes map compilers output unquoted numbers?\n    // Let's assume non-quoted tokens are valid if they are not {}\n    // We'll read until next whitespace.\n    let end = index;\n    while (end < text.length && !/\\s/.test(text[end]) && text[end] !== '{' && text[end] !== '}') {\n      end++;\n    }\n    return { token: text.substring(index, end), nextIndex: end };\n  }\n\n  const quoted = parseQuoted(text, index + 1);\n  return { token: quoted.value, nextIndex: quoted.nextIndex };\n}\n\nexport function parseEntityLump(text: string): ParsedEntity[] {\n  const entities: ParsedEntity[] = [];\n  let index = 0;\n\n  while (index < text.length) {\n    const open = parseToken(text, index);\n    index = open.nextIndex;\n    if (open.token === null) {\n      break;\n    }\n    if (open.token !== '{') {\n      // In some BSPs, there might be garbage at the end of the entity lump?\n      // Token consumption logic might be too strict.\n      // If we encounter a token that is not { but we are at top level, check if it's whitespace-ish or similar.\n      // Alternatively, previous parseToken might have consumed something weird.\n\n      // Let's try to just skip until we find { or EOF.\n      // This matches more resilient C parsing.\n      while (index < text.length && text[index] !== '{') {\n          index++;\n      }\n      if (index >= text.length) break;\n      // If we found {, continue loop (which will call parseToken again)\n      // Actually we need to restart this loop iteration effectively.\n      // But parseToken is called at top of loop.\n      // Let's just continue and let the next parseToken handle it.\n      continue;\n\n      // throw new Error('Expected { at start of entity definition');\n    }\n\n    const entity: ParsedEntity = {};\n\n    while (true) {\n      const keyToken = parseToken(text, index);\n      index = keyToken.nextIndex;\n      if (keyToken.token === null) {\n        throw new Error('EOF reached while parsing entity');\n      }\n      if (keyToken.token === '}') {\n        break;\n      }\n\n      const valueToken = parseToken(text, index);\n      index = valueToken.nextIndex;\n      if (valueToken.token === null || valueToken.token === '{' || valueToken.token === '}') {\n        throw new Error('Malformed entity key/value pair');\n      }\n\n      if (!keyToken.token.startsWith('_')) {\n        entity[keyToken.token] = valueToken.token;\n      }\n    }\n\n    entities.push(entity);\n  }\n\n  return entities;\n}\n\nexport interface SpawnContext {\n  readonly keyValues: ParsedEntity;\n  readonly entities: EntitySystem;\n  readonly health_multiplier: number;\n  warn(message: string): void;\n  free(entity: Entity): void;\n}\n\nexport type SpawnFunction = (entity: Entity, context: SpawnContext) => void;\n\nexport class SpawnRegistry {\n  private readonly registry = new Map<string, SpawnFunction>();\n\n  register(classname: string, spawn: SpawnFunction): void {\n    this.registry.set(classname, spawn);\n  }\n\n  unregister(classname: string): void {\n    this.registry.delete(classname);\n  }\n\n  get(classname: string): SpawnFunction | undefined {\n    return this.registry.get(classname);\n  }\n\n  keys(): IterableIterator<string> {\n    return this.registry.keys();\n  }\n}\n\nfunction defaultWarn(message: string): void {\n  void message;\n}\n\nexport interface SpawnOptions {\n  readonly registry: SpawnRegistry;\n  readonly entities: EntitySystem;\n  readonly onWarning?: (message: string) => void;\n}\n\nexport function spawnEntityFromDictionary(dictionary: ParsedEntity, options: SpawnOptions): Entity | null {\n  const warn = options.onWarning ?? defaultWarn;\n  const classname = dictionary.classname;\n  if (!classname) {\n    warn('Encountered entity with no classname');\n    return null;\n  }\n\n  const isWorld = classname === 'worldspawn';\n  const entity = isWorld ? options.entities.world : options.entities.spawn();\n  applyEntityKeyValues(entity, dictionary);\n\n  // Check spawn flags for filtering\n  if (!isWorld) {\n    if ((entity.spawnflags & SPAWNFLAG_NOT_DEATHMATCH) && options.entities.deathmatch) {\n      options.entities.freeImmediate(entity);\n      return null;\n    }\n\n    if ((entity.spawnflags & SPAWNFLAG_NOT_EASY) && options.entities.skill === 0) {\n      options.entities.freeImmediate(entity);\n      return null;\n    }\n\n    if ((entity.spawnflags & SPAWNFLAG_NOT_MEDIUM) && options.entities.skill === 1) {\n      options.entities.freeImmediate(entity);\n      return null;\n    }\n\n    if ((entity.spawnflags & SPAWNFLAG_NOT_HARD) && options.entities.skill >= 2) {\n      options.entities.freeImmediate(entity);\n      return null;\n    }\n\n    // Co-op filtering\n    if ((entity.spawnflags & SPAWNFLAG_NOT_COOP) && (options.entities as any).coop) {\n      options.entities.freeImmediate(entity);\n      return null;\n    }\n  }\n\n  const context: SpawnContext = {\n    keyValues: dictionary,\n    entities: options.entities,\n    health_multiplier: dictionary.health_multiplier ? Number.parseFloat(dictionary.health_multiplier) : 1.0,\n    warn,\n    free(target) {\n      options.entities.freeImmediate(target);\n    },\n  };\n\n  const spawnFunc = options.registry.get(classname);\n  if (!spawnFunc) {\n    warn(`${classname} does not have a spawn function`);\n    if (!isWorld) {\n      options.entities.freeImmediate(entity);\n    }\n    return null;\n  }\n\n  spawnFunc(entity, context);\n\n  if (!entity.inUse) {\n    return null;\n  }\n\n  options.entities.finalizeSpawn(entity);\n\n  return entity;\n}\n\nexport function spawnEntitiesFromText(text: string, options: SpawnOptions): Entity[] {\n  const parsed = parseEntityLump(text);\n  const spawned: Entity[] = [];\n\n  for (const dictionary of parsed) {\n    const entity = spawnEntityFromDictionary(dictionary, options);\n    if (entity) {\n      spawned.push(entity);\n    }\n  }\n\n  return spawned;\n}\n\nexport function SelectDeathmatchSpawnPoint(entities: EntitySystem): Entity | undefined {\n  const spots = entities.findByClassname('info_player_deathmatch');\n  if (spots.length === 0) {\n    return undefined;\n  }\n  const index = Math.floor(entities.rng.frandom() * spots.length);\n  return spots[index];\n}\n\nexport function SelectSpawnPoint(entities: EntitySystem): Entity | undefined {\n  if (entities.deathmatch) {\n    const spot = SelectDeathmatchSpawnPoint(entities);\n    if (spot) return spot;\n  }\n  return findPlayerStart(entities);\n}\n\nexport function findPlayerStart(entities: EntitySystem): Entity | undefined {\n  return entities.find(\n    (entity: Entity) => entity.classname === 'info_player_start'\n  );\n}\n\nexport function registerDefaultSpawns(registry: SpawnRegistry, game?: any): void {\n  registerWorldSpawn(registry);\n\n  registry.register('info_player_start', () => {\n    // No-op spawn point\n  });\n\n  registry.register('info_player_deathmatch', () => {\n    // Deathmatch handling is deferred until game rules are implemented\n  });\n\n  registry.register('info_player_coop', () => {\n    // Coop spawn points share info_player_start behaviour for now\n  });\n\n  registry.register('info_null', (entity, context) => {\n    context.free(entity);\n  });\n\n  registry.register('info_notnull', () => {\n    // Placeholder positional target\n  });\n\n  registry.register('info_teleport_destination', () => {\n    // Destination marker for trigger_teleport\n  });\n\n  registerTriggerSpawns(registry);\n  registerTargetSpawns(registry);\n  registerMiscSpawns(registry);\n  if (game) {\n    registerItemSpawns(game, registry);\n  }\n  registerFuncSpawns(registry);\n  registerPathSpawns(registry);\n  registerLightSpawns(registry);\n  registerMonsterSpawns(registry);\n  registerTargetCamera(registry);\n}\n\nexport function createDefaultSpawnRegistry(game: any): SpawnRegistry {\n  const registry = new SpawnRegistry();\n  registerDefaultSpawns(registry, game);\n  return registry;\n}\n","import type { DieCallback, PainCallback, ThinkCallback, TouchCallback, UseCallback } from './entity.js';\n\nexport type AnyCallback = ThinkCallback | TouchCallback | UseCallback | PainCallback | DieCallback;\n\nexport type CallbackRegistry = Map<string, AnyCallback>;\n\nexport function createCallbackRegistry(): CallbackRegistry {\n  return new Map<string, AnyCallback>();\n}\n\nexport function registerCallback(registry: CallbackRegistry, name: string, fn: AnyCallback): void {\n  if (registry.has(name)) {\n    return;\n  }\n  registry.set(name, fn);\n}\n","import type { FixedStepContext } from '@quake2ts/engine';\n\nexport interface GameFrameContext extends FixedStepContext {\n  readonly timeMs: number;\n  readonly previousTimeMs: number;\n  readonly deltaSeconds: number;\n}\n\nexport type GameFrameStageName = 'prep' | 'simulate' | 'finish';\nexport type GameFrameStage = (context: GameFrameContext) => void;\n\nexport interface GameFrameStages {\n  prep?(context: GameFrameContext): void;\n  simulate?(context: GameFrameContext): void;\n  finish?(context: GameFrameContext): void;\n}\n\nconst orderedStageNames: readonly GameFrameStageName[] = [\n  'prep',\n  'simulate',\n  'finish',\n];\n\ntype StageBuckets = Record<GameFrameStageName, (GameFrameStage | undefined)[]>;\ntype StageCounts = Record<GameFrameStageName, number>;\ntype StageCompactionFlags = Record<GameFrameStageName, boolean>;\n\nexport class GameFrameLoop {\n  private timeMs = 0;\n  private frame = 0;\n  private readonly stageHandlers: StageBuckets = {\n    prep: [],\n    simulate: [],\n    finish: [],\n  };\n  private readonly stageCounts: StageCounts = {\n    prep: 0,\n    simulate: 0,\n    finish: 0,\n  };\n  private readonly stageCompactionNeeded: StageCompactionFlags = {\n    prep: false,\n    simulate: false,\n    finish: false,\n  };\n\n  constructor(initialStages?: GameFrameStages) {\n    if (initialStages) {\n      for (const stageName of orderedStageNames) {\n        const handler = initialStages[stageName];\n        if (handler) {\n          this.addStage(stageName, handler);\n        }\n      }\n    }\n  }\n\n  addStage(stage: GameFrameStageName, handler: GameFrameStage): () => void {\n    const handlers = this.stageHandlers[stage];\n    handlers.push(handler);\n    this.stageCounts[stage] += 1;\n\n    return () => {\n      const index = handlers.indexOf(handler);\n      if (index >= 0 && handlers[index]) {\n        handlers[index] = undefined;\n        this.stageCounts[stage] -= 1;\n        this.stageCompactionNeeded[stage] = true;\n      }\n    };\n  }\n\n  reset(startTimeMs: number): void {\n    this.timeMs = startTimeMs;\n    this.frame = 0;\n  }\n\n  advance(step: FixedStepContext): GameFrameContext {\n    const previousTimeMs = this.timeMs;\n    this.timeMs = previousTimeMs + step.deltaMs;\n    this.frame = step.frame;\n\n    const context: GameFrameContext = {\n      ...step,\n      timeMs: this.timeMs,\n      previousTimeMs,\n      deltaSeconds: step.deltaMs / 1000,\n    };\n\n    this.runStage('prep', context);\n\n    if (this.stageCounts.simulate === 0) {\n      throw new Error('GameFrameLoop requires at least one simulate stage');\n    }\n\n    this.runStage('simulate', context);\n    this.runStage('finish', context);\n\n    return context;\n  }\n\n  private runStage(stage: GameFrameStageName, context: GameFrameContext): void {\n    const handlers = this.stageHandlers[stage];\n    for (let i = 0; i < handlers.length; i += 1) {\n      const handler = handlers[i];\n      if (!handler) {\n        continue;\n      }\n      handler(context);\n    }\n\n    if (this.stageCompactionNeeded[stage]) {\n      this.compactStageHandlers(stage);\n    }\n  }\n\n  private compactStageHandlers(stage: GameFrameStageName): void {\n    const handlers = this.stageHandlers[stage];\n    let writeIndex = 0;\n    for (let readIndex = 0; readIndex < handlers.length; readIndex += 1) {\n      const handler = handlers[readIndex];\n      if (handler) {\n        handlers[writeIndex] = handler;\n        writeIndex += 1;\n      }\n    }\n    handlers.length = writeIndex;\n    this.stageCompactionNeeded[stage] = false;\n  }\n\n  get time(): number {\n    return this.timeMs;\n  }\n\n  get frameNumber(): number {\n    return this.frame;\n  }\n}\n","import type { GameFrameContext } from './loop.js';\n\nexport interface LevelFrameState {\n  readonly frameNumber: number;\n  readonly timeSeconds: number;\n  readonly previousTimeSeconds: number;\n  readonly deltaSeconds: number;\n}\n\nconst ZERO_STATE: LevelFrameState = {\n  frameNumber: 0,\n  timeSeconds: 0,\n  previousTimeSeconds: 0,\n  deltaSeconds: 0,\n};\n\nexport class LevelClock {\n  private state: LevelFrameState = ZERO_STATE;\n\n  start(startTimeMs: number): void {\n    const startSeconds = startTimeMs / 1000;\n    this.state = {\n      frameNumber: 0,\n      timeSeconds: startSeconds,\n      previousTimeSeconds: startSeconds,\n      deltaSeconds: 0,\n    };\n  }\n\n  tick(context: GameFrameContext): LevelFrameState {\n    this.state = {\n      frameNumber: context.frame,\n      timeSeconds: context.timeMs / 1000,\n      previousTimeSeconds: context.previousTimeMs / 1000,\n      deltaSeconds: context.deltaSeconds,\n    };\n\n    return this.state;\n  }\n\n  get current(): LevelFrameState {\n    return this.state;\n  }\n\n  snapshot(): LevelFrameState {\n    return { ...this.state };\n  }\n\n  restore(state: LevelFrameState): void {\n    this.state = { ...state };\n  }\n}\n","import type { GameStateSnapshot } from './index.js';\nimport type { EntitySystemSnapshot, SerializedEntityState } from './entities/system.js';\nimport type { EntityState } from '@quake2ts/shared';\n\nexport const FNV_OFFSET_BASIS = 0x811c9dc5;\nconst FNV_PRIME = 0x01000193;\n\nexport function hashBytes(hash: number, bytes: ArrayLike<number>): number {\n  let h = hash >>> 0;\n  for (let i = 0; i < bytes.length; i += 1) {\n    h ^= bytes[i]! & 0xff;\n    h = Math.imul(h, FNV_PRIME) >>> 0;\n  }\n  return h >>> 0;\n}\n\nexport function hashNumber(hash: number, value: number): number {\n  const buffer = new ArrayBuffer(8);\n  const view = new DataView(buffer);\n  view.setFloat64(0, value, true);\n  const bytes = new Uint8Array(buffer);\n  return hashBytes(hash, bytes);\n}\n\nexport function hashString(hash: number, value: string): number {\n  const bytes = new Uint8Array(value.length);\n  for (let i = 0; i < value.length; i += 1) {\n    bytes[i] = value.charCodeAt(i) & 0xff;\n  }\n  return hashBytes(hash, bytes);\n}\n\nfunction hashEntityState(hash: number, entity: EntityState): number {\n    hash = hashNumber(hash, entity.number);\n    hash = hashNumber(hash, entity.modelIndex ?? 0);\n    hash = hashNumber(hash, entity.frame ?? 0);\n    hash = hashNumber(hash, entity.skinNum ?? 0);\n    hash = hashNumber(hash, entity.effects ?? 0);\n    hash = hashNumber(hash, entity.renderfx ?? 0);\n    hash = hashNumber(hash, entity.solid ?? 0);\n    hash = hashNumber(hash, entity.sound ?? 0);\n\n    hash = hashNumber(hash, entity.origin.x);\n    hash = hashNumber(hash, entity.origin.y);\n    hash = hashNumber(hash, entity.origin.z);\n\n    hash = hashNumber(hash, entity.angles.x);\n    hash = hashNumber(hash, entity.angles.y);\n    hash = hashNumber(hash, entity.angles.z);\n\n    return hash;\n}\n\nexport function hashGameState(state: GameStateSnapshot): number {\n  let hash = FNV_OFFSET_BASIS;\n\n  hash = hashNumber(hash, state.gravity.x);\n  hash = hashNumber(hash, state.gravity.y);\n  hash = hashNumber(hash, state.gravity.z);\n\n  hash = hashNumber(hash, state.origin.x);\n  hash = hashNumber(hash, state.origin.y);\n  hash = hashNumber(hash, state.origin.z);\n\n  hash = hashNumber(hash, state.velocity.x);\n  hash = hashNumber(hash, state.velocity.y);\n  hash = hashNumber(hash, state.velocity.z);\n\n  // Safely handle potential undefined values in state.level\n  hash = hashNumber(hash, state.level.frameNumber ?? 0);\n  hash = hashNumber(hash, state.level.timeSeconds ?? 0);\n  hash = hashNumber(hash, state.level.previousTimeSeconds ?? 0);\n  hash = hashNumber(hash, state.level.deltaSeconds ?? 0);\n\n  hash = hashNumber(hash, state.entities.activeCount);\n  hash = hashString(hash, state.entities.worldClassname);\n\n  // Include packetEntities in hash\n  if (state.packetEntities) {\n      // Sort to ensure stable hash\n      const sorted = [...state.packetEntities].sort((a, b) => a.number - b.number);\n      for (const ent of sorted) {\n          hash = hashEntityState(hash, ent);\n      }\n  }\n\n  return hash >>> 0;\n}\n\nfunction hashEntityValue(hash: number, value: any): number {\n  if (value === null || value === undefined) {\n    return hashNumber(hash, 0);\n  }\n  if (typeof value === 'number') {\n    return hashNumber(hash, value);\n  }\n  if (typeof value === 'string') {\n    return hashString(hash, value);\n  }\n  if (typeof value === 'boolean') {\n    return hashNumber(hash, value ? 1 : 0);\n  }\n  if (Array.isArray(value)) {\n    // Vec3 or similar array\n    for (const v of value) {\n        if (typeof v === 'number') {\n            hash = hashNumber(hash, v);\n        }\n    }\n    return hash;\n  }\n  if (typeof value === 'object') {\n    // Inventory or other object\n    const keys = Object.keys(value).sort();\n    for (const key of keys) {\n      hash = hashString(hash, key);\n      hash = hashEntityValue(hash, value[key]);\n    }\n    return hash;\n  }\n  return hash;\n}\n\nfunction hashSerializedEntity(hash: number, entity: SerializedEntityState): number {\n    hash = hashNumber(hash, entity.index);\n    const keys = Object.keys(entity.fields).sort();\n    for (const key of keys) {\n        hash = hashString(hash, key);\n        hash = hashEntityValue(hash, (entity.fields as any)[key]);\n    }\n    return hash;\n}\n\nexport function hashEntitySystem(snapshot: EntitySystemSnapshot): number {\n    let hash = FNV_OFFSET_BASIS;\n    hash = hashNumber(hash, snapshot.timeSeconds);\n\n    // Snapshot entity list might be just the active ones, or include nulls.\n    // EntitySystemSnapshot in system.ts returns SerializedEntityState[].\n\n    // Hash entities, assuming they are in stable order (index order)\n    // If not, we might need to sort them by index first\n    const sortedEntities = [...snapshot.entities].sort((a, b) => a.index - b.index);\n\n    for (const entity of sortedEntities) {\n        hash = hashSerializedEntity(hash, entity);\n    }\n\n    return hash >>> 0;\n}\n\n// Support hashing the EntitySystem instance directly for convenience in tests\n// by extracting the snapshot first.\n// This is a bit of a hack to support the test code without changing it,\n// checking if the argument is an EntitySystem class instance instead of a snapshot.\nimport { EntitySystem } from './entities/system.js';\nexport function hashEntitySystemInstance(system: EntitySystem): number {\n   return hashEntitySystem(system.createSnapshot());\n}\n","import type { CvarRegistry } from '@quake2ts/engine';\nimport { CvarFlags, RandomGenerator, type RandomGeneratorState } from '@quake2ts/shared';\nimport type { RandomGenerator as RandomGeneratorType } from '@quake2ts/shared';\nimport type {\n  CallbackRegistry,\n  EntitySystem,\n  EntitySystemSnapshot,\n  SerializedEntityState,\n  SerializedTargetAwareness,\n} from '../entities/index.js';\nimport {\n  type PlayerInventory,\n  type SerializedPlayerInventory,\n  deserializePlayerInventory,\n  serializePlayerInventory,\n} from '../inventory/index.js';\nimport type { LevelClock, LevelFrameState } from '../level.js';\nimport { FNV_OFFSET_BASIS, hashNumber, hashString } from '../checksum.js';\n\nexport const SAVE_FORMAT_VERSION = 2;\n\nexport interface CvarSaveEntry {\n  readonly name: string;\n  readonly value: string;\n  readonly flags: CvarFlags;\n}\n\nexport interface GameSaveFile {\n  readonly version: number;\n  readonly timestamp: number;\n  readonly map: string;\n  readonly difficulty: number;\n  readonly playtimeSeconds: number;\n  readonly gameState: Record<string, unknown>;\n  readonly level: LevelFrameState;\n  readonly rng: RandomGeneratorState;\n  readonly entities: EntitySystemSnapshot;\n  readonly cvars: readonly CvarSaveEntry[];\n  readonly configstrings: readonly string[];\n  readonly player?: SerializedPlayerInventory;\n  readonly checksum?: number;\n}\n\nexport interface SaveCreationOptions {\n  readonly map: string;\n  readonly difficulty: number;\n  readonly playtimeSeconds: number;\n  readonly levelState: LevelFrameState;\n  readonly entitySystem: EntitySystem;\n  readonly rngState: RandomGeneratorState;\n  readonly configstrings?: readonly string[];\n  readonly cvars?: CvarRegistry;\n  readonly gameState?: Record<string, unknown>;\n  readonly timestamp?: number;\n  readonly player?: PlayerInventory;\n}\n\nexport interface SaveApplyTargets {\n  readonly levelClock: LevelClock;\n  readonly entitySystem: EntitySystem;\n  readonly rng: RandomGeneratorType;\n  readonly cvars?: CvarRegistry;\n  readonly player?: PlayerInventory;\n  readonly callbackRegistry?: CallbackRegistry;\n}\n\nexport interface ParseSaveOptions {\n  readonly allowNewerVersion?: boolean;\n}\n\nconst MIN_SUPPORTED_VERSION = 1;\n\nfunction ensureObject(value: unknown, label: string): Record<string, unknown> {\n  if (!value || typeof value !== 'object' || Array.isArray(value)) {\n    throw new Error(`${label} must be an object`);\n  }\n  return value as Record<string, unknown>;\n}\n\nfunction ensureNumber(value: unknown, label: string): number {\n  if (typeof value !== 'number' || !Number.isFinite(value)) {\n    throw new Error(`${label} must be a finite number`);\n  }\n  return value;\n}\n\nfunction ensureNumberOrDefault(value: unknown, label: string, defaultValue: number): number {\n  if (value === undefined) {\n    return defaultValue;\n  }\n  return ensureNumber(value, label);\n}\n\nfunction ensureString(value: unknown, label: string): string {\n  if (typeof value !== 'string') {\n    throw new Error(`${label} must be a string`);\n  }\n  return value;\n}\n\nfunction ensureNumberArray(value: unknown, label: string): readonly number[] {\n  if (!Array.isArray(value)) {\n    throw new Error(`${label} must be an array`);\n  }\n  for (const element of value) {\n    ensureNumber(element, `${label} element`);\n  }\n  return value;\n}\n\nfunction parseLevelState(raw: unknown): LevelFrameState {\n  if (raw === undefined) {\n    return { frameNumber: 0, timeSeconds: 0, previousTimeSeconds: 0, deltaSeconds: 0 };\n  }\n\n  const level = ensureObject(raw, 'level');\n  return {\n    frameNumber: ensureNumberOrDefault(level.frameNumber, 'level.frameNumber', 0),\n    timeSeconds: ensureNumberOrDefault(level.timeSeconds, 'level.timeSeconds', 0),\n    previousTimeSeconds: ensureNumberOrDefault(level.previousTimeSeconds, 'level.previousTimeSeconds', 0),\n    deltaSeconds: ensureNumberOrDefault(level.deltaSeconds, 'level.deltaSeconds', 0),\n  };\n}\n\nfunction parseRngState(raw: unknown): RandomGeneratorState {\n  if (raw === undefined) {\n    return new RandomGenerator().getState();\n  }\n\n  const rng = ensureObject(raw, 'rng');\n  const mt = ensureObject(rng.mt, 'rng.mt');\n  const state = ensureNumberArray(mt.state, 'rng.mt.state');\n  return {\n    mt: {\n      index: ensureNumber(mt.index, 'rng.mt.index'),\n      state,\n    },\n  };\n}\n\nfunction parseThinkEntries(raw: unknown): EntitySystemSnapshot['thinks'] {\n  if (raw === undefined) {\n    return [];\n  }\n\n  if (!Array.isArray(raw)) {\n    throw new Error('thinks must be an array');\n  }\n\n  return raw.map((entry, idx) => {\n    const think = ensureObject(entry, `thinks[${idx}]`);\n    return {\n      time: ensureNumber(think.time, `thinks[${idx}].time`),\n      entityIndex: ensureNumber(think.entityIndex, `thinks[${idx}].entityIndex`),\n    };\n  });\n}\n\nfunction parseAwareness(raw: unknown): SerializedTargetAwareness {\n  if (raw === undefined) {\n    // Return default empty awareness for older saves or missing data\n    return {\n      frameNumber: 0,\n      sightEntityIndex: null,\n      sightEntityFrame: 0,\n      soundEntityIndex: null,\n      soundEntityFrame: 0,\n      sound2EntityIndex: null,\n      sound2EntityFrame: 0,\n      sightClientIndex: null,\n    };\n  }\n  const awareness = ensureObject(raw, 'awareness');\n\n  // Helper to allow null or number\n  const ensureIndex = (val: unknown, lbl: string): number | null => {\n      if (val === null) return null;\n      return ensureNumber(val, lbl);\n  };\n\n  return {\n    frameNumber: ensureNumber(awareness.frameNumber, 'awareness.frameNumber'),\n    sightEntityIndex: ensureIndex(awareness.sightEntityIndex, 'awareness.sightEntityIndex'),\n    sightEntityFrame: ensureNumber(awareness.sightEntityFrame, 'awareness.sightEntityFrame'),\n    soundEntityIndex: ensureIndex(awareness.soundEntityIndex, 'awareness.soundEntityIndex'),\n    soundEntityFrame: ensureNumber(awareness.soundEntityFrame, 'awareness.soundEntityFrame'),\n    sound2EntityIndex: ensureIndex(awareness.sound2EntityIndex, 'awareness.sound2EntityIndex'),\n    sound2EntityFrame: ensureNumber(awareness.sound2EntityFrame, 'awareness.sound2EntityFrame'),\n    sightClientIndex: ensureIndex(awareness.sightClientIndex, 'awareness.sightClientIndex'),\n  };\n}\n\nfunction parseEntityFields(raw: unknown): SerializedEntityState['fields'] {\n  if (raw === undefined) {\n    return {};\n  }\n\n  const fields = ensureObject(raw, 'entity.fields');\n  const parsed: SerializedEntityState['fields'] = {};\n  for (const [name, value] of Object.entries(fields)) {\n    if (value === null) {\n      parsed[name as keyof SerializedEntityState['fields']] = null;\n      continue;\n    }\n\n    switch (typeof value) {\n      case 'number':\n      case 'string':\n      case 'boolean':\n        parsed[name as keyof SerializedEntityState['fields']] = value;\n        break;\n      default: {\n        if (!Array.isArray(value)) {\n          const object = ensureObject(value, name);\n          const inventory: Record<string, number> = {};\n          for (const [entryName, entryValue] of Object.entries(object)) {\n            inventory[entryName] = ensureNumber(entryValue, `${name}.${entryName}`);\n          }\n          parsed[name as keyof SerializedEntityState['fields']] = inventory;\n          break;\n        }\n        if (Array.isArray(value) && value.length === 3) {\n          const [x, y, z] = value;\n          parsed[name as keyof SerializedEntityState['fields']] = [\n            ensureNumber(x, `${name}[0]`),\n            ensureNumber(y, `${name}[1]`),\n            ensureNumber(z, `${name}[2]`),\n          ];\n          break;\n        }\n        throw new Error(`Unsupported entity field value for ${name}`);\n      }\n    }\n  }\n  return parsed;\n}\n\nfunction parseEntities(raw: unknown): SerializedEntityState[] {\n  if (!Array.isArray(raw)) {\n    throw new Error('entities must be an array');\n  }\n\n  return raw.map((entry, idx) => {\n    const entity = ensureObject(entry, `entities[${idx}]`);\n    return {\n      index: ensureNumber(entity.index, `entities[${idx}].index`),\n      fields: parseEntityFields(entity.fields),\n    };\n  });\n}\n\nfunction parsePool(raw: unknown): EntitySystemSnapshot['pool'] {\n  const pool = ensureObject(raw, 'pool');\n  return {\n    capacity: ensureNumber(pool.capacity, 'pool.capacity'),\n    activeOrder: ensureNumberArray(pool.activeOrder, 'pool.activeOrder'),\n    freeList: ensureNumberArray(pool.freeList, 'pool.freeList'),\n    pendingFree: ensureNumberArray(pool.pendingFree, 'pool.pendingFree'),\n  };\n}\n\nfunction parseEntitySnapshot(raw: unknown): EntitySystemSnapshot {\n  const snapshot = ensureObject(raw, 'entities');\n\n  // Extract level state\n  const levelState = ensureObject(snapshot.level || {}, 'entities.level');\n\n  return {\n    timeSeconds: ensureNumber(snapshot.timeSeconds, 'entities.timeSeconds'),\n    pool: parsePool(snapshot.pool),\n    entities: parseEntities(snapshot.entities),\n    thinks: parseThinkEntries(snapshot.thinks),\n    awareness: parseAwareness(snapshot.awareness),\n    crossLevelFlags: ensureNumberOrDefault(snapshot.crossLevelFlags, 'entities.crossLevelFlags', 0),\n    crossUnitFlags: ensureNumberOrDefault(snapshot.crossUnitFlags, 'entities.crossUnitFlags', 0),\n    level: {\n        next_auto_save: ensureNumberOrDefault(levelState.next_auto_save, 'level.next_auto_save', 0),\n        health_bar_entities: [null, null, null, null],\n        intermission_angle: { x: 0, y: 0, z: 0 },\n        intermission_origin: { x: 0, y: 0, z: 0 },\n        helpmessage1: ensureString(levelState.helpmessage1 || \"\", 'level.helpmessage1'),\n        helpmessage2: ensureString(levelState.helpmessage2 || \"\", 'level.helpmessage2'),\n        help1changed: ensureNumberOrDefault(levelState.help1changed, 'level.help1changed', 0),\n        help2changed: ensureNumberOrDefault(levelState.help2changed, 'level.help2changed', 0),\n    },\n  };\n}\n\nfunction parseCvars(raw: unknown): CvarSaveEntry[] {\n  if (raw === undefined) {\n    return [];\n  }\n\n  if (!Array.isArray(raw)) {\n    throw new Error('cvars must be an array');\n  }\n\n  return raw.map((entry, idx) => {\n    const cvar = ensureObject(entry, `cvars[${idx}]`);\n    return {\n      name: ensureString(cvar.name, `cvars[${idx}].name`),\n      value: ensureString(cvar.value, `cvars[${idx}].value`),\n      flags: ensureNumber(cvar.flags, `cvars[${idx}].flags`) as CvarFlags,\n    };\n  });\n}\n\nfunction parseConfigstrings(raw: unknown): string[] {\n  if (raw === undefined) {\n    return [];\n  }\n\n  if (!Array.isArray(raw)) {\n    throw new Error('configstrings must be an array');\n  }\n\n  return raw.map((value, idx) => ensureString(value, `configstrings[${idx}]`));\n}\n\nfunction parseGameState(raw: unknown): Record<string, unknown> {\n  if (raw === undefined) {\n    return {};\n  }\n\n  return ensureObject(raw, 'gameState');\n}\n\nfunction serializeCvars(registry: CvarRegistry | undefined): CvarSaveEntry[] {\n  if (!registry) {\n    return [];\n  }\n\n  return registry\n    .list()\n    .filter((cvar) => (cvar.flags & CvarFlags.Archive) !== 0)\n    .map((cvar) => ({ name: cvar.name, value: cvar.string, flags: cvar.flags }));\n}\n\nfunction applyCvars(entries: readonly CvarSaveEntry[], registry: CvarRegistry | undefined): void {\n  if (!registry) {\n    return;\n  }\n\n  for (const entry of entries) {\n    const existing = registry.get(entry.name);\n    if (existing) {\n      existing.set(entry.value);\n    } else {\n      registry.register({ name: entry.name, defaultValue: entry.value, flags: entry.flags });\n    }\n  }\n}\n\nfunction cloneRngState(state: RandomGeneratorState): RandomGeneratorState {\n  return {\n    mt: {\n      index: state.mt.index,\n      state: [...state.mt.state],\n    },\n  };\n}\n\nfunction hashValue(hash: number, value: unknown): number {\n  if (value === null || value === undefined) {\n    return hash;\n  }\n  if (typeof value === 'number') {\n    return hashNumber(hash, value);\n  }\n  if (typeof value === 'string') {\n    return hashString(hash, value);\n  }\n  if (typeof value === 'boolean') {\n    return hashNumber(hash, value ? 1 : 0);\n  }\n  if (Array.isArray(value)) {\n    let h = hash;\n    for (const item of value) {\n      h = hashValue(h, item);\n    }\n    return h;\n  }\n  if (typeof value === 'object') {\n    let h = hash;\n    const keys = Object.keys(value).sort();\n    for (const key of keys) {\n      h = hashString(h, key);\n      h = hashValue(h, (value as Record<string, unknown>)[key]);\n    }\n    return h;\n  }\n  return hash;\n}\n\nexport function calculateSaveChecksum(save: Omit<GameSaveFile, 'checksum'>): number {\n  let hash = FNV_OFFSET_BASIS;\n\n  hash = hashNumber(hash, save.version);\n  hash = hashNumber(hash, save.timestamp);\n  hash = hashString(hash, save.map);\n  hash = hashNumber(hash, save.difficulty);\n  hash = hashNumber(hash, save.playtimeSeconds);\n\n  hash = hashValue(hash, save.gameState);\n  hash = hashValue(hash, save.level);\n  hash = hashValue(hash, save.rng);\n  hash = hashValue(hash, save.entities);\n  hash = hashValue(hash, save.cvars);\n  hash = hashValue(hash, save.configstrings);\n\n  if (save.player) {\n    hash = hashValue(hash, save.player);\n  }\n\n  return hash >>> 0;\n}\n\nexport function createSaveFile(options: SaveCreationOptions): GameSaveFile {\n  const {\n    map,\n    difficulty,\n    playtimeSeconds,\n    levelState,\n    entitySystem,\n    rngState,\n    configstrings = [],\n    cvars,\n    gameState = {},\n    timestamp = Date.now(),\n    player,\n  } = options;\n\n  const saveWithoutChecksum: Omit<GameSaveFile, 'checksum'> = {\n    version: SAVE_FORMAT_VERSION,\n    timestamp,\n    map,\n    difficulty,\n    playtimeSeconds,\n    gameState: { ...gameState },\n    level: { ...levelState },\n    rng: cloneRngState(rngState),\n    entities: entitySystem.createSnapshot(),\n    cvars: serializeCvars(cvars),\n    configstrings: [...configstrings],\n    player: player ? serializePlayerInventory(player) : undefined,\n  };\n\n  return {\n    ...saveWithoutChecksum,\n    checksum: calculateSaveChecksum(saveWithoutChecksum),\n  };\n}\n\nexport function parseSaveFile(serialized: unknown, options: ParseSaveOptions = {}): GameSaveFile {\n  const { allowNewerVersion = true } = options;\n  const raw = typeof serialized === 'string' ? JSON.parse(serialized) : serialized;\n  const save = ensureObject(raw, 'save');\n\n  const versionValue = save.version ?? SAVE_FORMAT_VERSION;\n  const version = ensureNumber(versionValue, 'version');\n  if (version < MIN_SUPPORTED_VERSION) {\n    throw new Error(`Unsupported save version ${version}`);\n  }\n  if (version > SAVE_FORMAT_VERSION && !allowNewerVersion) {\n    throw new Error(`Save version ${version} is newer than supported ${SAVE_FORMAT_VERSION}`);\n  }\n\n  const parsedSave: GameSaveFile = {\n    version,\n    timestamp: ensureNumber(save.timestamp, 'timestamp'),\n    map: ensureString(save.map, 'map'),\n    difficulty: ensureNumber(save.difficulty, 'difficulty'),\n    playtimeSeconds: ensureNumber(save.playtimeSeconds, 'playtimeSeconds'),\n    gameState: parseGameState(save.gameState),\n    level: parseLevelState(save.level),\n    rng: parseRngState(save.rng),\n    entities: parseEntitySnapshot(save.entities),\n    cvars: parseCvars(save.cvars),\n    configstrings: parseConfigstrings(save.configstrings),\n    player: save.player ? (save.player as SerializedPlayerInventory) : undefined,\n    checksum: save.checksum !== undefined ? ensureNumber(save.checksum, 'checksum') : undefined,\n  };\n\n  if (parsedSave.checksum !== undefined) {\n    const calculated = calculateSaveChecksum(parsedSave);\n    if (calculated !== parsedSave.checksum) {\n      throw new Error(`Save file checksum mismatch: expected ${parsedSave.checksum}, calculated ${calculated}`);\n    }\n  }\n\n  return parsedSave;\n}\n\nexport function applySaveFile(save: GameSaveFile, targets: SaveApplyTargets): void {\n  targets.levelClock.restore(save.level);\n  targets.entitySystem.restore(save.entities, targets.callbackRegistry);\n  targets.rng.setState(save.rng);\n  applyCvars(save.cvars, targets.cvars);\n\n  if (save.player && targets.player) {\n    const deserialized = deserializePlayerInventory(save.player);\n    Object.assign(targets.player, deserialized);\n  }\n}\n","import { SAVE_FORMAT_VERSION, type GameSaveFile } from './save.js';\nimport type { RandomGeneratorState } from '@quake2ts/shared';\nimport { RandomGenerator } from '@quake2ts/shared';\nimport { ENTITY_FIELD_METADATA } from '../entities/entity.js';\nimport type { EntitySystemSnapshot, SerializedEntityState, SerializedTargetAwareness } from '../entities/system.js';\nimport type { LevelFrameState } from '../level.js';\n\nexport type JsonObject = Record<string, unknown>;\n\nexport interface RereleaseGameSave {\n  readonly saveVersion: number;\n  readonly game: JsonObject & { readonly maxclients?: number };\n  readonly clients: readonly JsonObject[];\n}\n\nexport interface RereleaseLevelSave {\n  readonly saveVersion: number;\n  readonly level: JsonObject;\n  readonly entities: ReadonlyMap<number, JsonObject>;\n}\n\nexport type RereleaseSave = RereleaseGameSave | RereleaseLevelSave;\n\nexport interface RereleaseSaveSummary {\n  readonly version: number;\n  readonly kind: 'game' | 'level';\n  readonly maxClients?: number;\n  readonly clientCount?: number;\n  readonly entityCount?: number;\n  readonly highestEntityIndex?: number;\n}\n\nexport interface RereleaseLevelSaveJson {\n  readonly save_version: number;\n  readonly level: JsonObject;\n  readonly entities: Record<string, JsonObject>;\n}\n\nexport interface RereleaseGameSaveJson {\n  readonly save_version: number;\n  readonly game: JsonObject;\n  readonly clients: readonly JsonObject[];\n}\n\nexport type RereleaseSaveJson = RereleaseLevelSaveJson | RereleaseGameSaveJson;\n\nfunction ensureObject(value: unknown, label: string): JsonObject {\n  if (!value || typeof value !== 'object' || Array.isArray(value)) {\n    throw new Error(`${label} must be an object`);\n  }\n  return value as JsonObject;\n}\n\nfunction ensureNumber(value: unknown, label: string): number {\n  if (typeof value !== 'number' || !Number.isFinite(value)) {\n    throw new Error(`${label} must be a finite number`);\n  }\n  return value;\n}\n\nfunction ensureArray(value: unknown, label: string): readonly unknown[] {\n  if (!Array.isArray(value)) {\n    throw new Error(`${label} must be an array`);\n  }\n  return value;\n}\n\nfunction parseEntityMap(raw: JsonObject): ReadonlyMap<number, JsonObject> {\n  const map = new Map<number, JsonObject>();\n  for (const [rawIndex, value] of Object.entries(raw)) {\n    const index = Number(rawIndex);\n    if (!Number.isInteger(index)) {\n      throw new Error(`entities[${rawIndex}] must use an integer key`);\n    }\n    map.set(index, ensureObject(value, `entities[${rawIndex}]`));\n  }\n  return map;\n}\n\nexport function parseRereleaseSave(raw: unknown): RereleaseSave {\n  const root = ensureObject(raw, 'rerelease save');\n  const saveVersion = ensureNumber(root.save_version, 'save_version');\n  const hasGame = 'game' in root;\n  const hasLevel = 'level' in root;\n\n  if (hasGame === hasLevel) {\n    throw new Error('save must contain either game or level data');\n  }\n\n  if (hasGame) {\n    const game = ensureObject((root as Record<string, unknown>).game, 'game');\n    const clients = ensureArray((root as Record<string, unknown>).clients, 'clients').map((entry, idx) =>\n      ensureObject(entry, `clients[${idx}]`),\n    );\n    const maxclients = game.maxclients !== undefined ? ensureNumber(game.maxclients, 'game.maxclients') : clients.length;\n    if (clients.length !== maxclients) {\n      throw new Error(`clients length ${clients.length} does not match game.maxclients ${maxclients}`);\n    }\n    return { saveVersion, game, clients };\n  }\n\n  const level = ensureObject((root as Record<string, unknown>).level, 'level');\n  const entitiesRoot = ensureObject((root as Record<string, unknown>).entities, 'entities');\n  const entities = parseEntityMap(entitiesRoot);\n  return { saveVersion, level, entities };\n}\n\nexport function summarizeRereleaseSave(raw: unknown): RereleaseSaveSummary {\n  const parsed = parseRereleaseSave(raw);\n  if ('game' in parsed) {\n    const maxClients = parsed.game.maxclients ?? parsed.clients.length;\n    return {\n      version: parsed.saveVersion,\n      kind: 'game',\n      maxClients,\n      clientCount: parsed.clients.length,\n    };\n  }\n\n  let highestEntityIndex = -1;\n  for (const index of parsed.entities.keys()) {\n    if (index > highestEntityIndex) {\n      highestEntityIndex = index;\n    }\n  }\n\n  return {\n    version: parsed.saveVersion,\n    kind: 'level',\n    entityCount: parsed.entities.size,\n    highestEntityIndex: highestEntityIndex >= 0 ? highestEntityIndex : undefined,\n  };\n}\n\nconst SERIALIZABLE_FIELD_NAMES = new Set<keyof SerializedEntityState['fields']>(\n  ENTITY_FIELD_METADATA.filter((field) => field.save).map((field) => field.name as keyof SerializedEntityState['fields']),\n);\n\nfunction toVec3(value: unknown, label: string): [number, number, number] {\n  if (!Array.isArray(value) || value.length !== 3) {\n    throw new Error(`${label} must be a vec3 array`);\n  }\n  const [x, y, z] = value;\n  return [ensureNumber(x, `${label}[0]`), ensureNumber(y, `${label}[1]`), ensureNumber(z, `${label}[2]`)];\n}\n\nfunction normalizeEntityFields(raw: JsonObject, label: string): SerializedEntityState['fields'] {\n  const fields: SerializedEntityState['fields'] = {};\n  for (const [rawName, value] of Object.entries(raw)) {\n    const name = rawName as keyof SerializedEntityState['fields'];\n    if (!SERIALIZABLE_FIELD_NAMES.has(name)) {\n      continue;\n    }\n\n    if (value === null) {\n      fields[name as keyof SerializedEntityState['fields']] = null;\n      continue;\n    }\n\n    if (Array.isArray(value)) {\n      fields[name as keyof SerializedEntityState['fields']] = toVec3(value, `${label}.${name}`);\n      continue;\n    }\n\n    switch (typeof value) {\n      case 'number':\n      case 'string':\n      case 'boolean':\n        fields[name as keyof SerializedEntityState['fields']] = value;\n        break;\n      default:\n        if (name === 'inventory' && typeof value === 'object' && value !== null && !Array.isArray(value)) {\n          const inventory: Record<string, number> = {};\n          const obj = value as Record<string, unknown>;\n          for (const [k, v] of Object.entries(obj)) {\n            if (typeof v === 'number') {\n              inventory[k] = v;\n            }\n          }\n          fields[name] = inventory;\n          break;\n        }\n        throw new Error(`Unsupported field type for ${label}.${name}`);\n    }\n  }\n  return fields;\n}\n\nfunction buildEntitySnapshot(\n  entities: ReadonlyMap<number, JsonObject>,\n  levelTimeSeconds: number,\n  capacityHint?: number,\n): EntitySystemSnapshot {\n  let highestIndex = 0;\n  const active = new Set<number>();\n  const activeOrder: number[] = [];\n  const serialized: SerializedEntityState[] = [];\n\n  for (const [index, entry] of entities.entries()) {\n    if (index > highestIndex) {\n      highestIndex = index;\n    }\n\n    const inUse = (entry.inuse as boolean | undefined) !== false;\n    if (!inUse) {\n      continue;\n    }\n\n    if (!active.has(index)) {\n      activeOrder.push(index);\n    }\n    active.add(index);\n    serialized.push({ index, fields: normalizeEntityFields(entry, `entities[${index}]`) });\n  }\n\n  if (!active.has(0)) {\n    active.add(0);\n    activeOrder.unshift(0);\n    serialized.unshift({ index: 0, fields: { classname: 'worldspawn' } });\n  }\n\n  const capacity = Math.max(capacityHint ?? 0, highestIndex + 1, Math.max(...active) + 1);\n  const freeList: number[] = [];\n  for (let i = 0; i < capacity; i += 1) {\n    if (!active.has(i)) {\n      freeList.push(i);\n    }\n  }\n\n  const dummyAwareness: SerializedTargetAwareness = {\n    frameNumber: 0,\n    sightEntityIndex: null,\n    sightEntityFrame: 0,\n    soundEntityIndex: null,\n    soundEntityFrame: 0,\n    sound2EntityIndex: null,\n    sound2EntityFrame: 0,\n    sightClientIndex: null,\n  };\n\n  return {\n    timeSeconds: levelTimeSeconds,\n    pool: { capacity, activeOrder, freeList, pendingFree: [] },\n    entities: serialized,\n    thinks: [],\n    awareness: dummyAwareness,\n    crossLevelFlags: 0,\n    crossUnitFlags: 0,\n    level: {\n        next_auto_save: 0,\n        health_bar_entities: [null, null, null, null],\n        intermission_angle: { x: 0, y: 0, z: 0 },\n        intermission_origin: { x: 0, y: 0, z: 0 },\n        helpmessage1: \"\",\n        helpmessage2: \"\",\n        help1changed: 0,\n        help2changed: 0,\n    },\n  };\n}\n\nfunction buildLevelState(level: JsonObject): LevelFrameState {\n  const timeSeconds = typeof level.time === 'number' ? level.time : 0;\n  const frameNumber = typeof level.framenum === 'number' ? level.framenum : 0;\n  const deltaSeconds = typeof level.frametime === 'number' ? level.frametime : 0;\n  const previousTimeSeconds = timeSeconds - deltaSeconds;\n  return { frameNumber, timeSeconds, previousTimeSeconds, deltaSeconds };\n}\n\nexport interface RereleaseImportOptions {\n  readonly timestamp?: number;\n  readonly defaultDifficulty?: number;\n  readonly defaultPlaytimeSeconds?: number;\n  readonly rngState?: RandomGeneratorState;\n  readonly configstrings?: readonly string[];\n  readonly gameState?: Record<string, unknown>;\n}\n\nexport function convertRereleaseLevelToGameSave(\n  save: RereleaseLevelSave,\n  options: RereleaseImportOptions = {},\n): GameSaveFile {\n  const { timestamp = Date.now(), defaultDifficulty = 1, defaultPlaytimeSeconds, rngState, configstrings = [] } = options;\n  const levelName = (save.level.mapname as string | undefined) ?? 'unknown';\n  const level = buildLevelState(save.level);\n  const playtimeSeconds = defaultPlaytimeSeconds ?? level.timeSeconds;\n\n  return {\n    version: SAVE_FORMAT_VERSION,\n    timestamp,\n    map: levelName,\n    difficulty: defaultDifficulty,\n    playtimeSeconds,\n    gameState: { ...(options.gameState ?? {}), rereleaseVersion: save.saveVersion },\n    level,\n    rng: rngState ? { mt: { index: rngState.mt.index, state: [...rngState.mt.state] } } : new RandomGenerator().getState(),\n    entities: buildEntitySnapshot(save.entities, level.timeSeconds, (save.level.maxentities as number | undefined) ?? undefined),\n    cvars: [],\n    configstrings: [...configstrings],\n  };\n}\n\nexport function convertRereleaseSaveToGameSave(\n  save: RereleaseSave,\n  options: RereleaseImportOptions = {},\n): GameSaveFile {\n  if ('game' in save) {\n    throw new Error('Game-wide rerelease saves are not currently supported for conversion');\n  }\n  return convertRereleaseLevelToGameSave(save, options);\n}\n\nexport function convertGameSaveToRereleaseLevel(save: GameSaveFile): RereleaseLevelSave {\n  const active = new Set(save.entities.pool.activeOrder);\n  const entities = new Map<number, JsonObject>();\n  for (const entity of save.entities.entities) {\n    if (!active.has(entity.index)) {\n      continue;\n    }\n    const fields: JsonObject = { inuse: true };\n    for (const [name, value] of Object.entries(entity.fields)) {\n      if (value === undefined) {\n        continue;\n      }\n      fields[name] = value as unknown;\n    }\n    entities.set(entity.index, fields);\n  }\n\n  return {\n    saveVersion: save.version,\n    level: {\n      mapname: save.map,\n      time: save.level.timeSeconds,\n      framenum: save.level.frameNumber,\n      frametime: save.level.deltaSeconds,\n    },\n    entities,\n  };\n}\n\nexport function serializeRereleaseSave(save: RereleaseSave): RereleaseSaveJson {\n  if ('game' in save) {\n    return { save_version: save.saveVersion, game: save.game, clients: save.clients };\n  }\n\n  const entities: Record<string, JsonObject> = {};\n  for (const [index, entity] of save.entities.entries()) {\n    entities[index.toString(10)] = entity;\n  }\n\n  return { save_version: save.saveVersion, level: save.level, entities };\n}\n","import { parseSaveFile, type GameSaveFile, type ParseSaveOptions } from './save.js';\n\nexport interface SaveSlotMetadata {\n  readonly id: string;\n  readonly name: string;\n  readonly map: string;\n  readonly difficulty: number;\n  readonly playtimeSeconds: number;\n  readonly timestamp: number;\n  readonly version: number;\n  readonly bytes: number;\n}\n\ninterface SaveRecord {\n  readonly id: string;\n  readonly metadata: SaveSlotMetadata;\n  readonly save: GameSaveFile;\n}\n\ninterface SaveStorageAdapter {\n  init(): Promise<void>;\n  put(record: SaveRecord): Promise<void>;\n  get(id: string): Promise<SaveRecord | null>;\n  delete(id: string): Promise<boolean>;\n  list(): Promise<SaveRecord[]>;\n}\n\ntype TextEncoderLike = { encode(input?: string): Uint8Array };\ntype TextEncoderCtor = new () => TextEncoderLike;\nconst TEXT_ENCODER_CTOR: TextEncoderCtor | undefined =\n  (globalThis as Record<string, unknown>).TextEncoder as TextEncoderCtor | undefined;\n\nfunction cloneSave(save: GameSaveFile): GameSaveFile {\n  return parseSaveFile({ ...save }, { allowNewerVersion: true });\n}\n\nfunction estimateSizeBytes(save: GameSaveFile): number {\n  if (TEXT_ENCODER_CTOR) {\n    const encoder = new TEXT_ENCODER_CTOR();\n    return encoder.encode(JSON.stringify(save)).length;\n  }\n  return JSON.stringify(save).length;\n}\n\nclass MemorySaveAdapter implements SaveStorageAdapter {\n  private readonly records = new Map<string, SaveRecord>();\n\n  async init(): Promise<void> {\n    return Promise.resolve();\n  }\n\n  async put(record: SaveRecord): Promise<void> {\n    const copy: SaveRecord = {\n      id: record.id,\n      metadata: { ...record.metadata },\n      save: cloneSave(record.save),\n    };\n    this.records.set(record.id, copy);\n  }\n\n  async get(id: string): Promise<SaveRecord | null> {\n    const record = this.records.get(id);\n    if (!record) {\n      return null;\n    }\n    return {\n      id: record.id,\n      metadata: { ...record.metadata },\n      save: cloneSave(record.save),\n    };\n  }\n\n  async delete(id: string): Promise<boolean> {\n    return this.records.delete(id);\n  }\n\n  async list(): Promise<SaveRecord[]> {\n    return Array.from(this.records.values()).map((record) => ({\n      id: record.id,\n      metadata: { ...record.metadata },\n      save: cloneSave(record.save),\n    }));\n  }\n}\n\ntype IndexedDbFactory = { open(name: string, version?: number): unknown };\n\nclass IndexedDbSaveAdapter implements SaveStorageAdapter {\n  private db: unknown = null;\n\n  constructor(\n    private readonly indexedDB: IndexedDbFactory,\n    private readonly dbName: string,\n    private readonly storeName: string,\n  ) {}\n\n  async init(): Promise<void> {\n    if (this.db) {\n      return;\n    }\n\n    this.db = await new Promise<unknown>((resolve, reject) => {\n      const request = this.indexedDB.open(this.dbName, 1) as any;\n      request.onupgradeneeded = () => {\n        request.result.createObjectStore(this.storeName, { keyPath: 'id' });\n      };\n      request.onerror = () => reject(request.error ?? new Error('Failed to open IndexedDB'));\n      request.onsuccess = () => resolve(request.result);\n    });\n  }\n\n  private async runTransaction<T>(mode: 'readonly' | 'readwrite', operation: (store: any) => any): Promise<T> {\n    await this.init();\n    const database = this.db as any;\n    return new Promise<T>((resolve, reject) => {\n      const transaction = database.transaction(this.storeName, mode);\n      const store = transaction.objectStore(this.storeName);\n      const request = operation(store);\n      request.onsuccess = () => resolve(request.result as T);\n      request.onerror = () => reject(request.error ?? new Error('IndexedDB request failed'));\n    });\n  }\n\n  async put(record: SaveRecord): Promise<void> {\n    await this.runTransaction('readwrite', (store) => store.put(record));\n  }\n\n  async get(id: string): Promise<SaveRecord | null> {\n    const record = await this.runTransaction<SaveRecord | null>('readonly', (store) => store.get(id));\n    if (!record) {\n      return null;\n    }\n    return {\n      id: record.id,\n      metadata: { ...record.metadata },\n      save: cloneSave(record.save),\n    };\n  }\n\n  async delete(id: string): Promise<boolean> {\n    const existing = await this.get(id);\n    if (!existing) {\n      return false;\n    }\n    await this.runTransaction('readwrite', (store) => store.delete(id));\n    return true;\n  }\n\n  async list(): Promise<SaveRecord[]> {\n    const all = await this.runTransaction<SaveRecord[]>('readonly', (store) => store.getAll());\n    return all.map((record) => ({\n      id: record.id,\n      metadata: { ...record.metadata },\n      save: cloneSave(record.save),\n    }));\n  }\n}\n\nexport interface SaveStorageOptions {\n  readonly dbName?: string;\n  readonly storeName?: string;\n  readonly indexedDB?: IndexedDbFactory | null;\n}\n\nexport interface SaveWriteOptions {\n  readonly name?: string;\n}\n\nexport class SaveStorage {\n  private static readonly DEFAULT_DB_NAME = 'quake2ts-saves';\n  private static readonly DEFAULT_STORE = 'saves';\n  private static readonly QUICK_SLOT = 'quicksave';\n\n  private readonly adapter: SaveStorageAdapter;\n\n  constructor(options: SaveStorageOptions = {}) {\n    const { dbName = SaveStorage.DEFAULT_DB_NAME, storeName = SaveStorage.DEFAULT_STORE } = options;\n    const indexedDBFactory =\n      options.indexedDB ?? ((globalThis as Record<string, unknown>).indexedDB as IndexedDbFactory | undefined);\n    if (indexedDBFactory) {\n      this.adapter = new IndexedDbSaveAdapter(indexedDBFactory, dbName, storeName);\n    } else {\n      this.adapter = new MemorySaveAdapter();\n    }\n  }\n\n  async save(slotId: string, save: GameSaveFile, options: SaveWriteOptions = {}): Promise<SaveSlotMetadata> {\n    const normalized = cloneSave(save);\n    const metadata: SaveSlotMetadata = {\n      id: slotId,\n      name: options.name ?? slotId,\n      map: normalized.map,\n      difficulty: normalized.difficulty,\n      playtimeSeconds: normalized.playtimeSeconds,\n      timestamp: normalized.timestamp,\n      version: normalized.version,\n      bytes: estimateSizeBytes(normalized),\n    };\n\n    await this.adapter.init();\n    await this.adapter.put({ id: slotId, metadata, save: normalized });\n    return metadata;\n  }\n\n  async load(slotId: string, options: ParseSaveOptions = {}): Promise<GameSaveFile> {\n    await this.adapter.init();\n    const record = await this.adapter.get(slotId);\n    if (!record) {\n      throw new Error(`Save slot ${slotId} not found`);\n    }\n    return parseSaveFile(record.save, options);\n  }\n\n  async delete(slotId: string): Promise<boolean> {\n    await this.adapter.init();\n    return this.adapter.delete(slotId);\n  }\n\n  async list(): Promise<SaveSlotMetadata[]> {\n    await this.adapter.init();\n    const records = await this.adapter.list();\n    return records\n      .map((record) => ({ ...record.metadata }))\n      .sort((a, b) => b.timestamp - a.timestamp || a.id.localeCompare(b.id));\n  }\n\n  async quickSave(save: GameSaveFile): Promise<SaveSlotMetadata> {\n    return this.save(SaveStorage.QUICK_SLOT, save, { name: 'Quick Save' });\n  }\n\n  async quickLoad(options: ParseSaveOptions = {}): Promise<GameSaveFile> {\n    return this.load(SaveStorage.QUICK_SLOT, options);\n  }\n}\n","import { Entity } from './entity.js';\n\n/**\n * Defines the type of a property in an entity template.\n */\nexport enum PropertyType {\n  String = 'string',\n  Number = 'number',\n  Vec3 = 'vec3',\n  Angle = 'angle',\n  Boolean = 'boolean',\n  Choice = 'choice',\n  Reference = 'reference' // Targetname reference\n}\n\n/**\n * Defines a template for an entity type, including default values and property schemas.\n */\nexport interface EntityTemplate {\n  classname: string;\n  defaultProperties: Record<string, any>;\n  requiredProperties: string[];\n  propertyTypes: Record<string, PropertyType>;\n  description: string;\n}\n\n/**\n * Registry of entity templates.\n *\n * Default values are derived from original Quake 2 source files:\n * - g_spawn.c\n * - g_func.c\n * - g_misc.c\n * - m_soldier.c\n */\nexport const ENTITY_TEMPLATES: Record<string, EntityTemplate> = {\n  // Source: g_misc.c -> SP_info_player_start\n  'info_player_start': {\n    classname: 'info_player_start',\n    defaultProperties: {\n      origin: [0, 0, 0],\n      angles: [0, 0, 0]\n    },\n    requiredProperties: ['origin'],\n    propertyTypes: {\n      origin: PropertyType.Vec3,\n      angles: PropertyType.Angle,\n      target: PropertyType.Reference\n    },\n    description: 'Player spawn point for single player.'\n  },\n  // Source: g_func.c -> SP_func_door\n  'func_door': {\n    classname: 'func_door',\n    defaultProperties: {\n      speed: 100, // g_func.c line 400 (approx)\n      wait: 3,\n      lip: 8,\n      dmg: 2\n    },\n    requiredProperties: [],\n    propertyTypes: {\n      speed: PropertyType.Number,\n      wait: PropertyType.Number,\n      lip: PropertyType.Number,\n      dmg: PropertyType.Number,\n      targetname: PropertyType.String,\n      team: PropertyType.String,\n      spawnflags: PropertyType.Number\n    },\n    description: 'A moving door.'\n  },\n  // Source: g_spawn.c -> SP_light\n  'light': {\n    classname: 'light',\n    defaultProperties: {\n      light: 300,\n      style: 0\n    },\n    requiredProperties: ['origin'],\n    propertyTypes: {\n      origin: PropertyType.Vec3,\n      light: PropertyType.Number,\n      style: PropertyType.Number,\n      target: PropertyType.Reference,\n      _color: PropertyType.Vec3\n    },\n    description: 'An invisible light source.'\n  },\n  // Source: m_soldier.c -> SP_monster_soldier\n  'monster_soldier': {\n    classname: 'monster_soldier',\n    defaultProperties: {\n      health: 20 // m_soldier.c\n    },\n    requiredProperties: ['origin'],\n    propertyTypes: {\n      origin: PropertyType.Vec3,\n      angles: PropertyType.Angle,\n      spawnflags: PropertyType.Number\n    },\n    description: 'A regular soldier enemy.'\n  }\n};\n\n/**\n * Retrieves the template for a given entity classname.\n */\nexport function getEntityTemplate(classname: string): EntityTemplate | undefined {\n  return ENTITY_TEMPLATES[classname];\n}\n\n/**\n * Validates an entity against its template.\n * Returns a list of error messages, or empty array if valid.\n */\nexport function validateEntityAgainstTemplate(entity: Partial<Entity> & { classname: string }): string[] {\n  const template = ENTITY_TEMPLATES[entity.classname];\n  if (!template) {\n    return []; // No template, so valid by default (or unknown)\n  }\n\n  const errors: string[] = [];\n\n  // Check required properties\n  for (const prop of template.requiredProperties) {\n    if ((entity as any)[prop] === undefined) {\n      errors.push(`Missing required property: ${prop}`);\n    }\n  }\n\n  // Type checking could go here, but JS types vs template types might differ (e.g. Vec3 as array or object)\n\n  return errors;\n}\n","import { Entity, MoveType, Solid, EntityFlags, ServerFlags } from '../entities/entity.js';\nimport type { EntitySystem } from '../entities/system.js';\n\nexport const PNOISE_SELF = 0;\nexport const PNOISE_WEAPON = 1;\nexport const PNOISE_IMPACT = 2;\n\n/*\n=================\nplayer_noise\n\nEach player has one of these attached to them.\nIt is the point that monsters look at when they hear the player.\n=================\n*/\nexport function player_noise(ent: Entity, context: EntitySystem) {\n    ent.classname = 'player_noise';\n    ent.movetype = MoveType.None;\n    ent.solid = Solid.Not;\n    ent.svflags |= ServerFlags.NoClient;\n    ent.mins = { x: -8, y: -8, z: -8 };\n    ent.maxs = { x: 8, y: 8, z: 8 };\n    ent.owner = null; // Will be set when spawned\n}\n\n/*\n=================\nPlayerNoise\n\nUpdates the player_noise entity for the given player.\nReference: rerelease/p_weapon.cpp PlayerNoise\n=================\n*/\nexport function PlayerNoise(who: Entity, where: { x: number; y: number; z: number }, type: number, context: EntitySystem): void {\n    if (!who || !who.client) {\n        return;\n    }\n\n    if (who.flags & EntityFlags.NoTarget) {\n        return;\n    }\n\n    if (!who.client.player_noise_entity) {\n        // Create it if it doesn't exist\n        const noise = context.spawn();\n        player_noise(noise, context);\n        noise.owner = who;\n        who.client.player_noise_entity = noise;\n\n        // Also create second noise entity for impacts if needed, similar to Rerelease\n        // For now, we reuse one or rely on type logic\n    }\n\n    const noise = who.client.player_noise_entity;\n    noise.origin = { ...where };\n    context.linkentity(noise);\n\n    // Update awareness\n    const awareness = context.targetAwareness;\n    if (awareness) {\n        if (type === PNOISE_WEAPON) {\n            if (awareness.soundEntity === noise) {\n                awareness.soundEntityFrame = awareness.frameNumber;\n            } else {\n                awareness.sound2Entity = awareness.soundEntity;\n                awareness.sound2EntityFrame = awareness.soundEntityFrame;\n                awareness.soundEntity = noise;\n                awareness.soundEntityFrame = awareness.frameNumber;\n            }\n        } else if (type === PNOISE_SELF) {\n            if (awareness.sightEntity === noise) {\n                awareness.sightEntityFrame = awareness.frameNumber;\n            } else {\n                awareness.sightClient = noise;\n            }\n        }\n    }\n\n    // Update Client Fields matching Rerelease/Quake 2 logic\n    // This allows AI_GetSoundClient to work correctly\n    if (type === PNOISE_SELF || type === PNOISE_WEAPON) {\n        who.client.sound_entity = noise;\n        who.client.sound_entity_time = context.timeSeconds;\n    } else { // PNOISE_IMPACT or others\n        who.client.sound2_entity = noise;\n        who.client.sound2_entity_time = context.timeSeconds;\n    }\n}\n","// =================================================================\n// Quake II - Obituaries\n// =================================================================\n\nimport { Entity, DeadFlag } from '../entities/entity.js';\nimport { EntitySystem } from '../entities/system.js';\nimport { DamageMod } from './damageMods.js';\nimport { ServerCommand } from '@quake2ts/shared';\nimport { MulticastType } from '../imports.js';\nimport { createRandomGenerator } from '@quake2ts/shared';\n\nconst random = createRandomGenerator();\n\n// Print levels\nexport const PRINT_LOW = 0;    // pickup messages\nexport const PRINT_MEDIUM = 1; // death messages\nexport const PRINT_HIGH = 2;   // critical messages\nexport const PRINT_CHAT = 3;   // chat messages\n\nexport function getGender(ent: Entity): string {\n    // Try to get gender from client userinfo if available\n    // Assuming userinfo is stored in client property, but structure might vary.\n    // For now, default to \"male\" as in original.\n    // Ideally: return ent.client?.userinfo?.gender || \"male\";\n    // But PlayerClient interface needs to be checked.\n    return \"male\";\n}\n\nexport function ClientObituary(self: Entity, inflictor: Entity | null, attacker: Entity | null, mod: DamageMod, sys: EntitySystem) {\n    let message = \"\";\n\n    // Check if player\n    if (self.classname !== 'player') {\n        return;\n    }\n\n    // Increment death count?\n    // self.client.resp.deaths++; (if we had resp structure)\n\n    const friendlyName = self.client ? \"Player\" : \"Player\"; // Todo: get name from userinfo\n    const gender = getGender(self);\n    const him = gender === \"female\" ? \"her\" : \"him\";\n    const his = gender === \"female\" ? \"her\" : \"his\";\n\n    if (attacker && attacker.classname === 'worldspawn') {\n        attacker = null;\n    }\n\n    if (mod === DamageMod.SUICIDE) {\n        message = `${friendlyName} suicides.`;\n        if (self.client) self.client.score = (self.client.score || 0) - 1;\n    } else if (mod === DamageMod.FALLING) {\n        message = `${friendlyName} cratered.`;\n        if (self.client) self.client.score = (self.client.score || 0) - 1;\n    } else if (mod === DamageMod.CRUSH) {\n        message = `${friendlyName} was squished.`;\n        if (self.client) self.client.score = (self.client.score || 0) - 1;\n    } else if (mod === DamageMod.WATER) {\n        message = `${friendlyName} sank like a rock.`;\n        if (self.client) self.client.score = (self.client.score || 0) - 1;\n    } else if (mod === DamageMod.SLIME) {\n        message = `${friendlyName} melted.`;\n        if (self.client) self.client.score = (self.client.score || 0) - 1;\n    } else if (mod === DamageMod.LAVA) {\n        message = `${friendlyName} does a back flip into the lava.`;\n        if (self.client) self.client.score = (self.client.score || 0) - 1;\n    } else if (mod === DamageMod.EXPLOSIVE) {\n        message = `${friendlyName} blew up.`;\n        if (self.client) self.client.score = (self.client.score || 0) - 1;\n    } else if (mod === DamageMod.TARGET_LASER) {\n        message = `${friendlyName} saw the light.`;\n        if (self.client) self.client.score = (self.client.score || 0) - 1;\n    } else if (mod === DamageMod.TARGET_BLASTER) {\n        message = `${friendlyName} got blasted.`;\n        if (self.client) self.client.score = (self.client.score || 0) - 1;\n    } else if (mod === DamageMod.BOMB) {\n        message = `${friendlyName} was bombed.`;\n        if (self.client) self.client.score = (self.client.score || 0) - 1;\n    } else if (attacker && attacker.classname === 'player') {\n         // PvP Death\n         if (self === attacker) {\n            // Suicide by weapon\n             if (self.client) self.client.score = (self.client.score || 0) - 1;\n             switch (mod) {\n                case DamageMod.GRENADE:\n                case DamageMod.G_SPLASH:\n                case DamageMod.HANDGRENADE:\n                case DamageMod.HG_SPLASH:\n                    if (gender === \"female\")\n                        message = `${friendlyName} tripped on her own grenade.`;\n                    else\n                        message = `${friendlyName} tripped on his own grenade.`;\n                    break;\n                case DamageMod.ROCKET:\n                case DamageMod.R_SPLASH:\n                    if (gender === \"female\")\n                        message = `${friendlyName} blew herself up.`;\n                    else\n                        message = `${friendlyName} blew himself up.`;\n                    break;\n                case DamageMod.BFG_BLAST:\n                    message = `${friendlyName} should have used a smaller gun.`;\n                    break;\n                default:\n                    if (gender === \"female\")\n                        message = `${friendlyName} killed herself.`;\n                    else\n                        message = `${friendlyName} killed himself.`;\n                    break;\n            }\n         } else {\n             // Killed by other player\n             if (attacker.client) {\n                 attacker.client.score = (attacker.client.score || 0) + 1;\n             }\n             const attackerName = \"Enemy\"; // Todo: get name\n             switch (mod) {\n                case DamageMod.BLASTER:\n                    message = `${friendlyName} was blasted by ${attackerName}.`;\n                    break;\n                case DamageMod.SHOTGUN:\n                    message = `${friendlyName} was gunned down by ${attackerName}.`;\n                    break;\n                case DamageMod.SSHOTGUN:\n                    message = `${friendlyName} was blown away by ${attackerName}'s Super Shotgun.`;\n                    break;\n                case DamageMod.MACHINEGUN:\n                    message = `${friendlyName} was machinegunned by ${attackerName}.`;\n                    break;\n                case DamageMod.CHAINGUN:\n                    message = `${friendlyName} was cut in half by ${attackerName}'s Chaingun.`;\n                    break;\n                case DamageMod.GRENADE:\n                    message = `${friendlyName} was popped by ${attackerName}'s Grenade.`;\n                    break;\n                case DamageMod.G_SPLASH:\n                    message = `${friendlyName} was shredded by ${attackerName}'s shrapnel.`;\n                    break;\n                case DamageMod.ROCKET:\n                    message = `${friendlyName} ate ${attackerName}'s rocket.`;\n                    break;\n                case DamageMod.R_SPLASH:\n                    message = `${friendlyName} almost dodged ${attackerName}'s rocket.`;\n                    break;\n                case DamageMod.HYPERBLASTER:\n                    message = `${friendlyName} was melted by ${attackerName}'s Hyperblaster.`;\n                    break;\n                case DamageMod.RAILGUN:\n                    message = `${friendlyName} was railed by ${attackerName}.`;\n                    break;\n                case DamageMod.BFG_LASER:\n                    message = `${friendlyName} saw the pretty lights from ${attackerName}'s BFG.`;\n                    break;\n                case DamageMod.BFG_BLAST:\n                    message = `${friendlyName} was disintegrated by ${attackerName}'s BFG blast.`;\n                    break;\n                case DamageMod.BFG_EFFECT:\n                    message = `${friendlyName} couldn't hide from ${attackerName}'s BFG.`;\n                    break;\n                case DamageMod.HANDGRENADE:\n                    message = `${friendlyName} caught ${attackerName}'s Handgrenade.`;\n                    break;\n                case DamageMod.HG_SPLASH:\n                    message = `${friendlyName} didn't see ${attackerName}'s Handgrenade.`;\n                    break;\n                case DamageMod.HELD_GRENADE:\n                    message = `${friendlyName} feels ${attackerName}'s pain.`;\n                    break;\n                case DamageMod.TELEFRAG:\n                    message = `${friendlyName} tried to invade ${attackerName}'s personal space.`;\n                    break;\n                default:\n                    message = `${friendlyName} was killed by ${attackerName}.`;\n                    break;\n            }\n         }\n    } else {\n        // PvE Death (killed by monster or world)\n        if (attacker) {\n             const attackerName = attacker.classname;\n\n             // Generic monster death messages\n             message = `${friendlyName} was killed by ${attackerName}.`;\n\n             // Specific monster messages could go here if we had detailed monster names\n        } else {\n             message = `${friendlyName} died.`;\n        }\n    }\n\n    if (message) {\n        // Send to all clients\n        // The 'print' command format: [byte: level] [string: message]\n        sys.multicast({x:0,y:0,z:0}, MulticastType.All, ServerCommand.print, PRINT_MEDIUM, message + \"\\n\");\n    }\n}\n","// =================================================================\n// Quake II - CTF Flag Drop Logic\n// =================================================================\n\nimport { Entity, Solid } from '../../entities/entity.js';\nimport { EntitySystem } from '../../entities/system.js';\nimport { FlagEntity, FlagState, setFlagState } from './state.js';\nimport { GameExports } from '../../index.js';\nimport { Vec3, ServerCommand } from '@quake2ts/shared';\nimport { MulticastType } from '../../imports.js';\n\nexport function dropFlag(\n    flag: FlagEntity,\n    origin: Vec3,\n    game: GameExports | null,\n    context: EntitySystem\n): void {\n    if (flag.flagState !== FlagState.CARRIED) {\n        return;\n    }\n\n    setFlagState(flag, FlagState.DROPPED, context);\n\n    // Set position to where it was dropped (e.g. player origin)\n    flag.origin = { x: origin.x, y: origin.y, z: origin.z + 24 };\n\n    flag.owner = null; // Correct type for Entity owner\n    flag.solid = Solid.Trigger;\n\n    // Restore model visibility\n    flag.model = flag.flagTeam === 'red' ? 'players/male/flag1.md2' : 'players/male/flag2.md2';\n\n    // Set auto-return timer (30 seconds)\n    const time = context.timeSeconds;\n    flag.nextthink = time + 30.0;\n\n    // Play sound (using multicast for \"event\" sound if needed, or just entity sound)\n    // context.sound?.(flag, ...);\n\n    // Effect?\n    // context.multicast?.(flag.origin, MulticastType.Pvs, ServerCommand.muzzleflash, ...);\n\n    context.engine.centerprintf?.(flag, `The ${flag.flagTeam} flag was dropped!`);\n\n    // Ensure the flag has a think function to handle return\n    flag.think = (selfEntity, ctx) => flagThink(selfEntity, ctx);\n}\n\nexport function flagThink(self: Entity, context: EntitySystem): void {\n    const flag = self as FlagEntity;\n\n    if (flag.flagState === FlagState.DROPPED) {\n         // Return flag\n         context.sound(flag, 0, 'ctf/flagret.wav', 1, 1, 0);\n         context.engine.centerprintf?.(flag, `The ${flag.flagTeam} flag returned to base!`);\n\n         setFlagState(flag, FlagState.AT_BASE, context);\n         flag.origin = { ...flag.baseOrigin };\n         flag.solid = Solid.Trigger;\n         flag.nextthink = -1;\n    }\n}\n","// =================================================================\n// Quake II - CTF Integration\n// =================================================================\n\nimport { Entity } from '../../entities/entity.js';\nimport { EntitySystem } from '../../entities/system.js';\nimport { KeyId, hasKey } from '../../inventory/playerInventory.js';\nimport { dropFlag } from './drop.js';\nimport { FlagEntity } from './state.js';\nimport { GameExports } from '../../index.js';\n\nexport function checkPlayerFlagDrop(player: Entity, sys: EntitySystem) {\n    if (!player.client) return;\n\n    // We can also check inventory if they have the key item.\n    const hasRedFlag = hasKey(player.client.inventory, KeyId.RedFlag);\n    const hasBlueFlag = hasKey(player.client.inventory, KeyId.BlueFlag);\n\n    if (!hasRedFlag && !hasBlueFlag) return;\n\n    // Find the flag entity\n    let foundFlag: FlagEntity | null = null;\n    sys.forEachEntity((ent) => {\n        const flag = ent as FlagEntity;\n        if ((flag.classname === 'item_flag_team1' || flag.classname === 'item_flag_team2') && flag.owner === player) {\n            foundFlag = flag;\n        }\n    });\n\n    if (foundFlag) {\n        // We pass null for game, as dropFlag now relies on EntitySystem mostly\n        dropFlag(foundFlag, player.origin, null, sys);\n\n        // Remove key from inventory\n        player.client!.inventory.keys.delete(KeyId.RedFlag);\n        player.client!.inventory.keys.delete(KeyId.BlueFlag);\n    }\n}\n","import { Entity, MoveType, Solid, DeadFlag } from './entity.js';\nimport { createPlayerInventory, WeaponId, clearExpiredPowerups, PowerupId } from '../inventory/playerInventory.js';\nimport { createPlayerWeaponStates } from '../combat/weapons/state.js';\nimport { WEAPON_ITEMS } from '../inventory/items.js';\nimport { throwGibs } from './gibs.js';\nimport { DamageMod, damageModName } from '../combat/damageMods.js';\nimport { EntitySystem } from './system.js';\nimport { ClientObituary } from '../combat/obituary.js';\nimport {\n    FRAME_death101, FRAME_death106,\n    FRAME_death201, FRAME_death206,\n    FRAME_death301, FRAME_death306,\n    FRAME_crdeath1, FRAME_crdeath5,\n    FRAME_pain101, FRAME_pain104,\n    FRAME_pain201, FRAME_pain204,\n    FRAME_pain301, FRAME_pain304,\n    FRAME_crpain1, FRAME_crpain4,\n    FRAME_run1, FRAME_run6,\n    FRAME_stand01, FRAME_stand40,\n    ANIM_BASIC, ANIM_DEATH, ANIM_PAIN, ANIM_REVERSE, ANIM_ATTACK\n} from './player_anim.js';\nimport { firingRandom } from '../combat/weapons/firing.js';\nimport { checkPlayerFlagDrop } from '../modes/ctf/integration.js';\nimport { EntityDamageFlags, DamageFlags } from '../combat/damageFlags.js';\nimport { updateCtfScoreboard } from '../modes/ctf/scoreboard.js';\nimport { T_Damage, Damageable } from '../combat/damage.js';\nimport { ZERO_VEC3, subtractVec3, normalizeVec3, dotVec3, angleVectors } from '@quake2ts/shared';\n\n// Based on rerelease/p_client.cpp: P_WorldEffects\nfunction P_WorldEffects(ent: Entity, sys: EntitySystem) {\n    if (!ent.client) return;\n\n    if (ent.movetype === MoveType.Noclip) {\n        ent.client.air_finished = sys.timeSeconds + 12; // Always full air\n        return;\n    }\n\n    const waterlevel = ent.waterlevel;\n    const breather = ent.client.breather_time && ent.client.breather_time > sys.timeSeconds;\n    const enviro = ent.client.enviro_time && ent.client.enviro_time > sys.timeSeconds;\n\n    //\n    // Check for drowning\n    //\n    if (waterlevel === 3) {\n        // Head is underwater\n\n        // Breather or Enviro Suit prevents drowning\n        if (breather || enviro) {\n            ent.client.air_finished = sys.timeSeconds + 9;\n        } else if (ent.client.air_finished && ent.client.air_finished < sys.timeSeconds) {\n            // Drown!\n            // Damage every second\n            // In Q2, damage is applied and sound played.\n            // \"if (ent->client->next_drown_time < level.time)\" ...\n\n            // We simplify by checking if it's been a second since last drown damage?\n            // Actually, T_Damage will be called, but we don't want to call it 10 times a second.\n            // The logic in Q2 checks \"next_drown_time\". We can abuse air_finished?\n            // \"ent->client->air_finished = level.time + 1\" after damage.\n\n            ent.client.air_finished = sys.timeSeconds + 1;\n\n            // Drowning damage\n            T_Damage(ent as unknown as Damageable,\n                ent.target_ent as unknown as Damageable, // world\n                ent.target_ent as unknown as Damageable, // world\n                ZERO_VEC3, ent.origin, ZERO_VEC3,\n                2, 0, DamageFlags.NO_ARMOR, DamageMod.WATER, sys.timeSeconds);\n        }\n    } else {\n        // Not underwater (head)\n        ent.client.air_finished = sys.timeSeconds + 12;\n\n        // If we just came out of water?\n        // Sound is handled in checkWater usually for enter/leave.\n        // But \"gasp\" sound for surfacing after holding breath is here in Q2.\n        // \"if (ent->waterlevel == 3 && ent->client->air_finished < level.time + 9)\" -> sound.\n        // Here we are already out of waterlevel 3.\n        // We can't easily detect \"just surfaced\" without previous state or sound logic in checkWater.\n        // However, checkWater handles the splash sounds.\n        // P_WorldEffects handles the GASP.\n        // But we just reset air_finished above.\n    }\n\n    //\n    // Check for sizzling (Lava/Slime)\n    //\n    // In Q2 P_WorldEffects also handles lava/slime damage if not handled elsewhere.\n    // However, T_Damage logic already checks for enviro suit for LAVA/SLIME damage.\n    // The actual APPLICATION of environmental damage (burning in lava)\n    // happens in PlayerThink -> P_WorldEffects -> if (ent.watertype & CONTENTS_LAVA)...\n\n    if (ent.waterlevel > 0) {\n       if (ent.watertype & 8) { // CONTENTS_LAVA\n           if (ent.client.invincible_time && ent.client.invincible_time > sys.timeSeconds) {\n               // No damage\n           } else if (enviro) {\n               // No damage\n           } else {\n               // Damage\n               if (ent.damage_debounce_time < sys.timeSeconds) {\n                   ent.damage_debounce_time = sys.timeSeconds + 0.2;\n                   T_Damage(ent as unknown as Damageable,\n                       null, null,\n                       ZERO_VEC3, ent.origin, ZERO_VEC3,\n                       10 * ent.waterlevel, 0, 0, DamageMod.LAVA, sys.timeSeconds);\n               }\n           }\n       }\n       if (ent.watertype & 16) { // CONTENTS_SLIME\n           if (ent.client.invincible_time && ent.client.invincible_time > sys.timeSeconds) {\n               // No damage\n           } else if (enviro) {\n               // No damage\n           } else {\n                if (ent.damage_debounce_time < sys.timeSeconds) {\n                   ent.damage_debounce_time = sys.timeSeconds + 1;\n                   T_Damage(ent as unknown as Damageable,\n                       null, null,\n                       ZERO_VEC3, ent.origin, ZERO_VEC3,\n                       4 * ent.waterlevel, 0, 0, DamageMod.SLIME, sys.timeSeconds);\n               }\n           }\n       }\n    }\n}\n\nexport function P_PlayerThink(ent: Entity, sys: EntitySystem) {\n    if (!ent.client) return;\n\n    // Decay damage alpha\n    if (ent.client.damage_alpha) {\n        ent.client.damage_alpha -= 0.1 * 2.0;\n        if (ent.client.damage_alpha < 0) {\n            ent.client.damage_alpha = 0;\n        }\n    }\n\n    // Decay damage indicators\n    if (ent.client.damage_indicators && ent.client.damage_indicators.length > 0) {\n        // Decrease strength\n        for (let i = 0; i < ent.client.damage_indicators.length; i++) {\n            ent.client.damage_indicators[i].strength -= 0.1 * 2.0; // Same rate as alpha?\n        }\n        // Filter out dead ones\n        ent.client.damage_indicators = ent.client.damage_indicators.filter(ind => ind.strength > 0);\n    }\n\n    // Decay kick angles\n    // Simple linear decay for now\n    if (ent.client.kick_angles) {\n        const decay = 5; // degrees per frame (0.1s)\n        const angles = ent.client.kick_angles;\n        let { x, y, z } = angles;\n\n        // Pitch\n        if (x > 0) {\n            x = Math.max(0, x - decay);\n        } else if (x < 0) {\n            x = Math.min(0, x + decay);\n        }\n\n        // Yaw\n        if (y > 0) {\n            y = Math.max(0, y - decay);\n        } else if (y < 0) {\n            y = Math.min(0, y + decay);\n        }\n\n        // Roll\n        if (z > 0) {\n            z = Math.max(0, z - decay);\n        } else if (z < 0) {\n            z = Math.min(0, z + decay);\n        }\n\n        // Assign new object\n        ent.client.kick_angles = { x, y, z };\n    }\n\n\n    // Animation update\n    const client = ent.client;\n    let animChanged = false;\n\n    // If dead, animation logic is different\n    if (ent.deadflag) {\n        // Handled in death think mostly, but let's check\n        // If animation not finished, continue\n    } else {\n        // Movement animation\n        // Check velocity\n        const speed = Math.sqrt(ent.velocity.x * ent.velocity.x + ent.velocity.y * ent.velocity.y);\n        const moving = speed > 10; // Minimal speed\n\n        // Only update movement animation if we are in BASIC animation priority\n        if (client.anim_priority === ANIM_BASIC || client.anim_priority === undefined) {\n            if (moving) {\n                // Run\n                // If not already running, start\n                if (ent.frame < FRAME_run1 || ent.frame > FRAME_run6) {\n                    ent.frame = FRAME_run1;\n                    client.anim_end = FRAME_run6;\n                    client.anim_priority = ANIM_BASIC;\n                    animChanged = true;\n                }\n            } else {\n                // Stand\n                // If running, switch to stand\n                // Or if we are in basic priority but our anim_end doesn't match stand end (e.g. initialized to 0), fix it.\n                if ((ent.frame >= FRAME_run1 && ent.frame <= FRAME_run6) ||\n                    (client.anim_priority === ANIM_BASIC && client.anim_end !== FRAME_stand40) ||\n                    client.anim_priority === undefined) {\n                    ent.frame = FRAME_stand01;\n                    client.anim_end = FRAME_stand40;\n                    client.anim_priority = ANIM_BASIC;\n                    animChanged = true;\n                }\n            }\n        }\n    }\n\n    if (animChanged) {\n        return;\n    }\n\n    // Advance frame\n    if (client.anim_end !== undefined && client.anim_end !== ent.frame) {\n        if (ent.frame < client.anim_end) {\n            ent.frame++;\n        } else if (ent.frame > client.anim_end) {\n            // Handle Reverse\n            ent.frame--; // Decrement towards target\n        }\n    } else if (client.anim_end === ent.frame) {\n         if (client.anim_priority === ANIM_BASIC) {\n                // Reset loop\n                if (ent.frame === FRAME_run6) ent.frame = FRAME_run1;\n                else if (ent.frame === FRAME_stand40) ent.frame = FRAME_stand01;\n         } else {\n             // Non-looping animation finished\n             if (client.anim_priority !== ANIM_DEATH) {\n                 client.anim_priority = ANIM_BASIC;\n             }\n         }\n    }\n}\n\nexport function player_pain(self: Entity, other: Entity | null, kick: number, damage: number) {\n    if (!self.client) return;\n\n    // Apply view kick\n    let realKick = kick;\n    if (realKick < 10) realKick = 10;\n\n    // Pitch kick (always up/back)\n    const currentKick = self.client.kick_angles || { x: 0, y: 0, z: 0 };\n    let kickX = -realKick;\n    let kickZ = currentKick.z; // Preserve current roll unless updated below\n\n    // Directional roll kick\n    if (other && other !== self) {\n        const dir = subtractVec3(other.origin, self.origin);\n        const dirN = normalizeVec3(dir);\n        const { right } = angleVectors(self.angles);\n        const side = dotVec3(dirN, right);\n\n        kickZ = realKick * side;\n    }\n\n    // Assign new object to handle readonly properties\n    self.client.kick_angles = { x: kickX, y: currentKick.y, z: kickZ };\n\n    // Pick pain animation\n    if (self.health < 40) {\n        // Heavy pain\n        // Randomly pick\n    }\n\n    // For now, basic implementation\n    if (self.client.anim_priority && self.client.anim_priority >= ANIM_PAIN) {\n        return; // Already in pain or death\n    }\n\n    self.client.anim_priority = ANIM_PAIN;\n    self.client.damage_alpha = 1.0;\n    self.client.damage_blend = [1, 0, 0];\n\n    const r = firingRandom.frandom();\n    if (r < 0.33) {\n        self.frame = FRAME_pain101;\n        self.client.anim_end = FRAME_pain104;\n    } else if (r < 0.66) {\n        self.frame = FRAME_pain201;\n        self.client.anim_end = FRAME_pain204;\n    } else {\n        self.frame = FRAME_pain301;\n        self.client.anim_end = FRAME_pain304;\n    }\n}\n\nexport function player_die(self: Entity, inflictor: Entity | null, attacker: Entity | null, damage: number, point: any, mod: DamageMod, sys?: EntitySystem) {\n    self.deadflag = DeadFlag.Dead;\n    self.solid = Solid.Not;\n    self.movetype = MoveType.Toss;\n    self.takedamage = false; // Can be gibbed? If dead, further damage usually gibs.\n\n    // CTF: Drop flag if carrying\n    if (sys) {\n        checkPlayerFlagDrop(self, sys);\n    }\n\n    // Check for gibbing\n    if (self.health < -40 && sys) {\n        throwGibs(sys, self.origin, damage);\n        return; // No death anim if gibbed\n    }\n\n    // Death animation\n    if (self.client) {\n        self.client.anim_priority = ANIM_DEATH;\n        const r = firingRandom.frandom();\n        if (r < 0.33) {\n            self.frame = FRAME_death101;\n            self.client.anim_end = FRAME_death106;\n        } else if (r < 0.66) {\n            self.frame = FRAME_death201;\n            self.client.anim_end = FRAME_death206;\n        } else {\n            self.frame = FRAME_death301;\n            self.client.anim_end = FRAME_death306;\n        }\n    } else {\n        self.frame = 0;\n    }\n\n    // Obituaries\n    if (sys) {\n        ClientObituary(self, inflictor, attacker, mod, sys);\n        sys.scriptHooks?.onPlayerDeath?.(self, inflictor, attacker, damage);\n    }\n\n    // Weapon drop (optional)\n\n    // Respawn logic?\n    // In SP, player death usually restarts level.\n    // We need `game` context to restart level?\n}\n\nexport function player_think(self: Entity, sys: EntitySystem) {\n    if (!self.client) return;\n\n    // Check for respawn if dead\n    if (self.deadflag) {\n        // Wait for any button press\n        // Also ensure a minimum delay after death so they don't accidentally respawn instantly\n        // In Q2, there's usually a short delay or checks on specific buttons\n        if (self.client.buttons) {\n             // Try to respawn\n             if (sys.game && sys.game.respawn) {\n                 sys.game.respawn(self);\n                 return;\n             }\n        }\n\n        // Continue animation or dead frame logic\n        P_PlayerThink(self, sys);\n\n        self.nextthink = sys.timeSeconds + 0.1;\n        sys.scheduleThink(self, self.nextthink);\n        return;\n    }\n\n    // Check powerups\n    const nowMs = sys.timeSeconds * 1000;\n\n    // Invulnerability\n    if (self.client.invincible_time && self.client.invincible_time > sys.timeSeconds) {\n        self.flags = (self.flags || 0) | EntityDamageFlags.GODMODE;\n    } else {\n        self.flags = (self.flags || 0) & ~EntityDamageFlags.GODMODE;\n    }\n\n    // Quad/Double Damage Sound\n    // Ref: rerelease/p_weapon.cpp:656 Weapon_PowerupSound\n    const quadTime = self.client.quad_time || 0;\n    const doubleTime = self.client.double_time || 0;\n    const soundTime = self.client.quadsound_time || 0;\n\n    if ((quadTime > sys.timeSeconds) || (doubleTime > sys.timeSeconds)) {\n        if (soundTime < sys.timeSeconds) {\n            self.client.quadsound_time = sys.timeSeconds + 1.0;\n            sys.sound(self, 2, 'items/damage3.wav', 1, 1, 0); // CHAN_ITEM = 2\n        }\n    }\n\n    // Warn about expiration\n    for (const [id, expiresAt] of self.client.inventory.powerups.entries()) {\n        if (expiresAt === null) continue;\n\n        const remaining = (expiresAt - nowMs) / 1000;\n\n        // Warning sound at 4 seconds remaining\n        // Standard behavior: play a sound when countdown is low.\n        // We check if the fractional part is small enough to trigger once per second.\n        // Since think interval is 0.1s, we use < 0.1 window.\n        if (remaining <= 4 && remaining > 0) {\n            if ((remaining % 1.0) < 0.1) {\n                 // Use a generic powerup sound or specific one if available.\n                 // 'misc/power1.wav' is often used for powerup wearoff/warning.\n                 sys.sound(self, 0, 'misc/power1.wav', 1, 1, 0);\n            }\n        }\n    }\n\n    clearExpiredPowerups(self.client.inventory, nowMs);\n\n    // Weapon think\n    const weaponId = self.client.inventory.currentWeapon;\n    if (weaponId) {\n        const weaponItem = Object.values(WEAPON_ITEMS).find(item => item.weaponId === weaponId);\n        if (weaponItem) {\n            // Update gunindex for client rendering\n            if (weaponItem.viewModel && sys.configStringIndex) {\n                 const idx = sys.configStringIndex(weaponItem.viewModel);\n                 if (idx > 0) {\n                     self.client.gunindex = idx;\n                 }\n            }\n\n            // Update ammo count cache\n            if (weaponItem.ammoType !== null) {\n                self.client.currentAmmoCount = self.client.inventory.ammo.counts[weaponItem.ammoType];\n            } else {\n                self.client.currentAmmoCount = 0;\n            }\n\n            if (weaponItem.think) {\n                weaponItem.think(self, sys);\n            }\n        }\n    }\n\n    // Player Animation\n    P_PlayerThink(self, sys);\n\n    // World Effects (Drowning, etc)\n    P_WorldEffects(self, sys);\n\n    // Update CTF Scoreboard/HUD if appropriate\n    if (sys.deathmatch && (sys.configStringIndex ? sys.configStringIndex(\"pics/ctf_r.pcx\") > 0 : true)) {\n         // Naive check for CTF mode: if ctf pics are loaded or just generally checking deathmatch and flag presence\n         // A better check would be sys.game.ctf or checking for flag entities once.\n         // For now, let's call it and let it handle null checks.\n         updateCtfScoreboard(self, sys);\n    }\n\n    self.nextthink = sys.timeSeconds + 0.1;\n    sys.scheduleThink(self, self.nextthink);\n}\n","import { Entity } from './entity.js';\nimport { PlayerStat, G_SetAmmoStat, G_SetPowerupStat, AmmoType, AMMO_TYPE_COUNT, AMMO_MAX, WEAPON_WHEEL_ORDER } from '@quake2ts/shared';\nimport { WeaponId, PowerupId } from '../inventory/playerInventory.js';\nimport { WEAPON_ITEMS } from '../inventory/items.js';\n\n// Powerup wheel mapping (based on original game)\n// Used for finding the active timer\nconst POWERUP_TIMERS: { id: PowerupId, priority: number }[] = [\n    { id: PowerupId.QuadDamage, priority: 1 },\n    { id: PowerupId.Invulnerability, priority: 2 },\n    { id: PowerupId.EnviroSuit, priority: 3 },\n    { id: PowerupId.Rebreather, priority: 4 },\n    { id: PowerupId.Silencer, priority: 5 }\n];\n\nexport function populatePlayerStats(player: Entity, timeSeconds: number): number[] {\n    if (!player.client) return [];\n\n    const inventory = player.client.inventory;\n    // Increased size to 64 to accommodate new STAT_ indices (max ~54)\n    const statArray: number[] = new Array(64).fill(0);\n\n    // Health\n    statArray[PlayerStat.STAT_HEALTH] = player.health;\n\n    // Armor\n    if (inventory.armor) {\n        statArray[PlayerStat.STAT_ARMOR] = inventory.armor.armorCount;\n    }\n\n    // Weapons Bitmask\n    let weaponBits = 0;\n    for (let i = 0; i < WEAPON_WHEEL_ORDER.length; i++) {\n        const weaponId = WEAPON_WHEEL_ORDER[i];\n        if (inventory.ownedWeapons.has(weaponId)) {\n            weaponBits |= (1 << i);\n        }\n    }\n    statArray[PlayerStat.STAT_WEAPONS_OWNED_1] = weaponBits & 0xFFFF;\n    statArray[PlayerStat.STAT_WEAPONS_OWNED_2] = (weaponBits >> 16) & 0xFFFF;\n\n    // Active Wheel Weapon Index\n    if (inventory.currentWeapon) {\n        const index = WEAPON_WHEEL_ORDER.indexOf(inventory.currentWeapon);\n        if (index !== -1) {\n             statArray[PlayerStat.STAT_ACTIVE_WHEEL_WEAPON] = index;\n        }\n    }\n\n    // Ammo (Current Weapon)\n    statArray[PlayerStat.STAT_AMMO] = 0;\n    if (inventory.currentWeapon) {\n        const weaponItem = Object.values(WEAPON_ITEMS).find(item => item.weaponId === inventory.currentWeapon);\n        // Explicitly check for null because Blaster has ammoType: null\n        if (weaponItem && weaponItem.ammoType !== null && weaponItem.ammoType !== undefined) {\n             // STAT_AMMO is simple int\n            statArray[PlayerStat.STAT_AMMO] = inventory.ammo.counts[weaponItem.ammoType] || 0;\n        }\n    }\n\n    // Ammo Info (All Types)\n    // We only need to iterate up to AMMO_MAX (C++ protocol limit), as G_SetAmmoStat rejects higher IDs anyway.\n    // This avoids iterating over custom/extra ammo types that are not part of the standard protocol.\n    for (let i = 0; i < AMMO_MAX; i++) {\n        // Safe access since inventory.ammo.counts is usually larger (AMMO_TYPE_COUNT)\n        const count = inventory.ammo.counts[i] || 0;\n        G_SetAmmoStat(statArray, i, count);\n    }\n\n    // Powerups Info\n    // Set powerup stats (active/timer bits)\n    const nowMs = timeSeconds * 1000;\n\n    for (const [id, expiresAt] of inventory.powerups) {\n        if (expiresAt && expiresAt > nowMs) {\n             // Active\n             // Cast to any because PowerupId from playerInventory (game) matches PowerupId from shared\n             G_SetPowerupStat(statArray, id as any, 1);\n        }\n    }\n\n    // Timer (HUD Timer for best powerup)\n    let bestTime = Infinity;\n    let bestPowerup: PowerupId | null = null;\n\n    for (const { id } of POWERUP_TIMERS) {\n        const expiresAt = inventory.powerups.get(id);\n        if (expiresAt && expiresAt > nowMs) {\n            if (expiresAt < bestTime) {\n                bestTime = expiresAt;\n                bestPowerup = id;\n            }\n        }\n    }\n\n    if (bestPowerup && bestTime !== Infinity) {\n        const remainingSeconds = Math.ceil((bestTime - nowMs) / 1000);\n        statArray[PlayerStat.STAT_TIMER] = remainingSeconds;\n        // statArray[PlayerStat.STAT_TIMER_ICON] = ...\n    }\n\n    // Frags/Score\n    if (player.client.score !== undefined) {\n        statArray[PlayerStat.STAT_FRAGS] = player.client.score;\n    }\n\n    // Copy stats from client.stats if they exist (for CTF overrides etc)\n    // This allows modules like CTF to write directly to client.stats and have them preserved\n    if (player.client.stats) {\n        for (let i = 0; i < player.client.stats.length; i++) {\n            if (player.client.stats[i] !== 0) {\n                statArray[i] = player.client.stats[i];\n            }\n        }\n    }\n\n    return statArray;\n}\n","import { Entity } from '../entities/entity.js';\nimport { DamageFlags, DamageMod } from '../combat/index.js';\n\n/**\n * Script hooks interface for game events.\n */\nexport interface ScriptHooks {\n  /**\n   * Called when a map is loaded.\n   */\n  onMapLoad?: (mapName: string) => void;\n\n  /**\n   * Called when a map is unloaded.\n   */\n  onMapUnload?: () => void;\n\n  /**\n   * Called when a player spawns (initial or respawn).\n   */\n  onPlayerSpawn?: (player: Entity) => void;\n\n  /**\n   * Called when a player dies.\n   */\n  onPlayerDeath?: (player: Entity, inflictor: Entity | null, attacker: Entity | null, damage: number) => void;\n\n  /**\n   * Called when any entity spawns.\n   */\n  onEntitySpawn?: (entity: Entity) => void;\n\n  /**\n   * Called when an entity is removed (freed).\n   */\n  onEntityRemove?: (entity: Entity) => void;\n\n  /**\n   * Called when an entity takes damage.\n   * Return false to prevent damage (optional, depending on implementation complexity).\n   */\n  onDamage?: (target: Entity, inflictor: Entity | null, attacker: Entity | null, damage: number, flags: DamageFlags, mod: DamageMod) => void;\n\n  /**\n   * Called when an item is picked up.\n   */\n  onPickup?: (entity: Entity, item: Entity) => void;\n}\n\n/**\n * Registry for managing script hooks.\n */\nexport class ScriptHookRegistry {\n  private hooks: ScriptHooks[] = [];\n\n  /**\n   * Register a new set of hooks.\n   * @param hooks The hooks to register.\n   * @returns A cleanup function to unregister these hooks.\n   */\n  register(hooks: ScriptHooks): () => void {\n    this.hooks.push(hooks);\n    return () => {\n      const index = this.hooks.indexOf(hooks);\n      if (index !== -1) {\n        this.hooks.splice(index, 1);\n      }\n    };\n  }\n\n  // Trigger methods\n  onMapLoad(mapName: string): void {\n    for (const hook of this.hooks) hook.onMapLoad?.(mapName);\n  }\n\n  onMapUnload(): void {\n    for (const hook of this.hooks) hook.onMapUnload?.();\n  }\n\n  onPlayerSpawn(player: Entity): void {\n    for (const hook of this.hooks) hook.onPlayerSpawn?.(player);\n  }\n\n  onPlayerDeath(player: Entity, inflictor: Entity | null, attacker: Entity | null, damage: number): void {\n    for (const hook of this.hooks) hook.onPlayerDeath?.(player, inflictor, attacker, damage);\n  }\n\n  onEntitySpawn(entity: Entity): void {\n    for (const hook of this.hooks) hook.onEntitySpawn?.(entity);\n  }\n\n  onEntityRemove(entity: Entity): void {\n    for (const hook of this.hooks) hook.onEntityRemove?.(entity);\n  }\n\n  onDamage(target: Entity, inflictor: Entity | null, attacker: Entity | null, damage: number, flags: DamageFlags, mod: DamageMod): void {\n    for (const hook of this.hooks) hook.onDamage?.(target, inflictor, attacker, damage, flags, mod);\n  }\n\n  onPickup(entity: Entity, item: Entity): void {\n    for (const hook of this.hooks) hook.onPickup?.(entity, item);\n  }\n}\n","// =================================================================\n// Quake II - Weapon Definitions and Firing Logic\n// =================================================================\n\nimport { Vec3 } from '@quake2ts/shared';\nimport { Entity } from '../entities/entity.js';\n\nexport enum WeaponType {\n  BLASTER,\n  SHOTGUN,\n  SUPER_SHOTGUN,\n  MACHINEGUN,\n  CHAINGUN,\n  GRENADE_LAUNCHER,\n  ROCKET_LAUNCHER,\n  HYPERBLASTER,\n  RAILGUN,\n  BFG10K,\n}\n\nexport interface Weapon {\n  type: WeaponType;\n  name: string;\n  ammo: string | null;\n  damage: number;\n  fireRate: number; // in seconds\n  spread: number;\n  projectileSpeed: number | null;\n}\n\nexport const WEAPONS: Record<WeaponType, Weapon> = {\n  [WeaponType.BLASTER]: {\n    type: WeaponType.BLASTER,\n    name: 'Blaster',\n    ammo: null,\n    damage: 15,\n    fireRate: 0.5,\n    spread: 0,\n    projectileSpeed: 1000,\n  },\n  [WeaponType.SHOTGUN]: {\n    type: WeaponType.SHOTGUN,\n    name: 'Shotgun',\n    ammo: 'shells',\n    damage: 4,\n    fireRate: 1,\n    spread: 0.1,\n    projectileSpeed: null,\n  },\n  [WeaponType.SUPER_SHOTGUN]: {\n    type: WeaponType.SUPER_SHOTGUN,\n    name: 'Super Shotgun',\n    ammo: 'shells',\n    damage: 6,\n    fireRate: 1.2,\n    spread: 0.2,\n    projectileSpeed: null,\n  },\n  [WeaponType.MACHINEGUN]: {\n    type: WeaponType.MACHINEGUN,\n    name: 'Machinegun',\n    ammo: 'bullets',\n    damage: 8,\n    fireRate: 0.1,\n    spread: 0.05,\n    projectileSpeed: null,\n  },\n  [WeaponType.CHAINGUN]: {\n    type: WeaponType.CHAINGUN,\n    name: 'Chaingun',\n    ammo: 'bullets',\n    damage: 8,\n    fireRate: 0.05,\n    spread: 0.1,\n    projectileSpeed: null,\n  },\n  [WeaponType.GRENADE_LAUNCHER]: {\n    type: WeaponType.GRENADE_LAUNCHER,\n    name: 'Grenade Launcher',\n    ammo: 'grenades',\n    damage: 120,\n    fireRate: 1,\n    spread: 0,\n    projectileSpeed: 600,\n  },\n  [WeaponType.ROCKET_LAUNCHER]: {\n    type: WeaponType.ROCKET_LAUNCHER,\n    name: 'Rocket Launcher',\n    ammo: 'rockets',\n    damage: 100,\n    fireRate: 1.2,\n    spread: 0,\n    projectileSpeed: 650,\n  },\n  [WeaponType.HYPERBLASTER]: {\n    type: WeaponType.HYPERBLASTER,\n    name: 'HyperBlaster',\n    ammo: 'cells',\n    damage: 20,\n    fireRate: 0.1,\n    spread: 0,\n    projectileSpeed: 1000,\n  },\n  [WeaponType.RAILGUN]: {\n    type: WeaponType.RAILGUN,\n    name: 'Railgun',\n    ammo: 'slugs',\n    damage: 150,\n    fireRate: 1.5,\n    spread: 0,\n    projectileSpeed: null,\n  },\n  [WeaponType.BFG10K]: {\n    type: WeaponType.BFG10K,\n    name: 'BFG10K',\n    ammo: 'cells',\n    damage: 200,\n    fireRate: 2,\n    spread: 0,\n    projectileSpeed: 400,\n  },\n};\n","import type { PlayerState } from '@quake2ts/shared';\nimport type {\n  EntitySystem,\n  SerializedEntityState,\n  LevelState,\n  EntitySystemSnapshot\n} from '../entities/index.js';\nimport {\n  type SerializedPlayerInventory,\n  serializePlayerInventory,\n  deserializePlayerInventory,\n  type PlayerInventory\n} from '../inventory/index.js';\nimport type { LevelClock } from '../level.js';\nimport { populatePlayerStats } from '../entities/playerStats.js';\nimport { Entity } from '../entities/entity.js';\nimport { RandomGenerator } from '@quake2ts/shared';\nimport type { RandomGeneratorState } from '@quake2ts/shared';\n\nexport interface SerializedGameState {\n  mapName: string;\n  playerState: PlayerState;\n  entities: SerializedEntityState[];\n  levelState: LevelState;\n  time: number;\n  playerInventory?: SerializedPlayerInventory;\n  rngState?: RandomGeneratorState;\n  // Full internal snapshot to ensure lossless restoration (thinks, pool, awareness)\n  _internalSnapshot?: EntitySystemSnapshot;\n}\n\nexport interface AdapterContext {\n  entitySystem: EntitySystem;\n  levelClock: LevelClock;\n  random?: RandomGenerator;\n}\n\nexport function createSerializedGameState(context: AdapterContext): SerializedGameState {\n  const { entitySystem, levelClock, random } = context;\n\n  // Find player\n  const player = entitySystem.find(e => e.classname === 'player');\n\n  // Create entity snapshot\n  const sysSnapshot = entitySystem.createSnapshot();\n\n  // Construct PlayerState\n  // This constructs the client-side view of the player\n  const playerState: PlayerState = {\n    origin: player ? { ...player.origin } : { x: 0, y: 0, z: 0 },\n    velocity: player ? { ...player.velocity } : { x: 0, y: 0, z: 0 },\n    viewAngles: player ? { ...player.angles } : { x: 0, y: 0, z: 0 },\n    onGround: player ? (player.groundentity !== null) : false,\n    waterLevel: player ? player.waterlevel : 0,\n    watertype: player ? player.watertype : 0,\n    mins: player ? { ...player.mins } : { x: -16, y: -16, z: -24 },\n    maxs: player ? { ...player.maxs } : { x: 16, y: 16, z: 32 },\n    damageAlpha: player?.client?.damage_alpha ?? 0,\n    damageIndicators: [], // Transient\n    blend: [0, 0, 0, 0], // Transient\n    stats: player ? populatePlayerStats(player, levelClock.current.timeSeconds) : [],\n    kick_angles: player?.client?.kick_angles ?? { x: 0, y: 0, z: 0 },\n    kick_origin: player?.client?.kick_origin ?? { x: 0, y: 0, z: 0 },\n    gunoffset: { x: 0, y: 0, z: 0 },\n    gunangles: { x: 0, y: 0, z: 0 },\n    gunindex: 0,\n\n    // Q2 Network Compatibility\n    pm_type: player?.client?.pm_type ?? 0,\n    pm_time: player?.client?.pm_time ?? 0,\n    pm_flags: player?.client?.pm_flags ?? 0,\n    gun_frame: player?.client?.gun_frame ?? 0,\n    rdflags: player?.client?.rdflags ?? 0,\n    fov: player?.client?.fov ?? 90,\n    renderfx: player?.renderfx ?? 0\n  };\n\n  return {\n    mapName: entitySystem.level.mapname || 'unknown',\n    playerState,\n    entities: sysSnapshot.entities,\n    levelState: sysSnapshot.level,\n    time: levelClock.current.timeSeconds,\n    playerInventory: player?.client?.inventory ? serializePlayerInventory(player.client.inventory) : undefined,\n    rngState: random?.getState(),\n    _internalSnapshot: sysSnapshot\n  };\n}\n\nexport function applySerializedGameState(state: SerializedGameState, context: AdapterContext): void {\n  const { entitySystem, levelClock, random } = context;\n\n  // Restore Level Clock\n  levelClock.restore({\n    frameNumber: 0, // Unknown in this format, reset to 0\n    timeSeconds: state.time,\n    previousTimeSeconds: state.time,\n    deltaSeconds: 0\n  });\n\n  // Restore RNG\n  if (random && state.rngState) {\n    random.setState(state.rngState);\n  }\n\n  // Restore Entity System\n  if (state._internalSnapshot) {\n    entitySystem.restore(state._internalSnapshot);\n  } else {\n    // Fallback: Best effort restore from partial data\n    // This path is risky as it misses Thinks and Pool state\n    console.warn(\"Restoring from partial SerializedGameState. Thinks and Pool state may be lost.\");\n\n    const partialSnapshot: EntitySystemSnapshot = {\n      timeSeconds: state.time,\n      pool: {\n        capacity: state.entities.length + 32, // Estimate\n        activeOrder: state.entities.map(e => e.index), // Naive\n        freeList: [], // Assume none\n        pendingFree: []\n      },\n      entities: state.entities,\n      thinks: [], // LOST\n      awareness: {\n        frameNumber: 0,\n        sightEntityIndex: null,\n        sightEntityFrame: 0,\n        soundEntityIndex: null,\n        soundEntityFrame: 0,\n        sound2EntityIndex: null,\n        sound2EntityFrame: 0,\n        sightClientIndex: null,\n      },\n      crossLevelFlags: 0,\n      crossUnitFlags: 0,\n      level: state.levelState\n    };\n    entitySystem.restore(partialSnapshot);\n  }\n\n  // Restore Player Inventory\n  const player = entitySystem.find(e => e.classname === 'player');\n  if (player && state.playerInventory) {\n      const inventory = deserializePlayerInventory(state.playerInventory);\n      player.client = player.client || {} as any;\n      if (player.client) {\n        player.client.inventory = inventory;\n      }\n  }\n}\n","import {\n  BinaryWriter,\n  ServerCommand,\n  EntityState,\n  writeDeltaEntity,\n  writePlayerState,\n  ProtocolPlayerState\n} from '@quake2ts/shared';\nimport { GameStateSnapshot } from '../index.js';\n\n/**\n * Serializes a GameStateSnapshot into a sequence of network commands (ServerCommands)\n * suitable for recording to a demo file or sending over the network.\n *\n * @param snapshot The game state snapshot to serialize\n * @returns A Uint8Array containing the serialized commands\n */\nexport function serializeSnapshot(snapshot: GameStateSnapshot): Uint8Array {\n  const writer = new BinaryWriter();\n\n  // 1. Write svc_frame\n  writer.writeByte(ServerCommand.frame);\n  writer.writeLong(snapshot.level.frameNumber); // Sequence\n  writer.writeLong(0); // Delta frame (0 = no delta, full update)\n  writer.writeByte(0); // suppressCount\n  writer.writeByte(0); // areaBytes\n\n  // 2. Write svc_playerinfo\n  writer.writeByte(ServerCommand.playerinfo);\n\n  const ps: ProtocolPlayerState = {\n    pm_type: snapshot.pm_type,\n    origin: snapshot.origin,\n    velocity: snapshot.velocity,\n    pm_time: snapshot.pm_time,\n    pm_flags: snapshot.pmFlags,\n    gravity: snapshot.gravity.z,\n    delta_angles: snapshot.deltaAngles,\n    viewoffset: snapshot.client?.viewoffset || { x: 0, y: 0, z: 22 },\n    viewangles: snapshot.viewangles,\n    kick_angles: snapshot.kick_angles,\n    gun_index: snapshot.gunindex,\n    gun_frame: snapshot.gun_frame,\n    gun_offset: snapshot.gunoffset,\n    gun_angles: snapshot.gunangles,\n    blend: snapshot.blend,\n    fov: snapshot.fov,\n    rdflags: snapshot.rdflags,\n    stats: snapshot.stats,\n    watertype: snapshot.watertype\n  };\n\n  writePlayerState(writer, ps);\n\n  // 3. Write svc_packetentities\n  writer.writeByte(ServerCommand.packetentities);\n\n  for (const ent of snapshot.packetEntities) {\n      // Force full update (no delta from previous frame)\n      // newEntity=true uses NULL_STATE as baseline.\n      writeDeltaEntity({} as EntityState, ent, writer, true, true);\n  }\n\n  // Terminate with 0 byte (implies number=0, bits=0)\n  writer.writeByte(0);\n\n  return writer.getData();\n}\n","import type {\n  GameFrameResult,\n  GameSimulation,\n  FixedStepContext,\n} from '@quake2ts/engine';\nimport type { Vec3 } from '@quake2ts/shared';\nimport { EntitySystem } from './entities/index.js';\nimport { GameFrameLoop } from './loop.js';\nimport { LevelClock, type LevelFrameState } from './level.js';\nimport { createSaveFile, applySaveFile, GameSaveFile } from './save/index.js';\nimport { RandomGenerator } from '@quake2ts/shared';\nexport * from './entities/index.js';\nexport * from './entities/templates.js';\nexport * from './ai/index.js';\nexport * from './ai/noise.js';\n\nconst ZERO_VEC3: Vec3 = { x: 0, y: 0, z: 0 } as const;\n\nexport interface GameCreateOptions {\n  gravity: Vec3;\n  deathmatch?: boolean;\n  coop?: boolean;\n  friendlyFire?: boolean;\n  skill?: number;\n  rogue?: boolean;\n  xatrix?: boolean;\n  random?: RandomGenerator;\n}\n\nimport { ServerCommand, EntityState } from '@quake2ts/shared';\nimport { MulticastType, GameEngine } from './imports.js';\nexport { MulticastType, GameEngine } from './imports.js'; // Export MulticastType\n\nexport interface GameStateSnapshot {\n  readonly gravity: Vec3;\n  readonly origin: Vec3;\n  readonly velocity: Vec3;\n  readonly viewangles: Vec3;\n  readonly level: LevelFrameState;\n  readonly entities: {\n    readonly activeCount: number;\n    readonly worldClassname: string;\n  };\n  readonly packetEntities: EntityState[];\n  readonly pmFlags: number;\n  readonly pmType: number;\n  readonly waterlevel: number;\n  readonly watertype: number; // Added for correct fluid effects\n  readonly deltaAngles: Vec3;\n  readonly client?: PlayerClient;\n  readonly health: number;\n  readonly armor: number;\n  readonly ammo: number;\n  readonly blend: [number, number, number, number];\n  readonly pickupIcon?: string;\n  readonly damageAlpha: number;\n  readonly damageIndicators: any[];\n  readonly stats: number[];\n  readonly kick_angles: Vec3;\n  readonly kick_origin: Vec3;\n  readonly gunoffset: Vec3;\n  readonly gunangles: Vec3;\n  readonly gunindex: number;\n\n  // New fields - using snake_case for consistency with Client/Protocol usage now\n  readonly pm_time: number;\n  readonly gun_frame: number;\n  readonly rdflags: number;\n  readonly fov: number;\n  readonly renderfx: number;\n\n  // Compatibility fields for snake_case protocol\n  readonly pm_type: number;\n  readonly pm_flags: number;\n}\n\nimport { findPlayerStart, SelectSpawnPoint } from './entities/spawn.js';\nimport { player_die, player_think, player_pain } from './entities/player.js';\nimport { populatePlayerStats } from './entities/playerStats.js';\n\nimport { UserCommand, applyPmove, PmoveTraceResult, PmType } from '@quake2ts/shared';\nimport { Entity, MoveType, Solid, EntityFlags } from './entities/entity.js';\n\nimport { GameTraceResult } from './imports.js';\nimport { throwGibs } from './entities/gibs.js';\n\nimport { CustomEntityRegistration } from './mod.js';\nexport { CustomEntityRegistration, ModAPI } from './mod.js';\n\nimport { giveItem } from './inventory/index.js';\nimport { T_Damage, DamageFlags, DamageMod, Damageable } from './combat/index.js';\n\n// Script hooks\nimport { ScriptHookRegistry, ScriptHooks } from './scripting/hooks.js';\nexport { ScriptHookRegistry, ScriptHooks } from './scripting/hooks.js';\nimport { ModAPI } from './mod.js';\n\nexport interface GameExports extends GameSimulation<GameStateSnapshot>, CustomEntityRegistration {\n  spawnWorld(): void;\n  readonly entities: EntitySystem;\n  sound(entity: Entity, channel: number, sound: string, volume: number, attenuation: number, timeofs: number): void;\n  soundIndex(sound: string): number;\n  centerprintf(entity: Entity, message: string): void;\n  readonly time: number;\n  readonly deathmatch: boolean;\n  readonly skill: number;\n  readonly rogue: boolean;\n  readonly xatrix: boolean;\n  readonly coop: boolean;\n  readonly friendlyFire: boolean;\n  readonly random: RandomGenerator;\n  trace(start: Vec3, mins: Vec3 | null, maxs: Vec3 | null, end: Vec3, passent: Entity | null, contentmask: number): GameTraceResult;\n  multicast(origin: Vec3, type: MulticastType, event: ServerCommand, ...args: any[]): void;\n  unicast(ent: Entity, reliable: boolean, event: ServerCommand, ...args: any[]): void;\n  configstring(index: number, value: string): void;\n  serverCommand(cmd: string): void;\n  setLagCompensation?(active: boolean, client?: Entity, lagMs?: number): void;\n  createSave(mapName: string, difficulty: number, playtimeSeconds: number): GameSaveFile;\n  loadSave(save: GameSaveFile): void;\n  serialize(): SerializedGameState;\n  loadState(state: SerializedGameState): void;\n  clientConnect(ent: Entity | null, userInfo: string): string | true;\n  clientBegin(client: PlayerClient): Entity;\n  clientDisconnect(ent: Entity): void;\n  clientThink(ent: Entity, cmd: UserCommand): void;\n  respawn(ent: Entity): void;\n\n  // Admin/Cheat APIs\n  setGodMode(enabled: boolean): void;\n  setNoclip(enabled: boolean): void;\n  setNotarget(enabled: boolean): void;\n  giveItem(itemClassname: string): void;\n  damage(amount: number): void;\n  teleport(origin: Vec3): void;\n\n  // Script Hooks\n  registerHooks(hooks: ScriptHooks): () => void;\n  hooks: ScriptHookRegistry;\n  // Spectator Mode\n  setSpectator(playernum: number, spectating: boolean): void;\n\n  // Mod Initialization Hooks\n  onModInit?: (modId: string, modApi: ModAPI) => void;\n  onModShutdown?: (modId: string) => void;\n}\n\nexport { hashGameState, hashEntitySystem } from './checksum.js';\nexport * from './save/index.js';\nimport { SerializedGameState, createSerializedGameState, applySerializedGameState } from './save/adapter.js';\nexport { SerializedGameState };\nexport * from './demo/serializer.js';\nexport * from './combat/index.js';\nexport * from './inventory/index.js';\nimport { createPlayerInventory, PlayerClient, PowerupId, WeaponId } from './inventory/index.js';\nimport { createPlayerWeaponStates } from './combat/index.js';\n\n// Export these for use in dedicated server\nexport { createPlayerInventory } from './inventory/index.js';\nexport { createPlayerWeaponStates } from './combat/index.js';\n\nimport { CollisionModel } from '@quake2ts/shared';\n\nimport { GameImports } from './imports.js';\nexport type { GameImports }; // Export GameImports type\nimport { checkPlayerFlagDrop } from './modes/ctf/integration.js';\nimport { createDefaultSpawnRegistry, registerDefaultSpawns, SpawnRegistry } from './entities/spawn.js';\n\nexport function createGame(\n  imports: Partial<GameImports>,\n  engine: GameEngine,\n  options: GameCreateOptions\n): GameExports {\n  const gravity = options.gravity;\n  const deathmatch = options.deathmatch ?? false;\n  const coop = options.coop ?? false;\n  const friendlyFire = options.friendlyFire ?? false;\n  const skill = options.skill ?? 1;\n  const rogue = options.rogue ?? false;\n  const xatrix = options.xatrix ?? false;\n  const levelClock = new LevelClock();\n  const frameLoop = new GameFrameLoop();\n  const rng = options.random ?? new RandomGenerator(); // Main game RNG\n\n  // Default trace function if not provided\n  const trace = imports.trace || (() => ({\n    allsolid: false,\n    startsolid: false,\n    fraction: 1,\n    endpos: { x: 0, y: 0, z: 0 },\n    plane: null,\n    surfaceFlags: 0,\n    contents: 0,\n    ent: null,\n  }));\n  const pointcontents = imports.pointcontents || (() => 0);\n  const multicast = imports.multicast || (() => {});\n  const unicast = imports.unicast || (() => {});\n  const configstring = imports.configstring || (() => {});\n  const serverCommand = imports.serverCommand || (() => {});\n  const linkentity = imports.linkentity; // optional, handled in wrappedLinkEntity\n\n  const wrappedLinkEntity = (ent: Entity) => {\n    // Game-side logic: update AABB from origin/mins/maxs\n    if (ent.mins && ent.maxs && ent.origin) {\n      ent.absmin = {\n        x: ent.origin.x + ent.mins.x,\n        y: ent.origin.y + ent.mins.y,\n        z: ent.origin.z + ent.mins.z,\n      };\n      ent.absmax = {\n        x: ent.origin.x + ent.maxs.x,\n        y: ent.origin.y + ent.maxs.y,\n        z: ent.origin.z + ent.maxs.z,\n      };\n    }\n\n    // Call engine linkentity if provided\n    if (linkentity) {\n        linkentity(ent);\n    }\n  };\n\n  // Merge provided imports with defaults and our wrappers\n  const systemImports: Partial<GameImports> = {\n      ...imports,\n      trace,\n      pointcontents,\n      linkentity: wrappedLinkEntity,\n      multicast,\n      unicast,\n      configstring,\n      serverCommand\n  };\n\n  const entities = new EntitySystem(engine, systemImports, gravity, undefined, undefined, deathmatch, skill, rng, coop);\n  (entities as any)._game = {\n      // Lazy proxy or partial implementation of GameExports needed by EntitySystem consumers (like weapons)\n      // This is circular, so we must be careful.\n      // We will assign the full gameExports object later?\n      // No, gameExports is const defined below.\n      // We can use a getter or assign properties later.\n  };\n  frameLoop.addStage('prep', (context) => {\n    levelClock.tick(context);\n    entities.beginFrame(levelClock.current.timeSeconds);\n  });\n  frameLoop.addStage('simulate', ({ deltaSeconds }) => {\n    velocity = {\n      x: velocity.x + gravity.x * deltaSeconds,\n      y: velocity.y + gravity.y * deltaSeconds,\n      z: velocity.z + gravity.z * deltaSeconds,\n    };\n\n    origin = {\n      x: origin.x + velocity.x * deltaSeconds,\n      y: origin.y + velocity.y * deltaSeconds,\n      z: origin.z + velocity.z * deltaSeconds,\n    };\n\n    entities.runFrame();\n  });\n\n  let origin: Vec3 = { ...ZERO_VEC3 };\n  let velocity: Vec3 = { ...ZERO_VEC3 };\n\n  // Helper to calculate blend\n  const calculateBlend = (player: Entity | undefined, time: number): [number, number, number, number] => {\n      const blend: [number, number, number, number] = [0, 0, 0, 0];\n      if (!player || !player.client) return blend;\n\n      const inventory = player.client.inventory;\n      const client = player.client;\n\n      // Damage blend\n      if ((client.damage_alpha ?? 0) > 0) {\n        const da = client.damage_alpha!;\n        blend[3] += da * 0.5;\n        blend[0] += (client.damage_blend?.[0] ?? 1) * da;\n        blend[1] += (client.damage_blend?.[1] ?? 0) * da;\n        blend[2] += (client.damage_blend?.[2] ?? 0) * da;\n      }\n\n      // Powerup blends\n      // Quad Damage: Blue\n      if (inventory.powerups.has(PowerupId.QuadDamage)) {\n           blend[2] = 1;\n           blend[3] = 0.08;\n      }\n      // Invulnerability: Yellow/Red?\n      if (inventory.powerups.has(PowerupId.Invulnerability)) {\n           blend[0] = 1;\n           blend[1] = 1;\n           blend[3] = 0.08;\n      }\n      // Enviro Suit: Green\n       if (inventory.powerups.has(PowerupId.EnviroSuit)) {\n           blend[1] = 1;\n           blend[3] = 0.08;\n      }\n       // Rebreather: Whiteish?\n       if (inventory.powerups.has(PowerupId.Rebreather)) {\n           blend[0] = 0.4;\n           blend[1] = 1;\n           blend[2] = 0.4;\n           blend[3] = 0.04;\n      }\n\n      // Clamp alpha\n      if (blend[3] > 1) blend[3] = 1;\n      if (blend[3] < 0) blend[3] = 0;\n\n      return blend;\n  };\n\n  const snapshot = (frame: number): GameFrameResult<GameStateSnapshot> => {\n    const player = entities.find(e => e.classname === 'player');\n\n    // Calculate pickup icon expiration\n    let pickupIcon: string | undefined = undefined;\n    if (player?.client?.inventory.pickupItem && player.client.inventory.pickupTime) {\n        if (levelClock.current.timeSeconds * 1000 < player.client.inventory.pickupTime + 3000) {\n            pickupIcon = player.client.inventory.pickupItem;\n        }\n    }\n\n    // Collect packet entities\n    const packetEntities: EntityState[] = [];\n    entities.forEachEntity((ent) => {\n        if (!ent.inUse || ent === player) return; // Skip player in this list if handled separately (or keep if needed for 3rd person?)\n        // Usually player is sent as entity 1, but also has dedicated state.\n        // For now let's include all non-player entities that have a model.\n        if (ent.modelindex > 0 || ent.solid === Solid.Bsp) {\n             packetEntities.push({\n                 number: ent.index,\n                 origin: { ...ent.origin },\n                 angles: { ...ent.angles },\n                 modelIndex: ent.modelindex,\n                 frame: ent.frame,\n                 skinNum: ent.skin,\n                 effects: ent.effects,\n                 renderfx: ent.renderfx,\n                 solid: ent.solid,\n                 sound: ent.sounds\n             });\n        }\n    });\n\n    // Copy and clear damage indicators\n    const damageIndicators = player?.client?.damage_indicators ? [...player.client.damage_indicators] : [];\n    // If we want transient behavior (only one frame), we clear them here.\n    // If we want persistent behavior with fading, we clear them in player_think (or don't clear).\n    // The client draws them with fade, but usually damage indicators are events (new hit).\n    // If we send them every frame while they fade, we need to manage that.\n    // Standard Q2: damage_* fields in player_state are instantaneous or smoothed on client?\n    // \"damage_from\" vector is in player_state.\n    // \"damage_alpha\" is in player_state.\n    // If we use damageIndicators list, we should probably clear it after snapshot so we don't send duplicate hits.\n    // Or we rely on client smoothing.\n    // Given the HUD implementation draws ALL indicators in the list, if we keep them here, they will persist forever.\n    // So we must clear them or manage their lifetime.\n    // Let's clear them after snapshotting for now, assuming client side handles persistence or they are just flashes.\n    // Wait, the client side HUD draws them. If we clear them, they disappear next frame.\n    // So if they are just 1-frame flashes, that might be too fast.\n    // However, existing HUD logic (Draw_Damage) doesn't have internal state/smoothing, it just draws what is in ps.damageIndicators.\n    // So we need to manage the decay/lifetime in the SERVER/GAME side if we want them to fade out.\n    //\n    // Let's modify P_PlayerThink to decay indicators instead of clearing them here.\n    // See player_think logic.\n    //\n    // But for snapshot, we just copy.\n\n    return {\n      frame,\n      timeMs: frameLoop.time,\n      state: {\n        gravity: { ...gravity },\n        origin: player ? { ...player.origin } : { ...origin },\n        velocity: player ? { ...player.velocity } : { ...velocity },\n        viewangles: player ? { ...player.angles } : { x:0, y:0, z:0 },\n        level: { ...levelClock.current },\n        entities: {\n          activeCount: entities.activeCount,\n          worldClassname: entities.world.classname,\n        },\n        packetEntities,\n        pmFlags: player?.client?.pm_flags ?? 0,\n        pmType: player?.client?.pm_type ?? 0,\n        pm_time: player?.client?.pm_time ?? 0,\n        waterlevel: player ? player.waterlevel : 0,\n        watertype: player ? player.watertype : 0, // Populate watertype\n        deltaAngles: { x: 0, y: 0, z: 0 },\n        client: player?.client,\n        health: player?.health ?? 0,\n        armor: player?.client?.inventory.armor?.armorCount ?? 0,\n        ammo: player?.client?.currentAmmoCount ?? 0,\n        blend: calculateBlend(player, frameLoop.time),\n        pickupIcon,\n        damageAlpha: player?.client?.damage_alpha ?? 0,\n        damageIndicators,\n\n        stats: player ? populatePlayerStats(player, levelClock.current.timeSeconds) : [],\n        kick_angles: player?.client?.kick_angles ?? ZERO_VEC3,\n        kick_origin: player?.client?.kick_origin ?? ZERO_VEC3,\n        gunoffset: ZERO_VEC3,\n        gunangles: ZERO_VEC3,\n        gunindex: 0,\n        gun_frame: player?.client?.gun_frame ?? 0,\n        rdflags: player?.client?.rdflags ?? 0,\n        fov: player?.client?.fov ?? 90,\n        renderfx: player?.renderfx ?? 0,\n\n        // Populate new compatibility fields\n        pm_type: player?.client?.pm_type ?? 0,\n        pm_flags: player?.client?.pm_flags ?? 0\n      },\n    };\n  };\n\n  const resetState = (startTimeMs: number) => {\n    frameLoop.reset(startTimeMs);\n    levelClock.start(startTimeMs);\n    origin = { ...ZERO_VEC3 };\n    velocity = { ...ZERO_VEC3 };\n    entities.beginFrame(startTimeMs / 1000);\n    entities.runFrame();\n  };\n\n  // Initialize SpawnRegistry\n  const spawnRegistry = new SpawnRegistry();\n\n  // Initialize ScriptHookRegistry\n  const hookRegistry = new ScriptHookRegistry();\n\n  const runPlayerMove = (player: Entity, command: UserCommand) => {\n    const pcmd = {\n      forwardmove: command.forwardmove,\n      sidemove: command.sidemove,\n      upmove: command.upmove,\n      buttons: command.buttons,\n      msec: command.msec,\n      angles: command.angles,\n    };\n\n    const playerState = {\n        origin: player.origin,\n        velocity: player.velocity,\n        onGround: false, // This will be calculated by pmove\n        waterLevel: player.waterlevel, // Pass waterlevel\n        watertype: player.watertype, // Pass watertype\n        mins: player.mins,\n        maxs: player.maxs,\n        damageAlpha: 0,\n        damageIndicators: [],\n        viewAngles: player.angles,\n        blend: [0,0,0,0] as [number, number, number, number],\n        // Stubs\n        stats: populatePlayerStats(player, levelClock.current.timeSeconds),\n        kick_angles: ZERO_VEC3,\n        kick_origin: ZERO_VEC3,\n        gunoffset: ZERO_VEC3,\n        gunangles: ZERO_VEC3,\n        gunindex: 0,\n        pm_type: 0,\n        pm_time: 0,\n        pm_flags: 0,\n        gun_frame: 0,\n        rdflags: 0,\n        fov: 90,\n        renderfx: player.renderfx\n    };\n\n    const traceAdapter = (start: Vec3, end: Vec3) => {\n      // Use passed-in entity for trace, not just 'player'\n      const result = trace(start, player.mins, player.maxs, end, player, 0x10000001);\n      return {\n        fraction: result.fraction,\n        endpos: result.endpos,\n        allsolid: result.allsolid,\n        startsolid: result.startsolid,\n        planeNormal: result.plane?.normal,\n      };\n    };\n    const pointContentsAdapter = (point: Vec3) => pointcontents(point);\n\n    const newState = applyPmove(playerState, pcmd, traceAdapter, pointContentsAdapter);\n    player.origin = newState.origin;\n    player.velocity = newState.velocity;\n    player.angles = newState.viewAngles;\n\n    if (player.client) {\n        player.client.pm_flags = newState.pm_flags;\n        player.client.pm_type = newState.pm_type;\n        player.client.pm_time = newState.pm_time;\n    }\n  };\n\n  const gameExports: GameExports = {\n    // CustomEntityRegistration implementation\n    registerEntitySpawn(classname: string, spawnFunc: (entity: Entity) => void): void {\n      spawnRegistry.register(classname, (entity, context) => {\n          spawnFunc(entity);\n      });\n    },\n\n    unregisterEntitySpawn(classname: string): void {\n      spawnRegistry.unregister(classname);\n    },\n\n    getCustomEntities(): string[] {\n      return Array.from(spawnRegistry.keys());\n    },\n\n    // Script hook registration\n    registerHooks(hooks: ScriptHooks): () => void {\n      return hookRegistry.register(hooks);\n    },\n    hooks: hookRegistry,\n\n    init(startTimeMs: number) {\n      resetState(startTimeMs);\n      return snapshot(0);\n    },\n    shutdown() {\n      // Trigger onMapUnload hook\n      hookRegistry.onMapUnload();\n    },\n    spawnWorld() {\n      // Trigger onMapLoad hook\n      // Using world message as map name if available\n      const mapName = entities.world?.message || 'unknown';\n      hookRegistry.onMapLoad(mapName);\n\n      // In Q2, spawnWorld is called to load entities from map string.\n      // Here it does player spawning too for the single player mode.\n      // For multiplayer, we might just spawn world entities here.\n      // For now, I'll keep the existing single-player logic but handle it gracefully if called.\n      const playerStart = findPlayerStart(entities);\n      // We don't necessarily want to spawn a player automatically in MP unless requested\n      // But since this function is also used for SP bootstrap...\n\n      // Let's defer player spawning to clientBegin in MP context\n      // Or check if we are in deathmatch/server mode.\n      // For now, preserving existing behavior for SP.\n      if (!deathmatch) {\n           // SP logic\n           const player = entities.spawn();\n           player.classname = 'player';\n           // ... (SP init)\n           this.clientBegin({\n             inventory: createPlayerInventory(),\n             weaponStates: createPlayerWeaponStates(),\n             buttons: 0,\n             pm_type: 0,\n             pm_time: 0,\n             pm_flags: 0,\n             gun_frame: 0,\n             rdflags: 0,\n             fov: 90,\n             pers: {\n               connected: true,\n               inventory: [],\n               health: 100,\n               max_health: 100,\n               savedFlags: 0,\n               selected_item: 0\n             }\n           });\n      }\n    },\n    clientConnect(ent: Entity | null, userInfo: string): string | true {\n        // Basic check\n        return true;\n    },\n    clientBegin(client: PlayerClient): Entity {\n       const player = entities.spawn();\n       player.client = client;\n       // Initial spawn logic delegated to respawn (reusing code)\n       this.respawn(player);\n\n       player.die = (self, inflictor, attacker, damage, point, mod) => {\n           // Hook: onPlayerDeath\n           hookRegistry.onPlayerDeath(self, inflictor, attacker, damage);\n           player_die(self, inflictor, attacker, damage, point, mod, entities);\n       };\n\n       player.pain = (self, other, kick, damage) => {\n           player_pain(self, other, kick, damage);\n       };\n\n       player.think = (self) => {\n           player_think(self, entities);\n       };\n       player.nextthink = entities.timeSeconds + 0.1;\n       entities.scheduleThink(player, player.nextthink);\n\n       return player;\n    },\n    respawn(ent: Entity): void {\n       if (!ent.client) return;\n\n       const spawnPoint = SelectSpawnPoint(entities);\n       ent.classname = 'player';\n       ent.origin = spawnPoint ? { ...spawnPoint.origin } : { x: 0, y: 0, z: 0 };\n       ent.angles = spawnPoint ? { ...spawnPoint.angles } : { x: 0, y: 0, z: 0 };\n       ent.health = 100;\n       ent.takedamage = true;\n       ent.movetype = MoveType.Toss;\n       ent.mins = { x: -16, y: -16, z: -24 };\n       ent.maxs = { x: 16, y: 16, z: 32 };\n       ent.solid = Solid.BoundingBox;\n       ent.deadflag = 0; // Alive\n       ent.modelindex = engine.modelIndex?.('players/male/tris.md2') || 0; // Ensure model is set\n\n       // Reset client state\n       ent.client.damage_alpha = 0;\n       ent.client.damage_blend = [0, 0, 0];\n       ent.client.anim_priority = 0;\n       ent.client.anim_end = 0;\n       ent.frame = 0; // Stand\n       ent.client.damage_indicators = []; // Clear indicators\n\n       // Reset Inventory for Deathmatch (or initial spawn)\n       if (deathmatch) {\n           // In DM, reset inventory completely but give starting weapon\n           ent.client.inventory = createPlayerInventory({\n               weapons: [WeaponId.Blaster],\n               currentWeapon: WeaponId.Blaster\n           });\n           // Preserve score\n       } else {\n           // In SP, we might want to keep inventory if this was a level transition?\n           // But if it's a respawn after death in SP (which is basically level restart usually),\n           // we actually reset.\n           // However, existing logic might rely on inventory being passed in clientBegin.\n           // If we are calling respawn from clientBegin, the inventory is already set in ent.client.\n           // If we are calling respawn from death, we should probably reset inventory or reload save?\n           // For now, let's assume respawn resets inventory to defaults if it's a fresh spawn or DM.\n\n           // TODO: SP Respawn usually loads last save game.\n           // If we are here in SP, it might be the initial level start.\n           // If it is initial start, clientBegin passed the inventory.\n           // If it is death, we shouldn't be here in SP normally (we reload).\n       }\n\n       // Link\n       entities.finalizeSpawn(ent);\n\n       // Telefrag check\n       // TODO: killBox(ent);\n\n       // Update global state for SP compatibility\n       origin = { ...ent.origin };\n\n       // Hook: onPlayerSpawn\n       hookRegistry.onPlayerSpawn(ent);\n    },\n    clientDisconnect(ent: Entity): void {\n        if (ent && ent.inUse) {\n            // Free entity\n            entities.free(ent);\n        }\n    },\n    clientThink(ent: Entity, cmd: UserCommand) {\n        runPlayerMove(ent, cmd);\n    },\n    frame(step: FixedStepContext, command?: UserCommand) {\n      const context = frameLoop.advance(step);\n      // Note: In MP, we should iterate all players. For SP compatibility we find 'player'.\n      const player = entities.find((e) => e.classname === 'player');\n      if (command && player) {\n        // ... SP movement logic ...\n        // In MP, this logic moves to SV_ClientThink or similar.\n        // If 'command' is passed, we apply it to 'player' (SP style).\n        runPlayerMove(player, command);\n      }\n      return snapshot(context.frame);\n    },\n    entities,\n    sound(entity: Entity, channel: number, sound: string, volume: number, attenuation: number, timeofs: number): void {\n      entities.sound(entity, channel, sound, volume, attenuation, timeofs);\n    },\n    soundIndex(sound: string): number {\n        return entities.soundIndex(sound);\n    },\n    centerprintf(entity: Entity, message: string): void {\n      engine.centerprintf?.(entity, message);\n    },\n    trace,\n    deathmatch,\n    skill,\n    rogue,\n    xatrix,\n    coop,\n    friendlyFire,\n    multicast(origin: Vec3, type: MulticastType, event: ServerCommand, ...args: any[]): void {\n      multicast(origin, type, event, ...args);\n    },\n    unicast(ent: Entity, reliable: boolean, event: ServerCommand, ...args: any[]): void {\n      unicast(ent, reliable, event, ...args);\n    },\n    configstring(index: number, value: string): void {\n      configstring(index, value);\n    },\n    serverCommand(cmd: string): void {\n      serverCommand(cmd);\n    },\n    setLagCompensation(active: boolean, client?: Entity, lagMs?: number) {\n        if (engine.setLagCompensation) {\n            engine.setLagCompensation(active, client, lagMs);\n        }\n    },\n    get time() {\n      return levelClock.current.timeSeconds;\n    },\n    random: rng,\n    createSave(mapName: string, difficulty: number, playtimeSeconds: number): GameSaveFile {\n      const player = entities.find((e) => e.classname === 'player');\n      return createSaveFile({\n        map: mapName,\n        difficulty,\n        playtimeSeconds,\n        levelState: levelClock.snapshot(),\n        entitySystem: entities,\n        rngState: rng.getState(),\n        player: player?.client?.inventory,\n        gameState: {\n          origin: { ...origin },\n          velocity: { ...velocity },\n        }\n      });\n    },\n    loadSave(save: GameSaveFile): void {\n      const player = entities.find((e) => e.classname === 'player');\n      applySaveFile(save, {\n        levelClock,\n        entitySystem: entities,\n        rng,\n        player: player?.client?.inventory\n      });\n      // After load, sync engine state\n      if (save.gameState && save.gameState.origin) {\n        origin = { ...(save.gameState.origin as Vec3) };\n      } else {\n        origin = player ? { ...player.origin } : { ...ZERO_VEC3 };\n      }\n\n      if (save.gameState && save.gameState.velocity) {\n        velocity = { ...(save.gameState.velocity as Vec3) };\n      } else {\n        velocity = player ? { ...player.velocity } : { ...ZERO_VEC3 };\n      }\n      frameLoop.reset(save.level.timeSeconds * 1000);\n    },\n    serialize(): SerializedGameState {\n      return createSerializedGameState({\n        entitySystem: entities,\n        levelClock,\n        random: rng\n      });\n    },\n    loadState(state: SerializedGameState): void {\n      applySerializedGameState(state, {\n        entitySystem: entities,\n        levelClock,\n        random: rng\n      });\n      // Sync engine state\n      const player = entities.find(e => e.classname === 'player');\n      if (player) {\n         origin = { ...player.origin };\n         velocity = { ...player.velocity };\n      } else {\n         origin = { ...ZERO_VEC3 };\n         velocity = { ...ZERO_VEC3 };\n      }\n      frameLoop.reset(state.time * 1000);\n    },\n    setGodMode(enabled: boolean): void {\n      const player = entities.find(e => e.classname === 'player');\n      if (player) {\n        if (enabled) {\n          player.flags |= EntityFlags.GodMode;\n        } else {\n          player.flags &= ~EntityFlags.GodMode;\n        }\n      }\n    },\n    setNoclip(enabled: boolean): void {\n      const player = entities.find(e => e.classname === 'player');\n      if (player) {\n        if (enabled) {\n          player.movetype = MoveType.Noclip;\n        } else {\n          player.movetype = MoveType.Walk;\n        }\n      }\n    },\n    setNotarget(enabled: boolean): void {\n      const player = entities.find(e => e.classname === 'player');\n      if (player) {\n        if (enabled) {\n          player.flags |= EntityFlags.NoTarget;\n        } else {\n          player.flags &= ~EntityFlags.NoTarget;\n        }\n      }\n    },\n    giveItem(itemClassname: string): void {\n      const player = entities.find(e => e.classname === 'player');\n      if (player) {\n        giveItem(player, itemClassname);\n      }\n    },\n    damage(amount: number): void {\n      const player = entities.find(e => e.classname === 'player');\n      if (player) {\n        // Apply damage to player.\n        // We act as if the world (null attacker) damaged the player.\n        T_Damage(player as unknown as Damageable, null, null, ZERO_VEC3, player.origin, ZERO_VEC3, amount, 0, DamageFlags.NONE, DamageMod.UNKNOWN, levelClock.current.timeSeconds, undefined, { hooks: hookRegistry });\n      }\n    },\n    teleport(origin: Vec3): void {\n      const player = entities.find(e => e.classname === 'player');\n      if (player) {\n         entities.unlink(player);\n         player.origin = { ...origin };\n         player.velocity = { ...ZERO_VEC3 };\n         entities.link(player);\n         // Sync engine origin if strictly single player focused with global var\n         // origin = { ...player.origin };\n         // velocity = { ...player.velocity };\n      }\n    },\n    setSpectator(playernum: number, spectating: boolean): void {\n      // Find player entity. For now, assuming single player or looking up by playernum if we track it.\n      // Since we don't have an explicit playernum map in this context, we'll try to find by index\n      // or just grab the 'player' for SP compat.\n      // In a real MP scenario, we would look up by `entities.get(playernum + 1)`.\n      // Let's try that, falling back to finding the first player.\n      let player = entities.getByIndex(playernum + 1);\n      if (!player || player.classname !== 'player') {\n          player = entities.find(e => e.classname === 'player');\n      }\n\n      if (player && player.client) {\n          if (spectating) {\n              player.movetype = MoveType.Noclip;\n              player.solid = Solid.Not;\n              player.client.pm_type = PmType.Spectator;\n              player.modelindex = 0;\n          } else {\n              player.movetype = MoveType.Walk;\n              player.solid = Solid.BoundingBox;\n              player.client.pm_type = PmType.Normal;\n              // Ideally we restore the original model index.\n              // For now, let's assume standard male model or query engine.\n              // Note: respawn() sets it to 'players/male/tris.md2'.\n              if (engine.modelIndex) {\n                 player.modelindex = engine.modelIndex('players/male/tris.md2');\n              } else {\n                 player.modelindex = 255; // Fallback?\n              }\n          }\n      }\n    },\n    onModInit: undefined,\n    onModShutdown: undefined\n  };\n\n  // Register default spawns synchronously now that gameExports is defined\n  registerDefaultSpawns(spawnRegistry, gameExports);\n\n  entities.setSpawnRegistry(spawnRegistry);\n\n  // Patch the circular reference\n  (entities as any)._game = gameExports;\n\n  return gameExports;\n}\n"]}