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spawnpoint filter for assault only kicks in for targets with classname
[divverent/nexuiz.git] / data / qcsrc / server / cl_client.qc
1 void info_player_start (void)
2 {
3         info_player_deathmatch();
4 }
5
6 void info_player_deathmatch (void)
7 {
8         self.classname = "info_player_deathmatch";
9         relocate_spawnpoint();
10 }
11
12 float spawn_allbad;
13 float spawn_allgood;
14 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
15 {
16         local entity spot, player, nextspot, previousspot, newfirstspot;
17         local float pcount;
18         spot = firstspot;
19         newfirstspot = world;
20         previousspot = world;
21         spawn_allgood = TRUE;
22         spawn_allbad = TRUE;
23         while (spot)
24         {
25                 nextspot = spot.chain;
26                 // count team mismatches as bad spots
27
28                 local float spotactive;
29                 spotactive = 1;
30
31                 // filter out spots for assault
32                 if(spot.target != "") {
33                         local entity ent;
34                         ent = find(world, targetname, spot.target);
35                         while(ent) {
36                                 if(ent.classname == "target_objective")
37                                         if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
38                                                 spotactive = 0;
39                                 ent = find(ent, targetname, spot.target);
40                         }
41                 }
42
43                 if (spot.team == teamcheck && spotactive > 0)
44                 {
45                         pcount = 0;
46                         player = playerlist;
47                         while (player)
48                         {
49                                 if (player != self)
50                                 if (vlen(player.origin - spot.origin) < mindist)
51                                         pcount = pcount + 1;
52                                 player = player.chain;
53                         }
54                         if (!pcount)
55                         {
56                                 spawn_allbad = FALSE;
57                                 if (newfirstspot)
58                                         previousspot.chain = spot;
59                                 else
60                                         newfirstspot = spot;
61                                 previousspot = spot;
62                                 spot.chain = world;
63                         }
64                         else
65                                 spawn_allgood = FALSE;
66                 }
67                 spot = nextspot;
68         }
69         // if we couldn't find ANY good points, return the original list
70         if (!newfirstspot)
71                 newfirstspot = firstspot;
72         return newfirstspot;
73 }
74
75 entity Spawn_RandomPoint(entity firstspot)
76 {
77         local entity spot;
78         local float numspots;
79         // count number of spots
80         numspots = 0;
81         spot = firstspot;
82         while (spot)
83         {
84                 numspots = numspots + 1;
85                 spot = spot.chain;
86         }
87         // pick a random one
88         numspots = numspots * random();
89         spot = firstspot;
90         while (spot.chain && numspots >= 1)
91         {
92                 numspots = numspots - 1;
93                 spot = spot.chain;
94         }
95         return spot;
96 }
97
98 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
99 {
100         local entity best, spot, player;
101         local float bestrating, rating;
102         best = world;
103         bestrating = -1000000;
104         spot = firstspot;
105         while (spot)
106         {
107                 rating = 1000000000;
108                 player = playerlist;
109                 while (player)
110                 {
111                         if (player != self)
112                                 rating = min(rating, vlen(player.origin - spot.origin));
113                         player = player.chain;
114                 }
115                 rating = rating + random() * 16;
116                 if (bestrating < rating)
117                 {
118                         best = spot;
119                         bestrating = rating;
120                 }
121                 spot = spot.chain;
122         }
123         return best;
124 }
125
126 /*
127 =============
128 SelectSpawnPoint
129
130 Finds a point to respawn
131 =============
132 */
133 entity SelectSpawnPoint (float anypoint)
134 {
135         local float teamcheck;
136         local entity spot, firstspot, playerlist;
137
138         spot = find (world, classname, "testplayerstart");
139         if (spot)
140                 return spot;
141
142         teamcheck = 0;
143
144         if(!anypoint && cvar("g_ctf") )
145                 teamcheck = self.team;
146
147         // get the list of players
148         playerlist = findchain(classname, "player");
149         // get the entire list of spots
150         firstspot = findchain(classname, "info_player_deathmatch");
151         // filter out the bad ones
152         // (note this returns the original list if none survived)
153         firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
154
155         // there is 50/50 chance of choosing a random spot or the furthest spot
156         // (this means that roughly every other spawn will be furthest, so you
157         // usually won't get fragged at spawn twice in a row)
158         if (arena_roundbased)
159         {
160                 firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
161                 spot = Spawn_RandomPoint(firstspot);
162         }
163         else if (random() > 0.5 || spawn_allbad || spawn_allgood)
164                 spot = Spawn_RandomPoint(firstspot);
165         else
166                 spot = Spawn_FurthestPoint(firstspot, playerlist);
167
168         if (!spot)
169         {
170                 if(cvar("spawn_debug"))
171                         GotoNextMap();
172                 else
173                         error ("PutClientInServer: no start points on level");
174         }
175
176         return spot;
177 }
178
179 /*
180 =============
181 CheckPlayerModel
182
183 Checks if the argument string can be a valid playermodel.
184 Returns a valid one in doubt.
185 =============
186 */
187 string FallbackPlayerModel = "models/player/marine.zym";
188 string CheckPlayerModel(string plyermodel) {
189         if(strlen(plyermodel) < 4)
190                 return FallbackPlayerModel;
191         if( substring(plyermodel,0,14) != "models/player/")
192                 return FallbackPlayerModel;
193         else if(cvar("sv_servermodelsonly"))
194         {
195                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
196                         return FallbackPlayerModel;
197                 if(!fexists(plyermodel))
198                         return FallbackPlayerModel;
199         }
200         return plyermodel;
201 }
202
203 /*
204 =============
205 Client_customizeentityforclient
206
207 LOD reduction
208 =============
209 */
210 float Client_customizeentityforclient()
211 {
212 #ifdef ALLOW_VARIABLE_LOD
213         // self: me
214         // other: the player viewing me
215         float distance;
216         float f;
217
218         if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
219                 return TRUE;
220
221         if(other.cvar_cl_playerdetailreduction <= 0)
222         {
223                 if(other.cvar_cl_playerdetailreduction <= -2)
224                         self.modelindex = self.modelindex_lod2;
225                 else if(other.cvar_cl_playerdetailreduction <= -1)
226                         self.modelindex = self.modelindex_lod1;
227                 else
228                         self.modelindex = self.modelindex_lod0;
229         }
230         else
231         {
232                 distance = vlen(self.origin - other.origin);
233                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
234                 if(f > 10000)
235                         self.modelindex = self.modelindex_lod2;
236                 else if(f > 5000)
237                         self.modelindex = self.modelindex_lod1;
238                 else
239                         self.modelindex = self.modelindex_lod0;
240         }
241 #endif
242
243         return TRUE;
244 }
245
246 void setmodel_lod(entity e, string modelname)
247 {
248 #ifdef ALLOW_VARIABLE_LOD
249         string s;
250
251         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1.zym");
252         if(fexists(s))
253         {
254                 precache_model(s);
255                 setmodel(e, s); // players have high precision
256                 self.modelindex_lod1 = self.modelindex;
257         }
258         else
259                 self.modelindex_lod1 = -1;
260
261         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2.zym");
262         if(fexists(s))
263         {
264                 precache_model(s);
265                 setmodel(e, s); // players have high precision
266                 self.modelindex_lod2 = self.modelindex;
267         }
268         else
269                 self.modelindex_lod2 = -1;
270
271         precache_model(modelname);
272         setmodel(e, modelname); // players have high precision
273         self.modelindex_lod0 = self.modelindex;
274
275         if(self.modelindex_lod1 < 0)
276                 self.modelindex_lod1 = self.modelindex;
277
278         if(self.modelindex_lod2 < 0)
279                 self.modelindex_lod2 = self.modelindex;
280 #else
281         precache_model(modelname);
282         setmodel(e, modelname); // players have high precision
283 #endif
284 }
285
286 /*
287 =============
288 PutObserverInServer
289
290 putting a client as observer in the server
291 =============
292 */
293 void PutObserverInServer (void)
294 {
295         entity  spot;
296         spot = SelectSpawnPoint (FALSE);
297         RemoveGrapplingHook(self); // Wazat's Grappling Hook
298
299         if(clienttype(self) == CLIENTTYPE_REAL)
300         {
301                 msg_entity = self;
302                 WriteByte(MSG_ONE, SVC_SETVIEW);
303                 WriteEntity(MSG_ONE, self);
304         }
305
306         DropAllRunes(self);
307         kh_Key_DropAll(self, TRUE);
308
309         if(self.flagcarried)
310                 DropFlag(self.flagcarried);
311
312         WaypointSprite_PlayerDead();
313
314         DistributeFragsAmongTeam(self, self.team, 1);
315
316         if(self.frags <= 0 && self.frags > -666 && cvar("g_lms") && self.killcount != -666)
317                 bprint ("^4", self.netname, "^4 has no more lives left\n");
318         else if(self.killcount != -666)
319                 bprint ("^4", self.netname, "^4 is spectating now\n");
320
321         self.classname = "observer";
322         self.health = -666;
323         self.takedamage = DAMAGE_NO;
324         self.solid = SOLID_NOT;
325         self.movetype = MOVETYPE_NOCLIP;
326         self.flags = FL_CLIENT | FL_NOTARGET;
327         self.armorvalue = 666;
328         self.effects = 0;
329         self.armorvalue = cvar("g_balance_armor_start");
330         self.pauserotarmor_finished = 0;
331         self.pauserothealth_finished = 0;
332         self.pauseregen_finished = 0;
333         self.damageforcescale = 0;
334         self.death_time = 0;
335         self.dead_time = 0;
336         self.dead_frame = 0;
337         self.die_frame = 0;
338         self.deaths = 0;
339         self.alpha = 0;
340         self.scale = 0;
341         self.fade_time = 0;
342         self.pain_frame = 0;
343         self.pain_finished = 0;
344         self.strength_finished = 0;
345         self.invincible_finished = 0;
346         self.pushltime = 0;
347         self.think = SUB_Null;
348         self.nextthink = 0;
349         self.hook_time = 0;
350         self.runes = 0;
351         self.deadflag = DEAD_NO;
352         self.angles = spot.angles;
353         self.angles_z = 0;
354         self.fixangle = TRUE;
355         self.crouch = FALSE;
356
357         self.view_ofs = PL_VIEW_OFS;
358         setorigin (self, spot.origin);
359         setsize (self, '0 0 0', '0 0 0');
360         self.oldorigin = self.origin;
361         self.items = 0;
362         self.model = "";
363         self.modelindex = 0;
364         self.weapon = 0;
365         self.weaponmodel = "";
366         self.weaponentity = world;
367         self.killcount = -666;
368         self.velocity = '0 0 0';
369         self.avelocity = '0 0 0';
370         self.punchangle = '0 0 0';
371         self.punchvector = '0 0 0';
372         self.oldvelocity = self.velocity;
373         self.customizeentityforclient = Client_customizeentityforclient;
374
375         if(cvar("g_arena"))
376         {
377                 if(self.frags != -2)
378                 {
379                         Spawnqueue_Insert(self);
380                 }
381                 else
382                 {
383                         Spawnqueue_Unmark(self);
384                         Spawnqueue_Remove(self);
385                 }
386         }
387         else if(!cvar("g_lms"))
388                 self.frags = -666;
389 }
390
391
392 /*
393 =============
394 PutClientInServer
395
396 Called when a client spawns in the server
397 =============
398 */
399 void PutClientInServer (void)
400 {
401         if(clienttype(self) == CLIENTTYPE_BOT)
402         {
403                 self.classname = "player";
404         }
405         else if(clienttype(self) == CLIENTTYPE_REAL)
406         {
407                 msg_entity = self;
408                 WriteByte(MSG_ONE, SVC_SETVIEW);
409                 WriteEntity(MSG_ONE, self);
410         }
411
412         // player is dead and becomes observer
413         if(cvar("g_lms") && self.frags < 1)
414                 self.classname = "observer";
415
416         if(cvar("g_arena"))
417         if(!self.spawned)
418                 self.classname = "observer";
419
420         if(self.classname == "player") {
421                 entity  spot;
422
423                 spot = SelectSpawnPoint (FALSE);
424
425                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
426
427                 self.classname = "player";
428                 self.iscreature = TRUE;
429                 self.movetype = MOVETYPE_WALK;
430                 self.solid = SOLID_SLIDEBOX;
431                 self.flags = FL_CLIENT;
432                 self.takedamage = DAMAGE_AIM;
433                 self.effects = 0;
434                 self.air_finished = time + 12;
435                 self.dmg = 2;
436
437                 self.ammo_shells = start_ammo_shells;
438                 self.ammo_nails = start_ammo_nails;
439                 self.ammo_rockets = start_ammo_rockets;
440                 self.ammo_cells = start_ammo_cells;
441                 self.health = start_health;
442                 self.armorvalue = start_armorvalue;
443                 self.items = start_items;
444                 self.switchweapon = start_switchweapon;
445                 self.weapon = 0;
446                 self.jump_interval = time;
447
448                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
449                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
450                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
451                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
452                 self.damageforcescale = 2;
453                 self.death_time = 0;
454                 self.dead_time = 0;
455                 self.dead_frame = 0;
456                 self.die_frame = 0;
457                 self.alpha = 0;
458                 self.scale = 0;
459                 self.fade_time = 0;
460                 self.pain_frame = 0;
461                 self.pain_finished = 0;
462                 self.strength_finished = 0;
463                 self.invincible_finished = 0;
464                 self.pushltime = 0;
465                 //self.speed_finished = 0;
466                 //self.slowmo_finished = 0;
467                 // players have no think function
468                 self.think = SUB_Null;
469                 self.nextthink = 0;
470                 self.hook_time = 0;
471
472                 self.runes = 0;
473
474                 self.deadflag = DEAD_NO;
475
476                 self.angles = spot.angles;
477
478                 self.angles_z = 0; // never spawn tilted even if the spot says to
479                 self.fixangle = TRUE; // turn this way immediately
480                 self.velocity = '0 0 0';
481                 self.avelocity = '0 0 0';
482                 self.punchangle = '0 0 0';
483                 self.punchvector = '0 0 0';
484                 self.oldvelocity = self.velocity;
485
486                 self.viewzoom = 0.6;
487                 self.has_zoomed = 0;
488
489                 self.customizeentityforclient = Client_customizeentityforclient;
490
491                 if(cvar("sv_defaultcharacter") == 1 && !teams_matter) {
492                         local string defaultmodel;
493                         defaultmodel = cvar_string("sv_defaultplayermodel");
494                         setmodel_lod (self, defaultmodel);
495                         self.skin = stof(cvar_string("sv_defaultplayerskin"));
496                 } else {
497                         self.playermodel = CheckPlayerModel(self.playermodel);
498                         setmodel_lod (self, self.playermodel);
499                         if(teams_matter)
500                                 self.skin = math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY);
501                         else
502                                 self.skin = stof(self.playerskin);
503                 }
504
505                 self.crouch = FALSE;
506                 self.view_ofs = PL_VIEW_OFS;
507                 setsize (self, PL_MIN, PL_MAX);
508                 self.spawnorigin = spot.origin;
509                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
510                 // don't reset back to last position, even if new position is stuck in solid
511                 self.oldorigin = self.origin;
512
513                 if(cvar("g_arena"))
514                 {
515                         Spawnqueue_Remove(self);
516                         Spawnqueue_Mark(self);
517                 }
518
519                 self.event_damage = PlayerDamage;
520
521                 self.bot_attack = TRUE;
522
523                 self.statdraintime = time + 5;
524                 self.button0 = self.button1 = self.button2 = self.button3 = 0;
525
526                 if(self.killcount == -666) {
527                         self.killcount = 0;
528                         if(!cvar("g_arena"))
529                         if(!cvar("g_lms"))
530                                 self.frags = 0;
531                 }
532
533                 self.cnt = WEP_LASER;
534                 self.nixnex_lastchange_id = -1;
535
536                 CL_SpawnWeaponentity();
537                 self.alpha = default_player_alpha;
538                 self.exteriorweaponentity.alpha = default_weapon_alpha;
539
540                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
541                 self.lms_traveled_distance = 0;
542
543                 if(cvar("spawn_debug"))
544                 {
545                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
546                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
547                 }
548
549                 //stuffcmd(self, "chase_active 0");
550                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
551
552                 if (cvar("g_spawnsound"))
553                         sound (self, CHAN_AUTO, "misc/teleport.wav", 1, ATTN_NORM);
554
555         } else if(self.classname == "observer") {
556                 PutObserverInServer ();
557         }
558 }
559
560 /*
561 =============
562 SetNewParms
563 =============
564 */
565 void SetNewParms (void)
566 {
567
568 }
569
570 /*
571 =============
572 SetChangeParms
573 =============
574 */
575 void SetChangeParms (void)
576 {
577
578 }
579
580 /*
581 =============
582 ClientKill
583
584 Called when a client types 'kill' in the console
585 =============
586 */
587 void ClientKill (void)
588 {
589         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
590 }
591
592 void FixClientCvars(entity e)
593 {
594         // send prediction settings to the client
595         stuffcmd(e, "\nin_bindmap 0 0\n");
596         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
597         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
598         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
599         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
600         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
601         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
602         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
603         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
604         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
605         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
606         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
607         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
608         stuffcmd(e, "cl_movement_edgefriction 1\n");
609 }
610
611 /*
612 =============
613 ClientConnect
614
615 Called when a client connects to the server
616 =============
617 */
618 string ColoredTeamName(float t);
619 //void dom_player_join_team(entity pl);
620 void ClientConnect (void)
621 {
622         local string s;
623
624         self.classname = "player_joining";
625         self.flags = self.flags | FL_CLIENT;
626         self.version_nagtime = time + 10 + random() * 10;
627
628         if(player_count<0)
629         {
630                 dprint("BUG player count is lower than zero, this cannot happen!\n");
631                 player_count = 0;
632         }
633
634         bot_clientconnect();
635
636         //if(cvar("g_domination"))
637         //      dom_player_join_team(self);
638
639         //JoinBestTeam(self, FALSE);
640
641         if((cvar("sv_spectate") == 1 && !cvar("g_lms")) || cvar("g_campaign")) {
642                 self.classname = "observer";
643         } else {
644                 self.classname = "player";
645                 campaign_bots_may_start = 1;
646         }
647
648         self.playerid = (playerid_last = playerid_last + 1);
649         if(cvar("sv_eventlog"))
650         {
651                 if(clienttype(self) == CLIENTTYPE_REAL)
652                         s = "player";
653                 else
654                         s = "bot";
655                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
656                 s = strcat(":team:", ftos(self.playerid), ":");
657                 s = strcat(s, ftos(self.team));
658                 GameLogEcho(s, FALSE);
659         }
660
661         //stuffcmd(self, "set tmpviewsize $viewsize \n");
662
663         bprint ("^4",self.netname);
664         bprint ("^4 connected");
665
666         if(cvar("g_domination") || cvar("g_ctf"))
667         {
668                 bprint(" and joined the ");
669                 bprint(ColoredTeamName(self.team));
670         }
671
672         bprint("\n");
673
674         self.welcomemessage_time = 0;
675
676         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
677         // TODO: is this being used for anything else than cd tracks?
678         // Remember: SVC_CDTRACK exists. Maybe it should be used.
679
680         FixClientCvars(self);
681
682         // waypoint sprites
683         WaypointSprite_InitClient(self);
684
685         // Wazat's grappling hook
686         SetGrappleHookBindings();
687
688         // get autoswitch state from player when he toggles it
689         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n");
690
691         // get version info from player
692         stuffcmd(self, "cmd clientversion $gameversion\n");
693
694         // get other cvars from player
695         GetCvars(0);
696
697         // set cvar for team scoreboard
698         if (teams_matter)
699         {
700                 local float t;
701                 t = cvar("teamplay");
702                 // we have to stuff the correct teamplay value because if this is a listen server, this changes the teamplay mode of the server itself, which is bad
703                 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
704         }
705         else
706                 stuffcmd(self, "set teamplay 0\n");
707
708         if(cvar("g_lms"))
709         {
710                 self.frags = cvar("fraglimit");
711                 // no fraglimit was set, so player gets 999 lives
712                 if(self.frags < 1)
713                         self.frags = 999;
714
715                 self.frags = LMS_NewPlayerLives();
716                 if(!self.frags)
717                 {
718                         self.frags = -666;
719                 }
720         }
721         else if(cvar("g_arena"))
722         {
723                 self.classname = "observer";
724                 Spawnqueue_Insert(self);
725         }
726
727         bot_relinkplayerlist();
728
729         self.jointime = time;
730 }
731
732 /*
733 =============
734 ClientDisconnect
735
736 Called when a client disconnects from the server
737 =============
738 */
739 void(entity e) DropFlag;
740 .entity chatbubbleentity;
741 .entity teambubbleentity;
742 void ClientDisconnect (void)
743 {
744         float save;
745         if(cvar("sv_eventlog"))
746                 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
747         bprint ("^4",self.netname);
748         bprint ("^4 disconnected\n");
749
750         if (self.chatbubbleentity)
751         {
752                 remove (self.chatbubbleentity);
753                 self.chatbubbleentity = world;
754         }
755
756         if (self.teambubbleentity)
757         {
758                 remove (self.teambubbleentity);
759                 self.teambubbleentity = world;
760         }
761
762         WaypointSprite_PlayerGone();
763
764         DropAllRunes(self);
765         kh_Key_DropAll(self, TRUE);
766
767         if(self.flagcarried)
768                 DropFlag(self.flagcarried);
769
770         DistributeFragsAmongTeam(self, self.team, 1);
771
772         save = self.flags;
773         self.flags = self.flags - (self.flags & FL_CLIENT);
774         bot_relinkplayerlist();
775         self.flags = save;
776
777         // remove laserdot
778         if(self.weaponentity)
779                 if(self.weaponentity.lasertarget)
780                         remove(self.weaponentity.lasertarget);
781
782         if(cvar("g_arena"))
783         {
784                 Spawnqueue_Unmark(self);
785                 Spawnqueue_Remove(self);
786         }
787
788         // free cvars
789         GetCvars(-1);
790 }
791
792 .float buttonchat;
793 void() ChatBubbleThink =
794 {
795         self.nextthink = time;
796         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
797         {
798                 self.owner.chatbubbleentity = world;
799                 remove(self);
800                 return;
801         }
802         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
803         if (self.owner.buttonchat && !self.owner.deadflag)
804                 self.model = self.mdl;
805         else
806                 self.model = "";
807 };
808
809 void() UpdateChatBubble =
810 {
811         if (!self.modelindex)
812                 return;
813         // spawn a chatbubble entity if needed
814         if (!self.chatbubbleentity)
815         {
816                 self.chatbubbleentity = spawn();
817                 self.chatbubbleentity.owner = self;
818                 self.chatbubbleentity.exteriormodeltoclient = self;
819                 self.chatbubbleentity.think = ChatBubbleThink;
820                 self.chatbubbleentity.nextthink = time;
821                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
822                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
823                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
824                 self.chatbubbleentity.model = "";
825                 self.chatbubbleentity.effects = EF_LOWPRECISION;
826         }
827 }
828
829
830 void() TeamBubbleThink =
831 {
832         self.nextthink = time;
833         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
834         {
835                 self.owner.teambubbleentity = world;
836                 remove(self);
837                 return;
838         }
839 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
840         if (self.owner.buttonchat || self.owner.deadflag)
841                 self.model = "";
842         else
843                 self.model = self.mdl;
844
845 };
846
847 float() TeamBubble_customizeentityforclient
848 {
849         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
850 }
851
852 void() UpdateTeamBubble =
853 {
854         if (!self.modelindex || !cvar("teamplay"))
855                 return;
856         // spawn a teambubble entity if needed
857         if (!self.teambubbleentity && cvar("teamplay"))
858         {
859                 self.teambubbleentity = spawn();
860                 self.teambubbleentity.owner = self;
861                 self.teambubbleentity.exteriormodeltoclient = self;
862                 self.teambubbleentity.think = TeamBubbleThink;
863                 self.teambubbleentity.nextthink = time;
864                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
865 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
866                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
867                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
868                 self.teambubbleentity.mdl = self.teambubbleentity.model;
869                 self.teambubbleentity.model = self.teambubbleentity.mdl;
870                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
871                 self.teambubbleentity.effects = EF_LOWPRECISION;
872         }
873 }
874
875 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
876 // added to the model skins
877 /*void() UpdateColorModHack =
878 {
879         local float c;
880         c = self.clientcolors & 15;
881         // LordHavoc: only bothering to support white, green, red, yellow, blue
882              if (teamplay == 0) self.colormod = '0 0 0';
883         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
884         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
885         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
886         else if (c == 12) self.colormod = '1.22 1.22 0.10';
887         else if (c == 13) self.colormod = '0.10 0.10 1.73';
888         else self.colormod = '1 1 1';
889 };*/
890
891 void respawn(void)
892 {
893         CopyBody(1);
894         PutClientInServer();
895 }
896
897 void player_powerups (void)
898 {
899         if (cvar("g_minstagib"))
900         {
901                 self.effects = EF_FULLBRIGHT;
902                 if (self.items & IT_STRENGTH)
903                 {
904                         if (time > self.strength_finished)
905                         {
906                                 self.alpha = default_player_alpha;
907                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
908                                 self.items = self.items - (self.items & IT_STRENGTH);
909                                 sprint(self, "^3Invisibility has worn off\n");
910                         }
911                 }
912                 else
913                 {
914                         if (time < self.strength_finished)
915                         {
916                                 self.alpha = cvar("g_minstagib_invis_alpha");
917                                 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
918                                 self.items = self.items | IT_STRENGTH;
919                                 sprint(self, "^3You are invisible\n");
920                         }
921                 }
922
923                 if (self.items & IT_INVINCIBLE)
924                 {
925                         if (time > self.invincible_finished)
926                         {
927                                 self.items = self.items - (self.items & IT_INVINCIBLE);
928                                 sprint(self, "^3Speed has worn off\n");
929                         }
930                 }
931                 else
932                 {
933                         if (time < self.invincible_finished)
934                         {
935                                 self.items = self.items | IT_INVINCIBLE;
936                                 sprint(self, "^3You are on speed\n");
937                         }
938                 }
939                 return;
940         }
941
942         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
943         if (self.items & IT_STRENGTH)
944         {
945                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
946                 if (time > self.strength_finished)
947                 {
948                         self.items = self.items - (self.items & IT_STRENGTH);
949                         sprint(self, "^3Strength has worn off\n");
950                 }
951         }
952         else
953         {
954                 if (time < self.strength_finished)
955                 {
956                         self.items = self.items | IT_STRENGTH;
957                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
958                 }
959         }
960         if (self.items & IT_INVINCIBLE)
961         {
962                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
963                 if (time > self.invincible_finished)
964                 {
965                         self.items = self.items - (self.items & IT_INVINCIBLE);
966                         sprint(self, "^3Shield has worn off\n");
967                 }
968         }
969         else
970         {
971                 if (time < self.invincible_finished)
972                 {
973                         self.items = self.items | IT_INVINCIBLE;
974                         sprint(self, "^3Shield surrounds you\n");
975                 }
976         }
977
978         if (cvar("g_fullbrightplayers"))
979                 self.effects = self.effects | EF_FULLBRIGHT;
980
981         // midair gamemode: damage only while in the air
982         // if in midair mode, being on ground grants temporary invulnerability
983         // (this is so that multishot weapon don't clear the ground flag on the
984         // first damage in the frame, leaving the player vulnerable to the
985         // remaining hits in the same frame)
986         if (self.flags & FL_ONGROUND)
987         if (cvar("g_midair"))
988                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
989
990         if (time < self.spawnshieldtime)
991                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
992 }
993
994 float CalcRegen(float current, float stable, float regenfactor)
995 {
996         if(current > stable)
997                 return current;
998         else if(current > stable - 0.25) // when close enough, "snap"
999                 return stable;
1000         else
1001                 return min(stable, current + (stable - current) * regenfactor * frametime);
1002 }
1003
1004 void player_regen (void)
1005 {
1006         float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1007         maxh = cvar("g_balance_health_stable");
1008         maxa = cvar("g_balance_armor_stable");
1009         limith = cvar("g_balance_health_limit");
1010         limita = cvar("g_balance_armor_limit");
1011
1012         if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
1013                 return;
1014
1015         max_mod = regen_mod = rot_mod = limit_mod = 1;
1016
1017         if (self.runes & RUNE_REGEN)
1018         {
1019                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1020                 {
1021                         regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1022                         max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1023                         limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1024                 }
1025                 else
1026                 {
1027                         regen_mod = cvar("g_balance_rune_regen_regenrate");
1028                         max_mod = cvar("g_balance_rune_regen_hpmod");
1029                         limit_mod = cvar("g_balance_rune_regen_limitmod");
1030                 }
1031         }
1032         else if (self.runes & CURSE_VENOM)
1033         {
1034                 max_mod = cvar("g_balance_curse_venom_hpmod");
1035                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1036                         rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1037                 else
1038                         rot_mod = cvar("g_balance_curse_venom_rotrate");
1039                 limit_mod = cvar("g_balance_curse_venom_limitmod");
1040                 //if (!self.runes & RUNE_REGEN)
1041                 //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1042         }
1043         maxh = maxh * max_mod;
1044         //maxa = maxa * max_mod;
1045         limith = limith * limit_mod;
1046         limita = limita * limit_mod;
1047
1048         if (self.armorvalue > maxa)
1049         {
1050                 if (time > self.pauserotarmor_finished)
1051                 {
1052                         self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1053                         self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1054                 }
1055         }
1056         else if (self.armorvalue < maxa)
1057         {
1058                 if (time > self.pauseregen_finished)
1059                 {
1060                         self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1061                         self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1062                 }
1063         }
1064         if (self.health > maxh)
1065         {
1066                 if (time > self.pauserothealth_finished)
1067                 {
1068                         self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1069                         self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1070                 }
1071         }
1072         else if (self.health < maxh)
1073         {
1074                 if (time > self.pauseregen_finished)
1075                 {
1076                         self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1077                         self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1078                 }
1079         }
1080
1081         if (self.health > limith)
1082                 self.health = limith;
1083         if (self.armorvalue > limita)
1084                 self.armorvalue = limita;
1085
1086         // if player rotted to death...  die!
1087         if(self.health < 1)
1088                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1089 }
1090
1091 /*
1092 ======================
1093 spectate mode routines
1094 ======================
1095 */
1096 void SpectateCopy(entity spectatee) {
1097         self.armortype = spectatee.armortype;
1098         self.armorvalue = spectatee.armorvalue;
1099         self.currentammo = spectatee.currentammo;
1100         self.effects = spectatee.effects;
1101         self.health = spectatee.health;
1102         self.impulse = 0;
1103         self.items = spectatee.items;
1104         self.punchangle = spectatee.punchangle;
1105         self.view_ofs = spectatee.view_ofs;
1106         self.v_angle = spectatee.v_angle;
1107         self.viewzoom = spectatee.viewzoom;
1108         setorigin(self, spectatee.origin);
1109         setsize(self, spectatee.mins, spectatee.maxs);
1110 }
1111
1112 void SpectateUpdate() {
1113         if(!self.enemy)
1114                         PutObserverInServer();
1115
1116         if (self != self.enemy) {
1117                 if(self.enemy.flags & FL_NOTARGET)
1118                         PutObserverInServer();
1119                 SpectateCopy(self.enemy);
1120                 self.dmg_take = self.enemy.dmg_take;
1121                 self.dmg_save = self.enemy.dmg_save;
1122                 self.dmg_inflictor = self.enemy.dmg_inflictor;
1123                 self.fixangle = TRUE;
1124                 self.angles = self.enemy.v_angle;
1125                 //msg_entity = self;
1126                 //WriteByte(MSG_ONE, SVC_SETANGLE);
1127                 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1128                 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1129                 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1130         }
1131 }
1132
1133 float SpectateNext() {
1134         other = find(self.enemy, classname, "player");
1135         if (!other) {
1136                 other = find(other, classname, "player");
1137         }
1138         if (other) {
1139                 self.enemy = other;
1140         }
1141         if(self.enemy.classname == "player") {
1142                 msg_entity = self;
1143                 WriteByte(MSG_ONE, SVC_SETVIEW);
1144                 WriteEntity(MSG_ONE, self.enemy);
1145                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1146                 SpectateUpdate();
1147                 return 1;
1148         } else {
1149                 return 0;
1150         }
1151 }
1152
1153 /*
1154 =============
1155 ShowRespawnCountdown()
1156
1157 Update a respawn countdown display.
1158 =============
1159 */
1160 void ShowRespawnCountdown()
1161 {
1162         float number;
1163         if(self.deadflag == DEAD_NO) // just respawned?
1164                 return;
1165         else
1166         {
1167                 number = ceil(self.death_time - time);
1168                 if(number <= 0)
1169                         return;
1170                 if(number <= self.respawn_countdown)
1171                 {
1172                         self.respawn_countdown = number - 1;
1173                         if(ceil(self.death_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
1174                                 play2(self, strcat("announcer/robotic/", ftos(number), ".ogg"));
1175                 }
1176         }
1177 }
1178
1179 void LeaveSpectatorMode()
1180 {
1181         if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1182                 self.classname = "player";
1183                 if(cvar("g_campaign") || cvar("g_balance_teams"))
1184                         JoinBestTeam(self, 0);
1185                 if(cvar("g_campaign"))
1186                         campaign_bots_may_start = 1;
1187                 PutClientInServer();
1188                 if(!(self.flags & FL_NOTARGET))
1189                         bprint ("^4", self.netname, "^4 is playing now\n");
1190                 centerprint(self,"");
1191                 return;
1192         } else {
1193                 stuffcmd(self,"menu_showteamselect\n");
1194                 return;
1195         }
1196 }
1197
1198 /*
1199 =============
1200 PlayerPreThink
1201
1202 Called every frame for each client before the physics are run
1203 =============
1204 */
1205 void() ctf_setstatus;
1206 .float vote_nagtime;
1207 void PlayerPreThink (void)
1208 {
1209         // version nagging
1210         if(self.version_nagtime)
1211                 if(self.cvar_g_nexuizversion)
1212                         if(time > self.version_nagtime)
1213                         {
1214                                 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1215                                         if(self.cvar_g_nexuizversion != cvar_string("g_nexuizversion"))
1216                                         {
1217                                                 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "\n");
1218                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "\n"));
1219                                         }
1220                                 self.version_nagtime = 0;
1221                         }
1222
1223         // vote nagging
1224         if(self.cvar_scr_centertime)
1225                 if(time > self.vote_nagtime)
1226                 {
1227                         VoteNag();
1228                         self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1229                 }
1230
1231         // GOD MODE info
1232         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
1233         {
1234                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
1235                 self.max_armorvalue = 0;
1236         }
1237
1238         if(self.classname == "player") {
1239                 local vector m1, m2;
1240
1241 //              if(self.netname == "Wazat")
1242 //                      bprint(self.classname, "\n");
1243
1244                 CheckRules_Player();
1245
1246                 if(self.button7)
1247                         PrintWelcomeMessage(self);
1248
1249                 if(cvar("g_lms") || !cvar("sv_spectate"))
1250                 if((time - self.jointime) <= cvar("welcome_message_time"))
1251                         PrintWelcomeMessage(self);
1252
1253                 if (intermission_running)
1254                 {
1255                         IntermissionThink ();   // otherwise a button could be missed between
1256                         return;                                 // the think tics
1257                 }
1258
1259                 if(time > self.teleport_time)
1260                 {
1261                         self.effects = self.effects - (self.effects & EF_NODRAW);
1262                         if(self.weaponentity)
1263                                 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
1264                 }
1265
1266                 Nixnex_GiveCurrentWeapon();
1267                 UpdateSelectedPlayer();
1268
1269                 if (self.deadflag != DEAD_NO)
1270                 {
1271                         float button_pressed, force_respawn;
1272                         player_anim();
1273                         button_pressed = (self.button0 || self.button2 || self.button3 || self.button6 || self.buttonuse);
1274                         force_respawn = (cvar("g_lms") || cvar("g_forced_respawn"));
1275                         if (self.deadflag == DEAD_DYING)
1276                         {
1277                                 if(force_respawn)
1278                                         self.deadflag = DEAD_RESPAWNING;
1279                                 else if(!button_pressed)
1280                                         self.deadflag = DEAD_DEAD;
1281                         }
1282                         else if (self.deadflag == DEAD_DEAD)
1283                         {
1284                                 if(button_pressed)
1285                                         self.deadflag = DEAD_RESPAWNABLE;
1286                         }
1287                         else if (self.deadflag == DEAD_RESPAWNABLE)
1288                         {
1289                                 if(!button_pressed)
1290                                         self.deadflag = DEAD_RESPAWNING;
1291                         }
1292                         else if (self.deadflag == DEAD_RESPAWNING)
1293                         {
1294                                 if(time > self.death_time)
1295                                         respawn();
1296                         }
1297                         ShowRespawnCountdown();
1298                         return;
1299                 }
1300
1301                 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1302                 {
1303                         vector dist;
1304
1305                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1306                         dist = self.oldorigin - self.origin;
1307                         dist_z = 0;
1308                         self.lms_traveled_distance += fabs(vlen(dist));
1309
1310                         if(cvar("g_campaign"))
1311                         if(!campaign_bots_may_start)
1312                         {
1313                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1314                                 self.lms_traveled_distance = 0;
1315                         }
1316
1317                         if(time > self.lms_nextcheck)
1318                         {
1319                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1320                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1321                                 {
1322                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
1323                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1324                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1325                                         Damage(self, self, self, bound(0, cvar("g_lms_campcheck_damage"), self.health + self.armorvalue * cvar("g_balance_armor_blockpercent") + 5), DEATH_CAMP, self.origin, '0 0 0');
1326                                 }
1327                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1328                                 self.lms_traveled_distance = 0;
1329                         }
1330                 }
1331
1332                 if (self.button5 && !self.hook.state)
1333                 {
1334                         if (!self.crouch)
1335                         {
1336                                 self.crouch = TRUE;
1337                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
1338                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1339                         }
1340                 }
1341                 else
1342                 {
1343                         if (self.crouch)
1344                         {
1345                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1346                                 if (!trace_startsolid)
1347                                 {
1348                                         self.crouch = FALSE;
1349                                         self.view_ofs = PL_VIEW_OFS;
1350                                         setsize (self, PL_MIN, PL_MAX);
1351                                 }
1352                         }
1353                 }
1354
1355                 if(cvar("sv_defaultcharacter") == 1 && !teams_matter) {
1356                         local string defaultmodel;
1357                         defaultmodel = cvar_string("sv_defaultplayermodel");
1358
1359                         if (defaultmodel != self.model)
1360                         {
1361                                 m1 = self.mins;
1362                                 m2 = self.maxs;
1363                                 setmodel_lod (self, defaultmodel);
1364                                 setsize (self, m1, m2);
1365                         }
1366
1367                         if (self.skin != cvar("sv_defaultplayerskin"))
1368                                 self.skin = cvar("sv_defaultplayerskin");
1369                 } else {
1370                         if (self.playermodel != self.model)
1371                         {
1372                                 self.playermodel = CheckPlayerModel(self.playermodel);
1373                                 m1 = self.mins;
1374                                 m2 = self.maxs;
1375                                 setmodel_lod (self, self.playermodel);
1376                                 setsize (self, m1, m2);
1377                         }
1378
1379                         if(teams_matter)
1380                         {
1381                                 if (self.skin != math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY))
1382                                         self.skin = math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY);
1383                         }
1384                         else
1385                         {
1386                                 if (self.skin != stof(self.playerskin))
1387                                         self.skin = stof(self.playerskin);
1388                         }
1389                 }
1390
1391                 GrapplingHookFrame();
1392
1393                 W_WeaponFrame();
1394
1395                 {
1396                         float zoomfactor, zoomspeed, zoomdir;
1397                         zoomfactor = self.cvar_cl_zoomfactor;
1398                         if(zoomfactor < 1 || zoomfactor > 16)
1399                                 zoomfactor = 2.5;
1400                         zoomspeed = self.cvar_cl_zoomspeed;
1401                         if(zoomspeed >= 0) // < 0 is instant zoom
1402                                 if(zoomspeed < 0.5 || zoomspeed > 16)
1403                                         zoomspeed = 3.5;
1404
1405                         zoomdir = self.button4;
1406                         if(self.button3)
1407                                 if(self.weapon == WEP_NEX)
1408                                         if(!cvar("g_minstagib"))
1409                                                 zoomdir = 1;
1410
1411                         if(zoomdir)
1412                                 self.has_zoomed = 1;
1413
1414                         if(self.has_zoomed)
1415                         {
1416                                 if(zoomspeed <= 0) // instant zoom
1417                                 {
1418                                         if(zoomdir)
1419                                                 self.viewzoom = 1 / zoomfactor;
1420                                         else
1421                                                 self.viewzoom = 1;
1422                                 }
1423                                 else
1424                                 {
1425                                         // geometric zoom would be:
1426                                         //   self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
1427                                         // however, testing showed that arithmetic/harmonic zoom works better
1428                                         if(zoomdir)
1429                                                 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1430                                                 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
1431                                                 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1432                                         else
1433                                                 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1434                                                 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
1435                                                 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1436                                 }
1437                         }
1438                         else
1439                                 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
1440                 }
1441
1442                 player_powerups();
1443                 player_regen();
1444                 player_anim();
1445
1446                 if (cvar("g_minstagib"))
1447                         minstagib_ammocheck();
1448
1449                 ctf_setstatus();
1450                 kh_setstatus();
1451
1452                 //self.angles_y=self.v_angle_y + 90;   // temp
1453
1454                 //if (TetrisPreFrame()) return;
1455         } else if(gameover) {
1456                 if (intermission_running)
1457                         IntermissionThink ();   // otherwise a button could be missed between
1458                 return;
1459         } else if(self.classname == "observer") {
1460
1461                 if (self.flags & FL_JUMPRELEASED) {
1462                         if (self.button2 && self.version == cvar("gameversion")) {
1463                                 self.welcomemessage_time = 0;
1464                                 self.flags = self.flags - FL_JUMPRELEASED;
1465                                 LeaveSpectatorMode();
1466                                 return;
1467                         } else if(self.button0 && self.version == cvar("gameversion")) {
1468                                 self.welcomemessage_time = 0;
1469                                 self.flags = self.flags - FL_JUMPRELEASED;
1470                                 if(SpectateNext() == 1) {
1471                                         self.classname = "spectator";
1472                                 }
1473                         }
1474                 } else {
1475                         if (!(self.button0 || self.button2)) {
1476                                 self.flags = self.flags | FL_JUMPRELEASED;
1477                         }
1478                 }
1479                 PrintWelcomeMessage(self);
1480         } else if(self.classname == "spectator") {
1481                 if (self.flags & FL_JUMPRELEASED) {
1482                         if (self.button2 && self.version == cvar("gameversion")) {
1483                                 self.welcomemessage_time = 0;
1484                                 self.flags = self.flags - FL_JUMPRELEASED;
1485                                 LeaveSpectatorMode();
1486                                 return;
1487                         } else if(self.button0) {
1488                                 self.welcomemessage_time = 0;
1489                                 self.flags = self.flags - FL_JUMPRELEASED;
1490                                 if(SpectateNext() == 1) {
1491                                         self.classname = "spectator";
1492                                 } else {
1493                                         self.classname = "observer";
1494                                         PutClientInServer();
1495                                 }
1496                         } else if (self.button3) {
1497                                 self.welcomemessage_time = 0;
1498                                 self.flags = self.flags - FL_JUMPRELEASED;
1499                                 self.classname = "observer";
1500                                 PutClientInServer();
1501                         } else {
1502                                 SpectateUpdate();
1503                         }
1504                 } else {
1505                         if (!(self.button0 || self.button3)) {
1506                                 self.flags = self.flags | FL_JUMPRELEASED;
1507                         }
1508                 }
1509                 PrintWelcomeMessage(self);
1510                 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1511         }
1512 }
1513
1514
1515 /*
1516 =============
1517 PlayerPostThink
1518
1519 Called every frame for each client after the physics are run
1520 =============
1521 */
1522 void PlayerPostThink (void)
1523 {
1524         // Savage: Check for nameless players
1525         if (strlen(self.netname) < 1) {
1526                 self.netname = "Player";
1527                 stuffcmd(self, "seta _cl_name Player\n");
1528         }
1529
1530         if(self.classname == "player") {
1531                 CheckRules_Player();
1532                 UpdateChatBubble();
1533                 UpdateTeamBubble();
1534                 if (self.impulse)
1535                         ImpulseCommands ();
1536                 if (intermission_running)
1537                         return;         // intermission or finale
1538
1539                 //PrintWelcomeMessage(self);
1540                 //if (TetrisPostFrame()) return;
1541         } else if (self.classname == "observer") {
1542                 //do nothing
1543         } else if (self.classname == "spectator") {
1544                 //do nothing
1545         }
1546         Arena_Warmup();
1547 }