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1 void info_player_start (void)
2 {
3         self.classname = "info_player_deathmatch";
4 }
5
6 void info_player_deathmatch (void)
7 {
8 }
9
10 float spawn_allbad;
11 float spawn_allgood;
12 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
13 {
14         local entity spot, player, nextspot, previousspot, newfirstspot;
15         local float pcount;
16         spot = firstspot;
17         newfirstspot = world;
18         previousspot = world;
19         spawn_allgood = TRUE;
20         spawn_allbad = TRUE;
21         while (spot)
22         {
23                 nextspot = spot.chain;
24                 // count team mismatches as bad spots
25                 if (spot.team == teamcheck)
26                 {
27                         pcount = 0;
28                         player = playerlist;
29                         while (player)
30                         {
31                                 if (player != self)
32                                 if (vlen(player.origin - spot.origin) < mindist)
33                                         pcount = pcount + 1;
34                                 player = player.chain;
35                         }
36                         if (!pcount)
37                         {
38                                 spawn_allbad = FALSE;
39                                 if (newfirstspot)
40                                         previousspot.chain = spot;
41                                 else
42                                         newfirstspot = spot;
43                                 previousspot = spot;
44                                 spot.chain = world;
45                         }
46                         else
47                                 spawn_allgood = FALSE;
48                 }
49                 spot = nextspot;
50         }
51         // if we couldn't find ANY good points, return the original list
52         if (!newfirstspot)
53                 newfirstspot = firstspot;
54         return newfirstspot;
55 }
56
57 entity Spawn_RandomPoint(entity firstspot)
58 {
59         local entity spot;
60         local float numspots;
61         // count number of spots
62         numspots = 0;
63         spot = firstspot;
64         while (spot)
65         {
66                 numspots = numspots + 1;
67                 spot = spot.chain;
68         }
69         // pick a random one
70         numspots = numspots * random();
71         spot = firstspot;
72         while (spot.chain && numspots >= 1)
73         {
74                 numspots = numspots - 1;
75                 spot = spot.chain;
76         }
77         return spot;
78 }
79
80 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
81 {
82         local entity best, spot, player;
83         local float bestrating, rating;
84         best = world;
85         bestrating = -1000000;
86         spot = firstspot;
87         while (spot)
88         {
89                 rating = 1000000000;
90                 player = playerlist;
91                 while (player)
92                 {
93                         if (player != self)
94                                 rating = min(rating, vlen(player.origin - spot.origin));
95                         player = player.chain;
96                 }
97                 rating = rating + random() * 16;
98                 if (bestrating < rating)
99                 {
100                         best = spot;
101                         bestrating = rating;
102                 }
103                 spot = spot.chain;
104         }
105         return best;
106 }
107
108 /*
109 =============
110 SelectSpawnPoint
111
112 Finds a point to respawn
113 =============
114 */
115 entity SelectSpawnPoint (float anypoint)
116 {
117         local float teamcheck;
118         local entity spot, firstspot, playerlist;
119         string spotname;
120
121         spot = find (world, classname, "testplayerstart");
122         if (spot)
123                 return spot;
124
125         spotname = "info_player_deathmatch";
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 (random() > 0.5 || spawn_allbad || spawn_allgood)
143                 spot = Spawn_RandomPoint(firstspot);
144         else
145                 spot = Spawn_FurthestPoint(firstspot, playerlist);
146
147         if (!spot)
148                 error ("PutClientInServer: no start points on level");
149
150         return spot;
151 }
152
153 /*
154 =============
155 CheckPlayerModel
156
157 Checks if the argument string can be a valid playermodel.
158 Returns a valid one in doubt.
159 =============
160 */
161 string CheckPlayerModel(string plyermodel) {
162         if( substring(plyermodel,0,14) != "models/player/") plyermodel = "models/player/marine.zym";
163
164         /* Possible Fixme: Check if server can open the model?
165            This would kill custom models, however. */
166
167         return plyermodel;
168 }
169
170 /*
171 =============
172 PutObserverInServer
173
174 putting a client as observer in the server
175 =============
176 */
177 void PutObserverInServer (void)
178 {
179         entity  spot;
180         spot = SelectSpawnPoint (FALSE);
181         RemoveGrapplingHook(self); // Wazat's Grappling Hook
182
183         if(self.frags == 0 && cvar("g_lms") && self.killcount != -666)
184                 bprint (strcat("^4", self.netname, "^4 has no more lives left\n"));
185         else if(self.killcount != -666)
186                 bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
187
188         self.classname = "observer";
189         self.health = -666;
190         self.takedamage = DAMAGE_NO;
191         self.solid = SOLID_NOT;
192         self.movetype = MOVETYPE_NOCLIP;
193         self.flags = FL_CLIENT | FL_NOTARGET;
194         self.armorvalue = 666;
195         self.effects = 0;
196         self.armorvalue = cvar("g_balance_armor_start");
197         self.pauserotarmor_finished = 0;
198         self.pauserothealth_finished = 0;
199         self.pauseregen_finished = 0;
200         self.damageforcescale = 0;
201         self.death_time = 0;
202         self.dead_time = 0;
203         self.dead_frame = 0;
204         self.die_frame = 0;
205         self.deaths = 0;
206         self.alpha = 0;
207         self.scale = 0;
208         self.fade_time = 0;
209         self.pain_frame = 0;
210         self.pain_finished = 0;
211         self.strength_finished = 0;
212         self.invincible_finished = 0;
213         self.pushltime = 0;
214         self.think = SUB_Null;
215         self.nextthink = 0;
216         self.hook_time = 0;
217         self.runes = 0;
218         self.deadflag = DEAD_NO;
219         self.angles = spot.angles;
220         self.angles_z = 0;
221         self.fixangle = TRUE;
222         self.crouch = FALSE;
223         self.view_ofs = PL_VIEW_OFS;
224         setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 14));
225         self.oldorigin = self.origin;
226         self.items = 0;
227         self.model = "";
228         self.modelindex = 0;
229         self.weapon = 0;
230         self.weaponmodel = "";
231         self.weaponframe = 0;
232         self.weaponentity = world;
233         self.killcount = -666;
234         if(!cvar("g_lms"))
235                 self.frags = -666;
236         //stuffcmd(self, "set viewsize 120 \n");
237 //      bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
238 }
239
240
241 /*
242 =============
243 PutClientInServer
244
245 Called when a client spawns in the server
246 =============
247 */
248 void PutClientInServer (void)
249 {
250         if(clienttype(self) ==  CLIENTTYPE_BOT)
251         {
252                 self.classname = "player";
253         }
254
255         // player is dead and becomes observer
256         if(cvar("g_lms") && self.frags < 1)
257                 self.classname = "observer";
258
259         if(self.classname == "player") {
260                 entity  spot;
261
262                 spot = SelectSpawnPoint (FALSE);
263
264                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
265
266                 self.classname = "player";
267                 self.iscreature = TRUE;
268                 self.movetype = MOVETYPE_WALK;
269                 self.solid = SOLID_SLIDEBOX;
270                 self.flags = FL_CLIENT;
271                 self.takedamage = DAMAGE_AIM;
272                 self.effects = 0;
273                 self.health = cvar("g_balance_health_start");
274                 self.armorvalue = cvar("g_balance_armor_start");
275                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
276                 self.pauserotarmor_finished = time + 10;
277                 self.pauserothealth_finished = time + 10;
278                 self.pauseregen_finished = 0;
279                 self.damageforcescale = 2;
280                 self.death_time = 0;
281                 self.dead_time = 0;
282                 self.dead_frame = 0;
283                 self.die_frame = 0;
284                 self.alpha = 0;
285                 self.scale = 0;
286                 self.fade_time = 0;
287                 self.pain_frame = 0;
288                 self.pain_finished = 0;
289                 self.strength_finished = 0;
290                 self.invincible_finished = 0;
291                 self.pushltime = 0;
292                 //self.speed_finished = 0;
293                 //self.slowmo_finished = 0;
294                 // players have no think function
295                 self.think = SUB_Null;
296                 self.nextthink = 0;
297                 self.weapon = 0;
298                 self.switchweapon = 0;
299                 self.hook_time = 0;
300
301                 self.runes = 0;
302
303                 self.deadflag = DEAD_NO;
304
305                 self.angles = spot.angles;
306
307                 self.angles_z = 0; // never spawn tilted even if the spot says to
308                 self.fixangle = TRUE; // turn this way immediately
309                 self.velocity = '0 0 0';
310                 self.avelocity = '0 0 0';
311                 self.punchangle = '0 0 0';
312                 self.punchvector = '0 0 0';
313                 self.oldvelocity = self.velocity;
314
315                 self.viewzoom = 0.6;
316
317                 if(cvar("sv_defaultcharacter") == 1) {
318                         local string defaultmodel;
319                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
320
321                         precache_model (defaultmodel);
322                         setmodel (self, defaultmodel);
323                         self.skin = stof(cvar_string("sv_defaultplayerskin"));
324                 } else {
325                         self.playermodel = CheckPlayerModel(self.playermodel);
326
327                         precache_model (self.playermodel);
328                         setmodel (self, self.playermodel);
329                         self.skin = stof(self.playerskin);
330
331                 }
332
333                 self.crouch = FALSE;
334                 self.view_ofs = PL_VIEW_OFS;
335                 setsize (self, PL_MIN, PL_MAX);
336                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
337                 // don't reset back to last position, even if new position is stuck in solid
338                 self.oldorigin = self.origin;
339
340                 if(cvar("g_lms"))
341                 {
342                         self.ammo_shells = cvar("g_lms_start_ammo_shells");
343                         self.ammo_nails = cvar("g_lms_start_ammo_nails");
344                         self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
345                         self.ammo_cells = cvar("g_lms_start_ammo_cells");
346                         self.health = cvar("g_lms_start_health");
347                         self.armorvalue = cvar("g_lms_start_armor");
348                 }
349                 else if (cvar("g_use_ammunition")) {
350                         self.ammo_shells = cvar("g_start_ammo_shells");
351                         self.ammo_nails = cvar("g_start_ammo_nails");
352                         self.ammo_rockets = cvar("g_start_ammo_rockets");
353                         self.ammo_cells = cvar("g_start_ammo_cells");
354                 } else {
355                         self.ammo_shells = 999;
356                         self.ammo_nails = 999;
357                         self.ammo_rockets = 999;
358                         self.ammo_cells = 999;
359                 }
360
361                 self.items = 0;
362                 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
363                 {
364                         self.items = self.items | IT_LASER;
365                         self.switchweapon = WEP_LASER;
366                 }
367                 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
368                 {
369                         self.items = self.items | IT_SHOTGUN;
370                         self.switchweapon = WEP_SHOTGUN;
371                 }
372                 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
373                 {
374                         self.items = self.items | IT_UZI;
375                         self.switchweapon = WEP_UZI;
376                 }
377                 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
378                 {
379                         self.items = self.items | IT_GRENADE_LAUNCHER;
380                         self.switchweapon = WEP_GRENADE_LAUNCHER;
381                 }
382                 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
383                 {
384                         self.items = self.items | IT_ELECTRO;
385                         self.switchweapon = WEP_ELECTRO;
386                 }
387                 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
388                 {
389                         self.items = self.items | IT_CRYLINK;
390                         self.switchweapon = WEP_CRYLINK;
391                 }
392                 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
393                 {
394                         self.items = self.items | IT_NEX;
395                         self.switchweapon = WEP_NEX;
396                 }
397                 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
398                 {
399                         self.items = self.items | IT_HAGAR;
400                         self.switchweapon = WEP_HAGAR;
401                 }
402                 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
403                 {
404                         self.items = self.items | IT_ROCKET_LAUNCHER;
405                         self.switchweapon = WEP_ROCKET_LAUNCHER;
406                 }
407
408                 if(cvar("g_instagib"))
409                 {
410                         self.items = IT_NEX;
411                         self.switchweapon = WEP_NEX;
412                         self.ammo_cells = 999;
413                 }
414
415                 if(cvar("g_rocketarena"))
416                 {
417                         self.items = IT_ROCKET_LAUNCHER;
418                         self.switchweapon = WEP_ROCKET_LAUNCHER;
419                         self.ammo_rockets = 999;
420                 }
421
422                 if(cvar("g_nixnex"))
423                 {
424                         self.items = 0;
425                         // will be done later
426                 }
427
428                 if(cvar("g_minstagib"))
429                 {
430                         self.health = 100;
431                         self.armorvalue = 0;
432                         self.items = IT_NEX;
433                         self.switchweapon = WEP_NEX;
434                         self.ammo_cells = cvar("g_minstagib_ammo_start");
435                         self.extralives = 0;
436                         self.jump_interval = time;
437                 }
438
439                 self.event_damage = PlayerDamage;
440
441                 self.statdraintime = time + 5;
442                 self.button0 = self.button1 = self.button2 = self.button3 = 0;
443
444                 if(self.killcount == -666) {
445                         self.killcount = 0;
446                         self.frags = 0;
447                 }
448
449                 self.cnt = WEP_LASER;
450                 self.nixnex_lastchange_id = -1;
451
452                 /*
453                 W_UpdateWeapon();
454                 W_UpdateAmmo();
455                 */
456                 CL_SpawnWeaponentity();
457                 self.alpha = 1;
458                 self.exteriorweaponentity.alpha = 1;
459
460                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
461                 self.lms_traveled_distance = 0;
462
463                 //stuffcmd(self, "chase_active 0");
464                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
465         } else if(self.classname == "observer") {
466                 PutObserverInServer ();
467         }
468 }
469
470 /*
471 =============
472 SetNewParms
473 =============
474 */
475 void SetNewParms (void)
476 {
477
478 }
479
480 /*
481 =============
482 SetChangeParms
483 =============
484 */
485 void SetChangeParms (void)
486 {
487
488 }
489
490 /*
491 =============
492 ClientKill
493
494 Called when a client types 'kill' in the console
495 =============
496 */
497 void ClientKill (void)
498 {
499         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
500 }
501
502 /*
503 =============
504 ClientConnect
505
506 Called when a client connects to the server
507 =============
508 */
509 string ColoredTeamName(float t);
510 //void dom_player_join_team(entity pl);
511 void ClientConnect (void)
512 {
513         self.classname = "player_joining";
514
515         if(player_count<0) player_count = 0;
516
517         //if(cvar("g_domination"))
518         //      dom_player_join_team(self);
519
520         //JoinBestTeam(self, FALSE);
521
522         if(cvar("sv_spectate") == 1 && !cvar("g_lms")) {
523                 self.classname = "observer";
524         } else {
525                 self.classname = "player";
526         }
527
528         //stuffcmd(self, "set tmpviewsize $viewsize \n");
529
530         bprint ("^4",self.netname);
531         bprint ("^4 connected");
532
533         if(cvar("g_domination") || cvar("g_ctf"))
534         {
535                 bprint(" and joined the ");
536                 bprint(ColoredTeamName(self.team));
537         }
538
539         bprint("\n");
540
541         self.welcomemessage_time = time + cvar("welcome_message_time");
542         self.welcomemessage_time2 = 0;
543
544         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
545         // send prediction settings to the client
546         stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
547         stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
548         stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
549         stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
550         stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
551         stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
552         stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
553         stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
554         // Wazat's grappling hook
555         SetGrappleHookBindings();
556
557         // get autoswitch state from player
558         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
559         stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
560
561         // get version info from player
562         stuffcmd(self, "cmd clientversion $gameversion\n");
563
564         // set cvar for team scoreboard
565         stuffcmd(self, strcat("set teamplay ", ftos(teams_matter), "\n"));
566
567         if(cvar("g_lms"))
568         {
569                 self.frags = cvar("fraglimit");
570                 // no fraglimit was set, so player gets 999 lives
571                 if(self.frags < 1)
572                         self.frags = 999;
573
574                 // disallow player to join after the worst player has lost g_lms_last_join lives
575                 // if "g_lms_join_anytime" new players spawn with same amount of lives as the worst active player
576                 if(((cvar("fraglimit") - cvar("g_lms_last_join")) > lms_lowest_lives && !cvar("g_lms_join_anytime")) || lms_lowest_lives < 1)
577                 {
578                         self.frags = -1;
579                         lms_dead_count += 1;
580                 }
581                 else if(cvar("fraglimit") > lms_lowest_lives)
582                 {
583                         self.frags = lms_lowest_lives;
584                 }
585         }
586
587         player_count += 1;
588         self.jointime = time;
589 }
590
591 /*
592 =============
593 ClientDisconnect
594
595 Called when a client disconnects from the server
596 =============
597 */
598 void(entity e) DropFlag;
599 .entity chatbubbleentity;
600 .entity teambubbleentity;
601 void ClientDisconnect (void)
602 {
603         bprint ("^4",self.netname);
604         bprint ("^4 disconnected\n");
605
606         if (self.chatbubbleentity)
607         {
608                 remove (self.chatbubbleentity);
609                 self.chatbubbleentity = world;
610         }
611
612         if (self.teambubbleentity)
613         {
614                 remove (self.teambubbleentity);
615                 self.teambubbleentity = world;
616         }
617
618         DropAllRunes(self);
619
620         if(self.flagcarried)
621                 DropFlag(self.flagcarried);
622
623         // decrease player count for lms
624         player_count -= 1;
625         // player was dead, decrease dead count
626         if(cvar("g_lms") && self.frags < 1)
627                 lms_dead_count -= 1;
628         //stuffcmd(self, "set viewsize $tmpviewsize \n");
629 }
630
631 .float buttonchat;
632 void() ChatBubbleThink =
633 {
634         self.nextthink = time;
635         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
636         {
637                 remove(self);
638                 return;
639         }
640         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
641         if (self.owner.buttonchat && !self.owner.deadflag)
642                 self.model = self.mdl;
643         else
644                 self.model = "";
645 };
646
647 void() UpdateChatBubble =
648 {
649         if (!self.modelindex)
650                 return;
651         // spawn a chatbubble entity if needed
652         if (!self.chatbubbleentity)
653         {
654                 self.chatbubbleentity = spawn();
655                 self.chatbubbleentity.owner = self;
656                 self.chatbubbleentity.exteriormodeltoclient = self;
657                 self.chatbubbleentity.think = ChatBubbleThink;
658                 self.chatbubbleentity.nextthink = time;
659                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
660                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
661                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
662                 self.chatbubbleentity.model = "";
663         }
664 }
665
666
667 void() TeamBubbleThink =
668 {
669         self.nextthink = time;
670         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
671         {
672                 remove(self);
673                 return;
674         }
675 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
676         if (self.owner.buttonchat || self.owner.deadflag)
677                 self.model = "";
678         else
679                 self.model = self.mdl;
680
681 };
682
683 .float() customizeentityforclient;
684 float() ChatBubble_customizeentityforclient = {return (self.owner.team == other.team && other.killcount > -666);};
685
686 void() UpdateTeamBubble =
687 {
688         if (!self.modelindex || !cvar("teamplay"))
689                 return;
690         // spawn a teambubble entity if needed
691         if (!self.teambubbleentity && cvar("teamplay"))
692         {
693                 self.teambubbleentity = spawn();
694                 self.teambubbleentity.owner = self;
695                 self.teambubbleentity.exteriormodeltoclient = self;
696                 self.teambubbleentity.think = TeamBubbleThink;
697                 self.teambubbleentity.nextthink = time;
698                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
699 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
700                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
701                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
702                 self.teambubbleentity.mdl = self.teambubbleentity.model;
703                 self.teambubbleentity.model = self.teambubbleentity.mdl;
704                 self.teambubbleentity.customizeentityforclient = ChatBubble_customizeentityforclient;
705         }
706 }
707
708 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
709 // added to the model skins
710 /*void() UpdateColorModHack =
711 {
712         local float c;
713         c = self.clientcolors & 15;
714         // LordHavoc: only bothering to support white, green, red, yellow, blue
715              if (teamplay == 0) self.colormod = '0 0 0';
716         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
717         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
718         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
719         else if (c == 12) self.colormod = '1.22 1.22 0.10';
720         else if (c == 13) self.colormod = '0.10 0.10 1.73';
721         else self.colormod = '1 1 1';
722 };*/
723
724 void UpdatePlayerColors () {
725         if(self.weaponentity) {
726                 self.weaponentity.colormap = self.colormap;
727                 self.exteriorweaponentity.colormap = self.colormap;
728         }
729 }
730 /*
731 =============
732 PlayerJump
733
734 When you press the jump key
735 =============
736 */
737 void PlayerJump (void)
738 {
739         float mjumpheight;
740
741         mjumpheight = cvar("g_balance_jumpheight");
742         if (self.waterlevel >= 2)
743         {
744                 if (self.watertype == CONTENT_WATER)
745                         self.velocity_z = 200;
746                 else if (self.watertype == CONTENT_SLIME)
747                         self.velocity_z = 80;
748                 else
749                         self.velocity_z = 50;
750
751                 return;
752         }
753
754
755         if (!(self.flags & FL_ONGROUND))
756                 return;
757
758         if (!(self.flags & FL_JUMPRELEASED))
759                 return;
760
761         if(cvar("g_runematch"))
762         {
763                 if(self.runes & RUNE_SPEED)
764                 {
765                         if(self.runes & CURSE_SLOW)
766                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
767                         else
768                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
769                 }
770                 else if(self.runes & CURSE_SLOW)
771                 {
772                         mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
773                 }
774         }
775
776         if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
777         {
778                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
779         }
780
781         self.velocity_z = self.velocity_z + mjumpheight;
782         self.oldvelocity_z = self.velocity_z;
783
784         self.flags = self.flags - FL_ONGROUND;
785         self.flags = self.flags - FL_JUMPRELEASED;
786 }
787
788 void() CheckWaterJump =
789 {
790         local vector start, end;
791
792 // check for a jump-out-of-water
793         makevectors (self.angles);
794         start = self.origin;
795         start_z = start_z + 8;
796         v_forward_z = 0;
797         normalize(v_forward);
798         end = start + v_forward*24;
799         traceline (start, end, TRUE, self);
800         if (trace_fraction < 1)
801         {       // solid at waist
802                 start_z = start_z + self.maxs_z - 8;
803                 end = start + v_forward*24;
804                 self.movedir = trace_plane_normal * -50;
805                 traceline (start, end, TRUE, self);
806                 if (trace_fraction == 1)
807                 {       // open at eye level
808                         self.flags = self.flags | FL_WATERJUMP;
809                         self.velocity_z = 225;
810                         self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
811                         self.teleport_time = time + 2;  // safety net
812                         return;
813                 }
814         }
815 };
816
817
818 void respawn(void)
819 {
820         CopyBody(1);
821         PutClientInServer();
822 }
823
824 void player_powerups (void)
825 {
826         if (cvar("g_minstagib"))
827         {
828                 self.effects = EF_FULLBRIGHT;
829                 if (self.items & IT_STRENGTH)
830                 {
831                         if (time > self.strength_finished)
832                         {
833                                 self.alpha = 1;
834                                 self.exteriorweaponentity.alpha = 1;
835                                 self.items = self.items - (self.items & IT_STRENGTH);
836                                 sprint(self, "^3Invisibility has worn off\n");
837                         }
838                 }
839                 else
840                 {
841                         if (time < self.strength_finished)
842                         {
843                                 self.alpha = cvar("g_minstagib_invis_alpha");
844                                 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
845                                 self.items = self.items | IT_STRENGTH;
846                                 sprint(self, "^3You are invisible\n");
847                         }
848                 }
849
850                 if (self.items & IT_INVINCIBLE)
851                 {
852                         if (time > self.invincible_finished)
853                         {
854                                 self.items = self.items - (self.items & IT_INVINCIBLE);
855                                 sprint(self, "^3Speed has worn off\n");
856                         }
857                 }
858                 else
859                 {
860                         if (time < self.invincible_finished)
861                         {
862                                 self.items = self.items | IT_INVINCIBLE;
863                                 sprint(self, "^3You are on speed\n");
864                         }
865                 }
866                 return;
867         }
868
869         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
870         if (self.items & IT_STRENGTH)
871         {
872                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
873                 if (time > self.strength_finished)
874                 {
875                         self.items = self.items - (self.items & IT_STRENGTH);
876                         sprint(self, "^3Strength has worn off\n");
877                 }
878         }
879         else
880         {
881                 if (time < self.strength_finished)
882                 {
883                         self.items = self.items | IT_STRENGTH;
884                         sprint(self, "^3Strength infuses your weapons with devestating power\n");
885                 }
886         }
887         if (self.items & IT_INVINCIBLE)
888         {
889                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
890                 if (time > self.invincible_finished)
891                 {
892                         self.items = self.items - (self.items & IT_INVINCIBLE);
893                         sprint(self, "^3Shield has worn off\n");
894                 }
895         }
896         else
897         {
898                 if (time < self.invincible_finished)
899                 {
900                         self.items = self.items | IT_INVINCIBLE;
901                         sprint(self, "^3Shield surrounds you\n");
902                 }
903         }
904
905         if (cvar("g_fullbrightplayers"))
906                 self.effects = self.effects | EF_FULLBRIGHT;
907
908         // midair gamemode: damage only while in the air
909         // if in midair mode, being on ground grants temporary invulnerability
910         // (this is so that multishot weapon don't clear the ground flag on the
911         // first damage in the frame, leaving the player vulnerable to the
912         // remaining hits in the same frame)
913         if (self.flags & FL_ONGROUND)
914         if (cvar("g_midair"))
915                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
916
917         if (time < self.spawnshieldtime)
918                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
919 }
920
921 void player_regen (void)
922 {
923         float maxh, maxa, max_mod, regen_mod, rot_mod;
924         maxh = cvar("g_balance_health_stable");
925         maxa = cvar("g_balance_armor_stable");
926
927         if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
928                 return;
929
930         if(cvar("g_runematch"))
931         {
932                 max_mod = regen_mod = rot_mod = 1;
933                 if (self.runes & RUNE_REGEN)
934                 {
935                         if (self.runes & CURSE_VENOM) // do we have both rune/curse?
936                         {
937                                 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
938                                 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
939                         }
940                         else
941                         {
942                                 regen_mod = cvar("g_balance_rune_regen_regenrate");
943                                 max_mod = cvar("g_balance_rune_regen_hpmod");
944                         }
945                 }
946                 else if (self.runes & CURSE_VENOM)
947                 {
948                         max_mod = cvar("g_balance_curse_venom_hpmod");
949                         if (self.runes & RUNE_REGEN) // do we have both rune/curse?
950                                 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
951                         else
952                                 rot_mod = cvar("g_balance_curse_venom_rotrate");
953                         //if (!self.runes & RUNE_REGEN)
954                         //      rot_mod = cvar("g_balance_curse_venom_rotrate");
955                 }
956                 maxh = maxh * max_mod;
957                 //maxa = maxa * max_mod;
958
959                 if (time > self.pauserotarmor_finished)
960                 {
961                         if (self.armorvalue > maxa)
962                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
963                 }
964                 if (time > self.pauserothealth_finished)
965                 {
966                         if (self.health > maxh)
967                                 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
968                 }
969                 if (time > self.pauseregen_finished)
970                 {
971                         if (self.health < maxh)
972                                 self.health = bound(0, self.health + (maxh- self.health) * regen_mod*cvar("g_balance_health_regen") * frametime, 1000);
973                         if (self.armorvalue < maxa)
974                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime, 1000);
975                 }
976         }
977         else
978         {
979                 if (time > self.pauserothealth_finished)
980                 if (self.health > maxh)
981                         self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
982                 if (time > self.pauserotarmor_finished)
983                 if (self.armorvalue > maxa)
984                         self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
985                 if (time > self.pauseregen_finished)
986                 {
987                         if (self.health < maxh)
988                                  self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_regen") * frametime + 0.001, 1000);
989                         if (self.armorvalue < maxa)
990                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime + 0.001, 1000);
991                 }
992         }
993 }
994
995 /*
996 ======================
997 spectate mode routines
998 ======================
999 */
1000 void SpectateCopy(entity spectatee) {
1001         self.armortype = spectatee.armortype;
1002         self.armorvalue = spectatee.armorvalue;
1003         self.currentammo = spectatee.currentammo;
1004         self.effects = spectatee.effects;
1005         self.health = spectatee.health;
1006         self.impulse = 0;
1007         self.items = spectatee.items;
1008         self.punchangle = spectatee.punchangle;
1009         self.view_ofs = spectatee.view_ofs;
1010         self.v_angle = spectatee.v_angle;
1011         self.viewzoom = spectatee.viewzoom;
1012         setorigin(self, spectatee.origin);
1013         setsize(self, spectatee.mins, spectatee.maxs);
1014 }
1015
1016 void SpectateUpdate() {
1017         if (self != self.enemy) {
1018                 SpectateCopy(self.enemy);
1019                 msg_entity = self;
1020                 WriteByte(MSG_ONE, SVC_SETANGLE);
1021                 WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1022                 WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1023                 WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1024         }
1025 }
1026
1027 float SpectateNext() {
1028         other = find(self.enemy, classname, "player");
1029         if (!other) {
1030                 other = find(other, classname, "player");
1031         }
1032         if (other) {
1033                 self.enemy = other;
1034         }
1035         if(self.enemy.classname == "player") {
1036                 msg_entity = self;
1037                 WriteByte(MSG_ONE, SVC_SETVIEW);
1038                 WriteEntity(MSG_ONE, self.enemy);
1039                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1040                 SpectateUpdate();
1041                 return 1;
1042         } else {
1043                 return 0;
1044         }
1045 }
1046
1047 /*
1048 =============
1049 PlayerPreThink
1050
1051 Called every frame for each client before the physics are run
1052 =============
1053 */
1054 void PlayerPreThink (void)
1055 {
1056         if(self.classname == "player") {
1057                 local vector m1, m2;
1058
1059 //              MauveBot_AI();
1060
1061 //              if(self.netname == "Wazat")
1062 //                      bprint(strcat(self.classname, "\n"));
1063
1064                 CheckRules_Player();
1065
1066                 if(self.button7)
1067                         PrintWelcomeMessage(self);
1068
1069                 if(cvar("g_lms") || !cvar("sv_spectate"))
1070                 if((time - self.jointime) <= cvar("welcome_message_time"))
1071                         PrintWelcomeMessage(self);
1072
1073                 if (intermission_running)
1074                 {
1075                         IntermissionThink ();   // otherwise a button could be missed between
1076                         return;                                 // the think tics
1077                 }
1078
1079                 if (self.deadflag != DEAD_NO)
1080                 {
1081                         player_anim();
1082                         weapon_freeze();
1083                         if (self.deadflag == DEAD_DYING)
1084                         {
1085                                 if (time > self.dead_time)
1086                                         self.deadflag = DEAD_DEAD;
1087                         }
1088                         else if (self.deadflag == DEAD_DEAD)
1089                         {
1090                                 if (cvar("g_lms") || cvar("g_forced_respawn"))
1091                                         self.button0 = self.button2 = self.button3 = 0;
1092
1093                                 if (!self.button0 && !self.button2 && !self.button3)
1094                                         self.deadflag = DEAD_RESPAWNABLE;
1095                         }
1096                         else if (self.deadflag == DEAD_RESPAWNABLE)
1097                         {
1098                                 if (self.button0  ||
1099                                     self.button2  ||
1100                                     self.button3  ||
1101                                     self.button4  ||
1102                                     cvar("g_lms") ||
1103                                     cvar("g_forced_respawn"))
1104                                         respawn();
1105                         }
1106                         return;
1107                 }
1108
1109                 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1110                 {
1111                         vector dist;
1112
1113                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1114                         dist = self.oldorigin - self.origin;
1115                         dist_z = 0;
1116                         self.lms_traveled_distance += fabs(vlen(dist));
1117
1118                         if(time > self.lms_nextcheck)
1119                         {
1120                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1121                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1122                                 {
1123                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
1124                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1125                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1126                                         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');
1127                                 }
1128                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1129                                 self.lms_traveled_distance = 0;
1130                         }
1131                 }
1132
1133                 if (self.button5)
1134                 {
1135                         if (!self.crouch)
1136                         {
1137                                 self.crouch = TRUE;
1138                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
1139                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1140                         }
1141                 }
1142                 else
1143                 {
1144                         if (self.crouch)
1145                         {
1146                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1147                                 if (!trace_startsolid)
1148                                 {
1149                                         self.crouch = FALSE;
1150                                         self.view_ofs = PL_VIEW_OFS;
1151                                         setsize (self, PL_MIN, PL_MAX);
1152                                 }
1153                         }
1154                 }
1155
1156                 if(cvar("sv_defaultcharacter") == 1) {
1157                         local string defaultmodel;
1158                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1159
1160                         if (defaultmodel != self.model)
1161                         {
1162                                 m1 = self.mins;
1163                                 m2 = self.maxs;
1164                                 precache_model (defaultmodel);
1165                                 setmodel (self, defaultmodel);
1166                                 setsize (self, m1, m2);
1167                         }
1168
1169                         if (self.skin != stof(cvar_string("sv_defaultplayerskin")))
1170                                 self.skin = stof(cvar_string("sv_defaultplayerskin"));
1171                 } else {
1172                         if (self.playermodel != self.model)
1173                         {
1174                                 self.playermodel = CheckPlayerModel(self.playermodel);
1175                                 m1 = self.mins;
1176                                 m2 = self.maxs;
1177                                 precache_model (self.playermodel);
1178                                 setmodel (self, self.playermodel);
1179                                 setsize (self, m1, m2);
1180                         }
1181
1182                         if (self.skin != stof(self.playerskin))
1183                                 self.skin = stof(self.playerskin);
1184                 }
1185                 // Savage: Check for nameless players
1186                 if (strlen(self.netname) < 1) {
1187                         self.netname = "Player";
1188                         stuffcmd(self, "name Player\n");
1189                 }
1190
1191                 GrapplingHookFrame();
1192
1193                 W_WeaponFrame();
1194
1195                 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1196                 {
1197                         if (cvar("g_minstagib") && self.button3)
1198                         {
1199                                 if (self.jump_interval <= (time + 0.1))
1200                                 {
1201                                         self.jump_interval = time + 1;
1202                                         weapon_doattack(laser_check, laser_check, W_Laser_Attack);
1203                                 }
1204                         }
1205                         else if (self.viewzoom > 0.4)
1206                                 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1207                 }
1208                 else if (self.viewzoom < 1.0)
1209                         self.viewzoom = min (1.0, self.viewzoom + frametime);
1210
1211
1212                 if (self.button2)
1213                         PlayerJump ();
1214                 else
1215                         self.flags = self.flags | FL_JUMPRELEASED;
1216
1217                 player_powerups();
1218                 player_regen();
1219                 player_anim();
1220
1221                 //self.angles_y=self.v_angle_y + 90;   // temp
1222
1223                 if (self.waterlevel == 2)
1224                         CheckWaterJump ();
1225
1226                 //if (TetrisPreFrame()) return;
1227         } else if(gameover) {
1228                 if (intermission_running)
1229                         IntermissionThink ();   // otherwise a button could be missed between
1230                 return;
1231         } else if(self.classname == "observer") {
1232
1233                 if (self.flags & FL_JUMPRELEASED) {
1234                         if (self.button2 && self.version == cvar("gameversion")) {
1235                                 if(!cvar("teamplay")) {
1236                                         self.flags = self.flags & !FL_JUMPRELEASED;
1237                                         self.classname = "player";
1238                                         if(!cvar("g_lms"))
1239                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1240                                         PutClientInServer();
1241                                         centerprint(self,"");
1242                                         return;
1243                                 } else {
1244                                         self.flags = self.flags & !FL_JUMPRELEASED;
1245                                         stuffcmd(self,"menu_showteamselect\n");
1246                                         return;
1247                                 }
1248                         } else if(self.button0 && self.version == cvar("gameversion")) {
1249                                 self.flags = self.flags & !FL_JUMPRELEASED;
1250                                 if(SpectateNext() == 1) {
1251                                         self.classname = "spectator";
1252                                 }
1253                         }
1254                 } else {
1255                         if (!(self.button0 || self.button2)) {
1256                                 self.flags = self.flags | FL_JUMPRELEASED;
1257                         }
1258                 }
1259                 if(cvar("g_lms") && self.frags == 0)
1260                         centerprint(self, "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n^1You have no more lives left\nwait for next round\n\n\n^7press attack to spectate other players");
1261                 else if(cvar("g_lms") && self.frags == -1)
1262                         centerprint(self, "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n^1Match has already begun\nwait for next round\n\n\n^7press attack to spectate other players");
1263                 else
1264                         PrintWelcomeMessage(self);
1265                         //centerprint(self, "\n\n\npress jump to play\npress attack to spectate other players");
1266         } else if(self.classname == "spectator") {
1267
1268                 if (self.flags & FL_JUMPRELEASED) {
1269                         if (self.button2 && self.version == cvar("gameversion")) {
1270                                 if(!cvar("teamplay")) {
1271                                         self.flags = self.flags & !FL_JUMPRELEASED;
1272                                         self.classname = "player";
1273                                         if(!cvar("g_lms"))
1274                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1275
1276                                         msg_entity = self;
1277                                         WriteByte(MSG_ONE, SVC_SETVIEW);
1278                                         WriteEntity(MSG_ONE, self);
1279                                         PutClientInServer();
1280                                         centerprint(self,"");
1281                                         return;
1282                                 } else {
1283                                         self.flags = self.flags & !FL_JUMPRELEASED;
1284                                         stuffcmd(self,"menu_showteamselect\n");
1285                                         return;
1286                                 }
1287                         } else if(self.button0) {
1288                                 self.flags = self.flags & !FL_JUMPRELEASED;
1289                                 if(SpectateNext() == 1) {
1290                                         self.classname = "spectator";
1291                                 } else {
1292                                         self.classname = "observer";
1293                                         msg_entity = self;
1294                                         WriteByte(MSG_ONE, SVC_SETVIEW);
1295                                         WriteEntity(MSG_ONE, self);
1296                                         PutClientInServer();
1297                                 }
1298                         } else if (self.button3) {
1299                                 self.flags = self.flags & !FL_JUMPRELEASED;
1300                                 self.classname = "observer";
1301                                 msg_entity = self;
1302                                 WriteByte(MSG_ONE, SVC_SETVIEW);
1303                                 WriteEntity(MSG_ONE, self);
1304                                 PutClientInServer();
1305                         } else {
1306                                 SpectateUpdate();
1307                         }
1308         } else {
1309                 if (!(self.button0 || self.button3)) {
1310                         self.flags = self.flags | FL_JUMPRELEASED;
1311                 }
1312                 }
1313                 if (cvar("g_lms") && self.frags < 1)
1314                         centerprint(self, strcat("\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nspectating ", self.enemy.netname, "\n\n\n^7press attack for next player\npress attack2 for free fly mode"));
1315                 else
1316                         centerprint(self, strcat("\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nspectating ", self.enemy.netname, "\n\n\n^7press jump to play\n^7press attack for next player\npress attack2 for free fly mode"));
1317
1318         }
1319 }
1320
1321 /*
1322 =============
1323 PlayerPostThink
1324
1325 Called every frame for each client after the physics are run
1326 =============
1327 */
1328 void PlayerPostThink (void)
1329 {
1330         if(self.classname == "player") {
1331                 CheckRules_Player();
1332                 UpdateChatBubble();
1333                 UpdateTeamBubble();
1334                 UpdatePlayerColors();
1335                 if (self.deadflag == DEAD_NO)
1336                 if (self.impulse)
1337                         ImpulseCommands ();
1338                 if (intermission_running)
1339                         return;         // intermission or finale
1340
1341                 //PrintWelcomeMessage(self);
1342                 //if (TetrisPostFrame()) return;
1343         } else if (self.classname == "observer") {
1344                 //do nothing
1345         } else if (self.classname == "spectator") {
1346                 //do nothing
1347         }
1348 }