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removed unused welcomemessage_time and renamed welcomemessage_time2, made welcomemess...
[divverent/nexuiz.git] / data / qcsrc / server / cl_client.qc
1 void info_player_start (void)
2 {
3         self.classname = "info_player_deathmatch";
4         relocate_spawnpoint();
5 }
6
7 void info_player_deathmatch (void)
8 {
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                 if (spot.team == teamcheck)
28                 {
29                         pcount = 0;
30                         player = playerlist;
31                         while (player)
32                         {
33                                 if (player != self)
34                                 if (vlen(player.origin - spot.origin) < mindist)
35                                         pcount = pcount + 1;
36                                 player = player.chain;
37                         }
38                         if (!pcount)
39                         {
40                                 spawn_allbad = FALSE;
41                                 if (newfirstspot)
42                                         previousspot.chain = spot;
43                                 else
44                                         newfirstspot = spot;
45                                 previousspot = spot;
46                                 spot.chain = world;
47                         }
48                         else
49                                 spawn_allgood = FALSE;
50                 }
51                 spot = nextspot;
52         }
53         // if we couldn't find ANY good points, return the original list
54         if (!newfirstspot)
55                 newfirstspot = firstspot;
56         return newfirstspot;
57 }
58
59 entity Spawn_RandomPoint(entity firstspot)
60 {
61         local entity spot;
62         local float numspots;
63         // count number of spots
64         numspots = 0;
65         spot = firstspot;
66         while (spot)
67         {
68                 numspots = numspots + 1;
69                 spot = spot.chain;
70         }
71         // pick a random one
72         numspots = numspots * random();
73         spot = firstspot;
74         while (spot.chain && numspots >= 1)
75         {
76                 numspots = numspots - 1;
77                 spot = spot.chain;
78         }
79         return spot;
80 }
81
82 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
83 {
84         local entity best, spot, player;
85         local float bestrating, rating;
86         best = world;
87         bestrating = -1000000;
88         spot = firstspot;
89         while (spot)
90         {
91                 rating = 1000000000;
92                 player = playerlist;
93                 while (player)
94                 {
95                         if (player != self)
96                                 rating = min(rating, vlen(player.origin - spot.origin));
97                         player = player.chain;
98                 }
99                 rating = rating + random() * 16;
100                 if (bestrating < rating)
101                 {
102                         best = spot;
103                         bestrating = rating;
104                 }
105                 spot = spot.chain;
106         }
107         return best;
108 }
109
110 /*
111 =============
112 SelectSpawnPoint
113
114 Finds a point to respawn
115 =============
116 */
117 entity SelectSpawnPoint (float anypoint)
118 {
119         local float teamcheck;
120         local entity spot, firstspot, playerlist;
121
122         spot = find (world, classname, "testplayerstart");
123         if (spot)
124                 return spot;
125
126         teamcheck = 0;
127
128         if(!anypoint && cvar("g_ctf") )
129                 teamcheck = self.team;
130
131         // get the list of players
132         playerlist = findchain(classname, "player");
133         // get the entire list of spots
134         firstspot = findchain(classname, "info_player_deathmatch");
135         // filter out the bad ones
136         // (note this returns the original list if none survived)
137         firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
138
139         // there is 50/50 chance of choosing a random spot or the furthest spot
140         // (this means that roughly every other spawn will be furthest, so you
141         // usually won't get fragged at spawn twice in a row)
142         if (arena_roundbased)
143         {
144                 firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
145                 spot = Spawn_RandomPoint(firstspot);
146         }
147         else if (random() > 0.5 || spawn_allbad || spawn_allgood)
148                 spot = Spawn_RandomPoint(firstspot);
149         else
150                 spot = Spawn_FurthestPoint(firstspot, playerlist);
151
152         if (!spot)
153         {
154                 if(cvar("spawn_debug"))
155                         GotoNextMap();
156                 else
157                         error ("PutClientInServer: no start points on level");
158         }
159
160         return spot;
161 }
162
163 /*
164 =============
165 CheckPlayerModel
166
167 Checks if the argument string can be a valid playermodel.
168 Returns a valid one in doubt.
169 =============
170 */
171 string FallbackPlayerModel = "models/player/marine.zym";
172 string CheckPlayerModel(string plyermodel) {
173         if(strlen(plyermodel) < 4)
174                 return FallbackPlayerModel;
175         if( substring(plyermodel,0,14) != "models/player/")
176                 return FallbackPlayerModel;
177         else if(cvar("sv_servermodelsonly"))
178         {
179                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
180                         return FallbackPlayerModel;
181                 if(!fexists(plyermodel))
182                         return FallbackPlayerModel;
183         }
184         return plyermodel;
185 }
186
187 /*
188 =============
189 Client_customizeentityforclient
190
191 LOD reduction
192 =============
193 */
194 float Client_customizeentityforclient()
195 {
196 #ifdef ALLOW_VARIABLE_LOD
197         // self: me
198         // other: the player viewing me
199         float distance;
200         float f;
201
202         if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
203                 return TRUE;
204
205         if(other.cvar_cl_playerdetailreduction <= 0)
206         {
207                 if(other.cvar_cl_playerdetailreduction <= -2)
208                         self.modelindex = self.modelindex_lod2;
209                 else if(other.cvar_cl_playerdetailreduction <= -1)
210                         self.modelindex = self.modelindex_lod1;
211                 else
212                         self.modelindex = self.modelindex_lod0;
213         }
214         else
215         {
216                 distance = vlen(self.origin - other.origin);
217                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
218                 if(f > 10000)
219                         self.modelindex = self.modelindex_lod2;
220                 else if(f > 5000)
221                         self.modelindex = self.modelindex_lod1;
222                 else
223                         self.modelindex = self.modelindex_lod0;
224         }
225 #endif
226
227         return TRUE;
228 }
229
230 void setmodel_lod(entity e, string modelname)
231 {
232 #ifdef ALLOW_VARIABLE_LOD
233         string s;
234
235         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1.zym");
236         if(fexists(s))
237         {
238                 precache_model(s);
239                 setmodel(e, s);
240                 self.modelindex_lod1 = self.modelindex;
241         }
242         else
243                 self.modelindex_lod1 = -1;
244
245         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2.zym");
246         if(fexists(s))
247         {
248                 precache_model(s);
249                 setmodel(e, s);
250                 self.modelindex_lod2 = self.modelindex;
251         }
252         else
253                 self.modelindex_lod2 = -1;
254
255         precache_model(modelname);
256         setmodel(e, modelname);
257         self.modelindex_lod0 = self.modelindex;
258
259         if(self.modelindex_lod1 < 0)
260                 self.modelindex_lod1 = self.modelindex;
261
262         if(self.modelindex_lod2 < 0)
263                 self.modelindex_lod2 = self.modelindex;
264 #else
265         precache_model(modelname);
266         setmodel(e, modelname);
267 #endif
268 }
269
270 /*
271 =============
272 PutObserverInServer
273
274 putting a client as observer in the server
275 =============
276 */
277 void PutObserverInServer (void)
278 {
279         entity  spot;
280         spot = SelectSpawnPoint (FALSE);
281         RemoveGrapplingHook(self); // Wazat's Grappling Hook
282
283         if(clienttype(self) == CLIENTTYPE_REAL)
284         {
285                 msg_entity = self;
286                 WriteByte(MSG_ONE, SVC_SETVIEW);
287                 WriteEntity(MSG_ONE, self);
288         }
289
290         DropAllRunes(self);
291
292         if(self.flagcarried)
293                 DropFlag(self.flagcarried);
294
295         DistributeFragsAmongTeam(self, self.team, 1);
296
297         if(self.frags <= 0 && self.frags > -666 && cvar("g_lms") && self.killcount != -666)
298                 bprint (strcat("^4", self.netname, "^4 has no more lives left\n"));
299         else if(self.killcount != -666)
300                 bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
301
302         self.classname = "observer";
303         self.health = -666;
304         self.takedamage = DAMAGE_NO;
305         self.solid = SOLID_NOT;
306         self.movetype = MOVETYPE_NOCLIP;
307         self.flags = FL_CLIENT | FL_NOTARGET;
308         self.armorvalue = 666;
309         self.effects = 0;
310         self.armorvalue = cvar("g_balance_armor_start");
311         self.pauserotarmor_finished = 0;
312         self.pauserothealth_finished = 0;
313         self.pauseregen_finished = 0;
314         self.damageforcescale = 0;
315         self.death_time = 0;
316         self.dead_time = 0;
317         self.dead_frame = 0;
318         self.die_frame = 0;
319         self.deaths = 0;
320         self.alpha = 0;
321         self.scale = 0;
322         self.fade_time = 0;
323         self.pain_frame = 0;
324         self.pain_finished = 0;
325         self.strength_finished = 0;
326         self.invincible_finished = 0;
327         self.pushltime = 0;
328         self.think = SUB_Null;
329         self.nextthink = 0;
330         self.hook_time = 0;
331         self.runes = 0;
332         self.deadflag = DEAD_NO;
333         self.angles = spot.angles;
334         self.angles_z = 0;
335         self.fixangle = TRUE;
336         self.crouch = FALSE;
337
338         self.view_ofs = PL_VIEW_OFS;
339         setorigin (self, spot.origin);
340         setsize (self, '0 0 0', '0 0 0');
341         self.oldorigin = self.origin;
342         self.items = 0;
343         self.model = "";
344         self.modelindex = 0;
345         self.weapon = 0;
346         self.weaponmodel = "";
347         self.weaponentity = world;
348         self.killcount = -666;
349         self.velocity = '0 0 0';
350         self.avelocity = '0 0 0';
351         self.punchangle = '0 0 0';
352         self.punchvector = '0 0 0';
353         self.oldvelocity = self.velocity;
354         self.customizeentityforclient = Client_customizeentityforclient;
355
356         if(cvar("g_arena"))
357         {
358                 if(self.frags != -2)
359                 {
360                         Spawnqueue_Insert(self);
361                 }
362                 else
363                 {
364                         Spawnqueue_Unmark(self);
365                         Spawnqueue_Remove(self);
366                 }
367         }
368         else if(!cvar("g_lms"))
369                 self.frags = -666;
370 }
371
372
373 /*
374 =============
375 PutClientInServer
376
377 Called when a client spawns in the server
378 =============
379 */
380 void PutClientInServer (void)
381 {
382         if(clienttype(self) == CLIENTTYPE_BOT)
383         {
384                 self.classname = "player";
385         }
386         else if(clienttype(self) == CLIENTTYPE_REAL)
387         {
388                 msg_entity = self;
389                 WriteByte(MSG_ONE, SVC_SETVIEW);
390                 WriteEntity(MSG_ONE, self);
391         }
392
393         // player is dead and becomes observer
394         if(cvar("g_lms") && self.frags < 1)
395                 self.classname = "observer";
396
397         if(cvar("g_arena"))
398         if(!self.spawned)
399                 self.classname = "observer";
400
401         if(self.classname == "player") {
402                 entity  spot;
403
404                 spot = SelectSpawnPoint (FALSE);
405
406                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
407
408                 self.classname = "player";
409                 self.iscreature = TRUE;
410                 self.movetype = MOVETYPE_WALK;
411                 self.solid = SOLID_SLIDEBOX;
412                 self.flags = FL_CLIENT;
413                 self.takedamage = DAMAGE_AIM;
414                 self.effects = 0;
415                 self.health = cvar("g_balance_health_start");
416                 self.armorvalue = cvar("g_balance_armor_start");
417                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
418                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
419                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
420                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
421                 self.damageforcescale = 2;
422                 self.death_time = 0;
423                 self.dead_time = 0;
424                 self.dead_frame = 0;
425                 self.die_frame = 0;
426                 self.alpha = 0;
427                 self.scale = 0;
428                 self.fade_time = 0;
429                 self.pain_frame = 0;
430                 self.pain_finished = 0;
431                 self.strength_finished = 0;
432                 self.invincible_finished = 0;
433                 self.pushltime = 0;
434                 //self.speed_finished = 0;
435                 //self.slowmo_finished = 0;
436                 // players have no think function
437                 self.think = SUB_Null;
438                 self.nextthink = 0;
439                 self.weapon = 0;
440                 self.switchweapon = 0;
441                 self.hook_time = 0;
442
443                 self.runes = 0;
444
445                 self.deadflag = DEAD_NO;
446
447                 self.angles = spot.angles;
448
449                 self.angles_z = 0; // never spawn tilted even if the spot says to
450                 self.fixangle = TRUE; // turn this way immediately
451                 self.velocity = '0 0 0';
452                 self.avelocity = '0 0 0';
453                 self.punchangle = '0 0 0';
454                 self.punchvector = '0 0 0';
455                 self.oldvelocity = self.velocity;
456
457                 self.viewzoom = 0.6;
458
459                 self.customizeentityforclient = Client_customizeentityforclient;
460
461                 if(cvar("sv_defaultcharacter") == 1 && !teams_matter) {
462                         local string defaultmodel;
463                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
464                         setmodel_lod (self, defaultmodel);
465                         self.skin = stof(cvar_string("sv_defaultplayerskin"));
466                 } else {
467                         self.playermodel = CheckPlayerModel(self.playermodel);
468                         setmodel_lod (self, self.playermodel);
469                         if(teams_matter)
470                                 self.skin = math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY);
471                         else
472                                 self.skin = stof(self.playerskin);
473                 }
474
475                 self.crouch = FALSE;
476                 self.view_ofs = PL_VIEW_OFS;
477                 setsize (self, PL_MIN, PL_MAX);
478                 self.spawnorigin = spot.origin;
479                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
480                 // don't reset back to last position, even if new position is stuck in solid
481                 self.oldorigin = self.origin;
482
483                 if(cvar("g_lms"))
484                 {
485                         self.ammo_shells = cvar("g_lms_start_ammo_shells");
486                         self.ammo_nails = cvar("g_lms_start_ammo_nails");
487                         self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
488                         self.ammo_cells = cvar("g_lms_start_ammo_cells");
489                         self.health = cvar("g_lms_start_health");
490                         self.armorvalue = cvar("g_lms_start_armor");
491                 }
492                 else if (cvar("g_use_ammunition")) {
493                         self.ammo_shells = cvar("g_start_ammo_shells");
494                         self.ammo_nails = cvar("g_start_ammo_nails");
495                         self.ammo_rockets = cvar("g_start_ammo_rockets");
496                         self.ammo_cells = cvar("g_start_ammo_cells");
497                 } else {
498                         self.ammo_shells = 999;
499                         self.ammo_nails = 999;
500                         self.ammo_rockets = 999;
501                         self.ammo_cells = 999;
502                 }
503
504                 self.items = 0;
505                 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
506                 {
507                         self.items = self.items | IT_LASER;
508                         self.switchweapon = WEP_LASER;
509                 }
510                 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
511                 {
512                         self.items = self.items | IT_SHOTGUN;
513                         self.switchweapon = WEP_SHOTGUN;
514                 }
515                 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
516                 {
517                         self.items = self.items | IT_UZI;
518                         self.switchweapon = WEP_UZI;
519                 }
520                 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
521                 {
522                         self.items = self.items | IT_GRENADE_LAUNCHER;
523                         self.switchweapon = WEP_GRENADE_LAUNCHER;
524                 }
525                 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
526                 {
527                         self.items = self.items | IT_ELECTRO;
528                         self.switchweapon = WEP_ELECTRO;
529                 }
530                 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
531                 {
532                         self.items = self.items | IT_CRYLINK;
533                         self.switchweapon = WEP_CRYLINK;
534                 }
535                 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
536                 {
537                         self.items = self.items | IT_NEX;
538                         self.switchweapon = WEP_NEX;
539                 }
540                 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
541                 {
542                         self.items = self.items | IT_HAGAR;
543                         self.switchweapon = WEP_HAGAR;
544                 }
545                 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
546                 {
547                         self.items = self.items | IT_ROCKET_LAUNCHER;
548                         self.switchweapon = WEP_ROCKET_LAUNCHER;
549                 }
550
551                 if(cvar("g_instagib"))
552                 {
553                         self.items = IT_NEX;
554                         self.switchweapon = WEP_NEX;
555                         self.ammo_cells = 999;
556                 }
557
558                 if(cvar("g_rocketarena"))
559                 {
560                         self.items = IT_ROCKET_LAUNCHER;
561                         self.switchweapon = WEP_ROCKET_LAUNCHER;
562                         self.ammo_rockets = 999;
563                 }
564
565                 if(cvar("g_nixnex"))
566                 {
567                         self.items = 0;
568                         // will be done later
569                 }
570
571                 if(cvar("g_minstagib"))
572                 {
573                         self.health = 100;
574                         self.armorvalue = 0;
575                         self.items = IT_NEX;
576                         self.switchweapon = WEP_NEX;
577                         self.ammo_cells = cvar("g_minstagib_ammo_start");
578                         self.jump_interval = time;
579                 }
580
581                 if(cvar("g_arena"))
582                 {
583                         Spawnqueue_Remove(self);
584                         Spawnqueue_Mark(self);
585                 }
586
587                 self.event_damage = PlayerDamage;
588
589                 self.bot_attack = TRUE;
590
591                 self.statdraintime = time + 5;
592                 self.button0 = self.button1 = self.button2 = self.button3 = 0;
593
594                 if(self.killcount == -666) {
595                         self.killcount = 0;
596                         if(!cvar("g_arena"))
597                         if(!cvar("g_lms"))
598                                 self.frags = 0;
599                 }
600
601                 self.cnt = WEP_LASER;
602                 self.nixnex_lastchange_id = -1;
603
604                 CL_SpawnWeaponentity();
605                 self.alpha = default_player_alpha;
606                 self.exteriorweaponentity.alpha = default_weapon_alpha;
607
608                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
609                 self.lms_traveled_distance = 0;
610
611                 if(cvar("spawn_debug"))
612                 {
613                                 sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
614                                 remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
615                 }
616
617                 //stuffcmd(self, "chase_active 0");
618                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
619         } else if(self.classname == "observer") {
620                 PutObserverInServer ();
621         }
622 }
623
624 /*
625 =============
626 SetNewParms
627 =============
628 */
629 void SetNewParms (void)
630 {
631
632 }
633
634 /*
635 =============
636 SetChangeParms
637 =============
638 */
639 void SetChangeParms (void)
640 {
641
642 }
643
644 /*
645 =============
646 ClientKill
647
648 Called when a client types 'kill' in the console
649 =============
650 */
651 void ClientKill (void)
652 {
653         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
654 }
655
656 /*
657 =============
658 ClientConnect
659
660 Called when a client connects to the server
661 =============
662 */
663 string ColoredTeamName(float t);
664 //void dom_player_join_team(entity pl);
665 void ClientConnect (void)
666 {
667         local string s;
668         
669         self.classname = "player_joining";
670         self.flags = self.flags | FL_CLIENT;
671         self.version_nagtime = time + 10 + random() * 10;
672
673         if(player_count<0)
674         {
675                 dprint("BUG player count is lower than zero, this cannot happen!\n");
676                 player_count = 0;
677         }
678
679         bot_clientconnect();
680
681         //if(cvar("g_domination"))
682         //      dom_player_join_team(self);
683
684         //JoinBestTeam(self, FALSE);
685
686         if((cvar("sv_spectate") == 1 && !cvar("g_lms")) || cvar("g_campaign")) {
687                 self.classname = "observer";
688         } else {
689                 self.classname = "player";
690                 campaign_bots_may_start = 1;
691         }
692
693         self.playerid = (playerid_last = playerid_last + 1);
694         if(cvar("sv_eventlog"))
695         {
696                 if(clienttype(self) == CLIENTTYPE_REAL)
697                         s = "player";
698                 else
699                         s = "bot";
700                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
701                 s = strcat(":team:", ftos(self.playerid), ":");
702                 s = strcat(s, ftos(self.team));
703                 GameLogEcho(s, FALSE);
704         }
705
706         //stuffcmd(self, "set tmpviewsize $viewsize \n");
707
708         bprint ("^4",self.netname);
709         bprint ("^4 connected");
710
711         if(cvar("g_domination") || cvar("g_ctf"))
712         {
713                 bprint(" and joined the ");
714                 bprint(ColoredTeamName(self.team));
715         }
716
717         bprint("\n");
718
719         self.welcomemessage_time = 0;
720
721         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
722         // TODO: is this being used for anything else than cd tracks?
723         // Remember: SVC_CDTRACK exists. Maybe it should be used.
724         
725         // send prediction settings to the client
726         stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
727         stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
728         stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
729         stuffcmd(self, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
730         stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
731         stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
732         stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
733         stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
734         stuffcmd(self, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
735         stuffcmd(self, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
736         stuffcmd(self, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
737         stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
738         // Wazat's grappling hook
739         SetGrappleHookBindings();
740
741         // get autoswitch state from player
742         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
743         stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
744
745         // get version info from player
746         stuffcmd(self, "cmd clientversion $gameversion\n");
747
748         // get other cvars from player
749         GetCvars(0);
750
751         // set cvar for team scoreboard
752         if (teams_matter)
753         {
754                 local float t;
755                 t = cvar("teamplay");
756                 // 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
757                 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
758         }
759         else
760                 stuffcmd(self, strcat("set teamplay 0\n"));
761
762         if(cvar("g_lms"))
763         {
764                 self.frags = cvar("fraglimit");
765                 // no fraglimit was set, so player gets 999 lives
766                 if(self.frags < 1)
767                         self.frags = 999;
768
769                 self.frags = LMS_NewPlayerLives();
770                 if(!self.frags)
771                 {
772                         self.frags = -666;
773                 }
774         }
775         else if(cvar("g_arena"))
776         {
777                 self.classname = "observer";
778                 Spawnqueue_Insert(self);
779         }
780
781         bot_relinkplayerlist();
782
783         self.jointime = time;
784 }
785
786 /*
787 =============
788 ClientDisconnect
789
790 Called when a client disconnects from the server
791 =============
792 */
793 void(entity e) DropFlag;
794 .entity chatbubbleentity;
795 .entity teambubbleentity;
796 void ClientDisconnect (void)
797 {
798         float save;
799         if(cvar("sv_eventlog"))
800                 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
801         bprint ("^4",self.netname);
802         bprint ("^4 disconnected\n");
803
804         if (self.chatbubbleentity)
805         {
806                 remove (self.chatbubbleentity);
807                 self.chatbubbleentity = world;
808         }
809
810         if (self.teambubbleentity)
811         {
812                 remove (self.teambubbleentity);
813                 self.teambubbleentity = world;
814         }
815
816         DropAllRunes(self);
817
818         if(self.flagcarried)
819                 DropFlag(self.flagcarried);
820
821         DistributeFragsAmongTeam(self, self.team, 1);
822
823         save = self.flags;
824         self.flags = self.flags - (self.flags & FL_CLIENT);
825         bot_relinkplayerlist();
826         self.flags = save;
827
828         // remove laserdot
829         if(self.weaponentity)
830                 if(self.weaponentity.lasertarget)
831                         remove(self.weaponentity.lasertarget);
832
833         if(cvar("g_arena"))
834         {
835                 Spawnqueue_Unmark(self);
836                 Spawnqueue_Remove(self);
837         }
838
839         // free cvars
840         GetCvars(-1);
841 }
842
843 .float buttonchat;
844 void() ChatBubbleThink =
845 {
846         self.nextthink = time;
847         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
848         {
849                 self.owner.chatbubbleentity = world;
850                 remove(self);
851                 return;
852         }
853         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
854         if (self.owner.buttonchat && !self.owner.deadflag)
855                 self.model = self.mdl;
856         else
857                 self.model = "";
858 };
859
860 void() UpdateChatBubble =
861 {
862         if (!self.modelindex)
863                 return;
864         // spawn a chatbubble entity if needed
865         if (!self.chatbubbleentity)
866         {
867                 self.chatbubbleentity = spawn();
868                 self.chatbubbleentity.owner = self;
869                 self.chatbubbleentity.exteriormodeltoclient = self;
870                 self.chatbubbleentity.think = ChatBubbleThink;
871                 self.chatbubbleentity.nextthink = time;
872                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
873                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
874                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
875                 self.chatbubbleentity.model = "";
876         }
877 }
878
879
880 void() TeamBubbleThink =
881 {
882         self.nextthink = time;
883         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
884         {
885                 self.owner.teambubbleentity = world;
886                 remove(self);
887                 return;
888         }
889 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
890         if (self.owner.buttonchat || self.owner.deadflag)
891                 self.model = "";
892         else
893                 self.model = self.mdl;
894
895 };
896
897 float() TeamBubble_customizeentityforclient
898 {
899         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
900 }
901
902 void() UpdateTeamBubble =
903 {
904         if (!self.modelindex || !cvar("teamplay"))
905                 return;
906         // spawn a teambubble entity if needed
907         if (!self.teambubbleentity && cvar("teamplay"))
908         {
909                 self.teambubbleentity = spawn();
910                 self.teambubbleentity.owner = self;
911                 self.teambubbleentity.exteriormodeltoclient = self;
912                 self.teambubbleentity.think = TeamBubbleThink;
913                 self.teambubbleentity.nextthink = time;
914                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
915 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
916                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
917                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
918                 self.teambubbleentity.mdl = self.teambubbleentity.model;
919                 self.teambubbleentity.model = self.teambubbleentity.mdl;
920                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
921         }
922 }
923
924 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
925 // added to the model skins
926 /*void() UpdateColorModHack =
927 {
928         local float c;
929         c = self.clientcolors & 15;
930         // LordHavoc: only bothering to support white, green, red, yellow, blue
931              if (teamplay == 0) self.colormod = '0 0 0';
932         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
933         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
934         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
935         else if (c == 12) self.colormod = '1.22 1.22 0.10';
936         else if (c == 13) self.colormod = '0.10 0.10 1.73';
937         else self.colormod = '1 1 1';
938 };*/
939
940 /*
941 =============
942 PlayerJump
943
944 When you press the jump key
945 =============
946 */
947 void PlayerJump (void)
948 {
949         float mjumpheight;
950
951         mjumpheight = cvar("g_balance_jumpheight");
952         if (self.waterlevel >= 2)
953         {
954                 if (self.watertype == CONTENT_WATER)
955                         self.velocity_z = 200;
956                 else if (self.watertype == CONTENT_SLIME)
957                         self.velocity_z = 80;
958                 else
959                         self.velocity_z = 50;
960
961                 return;
962         }
963
964
965         if (!(self.flags & FL_ONGROUND))
966                 return;
967
968         if (!(self.flags & FL_JUMPRELEASED))
969                 return;
970
971         if(cvar("g_runematch"))
972         {
973                 if(self.runes & RUNE_SPEED)
974                 {
975                         if(self.runes & CURSE_SLOW)
976                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
977                         else
978                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
979                 }
980                 else if(self.runes & CURSE_SLOW)
981                 {
982                         mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
983                 }
984         }
985
986         if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
987         {
988                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
989         }
990
991         self.velocity_z = self.velocity_z + mjumpheight;
992         self.oldvelocity_z = self.velocity_z;
993
994         self.flags = self.flags - FL_ONGROUND;
995         self.flags = self.flags - FL_JUMPRELEASED;
996 }
997
998 void() CheckWaterJump =
999 {
1000         local vector start, end;
1001
1002 // check for a jump-out-of-water
1003         makevectors (self.angles);
1004         start = self.origin;
1005         start_z = start_z + 8;
1006         v_forward_z = 0;
1007         normalize(v_forward);
1008         end = start + v_forward*24;
1009         traceline (start, end, TRUE, self);
1010         if (trace_fraction < 1)
1011         {       // solid at waist
1012                 start_z = start_z + self.maxs_z - 8;
1013                 end = start + v_forward*24;
1014                 self.movedir = trace_plane_normal * -50;
1015                 traceline (start, end, TRUE, self);
1016                 if (trace_fraction == 1)
1017                 {       // open at eye level
1018                         self.flags = self.flags | FL_WATERJUMP;
1019                         self.velocity_z = 225;
1020                         self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
1021                         self.teleport_time = time + 2;  // safety net
1022                         return;
1023                 }
1024         }
1025 };
1026
1027
1028 void respawn(void)
1029 {
1030         CopyBody(1);
1031         PutClientInServer();
1032 }
1033
1034 void player_powerups (void)
1035 {
1036         if (cvar("g_minstagib"))
1037         {
1038                 self.effects = EF_FULLBRIGHT;
1039                 if (self.items & IT_STRENGTH)
1040                 {
1041                         if (time > self.strength_finished)
1042                         {
1043                                 self.alpha = default_player_alpha;
1044                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
1045                                 self.items = self.items - (self.items & IT_STRENGTH);
1046                                 sprint(self, "^3Invisibility has worn off\n");
1047                         }
1048                 }
1049                 else
1050                 {
1051                         if (time < self.strength_finished)
1052                         {
1053                                 self.alpha = cvar("g_minstagib_invis_alpha");
1054                                 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
1055                                 self.items = self.items | IT_STRENGTH;
1056                                 sprint(self, "^3You are invisible\n");
1057                         }
1058                 }
1059
1060                 if (self.items & IT_INVINCIBLE)
1061                 {
1062                         if (time > self.invincible_finished)
1063                         {
1064                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1065                                 sprint(self, "^3Speed has worn off\n");
1066                         }
1067                 }
1068                 else
1069                 {
1070                         if (time < self.invincible_finished)
1071                         {
1072                                 self.items = self.items | IT_INVINCIBLE;
1073                                 sprint(self, "^3You are on speed\n");
1074                         }
1075                 }
1076                 return;
1077         }
1078
1079         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1080         if (self.items & IT_STRENGTH)
1081         {
1082                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1083                 if (time > self.strength_finished)
1084                 {
1085                         self.items = self.items - (self.items & IT_STRENGTH);
1086                         sprint(self, "^3Strength has worn off\n");
1087                 }
1088         }
1089         else
1090         {
1091                 if (time < self.strength_finished)
1092                 {
1093                         self.items = self.items | IT_STRENGTH;
1094                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1095                 }
1096         }
1097         if (self.items & IT_INVINCIBLE)
1098         {
1099                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1100                 if (time > self.invincible_finished)
1101                 {
1102                         self.items = self.items - (self.items & IT_INVINCIBLE);
1103                         sprint(self, "^3Shield has worn off\n");
1104                 }
1105         }
1106         else
1107         {
1108                 if (time < self.invincible_finished)
1109                 {
1110                         self.items = self.items | IT_INVINCIBLE;
1111                         sprint(self, "^3Shield surrounds you\n");
1112                 }
1113         }
1114
1115         if (cvar("g_fullbrightplayers"))
1116                 self.effects = self.effects | EF_FULLBRIGHT;
1117
1118         // midair gamemode: damage only while in the air
1119         // if in midair mode, being on ground grants temporary invulnerability
1120         // (this is so that multishot weapon don't clear the ground flag on the
1121         // first damage in the frame, leaving the player vulnerable to the
1122         // remaining hits in the same frame)
1123         if (self.flags & FL_ONGROUND)
1124         if (cvar("g_midair"))
1125                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1126
1127         if (time < self.spawnshieldtime)
1128                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1129 }
1130
1131 float CalcRegen(float current, float stable, float maxv, float regenfactor)
1132 {
1133         if(current > stable)
1134                 return current;
1135         else if(current > stable - 0.25) // when close enough, "snap"
1136                 return stable;
1137         else
1138                 return bound(0, current + (stable - current) * regenfactor * frametime, maxv);
1139 }
1140
1141 void player_regen (void)
1142 {
1143         float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1144         maxh = cvar("g_balance_health_stable");
1145         maxa = cvar("g_balance_armor_stable");
1146         limith = cvar("g_balance_health_limit");
1147         limita = cvar("g_balance_armor_limit");
1148
1149         if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
1150                 return;
1151
1152         if(cvar("g_runematch"))
1153         {
1154                 max_mod = regen_mod = rot_mod = limit_mod = 1;
1155                 if (self.runes & RUNE_REGEN)
1156                 {
1157                         if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1158                         {
1159                                 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1160                                 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1161                                 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1162                         }
1163                         else
1164                         {
1165                                 regen_mod = cvar("g_balance_rune_regen_regenrate");
1166                                 max_mod = cvar("g_balance_rune_regen_hpmod");
1167                                 limit_mod = cvar("g_balance_rune_regen_limitmod");
1168                         }
1169                 }
1170                 else if (self.runes & CURSE_VENOM)
1171                 {
1172                         max_mod = cvar("g_balance_curse_venom_hpmod");
1173                         if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1174                                 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1175                         else
1176                                 rot_mod = cvar("g_balance_curse_venom_rotrate");
1177                         limit_mod = cvar("g_balance_curse_venom_limitmod");
1178                         //if (!self.runes & RUNE_REGEN)
1179                         //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1180                 }
1181                 maxh = maxh * max_mod;
1182                 //maxa = maxa * max_mod;
1183
1184                 if (time > self.pauserotarmor_finished)
1185                 {
1186                         if (self.armorvalue > maxa)
1187                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1188                 }
1189                 if (time > self.pauserothealth_finished)
1190                 {
1191                         if (self.health > maxh)
1192                                 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
1193                 }
1194                 if (time > self.pauseregen_finished)
1195                 {
1196                         self.health = CalcRegen(self.health, maxh, 1000, regen_mod * cvar("g_balance_health_regen"));
1197                         self.armorvalue = CalcRegen(self.armorvalue, maxa, 1000, cvar("g_balance_armor_regen"));
1198                 }
1199         }
1200         else
1201         {
1202                 if (time > self.pauserothealth_finished)
1203                 if (self.health > maxh)
1204                         self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
1205                 if (time > self.pauserotarmor_finished)
1206                 if (self.armorvalue > maxa)
1207                         self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1208                 if (time > self.pauseregen_finished)
1209                 {
1210                         self.health = CalcRegen(self.health, maxh, 1000, cvar("g_balance_health_regen"));
1211                         self.armorvalue = CalcRegen(self.armorvalue, maxa, 1000, cvar("g_balance_armor_regen"));
1212                 }
1213         }
1214
1215         if (self.health > limith)
1216                 self.health = limith;
1217         if(self.health < 1)
1218                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1219         if (self.armorvalue > limita)
1220                 self.armorvalue = limita;
1221 }
1222
1223 /*
1224 ======================
1225 spectate mode routines
1226 ======================
1227 */
1228 void SpectateCopy(entity spectatee) {
1229         self.armortype = spectatee.armortype;
1230         self.armorvalue = spectatee.armorvalue;
1231         self.currentammo = spectatee.currentammo;
1232         self.effects = spectatee.effects;
1233         self.health = spectatee.health;
1234         self.impulse = 0;
1235         self.items = spectatee.items;
1236         self.punchangle = spectatee.punchangle;
1237         self.view_ofs = spectatee.view_ofs;
1238         self.v_angle = spectatee.v_angle;
1239         self.viewzoom = spectatee.viewzoom;
1240         setorigin(self, spectatee.origin);
1241         setsize(self, spectatee.mins, spectatee.maxs);
1242 }
1243
1244 void SpectateUpdate() {
1245         if(!self.enemy)
1246                         PutObserverInServer();
1247
1248         if (self != self.enemy) {
1249                 if(self.enemy.flags & FL_NOTARGET)
1250                         PutObserverInServer();
1251                 SpectateCopy(self.enemy);
1252                 self.dmg_take = self.enemy.dmg_take;
1253                 self.dmg_save = self.enemy.dmg_save;
1254                 self.dmg_inflictor = self.enemy.dmg_inflictor;
1255                 self.fixangle = TRUE;
1256                 self.angles = self.enemy.v_angle;
1257                 //msg_entity = self;
1258                 //WriteByte(MSG_ONE, SVC_SETANGLE);
1259                 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1260                 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1261                 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1262         }
1263 }
1264
1265 float SpectateNext() {
1266         other = find(self.enemy, classname, "player");
1267         if (!other) {
1268                 other = find(other, classname, "player");
1269         }
1270         if (other) {
1271                 self.enemy = other;
1272         }
1273         if(self.enemy.classname == "player") {
1274                 msg_entity = self;
1275                 WriteByte(MSG_ONE, SVC_SETVIEW);
1276                 WriteEntity(MSG_ONE, self.enemy);
1277                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1278                 SpectateUpdate();
1279                 return 1;
1280         } else {
1281                 return 0;
1282         }
1283 }
1284
1285 /*
1286 =============
1287 ShowRespawnCountdown()
1288
1289 Update a respawn countdown display.
1290 =============
1291 */
1292 void ShowRespawnCountdown()
1293 {
1294         float number;
1295         if(self.deadflag == DEAD_NO) // just respawned?
1296                 return;
1297         else
1298         {
1299                 number = ceil(self.death_time - time);
1300                 if(number <= 0)
1301                         return;
1302                 if(number <= self.respawn_countdown)
1303                 {
1304                         self.respawn_countdown = number - 1;
1305                         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
1306                                 stuffcmd(self, strcat("play2 announcer/robotic/", ftos(number), ".ogg\n"));
1307                 }
1308         }
1309 }
1310
1311 void LeaveSpectatorMode()
1312 {
1313         if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1314                 self.classname = "player";
1315                 if(cvar("g_campaign") || cvar("g_balance_teams"))
1316                         JoinBestTeam(self, 0);
1317                 if(cvar("g_campaign"))
1318                         campaign_bots_may_start = 1;
1319                 PutClientInServer();
1320                 if(!(self.flags & FL_NOTARGET))
1321                         bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1322                 centerprint(self,"");
1323                 return;
1324         } else {
1325                 stuffcmd(self,"menu_showteamselect\n");
1326                 return;
1327         }
1328 }
1329
1330 /*
1331 =============
1332 PlayerPreThink
1333
1334 Called every frame for each client before the physics are run
1335 =============
1336 */
1337 void() ctf_setstatus;
1338 void PlayerPreThink (void)
1339 {
1340         // version nagging
1341         if(self.version_nagtime)
1342                 if(self.cvar_g_nexuizversion)
1343                         if(time > self.version_nagtime)
1344                         {
1345                                 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1346                                         if(self.cvar_g_nexuizversion != cvar_string("g_nexuizversion"))
1347                                         {
1348                                                 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");
1349                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "\n"));
1350                                         }
1351                                 self.version_nagtime = 0;
1352                         }
1353
1354         if(self.classname == "player") {
1355                 local vector m1, m2;
1356
1357 //              if(self.netname == "Wazat")
1358 //                      bprint(strcat(self.classname, "\n"));
1359
1360                 CheckRules_Player();
1361
1362                 Nixnex_GiveCurrentWeapon();
1363
1364                 if(self.button7)
1365                         PrintWelcomeMessage(self);
1366
1367                 if(cvar("g_lms") || !cvar("sv_spectate"))
1368                 if((time - self.jointime) <= cvar("welcome_message_time"))
1369                         PrintWelcomeMessage(self);
1370
1371                 if (intermission_running)
1372                 {
1373                         IntermissionThink ();   // otherwise a button could be missed between
1374                         return;                                 // the think tics
1375                 }
1376
1377                 if (self.deadflag != DEAD_NO)
1378                 {
1379                         float button_pressed, force_respawn;
1380                         player_anim();
1381                         button_pressed = (self.button0 || self.button2 || self.button3 || self.button6 || self.buttonuse);
1382                         force_respawn = (cvar("g_lms") || cvar("g_forced_respawn"));
1383                         if (self.deadflag == DEAD_DYING)
1384                         {
1385                                 if(force_respawn)
1386                                         self.deadflag = DEAD_RESPAWNING;
1387                                 else if(!button_pressed)
1388                                         self.deadflag = DEAD_DEAD;
1389                         }
1390                         else if (self.deadflag == DEAD_DEAD)
1391                         {
1392                                 if(button_pressed)
1393                                         self.deadflag = DEAD_RESPAWNABLE;
1394                         }
1395                         else if (self.deadflag == DEAD_RESPAWNABLE)
1396                         {
1397                                 if(!button_pressed)
1398                                         self.deadflag = DEAD_RESPAWNING;
1399                         }
1400                         else if (self.deadflag == DEAD_RESPAWNING)
1401                         {
1402                                 if(time > self.death_time)
1403                                         respawn();
1404                         }
1405                         ShowRespawnCountdown();
1406                         return;
1407                 }
1408
1409                 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1410                 {
1411                         vector dist;
1412
1413                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1414                         dist = self.oldorigin - self.origin;
1415                         dist_z = 0;
1416                         self.lms_traveled_distance += fabs(vlen(dist));
1417
1418                         if(cvar("g_campaign"))
1419                         if(!campaign_bots_may_start)
1420                         {
1421                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1422                                 self.lms_traveled_distance = 0;
1423                         }
1424
1425                         if(time > self.lms_nextcheck)
1426                         {
1427                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1428                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1429                                 {
1430                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
1431                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1432                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1433                                         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');
1434                                 }
1435                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1436                                 self.lms_traveled_distance = 0;
1437                         }
1438                 }
1439
1440                 if (self.button5 && !self.hook.state)
1441                 {
1442                         if (!self.crouch)
1443                         {
1444                                 self.crouch = TRUE;
1445                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
1446                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1447                         }
1448                 }
1449                 else
1450                 {
1451                         if (self.crouch)
1452                         {
1453                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1454                                 if (!trace_startsolid)
1455                                 {
1456                                         self.crouch = FALSE;
1457                                         self.view_ofs = PL_VIEW_OFS;
1458                                         setsize (self, PL_MIN, PL_MAX);
1459                                 }
1460                         }
1461                 }
1462
1463                 if(cvar("sv_defaultcharacter") == 1 && !teams_matter) {
1464                         local string defaultmodel;
1465                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1466
1467                         if (defaultmodel != self.model)
1468                         {
1469                                 m1 = self.mins;
1470                                 m2 = self.maxs;
1471                                 setmodel_lod (self, defaultmodel);
1472                                 setsize (self, m1, m2);
1473                         }
1474
1475                         if (self.skin != cvar("sv_defaultplayerskin"))
1476                                 self.skin = cvar("sv_defaultplayerskin");
1477                 } else {
1478                         if (self.playermodel != self.model)
1479                         {
1480                                 self.playermodel = CheckPlayerModel(self.playermodel);
1481                                 m1 = self.mins;
1482                                 m2 = self.maxs;
1483                                 setmodel_lod (self, self.playermodel);
1484                                 setsize (self, m1, m2);
1485                         }
1486
1487                         if(teams_matter)
1488                         {
1489                                 if (self.skin != math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY))
1490                                         self.skin = math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY);
1491                         }
1492                         else
1493                         {
1494                                 if (self.skin != stof(self.playerskin))
1495                                         self.skin = stof(self.playerskin);
1496                         }
1497                 }
1498
1499                 GrapplingHookFrame();
1500
1501                 W_WeaponFrame();
1502
1503                 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1504                 {
1505                         if (cvar("g_minstagib") && self.button3)
1506                         {
1507                                 if (self.jump_interval <= (time + 0.1))
1508                                 {
1509                                         self.jump_interval = time + 1;
1510                                         W_Laser_Attack();
1511                                 }
1512                         }
1513                         else if (self.viewzoom > 0.4)
1514                                 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1515                 }
1516                 else if (self.viewzoom < 1.0)
1517                         self.viewzoom = min (1.0, self.viewzoom + frametime);
1518
1519
1520                 if (self.button2)
1521                         PlayerJump ();
1522                 else
1523                         self.flags = self.flags | FL_JUMPRELEASED;
1524
1525                 player_powerups();
1526                 player_regen();
1527                 player_anim();
1528
1529                 if (cvar("g_minstagib"))
1530                         minstagib_ammocheck();
1531
1532                 ctf_setstatus();
1533
1534                 //self.angles_y=self.v_angle_y + 90;   // temp
1535
1536                 if (self.waterlevel == 2)
1537                         CheckWaterJump ();
1538
1539                 //if (TetrisPreFrame()) return;
1540         } else if(gameover) {
1541                 if (intermission_running)
1542                         IntermissionThink ();   // otherwise a button could be missed between
1543                 return;
1544         } else if(self.classname == "observer") {
1545
1546                 if (self.flags & FL_JUMPRELEASED) {
1547                         if (self.button2 && self.version == cvar("gameversion")) {
1548                                 self.flags = self.flags - FL_JUMPRELEASED;
1549                                 LeaveSpectatorMode();
1550                                 return;
1551                         } else if(self.button0 && self.version == cvar("gameversion")) {
1552                                 self.flags = self.flags - FL_JUMPRELEASED;
1553                                 if(SpectateNext() == 1) {
1554                                         self.classname = "spectator";
1555                                 }
1556                         }
1557                 } else {
1558                         if (!(self.button0 || self.button2)) {
1559                                 self.flags = self.flags | FL_JUMPRELEASED;
1560                         }
1561                 }
1562                 PrintWelcomeMessage(self);
1563         } else if(self.classname == "spectator") {
1564                 if (self.flags & FL_JUMPRELEASED) {
1565                         if (self.button2 && self.version == cvar("gameversion")) {
1566                                 self.flags = self.flags - FL_JUMPRELEASED;
1567                                 LeaveSpectatorMode();
1568                                 return;
1569                         } else if(self.button0) {
1570                                 self.flags = self.flags - FL_JUMPRELEASED;
1571                                 if(SpectateNext() == 1) {
1572                                         self.classname = "spectator";
1573                                 } else {
1574                                         self.classname = "observer";
1575                                         PutClientInServer();
1576                                 }
1577                         } else if (self.button3) {
1578                                 self.flags = self.flags - FL_JUMPRELEASED;
1579                                 self.classname = "observer";
1580                                 PutClientInServer();
1581                         } else {
1582                                 SpectateUpdate();
1583                         }
1584                 } else {
1585                         if (!(self.button0 || self.button3)) {
1586                                 self.flags = self.flags | FL_JUMPRELEASED;
1587                         }
1588                 }
1589                 PrintWelcomeMessage(self);
1590                 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1591         }
1592 }
1593
1594
1595 /*
1596 =============
1597 PlayerPostThink
1598
1599 Called every frame for each client after the physics are run
1600 =============
1601 */
1602 void PlayerPostThink (void)
1603 {
1604         // Savage: Check for nameless players
1605         if (strlen(self.netname) < 1) {
1606                 self.netname = "Player";
1607                 stuffcmd(self, "seta _cl_name Player\n");
1608         }
1609
1610         if(self.classname == "player") {
1611                 CheckRules_Player();
1612                 UpdateChatBubble();
1613                 UpdateTeamBubble();
1614                 if (self.deadflag == DEAD_NO)
1615                 if (self.impulse)
1616                         ImpulseCommands ();
1617                 if (intermission_running)
1618                         return;         // intermission or finale
1619
1620                 //PrintWelcomeMessage(self);
1621                 //if (TetrisPostFrame()) return;
1622         } else if (self.classname == "observer") {
1623                 //do nothing
1624         } else if (self.classname == "spectator") {
1625                 //do nothing
1626         }
1627         Arena_Warmup();
1628 }