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