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oops... remove some debug spam
[divverent/nexuiz.git] / data / qcsrc / server / cl_client.qc
1 .float wantswelcomemessage;
2 .string netname_previous;
3
4 void spawnfunc_info_player_survivor (void)
5 {
6         spawnfunc_info_player_deathmatch();
7 }
8
9 void spawnfunc_info_player_start (void)
10 {
11         spawnfunc_info_player_deathmatch();
12 }
13
14 void spawnfunc_info_player_deathmatch (void)
15 {
16         self.classname = "info_player_deathmatch";
17         relocate_spawnpoint();
18 }
19
20 void() spawnpoint_use =
21 {
22         if(teams_matter)
23         if(have_team_spawns)
24         {
25                 self.team = activator.team;
26                 some_spawn_has_been_used = 1;
27         }
28 };
29
30 // Returns:
31 //   -1 if a spawn can't be used
32 //   otherwise, a weight of the spawnpoint
33 float Spawn_Score(entity spot, entity playerlist, float teamcheck)
34 {
35         float shortest, thisdist;
36         entity player;
37
38         // filter out spots for the wrong team
39         if(teamcheck)
40         if(spot.team != teamcheck)
41                 return -1;
42
43         // filter out spots for assault
44         if(spot.target != "") {
45                 local entity ent;
46                 ent = find(world, targetname, spot.target);
47                 while(ent) {
48                         if(ent.classname == "target_objective")
49                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
50                                         return -1;
51                         ent = find(ent, targetname, spot.target);
52                 }
53         }
54
55         player = playerlist;
56         shortest = vlen(world.maxs - world.mins);
57         for(player = playerlist; player; player = player.chain)
58                 if (player != self)
59                 {
60                         thisdist = vlen(player.origin - spot.origin);
61                         if (thisdist < shortest)
62                                 shortest = thisdist;
63                 }
64         return shortest;
65 }
66
67 float spawn_allbad;
68 float spawn_allgood;
69 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
70 {
71         local entity spot, spotlist, spotlistend;
72         spawn_allgood = TRUE;
73         spawn_allbad = TRUE;
74
75         spotlist = world;
76         spotlistend = world;
77
78         for(spot = firstspot; spot; spot = spot.chain)
79         {
80                 spot.frags = Spawn_Score(spot, playerlist, teamcheck);
81
82                 if(cvar("spawn_debugview"))
83                 {
84                         setmodel(spot, "models/runematch/rune.mdl");
85                         if(spot.frags < mindist)
86                         {
87                                 spot.colormod = '1 0 0';
88                                 spot.scale = 1;
89                         }
90                         else
91                         {
92                                 spot.colormod = '0 1 0';
93                                 spot.scale = spot.frags / mindist;
94                         }
95                 }
96
97                 if(spot.frags >= 0) // spawning allowed here
98                 {
99                         if(spot.frags < mindist)
100                         {
101                                 // too short distance
102                                 spawn_allgood = FALSE;
103                         }
104                         else 
105                         {
106                                 // perfect
107                                 spawn_allbad = FALSE;
108
109                                 if(spotlistend)
110                                         spotlistend.chain = spot;
111                                 spotlistend = spot;
112                                 if(!spotlist)
113                                         spotlist = spot;
114
115                                 /*
116                                 if(teamcheck)
117                                 if(spot.team != teamcheck)
118                                         error("invalid spawn added");
119
120                                 print("added ", etos(spot), "\n");
121                                 */
122                         }
123                 }
124         }
125         if(spotlistend)
126                 spotlistend.chain = world;
127
128         /*
129                 entity e;
130                 if(teamcheck)
131                         for(e = spotlist; e; e = e.chain)
132                         {
133                                 print("seen ", etos(e), "\n");
134                                 if(e.team != teamcheck)
135                                         error("invalid spawn found");
136                         }
137         */
138
139         return spotlist;
140 }
141
142 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
143 {
144         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
145         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
146         local entity spot;
147
148         RandomSelection_Init();
149         for(spot = firstspot; spot; spot = spot.chain)
150                 RandomSelection_Add(spot, 0, pow(bound(lower, spot.frags, upper), exponent) * spot.cnt);
151
152         return RandomSelection_chosen_ent;
153 }
154
155 /*
156 =============
157 SelectSpawnPoint
158
159 Finds a point to respawn
160 =============
161 */
162 entity SelectSpawnPoint (float anypoint)
163 {
164         local float teamcheck;
165         local entity firstspot_new;
166         local entity spot, firstspot, playerlist;
167
168         spot = find (world, classname, "testplayerstart");
169         if (spot)
170                 return spot;
171
172         teamcheck = 0;
173
174         if(!anypoint && have_team_spawns)
175                 teamcheck = self.team;
176
177         // get the list of players
178         playerlist = findchain(classname, "player");
179         // get the entire list of spots
180         firstspot = findchain(classname, "info_player_deathmatch");
181         // filter out the bad ones
182         // (note this returns the original list if none survived)
183         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
184         if(!firstspot_new)
185                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
186         firstspot = firstspot_new;
187
188         // there is 50/50 chance of choosing a random spot or the furthest spot
189         // (this means that roughly every other spawn will be furthest, so you
190         // usually won't get fragged at spawn twice in a row)
191         if (arena_roundbased)
192         {
193                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
194                 if(firstspot_new)
195                         firstspot = firstspot_new;
196                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
197         }
198         else if (random() > cvar("g_spawn_furthest"))
199                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
200         else
201                 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
202
203         if(cvar("spawn_debugview"))
204         {
205                 print("spot mindistance: ", ftos(spot.frags), "\n");
206
207                 entity e;
208                 if(teamcheck)
209                         for(e = firstspot; e; e = e.chain)
210                                 if(e.team != teamcheck)
211                                         error("invalid spawn found");
212         }
213
214         if (!spot)
215         {
216                 if(cvar("spawn_debug"))
217                         GotoNextMap();
218                 else
219                 {
220                         if(some_spawn_has_been_used)
221                                 return world; // team can't spawn any more, because of actions of other team
222                         else
223                                 error("Cannot find a spawn point - please fix the map!");
224                 }
225         }
226
227         return spot;
228 }
229
230 /*
231 =============
232 CheckPlayerModel
233
234 Checks if the argument string can be a valid playermodel.
235 Returns a valid one in doubt.
236 =============
237 */
238 string FallbackPlayerModel = "models/player/marine.zym";
239 string CheckPlayerModel(string plyermodel) {
240         if(strlen(plyermodel) < 4)
241                 return FallbackPlayerModel;
242         if( substring(plyermodel,0,14) != "models/player/")
243                 return FallbackPlayerModel;
244         else if(cvar("sv_servermodelsonly"))
245         {
246                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
247                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
248                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
249                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
250                         return FallbackPlayerModel;
251                 if(!fexists(plyermodel))
252                         return FallbackPlayerModel;
253         }
254         return plyermodel;
255 }
256
257 /*
258 =============
259 Client_customizeentityforclient
260
261 LOD reduction
262 =============
263 */
264 float Client_customizeentityforclient()
265 {
266 #ifdef ALLOW_VARIABLE_LOD
267         // self: me
268         // other: the player viewing me
269         float distance;
270         float f;
271
272         if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
273                 return TRUE;
274
275         if(other.cvar_cl_playerdetailreduction <= 0)
276         {
277                 if(other.cvar_cl_playerdetailreduction <= -2)
278                         self.modelindex = self.modelindex_lod2;
279                 else if(other.cvar_cl_playerdetailreduction <= -1)
280                         self.modelindex = self.modelindex_lod1;
281                 else
282                         self.modelindex = self.modelindex_lod0;
283         }
284         else
285         {
286                 distance = vlen(self.origin - other.origin);
287                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
288                 if(f > 10000)
289                         self.modelindex = self.modelindex_lod2;
290                 else if(f > 5000)
291                         self.modelindex = self.modelindex_lod1;
292                 else
293                         self.modelindex = self.modelindex_lod0;
294         }
295 #endif
296
297         return TRUE;
298 }
299
300 void UpdatePlayerSounds();
301 void setmodel_lod(entity e, string modelname)
302 {
303 #ifdef ALLOW_VARIABLE_LOD
304         string s;
305
306         // FIXME: this only supports 3-letter extensions
307         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
308         if(fexists(s))
309         {
310                 precache_model(s);
311                 setmodel(e, s); // players have high precision
312                 self.modelindex_lod1 = self.modelindex;
313         }
314         else
315                 self.modelindex_lod1 = -1;
316
317         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
318         if(fexists(s))
319         {
320                 precache_model(s);
321                 setmodel(e, s); // players have high precision
322                 self.modelindex_lod2 = self.modelindex;
323         }
324         else
325                 self.modelindex_lod2 = -1;
326
327         precache_model(modelname);
328         setmodel(e, modelname); // players have high precision
329         self.modelindex_lod0 = self.modelindex;
330
331         if(self.modelindex_lod1 < 0)
332                 self.modelindex_lod1 = self.modelindex;
333
334         if(self.modelindex_lod2 < 0)
335                 self.modelindex_lod2 = self.modelindex;
336 #else
337         precache_model(modelname);
338         setmodel(e, modelname); // players have high precision
339 #endif
340         player_setupanimsformodel();
341         UpdatePlayerSounds();
342 }
343
344 /*
345 =============
346 PutObserverInServer
347
348 putting a client as observer in the server
349 =============
350 */
351 void PutObserverInServer (void)
352 {
353         entity  spot;
354         spot = SelectSpawnPoint (TRUE);
355         if(!spot)
356                 error("No spawnpoints for observers?!?\n");
357         RemoveGrapplingHook(self); // Wazat's Grappling Hook
358
359         if(clienttype(self) == CLIENTTYPE_REAL)
360         {
361                 msg_entity = self;
362                 WriteByte(MSG_ONE, SVC_SETVIEW);
363                 WriteEntity(MSG_ONE, self);
364         }
365
366         DropAllRunes(self);
367         kh_Key_DropAll(self, TRUE);
368
369         if(self.flagcarried)
370                 DropFlag(self.flagcarried);
371
372         WaypointSprite_PlayerDead();
373
374         DistributeFragsAmongTeam(self, self.team, 1);
375
376         if(self.frags <= 0 && self.frags > -666 && g_lms && self.killcount != -666)
377                 bprint ("^4", self.netname, "^4 has no more lives left\n");
378         else if(self.killcount != -666)
379                 bprint ("^4", self.netname, "^4 is spectating now\n");
380
381         self.spectatortime = time;
382         
383         self.classname = "observer";
384         self.health = -666;
385         self.takedamage = DAMAGE_NO;
386         self.solid = SOLID_NOT;
387         self.movetype = MOVETYPE_NOCLIP;
388         self.flags = FL_CLIENT | FL_NOTARGET;
389         self.armorvalue = 666;
390         self.effects = 0;
391         self.armorvalue = cvar("g_balance_armor_start");
392         self.pauserotarmor_finished = 0;
393         self.pauserothealth_finished = 0;
394         self.pauseregen_finished = 0;
395         self.damageforcescale = 0;
396         self.death_time = 0;
397         self.dead_frame = 0;
398         self.deaths = 0;
399         self.alpha = 0;
400         self.scale = 0;
401         self.fade_time = 0;
402         self.pain_frame = 0;
403         self.pain_finished = 0;
404         self.strength_finished = 0;
405         self.invincible_finished = 0;
406         self.pushltime = 0;
407         self.think = SUB_Null;
408         self.nextthink = 0;
409         self.hook_time = 0;
410         self.runes = 0;
411         self.deadflag = DEAD_NO;
412         self.angles = spot.angles;
413         self.angles_z = 0;
414         self.fixangle = TRUE;
415         self.crouch = FALSE;
416
417         self.view_ofs = PL_VIEW_OFS;
418         setorigin (self, spot.origin);
419         setsize (self, '0 0 0', '0 0 0');
420         self.oldorigin = self.origin;
421         self.items = 0;
422         self.model = "";
423         self.modelindex = 0;
424         self.weapon = 0;
425         self.weaponmodel = "";
426         self.weaponentity = world;
427         self.killcount = -666;
428         self.velocity = '0 0 0';
429         self.avelocity = '0 0 0';
430         self.punchangle = '0 0 0';
431         self.punchvector = '0 0 0';
432         self.oldvelocity = self.velocity;
433         self.customizeentityforclient = Client_customizeentityforclient;
434         self.viewzoom = 1;
435         self.wantswelcomemessage = 1;
436
437         if(g_arena)
438         {
439                 if(self.frags != -2)
440                 {
441                         Spawnqueue_Insert(self);
442                 }
443                 else
444                 {
445                         Spawnqueue_Unmark(self);
446                         Spawnqueue_Remove(self);
447                 }
448         }
449         else if(!g_lms)
450                 self.frags = -666;
451 }
452
453 float RestrictSkin(float s)
454 {
455         if(!teams_matter)
456                 return s;
457         if(s == 6)
458                 return 6;
459         return mod(s, 3);
460 }
461
462 void FixPlayermodel()
463 {
464         local string defaultmodel;
465         local float defaultskin;
466         local vector m1, m2;
467
468         defaultmodel = "";
469
470         if(cvar("sv_defaultcharacter") == 1) {
471                 defaultskin = 0;
472
473                 if(teams_matter)
474                 {
475                         defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
476                         defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
477                 }
478
479                 if(defaultmodel == "")
480                 {
481                         defaultmodel = cvar_string("sv_defaultplayermodel");
482                         defaultskin = cvar("sv_defaultplayerskin");
483                 }
484         }
485
486         if(defaultmodel != "")
487         {
488                 if (defaultmodel != self.model)
489                 {
490                         m1 = self.mins;
491                         m2 = self.maxs;
492                         setmodel_lod (self, defaultmodel);
493                         setsize (self, m1, m2);
494                 }
495
496                 self.skin = defaultskin;
497         } else {
498                 if (self.playermodel != self.model)
499                 {
500                         self.playermodel = CheckPlayerModel(self.playermodel);
501                         m1 = self.mins;
502                         m2 = self.maxs;
503                         setmodel_lod (self, self.playermodel);
504                         setsize (self, m1, m2);
505                 }
506
507                 self.skin = RestrictSkin(stof(self.playerskin));
508         }
509
510         if(!teams_matter)
511                 if(strlen(cvar_string("sv_defaultplayercolors")))
512                         if(self.clientcolors != cvar("sv_defaultplayercolors"))
513                                 setcolor(self, cvar("sv_defaultplayercolors"));
514 }
515
516 /*
517 =============
518 PutClientInServer
519
520 Called when a client spawns in the server
521 =============
522 */
523 void PutClientInServer (void)
524 {
525         if(clienttype(self) == CLIENTTYPE_BOT)
526         {
527                 self.classname = "player";
528         }
529         else if(clienttype(self) == CLIENTTYPE_REAL)
530         {
531                 msg_entity = self;
532                 WriteByte(MSG_ONE, SVC_SETVIEW);
533                 WriteEntity(MSG_ONE, self);
534         }
535
536         // player is dead and becomes observer
537         if(g_lms && self.frags < 1)
538                 self.classname = "observer";
539
540         if(g_arena)
541         if(!self.spawned)
542                 self.classname = "observer";
543
544         if(self.classname == "player") {
545                 entity  spot;
546
547                 spot = SelectSpawnPoint (FALSE);
548                 if(!spot)
549                 {
550                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
551                         return; // spawn failed
552                 }
553
554                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
555
556                 self.classname = "player";
557                 self.iscreature = TRUE;
558                 self.movetype = MOVETYPE_WALK;
559                 self.solid = SOLID_SLIDEBOX;
560                 self.flags = FL_CLIENT;
561                 self.takedamage = DAMAGE_AIM;
562                 if(g_minstagib)
563                         self.effects = EF_FULLBRIGHT;
564                 else
565                         self.effects = 0;
566                 self.air_finished = time + 12;
567                 self.dmg = 2;
568
569                 self.ammo_shells = start_ammo_shells;
570                 self.ammo_nails = start_ammo_nails;
571                 self.ammo_rockets = start_ammo_rockets;
572                 self.ammo_cells = start_ammo_cells;
573                 self.health = start_health;
574                 self.armorvalue = start_armorvalue;
575                 self.items = start_items;
576                 self.switchweapon = start_switchweapon;
577                 self.cnt = start_switchweapon;
578                 self.weapon = 0;
579                 self.jump_interval = time;
580
581                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
582                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
583                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
584                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
585                 //extend the pause of rotting if client was reset at the beginning of the countdown
586                 if(!cvar("sv_ready_restart_after_countdown") && time < restart_countdown) {
587                         self.spawnshieldtime += RESTART_COUNTDOWN;
588                         self.pauserotarmor_finished += RESTART_COUNTDOWN;
589                         self.pauserothealth_finished += RESTART_COUNTDOWN;
590                         self.pauseregen_finished += RESTART_COUNTDOWN;
591                 }
592                 self.damageforcescale = 2;
593                 self.death_time = 0;
594                 self.dead_frame = 0;
595                 self.alpha = 0;
596                 self.scale = 0;
597                 self.fade_time = 0;
598                 self.pain_frame = 0;
599                 self.pain_finished = 0;
600                 self.strength_finished = 0;
601                 self.invincible_finished = 0;
602                 self.pushltime = 0;
603                 //self.speed_finished = 0;
604                 //self.slowmo_finished = 0;
605                 // players have no think function
606                 self.think = SUB_Null;
607                 self.nextthink = 0;
608                 self.hook_time = 0;
609
610                 self.runes = 0;
611
612                 self.deadflag = DEAD_NO;
613
614                 self.angles = spot.angles;
615
616                 self.angles_z = 0; // never spawn tilted even if the spot says to
617                 self.fixangle = TRUE; // turn this way immediately
618                 self.velocity = '0 0 0';
619                 self.avelocity = '0 0 0';
620                 self.punchangle = '0 0 0';
621                 self.punchvector = '0 0 0';
622                 self.oldvelocity = self.velocity;
623
624                 self.viewzoom = 0.6;
625                 self.has_zoomed = 0;
626
627                 self.customizeentityforclient = Client_customizeentityforclient;
628
629                 self.model = "";
630                 FixPlayermodel();
631
632                 self.crouch = FALSE;
633                 self.view_ofs = PL_VIEW_OFS;
634                 setsize (self, PL_MIN, PL_MAX);
635                 self.spawnorigin = spot.origin;
636                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
637                 // don't reset back to last position, even if new position is stuck in solid
638                 self.oldorigin = self.origin;
639
640                 if(g_arena)
641                 {
642                         Spawnqueue_Remove(self);
643                         Spawnqueue_Mark(self);
644                 }
645
646                 self.event_damage = PlayerDamage;
647
648                 self.bot_attack = TRUE;
649
650                 self.statdraintime = time + 5;
651                 self.button0 = self.button1 = self.button2 = self.button3 = 0;
652
653                 if(self.killcount == -666) {
654                         self.killcount = 0;
655                         if(!g_arena)
656                         if(!g_lms)
657                                 self.frags = 0;
658                 }
659
660                 self.cnt = WEP_LASER;
661                 self.nixnex_lastchange_id = -1;
662
663                 CL_SpawnWeaponentity();
664                 self.alpha = default_player_alpha;
665                 self.colormod = '1 1 1' * cvar("g_player_brightness");
666                 self.exteriorweaponentity.alpha = default_weapon_alpha;
667
668                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
669                 self.lms_traveled_distance = 0;
670                 self.speedrunning = FALSE;
671
672                 if(cvar("spawn_debug"))
673                 {
674                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
675                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
676                 }
677
678                 //stuffcmd(self, "chase_active 0");
679                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
680
681                 if (cvar("g_spawnsound"))
682                         sound (self, CHAN_AUTO, "misc/spawn.wav", 1, ATTN_NORM);
683
684                 if(g_assault) {
685                         if(self.team == assault_attacker_team)
686                                 centerprint(self, "You are attacking!\n");
687                         else
688                                 centerprint(self, "You are defending!\n");
689                 }
690
691         } else if(self.classname == "observer") {
692                 PutObserverInServer ();
693         }
694 }
695
696 /*
697 =============
698 SetNewParms
699 =============
700 */
701 void SetNewParms (void)
702 {
703
704 }
705
706 /*
707 =============
708 SetChangeParms
709 =============
710 */
711 void SetChangeParms (void)
712 {
713
714 }
715
716 /*
717 =============
718 ClientKill
719
720 Called when a client types 'kill' in the console
721 =============
722 */
723
724 void ClientKill_Now_TeamChange()
725 {
726         if(self.killindicator_teamchange == -1)
727         {
728                 self.team = -1;
729                 JoinBestTeam( self, FALSE, FALSE );
730         }
731         else
732         {
733                 SV_ChangeTeam(self.killindicator_teamchange - 1);
734         }
735 }
736
737 void ClientKill_Now()
738 {
739         if(self.killindicator_teamchange)
740                 ClientKill_Now_TeamChange();
741
742         // in any case:
743         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
744 }
745 void KillIndicator_Think()
746 {
747         if (!self.owner.modelindex)
748         {
749                 self.owner.killindicator = world;
750                 remove(self);
751                 return;
752         }
753
754         if(self.cnt <= 0)
755         {
756                 self = self.owner;
757                 ClientKill_Now(); // no oldself needed
758                 return;
759         }
760         else
761         {
762                 if(self.cnt <= 10)
763                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
764                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
765                 {
766                         if(self.cnt <= 10)
767                                 play2(self.owner, strcat("announcer/robotic/", ftos(self.cnt), ".ogg"));
768                         if(self.owner.killindicator_teamchange)
769                         {
770                                 if(self.owner.killindicator_teamchange == -1)
771                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
772                                 else
773                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
774                         }
775                         else
776                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
777                 }
778                 self.nextthink = time + 1;
779                 self.cnt -= 1;
780         }
781 }
782
783 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
784 {
785         float killtime;
786         entity e;
787         killtime = cvar("g_balance_kill_delay");
788
789         self.killindicator_teamchange = targetteam;
790
791         if(!self.killindicator)
792         {
793                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
794                 {
795                         ClientKill_Now();
796                 }
797                 else
798                 {
799                         self.killindicator = spawn();
800                         self.killindicator.owner = self;
801                         self.killindicator.scale = 0.5;
802                         setattachment(self.killindicator, self, "");
803                         setorigin(self.killindicator, '0 0 52');
804                         self.killindicator.think = KillIndicator_Think;
805                         self.killindicator.nextthink = time + (self.lip) * 0.05;
806                         self.killindicator.cnt = ceil(killtime);
807                         self.killindicator.count = bound(0, ceil(killtime), 10);
808                         sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
809
810                         for(e = world; (e = find(e, classname, "body")) != world; )
811                         {
812                                 if(e.enemy != self)
813                                         continue;
814                                 e.killindicator = spawn();
815                                 e.killindicator.owner = e;
816                                 e.killindicator.scale = 0.5;
817                                 setattachment(e.killindicator, e, "");
818                                 setorigin(e.killindicator, '0 0 52');
819                                 e.killindicator.think = KillIndicator_Think;
820                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
821                                 e.killindicator.cnt = ceil(killtime);
822                         }
823                         self.lip = 0;
824                 }
825         }
826         if(self.killindicator)
827         {
828                 if(targetteam)
829                         self.killindicator.colormod = TeamColor(targetteam);
830                 else
831                         self.killindicator.colormod = '0 0 0';
832         }
833 }
834
835 void ClientKill (void)
836 {
837         ClientKill_TeamChange(0);
838 }
839
840 void DoTeamChange(float destteam)
841 {
842         float t, c0;
843         if(!cvar("teamplay"))
844         {
845                 if(destteam >= 0)
846                         SetPlayerColors(self, destteam);
847                 return;
848         }
849         if(self.classname == "player")
850         if(destteam == -1)
851         {
852                 CheckAllowedTeams(self);
853                 t = FindSmallestTeam(self, TRUE);
854                 switch(self.team)
855                 {
856                         case COLOR_TEAM1: c0 = c1; break;
857                         case COLOR_TEAM2: c0 = c2; break;
858                         case COLOR_TEAM3: c0 = c3; break;
859                         case COLOR_TEAM4: c0 = c4; break;
860                         default:          c0 = 999;
861                 }
862                 switch(t)
863                 {
864                         case 1:
865                                 if(c0 > c1)
866                                         destteam = COLOR_TEAM1;
867                                 break;
868                         case 2:
869                                 if(c0 > c2)
870                                         destteam = COLOR_TEAM2;
871                                 break;
872                         case 3:
873                                 if(c0 > c3)
874                                         destteam = COLOR_TEAM3;
875                                 break;
876                         case 4:
877                                 if(c0 > c4)
878                                         destteam = COLOR_TEAM4;
879                                 break;
880                 }
881                 if(destteam == -1)
882                         return;
883         }
884         if(destteam == self.team && !self.killindicator)
885                 return;
886         ClientKill_TeamChange(destteam);
887 }
888
889 void FixClientCvars(entity e)
890 {
891         // send prediction settings to the client
892         stuffcmd(e, "\nin_bindmap 0 0\n");
893         /*
894          * we no longer need to stuff this. Remove this comment block if you feel 
895          * 2.3 and higher (or was it 2.2.3?) don't need these any more
896         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
897         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
898         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
899         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
900         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
901         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
902         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
903         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
904         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
905         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
906         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
907         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
908         stuffcmd(e, "cl_movement_edgefriction 1\n");
909          */
910 }
911
912 /*
913 =============
914 ClientConnect
915
916 Called when a client connects to the server
917 =============
918 */
919 string ColoredTeamName(float t);
920 //void dom_player_join_team(entity pl);
921 void ClientConnect (void)
922 {
923         local string s;
924         float wep;
925
926         if(Ban_IsClientBanned(self))
927         {
928                 s = strcat("^1NOTE:^7 banned client ", self.netaddress, " just tried to enter\n");
929                 dropclient(self);
930                 bprint(s);
931                 return;
932         }
933
934         self.classname = "player_joining";
935         self.flags = self.flags | FL_CLIENT;
936         self.version_nagtime = time + 10 + random() * 10;
937
938         if(player_count<0)
939         {
940                 dprint("BUG player count is lower than zero, this cannot happen!\n");
941                 player_count = 0;
942         }
943
944         bot_clientconnect();
945
946         //if(g_domination)
947         //      dom_player_join_team(self);
948
949         //JoinBestTeam(self, FALSE, FALSE);
950
951         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
952                 self.classname = "observer";
953         } else {
954                 self.classname = "player";
955                 campaign_bots_may_start = 1;
956         }
957
958         self.playerid = (playerid_last = playerid_last + 1);
959         if(cvar("sv_eventlog"))
960         {
961                 if(clienttype(self) == CLIENTTYPE_REAL)
962                         s = "player";
963                 else
964                         s = "bot";
965                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
966                 s = strcat(":team:", ftos(self.playerid), ":");
967                 s = strcat(s, ftos(self.team));
968                 GameLogEcho(s, FALSE);
969         }
970         self.netname_previous = strzone(self.netname);
971
972         //stuffcmd(self, "set tmpviewsize $viewsize \n");
973
974         bprint ("^4",self.netname);
975         bprint ("^4 connected");
976
977         if(g_domination || g_ctf)
978         {
979                 bprint(" and joined the ");
980                 bprint(ColoredTeamName(self.team));
981         }
982
983         bprint("\n");
984
985         self.welcomemessage_time = 0;
986
987         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
988         // TODO: is this being used for anything else than cd tracks?
989         // Remember: SVC_CDTRACK exists. Maybe it should be used.
990         //
991         stuffcmd(self, "cl_particles_reloadeffects\n");
992
993         FixClientCvars(self);
994
995         // spawnfunc_waypoint sprites
996         WaypointSprite_InitClient(self);
997
998         // Wazat's grappling hook
999         SetGrappleHookBindings();
1000
1001         // get autoswitch state from player when he toggles it
1002         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1003
1004         // get version info from player
1005         stuffcmd(self, "cmd clientversion $gameversion\n");
1006
1007         // send all weapon info strings
1008         stuffcmd(self, "register_bestweapon clear\n"); // clear the Quake stuff
1009         wep = WEP_FIRST;
1010         while (wep <= WEP_LAST)
1011         {
1012                 weapon_action(wep, WR_REGISTER);
1013                 wep = wep + 1;
1014         }
1015
1016         // get other cvars from player
1017         GetCvars(0);
1018
1019         // set cvar for team scoreboard
1020         if (teams_matter)
1021         {
1022                 local float t;
1023                 t = cvar("teamplay");
1024                 // 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
1025                 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
1026         }
1027         else
1028                 stuffcmd(self, "set teamplay 0\n");
1029
1030         // notify about available teams
1031         if(teamplay)
1032         {
1033                 CheckAllowedTeams(self);
1034                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1035                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1036         }
1037         else
1038                 stuffcmd(self, "set _teams_available 0\n");
1039
1040         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1041
1042         if(g_lms)
1043         {
1044                 self.frags = LMS_NewPlayerLives();
1045                 if(!self.frags)
1046                         self.frags = -666;
1047         }
1048         else if(g_arena)
1049         {
1050                 self.classname = "observer";
1051                 Spawnqueue_Insert(self);
1052         }
1053
1054         bot_relinkplayerlist();
1055
1056         self.spectatortime = time;
1057         if(blockSpectators)
1058         {
1059                 sprint(self, strcat("^7You have to become a player within the next ", ftos(cvar("g_maxplayers_spectator_blocktime")), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1060         }
1061
1062         self.jointime = time;
1063         self.allowedTimeouts = cvar("sv_timeout_number");
1064 }
1065
1066 /*
1067 =============
1068 ClientDisconnect
1069
1070 Called when a client disconnects from the server
1071 =============
1072 */
1073 void(entity e) DropFlag;
1074 .entity chatbubbleentity;
1075 .entity teambubbleentity;
1076 void ClientDisconnect (void)
1077 {
1078         float save;
1079         if(cvar("sv_eventlog"))
1080                 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
1081         bprint ("^4",self.netname);
1082         bprint ("^4 disconnected\n");
1083
1084         if (self.chatbubbleentity)
1085         {
1086                 remove (self.chatbubbleentity);
1087                 self.chatbubbleentity = world;
1088         }
1089
1090         if (self.teambubbleentity)
1091         {
1092                 remove (self.teambubbleentity);
1093                 self.teambubbleentity = world;
1094         }
1095
1096         if (self.killindicator)
1097         {
1098                 remove (self.killindicator);
1099                 self.killindicator = world;
1100         }
1101
1102         WaypointSprite_PlayerGone();
1103
1104         DropAllRunes(self);
1105         kh_Key_DropAll(self, TRUE);
1106
1107         if(self.flagcarried)
1108                 DropFlag(self.flagcarried);
1109
1110         DistributeFragsAmongTeam(self, self.team, 1);
1111
1112         save = self.flags;
1113         self.flags = self.flags - (self.flags & FL_CLIENT);
1114         bot_relinkplayerlist();
1115         self.flags = save;
1116
1117         // remove laserdot
1118         if(self.weaponentity)
1119                 if(self.weaponentity.lasertarget)
1120                         remove(self.weaponentity.lasertarget);
1121
1122         if(g_arena)
1123         {
1124                 Spawnqueue_Unmark(self);
1125                 Spawnqueue_Remove(self);
1126         }
1127
1128         if(self.netname_previous)
1129                 strunzone(self.netname_previous);
1130
1131         // free cvars
1132         GetCvars(-1);
1133 }
1134
1135 .float buttonchat;
1136 void() ChatBubbleThink =
1137 {
1138         self.nextthink = time;
1139         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1140         {
1141                 self.owner.chatbubbleentity = world;
1142                 remove(self);
1143                 return;
1144         }
1145         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
1146         if (self.owner.buttonchat && !self.owner.deadflag)
1147                 self.model = self.mdl;
1148         else
1149                 self.model = "";
1150 };
1151
1152 void() UpdateChatBubble =
1153 {
1154         if (!self.modelindex)
1155                 return;
1156         // spawn a chatbubble entity if needed
1157         if (!self.chatbubbleentity)
1158         {
1159                 self.chatbubbleentity = spawn();
1160                 self.chatbubbleentity.owner = self;
1161                 self.chatbubbleentity.exteriormodeltoclient = self;
1162                 self.chatbubbleentity.think = ChatBubbleThink;
1163                 self.chatbubbleentity.nextthink = time;
1164                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1165                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1166                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1167                 self.chatbubbleentity.model = "";
1168                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1169         }
1170 }
1171
1172
1173 void() TeamBubbleThink =
1174 {
1175         self.nextthink = time;
1176         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1177         {
1178                 self.owner.teambubbleentity = world;
1179                 remove(self);
1180                 return;
1181         }
1182 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
1183         if (self.owner.buttonchat || self.owner.deadflag || self.owner.killindicator)
1184                 self.model = "";
1185         else
1186                 self.model = self.mdl;
1187
1188 };
1189
1190 float() TeamBubble_customizeentityforclient
1191 {
1192         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1193 }
1194
1195 void() UpdateTeamBubble =
1196 {
1197         if (!self.modelindex || !cvar("teamplay"))
1198                 return;
1199         // spawn a teambubble entity if needed
1200         if (!self.teambubbleentity && cvar("teamplay"))
1201         {
1202                 self.teambubbleentity = spawn();
1203                 self.teambubbleentity.owner = self;
1204                 self.teambubbleentity.exteriormodeltoclient = self;
1205                 self.teambubbleentity.think = TeamBubbleThink;
1206                 self.teambubbleentity.nextthink = time;
1207                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1208 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1209                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
1210                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1211                 self.teambubbleentity.mdl = self.teambubbleentity.model;
1212                 self.teambubbleentity.model = self.teambubbleentity.mdl;
1213                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1214                 self.teambubbleentity.effects = EF_LOWPRECISION;
1215         }
1216 }
1217
1218 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1219 // added to the model skins
1220 /*void() UpdateColorModHack =
1221 {
1222         local float c;
1223         c = self.clientcolors & 15;
1224         // LordHavoc: only bothering to support white, green, red, yellow, blue
1225              if (teamplay == 0) self.colormod = '0 0 0';
1226         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1227         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1228         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1229         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1230         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1231         else self.colormod = '1 1 1';
1232 };*/
1233
1234 void respawn(void)
1235 {
1236         CopyBody(1);
1237         self.effects |= EF_NODRAW; // prevent another CopyBody
1238         PutClientInServer();
1239 }
1240
1241 /**
1242  * When sv_timeout is used this function returs strings like
1243  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1244  * Called by centerprint functions
1245  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1246  */
1247 string getTimeoutText(float addOneSecond) {
1248         if (!cvar("sv_timeout") || !timeoutStatus)
1249                 return "";
1250
1251         local string retStr;
1252         if (timeoutStatus == 1) {
1253                 if (addOneSecond == 1) {
1254                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1255                 }
1256                 else {
1257                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1258                 }
1259                 return retStr;
1260         }
1261         else if (timeoutStatus == 2) {
1262                 if (addOneSecond) {
1263                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1264                         //don't show messages like "Timeout ends in 0 seconds"...
1265                         if ((remainingTimeoutTime + 1) > 0)
1266                                 return retStr;
1267                         else
1268                                 return "";
1269                 }
1270                 else {
1271                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1272                         //don't show messages like "Timeout ends in 0 seconds"...
1273                         if (remainingTimeoutTime > 0)
1274                                 return retStr;
1275                         else
1276                                 return "";
1277                 }
1278         }
1279         else return "";
1280 }
1281
1282 void player_powerups (void)
1283 {
1284         if (g_minstagib)
1285         {
1286                 if (self.items & IT_STRENGTH)
1287                 {
1288                         if (time > self.strength_finished)
1289                         {
1290                                 if (g_minstagib_invis_alpha > 0)
1291                                 {
1292                                         self.alpha = default_player_alpha;
1293                                         self.exteriorweaponentity.alpha = default_weapon_alpha;
1294                                         self.effects = self.effects | EF_FULLBRIGHT;
1295                                 }
1296                                 else
1297                                 {
1298                                         self.effects -= self.effects & EF_NODRAW;
1299                                 }
1300                                 self.items = self.items - (self.items & IT_STRENGTH);
1301                                 sprint(self, "^3Invisibility has worn off\n");
1302                         }
1303                 }
1304                 else
1305                 {
1306                         if (time < self.strength_finished)
1307                         {
1308                                 if (g_minstagib_invis_alpha > 0)
1309                                 {
1310                                         self.alpha = g_minstagib_invis_alpha;
1311                                         self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1312                                         self.effects -= self.effects & EF_FULLBRIGHT;
1313                                 }
1314                                 else
1315                                 {
1316                                         self.effects = self.effects | EF_NODRAW;
1317                                 }
1318                                 self.items = self.items | IT_STRENGTH;
1319                                 sprint(self, "^3You are invisible\n");
1320                         }
1321                 }
1322
1323                 if (self.items & IT_INVINCIBLE)
1324                 {
1325                         if (time > self.invincible_finished)
1326                         {
1327                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1328                                 sprint(self, "^3Speed has worn off\n");
1329                         }
1330                 }
1331                 else
1332                 {
1333                         if (time < self.invincible_finished)
1334                         {
1335                                 self.items = self.items | IT_INVINCIBLE;
1336                                 sprint(self, "^3You are on speed\n");
1337                         }
1338                 }
1339                 return;
1340         }
1341
1342         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1343         if (self.items & IT_STRENGTH)
1344         {
1345                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1346                 if (time > self.strength_finished)
1347                 {
1348                         self.items = self.items - (self.items & IT_STRENGTH);
1349                         sprint(self, "^3Strength has worn off\n");
1350                 }
1351         }
1352         else
1353         {
1354                 if (time < self.strength_finished)
1355                 {
1356                         self.items = self.items | IT_STRENGTH;
1357                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1358                 }
1359         }
1360         if (self.items & IT_INVINCIBLE)
1361         {
1362                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1363                 if (time > self.invincible_finished)
1364                 {
1365                         self.items = self.items - (self.items & IT_INVINCIBLE);
1366                         sprint(self, "^3Shield has worn off\n");
1367                 }
1368         }
1369         else
1370         {
1371                 if (time < self.invincible_finished)
1372                 {
1373                         self.items = self.items | IT_INVINCIBLE;
1374                         sprint(self, "^3Shield surrounds you\n");
1375                 }
1376         }
1377
1378         if (cvar("g_fullbrightplayers"))
1379                 self.effects = self.effects | EF_FULLBRIGHT;
1380
1381         // midair gamemode: damage only while in the air
1382         // if in midair mode, being on ground grants temporary invulnerability
1383         // (this is so that multishot weapon don't clear the ground flag on the
1384         // first damage in the frame, leaving the player vulnerable to the
1385         // remaining hits in the same frame)
1386         if (self.flags & FL_ONGROUND)
1387         if (g_midair)
1388                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1389
1390         if (time < self.spawnshieldtime)
1391                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1392 }
1393
1394 float CalcRegen(float current, float stable, float regenfactor)
1395 {
1396         if(current > stable)
1397                 return current;
1398         else if(current > stable - 0.25) // when close enough, "snap"
1399                 return stable;
1400         else
1401                 return min(stable, current + (stable - current) * regenfactor * frametime);
1402 }
1403
1404 void player_regen (void)
1405 {
1406         float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1407         maxh = cvar("g_balance_health_stable");
1408         maxa = cvar("g_balance_armor_stable");
1409         limith = cvar("g_balance_health_limit");
1410         limita = cvar("g_balance_armor_limit");
1411
1412         if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1413                 return;
1414
1415         max_mod = regen_mod = rot_mod = limit_mod = 1;
1416
1417         if (self.runes & RUNE_REGEN)
1418         {
1419                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1420                 {
1421                         regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1422                         max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1423                         limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1424                 }
1425                 else
1426                 {
1427                         regen_mod = cvar("g_balance_rune_regen_regenrate");
1428                         max_mod = cvar("g_balance_rune_regen_hpmod");
1429                         limit_mod = cvar("g_balance_rune_regen_limitmod");
1430                 }
1431         }
1432         else if (self.runes & CURSE_VENOM)
1433         {
1434                 max_mod = cvar("g_balance_curse_venom_hpmod");
1435                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1436                         rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1437                 else
1438                         rot_mod = cvar("g_balance_curse_venom_rotrate");
1439                 limit_mod = cvar("g_balance_curse_venom_limitmod");
1440                 //if (!self.runes & RUNE_REGEN)
1441                 //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1442         }
1443         maxh = maxh * max_mod;
1444         //maxa = maxa * max_mod;
1445         limith = limith * limit_mod;
1446         limita = limita * limit_mod;
1447
1448         if (self.armorvalue > maxa)
1449         {
1450                 if (time > self.pauserotarmor_finished)
1451                 {
1452                         self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1453                         self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1454                 }
1455         }
1456         else if (self.armorvalue < maxa)
1457         {
1458                 if (time > self.pauseregen_finished)
1459                 {
1460                         self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1461                         self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1462                 }
1463         }
1464         if (self.health > maxh)
1465         {
1466                 if (time > self.pauserothealth_finished)
1467                 {
1468                         self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1469                         self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1470                 }
1471         }
1472         else if (self.health < maxh)
1473         {
1474                 if (time > self.pauseregen_finished)
1475                 {
1476                         self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1477                         self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1478                 }
1479         }
1480
1481         if (self.health > limith)
1482                 self.health = limith;
1483         if (self.armorvalue > limita)
1484                 self.armorvalue = limita;
1485
1486         // if player rotted to death...  die!
1487         if(self.health < 1)
1488                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1489 }
1490
1491 /*
1492 ======================
1493 spectate mode routines
1494 ======================
1495 */
1496 void SpectateCopy(entity spectatee) {
1497         self.armortype = spectatee.armortype;
1498         self.armorvalue = spectatee.armorvalue;
1499         self.currentammo = spectatee.currentammo;
1500         self.effects = spectatee.effects;
1501         self.health = spectatee.health;
1502         self.impulse = 0;
1503         self.items = spectatee.items;
1504         self.punchangle = spectatee.punchangle;
1505         self.view_ofs = spectatee.view_ofs;
1506         self.v_angle = spectatee.v_angle;
1507         self.viewzoom = spectatee.viewzoom;
1508         self.velocity = spectatee.velocity;
1509         self.dmg_take = spectatee.dmg_take;
1510         self.dmg_save = spectatee.dmg_save;
1511         self.dmg_inflictor = spectatee.dmg_inflictor;
1512         self.angles = spectatee.v_angle;
1513         self.fixangle = TRUE;
1514         setorigin(self, spectatee.origin);
1515         setsize(self, spectatee.mins, spectatee.maxs);
1516 }
1517
1518 float SpectateUpdate() {
1519         if(!self.enemy)
1520                 return 0;
1521
1522         if (self == self.enemy)
1523                 return 0;
1524         
1525         if(self.enemy.flags & FL_NOTARGET)
1526                 return 0;
1527
1528         SpectateCopy(self.enemy);
1529
1530         return 1;
1531 }
1532
1533 float SpectateNext() {
1534         other = find(self.enemy, classname, "player");
1535         if (!other) {
1536                 other = find(other, classname, "player");
1537         }
1538         if (other) {
1539                 self.enemy = other;
1540         }
1541         if(self.enemy.classname == "player") {
1542                 msg_entity = self;
1543                 WriteByte(MSG_ONE, SVC_SETVIEW);
1544                 WriteEntity(MSG_ONE, self.enemy);
1545                 self.wantswelcomemessage = 1;
1546                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1547                 if(!SpectateUpdate())
1548                         PutObserverInServer();
1549                 return 1;
1550         } else {
1551                 return 0;
1552         }
1553 }
1554
1555 /*
1556 =============
1557 ShowRespawnCountdown()
1558
1559 Update a respawn countdown display.
1560 =============
1561 */
1562 void ShowRespawnCountdown()
1563 {
1564         float number;
1565         if(self.deadflag == DEAD_NO) // just respawned?
1566                 return;
1567         else
1568         {
1569                 number = ceil(self.death_time - time);
1570                 if(number <= 0)
1571                         return;
1572                 if(number <= self.respawn_countdown)
1573                 {
1574                         self.respawn_countdown = number - 1;
1575                         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
1576                                 play2(self, strcat("announcer/robotic/", ftos(number), ".ogg"));
1577                 }
1578         }
1579 }
1580
1581 void LeaveSpectatorMode()
1582 {
1583         if(isJoinAllowed()) {
1584                 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1585                         self.classname = "player";
1586                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1587                                 JoinBestTeam(self, FALSE, TRUE);
1588                         if(cvar("g_campaign"))
1589                                 campaign_bots_may_start = 1;
1590                         PutClientInServer();
1591                         if(!(self.flags & FL_NOTARGET))
1592                                 bprint ("^4", self.netname, "^4 is playing now\n");
1593                         centerprint(self,"");
1594                         return;
1595                 } else {
1596                         stuffcmd(self,"menu_showteamselect\n");
1597                         return;
1598                 }
1599         }
1600         else {
1601                 //player may not join because of g_maxplayers is set
1602                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
1603         }
1604 }
1605
1606 /**
1607  * Determines whether the player is allowed to join. This depends on cvar
1608  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1609  * it checks whether the number of currently playing players exceeds g_maxplayers.
1610  * @return bool TRUE if the player is allowed to join, false otherwise
1611  */
1612 float isJoinAllowed() {
1613         if (!cvar("g_maxplayers"))
1614                 return TRUE;
1615
1616         local entity e;
1617         local float currentlyPlaying;
1618         FOR_EACH_REALPLAYER(e) {
1619                 if(e.classname == "player")
1620                         currentlyPlaying += 1;
1621         }
1622         if(currentlyPlaying < cvar("g_maxplayers"))
1623                 return TRUE;
1624
1625         return FALSE;
1626 }
1627
1628 /**
1629  * Checks whether the client is an observer or spectator, if so, he will get kicked after
1630  * g_maxplayers_spectator_blocktime seconds
1631  */
1632 void checkSpectatorBlock() {
1633         if(self.classname == "spectator" || self.classname == "observer") {
1634                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
1635                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
1636                         dropclient(self);
1637                 }
1638         }
1639 }
1640
1641 float vercmp_recursive(string v1, string v2)
1642 {
1643         float dot1, dot2;
1644         string s1, s2;
1645         float r;
1646
1647         dot1 = strstrofs(v1, ".", 0);
1648         dot2 = strstrofs(v2, ".", 0);
1649         if(dot1 == -1)
1650                 s1 = v1;
1651         else
1652                 s1 = substring(v1, 0, dot1);
1653         if(dot2 == -1)
1654                 s2 = v2;
1655         else
1656                 s2 = substring(v2, 0, dot2);
1657
1658         r = stof(s1) - stof(s2);
1659         if(r != 0)
1660                 return r;
1661
1662         r = strcasecmp(s1, s2);
1663         if(r != 0)
1664                 return r;
1665
1666         if(dot1 == -1)
1667                 if(dot2 == -1)
1668                         return 0;
1669                 else
1670                         return -1;
1671         else
1672                 if(dot2 == -1)
1673                         return 1;
1674                 else
1675                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
1676 }
1677
1678 float vercmp(string v1, string v2)
1679 {
1680         if(strcasecmp(v1, v2) == 0) // early out check
1681                 return 0;
1682         return vercmp_recursive(v1, v2);
1683 }
1684
1685 void ObserverThink()
1686 {
1687         if (self.flags & FL_JUMPRELEASED) {
1688                 if (self.button2 && self.version == cvar("gameversion")) {
1689                         self.welcomemessage_time = 0;
1690                         self.flags = self.flags - FL_JUMPRELEASED;
1691                         LeaveSpectatorMode();
1692                         return;
1693                 } else if(self.button0 && self.version == cvar("gameversion")) {
1694                         self.welcomemessage_time = 0;
1695                         self.flags = self.flags - FL_JUMPRELEASED;
1696                         if(SpectateNext() == 1) {
1697                                 self.classname = "spectator";
1698                         }
1699                 }
1700         } else {
1701                 if (!(self.button0 || self.button2)) {
1702                         self.flags = self.flags | FL_JUMPRELEASED;
1703                 }
1704         }
1705         if(self.button4)
1706                 self.wantswelcomemessage = 0;
1707         if(self.wantswelcomemessage)
1708                 PrintWelcomeMessage(self);
1709 }
1710
1711 void SpectatorThink()
1712 {
1713         if (self.flags & FL_JUMPRELEASED) {
1714                 if (self.button2 && self.version == cvar("gameversion")) {
1715                         self.welcomemessage_time = 0;
1716                         self.flags = self.flags - FL_JUMPRELEASED;
1717                         LeaveSpectatorMode();
1718                         return;
1719                 } else if(self.button0) {
1720                         self.welcomemessage_time = 0;
1721                         self.flags = self.flags - FL_JUMPRELEASED;
1722                         if(SpectateNext() == 1) {
1723                                 self.classname = "spectator";
1724                         } else {
1725                                 self.classname = "observer";
1726                                 PutClientInServer();
1727                         }
1728                 } else if (self.button3) {
1729                         self.welcomemessage_time = 0;
1730                         self.flags = self.flags - FL_JUMPRELEASED;
1731                         self.classname = "observer";
1732                         PutClientInServer();
1733                 } else {
1734                         if(!SpectateUpdate())
1735                                 PutObserverInServer();
1736                 }
1737         } else {
1738                 if (!(self.button0 || self.button3)) {
1739                         self.flags = self.flags | FL_JUMPRELEASED;
1740                 }
1741         }
1742         if(self.button4)
1743                 self.wantswelcomemessage = 0;
1744         if(self.wantswelcomemessage)
1745                 PrintWelcomeMessage(self);
1746         self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1747 }
1748
1749 /*
1750 =============
1751 PlayerPreThink
1752
1753 Called every frame for each client before the physics are run
1754 =============
1755 */
1756 void() ctf_setstatus;
1757 .float vote_nagtime;
1758 void PlayerPreThink (void)
1759 {
1760         if(blockSpectators)
1761                 checkSpectatorBlock();
1762         
1763         if(self.netname_previous != self.netname)
1764         {
1765                 if(cvar("sv_eventlog"))
1766                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname), TRUE);
1767                 if(self.netname_previous)
1768                         strunzone(self.netname_previous);
1769                 self.netname_previous = strzone(self.netname);
1770         }
1771
1772         // version nagging
1773         if(self.version_nagtime)
1774                 if(self.cvar_g_nexuizversion)
1775                         if(time > self.version_nagtime)
1776                         {
1777                                 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1778                                 {
1779                                         if(strstr(cvar_string("g_nexuizversion"), "svn", 0) >= 0)
1780                                         {
1781                                                 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), " (beta)^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n");
1782                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), " (beta)^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
1783                                         }
1784                                         else
1785                                         {
1786                                                 float r;
1787                                                 r = vercmp(self.cvar_g_nexuizversion, cvar_string("g_nexuizversion"));
1788                                                 if(r < 0)
1789                                                 {
1790                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7 is out, and you still have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1 - get the update from ^4http://www.nexuiz.com/^1!\n");
1791                                                         sprint(self, strcat("\{1}^1NOTE: ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7 is out, and you still have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1 - get the update from ^4http://www.nexuiz.com/^1!\n"));
1792                                                 }
1793                                                 else if(r > 0)
1794                                                 {
1795                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n");
1796                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
1797                                                 }
1798                                         }
1799                                 }
1800                                 self.version_nagtime = 0;
1801                         }
1802
1803         // vote nagging
1804         if(self.cvar_scr_centertime)
1805                 if(time > self.vote_nagtime)
1806                 {
1807                         VoteNag();
1808                         self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1809                 }
1810
1811         // GOD MODE info
1812         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
1813         {
1814                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
1815                 self.max_armorvalue = 0;
1816         }
1817
1818         if(frametime)
1819                 antilag_record(self);
1820
1821         if(self.classname == "player") {
1822 //              if(self.netname == "Wazat")
1823 //                      bprint(self.classname, "\n");
1824
1825                 CheckRules_Player();
1826
1827                 if(self.button7)
1828                         PrintWelcomeMessage(self);
1829
1830                 if(g_lms || !cvar("sv_spectate"))
1831                 if((time - self.jointime) <= cvar("welcome_message_time"))
1832                         PrintWelcomeMessage(self);
1833
1834                 if (intermission_running)
1835                 {
1836                         IntermissionThink ();   // otherwise a button could be missed between
1837                         return;                                 // the think tics
1838                 }
1839
1840                 if(self.teleport_time)
1841                 if(time > self.teleport_time)
1842                 {
1843                         self.teleport_time = 0;
1844                         self.effects = self.effects - (self.effects & EF_NODRAW);
1845                         if(self.weaponentity)
1846                                 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
1847                 }
1848
1849                 Nixnex_GiveCurrentWeapon();
1850
1851                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
1852                         UpdateSelectedPlayer();
1853
1854                 //don't allow the player to turn around while game is paused!
1855                 if(timeoutStatus == 2) {
1856                         self.v_angle = self.lastV_angle;
1857                         self.angles = self.lastV_angle;
1858                         self.fixangle = TRUE;
1859                 }
1860
1861                 if (self.deadflag != DEAD_NO)
1862                 {
1863                         float button_pressed, force_respawn;
1864                         player_anim();
1865                         button_pressed = (self.button0 || self.button2 || self.button3 || self.button6 || self.buttonuse);
1866                         force_respawn = (g_lms || cvar("g_forced_respawn"));
1867                         if (self.deadflag == DEAD_DYING)
1868                         {
1869                                 if(force_respawn)
1870                                         self.deadflag = DEAD_RESPAWNING;
1871                                 else if(!button_pressed)
1872                                         self.deadflag = DEAD_DEAD;
1873                         }
1874                         else if (self.deadflag == DEAD_DEAD)
1875                         {
1876                                 if(button_pressed)
1877                                         self.deadflag = DEAD_RESPAWNABLE;
1878                         }
1879                         else if (self.deadflag == DEAD_RESPAWNABLE)
1880                         {
1881                                 if(!button_pressed)
1882                                         self.deadflag = DEAD_RESPAWNING;
1883                         }
1884                         else if (self.deadflag == DEAD_RESPAWNING)
1885                         {
1886                                 if(time > self.death_time)
1887                                 {
1888                                         self.death_time = time + 1; // only retry once a second
1889                                         respawn();
1890                                 }
1891                         }
1892                         ShowRespawnCountdown();
1893                         return;
1894                 }
1895
1896                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
1897                 {
1898                         vector dist;
1899
1900                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1901                         dist = self.oldorigin - self.origin;
1902                         dist_z = 0;
1903                         self.lms_traveled_distance += fabs(vlen(dist));
1904
1905                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < restart_countdown))
1906                         {
1907                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1908                                 self.lms_traveled_distance = 0;
1909                         }
1910
1911                         if(time > self.lms_nextcheck)
1912                         {
1913                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1914                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1915                                 {
1916                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
1917                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1918                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1919                                         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');
1920                                 }
1921                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1922                                 self.lms_traveled_distance = 0;
1923                         }
1924                 }
1925
1926                 if (self.button5 && !self.hook.state)
1927                 {
1928                         if (!self.crouch)
1929                         {
1930                                 self.crouch = TRUE;
1931                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
1932                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1933                                 player_setanim(self.anim_duck, FALSE, TRUE, TRUE);
1934                         }
1935                 }
1936                 else
1937                 {
1938                         if (self.crouch)
1939                         {
1940                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1941                                 if (!trace_startsolid)
1942                                 {
1943                                         self.crouch = FALSE;
1944                                         self.view_ofs = PL_VIEW_OFS;
1945                                         setsize (self, PL_MIN, PL_MAX);
1946                                 }
1947                         }
1948                 }
1949
1950                 FixPlayermodel();
1951
1952                 GrapplingHookFrame();
1953
1954                 W_WeaponFrame();
1955
1956                 {
1957                         float zoomfactor, zoomspeed, zoomdir;
1958                         zoomfactor = self.cvar_cl_zoomfactor;
1959                         if(zoomfactor < 1 || zoomfactor > 16)
1960                                 zoomfactor = 2.5;
1961                         zoomspeed = self.cvar_cl_zoomspeed;
1962                         if(zoomspeed >= 0) // < 0 is instant zoom
1963                                 if(zoomspeed < 0.5 || zoomspeed > 16)
1964                                         zoomspeed = 3.5;
1965
1966                         zoomdir = self.button4;
1967                         if(self.button3)
1968                                 if(self.weapon == WEP_NEX)
1969                                         if(!g_minstagib)
1970                                                 zoomdir = 1;
1971
1972                         if(zoomdir)
1973                                 self.has_zoomed = 1;
1974
1975                         if(self.has_zoomed)
1976                         {
1977                                 if(zoomspeed <= 0) // instant zoom
1978                                 {
1979                                         if(zoomdir)
1980                                                 self.viewzoom = 1 / zoomfactor;
1981                                         else
1982                                                 self.viewzoom = 1;
1983                                 }
1984                                 else
1985                                 {
1986                                         // geometric zoom would be:
1987                                         //   self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
1988                                         // however, testing showed that arithmetic/harmonic zoom works better
1989                                         if(zoomdir)
1990                                                 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1991                                                 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
1992                                                 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1993                                         else
1994                                                 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1995                                                 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
1996                                                 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1997                                 }
1998                         }
1999                         else
2000                                 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
2001                 }
2002
2003                 player_powerups();
2004                 player_regen();
2005                 player_anim();
2006
2007                 if (g_minstagib)
2008                         minstagib_ammocheck();
2009
2010                 ctf_setstatus();
2011                 kh_setstatus();
2012
2013                 //self.angles_y=self.v_angle_y + 90;   // temp
2014
2015                 //if (TetrisPreFrame()) return;
2016         } else if(gameover) {
2017                 if (intermission_running)
2018                         IntermissionThink ();   // otherwise a button could be missed between
2019                 return;
2020         } else if(self.classname == "observer") {
2021                 ObserverThink();
2022         } else if(self.classname == "spectator") {
2023                 SpectatorThink();
2024         }
2025 }
2026
2027
2028 /*
2029 =============
2030 PlayerPostThink
2031
2032 Called every frame for each client after the physics are run
2033 =============
2034 */
2035 void PlayerPostThink (void)
2036 {
2037         // Savage: Check for nameless players
2038         if (strlen(self.netname) < 1) {
2039                 self.netname = "Player";
2040                 stuffcmd(self, "seta _cl_name Player\n");
2041         }
2042
2043         if(self.classname == "player") {
2044                 CheckRules_Player();
2045                 UpdateChatBubble();
2046                 UpdateTeamBubble();
2047                 if (self.impulse)
2048                         ImpulseCommands();
2049                 if (intermission_running)
2050                         return;         // intermission or finale
2051
2052                 //PrintWelcomeMessage(self);
2053                 //if (TetrisPostFrame()) return;
2054
2055                 // restart countdown
2056                 if (restart_countdown) {
2057                         if(time < restart_countdown) {
2058                                 if (!cvar("sv_ready_restart_after_countdown"))
2059                                 {
2060                                         self.movetype = MOVETYPE_NONE;          
2061                                         self.velocity = '0 0 0';
2062                                         self.avelocity = '0 0 0';
2063                                         self.movement = '0 0 0';
2064                                 }
2065                         }
2066                         else
2067                         {
2068                                 //allow the player to move again if sv_ready_restart_after_countdown is not used and countdown is over
2069                                 if (!cvar("sv_ready_restart_after_countdown"))
2070                                 {
2071                                         if(self.movetype == MOVETYPE_NONE)
2072                                         {
2073                                                 self.movetype = MOVETYPE_WALK;
2074                                         }
2075                                 }
2076                         }
2077                 }
2078                 
2079         } else if (self.classname == "observer") {
2080                 //do nothing
2081         } else if (self.classname == "spectator") {
2082                 //do nothing
2083         }
2084
2085         Arena_Warmup();
2086 }