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game mode "keyhunt", still in testing
[divverent/nexuiz.git] / data / qcsrc / server / cl_client.qc
1 void info_player_start (void)
2 {
3         info_player_deathmatch();
4 }
5
6 void info_player_deathmatch (void)
7 {
8         self.classname = "info_player_deathmatch";
9         relocate_spawnpoint();
10 }
11
12 float spawn_allbad;
13 float spawn_allgood;
14 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
15 {
16         local entity spot, player, nextspot, previousspot, newfirstspot;
17         local float pcount;
18         spot = firstspot;
19         newfirstspot = world;
20         previousspot = world;
21         spawn_allgood = TRUE;
22         spawn_allbad = TRUE;
23         while (spot)
24         {
25                 nextspot = spot.chain;
26                 // count team mismatches as bad spots
27                 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); // players have high precision
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); // players have high precision
250                 self.modelindex_lod2 = self.modelindex;
251         }
252         else
253                 self.modelindex_lod2 = -1;
254
255         precache_model(modelname);
256         setmodel(e, modelname); // players have high precision
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); // players have high precision
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         kh_Key_DropAll(self);
292
293         if(self.flagcarried)
294                 DropFlag(self.flagcarried);
295
296         WaypointSprite_PlayerDead();
297
298         DistributeFragsAmongTeam(self, self.team, 1);
299
300         if(self.frags <= 0 && self.frags > -666 && cvar("g_lms") && self.killcount != -666)
301                 bprint ("^4", self.netname, "^4 has no more lives left\n");
302         else if(self.killcount != -666)
303                 bprint ("^4", self.netname, "^4 is spectating now\n");
304
305         self.classname = "observer";
306         self.health = -666;
307         self.takedamage = DAMAGE_NO;
308         self.solid = SOLID_NOT;
309         self.movetype = MOVETYPE_NOCLIP;
310         self.flags = FL_CLIENT | FL_NOTARGET;
311         self.armorvalue = 666;
312         self.effects = 0;
313         self.armorvalue = cvar("g_balance_armor_start");
314         self.pauserotarmor_finished = 0;
315         self.pauserothealth_finished = 0;
316         self.pauseregen_finished = 0;
317         self.damageforcescale = 0;
318         self.death_time = 0;
319         self.dead_time = 0;
320         self.dead_frame = 0;
321         self.die_frame = 0;
322         self.deaths = 0;
323         self.alpha = 0;
324         self.scale = 0;
325         self.fade_time = 0;
326         self.pain_frame = 0;
327         self.pain_finished = 0;
328         self.strength_finished = 0;
329         self.invincible_finished = 0;
330         self.pushltime = 0;
331         self.think = SUB_Null;
332         self.nextthink = 0;
333         self.hook_time = 0;
334         self.runes = 0;
335         self.deadflag = DEAD_NO;
336         self.angles = spot.angles;
337         self.angles_z = 0;
338         self.fixangle = TRUE;
339         self.crouch = FALSE;
340
341         self.view_ofs = PL_VIEW_OFS;
342         setorigin (self, spot.origin);
343         setsize (self, '0 0 0', '0 0 0');
344         self.oldorigin = self.origin;
345         self.items = 0;
346         self.model = "";
347         self.modelindex = 0;
348         self.weapon = 0;
349         self.weaponmodel = "";
350         self.weaponentity = world;
351         self.killcount = -666;
352         self.velocity = '0 0 0';
353         self.avelocity = '0 0 0';
354         self.punchangle = '0 0 0';
355         self.punchvector = '0 0 0';
356         self.oldvelocity = self.velocity;
357         self.customizeentityforclient = Client_customizeentityforclient;
358
359         if(cvar("g_arena"))
360         {
361                 if(self.frags != -2)
362                 {
363                         Spawnqueue_Insert(self);
364                 }
365                 else
366                 {
367                         Spawnqueue_Unmark(self);
368                         Spawnqueue_Remove(self);
369                 }
370         }
371         else if(!cvar("g_lms"))
372                 self.frags = -666;
373 }
374
375
376 /*
377 =============
378 PutClientInServer
379
380 Called when a client spawns in the server
381 =============
382 */
383 void PutClientInServer (void)
384 {
385         if(clienttype(self) == CLIENTTYPE_BOT)
386         {
387                 self.classname = "player";
388         }
389         else if(clienttype(self) == CLIENTTYPE_REAL)
390         {
391                 msg_entity = self;
392                 WriteByte(MSG_ONE, SVC_SETVIEW);
393                 WriteEntity(MSG_ONE, self);
394         }
395
396         // player is dead and becomes observer
397         if(cvar("g_lms") && self.frags < 1)
398                 self.classname = "observer";
399
400         if(cvar("g_arena"))
401         if(!self.spawned)
402                 self.classname = "observer";
403
404         if(self.classname == "player") {
405                 entity  spot;
406
407                 spot = SelectSpawnPoint (FALSE);
408
409                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
410
411                 self.classname = "player";
412                 self.iscreature = TRUE;
413                 self.movetype = MOVETYPE_WALK;
414                 self.solid = SOLID_SLIDEBOX;
415                 self.flags = FL_CLIENT;
416                 self.takedamage = DAMAGE_AIM;
417                 self.effects = 0;
418                 self.health = cvar("g_balance_health_start");
419                 self.air_finished = time + 12;
420                 self.dmg = 2;
421                 self.armorvalue = cvar("g_balance_armor_start");
422                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
423                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
424                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
425                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
426                 self.damageforcescale = 2;
427                 self.death_time = 0;
428                 self.dead_time = 0;
429                 self.dead_frame = 0;
430                 self.die_frame = 0;
431                 self.alpha = 0;
432                 self.scale = 0;
433                 self.fade_time = 0;
434                 self.pain_frame = 0;
435                 self.pain_finished = 0;
436                 self.strength_finished = 0;
437                 self.invincible_finished = 0;
438                 self.pushltime = 0;
439                 //self.speed_finished = 0;
440                 //self.slowmo_finished = 0;
441                 // players have no think function
442                 self.think = SUB_Null;
443                 self.nextthink = 0;
444                 self.weapon = 0;
445                 self.switchweapon = 0;
446                 self.hook_time = 0;
447
448                 self.runes = 0;
449
450                 self.deadflag = DEAD_NO;
451
452                 self.angles = spot.angles;
453
454                 self.angles_z = 0; // never spawn tilted even if the spot says to
455                 self.fixangle = TRUE; // turn this way immediately
456                 self.velocity = '0 0 0';
457                 self.avelocity = '0 0 0';
458                 self.punchangle = '0 0 0';
459                 self.punchvector = '0 0 0';
460                 self.oldvelocity = self.velocity;
461
462                 self.viewzoom = 0.6;
463                 self.has_zoomed = 0;
464
465                 self.customizeentityforclient = Client_customizeentityforclient;
466
467                 if(cvar("sv_defaultcharacter") == 1 && !teams_matter) {
468                         local string defaultmodel;
469                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
470                         setmodel_lod (self, defaultmodel);
471                         self.skin = stof(cvar_string("sv_defaultplayerskin"));
472                 } else {
473                         self.playermodel = CheckPlayerModel(self.playermodel);
474                         setmodel_lod (self, self.playermodel);
475                         if(teams_matter)
476                                 self.skin = math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY);
477                         else
478                                 self.skin = stof(self.playerskin);
479                 }
480
481                 self.crouch = FALSE;
482                 self.view_ofs = PL_VIEW_OFS;
483                 setsize (self, PL_MIN, PL_MAX);
484                 self.spawnorigin = spot.origin;
485                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
486                 // don't reset back to last position, even if new position is stuck in solid
487                 self.oldorigin = self.origin;
488
489                 if(cvar("g_lms"))
490                 {
491                         self.ammo_shells = cvar("g_lms_start_ammo_shells");
492                         self.ammo_nails = cvar("g_lms_start_ammo_nails");
493                         self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
494                         self.ammo_cells = cvar("g_lms_start_ammo_cells");
495                         self.health = cvar("g_lms_start_health");
496                         self.armorvalue = cvar("g_lms_start_armor");
497                 }
498                 else if (cvar("g_use_ammunition")) {
499                         self.ammo_shells = cvar("g_start_ammo_shells");
500                         self.ammo_nails = cvar("g_start_ammo_nails");
501                         self.ammo_rockets = cvar("g_start_ammo_rockets");
502                         self.ammo_cells = cvar("g_start_ammo_cells");
503                 } else {
504                         self.ammo_shells = 999;
505                         self.ammo_nails = 999;
506                         self.ammo_rockets = 999;
507                         self.ammo_cells = 999;
508                 }
509
510                 self.items = 0;
511                 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
512                 {
513                         self.items = self.items | IT_LASER;
514                         self.switchweapon = WEP_LASER;
515                 }
516                 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
517                 {
518                         self.items = self.items | IT_SHOTGUN;
519                         self.switchweapon = WEP_SHOTGUN;
520                 }
521                 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
522                 {
523                         self.items = self.items | IT_UZI;
524                         self.switchweapon = WEP_UZI;
525                 }
526                 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
527                 {
528                         self.items = self.items | IT_GRENADE_LAUNCHER;
529                         self.switchweapon = WEP_GRENADE_LAUNCHER;
530                 }
531                 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
532                 {
533                         self.items = self.items | IT_ELECTRO;
534                         self.switchweapon = WEP_ELECTRO;
535                 }
536                 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
537                 {
538                         self.items = self.items | IT_CRYLINK;
539                         self.switchweapon = WEP_CRYLINK;
540                 }
541                 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
542                 {
543                         self.items = self.items | IT_NEX;
544                         self.switchweapon = WEP_NEX;
545                 }
546                 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
547                 {
548                         self.items = self.items | IT_HAGAR;
549                         self.switchweapon = WEP_HAGAR;
550                 }
551                 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
552                 {
553                         self.items = self.items | IT_ROCKET_LAUNCHER;
554                         self.switchweapon = WEP_ROCKET_LAUNCHER;
555                 }
556
557                 if(cvar("g_instagib"))
558                 {
559                         self.items = IT_NEX;
560                         self.switchweapon = WEP_NEX;
561                         self.ammo_cells = 999;
562                 }
563
564                 if(cvar("g_rocketarena"))
565                 {
566                         self.items = IT_ROCKET_LAUNCHER;
567                         self.switchweapon = WEP_ROCKET_LAUNCHER;
568                         self.ammo_rockets = 999;
569                 }
570
571                 if(cvar("g_nixnex"))
572                 {
573                         self.items = 0;
574                         // will be done later
575                 }
576
577                 if(cvar("g_minstagib"))
578                 {
579                         self.health = 100;
580                         self.armorvalue = 0;
581                         self.items = IT_NEX;
582                         self.switchweapon = WEP_NEX;
583                         self.ammo_cells = cvar("g_minstagib_ammo_start");
584                         self.jump_interval = time;
585                 }
586
587                 if(cvar("g_arena"))
588                 {
589                         Spawnqueue_Remove(self);
590                         Spawnqueue_Mark(self);
591                 }
592
593                 self.event_damage = PlayerDamage;
594
595                 self.bot_attack = TRUE;
596
597                 self.statdraintime = time + 5;
598                 self.button0 = self.button1 = self.button2 = self.button3 = 0;
599
600                 if(self.killcount == -666) {
601                         self.killcount = 0;
602                         if(!cvar("g_arena"))
603                         if(!cvar("g_lms"))
604                                 self.frags = 0;
605                 }
606
607                 self.cnt = WEP_LASER;
608                 self.nixnex_lastchange_id = -1;
609
610                 CL_SpawnWeaponentity();
611                 self.alpha = default_player_alpha;
612                 self.exteriorweaponentity.alpha = default_weapon_alpha;
613
614                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
615                 self.lms_traveled_distance = 0;
616
617                 if(cvar("spawn_debug"))
618                 {
619                                 sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
620                                 remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
621                 }
622
623                 //stuffcmd(self, "chase_active 0");
624                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
625         } else if(self.classname == "observer") {
626                 PutObserverInServer ();
627         }
628 }
629
630 /*
631 =============
632 SetNewParms
633 =============
634 */
635 void SetNewParms (void)
636 {
637
638 }
639
640 /*
641 =============
642 SetChangeParms
643 =============
644 */
645 void SetChangeParms (void)
646 {
647
648 }
649
650 /*
651 =============
652 ClientKill
653
654 Called when a client types 'kill' in the console
655 =============
656 */
657 void ClientKill (void)
658 {
659         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
660 }
661
662 void FixClientCvars(entity e)
663 {
664         // send prediction settings to the client
665         stuffcmd(e, "\nin_bindmap 0 0\n");
666         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
667         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
668         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
669         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
670         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
671         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
672         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
673         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
674         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
675         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
676         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
677         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
678         stuffcmd(e, "cl_movement_edgefriction 1\n");
679 }
680
681 /*
682 =============
683 ClientConnect
684
685 Called when a client connects to the server
686 =============
687 */
688 string ColoredTeamName(float t);
689 //void dom_player_join_team(entity pl);
690 void ClientConnect (void)
691 {
692         local string s;
693
694         self.classname = "player_joining";
695         self.flags = self.flags | FL_CLIENT;
696         self.version_nagtime = time + 10 + random() * 10;
697
698         if(player_count<0)
699         {
700                 dprint("BUG player count is lower than zero, this cannot happen!\n");
701                 player_count = 0;
702         }
703
704         bot_clientconnect();
705
706         //if(cvar("g_domination"))
707         //      dom_player_join_team(self);
708
709         //JoinBestTeam(self, FALSE);
710
711         if((cvar("sv_spectate") == 1 && !cvar("g_lms")) || cvar("g_campaign")) {
712                 self.classname = "observer";
713         } else {
714                 self.classname = "player";
715                 campaign_bots_may_start = 1;
716         }
717
718         self.playerid = (playerid_last = playerid_last + 1);
719         if(cvar("sv_eventlog"))
720         {
721                 if(clienttype(self) == CLIENTTYPE_REAL)
722                         s = "player";
723                 else
724                         s = "bot";
725                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
726                 s = strcat(":team:", ftos(self.playerid), ":");
727                 s = strcat(s, ftos(self.team));
728                 GameLogEcho(s, FALSE);
729         }
730
731         //stuffcmd(self, "set tmpviewsize $viewsize \n");
732
733         bprint ("^4",self.netname);
734         bprint ("^4 connected");
735
736         if(cvar("g_domination") || cvar("g_ctf"))
737         {
738                 bprint(" and joined the ");
739                 bprint(ColoredTeamName(self.team));
740         }
741
742         bprint("\n");
743
744         self.welcomemessage_time = 0;
745
746         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
747         // TODO: is this being used for anything else than cd tracks?
748         // Remember: SVC_CDTRACK exists. Maybe it should be used.
749
750         FixClientCvars(self);
751
752         // waypoint sprites
753         WaypointSprite_InitClient(self);
754
755         // Wazat's grappling hook
756         SetGrappleHookBindings();
757
758         // get autoswitch state from player when he toggles it
759         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n");
760
761         // get version info from player
762         stuffcmd(self, "cmd clientversion $gameversion\n");
763
764         // get other cvars from player
765         GetCvars(0);
766
767         // set cvar for team scoreboard
768         if (teams_matter)
769         {
770                 local float t;
771                 t = cvar("teamplay");
772                 // 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
773                 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
774         }
775         else
776                 stuffcmd(self, "set teamplay 0\n");
777
778         if(cvar("g_lms"))
779         {
780                 self.frags = cvar("fraglimit");
781                 // no fraglimit was set, so player gets 999 lives
782                 if(self.frags < 1)
783                         self.frags = 999;
784
785                 self.frags = LMS_NewPlayerLives();
786                 if(!self.frags)
787                 {
788                         self.frags = -666;
789                 }
790         }
791         else if(cvar("g_arena"))
792         {
793                 self.classname = "observer";
794                 Spawnqueue_Insert(self);
795         }
796
797         bot_relinkplayerlist();
798
799         self.jointime = time;
800 }
801
802 /*
803 =============
804 ClientDisconnect
805
806 Called when a client disconnects from the server
807 =============
808 */
809 void(entity e) DropFlag;
810 .entity chatbubbleentity;
811 .entity teambubbleentity;
812 void ClientDisconnect (void)
813 {
814         float save;
815         if(cvar("sv_eventlog"))
816                 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
817         bprint ("^4",self.netname);
818         bprint ("^4 disconnected\n");
819
820         if (self.chatbubbleentity)
821         {
822                 remove (self.chatbubbleentity);
823                 self.chatbubbleentity = world;
824         }
825
826         if (self.teambubbleentity)
827         {
828                 remove (self.teambubbleentity);
829                 self.teambubbleentity = world;
830         }
831
832         WaypointSprite_PlayerGone();
833
834         DropAllRunes(self);
835         kh_Key_DropAll(self);
836
837         if(self.flagcarried)
838                 DropFlag(self.flagcarried);
839
840         DistributeFragsAmongTeam(self, self.team, 1);
841
842         save = self.flags;
843         self.flags = self.flags - (self.flags & FL_CLIENT);
844         bot_relinkplayerlist();
845         self.flags = save;
846
847         // remove laserdot
848         if(self.weaponentity)
849                 if(self.weaponentity.lasertarget)
850                         remove(self.weaponentity.lasertarget);
851
852         if(cvar("g_arena"))
853         {
854                 Spawnqueue_Unmark(self);
855                 Spawnqueue_Remove(self);
856         }
857
858         // free cvars
859         GetCvars(-1);
860 }
861
862 .float buttonchat;
863 void() ChatBubbleThink =
864 {
865         self.nextthink = time;
866         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
867         {
868                 self.owner.chatbubbleentity = world;
869                 remove(self);
870                 return;
871         }
872         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
873         if (self.owner.buttonchat && !self.owner.deadflag)
874                 self.model = self.mdl;
875         else
876                 self.model = "";
877 };
878
879 void() UpdateChatBubble =
880 {
881         if (!self.modelindex)
882                 return;
883         // spawn a chatbubble entity if needed
884         if (!self.chatbubbleentity)
885         {
886                 self.chatbubbleentity = spawn();
887                 self.chatbubbleentity.owner = self;
888                 self.chatbubbleentity.exteriormodeltoclient = self;
889                 self.chatbubbleentity.think = ChatBubbleThink;
890                 self.chatbubbleentity.nextthink = time;
891                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
892                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
893                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
894                 self.chatbubbleentity.model = "";
895                 self.chatbubbleentity.effects = EF_LOWPRECISION;
896         }
897 }
898
899
900 void() TeamBubbleThink =
901 {
902         self.nextthink = time;
903         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
904         {
905                 self.owner.teambubbleentity = world;
906                 remove(self);
907                 return;
908         }
909 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
910         if (self.owner.buttonchat || self.owner.deadflag)
911                 self.model = "";
912         else
913                 self.model = self.mdl;
914
915 };
916
917 float() TeamBubble_customizeentityforclient
918 {
919         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
920 }
921
922 void() UpdateTeamBubble =
923 {
924         if (!self.modelindex || !cvar("teamplay"))
925                 return;
926         // spawn a teambubble entity if needed
927         if (!self.teambubbleentity && cvar("teamplay"))
928         {
929                 self.teambubbleentity = spawn();
930                 self.teambubbleentity.owner = self;
931                 self.teambubbleentity.exteriormodeltoclient = self;
932                 self.teambubbleentity.think = TeamBubbleThink;
933                 self.teambubbleentity.nextthink = time;
934                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
935 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
936                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
937                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
938                 self.teambubbleentity.mdl = self.teambubbleentity.model;
939                 self.teambubbleentity.model = self.teambubbleentity.mdl;
940                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
941                 self.teambubbleentity.effects = EF_LOWPRECISION;
942         }
943 }
944
945 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
946 // added to the model skins
947 /*void() UpdateColorModHack =
948 {
949         local float c;
950         c = self.clientcolors & 15;
951         // LordHavoc: only bothering to support white, green, red, yellow, blue
952              if (teamplay == 0) self.colormod = '0 0 0';
953         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
954         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
955         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
956         else if (c == 12) self.colormod = '1.22 1.22 0.10';
957         else if (c == 13) self.colormod = '0.10 0.10 1.73';
958         else self.colormod = '1 1 1';
959 };*/
960
961 void respawn(void)
962 {
963         CopyBody(1);
964         PutClientInServer();
965 }
966
967 void player_powerups (void)
968 {
969         if (cvar("g_minstagib"))
970         {
971                 self.effects = EF_FULLBRIGHT;
972                 if (self.items & IT_STRENGTH)
973                 {
974                         if (time > self.strength_finished)
975                         {
976                                 self.alpha = default_player_alpha;
977                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
978                                 self.items = self.items - (self.items & IT_STRENGTH);
979                                 sprint(self, "^3Invisibility has worn off\n");
980                         }
981                 }
982                 else
983                 {
984                         if (time < self.strength_finished)
985                         {
986                                 self.alpha = cvar("g_minstagib_invis_alpha");
987                                 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
988                                 self.items = self.items | IT_STRENGTH;
989                                 sprint(self, "^3You are invisible\n");
990                         }
991                 }
992
993                 if (self.items & IT_INVINCIBLE)
994                 {
995                         if (time > self.invincible_finished)
996                         {
997                                 self.items = self.items - (self.items & IT_INVINCIBLE);
998                                 sprint(self, "^3Speed has worn off\n");
999                         }
1000                 }
1001                 else
1002                 {
1003                         if (time < self.invincible_finished)
1004                         {
1005                                 self.items = self.items | IT_INVINCIBLE;
1006                                 sprint(self, "^3You are on speed\n");
1007                         }
1008                 }
1009                 return;
1010         }
1011
1012         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1013         if (self.items & IT_STRENGTH)
1014         {
1015                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1016                 if (time > self.strength_finished)
1017                 {
1018                         self.items = self.items - (self.items & IT_STRENGTH);
1019                         sprint(self, "^3Strength has worn off\n");
1020                 }
1021         }
1022         else
1023         {
1024                 if (time < self.strength_finished)
1025                 {
1026                         self.items = self.items | IT_STRENGTH;
1027                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1028                 }
1029         }
1030         if (self.items & IT_INVINCIBLE)
1031         {
1032                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1033                 if (time > self.invincible_finished)
1034                 {
1035                         self.items = self.items - (self.items & IT_INVINCIBLE);
1036                         sprint(self, "^3Shield has worn off\n");
1037                 }
1038         }
1039         else
1040         {
1041                 if (time < self.invincible_finished)
1042                 {
1043                         self.items = self.items | IT_INVINCIBLE;
1044                         sprint(self, "^3Shield surrounds you\n");
1045                 }
1046         }
1047
1048         if (cvar("g_fullbrightplayers"))
1049                 self.effects = self.effects | EF_FULLBRIGHT;
1050
1051         // midair gamemode: damage only while in the air
1052         // if in midair mode, being on ground grants temporary invulnerability
1053         // (this is so that multishot weapon don't clear the ground flag on the
1054         // first damage in the frame, leaving the player vulnerable to the
1055         // remaining hits in the same frame)
1056         if (self.flags & FL_ONGROUND)
1057         if (cvar("g_midair"))
1058                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1059
1060         if (time < self.spawnshieldtime)
1061                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1062 }
1063
1064 float CalcRegen(float current, float stable, float regenfactor)
1065 {
1066         if(current > stable)
1067                 return current;
1068         else if(current > stable - 0.25) // when close enough, "snap"
1069                 return stable;
1070         else
1071                 return min(stable, current + (stable - current) * regenfactor * frametime);
1072 }
1073
1074 void player_regen (void)
1075 {
1076         float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1077         maxh = cvar("g_balance_health_stable");
1078         maxa = cvar("g_balance_armor_stable");
1079         limith = cvar("g_balance_health_limit");
1080         limita = cvar("g_balance_armor_limit");
1081
1082         if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
1083                 return;
1084
1085         max_mod = regen_mod = rot_mod = limit_mod = 1;
1086
1087         if (self.runes & RUNE_REGEN)
1088         {
1089                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1090                 {
1091                         regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1092                         max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1093                         limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1094                 }
1095                 else
1096                 {
1097                         regen_mod = cvar("g_balance_rune_regen_regenrate");
1098                         max_mod = cvar("g_balance_rune_regen_hpmod");
1099                         limit_mod = cvar("g_balance_rune_regen_limitmod");
1100                 }
1101         }
1102         else if (self.runes & CURSE_VENOM)
1103         {
1104                 max_mod = cvar("g_balance_curse_venom_hpmod");
1105                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1106                         rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1107                 else
1108                         rot_mod = cvar("g_balance_curse_venom_rotrate");
1109                 limit_mod = cvar("g_balance_curse_venom_limitmod");
1110                 //if (!self.runes & RUNE_REGEN)
1111                 //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1112         }
1113         maxh = maxh * max_mod;
1114         //maxa = maxa * max_mod;
1115         limith = limith * limit_mod;
1116         limita = limita * limit_mod;
1117
1118         if (self.armorvalue > maxa)
1119         {
1120                 if (time > self.pauserotarmor_finished)
1121                 {
1122                         self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1123                         self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1124                 }
1125         }
1126         else if (self.armorvalue < maxa)
1127         {
1128                 if (time > self.pauseregen_finished)
1129                 {
1130                         self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1131                         self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1132                 }
1133         }
1134         if (self.health > maxh)
1135         {
1136                 if (time > self.pauserothealth_finished)
1137                 {
1138                         self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1139                         self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1140                 }
1141         }
1142         else if (self.health < maxh)
1143         {
1144                 if (time > self.pauseregen_finished)
1145                 {
1146                         self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1147                         self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1148                 }
1149         }
1150
1151         if (self.health > limith)
1152                 self.health = limith;
1153         if (self.armorvalue > limita)
1154                 self.armorvalue = limita;
1155
1156         // if player rotted to death...  die!
1157         if(self.health < 1)
1158                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1159 }
1160
1161 /*
1162 ======================
1163 spectate mode routines
1164 ======================
1165 */
1166 void SpectateCopy(entity spectatee) {
1167         self.armortype = spectatee.armortype;
1168         self.armorvalue = spectatee.armorvalue;
1169         self.currentammo = spectatee.currentammo;
1170         self.effects = spectatee.effects;
1171         self.health = spectatee.health;
1172         self.impulse = 0;
1173         self.items = spectatee.items;
1174         self.punchangle = spectatee.punchangle;
1175         self.view_ofs = spectatee.view_ofs;
1176         self.v_angle = spectatee.v_angle;
1177         self.viewzoom = spectatee.viewzoom;
1178         setorigin(self, spectatee.origin);
1179         setsize(self, spectatee.mins, spectatee.maxs);
1180 }
1181
1182 void SpectateUpdate() {
1183         if(!self.enemy)
1184                         PutObserverInServer();
1185
1186         if (self != self.enemy) {
1187                 if(self.enemy.flags & FL_NOTARGET)
1188                         PutObserverInServer();
1189                 SpectateCopy(self.enemy);
1190                 self.dmg_take = self.enemy.dmg_take;
1191                 self.dmg_save = self.enemy.dmg_save;
1192                 self.dmg_inflictor = self.enemy.dmg_inflictor;
1193                 self.fixangle = TRUE;
1194                 self.angles = self.enemy.v_angle;
1195                 //msg_entity = self;
1196                 //WriteByte(MSG_ONE, SVC_SETANGLE);
1197                 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1198                 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1199                 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1200         }
1201 }
1202
1203 float SpectateNext() {
1204         other = find(self.enemy, classname, "player");
1205         if (!other) {
1206                 other = find(other, classname, "player");
1207         }
1208         if (other) {
1209                 self.enemy = other;
1210         }
1211         if(self.enemy.classname == "player") {
1212                 msg_entity = self;
1213                 WriteByte(MSG_ONE, SVC_SETVIEW);
1214                 WriteEntity(MSG_ONE, self.enemy);
1215                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1216                 SpectateUpdate();
1217                 return 1;
1218         } else {
1219                 return 0;
1220         }
1221 }
1222
1223 /*
1224 =============
1225 ShowRespawnCountdown()
1226
1227 Update a respawn countdown display.
1228 =============
1229 */
1230 void ShowRespawnCountdown()
1231 {
1232         float number;
1233         if(self.deadflag == DEAD_NO) // just respawned?
1234                 return;
1235         else
1236         {
1237                 number = ceil(self.death_time - time);
1238                 if(number <= 0)
1239                         return;
1240                 if(number <= self.respawn_countdown)
1241                 {
1242                         self.respawn_countdown = number - 1;
1243                         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
1244                                 play2(self, strcat("announcer/robotic/", ftos(number), ".ogg"));
1245                 }
1246         }
1247 }
1248
1249 void LeaveSpectatorMode()
1250 {
1251         if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1252                 self.classname = "player";
1253                 if(cvar("g_campaign") || cvar("g_balance_teams"))
1254                         JoinBestTeam(self, 0);
1255                 if(cvar("g_campaign"))
1256                         campaign_bots_may_start = 1;
1257                 PutClientInServer();
1258                 if(!(self.flags & FL_NOTARGET))
1259                         bprint ("^4", self.netname, "^4 is playing now\n");
1260                 centerprint(self,"");
1261                 return;
1262         } else {
1263                 stuffcmd(self,"menu_showteamselect\n");
1264                 return;
1265         }
1266 }
1267
1268 /*
1269 =============
1270 PlayerPreThink
1271
1272 Called every frame for each client before the physics are run
1273 =============
1274 */
1275 void() ctf_setstatus;
1276 .float vote_nagtime;
1277 void PlayerPreThink (void)
1278 {
1279         // version nagging
1280         if(self.version_nagtime)
1281                 if(self.cvar_g_nexuizversion)
1282                         if(time > self.version_nagtime)
1283                         {
1284                                 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1285                                         if(self.cvar_g_nexuizversion != cvar_string("g_nexuizversion"))
1286                                         {
1287                                                 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");
1288                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "\n"));
1289                                         }
1290                                 self.version_nagtime = 0;
1291                         }
1292
1293         // vote nagging
1294         if(self.cvar_scr_centertime)
1295                 if(time > self.vote_nagtime)
1296                 {
1297                         VoteNag();
1298                         self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1299                 }
1300
1301         if(self.classname == "player") {
1302                 local vector m1, m2;
1303
1304 //              if(self.netname == "Wazat")
1305 //                      bprint(self.classname, "\n");
1306
1307                 CheckRules_Player();
1308
1309                 if(self.button7)
1310                         PrintWelcomeMessage(self);
1311
1312                 if(cvar("g_lms") || !cvar("sv_spectate"))
1313                 if((time - self.jointime) <= cvar("welcome_message_time"))
1314                         PrintWelcomeMessage(self);
1315
1316                 if (intermission_running)
1317                 {
1318                         IntermissionThink ();   // otherwise a button could be missed between
1319                         return;                                 // the think tics
1320                 }
1321
1322                 if(time > self.teleport_time)
1323                 {
1324                         self.effects = self.effects - (self.effects & EF_NODRAW);
1325                         if(self.weaponentity)
1326                                 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
1327                 }
1328
1329                 Nixnex_GiveCurrentWeapon();
1330                 UpdateSelectedPlayer();
1331
1332                 if (self.deadflag != DEAD_NO)
1333                 {
1334                         float button_pressed, force_respawn;
1335                         player_anim();
1336                         button_pressed = (self.button0 || self.button2 || self.button3 || self.button6 || self.buttonuse);
1337                         force_respawn = (cvar("g_lms") || cvar("g_forced_respawn"));
1338                         if (self.deadflag == DEAD_DYING)
1339                         {
1340                                 if(force_respawn)
1341                                         self.deadflag = DEAD_RESPAWNING;
1342                                 else if(!button_pressed)
1343                                         self.deadflag = DEAD_DEAD;
1344                         }
1345                         else if (self.deadflag == DEAD_DEAD)
1346                         {
1347                                 if(button_pressed)
1348                                         self.deadflag = DEAD_RESPAWNABLE;
1349                         }
1350                         else if (self.deadflag == DEAD_RESPAWNABLE)
1351                         {
1352                                 if(!button_pressed)
1353                                         self.deadflag = DEAD_RESPAWNING;
1354                         }
1355                         else if (self.deadflag == DEAD_RESPAWNING)
1356                         {
1357                                 if(time > self.death_time)
1358                                         respawn();
1359                         }
1360                         ShowRespawnCountdown();
1361                         return;
1362                 }
1363
1364                 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1365                 {
1366                         vector dist;
1367
1368                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1369                         dist = self.oldorigin - self.origin;
1370                         dist_z = 0;
1371                         self.lms_traveled_distance += fabs(vlen(dist));
1372
1373                         if(cvar("g_campaign"))
1374                         if(!campaign_bots_may_start)
1375                         {
1376                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1377                                 self.lms_traveled_distance = 0;
1378                         }
1379
1380                         if(time > self.lms_nextcheck)
1381                         {
1382                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1383                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1384                                 {
1385                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
1386                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1387                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1388                                         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');
1389                                 }
1390                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1391                                 self.lms_traveled_distance = 0;
1392                         }
1393                 }
1394
1395                 if (self.button5 && !self.hook.state)
1396                 {
1397                         if (!self.crouch)
1398                         {
1399                                 self.crouch = TRUE;
1400                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
1401                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1402                         }
1403                 }
1404                 else
1405                 {
1406                         if (self.crouch)
1407                         {
1408                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1409                                 if (!trace_startsolid)
1410                                 {
1411                                         self.crouch = FALSE;
1412                                         self.view_ofs = PL_VIEW_OFS;
1413                                         setsize (self, PL_MIN, PL_MAX);
1414                                 }
1415                         }
1416                 }
1417
1418                 if(cvar("sv_defaultcharacter") == 1 && !teams_matter) {
1419                         local string defaultmodel;
1420                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1421
1422                         if (defaultmodel != self.model)
1423                         {
1424                                 m1 = self.mins;
1425                                 m2 = self.maxs;
1426                                 setmodel_lod (self, defaultmodel);
1427                                 setsize (self, m1, m2);
1428                         }
1429
1430                         if (self.skin != cvar("sv_defaultplayerskin"))
1431                                 self.skin = cvar("sv_defaultplayerskin");
1432                 } else {
1433                         if (self.playermodel != self.model)
1434                         {
1435                                 self.playermodel = CheckPlayerModel(self.playermodel);
1436                                 m1 = self.mins;
1437                                 m2 = self.maxs;
1438                                 setmodel_lod (self, self.playermodel);
1439                                 setsize (self, m1, m2);
1440                         }
1441
1442                         if(teams_matter)
1443                         {
1444                                 if (self.skin != math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY))
1445                                         self.skin = math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY);
1446                         }
1447                         else
1448                         {
1449                                 if (self.skin != stof(self.playerskin))
1450                                         self.skin = stof(self.playerskin);
1451                         }
1452                 }
1453
1454                 GrapplingHookFrame();
1455
1456                 W_WeaponFrame();
1457
1458                 {
1459                         float zoomfactor, zoomspeed, zoomdir;
1460                         zoomfactor = self.cvar_cl_zoomfactor;
1461                         if(zoomfactor < 1 || zoomfactor > 16)
1462                                 zoomfactor = 2.5;
1463                         zoomspeed = self.cvar_cl_zoomspeed;
1464                         if(zoomspeed >= 0) // < 0 is instant zoom
1465                                 if(zoomspeed < 0.5 || zoomspeed > 16)
1466                                         zoomspeed = 3.5;
1467
1468                         zoomdir = self.button4;
1469                         if(self.button3)
1470                                 if(self.weapon == WEP_NEX)
1471                                         if(!cvar("g_minstagib"))
1472                                                 zoomdir = 1;
1473
1474                         if(zoomdir)
1475                                 self.has_zoomed = 1;
1476
1477                         if(self.has_zoomed)
1478                         {
1479                                 if(zoomspeed <= 0) // instant zoom
1480                                 {
1481                                         if(zoomdir)
1482                                                 self.viewzoom = 1 / zoomfactor;
1483                                         else
1484                                                 self.viewzoom = 1;
1485                                 }
1486                                 else
1487                                 {
1488                                         // geometric zoom would be:
1489                                         //   self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
1490                                         // however, testing showed that arithmetic/harmonic zoom works better
1491                                         if(zoomdir)
1492                                                 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1493                                                 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
1494                                                 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1495                                         else
1496                                                 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1497                                                 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
1498                                                 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1499                                 }
1500                         }
1501                         else
1502                                 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
1503                 }
1504
1505                 player_powerups();
1506                 player_regen();
1507                 player_anim();
1508
1509                 if (cvar("g_minstagib"))
1510                         minstagib_ammocheck();
1511
1512                 ctf_setstatus();
1513                 kh_setstatus();
1514
1515                 //self.angles_y=self.v_angle_y + 90;   // temp
1516
1517                 //if (TetrisPreFrame()) return;
1518         } else if(gameover) {
1519                 if (intermission_running)
1520                         IntermissionThink ();   // otherwise a button could be missed between
1521                 return;
1522         } else if(self.classname == "observer") {
1523
1524                 if (self.flags & FL_JUMPRELEASED) {
1525                         if (self.button2 && self.version == cvar("gameversion")) {
1526                                 self.welcomemessage_time = 0;
1527                                 self.flags = self.flags - FL_JUMPRELEASED;
1528                                 LeaveSpectatorMode();
1529                                 return;
1530                         } else if(self.button0 && self.version == cvar("gameversion")) {
1531                                 self.welcomemessage_time = 0;
1532                                 self.flags = self.flags - FL_JUMPRELEASED;
1533                                 if(SpectateNext() == 1) {
1534                                         self.classname = "spectator";
1535                                 }
1536                         }
1537                 } else {
1538                         if (!(self.button0 || self.button2)) {
1539                                 self.flags = self.flags | FL_JUMPRELEASED;
1540                         }
1541                 }
1542                 PrintWelcomeMessage(self);
1543         } else if(self.classname == "spectator") {
1544                 if (self.flags & FL_JUMPRELEASED) {
1545                         if (self.button2 && self.version == cvar("gameversion")) {
1546                                 self.welcomemessage_time = 0;
1547                                 self.flags = self.flags - FL_JUMPRELEASED;
1548                                 LeaveSpectatorMode();
1549                                 return;
1550                         } else if(self.button0) {
1551                                 self.welcomemessage_time = 0;
1552                                 self.flags = self.flags - FL_JUMPRELEASED;
1553                                 if(SpectateNext() == 1) {
1554                                         self.classname = "spectator";
1555                                 } else {
1556                                         self.classname = "observer";
1557                                         PutClientInServer();
1558                                 }
1559                         } else if (self.button3) {
1560                                 self.welcomemessage_time = 0;
1561                                 self.flags = self.flags - FL_JUMPRELEASED;
1562                                 self.classname = "observer";
1563                                 PutClientInServer();
1564                         } else {
1565                                 SpectateUpdate();
1566                         }
1567                 } else {
1568                         if (!(self.button0 || self.button3)) {
1569                                 self.flags = self.flags | FL_JUMPRELEASED;
1570                         }
1571                 }
1572                 PrintWelcomeMessage(self);
1573                 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1574         }
1575 }
1576
1577
1578 /*
1579 =============
1580 PlayerPostThink
1581
1582 Called every frame for each client after the physics are run
1583 =============
1584 */
1585 void PlayerPostThink (void)
1586 {
1587         // Savage: Check for nameless players
1588         if (strlen(self.netname) < 1) {
1589                 self.netname = "Player";
1590                 stuffcmd(self, "seta _cl_name Player\n");
1591         }
1592
1593         if(self.classname == "player") {
1594                 CheckRules_Player();
1595                 UpdateChatBubble();
1596                 UpdateTeamBubble();
1597                 if (self.impulse)
1598                         ImpulseCommands ();
1599                 if (intermission_running)
1600                         return;         // intermission or finale
1601
1602                 //PrintWelcomeMessage(self);
1603                 //if (TetrisPostFrame()) return;
1604         } else if (self.classname == "observer") {
1605                 //do nothing
1606         } else if (self.classname == "spectator") {
1607                 //do nothing
1608         }
1609         Arena_Warmup();
1610 }