]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/cl_client.qc
just to make sure the same bug doesn't hit here too
[divverent/nexuiz.git] / data / qcsrc / server / cl_client.qc
1 .float wantswelcomemessage;
2 .string netname_previous;
3
4 void spawnfunc_info_player_survivor (void)
5 {
6         spawnfunc_info_player_deathmatch();
7 }
8
9 void spawnfunc_info_player_start (void)
10 {
11         spawnfunc_info_player_deathmatch();
12 }
13
14 void spawnfunc_info_player_deathmatch (void)
15 {
16         self.classname = "spawnfunc_info_player_deathmatch";
17         relocate_spawnpoint();
18 }
19
20 void() spawnpoint_use =
21 {
22         if(teams_matter)
23         if(have_team_spawns)
24         {
25                 self.team = activator.team;
26                 some_spawn_has_been_used = 1;
27         }
28 };
29
30 float spawn_allbad;
31 float spawn_allgood;
32 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
33 {
34         local entity spot, player, nextspot, previousspot, newfirstspot;
35         local float pcount;
36         spot = firstspot;
37         newfirstspot = world;
38         previousspot = world;
39         spawn_allgood = TRUE;
40         spawn_allbad = TRUE;
41         while (spot)
42         {
43                 nextspot = spot.chain;
44                 // count team mismatches as bad spots
45
46                 local float spotactive;
47                 spotactive = 1;
48
49                 // filter out spots for assault
50                 if(spot.target != "") {
51                         local entity ent;
52                         ent = find(world, targetname, spot.target);
53                         while(ent) {
54                                 if(ent.classname == "spawnfunc_target_objective")
55                                         if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
56                                                 spotactive = 0;
57                                 ent = find(ent, targetname, spot.target);
58                         }
59                 }
60
61                 if ((!teamcheck || spot.team == teamcheck) && spotactive > 0)
62                 {
63                         pcount = 0;
64                         player = playerlist;
65                         while (player)
66                         {
67                                 if (player != self)
68                                 if (vlen(player.origin - spot.origin) < mindist)
69                                         pcount = pcount + 1;
70                                 player = player.chain;
71                         }
72                         if (!pcount)
73                         {
74                                 spawn_allbad = FALSE;
75                                 if (newfirstspot)
76                                         previousspot.chain = spot;
77                                 else
78                                         newfirstspot = spot;
79                                 previousspot = spot;
80                                 spot.chain = world;
81                         }
82                         else
83                                 spawn_allgood = FALSE;
84                 }
85                 spot = nextspot;
86         }
87         // if we couldn't find ANY good points, return world
88         return newfirstspot;
89 }
90
91 entity Spawn_RandomPoint(entity firstspot)
92 {
93         local entity spot;
94         local float numspots;
95         // count number of spots
96         numspots = 0;
97         spot = firstspot;
98         while (spot)
99         {
100                 numspots = numspots + 1;
101                 spot = spot.chain;
102         }
103         // pick a random one
104         numspots = numspots * random();
105         spot = firstspot;
106         while (spot.chain && numspots >= 1)
107         {
108                 numspots = numspots - 1;
109                 spot = spot.chain;
110         }
111         return spot;
112 }
113
114 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
115 {
116         local entity best, spot, player;
117         local float bestrating, rating;
118         best = world;
119         bestrating = -1000000;
120         spot = firstspot;
121         while (spot)
122         {
123                 rating = 1000000000;
124                 player = playerlist;
125                 while (player)
126                 {
127                         if (player != self)
128                                 rating = min(rating, vlen(player.origin - spot.origin));
129                         player = player.chain;
130                 }
131                 rating = rating + random() * 16;
132                 if (bestrating < rating)
133                 {
134                         best = spot;
135                         bestrating = rating;
136                 }
137                 spot = spot.chain;
138         }
139         return best;
140 }
141
142 /*
143 =============
144 SelectSpawnPoint
145
146 Finds a point to respawn
147 =============
148 */
149 entity SelectSpawnPoint (float anypoint)
150 {
151         local float teamcheck;
152         local entity firstspot_new;
153         local entity spot, firstspot, playerlist;
154
155         spot = find (world, classname, "testplayerstart");
156         if (spot)
157                 return spot;
158
159         teamcheck = 0;
160
161         if(!anypoint && have_team_spawns)
162                 teamcheck = self.team;
163
164         // get the list of players
165         playerlist = findchain(classname, "player");
166         // get the entire list of spots
167         firstspot = findchain(classname, "spawnfunc_info_player_deathmatch");
168         // filter out the bad ones
169         // (note this returns the original list if none survived)
170         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
171         if(!firstspot_new)
172                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
173         firstspot = firstspot_new;
174
175         // there is 50/50 chance of choosing a random spot or the furthest spot
176         // (this means that roughly every other spawn will be furthest, so you
177         // usually won't get fragged at spawn twice in a row)
178         if (arena_roundbased)
179         {
180                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
181                 if(firstspot_new)
182                         firstspot = firstspot_new;
183                 spot = Spawn_RandomPoint(firstspot);
184         }
185         else if (random() > 0.5 || spawn_allbad || spawn_allgood)
186                 spot = Spawn_RandomPoint(firstspot);
187         else
188                 spot = Spawn_FurthestPoint(firstspot, playerlist);
189
190         if (!spot)
191         {
192                 if(cvar("spawn_debug"))
193                         GotoNextMap();
194                 else
195                 {
196                         if(some_spawn_has_been_used)
197                                 return world; // team can't spawn any more, because of actions of other team
198                         else
199                                 error("Cannot find a spawn point - please fix the map!");
200                 }
201         }
202
203         return spot;
204 }
205
206 /*
207 =============
208 CheckPlayerModel
209
210 Checks if the argument string can be a valid playermodel.
211 Returns a valid one in doubt.
212 =============
213 */
214 string FallbackPlayerModel = "models/player/marine.zym";
215 string CheckPlayerModel(string plyermodel) {
216         if(strlen(plyermodel) < 4)
217                 return FallbackPlayerModel;
218         if( substring(plyermodel,0,14) != "models/player/")
219                 return FallbackPlayerModel;
220         else if(cvar("sv_servermodelsonly"))
221         {
222                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
223                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
224                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
225                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
226                         return FallbackPlayerModel;
227                 if(!fexists(plyermodel))
228                         return FallbackPlayerModel;
229         }
230         return plyermodel;
231 }
232
233 /*
234 =============
235 Client_customizeentityforclient
236
237 LOD reduction
238 =============
239 */
240 float Client_customizeentityforclient()
241 {
242 #ifdef ALLOW_VARIABLE_LOD
243         // self: me
244         // other: the player viewing me
245         float distance;
246         float f;
247
248         if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
249                 return TRUE;
250
251         if(other.cvar_cl_playerdetailreduction <= 0)
252         {
253                 if(other.cvar_cl_playerdetailreduction <= -2)
254                         self.modelindex = self.modelindex_lod2;
255                 else if(other.cvar_cl_playerdetailreduction <= -1)
256                         self.modelindex = self.modelindex_lod1;
257                 else
258                         self.modelindex = self.modelindex_lod0;
259         }
260         else
261         {
262                 distance = vlen(self.origin - other.origin);
263                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
264                 if(f > 10000)
265                         self.modelindex = self.modelindex_lod2;
266                 else if(f > 5000)
267                         self.modelindex = self.modelindex_lod1;
268                 else
269                         self.modelindex = self.modelindex_lod0;
270         }
271 #endif
272
273         return TRUE;
274 }
275
276 void UpdatePlayerSounds();
277 void setmodel_lod(entity e, string modelname)
278 {
279 #ifdef ALLOW_VARIABLE_LOD
280         string s;
281
282         // FIXME: this only supports 3-letter extensions
283         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
284         if(fexists(s))
285         {
286                 precache_model(s);
287                 setmodel(e, s); // players have high precision
288                 self.modelindex_lod1 = self.modelindex;
289         }
290         else
291                 self.modelindex_lod1 = -1;
292
293         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
294         if(fexists(s))
295         {
296                 precache_model(s);
297                 setmodel(e, s); // players have high precision
298                 self.modelindex_lod2 = self.modelindex;
299         }
300         else
301                 self.modelindex_lod2 = -1;
302
303         precache_model(modelname);
304         setmodel(e, modelname); // players have high precision
305         self.modelindex_lod0 = self.modelindex;
306
307         if(self.modelindex_lod1 < 0)
308                 self.modelindex_lod1 = self.modelindex;
309
310         if(self.modelindex_lod2 < 0)
311                 self.modelindex_lod2 = self.modelindex;
312 #else
313         precache_model(modelname);
314         setmodel(e, modelname); // players have high precision
315 #endif
316         player_setupanimsformodel();
317         UpdatePlayerSounds();
318 }
319
320 /*
321 =============
322 PutObserverInServer
323
324 putting a client as observer in the server
325 =============
326 */
327 void PutObserverInServer (void)
328 {
329         entity  spot;
330         spot = SelectSpawnPoint (TRUE);
331         if(!spot)
332                 error("No spawnpoints for observers?!?\n");
333         RemoveGrapplingHook(self); // Wazat's Grappling Hook
334
335         if(clienttype(self) == CLIENTTYPE_REAL)
336         {
337                 msg_entity = self;
338                 WriteByte(MSG_ONE, SVC_SETVIEW);
339                 WriteEntity(MSG_ONE, self);
340         }
341
342         DropAllRunes(self);
343         kh_Key_DropAll(self, TRUE);
344
345         if(self.flagcarried)
346                 DropFlag(self.flagcarried);
347
348         WaypointSprite_PlayerDead();
349
350         DistributeFragsAmongTeam(self, self.team, 1);
351
352         if(self.frags <= 0 && self.frags > -666 && g_lms && self.killcount != -666)
353                 bprint ("^4", self.netname, "^4 has no more lives left\n");
354         else if(self.killcount != -666)
355                 bprint ("^4", self.netname, "^4 is spectating now\n");
356
357         self.spectatortime = time;
358         
359         self.classname = "observer";
360         self.health = -666;
361         self.takedamage = DAMAGE_NO;
362         self.solid = SOLID_NOT;
363         self.movetype = MOVETYPE_NOCLIP;
364         self.flags = FL_CLIENT | FL_NOTARGET;
365         self.armorvalue = 666;
366         self.effects = 0;
367         self.armorvalue = cvar("g_balance_armor_start");
368         self.pauserotarmor_finished = 0;
369         self.pauserothealth_finished = 0;
370         self.pauseregen_finished = 0;
371         self.damageforcescale = 0;
372         self.death_time = 0;
373         self.dead_frame = 0;
374         self.deaths = 0;
375         self.alpha = 0;
376         self.scale = 0;
377         self.fade_time = 0;
378         self.pain_frame = 0;
379         self.pain_finished = 0;
380         self.strength_finished = 0;
381         self.invincible_finished = 0;
382         self.pushltime = 0;
383         self.think = SUB_Null;
384         self.nextthink = 0;
385         self.hook_time = 0;
386         self.runes = 0;
387         self.deadflag = DEAD_NO;
388         self.angles = spot.angles;
389         self.angles_z = 0;
390         self.fixangle = TRUE;
391         self.crouch = FALSE;
392
393         self.view_ofs = PL_VIEW_OFS;
394         setorigin (self, spot.origin);
395         setsize (self, '0 0 0', '0 0 0');
396         self.oldorigin = self.origin;
397         self.items = 0;
398         self.model = "";
399         self.modelindex = 0;
400         self.weapon = 0;
401         self.weaponmodel = "";
402         self.weaponentity = world;
403         self.killcount = -666;
404         self.velocity = '0 0 0';
405         self.avelocity = '0 0 0';
406         self.punchangle = '0 0 0';
407         self.punchvector = '0 0 0';
408         self.oldvelocity = self.velocity;
409         self.customizeentityforclient = Client_customizeentityforclient;
410         self.viewzoom = 1;
411         self.wantswelcomemessage = 1;
412
413         if(g_arena)
414         {
415                 if(self.frags != -2)
416                 {
417                         Spawnqueue_Insert(self);
418                 }
419                 else
420                 {
421                         Spawnqueue_Unmark(self);
422                         Spawnqueue_Remove(self);
423                 }
424         }
425         else if(!g_lms)
426                 self.frags = -666;
427 }
428
429 float RestrictSkin(float s)
430 {
431         if(!teams_matter)
432                 return s;
433         if(s == 6)
434                 return 6;
435         return mod(s, 3);
436 }
437
438 void FixPlayermodel()
439 {
440         local string defaultmodel;
441         local float defaultskin;
442         local vector m1, m2;
443
444         defaultmodel = "";
445
446         if(cvar("sv_defaultcharacter") == 1) {
447                 defaultskin = 0;
448
449                 if(teams_matter)
450                 {
451                         defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
452                         defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
453                 }
454
455                 if(defaultmodel == "")
456                 {
457                         defaultmodel = cvar_string("sv_defaultplayermodel");
458                         defaultskin = cvar("sv_defaultplayerskin");
459                 }
460         }
461
462         if(defaultmodel != "")
463         {
464                 if (defaultmodel != self.model)
465                 {
466                         m1 = self.mins;
467                         m2 = self.maxs;
468                         setmodel_lod (self, defaultmodel);
469                         setsize (self, m1, m2);
470                 }
471
472                 self.skin = defaultskin;
473         } else {
474                 if (self.playermodel != self.model)
475                 {
476                         self.playermodel = CheckPlayerModel(self.playermodel);
477                         m1 = self.mins;
478                         m2 = self.maxs;
479                         setmodel_lod (self, self.playermodel);
480                         setsize (self, m1, m2);
481                 }
482
483                 self.skin = RestrictSkin(stof(self.playerskin));
484         }
485
486         if(!teams_matter)
487                 if(strlen(cvar_string("sv_defaultplayercolors")))
488                         if(self.clientcolors != cvar("sv_defaultplayercolors"))
489                                 setcolor(self, cvar("sv_defaultplayercolors"));
490 }
491
492 /*
493 =============
494 PutClientInServer
495
496 Called when a client spawns in the server
497 =============
498 */
499 void PutClientInServer (void)
500 {
501         if(clienttype(self) == CLIENTTYPE_BOT)
502         {
503                 self.classname = "player";
504         }
505         else if(clienttype(self) == CLIENTTYPE_REAL)
506         {
507                 msg_entity = self;
508                 WriteByte(MSG_ONE, SVC_SETVIEW);
509                 WriteEntity(MSG_ONE, self);
510         }
511
512         // player is dead and becomes observer
513         if(g_lms && self.frags < 1)
514                 self.classname = "observer";
515
516         if(g_arena)
517         if(!self.spawned)
518                 self.classname = "observer";
519
520         if(self.classname == "player") {
521                 entity  spot;
522
523                 spot = SelectSpawnPoint (FALSE);
524                 if(!spot)
525                 {
526                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
527                         return; // spawn failed
528                 }
529
530                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
531
532                 self.classname = "player";
533                 self.iscreature = TRUE;
534                 self.movetype = MOVETYPE_WALK;
535                 self.solid = SOLID_SLIDEBOX;
536                 self.flags = FL_CLIENT;
537                 self.takedamage = DAMAGE_AIM;
538                 if(g_minstagib)
539                         self.effects = EF_FULLBRIGHT;
540                 else
541                         self.effects = 0;
542                 self.air_finished = time + 12;
543                 self.dmg = 2;
544
545                 self.ammo_shells = start_ammo_shells;
546                 self.ammo_nails = start_ammo_nails;
547                 self.ammo_rockets = start_ammo_rockets;
548                 self.ammo_cells = start_ammo_cells;
549                 self.health = start_health;
550                 self.armorvalue = start_armorvalue;
551                 self.items = start_items;
552                 self.switchweapon = start_switchweapon;
553                 self.cnt = start_switchweapon;
554                 self.weapon = 0;
555                 self.jump_interval = time;
556
557                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
558                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
559                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
560                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
561                 //extend the pause of rotting if client was reset at the beginning of the countdown
562                 if(!cvar("sv_ready_restart_after_countdown") && time < restart_countdown) {
563                         self.spawnshieldtime += RESTART_COUNTDOWN;
564                         self.pauserotarmor_finished += RESTART_COUNTDOWN;
565                         self.pauserothealth_finished += RESTART_COUNTDOWN;
566                         self.pauseregen_finished += RESTART_COUNTDOWN;
567                 }
568                 self.damageforcescale = 2;
569                 self.death_time = 0;
570                 self.dead_frame = 0;
571                 self.alpha = 0;
572                 self.scale = 0;
573                 self.fade_time = 0;
574                 self.pain_frame = 0;
575                 self.pain_finished = 0;
576                 self.strength_finished = 0;
577                 self.invincible_finished = 0;
578                 self.pushltime = 0;
579                 //self.speed_finished = 0;
580                 //self.slowmo_finished = 0;
581                 // players have no think function
582                 self.think = SUB_Null;
583                 self.nextthink = 0;
584                 self.hook_time = 0;
585
586                 self.runes = 0;
587
588                 self.deadflag = DEAD_NO;
589
590                 self.angles = spot.angles;
591
592                 self.angles_z = 0; // never spawn tilted even if the spot says to
593                 self.fixangle = TRUE; // turn this way immediately
594                 self.velocity = '0 0 0';
595                 self.avelocity = '0 0 0';
596                 self.punchangle = '0 0 0';
597                 self.punchvector = '0 0 0';
598                 self.oldvelocity = self.velocity;
599
600                 self.viewzoom = 0.6;
601                 self.has_zoomed = 0;
602
603                 self.customizeentityforclient = Client_customizeentityforclient;
604
605                 self.model = "";
606                 FixPlayermodel();
607
608                 self.crouch = FALSE;
609                 self.view_ofs = PL_VIEW_OFS;
610                 setsize (self, PL_MIN, PL_MAX);
611                 self.spawnorigin = spot.origin;
612                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
613                 // don't reset back to last position, even if new position is stuck in solid
614                 self.oldorigin = self.origin;
615
616                 if(g_arena)
617                 {
618                         Spawnqueue_Remove(self);
619                         Spawnqueue_Mark(self);
620                 }
621
622                 self.event_damage = PlayerDamage;
623
624                 self.bot_attack = TRUE;
625
626                 self.statdraintime = time + 5;
627                 self.button0 = self.button1 = self.button2 = self.button3 = 0;
628
629                 if(self.killcount == -666) {
630                         self.killcount = 0;
631                         if(!g_arena)
632                         if(!g_lms)
633                                 self.frags = 0;
634                 }
635
636                 self.cnt = WEP_LASER;
637                 self.nixnex_lastchange_id = -1;
638
639                 CL_SpawnWeaponentity();
640                 self.alpha = default_player_alpha;
641                 self.colormod = '1 1 1' * cvar("g_player_brightness");
642                 self.exteriorweaponentity.alpha = default_weapon_alpha;
643
644                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
645                 self.lms_traveled_distance = 0;
646                 self.speedrunning = FALSE;
647
648                 if(cvar("spawn_debug"))
649                 {
650                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
651                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
652                 }
653
654                 //stuffcmd(self, "chase_active 0");
655                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
656
657                 if (cvar("g_spawnsound"))
658                         sound (self, CHAN_AUTO, "misc/spawn.wav", 1, ATTN_NORM);
659
660                 if(g_assault) {
661                         if(self.team == assault_attacker_team)
662                                 centerprint(self, "You are attacking!\n");
663                         else
664                                 centerprint(self, "You are defending!\n");
665                 }
666
667         } else if(self.classname == "observer") {
668                 PutObserverInServer ();
669         }
670 }
671
672 /*
673 =============
674 SetNewParms
675 =============
676 */
677 void SetNewParms (void)
678 {
679
680 }
681
682 /*
683 =============
684 SetChangeParms
685 =============
686 */
687 void SetChangeParms (void)
688 {
689
690 }
691
692 /*
693 =============
694 ClientKill
695
696 Called when a client types 'kill' in the console
697 =============
698 */
699
700 void ClientKill_Now_TeamChange()
701 {
702         if(self.killindicator_teamchange == -1)
703         {
704                 self.team = -1;
705                 JoinBestTeam( self, FALSE, FALSE );
706         }
707         else
708         {
709                 SV_ChangeTeam(self.killindicator_teamchange - 1);
710         }
711 }
712
713 void ClientKill_Now()
714 {
715         if(self.killindicator_teamchange)
716                 ClientKill_Now_TeamChange();
717
718         // in any case:
719         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
720 }
721 void KillIndicator_Think()
722 {
723         if (!self.owner.modelindex)
724         {
725                 self.owner.killindicator = world;
726                 remove(self);
727                 return;
728         }
729
730         if(self.cnt <= 0)
731         {
732                 self = self.owner;
733                 ClientKill_Now(); // no oldself needed
734                 return;
735         }
736         else
737         {
738                 if(self.cnt <= 10)
739                 {
740                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
741                         play2(self.owner, strcat("announcer/robotic/", ftos(self.cnt), ".ogg"));
742                 }
743                 if(self.owner.killindicator_teamchange)
744                 {
745                         if(self.owner.killindicator_teamchange == -1)
746                                 centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
747                         else
748                                 centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
749                 }
750                 else
751                         centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
752                 self.nextthink = time + 1;
753                 self.cnt -= 1;
754         }
755 }
756
757 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
758 {
759         float killtime;
760         killtime = cvar("g_balance_kill_delay");
761
762         self.killindicator_teamchange = targetteam;
763
764         if(!self.killindicator)
765         {
766                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
767                 {
768                         ClientKill_Now();
769                 }
770                 else
771                 {
772                         self.killindicator = spawn();
773                         self.killindicator.owner = self;
774                         self.killindicator.scale = 0.5;
775                         setattachment(self.killindicator, self, "");
776                         setorigin(self.killindicator, '0 0 52');
777                         self.killindicator.think = KillIndicator_Think;
778                         self.killindicator.nextthink = time;
779                         self.killindicator.cnt = ceil(killtime);
780                         sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
781                 }
782         }
783         if(self.killindicator)
784         {
785                 if(targetteam)
786                         self.killindicator.colormod = TeamColor(targetteam);
787                 else
788                         self.killindicator.colormod = '0 0 0';
789         }
790 }
791
792 void ClientKill (void)
793 {
794         ClientKill_TeamChange(0);
795 }
796
797 void DoTeamChange(float destteam)
798 {
799         if(!cvar("teamplay"))
800         {
801                 if(destteam >= 0)
802                         SetPlayerColors(self, destteam);
803                 return;
804         }
805         if(destteam == self.team && !self.killindicator)
806                 return;
807         ClientKill_TeamChange(destteam);
808 }
809
810 void FixClientCvars(entity e)
811 {
812         // send prediction settings to the client
813         stuffcmd(e, "\nin_bindmap 0 0\n");
814         /*
815          * we no longer need to stuff this. Remove this comment block if you feel 
816          * 2.3 and higher (or was it 2.2.3?) don't need these any more
817         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
818         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
819         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
820         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
821         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
822         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
823         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
824         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
825         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
826         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
827         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
828         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
829         stuffcmd(e, "cl_movement_edgefriction 1\n");
830          */
831 }
832
833 /*
834 =============
835 ClientConnect
836
837 Called when a client connects to the server
838 =============
839 */
840 string ColoredTeamName(float t);
841 //void dom_player_join_team(entity pl);
842 void ClientConnect (void)
843 {
844         local string s;
845         float wep;
846
847         if(Ban_IsClientBanned(self))
848         {
849                 s = strcat("^1NOTE:^7 banned client ", self.netaddress, " just tried to enter\n");
850                 dropclient(self);
851                 bprint(s);
852                 return;
853         }
854
855         self.classname = "player_joining";
856         self.flags = self.flags | FL_CLIENT;
857         self.version_nagtime = time + 10 + random() * 10;
858
859         if(player_count<0)
860         {
861                 dprint("BUG player count is lower than zero, this cannot happen!\n");
862                 player_count = 0;
863         }
864
865         bot_clientconnect();
866
867         //if(g_domination)
868         //      dom_player_join_team(self);
869
870         //JoinBestTeam(self, FALSE, FALSE);
871
872         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
873                 self.classname = "observer";
874         } else {
875                 self.classname = "player";
876                 campaign_bots_may_start = 1;
877         }
878
879         self.playerid = (playerid_last = playerid_last + 1);
880         if(cvar("sv_eventlog"))
881         {
882                 if(clienttype(self) == CLIENTTYPE_REAL)
883                         s = "player";
884                 else
885                         s = "bot";
886                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
887                 s = strcat(":team:", ftos(self.playerid), ":");
888                 s = strcat(s, ftos(self.team));
889                 GameLogEcho(s, FALSE);
890         }
891         self.netname_previous = strzone(self.netname);
892
893         //stuffcmd(self, "set tmpviewsize $viewsize \n");
894
895         bprint ("^4",self.netname);
896         bprint ("^4 connected");
897
898         if(g_domination || g_ctf)
899         {
900                 bprint(" and joined the ");
901                 bprint(ColoredTeamName(self.team));
902         }
903
904         bprint("\n");
905
906         self.welcomemessage_time = 0;
907
908         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
909         // TODO: is this being used for anything else than cd tracks?
910         // Remember: SVC_CDTRACK exists. Maybe it should be used.
911         //
912         stuffcmd(self, "cl_particles_reloadeffects\n");
913
914         FixClientCvars(self);
915
916         // spawnfunc_waypoint sprites
917         WaypointSprite_InitClient(self);
918
919         // Wazat's grappling hook
920         SetGrappleHookBindings();
921
922         // get autoswitch state from player when he toggles it
923         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
924
925         // get version info from player
926         stuffcmd(self, "cmd clientversion $gameversion\n");
927
928         // send all weapon info strings
929         stuffcmd(self, "register_bestweapon clear\n"); // clear the Quake stuff
930         wep = WEP_FIRST;
931         while (wep <= WEP_LAST)
932         {
933                 weapon_action(wep, WR_REGISTER);
934                 wep = wep + 1;
935         }
936
937         // get other cvars from player
938         GetCvars(0);
939
940         // set cvar for team scoreboard
941         if (teams_matter)
942         {
943                 local float t;
944                 t = cvar("teamplay");
945                 // 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
946                 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
947         }
948         else
949                 stuffcmd(self, "set teamplay 0\n");
950
951         // notify about available teams
952         if(teamplay)
953         {
954                 CheckAllowedTeams(self);
955                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
956                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
957         }
958         else
959                 stuffcmd(self, "set _teams_available 0\n");
960
961         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
962
963         if(g_lms)
964         {
965                 self.frags = LMS_NewPlayerLives();
966                 if(!self.frags)
967                         self.frags = -666;
968         }
969         else if(g_arena)
970         {
971                 self.classname = "observer";
972                 Spawnqueue_Insert(self);
973         }
974
975         bot_relinkplayerlist();
976
977         self.spectatortime = time;
978         if(blockSpectators)
979         {
980                 sprint(self, strcat("^7You have to become a player within the next ", ftos(cvar("g_maxplayers_spectator_blocktime")), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
981         }
982
983         self.jointime = time;
984         self.allowedTimeouts = cvar("sv_timeout_number");
985 }
986
987 /*
988 =============
989 ClientDisconnect
990
991 Called when a client disconnects from the server
992 =============
993 */
994 void(entity e) DropFlag;
995 .entity chatbubbleentity;
996 .entity teambubbleentity;
997 void ClientDisconnect (void)
998 {
999         float save;
1000         if(cvar("sv_eventlog"))
1001                 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
1002         bprint ("^4",self.netname);
1003         bprint ("^4 disconnected\n");
1004
1005         if (self.chatbubbleentity)
1006         {
1007                 remove (self.chatbubbleentity);
1008                 self.chatbubbleentity = world;
1009         }
1010
1011         if (self.teambubbleentity)
1012         {
1013                 remove (self.teambubbleentity);
1014                 self.teambubbleentity = world;
1015         }
1016
1017         if (self.killindicator)
1018         {
1019                 remove (self.killindicator);
1020                 self.killindicator = world;
1021         }
1022
1023         WaypointSprite_PlayerGone();
1024
1025         DropAllRunes(self);
1026         kh_Key_DropAll(self, TRUE);
1027
1028         if(self.flagcarried)
1029                 DropFlag(self.flagcarried);
1030
1031         DistributeFragsAmongTeam(self, self.team, 1);
1032
1033         save = self.flags;
1034         self.flags = self.flags - (self.flags & FL_CLIENT);
1035         bot_relinkplayerlist();
1036         self.flags = save;
1037
1038         // remove laserdot
1039         if(self.weaponentity)
1040                 if(self.weaponentity.lasertarget)
1041                         remove(self.weaponentity.lasertarget);
1042
1043         if(g_arena)
1044         {
1045                 Spawnqueue_Unmark(self);
1046                 Spawnqueue_Remove(self);
1047         }
1048
1049         if(self.netname_previous)
1050                 strunzone(self.netname_previous);
1051
1052         // free cvars
1053         GetCvars(-1);
1054 }
1055
1056 .float buttonchat;
1057 void() ChatBubbleThink =
1058 {
1059         self.nextthink = time;
1060         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1061         {
1062                 self.owner.chatbubbleentity = world;
1063                 remove(self);
1064                 return;
1065         }
1066         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
1067         if (self.owner.buttonchat && !self.owner.deadflag)
1068                 self.model = self.mdl;
1069         else
1070                 self.model = "";
1071 };
1072
1073 void() UpdateChatBubble =
1074 {
1075         if (!self.modelindex)
1076                 return;
1077         // spawn a chatbubble entity if needed
1078         if (!self.chatbubbleentity)
1079         {
1080                 self.chatbubbleentity = spawn();
1081                 self.chatbubbleentity.owner = self;
1082                 self.chatbubbleentity.exteriormodeltoclient = self;
1083                 self.chatbubbleentity.think = ChatBubbleThink;
1084                 self.chatbubbleentity.nextthink = time;
1085                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1086                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1087                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1088                 self.chatbubbleentity.model = "";
1089                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1090         }
1091 }
1092
1093
1094 void() TeamBubbleThink =
1095 {
1096         self.nextthink = time;
1097         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1098         {
1099                 self.owner.teambubbleentity = world;
1100                 remove(self);
1101                 return;
1102         }
1103 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
1104         if (self.owner.buttonchat || self.owner.deadflag || self.owner.killindicator)
1105                 self.model = "";
1106         else
1107                 self.model = self.mdl;
1108
1109 };
1110
1111 float() TeamBubble_customizeentityforclient
1112 {
1113         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1114 }
1115
1116 void() UpdateTeamBubble =
1117 {
1118         if (!self.modelindex || !cvar("teamplay"))
1119                 return;
1120         // spawn a teambubble entity if needed
1121         if (!self.teambubbleentity && cvar("teamplay"))
1122         {
1123                 self.teambubbleentity = spawn();
1124                 self.teambubbleentity.owner = self;
1125                 self.teambubbleentity.exteriormodeltoclient = self;
1126                 self.teambubbleentity.think = TeamBubbleThink;
1127                 self.teambubbleentity.nextthink = time;
1128                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1129 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1130                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
1131                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1132                 self.teambubbleentity.mdl = self.teambubbleentity.model;
1133                 self.teambubbleentity.model = self.teambubbleentity.mdl;
1134                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1135                 self.teambubbleentity.effects = EF_LOWPRECISION;
1136         }
1137 }
1138
1139 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1140 // added to the model skins
1141 /*void() UpdateColorModHack =
1142 {
1143         local float c;
1144         c = self.clientcolors & 15;
1145         // LordHavoc: only bothering to support white, green, red, yellow, blue
1146              if (teamplay == 0) self.colormod = '0 0 0';
1147         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1148         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1149         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1150         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1151         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1152         else self.colormod = '1 1 1';
1153 };*/
1154
1155 void respawn(void)
1156 {
1157         CopyBody(1);
1158         self.effects |= EF_NODRAW; // prevent another CopyBody
1159         PutClientInServer();
1160 }
1161
1162 /**
1163  * When sv_timeout is used this function returs strings like
1164  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1165  * Called by centerprint functions
1166  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1167  */
1168 string getTimeoutText(float addOneSecond) {
1169         if (!cvar("sv_timeout") || !timeoutStatus)
1170                 return "";
1171
1172         local string retStr;
1173         if (timeoutStatus == 1) {
1174                 if (addOneSecond == 1) {
1175                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1176                 }
1177                 else {
1178                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1179                 }
1180                 return retStr;
1181         }
1182         else if (timeoutStatus == 2) {
1183                 if (addOneSecond) {
1184                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1185                         //don't show messages like "Timeout ends in 0 seconds"...
1186                         if ((remainingTimeoutTime + 1) > 0)
1187                                 return retStr;
1188                         else
1189                                 return "";
1190                 }
1191                 else {
1192                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1193                         //don't show messages like "Timeout ends in 0 seconds"...
1194                         if (remainingTimeoutTime > 0)
1195                                 return retStr;
1196                         else
1197                                 return "";
1198                 }
1199         }
1200         else return "";
1201 }
1202
1203 void player_powerups (void)
1204 {
1205         if (g_minstagib)
1206         {
1207                 if (self.items & IT_STRENGTH)
1208                 {
1209                         if (time > self.strength_finished)
1210                         {
1211                                 if (g_minstagib_invis_alpha > 0)
1212                                 {
1213                                         self.alpha = default_player_alpha;
1214                                         self.exteriorweaponentity.alpha = default_weapon_alpha;
1215                                         self.effects = self.effects | EF_FULLBRIGHT;
1216                                 }
1217                                 else
1218                                 {
1219                                         self.effects -= self.effects & EF_NODRAW;
1220                                 }
1221                                 self.items = self.items - (self.items & IT_STRENGTH);
1222                                 sprint(self, "^3Invisibility has worn off\n");
1223                         }
1224                 }
1225                 else
1226                 {
1227                         if (time < self.strength_finished)
1228                         {
1229                                 if (g_minstagib_invis_alpha > 0)
1230                                 {
1231                                         self.alpha = g_minstagib_invis_alpha;
1232                                         self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1233                                         self.effects -= self.effects & EF_FULLBRIGHT;
1234                                 }
1235                                 else
1236                                 {
1237                                         self.effects = self.effects | EF_NODRAW;
1238                                 }
1239                                 self.items = self.items | IT_STRENGTH;
1240                                 sprint(self, "^3You are invisible\n");
1241                         }
1242                 }
1243
1244                 if (self.items & IT_INVINCIBLE)
1245                 {
1246                         if (time > self.invincible_finished)
1247                         {
1248                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1249                                 sprint(self, "^3Speed has worn off\n");
1250                         }
1251                 }
1252                 else
1253                 {
1254                         if (time < self.invincible_finished)
1255                         {
1256                                 self.items = self.items | IT_INVINCIBLE;
1257                                 sprint(self, "^3You are on speed\n");
1258                         }
1259                 }
1260                 return;
1261         }
1262
1263         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1264         if (self.items & IT_STRENGTH)
1265         {
1266                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1267                 if (time > self.strength_finished)
1268                 {
1269                         self.items = self.items - (self.items & IT_STRENGTH);
1270                         sprint(self, "^3Strength has worn off\n");
1271                 }
1272         }
1273         else
1274         {
1275                 if (time < self.strength_finished)
1276                 {
1277                         self.items = self.items | IT_STRENGTH;
1278                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1279                 }
1280         }
1281         if (self.items & IT_INVINCIBLE)
1282         {
1283                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1284                 if (time > self.invincible_finished)
1285                 {
1286                         self.items = self.items - (self.items & IT_INVINCIBLE);
1287                         sprint(self, "^3Shield has worn off\n");
1288                 }
1289         }
1290         else
1291         {
1292                 if (time < self.invincible_finished)
1293                 {
1294                         self.items = self.items | IT_INVINCIBLE;
1295                         sprint(self, "^3Shield surrounds you\n");
1296                 }
1297         }
1298
1299         if (cvar("g_fullbrightplayers"))
1300                 self.effects = self.effects | EF_FULLBRIGHT;
1301
1302         // midair gamemode: damage only while in the air
1303         // if in midair mode, being on ground grants temporary invulnerability
1304         // (this is so that multishot weapon don't clear the ground flag on the
1305         // first damage in the frame, leaving the player vulnerable to the
1306         // remaining hits in the same frame)
1307         if (self.flags & FL_ONGROUND)
1308         if (g_midair)
1309                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1310
1311         if (time < self.spawnshieldtime)
1312                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1313 }
1314
1315 float CalcRegen(float current, float stable, float regenfactor)
1316 {
1317         if(current > stable)
1318                 return current;
1319         else if(current > stable - 0.25) // when close enough, "snap"
1320                 return stable;
1321         else
1322                 return min(stable, current + (stable - current) * regenfactor * frametime);
1323 }
1324
1325 void player_regen (void)
1326 {
1327         float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1328         maxh = cvar("g_balance_health_stable");
1329         maxa = cvar("g_balance_armor_stable");
1330         limith = cvar("g_balance_health_limit");
1331         limita = cvar("g_balance_armor_limit");
1332
1333         if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1334                 return;
1335
1336         max_mod = regen_mod = rot_mod = limit_mod = 1;
1337
1338         if (self.runes & RUNE_REGEN)
1339         {
1340                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1341                 {
1342                         regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1343                         max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1344                         limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1345                 }
1346                 else
1347                 {
1348                         regen_mod = cvar("g_balance_rune_regen_regenrate");
1349                         max_mod = cvar("g_balance_rune_regen_hpmod");
1350                         limit_mod = cvar("g_balance_rune_regen_limitmod");
1351                 }
1352         }
1353         else if (self.runes & CURSE_VENOM)
1354         {
1355                 max_mod = cvar("g_balance_curse_venom_hpmod");
1356                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1357                         rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1358                 else
1359                         rot_mod = cvar("g_balance_curse_venom_rotrate");
1360                 limit_mod = cvar("g_balance_curse_venom_limitmod");
1361                 //if (!self.runes & RUNE_REGEN)
1362                 //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1363         }
1364         maxh = maxh * max_mod;
1365         //maxa = maxa * max_mod;
1366         limith = limith * limit_mod;
1367         limita = limita * limit_mod;
1368
1369         if (self.armorvalue > maxa)
1370         {
1371                 if (time > self.pauserotarmor_finished)
1372                 {
1373                         self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1374                         self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1375                 }
1376         }
1377         else if (self.armorvalue < maxa)
1378         {
1379                 if (time > self.pauseregen_finished)
1380                 {
1381                         self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1382                         self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1383                 }
1384         }
1385         if (self.health > maxh)
1386         {
1387                 if (time > self.pauserothealth_finished)
1388                 {
1389                         self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1390                         self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1391                 }
1392         }
1393         else if (self.health < maxh)
1394         {
1395                 if (time > self.pauseregen_finished)
1396                 {
1397                         self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1398                         self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1399                 }
1400         }
1401
1402         if (self.health > limith)
1403                 self.health = limith;
1404         if (self.armorvalue > limita)
1405                 self.armorvalue = limita;
1406
1407         // if player rotted to death...  die!
1408         if(self.health < 1)
1409                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1410 }
1411
1412 /*
1413 ======================
1414 spectate mode routines
1415 ======================
1416 */
1417 void SpectateCopy(entity spectatee) {
1418         self.armortype = spectatee.armortype;
1419         self.armorvalue = spectatee.armorvalue;
1420         self.currentammo = spectatee.currentammo;
1421         self.effects = spectatee.effects;
1422         self.health = spectatee.health;
1423         self.impulse = 0;
1424         self.items = spectatee.items;
1425         self.punchangle = spectatee.punchangle;
1426         self.view_ofs = spectatee.view_ofs;
1427         self.v_angle = spectatee.v_angle;
1428         self.viewzoom = spectatee.viewzoom;
1429         self.velocity = spectatee.velocity;
1430         self.dmg_take = spectatee.dmg_take;
1431         self.dmg_save = spectatee.dmg_save;
1432         self.dmg_inflictor = spectatee.dmg_inflictor;
1433         self.angles = spectatee.v_angle;
1434         self.fixangle = TRUE;
1435         setorigin(self, spectatee.origin);
1436         setsize(self, spectatee.mins, spectatee.maxs);
1437 }
1438
1439 void SpectateUpdate() {
1440         if(!self.enemy)
1441                         PutObserverInServer();
1442
1443         if (self != self.enemy) {
1444                 if(self.enemy.flags & FL_NOTARGET)
1445                         PutObserverInServer();
1446                 SpectateCopy(self.enemy);
1447                 //msg_entity = self;
1448                 //WriteByte(MSG_ONE, SVC_SETANGLE);
1449                 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1450                 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1451                 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1452         }
1453 }
1454
1455 float SpectateNext() {
1456         other = find(self.enemy, classname, "player");
1457         if (!other) {
1458                 other = find(other, classname, "player");
1459         }
1460         if (other) {
1461                 self.enemy = other;
1462         }
1463         if(self.enemy.classname == "player") {
1464                 msg_entity = self;
1465                 WriteByte(MSG_ONE, SVC_SETVIEW);
1466                 WriteEntity(MSG_ONE, self.enemy);
1467                 self.wantswelcomemessage = 1;
1468                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1469                 SpectateUpdate();
1470                 return 1;
1471         } else {
1472                 return 0;
1473         }
1474 }
1475
1476 /*
1477 =============
1478 ShowRespawnCountdown()
1479
1480 Update a respawn countdown display.
1481 =============
1482 */
1483 void ShowRespawnCountdown()
1484 {
1485         float number;
1486         if(self.deadflag == DEAD_NO) // just respawned?
1487                 return;
1488         else
1489         {
1490                 number = ceil(self.death_time - time);
1491                 if(number <= 0)
1492                         return;
1493                 if(number <= self.respawn_countdown)
1494                 {
1495                         self.respawn_countdown = number - 1;
1496                         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
1497                                 play2(self, strcat("announcer/robotic/", ftos(number), ".ogg"));
1498                 }
1499         }
1500 }
1501
1502 void LeaveSpectatorMode()
1503 {
1504         if(isJoinAllowed()) {
1505                 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1506                         self.classname = "player";
1507                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1508                                 JoinBestTeam(self, FALSE, TRUE);
1509                         if(cvar("g_campaign"))
1510                                 campaign_bots_may_start = 1;
1511                         PutClientInServer();
1512                         if(!(self.flags & FL_NOTARGET))
1513                                 bprint ("^4", self.netname, "^4 is playing now\n");
1514                         centerprint(self,"");
1515                         return;
1516                 } else {
1517                         stuffcmd(self,"menu_showteamselect\n");
1518                         return;
1519                 }
1520         }
1521         else {
1522                 //player may not join because of g_maxplayers is set
1523                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
1524         }
1525 }
1526
1527 /**
1528  * Determines whether the player is allowed to join. This depends on cvar
1529  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1530  * it checks whether the number of currently playing players exceeds g_maxplayers.
1531  * @return bool TRUE if the player is allowed to join, false otherwise
1532  */
1533 float isJoinAllowed() {
1534         if (!cvar("g_maxplayers"))
1535                 return TRUE;
1536
1537         local entity e;
1538         local float currentlyPlaying;
1539         FOR_EACH_REALPLAYER(e) {
1540                 if(e.classname == "player")
1541                         currentlyPlaying += 1;
1542         }
1543         if(currentlyPlaying < cvar("g_maxplayers"))
1544                 return TRUE;
1545
1546         return FALSE;
1547 }
1548
1549 /**
1550  * Checks whether the client is an observer or spectator, if so, he will get kicked after
1551  * g_maxplayers_spectator_blocktime seconds
1552  */
1553 void checkSpectatorBlock() {
1554         if(self.classname == "spectator" || self.classname == "observer") {
1555                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
1556                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
1557                         dropclient(self);
1558                 }
1559         }
1560 }
1561
1562 float vercmp_recursive(string v1, string v2)
1563 {
1564         float dot1, dot2;
1565         string s1, s2;
1566         float r;
1567
1568         dot1 = strstrofs(v1, ".", 0);
1569         dot2 = strstrofs(v2, ".", 0);
1570         if(dot1 == -1)
1571                 s1 = v1;
1572         else
1573                 s1 = substring(v1, 0, dot1);
1574         if(dot2 == -1)
1575                 s2 = v2;
1576         else
1577                 s2 = substring(v2, 0, dot2);
1578
1579         r = stof(s1) - stof(s2);
1580         if(r != 0)
1581                 return r;
1582
1583         r = strcasecmp(s1, s2);
1584         if(r != 0)
1585                 return r;
1586
1587         if(dot1 == -1)
1588                 if(dot2 == -1)
1589                         return 0;
1590                 else
1591                         return -1;
1592         else
1593                 if(dot2 == -1)
1594                         return 1;
1595                 else
1596                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
1597 }
1598
1599 float vercmp(string v1, string v2)
1600 {
1601         if(strcasecmp(v1, v2) == 0) // early out check
1602                 return 0;
1603         return vercmp_recursive(v1, v2);
1604 }
1605
1606 /*
1607 =============
1608 PlayerPreThink
1609
1610 Called every frame for each client before the physics are run
1611 =============
1612 */
1613 void() ctf_setstatus;
1614 .float vote_nagtime;
1615 void PlayerPreThink (void)
1616 {
1617         if(blockSpectators)
1618                 checkSpectatorBlock();
1619         
1620         if(self.netname_previous != self.netname)
1621         {
1622                 if(cvar("sv_eventlog"))
1623                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname), TRUE);
1624                 if(self.netname_previous)
1625                         strunzone(self.netname_previous);
1626                 self.netname_previous = strzone(self.netname);
1627         }
1628
1629         // version nagging
1630         if(self.version_nagtime)
1631                 if(self.cvar_g_nexuizversion)
1632                         if(time > self.version_nagtime)
1633                         {
1634                                 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1635                                 {
1636                                         if(strstr(cvar_string("g_nexuizversion"), "svn", 0) >= 0)
1637                                         {
1638                                                 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), " (beta)^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n");
1639                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), " (beta)^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
1640                                         }
1641                                         else
1642                                         {
1643                                                 float r;
1644                                                 r = vercmp(self.cvar_g_nexuizversion, cvar_string("g_nexuizversion"));
1645                                                 if(r < 0)
1646                                                 {
1647                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7 is out, and you still have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1 - get the update from ^4http://www.nexuiz.com/^1!\n");
1648                                                         sprint(self, strcat("\{1}^1NOTE: ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7 is out, and you still have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1 - get the update from ^4http://www.nexuiz.com/^1!\n"));
1649                                                 }
1650                                                 else if(r > 0)
1651                                                 {
1652                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n");
1653                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
1654                                                 }
1655                                         }
1656                                 }
1657                                 self.version_nagtime = 0;
1658                         }
1659
1660         // vote nagging
1661         if(self.cvar_scr_centertime)
1662                 if(time > self.vote_nagtime)
1663                 {
1664                         VoteNag();
1665                         self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1666                 }
1667
1668         // GOD MODE info
1669         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
1670         {
1671                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
1672                 self.max_armorvalue = 0;
1673         }
1674
1675         if(frametime)
1676                 antilag_record(self);
1677
1678         if(self.classname == "player") {
1679 //              if(self.netname == "Wazat")
1680 //                      bprint(self.classname, "\n");
1681
1682                 CheckRules_Player();
1683
1684                 if(self.button7)
1685                         PrintWelcomeMessage(self);
1686
1687                 if(g_lms || !cvar("sv_spectate"))
1688                 if((time - self.jointime) <= cvar("welcome_message_time"))
1689                         PrintWelcomeMessage(self);
1690
1691                 if (intermission_running)
1692                 {
1693                         IntermissionThink ();   // otherwise a button could be missed between
1694                         return;                                 // the think tics
1695                 }
1696
1697                 if(self.teleport_time)
1698                 if(time > self.teleport_time)
1699                 {
1700                         self.teleport_time = 0;
1701                         self.effects = self.effects - (self.effects & EF_NODRAW);
1702                         if(self.weaponentity)
1703                                 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
1704                 }
1705
1706                 Nixnex_GiveCurrentWeapon();
1707
1708                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
1709                         UpdateSelectedPlayer();
1710
1711                 //don't allow the player to turn around while game is paused!
1712                 if(timeoutStatus == 2) {
1713                         self.v_angle = self.lastV_angle;
1714                         self.angles = self.lastV_angle;
1715                         self.fixangle = TRUE;
1716                 }
1717
1718                 if (self.deadflag != DEAD_NO)
1719                 {
1720                         float button_pressed, force_respawn;
1721                         player_anim();
1722                         button_pressed = (self.button0 || self.button2 || self.button3 || self.button6 || self.buttonuse);
1723                         force_respawn = (g_lms || cvar("g_forced_respawn"));
1724                         if (self.deadflag == DEAD_DYING)
1725                         {
1726                                 if(force_respawn)
1727                                         self.deadflag = DEAD_RESPAWNING;
1728                                 else if(!button_pressed)
1729                                         self.deadflag = DEAD_DEAD;
1730                         }
1731                         else if (self.deadflag == DEAD_DEAD)
1732                         {
1733                                 if(button_pressed)
1734                                         self.deadflag = DEAD_RESPAWNABLE;
1735                         }
1736                         else if (self.deadflag == DEAD_RESPAWNABLE)
1737                         {
1738                                 if(!button_pressed)
1739                                         self.deadflag = DEAD_RESPAWNING;
1740                         }
1741                         else if (self.deadflag == DEAD_RESPAWNING)
1742                         {
1743                                 if(time > self.death_time)
1744                                 {
1745                                         self.death_time = time + 1; // only retry once a second
1746                                         respawn();
1747                                 }
1748                         }
1749                         ShowRespawnCountdown();
1750                         return;
1751                 }
1752
1753                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
1754                 {
1755                         vector dist;
1756
1757                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1758                         dist = self.oldorigin - self.origin;
1759                         dist_z = 0;
1760                         self.lms_traveled_distance += fabs(vlen(dist));
1761
1762                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < restart_countdown))
1763                         {
1764                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1765                                 self.lms_traveled_distance = 0;
1766                         }
1767
1768                         if(time > self.lms_nextcheck)
1769                         {
1770                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1771                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1772                                 {
1773                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
1774                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1775                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1776                                         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');
1777                                 }
1778                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1779                                 self.lms_traveled_distance = 0;
1780                         }
1781                 }
1782
1783                 if (self.button5 && !self.hook.state)
1784                 {
1785                         if (!self.crouch)
1786                         {
1787                                 self.crouch = TRUE;
1788                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
1789                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1790                                 player_setanim(self.anim_duck, FALSE, TRUE, TRUE);
1791                         }
1792                 }
1793                 else
1794                 {
1795                         if (self.crouch)
1796                         {
1797                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1798                                 if (!trace_startsolid)
1799                                 {
1800                                         self.crouch = FALSE;
1801                                         self.view_ofs = PL_VIEW_OFS;
1802                                         setsize (self, PL_MIN, PL_MAX);
1803                                 }
1804                         }
1805                 }
1806
1807                 FixPlayermodel();
1808
1809                 GrapplingHookFrame();
1810
1811                 W_WeaponFrame();
1812
1813                 {
1814                         float zoomfactor, zoomspeed, zoomdir;
1815                         zoomfactor = self.cvar_cl_zoomfactor;
1816                         if(zoomfactor < 1 || zoomfactor > 16)
1817                                 zoomfactor = 2.5;
1818                         zoomspeed = self.cvar_cl_zoomspeed;
1819                         if(zoomspeed >= 0) // < 0 is instant zoom
1820                                 if(zoomspeed < 0.5 || zoomspeed > 16)
1821                                         zoomspeed = 3.5;
1822
1823                         zoomdir = self.button4;
1824                         if(self.button3)
1825                                 if(self.weapon == WEP_NEX)
1826                                         if(!g_minstagib)
1827                                                 zoomdir = 1;
1828
1829                         if(zoomdir)
1830                                 self.has_zoomed = 1;
1831
1832                         if(self.has_zoomed)
1833                         {
1834                                 if(zoomspeed <= 0) // instant zoom
1835                                 {
1836                                         if(zoomdir)
1837                                                 self.viewzoom = 1 / zoomfactor;
1838                                         else
1839                                                 self.viewzoom = 1;
1840                                 }
1841                                 else
1842                                 {
1843                                         // geometric zoom would be:
1844                                         //   self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
1845                                         // however, testing showed that arithmetic/harmonic zoom works better
1846                                         if(zoomdir)
1847                                                 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1848                                                 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
1849                                                 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1850                                         else
1851                                                 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1852                                                 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
1853                                                 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1854                                 }
1855                         }
1856                         else
1857                                 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
1858                 }
1859
1860                 player_powerups();
1861                 player_regen();
1862                 player_anim();
1863
1864                 if (g_minstagib)
1865                         minstagib_ammocheck();
1866
1867                 ctf_setstatus();
1868                 kh_setstatus();
1869
1870                 //self.angles_y=self.v_angle_y + 90;   // temp
1871
1872                 //if (TetrisPreFrame()) return;
1873         } else if(gameover) {
1874                 if (intermission_running)
1875                         IntermissionThink ();   // otherwise a button could be missed between
1876                 return;
1877         } else if(self.classname == "observer") {
1878                 if (self.flags & FL_JUMPRELEASED) {
1879                         if (self.button2 && self.version == cvar("gameversion")) {
1880                                 self.welcomemessage_time = 0;
1881                                 self.flags = self.flags - FL_JUMPRELEASED;
1882                                 LeaveSpectatorMode();
1883                                 return;
1884                         } else if(self.button0 && self.version == cvar("gameversion")) {
1885                                 self.welcomemessage_time = 0;
1886                                 self.flags = self.flags - FL_JUMPRELEASED;
1887                                 if(SpectateNext() == 1) {
1888                                         self.classname = "spectator";
1889                                 }
1890                         }
1891                 } else {
1892                         if (!(self.button0 || self.button2)) {
1893                                 self.flags = self.flags | FL_JUMPRELEASED;
1894                         }
1895                 }
1896                 if(self.button4)
1897                         self.wantswelcomemessage = 0;
1898                 if(self.wantswelcomemessage)
1899                         PrintWelcomeMessage(self);
1900         } else if(self.classname == "spectator") {
1901                 if (self.flags & FL_JUMPRELEASED) {
1902                         if (self.button2 && self.version == cvar("gameversion")) {
1903                                 self.welcomemessage_time = 0;
1904                                 self.flags = self.flags - FL_JUMPRELEASED;
1905                                 LeaveSpectatorMode();
1906                                 return;
1907                         } else if(self.button0) {
1908                                 self.welcomemessage_time = 0;
1909                                 self.flags = self.flags - FL_JUMPRELEASED;
1910                                 if(SpectateNext() == 1) {
1911                                         self.classname = "spectator";
1912                                 } else {
1913                                         self.classname = "observer";
1914                                         PutClientInServer();
1915                                 }
1916                         } else if (self.button3) {
1917                                 self.welcomemessage_time = 0;
1918                                 self.flags = self.flags - FL_JUMPRELEASED;
1919                                 self.classname = "observer";
1920                                 PutClientInServer();
1921                         } else {
1922                                 SpectateUpdate();
1923                         }
1924                 } else {
1925                         if (!(self.button0 || self.button3)) {
1926                                 self.flags = self.flags | FL_JUMPRELEASED;
1927                         }
1928                 }
1929                 if(self.button4)
1930                         self.wantswelcomemessage = 0;
1931                 if(self.wantswelcomemessage)
1932                         PrintWelcomeMessage(self);
1933                 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1934         }
1935 }
1936
1937
1938 /*
1939 =============
1940 PlayerPostThink
1941
1942 Called every frame for each client after the physics are run
1943 =============
1944 */
1945 void PlayerPostThink (void)
1946 {
1947         // Savage: Check for nameless players
1948         if (strlen(self.netname) < 1) {
1949                 self.netname = "Player";
1950                 stuffcmd(self, "seta _cl_name Player\n");
1951         }
1952
1953         if(self.classname == "player") {
1954                 CheckRules_Player();
1955                 UpdateChatBubble();
1956                 UpdateTeamBubble();
1957                 if (self.impulse)
1958                         ImpulseCommands();
1959                 if (intermission_running)
1960                         return;         // intermission or finale
1961
1962                 //PrintWelcomeMessage(self);
1963                 //if (TetrisPostFrame()) return;
1964
1965                 // restart countdown
1966                 if (restart_countdown) {
1967                         if(time < restart_countdown) {
1968                                 if (!cvar("sv_ready_restart_after_countdown"))
1969                                 {
1970                                         self.movetype = MOVETYPE_NONE;          
1971                                         self.velocity = '0 0 0';
1972                                         self.avelocity = '0 0 0';
1973                                         self.movement = '0 0 0';
1974                                 }
1975                         }
1976                         else
1977                         {
1978                                 //allow the player to move again if sv_ready_restart_after_countdown is not used and countdown is over
1979                                 if (!cvar("sv_ready_restart_after_countdown"))
1980                                 {
1981                                         if(self.movetype == MOVETYPE_NONE)
1982                                         {
1983                                                 self.movetype = MOVETYPE_WALK;
1984                                         }
1985                                 }
1986                         }
1987                 }
1988                 
1989         } else if (self.classname == "observer") {
1990                 //do nothing
1991         } else if (self.classname == "spectator") {
1992                 //do nothing
1993         }
1994
1995         Arena_Warmup();
1996 }