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