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Q1 map support; ctf1 now works!
[divverent/nexuiz.git] / data / qcsrc / server / cl_client.qc
1 void info_player_start (void)
2 {
3         self.classname = "info_player_deathmatch";
4         relocate_spawnpoint();
5 }
6
7 void info_player_deathmatch (void)
8 {
9         relocate_spawnpoint();
10 }
11
12 float spawn_allbad;
13 float spawn_allgood;
14 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
15 {
16         local entity spot, player, nextspot, previousspot, newfirstspot;
17         local float pcount;
18         spot = firstspot;
19         newfirstspot = world;
20         previousspot = world;
21         spawn_allgood = TRUE;
22         spawn_allbad = TRUE;
23         while (spot)
24         {
25                 nextspot = spot.chain;
26                 // count team mismatches as bad spots
27                 if (spot.team == teamcheck)
28                 {
29                         pcount = 0;
30                         player = playerlist;
31                         while (player)
32                         {
33                                 if (player != self)
34                                 if (vlen(player.origin - spot.origin) < mindist)
35                                         pcount = pcount + 1;
36                                 player = player.chain;
37                         }
38                         if (!pcount)
39                         {
40                                 spawn_allbad = FALSE;
41                                 if (newfirstspot)
42                                         previousspot.chain = spot;
43                                 else
44                                         newfirstspot = spot;
45                                 previousspot = spot;
46                                 spot.chain = world;
47                         }
48                         else
49                                 spawn_allgood = FALSE;
50                 }
51                 spot = nextspot;
52         }
53         // if we couldn't find ANY good points, return the original list
54         if (!newfirstspot)
55                 newfirstspot = firstspot;
56         return newfirstspot;
57 }
58
59 entity Spawn_RandomPoint(entity firstspot)
60 {
61         local entity spot;
62         local float numspots;
63         // count number of spots
64         numspots = 0;
65         spot = firstspot;
66         while (spot)
67         {
68                 numspots = numspots + 1;
69                 spot = spot.chain;
70         }
71         // pick a random one
72         numspots = numspots * random();
73         spot = firstspot;
74         while (spot.chain && numspots >= 1)
75         {
76                 numspots = numspots - 1;
77                 spot = spot.chain;
78         }
79         return spot;
80 }
81
82 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
83 {
84         local entity best, spot, player;
85         local float bestrating, rating;
86         best = world;
87         bestrating = -1000000;
88         spot = firstspot;
89         while (spot)
90         {
91                 rating = 1000000000;
92                 player = playerlist;
93                 while (player)
94                 {
95                         if (player != self)
96                                 rating = min(rating, vlen(player.origin - spot.origin));
97                         player = player.chain;
98                 }
99                 rating = rating + random() * 16;
100                 if (bestrating < rating)
101                 {
102                         best = spot;
103                         bestrating = rating;
104                 }
105                 spot = spot.chain;
106         }
107         return best;
108 }
109
110 /*
111 =============
112 SelectSpawnPoint
113
114 Finds a point to respawn
115 =============
116 */
117 entity SelectSpawnPoint (float anypoint)
118 {
119         local float teamcheck;
120         local entity spot, firstspot, playerlist;
121
122         spot = find (world, classname, "testplayerstart");
123         if (spot)
124                 return spot;
125
126         teamcheck = 0;
127
128         if(!anypoint && cvar("g_ctf") )
129                 teamcheck = self.team;
130
131         // get the list of players
132         playerlist = findchain(classname, "player");
133         // get the entire list of spots
134         firstspot = findchain(classname, "info_player_deathmatch");
135         // filter out the bad ones
136         // (note this returns the original list if none survived)
137         firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
138
139         // there is 50/50 chance of choosing a random spot or the furthest spot
140         // (this means that roughly every other spawn will be furthest, so you
141         // usually won't get fragged at spawn twice in a row)
142         if (arena_roundbased)
143         {
144                 firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
145                 spot = Spawn_RandomPoint(firstspot);
146         }
147         else if (random() > 0.5 || spawn_allbad || spawn_allgood)
148                 spot = Spawn_RandomPoint(firstspot);
149         else
150                 spot = Spawn_FurthestPoint(firstspot, playerlist);
151
152         if (!spot)
153         {
154                 if(cvar("spawn_debug"))
155                         GotoNextMap();
156                 else
157                         error ("PutClientInServer: no start points on level");
158         }
159
160         return spot;
161 }
162
163 /*
164 =============
165 CheckPlayerModel
166
167 Checks if the argument string can be a valid playermodel.
168 Returns a valid one in doubt.
169 =============
170 */
171 string FallbackPlayerModel = "models/player/marine.zym";
172 string CheckPlayerModel(string plyermodel) {
173         if(strlen(plyermodel) < 4)
174                 return FallbackPlayerModel;
175         if( substring(plyermodel,0,14) != "models/player/")
176                 return FallbackPlayerModel;
177         else if(cvar("sv_servermodelsonly"))
178         {
179                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
180                         return FallbackPlayerModel;
181                 if(!fexists(plyermodel))
182                         return FallbackPlayerModel;
183         }
184         return plyermodel;
185 }
186
187 /*
188 =============
189 Client_customizeentityforclient
190
191 LOD reduction
192 =============
193 */
194 float Client_customizeentityforclient()
195 {
196 #ifdef ALLOW_VARIABLE_LOD
197         // self: me
198         // other: the player viewing me
199         float distance;
200         float f;
201
202         if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
203                 return TRUE;
204
205         if(other.cvar_cl_playerdetailreduction <= 0)
206         {
207                 if(other.cvar_cl_playerdetailreduction <= -2)
208                         self.modelindex = self.modelindex_lod2;
209                 else if(other.cvar_cl_playerdetailreduction <= -1)
210                         self.modelindex = self.modelindex_lod1;
211                 else
212                         self.modelindex = self.modelindex_lod0;
213         }
214         else
215         {
216                 distance = vlen(self.origin - other.origin);
217                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
218                 if(f > 10000)
219                         self.modelindex = self.modelindex_lod2;
220                 else if(f > 5000)
221                         self.modelindex = self.modelindex_lod1;
222                 else
223                         self.modelindex = self.modelindex_lod0;
224         }
225 #endif
226
227         return TRUE;
228 }
229
230 void setmodel_lod(entity e, string modelname)
231 {
232 #ifdef ALLOW_VARIABLE_LOD
233         string s;
234
235         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1.zym");
236         if(fexists(s))
237         {
238                 precache_model(s);
239                 setmodel(e, s);
240                 self.modelindex_lod1 = self.modelindex;
241         }
242         else
243                 self.modelindex_lod1 = -1;
244
245         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2.zym");
246         if(fexists(s))
247         {
248                 precache_model(s);
249                 setmodel(e, s);
250                 self.modelindex_lod2 = self.modelindex;
251         }
252         else
253                 self.modelindex_lod2 = -1;
254
255         precache_model(modelname);
256         setmodel(e, modelname);
257         self.modelindex_lod0 = self.modelindex;
258
259         if(self.modelindex_lod1 < 0)
260                 self.modelindex_lod1 = self.modelindex;
261
262         if(self.modelindex_lod2 < 0)
263                 self.modelindex_lod2 = self.modelindex;
264 #else
265         precache_model(modelname);
266         setmodel(e, modelname);
267 #endif
268 }
269
270 /*
271 =============
272 PutObserverInServer
273
274 putting a client as observer in the server
275 =============
276 */
277 void PutObserverInServer (void)
278 {
279         entity  spot;
280         spot = SelectSpawnPoint (FALSE);
281         RemoveGrapplingHook(self); // Wazat's Grappling Hook
282
283         if(clienttype(self) == CLIENTTYPE_REAL)
284         {
285                 msg_entity = self;
286                 WriteByte(MSG_ONE, SVC_SETVIEW);
287                 WriteEntity(MSG_ONE, self);
288         }
289
290         DropAllRunes(self);
291
292         if(self.flagcarried)
293                 DropFlag(self.flagcarried);
294
295         DistributeFragsAmongTeam(self, self.team, 1);
296
297         if(self.frags <= 0 && self.frags > -666 && cvar("g_lms") && self.killcount != -666)
298                 bprint ("^4", self.netname, "^4 has no more lives left\n");
299         else if(self.killcount != -666)
300                 bprint ("^4", self.netname, "^4 is spectating now\n");
301
302         self.classname = "observer";
303         self.health = -666;
304         self.takedamage = DAMAGE_NO;
305         self.solid = SOLID_NOT;
306         self.movetype = MOVETYPE_NOCLIP;
307         self.flags = FL_CLIENT | FL_NOTARGET;
308         self.armorvalue = 666;
309         self.effects = 0;
310         self.armorvalue = cvar("g_balance_armor_start");
311         self.pauserotarmor_finished = 0;
312         self.pauserothealth_finished = 0;
313         self.pauseregen_finished = 0;
314         self.damageforcescale = 0;
315         self.death_time = 0;
316         self.dead_time = 0;
317         self.dead_frame = 0;
318         self.die_frame = 0;
319         self.deaths = 0;
320         self.alpha = 0;
321         self.scale = 0;
322         self.fade_time = 0;
323         self.pain_frame = 0;
324         self.pain_finished = 0;
325         self.strength_finished = 0;
326         self.invincible_finished = 0;
327         self.pushltime = 0;
328         self.think = SUB_Null;
329         self.nextthink = 0;
330         self.hook_time = 0;
331         self.runes = 0;
332         self.deadflag = DEAD_NO;
333         self.angles = spot.angles;
334         self.angles_z = 0;
335         self.fixangle = TRUE;
336         self.crouch = FALSE;
337
338         self.view_ofs = PL_VIEW_OFS;
339         setorigin (self, spot.origin);
340         setsize (self, '0 0 0', '0 0 0');
341         self.oldorigin = self.origin;
342         self.items = 0;
343         self.model = "";
344         self.modelindex = 0;
345         self.weapon = 0;
346         self.weaponmodel = "";
347         self.weaponentity = world;
348         self.killcount = -666;
349         self.velocity = '0 0 0';
350         self.avelocity = '0 0 0';
351         self.punchangle = '0 0 0';
352         self.punchvector = '0 0 0';
353         self.oldvelocity = self.velocity;
354         self.customizeentityforclient = Client_customizeentityforclient;
355
356         if(cvar("g_arena"))
357         {
358                 if(self.frags != -2)
359                 {
360                         Spawnqueue_Insert(self);
361                 }
362                 else
363                 {
364                         Spawnqueue_Unmark(self);
365                         Spawnqueue_Remove(self);
366                 }
367         }
368         else if(!cvar("g_lms"))
369                 self.frags = -666;
370 }
371
372
373 /*
374 =============
375 PutClientInServer
376
377 Called when a client spawns in the server
378 =============
379 */
380 void PutClientInServer (void)
381 {
382         if(clienttype(self) == CLIENTTYPE_BOT)
383         {
384                 self.classname = "player";
385         }
386         else if(clienttype(self) == CLIENTTYPE_REAL)
387         {
388                 msg_entity = self;
389                 WriteByte(MSG_ONE, SVC_SETVIEW);
390                 WriteEntity(MSG_ONE, self);
391         }
392
393         // player is dead and becomes observer
394         if(cvar("g_lms") && self.frags < 1)
395                 self.classname = "observer";
396
397         if(cvar("g_arena"))
398         if(!self.spawned)
399                 self.classname = "observer";
400
401         if(self.classname == "player") {
402                 entity  spot;
403
404                 spot = SelectSpawnPoint (FALSE);
405
406                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
407
408                 self.classname = "player";
409                 self.iscreature = TRUE;
410                 self.movetype = MOVETYPE_WALK;
411                 self.solid = SOLID_SLIDEBOX;
412                 self.flags = FL_CLIENT;
413                 self.takedamage = DAMAGE_AIM;
414                 self.effects = 0;
415                 self.health = cvar("g_balance_health_start");
416                 self.air_finished = time + 12;
417                 self.dmg = 2;
418                 self.armorvalue = cvar("g_balance_armor_start");
419                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
420                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
421                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
422                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
423                 self.damageforcescale = 2;
424                 self.death_time = 0;
425                 self.dead_time = 0;
426                 self.dead_frame = 0;
427                 self.die_frame = 0;
428                 self.alpha = 0;
429                 self.scale = 1;
430                 if(maptype == MAPTYPE_Q1BSP)
431                         self.scale = 0.85;
432                 self.fade_time = 0;
433                 self.pain_frame = 0;
434                 self.pain_finished = 0;
435                 self.strength_finished = 0;
436                 self.invincible_finished = 0;
437                 self.pushltime = 0;
438                 //self.speed_finished = 0;
439                 //self.slowmo_finished = 0;
440                 // players have no think function
441                 self.think = SUB_Null;
442                 self.nextthink = 0;
443                 self.weapon = 0;
444                 self.switchweapon = 0;
445                 self.hook_time = 0;
446
447                 self.runes = 0;
448
449                 self.deadflag = DEAD_NO;
450
451                 self.angles = spot.angles;
452
453                 self.angles_z = 0; // never spawn tilted even if the spot says to
454                 self.fixangle = TRUE; // turn this way immediately
455                 self.velocity = '0 0 0';
456                 self.avelocity = '0 0 0';
457                 self.punchangle = '0 0 0';
458                 self.punchvector = '0 0 0';
459                 self.oldvelocity = self.velocity;
460
461                 self.viewzoom = 0.6;
462
463                 self.customizeentityforclient = Client_customizeentityforclient;
464
465                 if(cvar("sv_defaultcharacter") == 1 && !teams_matter) {
466                         local string defaultmodel;
467                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
468                         setmodel_lod (self, defaultmodel);
469                         self.skin = stof(cvar_string("sv_defaultplayerskin"));
470                 } else {
471                         self.playermodel = CheckPlayerModel(self.playermodel);
472                         setmodel_lod (self, self.playermodel);
473                         if(teams_matter)
474                                 self.skin = math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY);
475                         else
476                                 self.skin = stof(self.playerskin);
477                 }
478
479                 self.crouch = FALSE;
480                 self.view_ofs = PL_VIEW_OFS * self.scale;
481                 setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);
482                 self.spawnorigin = spot.origin;
483                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
484                 // don't reset back to last position, even if new position is stuck in solid
485                 self.oldorigin = self.origin;
486
487                 if(cvar("g_lms"))
488                 {
489                         self.ammo_shells = cvar("g_lms_start_ammo_shells");
490                         self.ammo_nails = cvar("g_lms_start_ammo_nails");
491                         self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
492                         self.ammo_cells = cvar("g_lms_start_ammo_cells");
493                         self.health = cvar("g_lms_start_health");
494                         self.armorvalue = cvar("g_lms_start_armor");
495                 }
496                 else if (cvar("g_use_ammunition")) {
497                         self.ammo_shells = cvar("g_start_ammo_shells");
498                         self.ammo_nails = cvar("g_start_ammo_nails");
499                         self.ammo_rockets = cvar("g_start_ammo_rockets");
500                         self.ammo_cells = cvar("g_start_ammo_cells");
501                 } else {
502                         self.ammo_shells = 999;
503                         self.ammo_nails = 999;
504                         self.ammo_rockets = 999;
505                         self.ammo_cells = 999;
506                 }
507
508                 self.items = 0;
509                 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
510                 {
511                         self.items = self.items | IT_LASER;
512                         self.switchweapon = WEP_LASER;
513                 }
514                 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
515                 {
516                         self.items = self.items | IT_SHOTGUN;
517                         self.switchweapon = WEP_SHOTGUN;
518                 }
519                 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
520                 {
521                         self.items = self.items | IT_UZI;
522                         self.switchweapon = WEP_UZI;
523                 }
524                 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
525                 {
526                         self.items = self.items | IT_GRENADE_LAUNCHER;
527                         self.switchweapon = WEP_GRENADE_LAUNCHER;
528                 }
529                 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
530                 {
531                         self.items = self.items | IT_ELECTRO;
532                         self.switchweapon = WEP_ELECTRO;
533                 }
534                 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
535                 {
536                         self.items = self.items | IT_CRYLINK;
537                         self.switchweapon = WEP_CRYLINK;
538                 }
539                 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
540                 {
541                         self.items = self.items | IT_NEX;
542                         self.switchweapon = WEP_NEX;
543                 }
544                 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
545                 {
546                         self.items = self.items | IT_HAGAR;
547                         self.switchweapon = WEP_HAGAR;
548                 }
549                 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
550                 {
551                         self.items = self.items | IT_ROCKET_LAUNCHER;
552                         self.switchweapon = WEP_ROCKET_LAUNCHER;
553                 }
554
555                 if(cvar("g_instagib"))
556                 {
557                         self.items = IT_NEX;
558                         self.switchweapon = WEP_NEX;
559                         self.ammo_cells = 999;
560                 }
561
562                 if(cvar("g_rocketarena"))
563                 {
564                         self.items = IT_ROCKET_LAUNCHER;
565                         self.switchweapon = WEP_ROCKET_LAUNCHER;
566                         self.ammo_rockets = 999;
567                 }
568
569                 if(cvar("g_nixnex"))
570                 {
571                         self.items = 0;
572                         // will be done later
573                 }
574
575                 if(cvar("g_minstagib"))
576                 {
577                         self.health = 100;
578                         self.armorvalue = 0;
579                         self.items = IT_NEX;
580                         self.switchweapon = WEP_NEX;
581                         self.ammo_cells = cvar("g_minstagib_ammo_start");
582                         self.jump_interval = time;
583                 }
584
585                 if(cvar("g_arena"))
586                 {
587                         Spawnqueue_Remove(self);
588                         Spawnqueue_Mark(self);
589                 }
590
591                 self.event_damage = PlayerDamage;
592
593                 self.bot_attack = TRUE;
594
595                 self.statdraintime = time + 5;
596                 self.button0 = self.button1 = self.button2 = self.button3 = 0;
597
598                 if(self.killcount == -666) {
599                         self.killcount = 0;
600                         if(!cvar("g_arena"))
601                         if(!cvar("g_lms"))
602                                 self.frags = 0;
603                 }
604
605                 self.cnt = WEP_LASER;
606                 self.nixnex_lastchange_id = -1;
607
608                 CL_SpawnWeaponentity();
609                 self.alpha = default_player_alpha;
610                 self.exteriorweaponentity.alpha = default_weapon_alpha;
611
612                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
613                 self.lms_traveled_distance = 0;
614
615                 if(cvar("spawn_debug"))
616                 {
617                                 sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
618                                 remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
619                 }
620
621                 //stuffcmd(self, "chase_active 0");
622                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
623         } else if(self.classname == "observer") {
624                 PutObserverInServer ();
625         }
626 }
627
628 /*
629 =============
630 SetNewParms
631 =============
632 */
633 void SetNewParms (void)
634 {
635
636 }
637
638 /*
639 =============
640 SetChangeParms
641 =============
642 */
643 void SetChangeParms (void)
644 {
645
646 }
647
648 /*
649 =============
650 ClientKill
651
652 Called when a client types 'kill' in the console
653 =============
654 */
655 void ClientKill (void)
656 {
657         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
658 }
659
660 void FixClientCvars(entity e)
661 {
662         // send prediction settings to the client
663         stuffcmd(e, "\nin_bindmap 0 0\n");
664         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
665         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
666         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
667         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
668         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
669         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
670         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
671         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
672         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
673         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
674         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
675         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
676         stuffcmd(e, "cl_movement_edgefriction 1\n");
677 }
678
679 /*
680 =============
681 ClientConnect
682
683 Called when a client connects to the server
684 =============
685 */
686 string ColoredTeamName(float t);
687 //void dom_player_join_team(entity pl);
688 void ClientConnect (void)
689 {
690         local string s;
691         
692         self.classname = "player_joining";
693         self.flags = self.flags | FL_CLIENT;
694         self.version_nagtime = time + 10 + random() * 10;
695
696         if(player_count<0)
697         {
698                 dprint("BUG player count is lower than zero, this cannot happen!\n");
699                 player_count = 0;
700         }
701
702         bot_clientconnect();
703
704         //if(cvar("g_domination"))
705         //      dom_player_join_team(self);
706
707         //JoinBestTeam(self, FALSE);
708
709         if((cvar("sv_spectate") == 1 && !cvar("g_lms")) || cvar("g_campaign")) {
710                 self.classname = "observer";
711         } else {
712                 self.classname = "player";
713                 campaign_bots_may_start = 1;
714         }
715
716         self.playerid = (playerid_last = playerid_last + 1);
717         if(cvar("sv_eventlog"))
718         {
719                 if(clienttype(self) == CLIENTTYPE_REAL)
720                         s = "player";
721                 else
722                         s = "bot";
723                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
724                 s = strcat(":team:", ftos(self.playerid), ":");
725                 s = strcat(s, ftos(self.team));
726                 GameLogEcho(s, FALSE);
727         }
728
729         //stuffcmd(self, "set tmpviewsize $viewsize \n");
730
731         bprint ("^4",self.netname);
732         bprint ("^4 connected");
733
734         if(cvar("g_domination") || cvar("g_ctf"))
735         {
736                 bprint(" and joined the ");
737                 bprint(ColoredTeamName(self.team));
738         }
739
740         bprint("\n");
741
742         self.welcomemessage_time = 0;
743
744         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
745         // TODO: is this being used for anything else than cd tracks?
746         // Remember: SVC_CDTRACK exists. Maybe it should be used.
747         
748         FixClientCvars(self);
749
750         // Wazat's grappling hook
751         SetGrappleHookBindings();
752
753         // get autoswitch state from player
754         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
755         stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
756
757         // get version info from player
758         stuffcmd(self, "cmd clientversion $gameversion\n");
759
760         // get other cvars from player
761         GetCvars(0);
762
763         // set cvar for team scoreboard
764         if (teams_matter)
765         {
766                 local float t;
767                 t = cvar("teamplay");
768                 // 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
769                 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
770         }
771         else
772                 stuffcmd(self, "set teamplay 0\n");
773
774         if(cvar("g_lms"))
775         {
776                 self.frags = cvar("fraglimit");
777                 // no fraglimit was set, so player gets 999 lives
778                 if(self.frags < 1)
779                         self.frags = 999;
780
781                 self.frags = LMS_NewPlayerLives();
782                 if(!self.frags)
783                 {
784                         self.frags = -666;
785                 }
786         }
787         else if(cvar("g_arena"))
788         {
789                 self.classname = "observer";
790                 Spawnqueue_Insert(self);
791         }
792
793         bot_relinkplayerlist();
794
795         self.jointime = time;
796 }
797
798 /*
799 =============
800 ClientDisconnect
801
802 Called when a client disconnects from the server
803 =============
804 */
805 void(entity e) DropFlag;
806 .entity chatbubbleentity;
807 .entity teambubbleentity;
808 void ClientDisconnect (void)
809 {
810         float save;
811         if(cvar("sv_eventlog"))
812                 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
813         bprint ("^4",self.netname);
814         bprint ("^4 disconnected\n");
815
816         if (self.chatbubbleentity)
817         {
818                 remove (self.chatbubbleentity);
819                 self.chatbubbleentity = world;
820         }
821
822         if (self.teambubbleentity)
823         {
824                 remove (self.teambubbleentity);
825                 self.teambubbleentity = world;
826         }
827
828         DropAllRunes(self);
829
830         if(self.flagcarried)
831                 DropFlag(self.flagcarried);
832
833         DistributeFragsAmongTeam(self, self.team, 1);
834
835         save = self.flags;
836         self.flags = self.flags - (self.flags & FL_CLIENT);
837         bot_relinkplayerlist();
838         self.flags = save;
839
840         // remove laserdot
841         if(self.weaponentity)
842                 if(self.weaponentity.lasertarget)
843                         remove(self.weaponentity.lasertarget);
844
845         if(cvar("g_arena"))
846         {
847                 Spawnqueue_Unmark(self);
848                 Spawnqueue_Remove(self);
849         }
850
851         // free cvars
852         GetCvars(-1);
853 }
854
855 .float buttonchat;
856 void() ChatBubbleThink =
857 {
858         self.nextthink = time;
859         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
860         {
861                 self.owner.chatbubbleentity = world;
862                 remove(self);
863                 return;
864         }
865         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
866         if (self.owner.buttonchat && !self.owner.deadflag)
867                 self.model = self.mdl;
868         else
869                 self.model = "";
870 };
871
872 void() UpdateChatBubble =
873 {
874         if (!self.modelindex)
875                 return;
876         // spawn a chatbubble entity if needed
877         if (!self.chatbubbleentity)
878         {
879                 self.chatbubbleentity = spawn();
880                 self.chatbubbleentity.owner = self;
881                 self.chatbubbleentity.exteriormodeltoclient = self;
882                 self.chatbubbleentity.think = ChatBubbleThink;
883                 self.chatbubbleentity.nextthink = time;
884                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
885                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
886                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
887                 self.chatbubbleentity.model = "";
888         }
889 }
890
891
892 void() TeamBubbleThink =
893 {
894         self.nextthink = time;
895         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
896         {
897                 self.owner.teambubbleentity = world;
898                 remove(self);
899                 return;
900         }
901 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
902         if (self.owner.buttonchat || self.owner.deadflag)
903                 self.model = "";
904         else
905                 self.model = self.mdl;
906
907 };
908
909 float() TeamBubble_customizeentityforclient
910 {
911         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
912 }
913
914 void() UpdateTeamBubble =
915 {
916         if (!self.modelindex || !cvar("teamplay"))
917                 return;
918         // spawn a teambubble entity if needed
919         if (!self.teambubbleentity && cvar("teamplay"))
920         {
921                 self.teambubbleentity = spawn();
922                 self.teambubbleentity.owner = self;
923                 self.teambubbleentity.exteriormodeltoclient = self;
924                 self.teambubbleentity.think = TeamBubbleThink;
925                 self.teambubbleentity.nextthink = time;
926                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
927 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
928                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
929                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
930                 self.teambubbleentity.mdl = self.teambubbleentity.model;
931                 self.teambubbleentity.model = self.teambubbleentity.mdl;
932                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
933         }
934 }
935
936 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
937 // added to the model skins
938 /*void() UpdateColorModHack =
939 {
940         local float c;
941         c = self.clientcolors & 15;
942         // LordHavoc: only bothering to support white, green, red, yellow, blue
943              if (teamplay == 0) self.colormod = '0 0 0';
944         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
945         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
946         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
947         else if (c == 12) self.colormod = '1.22 1.22 0.10';
948         else if (c == 13) self.colormod = '0.10 0.10 1.73';
949         else self.colormod = '1 1 1';
950 };*/
951
952 void respawn(void)
953 {
954         CopyBody(1);
955         PutClientInServer();
956 }
957
958 void player_powerups (void)
959 {
960         if (cvar("g_minstagib"))
961         {
962                 self.effects = EF_FULLBRIGHT;
963                 if (self.items & IT_STRENGTH)
964                 {
965                         if (time > self.strength_finished)
966                         {
967                                 self.alpha = default_player_alpha;
968                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
969                                 self.items = self.items - (self.items & IT_STRENGTH);
970                                 sprint(self, "^3Invisibility has worn off\n");
971                         }
972                 }
973                 else
974                 {
975                         if (time < self.strength_finished)
976                         {
977                                 self.alpha = cvar("g_minstagib_invis_alpha");
978                                 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
979                                 self.items = self.items | IT_STRENGTH;
980                                 sprint(self, "^3You are invisible\n");
981                         }
982                 }
983
984                 if (self.items & IT_INVINCIBLE)
985                 {
986                         if (time > self.invincible_finished)
987                         {
988                                 self.items = self.items - (self.items & IT_INVINCIBLE);
989                                 sprint(self, "^3Speed has worn off\n");
990                         }
991                 }
992                 else
993                 {
994                         if (time < self.invincible_finished)
995                         {
996                                 self.items = self.items | IT_INVINCIBLE;
997                                 sprint(self, "^3You are on speed\n");
998                         }
999                 }
1000                 return;
1001         }
1002
1003         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1004         if (self.items & IT_STRENGTH)
1005         {
1006                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1007                 if (time > self.strength_finished)
1008                 {
1009                         self.items = self.items - (self.items & IT_STRENGTH);
1010                         sprint(self, "^3Strength has worn off\n");
1011                 }
1012         }
1013         else
1014         {
1015                 if (time < self.strength_finished)
1016                 {
1017                         self.items = self.items | IT_STRENGTH;
1018                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1019                 }
1020         }
1021         if (self.items & IT_INVINCIBLE)
1022         {
1023                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1024                 if (time > self.invincible_finished)
1025                 {
1026                         self.items = self.items - (self.items & IT_INVINCIBLE);
1027                         sprint(self, "^3Shield has worn off\n");
1028                 }
1029         }
1030         else
1031         {
1032                 if (time < self.invincible_finished)
1033                 {
1034                         self.items = self.items | IT_INVINCIBLE;
1035                         sprint(self, "^3Shield surrounds you\n");
1036                 }
1037         }
1038
1039         if (cvar("g_fullbrightplayers"))
1040                 self.effects = self.effects | EF_FULLBRIGHT;
1041
1042         // midair gamemode: damage only while in the air
1043         // if in midair mode, being on ground grants temporary invulnerability
1044         // (this is so that multishot weapon don't clear the ground flag on the
1045         // first damage in the frame, leaving the player vulnerable to the
1046         // remaining hits in the same frame)
1047         if (self.flags & FL_ONGROUND)
1048         if (cvar("g_midair"))
1049                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1050
1051         if (time < self.spawnshieldtime)
1052                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1053 }
1054
1055 float CalcRegen(float current, float stable, float maxv, float regenfactor)
1056 {
1057         if(current > stable)
1058                 return current;
1059         else if(current > stable - 0.25) // when close enough, "snap"
1060                 return stable;
1061         else
1062                 return bound(0, current + (stable - current) * regenfactor * frametime, maxv);
1063 }
1064
1065 void player_regen (void)
1066 {
1067         float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1068         maxh = cvar("g_balance_health_stable");
1069         maxa = cvar("g_balance_armor_stable");
1070         limith = cvar("g_balance_health_limit");
1071         limita = cvar("g_balance_armor_limit");
1072
1073         if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
1074                 return;
1075
1076         if(cvar("g_runematch"))
1077         {
1078                 max_mod = regen_mod = rot_mod = limit_mod = 1;
1079                 if (self.runes & RUNE_REGEN)
1080                 {
1081                         if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1082                         {
1083                                 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1084                                 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1085                                 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1086                         }
1087                         else
1088                         {
1089                                 regen_mod = cvar("g_balance_rune_regen_regenrate");
1090                                 max_mod = cvar("g_balance_rune_regen_hpmod");
1091                                 limit_mod = cvar("g_balance_rune_regen_limitmod");
1092                         }
1093                 }
1094                 else if (self.runes & CURSE_VENOM)
1095                 {
1096                         max_mod = cvar("g_balance_curse_venom_hpmod");
1097                         if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1098                                 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1099                         else
1100                                 rot_mod = cvar("g_balance_curse_venom_rotrate");
1101                         limit_mod = cvar("g_balance_curse_venom_limitmod");
1102                         //if (!self.runes & RUNE_REGEN)
1103                         //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1104                 }
1105                 maxh = maxh * max_mod;
1106                 //maxa = maxa * max_mod;
1107
1108                 if (time > self.pauserotarmor_finished)
1109                 {
1110                         if (self.armorvalue > maxa)
1111                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1112                 }
1113                 if (time > self.pauserothealth_finished)
1114                 {
1115                         if (self.health > maxh)
1116                                 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
1117                 }
1118                 if (time > self.pauseregen_finished)
1119                 {
1120                         self.health = CalcRegen(self.health, maxh, 1000, regen_mod * cvar("g_balance_health_regen"));
1121                         self.armorvalue = CalcRegen(self.armorvalue, maxa, 1000, cvar("g_balance_armor_regen"));
1122                 }
1123         }
1124         else
1125         {
1126                 if (time > self.pauserothealth_finished)
1127                 if (self.health > maxh)
1128                         self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
1129                 if (time > self.pauserotarmor_finished)
1130                 if (self.armorvalue > maxa)
1131                         self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1132                 if (time > self.pauseregen_finished)
1133                 {
1134                         self.health = CalcRegen(self.health, maxh, 1000, cvar("g_balance_health_regen"));
1135                         self.armorvalue = CalcRegen(self.armorvalue, maxa, 1000, cvar("g_balance_armor_regen"));
1136                 }
1137         }
1138
1139         if (self.health > limith)
1140                 self.health = limith;
1141         if(self.health < 1)
1142                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1143         if (self.armorvalue > limita)
1144                 self.armorvalue = limita;
1145 }
1146
1147 /*
1148 ======================
1149 spectate mode routines
1150 ======================
1151 */
1152 void SpectateCopy(entity spectatee) {
1153         self.armortype = spectatee.armortype;
1154         self.armorvalue = spectatee.armorvalue;
1155         self.currentammo = spectatee.currentammo;
1156         self.effects = spectatee.effects;
1157         self.health = spectatee.health;
1158         self.impulse = 0;
1159         self.items = spectatee.items;
1160         self.punchangle = spectatee.punchangle;
1161         self.view_ofs = spectatee.view_ofs;
1162         self.v_angle = spectatee.v_angle;
1163         self.viewzoom = spectatee.viewzoom;
1164         setorigin(self, spectatee.origin);
1165         setsize(self, spectatee.mins, spectatee.maxs);
1166 }
1167
1168 void SpectateUpdate() {
1169         if(!self.enemy)
1170                         PutObserverInServer();
1171
1172         if (self != self.enemy) {
1173                 if(self.enemy.flags & FL_NOTARGET)
1174                         PutObserverInServer();
1175                 SpectateCopy(self.enemy);
1176                 self.dmg_take = self.enemy.dmg_take;
1177                 self.dmg_save = self.enemy.dmg_save;
1178                 self.dmg_inflictor = self.enemy.dmg_inflictor;
1179                 self.fixangle = TRUE;
1180                 self.angles = self.enemy.v_angle;
1181                 //msg_entity = self;
1182                 //WriteByte(MSG_ONE, SVC_SETANGLE);
1183                 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1184                 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1185                 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1186         }
1187 }
1188
1189 float SpectateNext() {
1190         other = find(self.enemy, classname, "player");
1191         if (!other) {
1192                 other = find(other, classname, "player");
1193         }
1194         if (other) {
1195                 self.enemy = other;
1196         }
1197         if(self.enemy.classname == "player") {
1198                 msg_entity = self;
1199                 WriteByte(MSG_ONE, SVC_SETVIEW);
1200                 WriteEntity(MSG_ONE, self.enemy);
1201                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1202                 SpectateUpdate();
1203                 return 1;
1204         } else {
1205                 return 0;
1206         }
1207 }
1208
1209 /*
1210 =============
1211 ShowRespawnCountdown()
1212
1213 Update a respawn countdown display.
1214 =============
1215 */
1216 void ShowRespawnCountdown()
1217 {
1218         float number;
1219         if(self.deadflag == DEAD_NO) // just respawned?
1220                 return;
1221         else
1222         {
1223                 number = ceil(self.death_time - time);
1224                 if(number <= 0)
1225                         return;
1226                 if(number <= self.respawn_countdown)
1227                 {
1228                         self.respawn_countdown = number - 1;
1229                         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
1230                                 stuffcmd(self, strcat("play2 announcer/robotic/", ftos(number), ".ogg\n"));
1231                 }
1232         }
1233 }
1234
1235 void LeaveSpectatorMode()
1236 {
1237         if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1238                 self.classname = "player";
1239                 if(cvar("g_campaign") || cvar("g_balance_teams"))
1240                         JoinBestTeam(self, 0);
1241                 if(cvar("g_campaign"))
1242                         campaign_bots_may_start = 1;
1243                 PutClientInServer();
1244                 if(!(self.flags & FL_NOTARGET))
1245                         bprint ("^4", self.netname, "^4 is playing now\n");
1246                 centerprint(self,"");
1247                 return;
1248         } else {
1249                 stuffcmd(self,"menu_showteamselect\n");
1250                 return;
1251         }
1252 }
1253
1254 /*
1255 =============
1256 PlayerPreThink
1257
1258 Called every frame for each client before the physics are run
1259 =============
1260 */
1261 void() ctf_setstatus;
1262 .float vote_nagtime;
1263 void PlayerPreThink (void)
1264 {
1265         if(strlen(self.netname) > 0)
1266                 if(substring(self.netname, strlen(self.netname) - 1, 1) == "^")
1267                         self.netname = strzone(strcat(substring(self.netname, 0, strlen(self.netname) - 1), " ")); // BROKEN COLORS can be annoying!
1268
1269         // version nagging
1270         if(self.version_nagtime)
1271                 if(self.cvar_g_nexuizversion)
1272                         if(time > self.version_nagtime)
1273                         {
1274                                 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1275                                         if(self.cvar_g_nexuizversion != cvar_string("g_nexuizversion"))
1276                                         {
1277                                                 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");
1278                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "\n"));
1279                                         }
1280                                 self.version_nagtime = 0;
1281                         }
1282
1283         // vote nagging
1284         if(self.cvar_scr_centertime)
1285                 if(time > self.vote_nagtime)
1286                 {
1287                         VoteNag();
1288                         self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1289                 }
1290
1291         if(self.classname == "player") {
1292                 local vector m1, m2;
1293
1294 //              if(self.netname == "Wazat")
1295 //                      bprint(self.classname, "\n");
1296
1297                 CheckRules_Player();
1298
1299                 if(self.button7)
1300                         PrintWelcomeMessage(self);
1301
1302                 if(cvar("g_lms") || !cvar("sv_spectate"))
1303                 if((time - self.jointime) <= cvar("welcome_message_time"))
1304                         PrintWelcomeMessage(self);
1305
1306                 if (intermission_running)
1307                 {
1308                         IntermissionThink ();   // otherwise a button could be missed between
1309                         return;                                 // the think tics
1310                 }
1311
1312                 Nixnex_GiveCurrentWeapon();
1313                 UpdateSelectedPlayer();
1314
1315                 if (self.deadflag != DEAD_NO)
1316                 {
1317                         float button_pressed, force_respawn;
1318                         player_anim();
1319                         button_pressed = (self.button0 || self.button2 || self.button3 || self.button6 || self.buttonuse);
1320                         force_respawn = (cvar("g_lms") || cvar("g_forced_respawn"));
1321                         if (self.deadflag == DEAD_DYING)
1322                         {
1323                                 if(force_respawn)
1324                                         self.deadflag = DEAD_RESPAWNING;
1325                                 else if(!button_pressed)
1326                                         self.deadflag = DEAD_DEAD;
1327                         }
1328                         else if (self.deadflag == DEAD_DEAD)
1329                         {
1330                                 if(button_pressed)
1331                                         self.deadflag = DEAD_RESPAWNABLE;
1332                         }
1333                         else if (self.deadflag == DEAD_RESPAWNABLE)
1334                         {
1335                                 if(!button_pressed)
1336                                         self.deadflag = DEAD_RESPAWNING;
1337                         }
1338                         else if (self.deadflag == DEAD_RESPAWNING)
1339                         {
1340                                 if(time > self.death_time)
1341                                         respawn();
1342                         }
1343                         ShowRespawnCountdown();
1344                         return;
1345                 }
1346
1347                 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1348                 {
1349                         vector dist;
1350
1351                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1352                         dist = self.oldorigin - self.origin;
1353                         dist_z = 0;
1354                         self.lms_traveled_distance += fabs(vlen(dist));
1355
1356                         if(cvar("g_campaign"))
1357                         if(!campaign_bots_may_start)
1358                         {
1359                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1360                                 self.lms_traveled_distance = 0;
1361                         }
1362
1363                         if(time > self.lms_nextcheck)
1364                         {
1365                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1366                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1367                                 {
1368                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
1369                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1370                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1371                                         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');
1372                                 }
1373                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1374                                 self.lms_traveled_distance = 0;
1375                         }
1376                 }
1377
1378                 if (self.button5 && !self.hook.state)
1379                 {
1380                         if (!self.crouch)
1381                         {
1382                                 self.crouch = TRUE;
1383                                 self.view_ofs = PL_CROUCH_VIEW_OFS * self.scale;
1384                                 setsize (self, PL_CROUCH_MIN * self.scale, PL_CROUCH_MAX * self.scale);
1385                         }
1386                 }
1387                 else
1388                 {
1389                         if (self.crouch)
1390                         {
1391                                 tracebox(self.origin, PL_MIN * self.scale, PL_MAX * self.scale, self.origin, FALSE, self);
1392                                 if (!trace_startsolid)
1393                                 {
1394                                         self.crouch = FALSE;
1395                                         self.view_ofs = PL_VIEW_OFS * self.scale;
1396                                         setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);
1397                                 }
1398                         }
1399                 }
1400
1401                 if(cvar("sv_defaultcharacter") == 1 && !teams_matter) {
1402                         local string defaultmodel;
1403                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1404
1405                         if (defaultmodel != self.model)
1406                         {
1407                                 m1 = self.mins;
1408                                 m2 = self.maxs;
1409                                 setmodel_lod (self, defaultmodel);
1410                                 setsize (self, m1, m2);
1411                         }
1412
1413                         if (self.skin != cvar("sv_defaultplayerskin"))
1414                                 self.skin = cvar("sv_defaultplayerskin");
1415                 } else {
1416                         if (self.playermodel != self.model)
1417                         {
1418                                 self.playermodel = CheckPlayerModel(self.playermodel);
1419                                 m1 = self.mins;
1420                                 m2 = self.maxs;
1421                                 setmodel_lod (self, self.playermodel);
1422                                 setsize (self, m1, m2);
1423                         }
1424
1425                         if(teams_matter)
1426                         {
1427                                 if (self.skin != math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY))
1428                                         self.skin = math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY);
1429                         }
1430                         else
1431                         {
1432                                 if (self.skin != stof(self.playerskin))
1433                                         self.skin = stof(self.playerskin);
1434                         }
1435                 }
1436
1437                 GrapplingHookFrame();
1438
1439                 W_WeaponFrame();
1440
1441                 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1442                 {
1443                         if (cvar("g_minstagib") && self.button3)
1444                         {
1445                                 if (self.jump_interval <= (time + 0.1))
1446                                 {
1447                                         self.jump_interval = time + 1;
1448                                         W_Laser_Attack();
1449                                 }
1450                         }
1451                         else if (self.viewzoom > 0.4)
1452                                 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1453                 }
1454                 else if (self.viewzoom < 1.0)
1455                         self.viewzoom = min (1.0, self.viewzoom + frametime);
1456
1457                 player_powerups();
1458                 player_regen();
1459                 player_anim();
1460
1461                 if (cvar("g_minstagib"))
1462                         minstagib_ammocheck();
1463
1464                 ctf_setstatus();
1465
1466                 //self.angles_y=self.v_angle_y + 90;   // temp
1467
1468                 //if (TetrisPreFrame()) return;
1469         } else if(gameover) {
1470                 if (intermission_running)
1471                         IntermissionThink ();   // otherwise a button could be missed between
1472                 return;
1473         } else if(self.classname == "observer") {
1474
1475                 if (self.flags & FL_JUMPRELEASED) {
1476                         if (self.button2 && self.version == cvar("gameversion")) {
1477                                 self.welcomemessage_time = 0;
1478                                 self.flags = self.flags - FL_JUMPRELEASED;
1479                                 LeaveSpectatorMode();
1480                                 return;
1481                         } else if(self.button0 && self.version == cvar("gameversion")) {
1482                                 self.welcomemessage_time = 0;
1483                                 self.flags = self.flags - FL_JUMPRELEASED;
1484                                 if(SpectateNext() == 1) {
1485                                         self.classname = "spectator";
1486                                 }
1487                         }
1488                 } else {
1489                         if (!(self.button0 || self.button2)) {
1490                                 self.flags = self.flags | FL_JUMPRELEASED;
1491                         }
1492                 }
1493                 PrintWelcomeMessage(self);
1494         } else if(self.classname == "spectator") {
1495                 if (self.flags & FL_JUMPRELEASED) {
1496                         if (self.button2 && self.version == cvar("gameversion")) {
1497                                 self.welcomemessage_time = 0;
1498                                 self.flags = self.flags - FL_JUMPRELEASED;
1499                                 LeaveSpectatorMode();
1500                                 return;
1501                         } else if(self.button0) {
1502                                 self.welcomemessage_time = 0;
1503                                 self.flags = self.flags - FL_JUMPRELEASED;
1504                                 if(SpectateNext() == 1) {
1505                                         self.classname = "spectator";
1506                                 } else {
1507                                         self.classname = "observer";
1508                                         PutClientInServer();
1509                                 }
1510                         } else if (self.button3) {
1511                                 self.welcomemessage_time = 0;
1512                                 self.flags = self.flags - FL_JUMPRELEASED;
1513                                 self.classname = "observer";
1514                                 PutClientInServer();
1515                         } else {
1516                                 SpectateUpdate();
1517                         }
1518                 } else {
1519                         if (!(self.button0 || self.button3)) {
1520                                 self.flags = self.flags | FL_JUMPRELEASED;
1521                         }
1522                 }
1523                 PrintWelcomeMessage(self);
1524                 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1525         }
1526 }
1527
1528
1529 /*
1530 =============
1531 PlayerPostThink
1532
1533 Called every frame for each client after the physics are run
1534 =============
1535 */
1536 void PlayerPostThink (void)
1537 {
1538         // Savage: Check for nameless players
1539         if (strlen(self.netname) < 1) {
1540                 self.netname = "Player";
1541                 stuffcmd(self, "seta _cl_name Player\n");
1542         }
1543
1544         if(self.classname == "player") {
1545                 CheckRules_Player();
1546                 UpdateChatBubble();
1547                 UpdateTeamBubble();
1548                 if (self.deadflag == DEAD_NO)
1549                 if (self.impulse)
1550                         ImpulseCommands ();
1551                 if (intermission_running)
1552                         return;         // intermission or finale
1553
1554                 //PrintWelcomeMessage(self);
1555                 //if (TetrisPostFrame()) return;
1556         } else if (self.classname == "observer") {
1557                 //do nothing
1558         } else if (self.classname == "spectator") {
1559                 //do nothing
1560         }
1561         Arena_Warmup();
1562 }