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[divverent/nexuiz.git] / data / qcsrc / server / cl_client.qc
1 void info_player_start (void)
2 {
3         info_player_deathmatch();
4 }
5
6 void info_player_deathmatch (void)
7 {
8         self.classname = "info_player_deathmatch";
9         relocate_spawnpoint();
10 }
11
12 float spawn_allbad;
13 float spawn_allgood;
14 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
15 {
16         local entity spot, player, nextspot, previousspot, newfirstspot;
17         local float pcount;
18         spot = firstspot;
19         newfirstspot = world;
20         previousspot = world;
21         spawn_allgood = TRUE;
22         spawn_allbad = TRUE;
23         while (spot)
24         {
25                 nextspot = spot.chain;
26                 // count team mismatches as bad spots
27
28                 local float spotactive;
29                 spotactive = 1;
30
31                 // filter out spots for assault
32                 if(spot.target != "") {
33                         local entity ent;
34                         ent = find(world, targetname, spot.target);
35                         while(ent) {
36                                 if(ent.classname == "target_objective")
37                                         if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
38                                                 spotactive = 0;
39                                 ent = find(ent, targetname, spot.target);
40                         }
41                 }
42
43                 if (spot.team == teamcheck && spotactive > 0)
44                 {
45                         pcount = 0;
46                         player = playerlist;
47                         while (player)
48                         {
49                                 if (player != self)
50                                 if (vlen(player.origin - spot.origin) < mindist)
51                                         pcount = pcount + 1;
52                                 player = player.chain;
53                         }
54                         if (!pcount)
55                         {
56                                 spawn_allbad = FALSE;
57                                 if (newfirstspot)
58                                         previousspot.chain = spot;
59                                 else
60                                         newfirstspot = spot;
61                                 previousspot = spot;
62                                 spot.chain = world;
63                         }
64                         else
65                                 spawn_allgood = FALSE;
66                 }
67                 spot = nextspot;
68         }
69         // if we couldn't find ANY good points, return the original list
70         if (!newfirstspot)
71                 newfirstspot = firstspot;
72         return newfirstspot;
73 }
74
75 entity Spawn_RandomPoint(entity firstspot)
76 {
77         local entity spot;
78         local float numspots;
79         // count number of spots
80         numspots = 0;
81         spot = firstspot;
82         while (spot)
83         {
84                 numspots = numspots + 1;
85                 spot = spot.chain;
86         }
87         // pick a random one
88         numspots = numspots * random();
89         spot = firstspot;
90         while (spot.chain && numspots >= 1)
91         {
92                 numspots = numspots - 1;
93                 spot = spot.chain;
94         }
95         return spot;
96 }
97
98 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
99 {
100         local entity best, spot, player;
101         local float bestrating, rating;
102         best = world;
103         bestrating = -1000000;
104         spot = firstspot;
105         while (spot)
106         {
107                 rating = 1000000000;
108                 player = playerlist;
109                 while (player)
110                 {
111                         if (player != self)
112                                 rating = min(rating, vlen(player.origin - spot.origin));
113                         player = player.chain;
114                 }
115                 rating = rating + random() * 16;
116                 if (bestrating < rating)
117                 {
118                         best = spot;
119                         bestrating = rating;
120                 }
121                 spot = spot.chain;
122         }
123         return best;
124 }
125
126 /*
127 =============
128 SelectSpawnPoint
129
130 Finds a point to respawn
131 =============
132 */
133 entity SelectSpawnPoint (float anypoint)
134 {
135         local float teamcheck;
136         local entity spot, firstspot, playerlist;
137
138         spot = find (world, classname, "testplayerstart");
139         if (spot)
140                 return spot;
141
142         teamcheck = 0;
143
144         if((!anypoint && cvar("g_ctf")) || cvar("g_assault") )
145                 teamcheck = self.team;
146
147         // get the list of players
148         playerlist = findchain(classname, "player");
149         // get the entire list of spots
150         firstspot = findchain(classname, "info_player_deathmatch");
151         // filter out the bad ones
152         // (note this returns the original list if none survived)
153         firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
154
155         // there is 50/50 chance of choosing a random spot or the furthest spot
156         // (this means that roughly every other spawn will be furthest, so you
157         // usually won't get fragged at spawn twice in a row)
158         if (arena_roundbased)
159         {
160                 firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
161                 spot = Spawn_RandomPoint(firstspot);
162         }
163         else if (random() > 0.5 || spawn_allbad || spawn_allgood)
164                 spot = Spawn_RandomPoint(firstspot);
165         else
166                 spot = Spawn_FurthestPoint(firstspot, playerlist);
167
168         if (!spot)
169         {
170                 if(cvar("spawn_debug"))
171                         GotoNextMap();
172                 else
173                         error ("PutClientInServer: no start points on level");
174         }
175
176         return spot;
177 }
178
179 /*
180 =============
181 CheckPlayerModel
182
183 Checks if the argument string can be a valid playermodel.
184 Returns a valid one in doubt.
185 =============
186 */
187 string FallbackPlayerModel = "models/player/marine.zym";
188 string CheckPlayerModel(string plyermodel) {
189         if(strlen(plyermodel) < 4)
190                 return FallbackPlayerModel;
191         if( substring(plyermodel,0,14) != "models/player/")
192                 return FallbackPlayerModel;
193         else if(cvar("sv_servermodelsonly"))
194         {
195                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
196                         return FallbackPlayerModel;
197                 if(!fexists(plyermodel))
198                         return FallbackPlayerModel;
199         }
200         return plyermodel;
201 }
202
203 /*
204 =============
205 Client_customizeentityforclient
206
207 LOD reduction
208 =============
209 */
210 float Client_customizeentityforclient()
211 {
212 #ifdef ALLOW_VARIABLE_LOD
213         // self: me
214         // other: the player viewing me
215         float distance;
216         float f;
217
218         if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
219                 return TRUE;
220
221         if(other.cvar_cl_playerdetailreduction <= 0)
222         {
223                 if(other.cvar_cl_playerdetailreduction <= -2)
224                         self.modelindex = self.modelindex_lod2;
225                 else if(other.cvar_cl_playerdetailreduction <= -1)
226                         self.modelindex = self.modelindex_lod1;
227                 else
228                         self.modelindex = self.modelindex_lod0;
229         }
230         else
231         {
232                 distance = vlen(self.origin - other.origin);
233                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
234                 if(f > 10000)
235                         self.modelindex = self.modelindex_lod2;
236                 else if(f > 5000)
237                         self.modelindex = self.modelindex_lod1;
238                 else
239                         self.modelindex = self.modelindex_lod0;
240         }
241 #endif
242
243         return TRUE;
244 }
245
246 void setmodel_lod(entity e, string modelname)
247 {
248 #ifdef ALLOW_VARIABLE_LOD
249         string s;
250
251         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1.zym");
252         if(fexists(s))
253         {
254                 precache_model(s);
255                 setmodel(e, s); // players have high precision
256                 self.modelindex_lod1 = self.modelindex;
257         }
258         else
259                 self.modelindex_lod1 = -1;
260
261         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2.zym");
262         if(fexists(s))
263         {
264                 precache_model(s);
265                 setmodel(e, s); // players have high precision
266                 self.modelindex_lod2 = self.modelindex;
267         }
268         else
269                 self.modelindex_lod2 = -1;
270
271         precache_model(modelname);
272         setmodel(e, modelname); // players have high precision
273         self.modelindex_lod0 = self.modelindex;
274
275         if(self.modelindex_lod1 < 0)
276                 self.modelindex_lod1 = self.modelindex;
277
278         if(self.modelindex_lod2 < 0)
279                 self.modelindex_lod2 = self.modelindex;
280 #else
281         precache_model(modelname);
282         setmodel(e, modelname); // players have high precision
283 #endif
284 }
285
286 /*
287 =============
288 PutObserverInServer
289
290 putting a client as observer in the server
291 =============
292 */
293 void PutObserverInServer (void)
294 {
295         entity  spot;
296         spot = SelectSpawnPoint (FALSE);
297         RemoveGrapplingHook(self); // Wazat's Grappling Hook
298
299         if(clienttype(self) == CLIENTTYPE_REAL)
300         {
301                 msg_entity = self;
302                 WriteByte(MSG_ONE, SVC_SETVIEW);
303                 WriteEntity(MSG_ONE, self);
304         }
305
306         DropAllRunes(self);
307         kh_Key_DropAll(self, TRUE);
308
309         if(self.flagcarried)
310                 DropFlag(self.flagcarried);
311
312         WaypointSprite_PlayerDead();
313
314         DistributeFragsAmongTeam(self, self.team, 1);
315
316         if(self.frags <= 0 && self.frags > -666 && cvar("g_lms") && self.killcount != -666)
317                 bprint ("^4", self.netname, "^4 has no more lives left\n");
318         else if(self.killcount != -666)
319                 bprint ("^4", self.netname, "^4 is spectating now\n");
320
321         self.classname = "observer";
322         self.health = -666;
323         self.takedamage = DAMAGE_NO;
324         self.solid = SOLID_NOT;
325         self.movetype = MOVETYPE_NOCLIP;
326         self.flags = FL_CLIENT | FL_NOTARGET;
327         self.armorvalue = 666;
328         self.effects = 0;
329         self.armorvalue = cvar("g_balance_armor_start");
330         self.pauserotarmor_finished = 0;
331         self.pauserothealth_finished = 0;
332         self.pauseregen_finished = 0;
333         self.damageforcescale = 0;
334         self.death_time = 0;
335         self.dead_time = 0;
336         self.dead_frame = 0;
337         self.die_frame = 0;
338         self.deaths = 0;
339         self.alpha = 0;
340         self.scale = 0;
341         self.fade_time = 0;
342         self.pain_frame = 0;
343         self.pain_finished = 0;
344         self.strength_finished = 0;
345         self.invincible_finished = 0;
346         self.pushltime = 0;
347         self.think = SUB_Null;
348         self.nextthink = 0;
349         self.hook_time = 0;
350         self.runes = 0;
351         self.deadflag = DEAD_NO;
352         self.angles = spot.angles;
353         self.angles_z = 0;
354         self.fixangle = TRUE;
355         self.crouch = FALSE;
356
357         self.view_ofs = PL_VIEW_OFS;
358         setorigin (self, spot.origin);
359         setsize (self, '0 0 0', '0 0 0');
360         self.oldorigin = self.origin;
361         self.items = 0;
362         self.model = "";
363         self.modelindex = 0;
364         self.weapon = 0;
365         self.weaponmodel = "";
366         self.weaponentity = world;
367         self.killcount = -666;
368         self.velocity = '0 0 0';
369         self.avelocity = '0 0 0';
370         self.punchangle = '0 0 0';
371         self.punchvector = '0 0 0';
372         self.oldvelocity = self.velocity;
373         self.customizeentityforclient = Client_customizeentityforclient;
374
375         if(cvar("g_arena"))
376         {
377                 if(self.frags != -2)
378                 {
379                         Spawnqueue_Insert(self);
380                 }
381                 else
382                 {
383                         Spawnqueue_Unmark(self);
384                         Spawnqueue_Remove(self);
385                 }
386         }
387         else if(!cvar("g_lms"))
388                 self.frags = -666;
389 }
390
391
392 /*
393 =============
394 PutClientInServer
395
396 Called when a client spawns in the server
397 =============
398 */
399 void PutClientInServer (void)
400 {
401         if(clienttype(self) == CLIENTTYPE_BOT)
402         {
403                 self.classname = "player";
404         }
405         else if(clienttype(self) == CLIENTTYPE_REAL)
406         {
407                 msg_entity = self;
408                 WriteByte(MSG_ONE, SVC_SETVIEW);
409                 WriteEntity(MSG_ONE, self);
410         }
411
412         // player is dead and becomes observer
413         if(cvar("g_lms") && self.frags < 1)
414                 self.classname = "observer";
415
416         if(cvar("g_arena"))
417         if(!self.spawned)
418                 self.classname = "observer";
419
420         if(self.classname == "player") {
421                 entity  spot;
422
423                 spot = SelectSpawnPoint (FALSE);
424
425                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
426
427                 self.classname = "player";
428                 self.iscreature = TRUE;
429                 self.movetype = MOVETYPE_WALK;
430                 self.solid = SOLID_SLIDEBOX;
431                 self.flags = FL_CLIENT;
432                 self.takedamage = DAMAGE_AIM;
433                 self.effects = 0;
434                 self.air_finished = time + 12;
435                 self.dmg = 2;
436
437                 self.ammo_shells = start_ammo_shells;
438                 self.ammo_nails = start_ammo_nails;
439                 self.ammo_rockets = start_ammo_rockets;
440                 self.ammo_cells = start_ammo_cells;
441                 self.health = start_health;
442                 self.armorvalue = start_armorvalue;
443                 self.items = start_items;
444                 self.switchweapon = start_switchweapon;
445                 self.weapon = 0;
446                 self.jump_interval = time;
447
448                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
449                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
450                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
451                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
452                 self.damageforcescale = 2;
453                 self.death_time = 0;
454                 self.dead_time = 0;
455                 self.dead_frame = 0;
456                 self.die_frame = 0;
457                 self.alpha = 0;
458                 self.scale = 0;
459                 self.fade_time = 0;
460                 self.pain_frame = 0;
461                 self.pain_finished = 0;
462                 self.strength_finished = 0;
463                 self.invincible_finished = 0;
464                 self.pushltime = 0;
465                 //self.speed_finished = 0;
466                 //self.slowmo_finished = 0;
467                 // players have no think function
468                 self.think = SUB_Null;
469                 self.nextthink = 0;
470                 self.hook_time = 0;
471
472                 self.runes = 0;
473
474                 self.deadflag = DEAD_NO;
475
476                 self.angles = spot.angles;
477
478                 self.angles_z = 0; // never spawn tilted even if the spot says to
479                 self.fixangle = TRUE; // turn this way immediately
480                 self.velocity = '0 0 0';
481                 self.avelocity = '0 0 0';
482                 self.punchangle = '0 0 0';
483                 self.punchvector = '0 0 0';
484                 self.oldvelocity = self.velocity;
485
486                 self.viewzoom = 0.6;
487                 self.has_zoomed = 0;
488
489                 self.customizeentityforclient = Client_customizeentityforclient;
490
491                 if(cvar("sv_defaultcharacter") == 1 && !teams_matter) {
492                         local string defaultmodel;
493                         defaultmodel = cvar_string("sv_defaultplayermodel");
494                         setmodel_lod (self, defaultmodel);
495                         self.skin = stof(cvar_string("sv_defaultplayerskin"));
496                 } else {
497                         self.playermodel = CheckPlayerModel(self.playermodel);
498                         setmodel_lod (self, self.playermodel);
499                         if(teams_matter)
500                                 self.skin = math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY);
501                         else
502                                 self.skin = stof(self.playerskin);
503                 }
504
505                 self.crouch = FALSE;
506                 self.view_ofs = PL_VIEW_OFS;
507                 setsize (self, PL_MIN, PL_MAX);
508                 self.spawnorigin = spot.origin;
509                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
510                 // don't reset back to last position, even if new position is stuck in solid
511                 self.oldorigin = self.origin;
512
513                 if(cvar("g_arena"))
514                 {
515                         Spawnqueue_Remove(self);
516                         Spawnqueue_Mark(self);
517                 }
518
519                 self.event_damage = PlayerDamage;
520
521                 self.bot_attack = TRUE;
522
523                 self.statdraintime = time + 5;
524                 self.button0 = self.button1 = self.button2 = self.button3 = 0;
525
526                 if(self.killcount == -666) {
527                         self.killcount = 0;
528                         if(!cvar("g_arena"))
529                         if(!cvar("g_lms"))
530                                 self.frags = 0;
531                 }
532
533                 self.cnt = WEP_LASER;
534                 self.nixnex_lastchange_id = -1;
535
536                 CL_SpawnWeaponentity();
537                 self.alpha = default_player_alpha;
538                 self.exteriorweaponentity.alpha = default_weapon_alpha;
539
540                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
541                 self.lms_traveled_distance = 0;
542
543                 if(cvar("spawn_debug"))
544                 {
545                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
546                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
547                 }
548
549                 //stuffcmd(self, "chase_active 0");
550                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
551
552                 if (cvar("g_spawnsound"))
553                         sound (self, CHAN_AUTO, "misc/spawn.wav", 1, ATTN_NORM);
554
555                 if(cvar("g_assault")) {
556                         if(self.team == assault_attacker_team)
557                                 centerprint(self, "You are attacking!\n");
558                         else
559                                 centerprint(self, "You are defending!\n");
560                 }
561
562         } else if(self.classname == "observer") {
563                 PutObserverInServer ();
564         }
565 }
566
567 /*
568 =============
569 SetNewParms
570 =============
571 */
572 void SetNewParms (void)
573 {
574
575 }
576
577 /*
578 =============
579 SetChangeParms
580 =============
581 */
582 void SetChangeParms (void)
583 {
584
585 }
586
587 /*
588 =============
589 ClientKill
590
591 Called when a client types 'kill' in the console
592 =============
593 */
594 void ClientKill (void)
595 {
596         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
597 }
598
599 void FixClientCvars(entity e)
600 {
601         // send prediction settings to the client
602         stuffcmd(e, "\nin_bindmap 0 0\n");
603         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
604         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
605         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
606         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
607         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
608         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
609         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
610         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
611         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
612         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
613         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
614         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
615         stuffcmd(e, "cl_movement_edgefriction 1\n");
616 }
617
618 /*
619 =============
620 ClientConnect
621
622 Called when a client connects to the server
623 =============
624 */
625 string ColoredTeamName(float t);
626 //void dom_player_join_team(entity pl);
627 void ClientConnect (void)
628 {
629         if(Ban_IsClientBanned(self))
630         {
631                 dropclient(self);
632                 bprint("^1NOTE:^7 banned client ", self.netaddress, " just tried to enter\n");
633                 return;
634         }
635
636         local string s;
637
638         self.classname = "player_joining";
639         self.flags = self.flags | FL_CLIENT;
640         self.version_nagtime = time + 10 + random() * 10;
641
642         if(player_count<0)
643         {
644                 dprint("BUG player count is lower than zero, this cannot happen!\n");
645                 player_count = 0;
646         }
647
648         bot_clientconnect();
649
650         //if(cvar("g_domination"))
651         //      dom_player_join_team(self);
652
653         //JoinBestTeam(self, FALSE);
654
655         if((cvar("sv_spectate") == 1 && !cvar("g_lms")) || cvar("g_campaign")) {
656                 self.classname = "observer";
657         } else {
658                 self.classname = "player";
659                 campaign_bots_may_start = 1;
660         }
661
662         self.playerid = (playerid_last = playerid_last + 1);
663         if(cvar("sv_eventlog"))
664         {
665                 if(clienttype(self) == CLIENTTYPE_REAL)
666                         s = "player";
667                 else
668                         s = "bot";
669                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
670                 s = strcat(":team:", ftos(self.playerid), ":");
671                 s = strcat(s, ftos(self.team));
672                 GameLogEcho(s, FALSE);
673         }
674
675         //stuffcmd(self, "set tmpviewsize $viewsize \n");
676
677         bprint ("^4",self.netname);
678         bprint ("^4 connected");
679
680         if(cvar("g_domination") || cvar("g_ctf"))
681         {
682                 bprint(" and joined the ");
683                 bprint(ColoredTeamName(self.team));
684         }
685
686         bprint("\n");
687
688         self.welcomemessage_time = 0;
689
690         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
691         // TODO: is this being used for anything else than cd tracks?
692         // Remember: SVC_CDTRACK exists. Maybe it should be used.
693
694         FixClientCvars(self);
695
696         // waypoint sprites
697         WaypointSprite_InitClient(self);
698
699         // Wazat's grappling hook
700         SetGrappleHookBindings();
701
702         // get autoswitch state from player when he toggles it
703         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n");
704
705         // get version info from player
706         stuffcmd(self, "cmd clientversion $gameversion\n");
707
708         // get other cvars from player
709         GetCvars(0);
710
711         // set cvar for team scoreboard
712         if (teams_matter)
713         {
714                 local float t;
715                 t = cvar("teamplay");
716                 // 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
717                 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
718         }
719         else
720                 stuffcmd(self, "set teamplay 0\n");
721
722         if(cvar("g_lms"))
723         {
724                 self.frags = cvar("fraglimit");
725                 // no fraglimit was set, so player gets 999 lives
726                 if(self.frags < 1)
727                         self.frags = 999;
728
729                 self.frags = LMS_NewPlayerLives();
730                 if(!self.frags)
731                 {
732                         self.frags = -666;
733                 }
734         }
735         else if(cvar("g_arena"))
736         {
737                 self.classname = "observer";
738                 Spawnqueue_Insert(self);
739         }
740
741         bot_relinkplayerlist();
742
743         self.jointime = time;
744 }
745
746 /*
747 =============
748 ClientDisconnect
749
750 Called when a client disconnects from the server
751 =============
752 */
753 void(entity e) DropFlag;
754 .entity chatbubbleentity;
755 .entity teambubbleentity;
756 void ClientDisconnect (void)
757 {
758         float save;
759         if(cvar("sv_eventlog"))
760                 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
761         bprint ("^4",self.netname);
762         bprint ("^4 disconnected\n");
763
764         if (self.chatbubbleentity)
765         {
766                 remove (self.chatbubbleentity);
767                 self.chatbubbleentity = world;
768         }
769
770         if (self.teambubbleentity)
771         {
772                 remove (self.teambubbleentity);
773                 self.teambubbleentity = world;
774         }
775
776         WaypointSprite_PlayerGone();
777
778         DropAllRunes(self);
779         kh_Key_DropAll(self, TRUE);
780
781         if(self.flagcarried)
782                 DropFlag(self.flagcarried);
783
784         DistributeFragsAmongTeam(self, self.team, 1);
785
786         save = self.flags;
787         self.flags = self.flags - (self.flags & FL_CLIENT);
788         bot_relinkplayerlist();
789         self.flags = save;
790
791         // remove laserdot
792         if(self.weaponentity)
793                 if(self.weaponentity.lasertarget)
794                         remove(self.weaponentity.lasertarget);
795
796         if(cvar("g_arena"))
797         {
798                 Spawnqueue_Unmark(self);
799                 Spawnqueue_Remove(self);
800         }
801
802         // free cvars
803         GetCvars(-1);
804 }
805
806 .float buttonchat;
807 void() ChatBubbleThink =
808 {
809         self.nextthink = time;
810         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
811         {
812                 self.owner.chatbubbleentity = world;
813                 remove(self);
814                 return;
815         }
816         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
817         if (self.owner.buttonchat && !self.owner.deadflag)
818                 self.model = self.mdl;
819         else
820                 self.model = "";
821 };
822
823 void() UpdateChatBubble =
824 {
825         if (!self.modelindex)
826                 return;
827         // spawn a chatbubble entity if needed
828         if (!self.chatbubbleentity)
829         {
830                 self.chatbubbleentity = spawn();
831                 self.chatbubbleentity.owner = self;
832                 self.chatbubbleentity.exteriormodeltoclient = self;
833                 self.chatbubbleentity.think = ChatBubbleThink;
834                 self.chatbubbleentity.nextthink = time;
835                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
836                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
837                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
838                 self.chatbubbleentity.model = "";
839                 self.chatbubbleentity.effects = EF_LOWPRECISION;
840         }
841 }
842
843
844 void() TeamBubbleThink =
845 {
846         self.nextthink = time;
847         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
848         {
849                 self.owner.teambubbleentity = world;
850                 remove(self);
851                 return;
852         }
853 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
854         if (self.owner.buttonchat || self.owner.deadflag)
855                 self.model = "";
856         else
857                 self.model = self.mdl;
858
859 };
860
861 float() TeamBubble_customizeentityforclient
862 {
863         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
864 }
865
866 void() UpdateTeamBubble =
867 {
868         if (!self.modelindex || !cvar("teamplay"))
869                 return;
870         // spawn a teambubble entity if needed
871         if (!self.teambubbleentity && cvar("teamplay"))
872         {
873                 self.teambubbleentity = spawn();
874                 self.teambubbleentity.owner = self;
875                 self.teambubbleentity.exteriormodeltoclient = self;
876                 self.teambubbleentity.think = TeamBubbleThink;
877                 self.teambubbleentity.nextthink = time;
878                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
879 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
880                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
881                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
882                 self.teambubbleentity.mdl = self.teambubbleentity.model;
883                 self.teambubbleentity.model = self.teambubbleentity.mdl;
884                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
885                 self.teambubbleentity.effects = EF_LOWPRECISION;
886         }
887 }
888
889 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
890 // added to the model skins
891 /*void() UpdateColorModHack =
892 {
893         local float c;
894         c = self.clientcolors & 15;
895         // LordHavoc: only bothering to support white, green, red, yellow, blue
896              if (teamplay == 0) self.colormod = '0 0 0';
897         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
898         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
899         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
900         else if (c == 12) self.colormod = '1.22 1.22 0.10';
901         else if (c == 13) self.colormod = '0.10 0.10 1.73';
902         else self.colormod = '1 1 1';
903 };*/
904
905 void respawn(void)
906 {
907         CopyBody(1);
908         PutClientInServer();
909 }
910
911 void player_powerups (void)
912 {
913         if (cvar("g_minstagib"))
914         {
915                 self.effects = EF_FULLBRIGHT;
916                 if (self.items & IT_STRENGTH)
917                 {
918                         if (time > self.strength_finished)
919                         {
920                                 self.alpha = default_player_alpha;
921                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
922                                 self.items = self.items - (self.items & IT_STRENGTH);
923                                 sprint(self, "^3Invisibility has worn off\n");
924                         }
925                 }
926                 else
927                 {
928                         if (time < self.strength_finished)
929                         {
930                                 self.alpha = cvar("g_minstagib_invis_alpha");
931                                 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
932                                 self.items = self.items | IT_STRENGTH;
933                                 sprint(self, "^3You are invisible\n");
934                         }
935                 }
936
937                 if (self.items & IT_INVINCIBLE)
938                 {
939                         if (time > self.invincible_finished)
940                         {
941                                 self.items = self.items - (self.items & IT_INVINCIBLE);
942                                 sprint(self, "^3Speed has worn off\n");
943                         }
944                 }
945                 else
946                 {
947                         if (time < self.invincible_finished)
948                         {
949                                 self.items = self.items | IT_INVINCIBLE;
950                                 sprint(self, "^3You are on speed\n");
951                         }
952                 }
953                 return;
954         }
955
956         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
957         if (self.items & IT_STRENGTH)
958         {
959                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
960                 if (time > self.strength_finished)
961                 {
962                         self.items = self.items - (self.items & IT_STRENGTH);
963                         sprint(self, "^3Strength has worn off\n");
964                 }
965         }
966         else
967         {
968                 if (time < self.strength_finished)
969                 {
970                         self.items = self.items | IT_STRENGTH;
971                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
972                 }
973         }
974         if (self.items & IT_INVINCIBLE)
975         {
976                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
977                 if (time > self.invincible_finished)
978                 {
979                         self.items = self.items - (self.items & IT_INVINCIBLE);
980                         sprint(self, "^3Shield has worn off\n");
981                 }
982         }
983         else
984         {
985                 if (time < self.invincible_finished)
986                 {
987                         self.items = self.items | IT_INVINCIBLE;
988                         sprint(self, "^3Shield surrounds you\n");
989                 }
990         }
991
992         if (cvar("g_fullbrightplayers"))
993                 self.effects = self.effects | EF_FULLBRIGHT;
994
995         // midair gamemode: damage only while in the air
996         // if in midair mode, being on ground grants temporary invulnerability
997         // (this is so that multishot weapon don't clear the ground flag on the
998         // first damage in the frame, leaving the player vulnerable to the
999         // remaining hits in the same frame)
1000         if (self.flags & FL_ONGROUND)
1001         if (cvar("g_midair"))
1002                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1003
1004         if (time < self.spawnshieldtime)
1005                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1006 }
1007
1008 float CalcRegen(float current, float stable, float regenfactor)
1009 {
1010         if(current > stable)
1011                 return current;
1012         else if(current > stable - 0.25) // when close enough, "snap"
1013                 return stable;
1014         else
1015                 return min(stable, current + (stable - current) * regenfactor * frametime);
1016 }
1017
1018 void player_regen (void)
1019 {
1020         float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1021         maxh = cvar("g_balance_health_stable");
1022         maxa = cvar("g_balance_armor_stable");
1023         limith = cvar("g_balance_health_limit");
1024         limita = cvar("g_balance_armor_limit");
1025
1026         if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
1027                 return;
1028
1029         max_mod = regen_mod = rot_mod = limit_mod = 1;
1030
1031         if (self.runes & RUNE_REGEN)
1032         {
1033                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1034                 {
1035                         regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1036                         max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1037                         limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1038                 }
1039                 else
1040                 {
1041                         regen_mod = cvar("g_balance_rune_regen_regenrate");
1042                         max_mod = cvar("g_balance_rune_regen_hpmod");
1043                         limit_mod = cvar("g_balance_rune_regen_limitmod");
1044                 }
1045         }
1046         else if (self.runes & CURSE_VENOM)
1047         {
1048                 max_mod = cvar("g_balance_curse_venom_hpmod");
1049                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1050                         rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1051                 else
1052                         rot_mod = cvar("g_balance_curse_venom_rotrate");
1053                 limit_mod = cvar("g_balance_curse_venom_limitmod");
1054                 //if (!self.runes & RUNE_REGEN)
1055                 //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1056         }
1057         maxh = maxh * max_mod;
1058         //maxa = maxa * max_mod;
1059         limith = limith * limit_mod;
1060         limita = limita * limit_mod;
1061
1062         if (self.armorvalue > maxa)
1063         {
1064                 if (time > self.pauserotarmor_finished)
1065                 {
1066                         self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1067                         self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1068                 }
1069         }
1070         else if (self.armorvalue < maxa)
1071         {
1072                 if (time > self.pauseregen_finished)
1073                 {
1074                         self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1075                         self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1076                 }
1077         }
1078         if (self.health > maxh)
1079         {
1080                 if (time > self.pauserothealth_finished)
1081                 {
1082                         self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1083                         self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1084                 }
1085         }
1086         else if (self.health < maxh)
1087         {
1088                 if (time > self.pauseregen_finished)
1089                 {
1090                         self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1091                         self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1092                 }
1093         }
1094
1095         if (self.health > limith)
1096                 self.health = limith;
1097         if (self.armorvalue > limita)
1098                 self.armorvalue = limita;
1099
1100         // if player rotted to death...  die!
1101         if(self.health < 1)
1102                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1103 }
1104
1105 /*
1106 ======================
1107 spectate mode routines
1108 ======================
1109 */
1110 void SpectateCopy(entity spectatee) {
1111         self.armortype = spectatee.armortype;
1112         self.armorvalue = spectatee.armorvalue;
1113         self.currentammo = spectatee.currentammo;
1114         self.effects = spectatee.effects;
1115         self.health = spectatee.health;
1116         self.impulse = 0;
1117         self.items = spectatee.items;
1118         self.punchangle = spectatee.punchangle;
1119         self.view_ofs = spectatee.view_ofs;
1120         self.v_angle = spectatee.v_angle;
1121         self.viewzoom = spectatee.viewzoom;
1122         setorigin(self, spectatee.origin);
1123         setsize(self, spectatee.mins, spectatee.maxs);
1124 }
1125
1126 void SpectateUpdate() {
1127         if(!self.enemy)
1128                         PutObserverInServer();
1129
1130         if (self != self.enemy) {
1131                 if(self.enemy.flags & FL_NOTARGET)
1132                         PutObserverInServer();
1133                 SpectateCopy(self.enemy);
1134                 self.dmg_take = self.enemy.dmg_take;
1135                 self.dmg_save = self.enemy.dmg_save;
1136                 self.dmg_inflictor = self.enemy.dmg_inflictor;
1137                 self.fixangle = TRUE;
1138                 self.angles = self.enemy.v_angle;
1139                 //msg_entity = self;
1140                 //WriteByte(MSG_ONE, SVC_SETANGLE);
1141                 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1142                 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1143                 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1144         }
1145 }
1146
1147 float SpectateNext() {
1148         other = find(self.enemy, classname, "player");
1149         if (!other) {
1150                 other = find(other, classname, "player");
1151         }
1152         if (other) {
1153                 self.enemy = other;
1154         }
1155         if(self.enemy.classname == "player") {
1156                 msg_entity = self;
1157                 WriteByte(MSG_ONE, SVC_SETVIEW);
1158                 WriteEntity(MSG_ONE, self.enemy);
1159                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1160                 SpectateUpdate();
1161                 return 1;
1162         } else {
1163                 return 0;
1164         }
1165 }
1166
1167 /*
1168 =============
1169 ShowRespawnCountdown()
1170
1171 Update a respawn countdown display.
1172 =============
1173 */
1174 void ShowRespawnCountdown()
1175 {
1176         float number;
1177         if(self.deadflag == DEAD_NO) // just respawned?
1178                 return;
1179         else
1180         {
1181                 number = ceil(self.death_time - time);
1182                 if(number <= 0)
1183                         return;
1184                 if(number <= self.respawn_countdown)
1185                 {
1186                         self.respawn_countdown = number - 1;
1187                         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
1188                                 play2(self, strcat("announcer/robotic/", ftos(number), ".ogg"));
1189                 }
1190         }
1191 }
1192
1193 void LeaveSpectatorMode()
1194 {
1195         if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1196                 self.classname = "player";
1197                 if(cvar("g_campaign") || cvar("g_balance_teams"))
1198                         JoinBestTeam(self, 0);
1199                 if(cvar("g_campaign"))
1200                         campaign_bots_may_start = 1;
1201                 PutClientInServer();
1202                 if(!(self.flags & FL_NOTARGET))
1203                         bprint ("^4", self.netname, "^4 is playing now\n");
1204                 centerprint(self,"");
1205                 return;
1206         } else {
1207                 stuffcmd(self,"menu_showteamselect\n");
1208                 return;
1209         }
1210 }
1211
1212 /*
1213 =============
1214 PlayerPreThink
1215
1216 Called every frame for each client before the physics are run
1217 =============
1218 */
1219 void() ctf_setstatus;
1220 .float vote_nagtime;
1221 void PlayerPreThink (void)
1222 {
1223         // version nagging
1224         if(self.version_nagtime)
1225                 if(self.cvar_g_nexuizversion)
1226                         if(time > self.version_nagtime)
1227                         {
1228                                 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1229                                         if(self.cvar_g_nexuizversion != cvar_string("g_nexuizversion"))
1230                                         {
1231                                                 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");
1232                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "\n"));
1233                                         }
1234                                 self.version_nagtime = 0;
1235                         }
1236
1237         // vote nagging
1238         if(self.cvar_scr_centertime)
1239                 if(time > self.vote_nagtime)
1240                 {
1241                         VoteNag();
1242                         self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1243                 }
1244
1245         // GOD MODE info
1246         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
1247         {
1248                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
1249                 self.max_armorvalue = 0;
1250         }
1251
1252         if(self.classname == "player") {
1253                 local vector m1, m2;
1254
1255 //              if(self.netname == "Wazat")
1256 //                      bprint(self.classname, "\n");
1257
1258                 CheckRules_Player();
1259
1260                 if(self.button7)
1261                         PrintWelcomeMessage(self);
1262
1263                 if(cvar("g_lms") || !cvar("sv_spectate"))
1264                 if((time - self.jointime) <= cvar("welcome_message_time"))
1265                         PrintWelcomeMessage(self);
1266
1267                 if (intermission_running)
1268                 {
1269                         IntermissionThink ();   // otherwise a button could be missed between
1270                         return;                                 // the think tics
1271                 }
1272
1273                 if(time > self.teleport_time)
1274                 {
1275                         self.effects = self.effects - (self.effects & EF_NODRAW);
1276                         if(self.weaponentity)
1277                                 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
1278                 }
1279
1280                 Nixnex_GiveCurrentWeapon();
1281                 UpdateSelectedPlayer();
1282
1283                 if (self.deadflag != DEAD_NO)
1284                 {
1285                         float button_pressed, force_respawn;
1286                         player_anim();
1287                         button_pressed = (self.button0 || self.button2 || self.button3 || self.button6 || self.buttonuse);
1288                         force_respawn = (cvar("g_lms") || cvar("g_forced_respawn"));
1289                         if (self.deadflag == DEAD_DYING)
1290                         {
1291                                 if(force_respawn)
1292                                         self.deadflag = DEAD_RESPAWNING;
1293                                 else if(!button_pressed)
1294                                         self.deadflag = DEAD_DEAD;
1295                         }
1296                         else if (self.deadflag == DEAD_DEAD)
1297                         {
1298                                 if(button_pressed)
1299                                         self.deadflag = DEAD_RESPAWNABLE;
1300                         }
1301                         else if (self.deadflag == DEAD_RESPAWNABLE)
1302                         {
1303                                 if(!button_pressed)
1304                                         self.deadflag = DEAD_RESPAWNING;
1305                         }
1306                         else if (self.deadflag == DEAD_RESPAWNING)
1307                         {
1308                                 if(time > self.death_time)
1309                                         respawn();
1310                         }
1311                         ShowRespawnCountdown();
1312                         return;
1313                 }
1314
1315                 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1316                 {
1317                         vector dist;
1318
1319                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1320                         dist = self.oldorigin - self.origin;
1321                         dist_z = 0;
1322                         self.lms_traveled_distance += fabs(vlen(dist));
1323
1324                         if(cvar("g_campaign"))
1325                         if(!campaign_bots_may_start)
1326                         {
1327                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1328                                 self.lms_traveled_distance = 0;
1329                         }
1330
1331                         if(time > self.lms_nextcheck)
1332                         {
1333                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1334                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1335                                 {
1336                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
1337                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1338                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1339                                         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');
1340                                 }
1341                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1342                                 self.lms_traveled_distance = 0;
1343                         }
1344                 }
1345
1346                 if (self.button5 && !self.hook.state)
1347                 {
1348                         if (!self.crouch)
1349                         {
1350                                 self.crouch = TRUE;
1351                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
1352                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1353                         }
1354                 }
1355                 else
1356                 {
1357                         if (self.crouch)
1358                         {
1359                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1360                                 if (!trace_startsolid)
1361                                 {
1362                                         self.crouch = FALSE;
1363                                         self.view_ofs = PL_VIEW_OFS;
1364                                         setsize (self, PL_MIN, PL_MAX);
1365                                 }
1366                         }
1367                 }
1368
1369                 if(cvar("sv_defaultcharacter") == 1 && !teams_matter) {
1370                         local string defaultmodel;
1371                         defaultmodel = cvar_string("sv_defaultplayermodel");
1372
1373                         if (defaultmodel != self.model)
1374                         {
1375                                 m1 = self.mins;
1376                                 m2 = self.maxs;
1377                                 setmodel_lod (self, defaultmodel);
1378                                 setsize (self, m1, m2);
1379                         }
1380
1381                         if (self.skin != cvar("sv_defaultplayerskin"))
1382                                 self.skin = cvar("sv_defaultplayerskin");
1383                 } else {
1384                         if (self.playermodel != self.model)
1385                         {
1386                                 self.playermodel = CheckPlayerModel(self.playermodel);
1387                                 m1 = self.mins;
1388                                 m2 = self.maxs;
1389                                 setmodel_lod (self, self.playermodel);
1390                                 setsize (self, m1, m2);
1391                         }
1392
1393                         if(teams_matter)
1394                         {
1395                                 if (self.skin != math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY))
1396                                         self.skin = math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY);
1397                         }
1398                         else
1399                         {
1400                                 if (self.skin != stof(self.playerskin))
1401                                         self.skin = stof(self.playerskin);
1402                         }
1403                 }
1404
1405                 GrapplingHookFrame();
1406
1407                 W_WeaponFrame();
1408
1409                 {
1410                         float zoomfactor, zoomspeed, zoomdir;
1411                         zoomfactor = self.cvar_cl_zoomfactor;
1412                         if(zoomfactor < 1 || zoomfactor > 16)
1413                                 zoomfactor = 2.5;
1414                         zoomspeed = self.cvar_cl_zoomspeed;
1415                         if(zoomspeed >= 0) // < 0 is instant zoom
1416                                 if(zoomspeed < 0.5 || zoomspeed > 16)
1417                                         zoomspeed = 3.5;
1418
1419                         zoomdir = self.button4;
1420                         if(self.button3)
1421                                 if(self.weapon == WEP_NEX)
1422                                         if(!cvar("g_minstagib"))
1423                                                 zoomdir = 1;
1424
1425                         if(zoomdir)
1426                                 self.has_zoomed = 1;
1427
1428                         if(self.has_zoomed)
1429                         {
1430                                 if(zoomspeed <= 0) // instant zoom
1431                                 {
1432                                         if(zoomdir)
1433                                                 self.viewzoom = 1 / zoomfactor;
1434                                         else
1435                                                 self.viewzoom = 1;
1436                                 }
1437                                 else
1438                                 {
1439                                         // geometric zoom would be:
1440                                         //   self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
1441                                         // however, testing showed that arithmetic/harmonic zoom works better
1442                                         if(zoomdir)
1443                                                 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1444                                                 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
1445                                                 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1446                                         else
1447                                                 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1448                                                 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
1449                                                 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1450                                 }
1451                         }
1452                         else
1453                                 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
1454                 }
1455
1456                 player_powerups();
1457                 player_regen();
1458                 player_anim();
1459
1460                 if (cvar("g_minstagib"))
1461                         minstagib_ammocheck();
1462
1463                 ctf_setstatus();
1464                 kh_setstatus();
1465
1466                 //self.angles_y=self.v_angle_y + 90;   // temp
1467
1468                 //if (TetrisPreFrame()) return;
1469         } else if(gameover) {
1470                 if (intermission_running)
1471                         IntermissionThink ();   // otherwise a button could be missed between
1472                 return;
1473         } else if(self.classname == "observer") {
1474
1475                 if (self.flags & FL_JUMPRELEASED) {
1476                         if (self.button2 && self.version == cvar("gameversion")) {
1477                                 self.welcomemessage_time = 0;
1478                                 self.flags = self.flags - FL_JUMPRELEASED;
1479                                 LeaveSpectatorMode();
1480                                 return;
1481                         } else if(self.button0 && self.version == cvar("gameversion")) {
1482                                 self.welcomemessage_time = 0;
1483                                 self.flags = self.flags - FL_JUMPRELEASED;
1484                                 if(SpectateNext() == 1) {
1485                                         self.classname = "spectator";
1486                                 }
1487                         }
1488                 } else {
1489                         if (!(self.button0 || self.button2)) {
1490                                 self.flags = self.flags | FL_JUMPRELEASED;
1491                         }
1492                 }
1493                 PrintWelcomeMessage(self);
1494         } else if(self.classname == "spectator") {
1495                 if (self.flags & FL_JUMPRELEASED) {
1496                         if (self.button2 && self.version == cvar("gameversion")) {
1497                                 self.welcomemessage_time = 0;
1498                                 self.flags = self.flags - FL_JUMPRELEASED;
1499                                 LeaveSpectatorMode();
1500                                 return;
1501                         } else if(self.button0) {
1502                                 self.welcomemessage_time = 0;
1503                                 self.flags = self.flags - FL_JUMPRELEASED;
1504                                 if(SpectateNext() == 1) {
1505                                         self.classname = "spectator";
1506                                 } else {
1507                                         self.classname = "observer";
1508                                         PutClientInServer();
1509                                 }
1510                         } else if (self.button3) {
1511                                 self.welcomemessage_time = 0;
1512                                 self.flags = self.flags - FL_JUMPRELEASED;
1513                                 self.classname = "observer";
1514                                 PutClientInServer();
1515                         } else {
1516                                 SpectateUpdate();
1517                         }
1518                 } else {
1519                         if (!(self.button0 || self.button3)) {
1520                                 self.flags = self.flags | FL_JUMPRELEASED;
1521                         }
1522                 }
1523                 PrintWelcomeMessage(self);
1524                 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1525         }
1526 }
1527
1528
1529 /*
1530 =============
1531 PlayerPostThink
1532
1533 Called every frame for each client after the physics are run
1534 =============
1535 */
1536 void PlayerPostThink (void)
1537 {
1538         // Savage: Check for nameless players
1539         if (strlen(self.netname) < 1) {
1540                 self.netname = "Player";
1541                 stuffcmd(self, "seta _cl_name Player\n");
1542         }
1543
1544         if(self.classname == "player") {
1545                 CheckRules_Player();
1546                 UpdateChatBubble();
1547                 UpdateTeamBubble();
1548                 if (self.impulse)
1549                         ImpulseCommands ();
1550                 if (intermission_running)
1551                         return;         // intermission or finale
1552
1553                 //PrintWelcomeMessage(self);
1554                 //if (TetrisPostFrame()) return;
1555         } else if (self.classname == "observer") {
1556                 //do nothing
1557         } else if (self.classname == "spectator") {
1558                 //do nothing
1559         }
1560         Arena_Warmup();
1561 }