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removed missing sounds
[divverent/nexuiz.git] / data / qcsrc / gamec / cl_client.c
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_goodspots, spawn_badspots;
11 entity Spawn_ClassifyPoints(entity firstspot, entity playerlist, float mindist, float goodspotnum, float badspotnum)
12 {
13         local entity spot, player;
14         local float pcount;
15         spawn_goodspots = 0;
16         spawn_badspots = 0;
17         spot = firstspot;
18         while (spot)
19         {
20                 pcount = 0;
21                 player = playerlist;
22                 while (player)
23                 {
24                         if (player != self)
25                         if (vlen(player.origin - spot.origin) < 100)
26                                 pcount = pcount + 1;
27                         player = player.chain;
28                 }
29                 if (pcount)
30                 {
31                         if (spawn_goodspots >= badspotnum)
32                                 return spot;
33                         spawn_badspots = spawn_badspots + 1;
34                 }
35                 else
36                 {
37                         if (spawn_goodspots >= goodspotnum)
38                                 return spot;
39                         spawn_goodspots = spawn_goodspots + 1;
40                 }
41                 spot = find(spot, classname, "info_player_deathmatch");
42         }
43         return firstspot;
44 }
45
46 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
47 {
48         local entity best, spot, player;
49         local float bestrating, rating;
50         best = world;
51         bestrating = -1000000;
52         spot = firstspot;
53         while (spot)
54         {
55                 rating = 1000000000;
56                 player = playerlist;
57                 while (player)
58                 {
59                         if (player != self)
60                                 rating = min(rating, vlen(player.origin - spot.origin));
61                         player = player.chain;
62                 }
63                 rating = rating + random() * 16;
64                 if (bestrating < rating)
65                 {
66                         best = spot;
67                         bestrating = rating;
68                 }
69                 spot = find(spot, classname, "info_player_deathmatch");
70         }
71         return best;
72 }
73
74 /*
75 =============
76 SelectSpawnPoint
77
78 Finds a point to respawn
79 =============
80 */
81 entity SelectSpawnPoint (float anypoint)
82 {
83         local entity spot, firstspot, playerlist;
84         string spotname;
85
86         spot = find (world, classname, "testplayerstart");
87         if (spot)
88                 return spot;
89
90         spotname = "info_player_deathmatch";
91
92         if(!anypoint && cvar("g_ctf") )
93         {
94                 if(self.team == 5)//4)
95                         spotname = "info_player_team1";
96                 if(self.team == 14)//13)
97                         spotname = "info_player_team2";
98                 if(self.team == 4)//3)
99                         spotname = "info_player_team3";
100                 if(self.team == 13)//12)
101                         spotname = "info_player_team4";
102         }
103
104         playerlist = findchain(classname, "player");
105         firstspot = find(world, classname, spotname);
106         Spawn_ClassifyPoints(firstspot, playerlist, 100, 1000000, 1000000);
107         // first check if there are ANY good spots
108         if (spawn_goodspots > 0)
109         {
110                 // good spots exist, there is 50/50 chance of choosing a random good
111                 // spot or the furthest spot
112                 // (this means that roughly every other spawn will be furthest, so you
113                 // usually won't get fragged at spawn twice in a row)
114                 if (random() > 0.5)
115                         spot = Spawn_ClassifyPoints(firstspot, playerlist, 100, min(floor(random() * spawn_goodspots), spawn_goodspots - 1), 1000000);
116                 else
117                         spot = Spawn_FurthestPoint(firstspot, playerlist);
118         }
119         else
120         {
121                 // no good spots exist, pick a random bad spot
122                 spot = Spawn_ClassifyPoints(firstspot, playerlist, 100, 1000000, min(floor(random() * spawn_badspots), spawn_badspots - 1));
123         }
124
125         if (!spot)
126         {
127                 if(anypoint)
128                         error ("PutClientInServer: no start points on level");
129                 else // try again with deathmatch spots
130                         spot = SelectSpawnPoint(TRUE);
131         }
132
133         return spot;
134 }
135
136 /*
137 =============
138 CheckPlayerModel
139
140 Checks if the argument string can be a valid playermodel.
141 Returns a valid one in doubt.
142 =============
143 */
144 string CheckPlayerModel(string plyermodel) {
145         if( substring(plyermodel,0,14) != "models/player/") plyermodel = "models/player/marine.zym";
146
147         /* Possible Fixme: Check if server can open the model?
148            This would kill custom models, however. */
149
150         return plyermodel;
151 }
152
153 /*
154 =============
155 PutObserverInServer
156
157 putting a client as observer in the server
158 =============
159 */
160 void PutObserverInServer (void)
161 {
162         entity  spot;
163         spot = SelectSpawnPoint (FALSE);
164         RemoveGrapplingHook(self); // Wazat's Grappling Hook
165
166         if(self.frags == 0 && cvar("g_lms"))
167                 bprint (strcat("^4", self.netname, "^4 has no more lives left\n"));
168         else if(self.killcount != -666)
169                 bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
170
171         self.classname = "observer";
172         self.health = 666;
173         self.takedamage = DAMAGE_NO;
174         self.solid = SOLID_NOT;
175         self.movetype = MOVETYPE_NOCLIP;
176         self.armorvalue = 666;
177         self.effects = 0;
178         self.armorvalue = cvar("g_balance_armor_start");
179         self.pauserotarmor_finished = 0;
180         self.pauserothealth_finished = 0;
181         self.pauseregen_finished = 0;
182         self.damageforcescale = 0;
183         self.death_time = 0;
184         self.dead_time = 0;
185         self.dead_frame = 0;
186         self.die_frame = 0;
187         self.alpha = 0;
188         self.scale = 0;
189         self.fade_time = 0;
190         self.pain_frame = 0;
191         self.pain_finished = 0;
192         self.strength_finished = 0;
193         self.invincible_finished = 0;
194         self.pushltime = 0;
195         self.vote_finished = 0;
196         self.think = SUB_Null;
197         self.nextthink = 0;
198         self.hook_time = 0;
199         self.runes = 0;
200         self.deadflag = DEAD_NO;
201         self.angles = spot.angles;
202         self.angles_z = 0; 
203         self.fixangle = TRUE; 
204         self.crouch = FALSE;
205         self.view_ofs = PL_VIEW_OFS;
206         setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
207         self.oldorigin = self.origin;
208         self.items = 0;
209         self.model = "";
210         self.modelindex = 0;
211         self.weapon = 0;
212         self.weaponmodel = "";
213         self.weaponframe = 0;
214         self.weaponentity = world;
215         self.killcount = -666;
216         if(!cvar("g_lms"))
217                 self.frags = -666;
218         //stuffcmd(self, "set viewsize 120 \n");
219 //      bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
220 }
221
222
223 /*
224 =============
225 PutClientInServer
226
227 Called when a client spawns in the server
228 =============
229 */
230 void PutClientInServer (void)
231 {       
232         if(clienttype(self) ==  CLIENTTYPE_BOT)
233         {
234                 self.classname = "player";
235         }
236         
237         // player is dead and becomes observer
238         if(cvar("g_lms") && self.frags < 1)
239                 self.classname = "observer";
240
241         if(self.classname == "player") {
242                 entity  spot;
243
244                 spot = SelectSpawnPoint (FALSE);
245                 
246                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
247         
248                 self.classname = "player";
249                 self.iscreature = TRUE;
250                 self.movetype = MOVETYPE_WALK;
251                 self.solid = SOLID_SLIDEBOX;
252                 self.flags = FL_CLIENT;
253                 self.takedamage = DAMAGE_AIM;
254                 self.effects = 0;
255                 self.health = cvar("g_balance_health_start");
256                 self.armorvalue = cvar("g_balance_armor_start");
257                 self.pauserotarmor_finished = time + 10;
258                 self.pauserothealth_finished = time + 10;
259                 self.pauseregen_finished = 0;
260                 self.damageforcescale = 2;
261                 self.death_time = 0;
262                 self.dead_time = 0;
263                 self.dead_frame = 0;
264                 self.die_frame = 0;
265                 self.alpha = 0;
266                 self.scale = 0;
267                 self.fade_time = 0;
268                 self.pain_frame = 0;
269                 self.pain_finished = 0;
270                 self.strength_finished = 0;
271                 self.invincible_finished = 0;
272                 self.pushltime = 0;
273                 //self.speed_finished = 0;
274                 //self.slowmo_finished = 0;
275                 self.vote_finished = 0;
276                 // players have no think function
277                 self.think = SUB_Null;
278                 self.nextthink = 0;
279
280                 self.hook_time = 0;
281         
282                 self.runes = 0;
283
284                 self.deadflag = DEAD_NO;
285
286                 self.angles = spot.angles;
287
288                 self.angles_z = 0; // never spawn tilted even if the spot says to
289                 self.fixangle = TRUE; // turn this way immediately
290                 self.velocity = '0 0 0';
291                 self.avelocity = '0 0 0';
292                 self.punchangle = '0 0 0';
293                 self.punchvector = '0 0 0';
294                 self.oldvelocity = self.velocity;
295         
296                 self.viewzoom = 0.6;
297
298                 if(cvar("sv_defaultcharacter") == 1) {
299                         local string defaultmodel;
300                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
301
302                         precache_model (defaultmodel);
303                         setmodel (self, defaultmodel);
304                         self.skin = stof(cvar_string("sv_defaultplayerskin"));
305                 } else {
306                         self.playermodel = CheckPlayerModel(self.playermodel);
307
308                         precache_model (self.playermodel);
309                         setmodel (self, self.playermodel);
310                         self.skin = stof(self.playerskin);
311                 
312                 }
313                 
314                 self.crouch = FALSE;
315                 self.view_ofs = PL_VIEW_OFS;
316                 setsize (self, PL_MIN, PL_MAX);
317                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
318                 // don't reset back to last position, even if new position is stuck in solid
319                 self.oldorigin = self.origin;
320
321                 if(cvar("g_lms"))
322                 {
323                         self.ammo_shells = cvar("g_lms_start_ammo_shells");
324                         self.ammo_nails = cvar("g_lms_start_ammo_nails");
325                         self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
326                         self.ammo_cells = cvar("g_lms_start_ammo_cells");
327                 }
328                 else if (cvar("g_use_ammunition")) {
329                         self.ammo_shells = cvar("g_start_ammo_shells");
330                         self.ammo_nails = cvar("g_start_ammo_nails");
331                         self.ammo_rockets = cvar("g_start_ammo_rockets");
332                         self.ammo_cells = cvar("g_start_ammo_cells");
333                 } else {
334                         self.ammo_shells = 999;
335                         self.ammo_nails = 999;
336                         self.ammo_rockets = 999;
337                         self.ammo_cells = 999;
338                 }
339
340                 self.items = 0;
341                 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
342                 {
343                         self.items = self.items | IT_LASER;
344                         self.switchweapon = WEP_LASER;
345                 }
346                 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
347                 {
348                         self.items = self.items | IT_SHOTGUN;
349                         self.switchweapon = WEP_SHOTGUN;
350                 }
351                 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
352                 {
353                         self.items = self.items | IT_UZI;
354                         self.switchweapon = WEP_UZI;
355                 }
356                 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
357                 {
358                         self.items = self.items | IT_GRENADE_LAUNCHER;
359                         self.switchweapon = WEP_GRENADE_LAUNCHER;
360                 }
361                 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
362                 {
363                         self.items = self.items | IT_ELECTRO;
364                         self.switchweapon = WEP_ELECTRO;
365                 }
366                 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
367                 {
368                         self.items = self.items | IT_CRYLINK;
369                         self.switchweapon = WEP_CRYLINK;
370                 }
371                 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
372                 {
373                         self.items = self.items | IT_NEX;
374                         self.switchweapon = WEP_NEX;
375                 }
376                 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
377                 {
378                         self.items = self.items | IT_HAGAR;
379                         self.switchweapon = WEP_HAGAR;
380                 }
381                 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
382                 {
383                         self.items = self.items | IT_ROCKET_LAUNCHER;
384                         self.switchweapon = WEP_ROCKET_LAUNCHER;
385                 }
386
387                 if(cvar("g_instagib"))
388                 {
389                         self.items = IT_NEX;
390                         self.switchweapon = WEP_NEX;
391                         self.ammo_cells = 999;
392                 }
393
394                 if(cvar("g_rocketarena"))
395                 {
396                         self.items = IT_ROCKET_LAUNCHER;
397                         self.switchweapon = WEP_ROCKET_LAUNCHER;
398                         self.ammo_rockets = 999;
399                 }
400
401                 if(cvar("g_minstagib"))
402                 {
403                         self.health = 100;
404                         self.armorvalue = 0;
405                         self.items = IT_NEX;
406                         self.switchweapon = WEP_NEX;
407                         self.ammo_cells = cvar("g_minstagib_ammo_start");
408                         self.extralives = 0;
409                         self.jump_interval = time;
410                 }
411         
412                 self.event_damage = PlayerDamage;
413         
414                 self.statdraintime = time + 5;
415                 self.button0 = self.button1 = self.button2 = self.button3 = 0;
416         
417                 if(self.frags == -666 && self.killcount == -666) {
418                         self.killcount = 0;
419                         self.frags = 0;
420                 }
421         
422                 /*
423                 W_UpdateWeapon();
424                 W_UpdateAmmo();
425                 */
426                 CL_SpawnWeaponentity();
427         
428                 //stuffcmd(self, "chase_active 0");
429                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
430         } else if(self.classname == "observer") {
431                 PutObserverInServer ();
432         }
433 }
434
435 /*
436 =============
437 SetNewParms
438 =============
439 */
440 void SetNewParms (void)
441 {
442
443 }
444
445 /*
446 =============
447 SetChangeParms
448 =============
449 */
450 void SetChangeParms (void)
451 {
452
453 }
454
455 /*
456 =============
457 ClientKill
458
459 Called when a client types 'kill' in the console
460 =============
461 */
462 void ClientKill (void)
463 {
464         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
465 }
466
467 /*
468 =============
469 ClientConnect
470
471 Called when a client connects to the server
472 =============
473 */
474 string ColoredTeamName(float t);
475 //void dom_player_join_team(entity pl);
476 void ClientConnect (void)
477 {
478         self.classname = "player_joining";
479
480         //if(cvar("g_domination"))
481         //      dom_player_join_team(self);
482
483         //JoinBestTeam(self, FALSE);
484         if(cvar("teamplay")) stuffcmd(self,"menu_showteamselect\n");
485         
486
487         if(cvar("sv_spectate") == 1 && !cvar("g_lms")) {
488                 self.classname = "observer";    
489         } else {
490                 self.classname = "player";              
491         }
492         
493         //stuffcmd(self, "set tmpviewsize $viewsize \n");
494         
495         bprint ("^4",self.netname);
496         bprint ("^4 connected");
497
498         if(cvar("g_domination") || cvar("g_ctf"))
499         {
500                 bprint(" and joined the ");
501                 bprint(ColoredTeamName(self.team));
502         }
503
504         bprint("\n");
505
506         self.welcomemessage_time = time + cvar("welcome_message_time");
507         self.welcomemessage_time2 = 0;
508
509         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
510         // send prediction settings to the client
511         stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
512         stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
513         stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
514         stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
515         stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
516         stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
517         stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
518         stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
519         // Wazat's grappling hook
520         SetGrappleHookBindings();       
521
522         // get autoswitch state from player
523         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
524         stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
525
526         // get version info from player
527         stuffcmd(self, "cmd clientversion $g_nexuizversion_major\n");
528
529         // set cvar for team scoreboard
530         if(teams_matter)
531                 stuffcmd(self, "set teamplay 1\n");
532         else
533                 stuffcmd(self, "set teamplay 0\n");
534
535         if(cvar("g_lms"))
536         {
537                 self.frags = cvar("fraglimit");
538                 // no fraglimit was set, so player gets 999 lives
539                 if(self.frags < 1)
540                         self.frags = 999;
541
542                 // disallow player to join after the worst player has lost g_lms_last_join lives
543                 // if "g_lms_join_anytime" new players spawn with same amount of lives as the worst active player
544                 if((cvar("fraglimit") - cvar("g_lms_last_join")) > lms_lowest_lives && !cvar("g_lms_join_anytime"))
545                 {
546                         self.frags = -1;
547                         lms_dead_count += 1;
548                 }
549                 else if(cvar("fraglimit") > lms_lowest_lives)
550                 {
551                         self.frags = lms_lowest_lives;
552                 }
553         }
554
555         if(clienttype(self) !=  CLIENTTYPE_BOT)
556                 player_count += 1;
557 }
558
559 /*
560 =============
561 ClientDisconnect
562
563 Called when a client disconnects from the server
564 =============
565 */
566 .entity chatbubbleentity;
567 void ClientDisconnect (void)
568 {
569         bprint ("^4",self.netname);
570         bprint ("^4 disconnected\n");
571
572         if (self.chatbubbleentity)
573         {
574                 remove (self.chatbubbleentity);
575                 self.chatbubbleentity = world;
576         }
577         DropAllRunes(self);
578         // decrease player count for lms
579         if(clienttype(self) !=  CLIENTTYPE_BOT)
580                 player_count -= 1;
581         // player was dead, decrease dead count
582         if(cvar("g_lms") && self.frags < 1)
583                 lms_dead_count -= 1;
584         //stuffcmd(self, "set viewsize $tmpviewsize \n");
585 }
586
587 .float buttonchat;
588 void() ChatBubbleThink =
589 {
590         self.nextthink = time;
591         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
592         {
593                 remove(self);
594                 return;
595         }
596         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
597         if (self.owner.buttonchat && !self.owner.deadflag)
598                 self.model = self.mdl;
599         else
600                 self.model = "";
601 };
602
603 void() UpdateChatBubble =
604 {
605         if (!self.modelindex)
606                 return;
607         // spawn a chatbubble entity if needed
608         if (!self.chatbubbleentity)
609         {
610                 self.chatbubbleentity = spawn();
611                 self.chatbubbleentity.owner = self;
612                 self.chatbubbleentity.exteriormodeltoclient = self;
613                 self.chatbubbleentity.think = ChatBubbleThink;
614                 self.chatbubbleentity.nextthink = time;
615                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
616                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
617                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
618                 self.chatbubbleentity.model = "";
619         }
620 }
621
622 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
623 // added to the model skins
624 /*void() UpdateColorModHack =
625 {
626         local float c;
627         c = self.clientcolors & 15;
628         // LordHavoc: only bothering to support white, green, red, yellow, blue
629              if (teamplay == 0) self.colormod = '0 0 0';
630         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
631         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
632         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
633         else if (c == 12) self.colormod = '1.22 1.22 0.10';
634         else if (c == 13) self.colormod = '0.10 0.10 1.73';
635         else self.colormod = '1 1 1';
636 };*/
637
638 void UpdatePlayerColors () {
639         if(self.weaponentity) {
640                 self.weaponentity.colormap = self.colormap;
641                 self.exteriorweaponentity.colormap = self.colormap;
642         }
643 }
644 /*
645 =============
646 PlayerJump
647
648 When you press the jump key
649 =============
650 */
651 void PlayerJump (void)
652 {
653         float mjumpheight;
654
655         mjumpheight = cvar("g_balance_jumpheight");
656         if (self.waterlevel >= 2)
657         {
658                 if (self.watertype == CONTENT_WATER)
659                         self.velocity_z = 200;
660                 else if (self.watertype == CONTENT_SLIME)
661                         self.velocity_z = 80;
662                 else
663                         self.velocity_z = 50;
664
665                 return;
666         }
667
668
669         if (!(self.flags & FL_ONGROUND))
670                 return;
671
672         if (!(self.flags & FL_JUMPRELEASED))
673                 return;
674
675         if(cvar("g_runematch"))
676         {
677                 if(self.runes & RUNE_SPEED)
678                 {
679                         if(self.runes & CURSE_SLOW)
680                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
681                         else
682                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
683                 }
684                 else if(self.runes & CURSE_SLOW)
685                 {
686                         mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
687                 }
688         }
689
690         if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
691         {
692                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
693         }
694
695         self.velocity_z = self.velocity_z + mjumpheight;
696         self.oldvelocity_z = self.velocity_z;
697
698         self.flags = self.flags - FL_ONGROUND;
699         self.flags = self.flags - FL_JUMPRELEASED;
700 }
701
702 void() CheckWaterJump =
703 {
704         local vector start, end;
705
706 // check for a jump-out-of-water
707         makevectors (self.angles);
708         start = self.origin;
709         start_z = start_z + 8;
710         v_forward_z = 0;
711         normalize(v_forward);
712         end = start + v_forward*24;
713         traceline (start, end, TRUE, self);
714         if (trace_fraction < 1)
715         {       // solid at waist
716                 start_z = start_z + self.maxs_z - 8;
717                 end = start + v_forward*24;
718                 self.movedir = trace_plane_normal * -50;
719                 traceline (start, end, TRUE, self);
720                 if (trace_fraction == 1)
721                 {       // open at eye level
722                         self.flags = self.flags | FL_WATERJUMP;
723                         self.velocity_z = 225;
724                         self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
725                         self.teleport_time = time + 2;  // safety net
726                         return;
727                 }
728         }
729 };
730
731
732 void respawn(void)
733 {
734         CopyBody(1);
735         PutClientInServer();
736 }
737
738 void player_powerups (void)
739 {
740         if (cvar("g_minstagib"))
741         {
742                 self.effects = EF_FULLBRIGHT;
743                 if (self.items & IT_STRENGTH)
744                 {
745                         self.effects = EF_NODRAW;
746                         if (time > self.strength_finished)
747                         {
748                                 self.items = self.items - (self.items & IT_STRENGTH);
749                                 sprint(self, "^3Invisibility has worn off\n");
750                         }
751                 }
752                 else
753                 {
754                         if (time < self.strength_finished)
755                         {
756                                 self.items = self.items | IT_STRENGTH;
757                                 sprint(self, "^3You are invisible\n");
758                         }
759                 }
760                                 
761                 if (self.items & IT_INVINCIBLE)
762                 {
763                         if (time > self.invincible_finished)
764                         {
765                                 self.items = self.items - (self.items & IT_INVINCIBLE);
766                                 sprint(self, "^3Speed has worn off\n");
767                         }
768                 }
769                 else
770                 {
771                         if (time < self.invincible_finished)
772                         {
773                                 self.items = self.items | IT_INVINCIBLE;
774                                 sprint(self, "^3You are on speed\n");
775                         }
776                 }
777                 return;
778         }
779         
780         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
781         if (self.items & IT_STRENGTH)
782         {
783                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
784                 if (time > self.strength_finished)
785                 {
786                         self.items = self.items - (self.items & IT_STRENGTH);
787                         sprint(self, "^3Strength has worn off\n");
788                 }
789         }
790         else
791         {
792                 if (time < self.strength_finished)
793                 {
794                         self.items = self.items | IT_STRENGTH;
795                         sprint(self, "^3Strength infuses your weapons with devestating power\n");
796                 }
797         }
798         if (self.items & IT_INVINCIBLE)
799         {
800                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
801                 if (time > self.invincible_finished)
802                 {
803                         self.items = self.items - (self.items & IT_INVINCIBLE);
804                         sprint(self, "^3Shield has worn off\n");
805                 }
806         }
807         else
808         {
809                 if (time < self.invincible_finished)
810                 {
811                         self.items = self.items | IT_INVINCIBLE;
812                         sprint(self, "^3Shield surrounds you\n");
813                 }
814         }
815         
816         if (cvar("g_fullbrightplayers"))
817                 self.effects = EF_FULLBRIGHT;
818         
819 }
820
821 void player_regen (void)
822 {
823         float maxh, maxa, max_mod, regen_mod, rot_mod;
824         maxh = cvar("g_balance_health_stable");
825         maxa = cvar("g_balance_armor_stable");
826
827         if (cvar("g_minstagib"))
828         {
829                 maxh = 100;
830                 maxa = 0;
831                 return;
832         }
833
834         if(cvar("g_runematch"))
835         {
836                 max_mod = regen_mod = rot_mod = 1;
837                 if (self.runes & RUNE_REGEN)
838                 {
839                         if (self.runes & CURSE_VENOM) // do we have both rune/curse?
840                         {
841                                 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
842                                 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
843                         }
844                         else
845                         {
846                                 regen_mod = cvar("g_balance_rune_regen_regenrate");
847                                 max_mod = cvar("g_balance_rune_regen_hpmod");
848                         }
849                 }
850                 else if (self.runes & CURSE_VENOM)
851                 {
852                         max_mod = cvar("g_balance_curse_venom_hpmod");
853                         if (self.runes & RUNE_REGEN) // do we have both rune/curse?
854                                 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
855                         else
856                                 rot_mod = cvar("g_balance_curse_venom_rotrate");
857                         //if (!self.runes & RUNE_REGEN)
858                         //      rot_mod = cvar("g_balance_curse_venom_rotrate");
859                 }
860                 maxh = maxh * max_mod;
861                 //maxa = maxa * max_mod;
862
863                 if (time > self.pauserotarmor_finished)
864                 {
865                         if (self.armorvalue > maxa)
866                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
867                 }
868                 if (time > self.pauserothealth_finished)
869                 {
870                         if (self.health > maxh)
871                                 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
872                 }
873                 if (time > self.pauseregen_finished)
874                 {
875                         if (self.health < maxh)
876                                 self.health = bound(0, self.health + (maxh- self.health) * regen_mod*cvar("g_balance_health_regen") * frametime, 1000);
877                         if (self.armorvalue < maxa)
878                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime, 1000);
879                 }
880         }
881         else
882         {
883                 if (time > self.pauserothealth_finished)
884                 if (self.health > maxh)
885                         self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
886                 if (time > self.pauserotarmor_finished)
887                 if (self.armorvalue > maxa)
888                         self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
889                 if (time > self.pauseregen_finished)
890                 {
891                         if (self.health < maxh)
892                                 self.health = bound(0, self.health + (maxh- self.health) * cvar("g_balance_health_regen") * frametime, 1000);
893                         if (self.armorvalue < maxa)
894                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime, 1000);
895                 }
896         }
897 }
898
899 /*
900 ======================
901 spectate mode routines
902 ======================
903 */
904 void SpectateCopy(entity spectatee) {
905         self.armortype = spectatee.armortype;
906         self.armorvalue = spectatee.armorvalue;
907         self.currentammo = spectatee.currentammo;
908         self.effects = spectatee.effects;
909         self.health = spectatee.health;
910         self.impulse = 0;
911         self.items = spectatee.items;
912         self.punchangle = spectatee.punchangle;
913         self.view_ofs = spectatee.view_ofs;
914         self.v_angle = spectatee.v_angle;
915         self.viewzoom = spectatee.viewzoom;
916         setorigin(self, spectatee.origin);
917         setsize(self, spectatee.mins, spectatee.maxs);
918 }
919
920 void SpectateUpdate() {
921         if (self != self.enemy) {
922                 SpectateCopy(self.enemy);
923                 msg_entity = self;
924                 WriteByte(MSG_ONE, SVC_SETANGLE);
925                 WriteAngle(MSG_ONE, self.enemy.v_angle_x);
926                 WriteAngle(MSG_ONE, self.enemy.v_angle_y);
927                 WriteAngle(MSG_ONE, self.enemy.v_angle_z);
928         }
929 }
930
931 float SpectateNext() {
932         other = find(self.enemy, classname, "player");
933         if (!other) {
934                 other = find(other, classname, "player");
935         }
936         if (other) {
937                 self.enemy = other;
938         }
939         if(self.enemy.classname == "player") {
940                 msg_entity = self;
941                 WriteByte(MSG_ONE, SVC_SETVIEW);
942                 WriteEntity(MSG_ONE, self.enemy);
943                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
944                 SpectateUpdate();
945                 return 1;
946         } else {
947                 return 0;
948         }
949 }
950
951 /*
952 =============
953 PlayerPreThink
954
955 Called every frame for each client before the physics are run
956 =============
957 */
958 void PlayerPreThink (void)
959 {
960         if(self.classname == "player") {
961                 local vector m1, m2;
962
963 //              MauveBot_AI();
964
965 //              if(self.netname == "Wazat")
966 //                      bprint(strcat(self.classname, "\n"));
967
968                 CheckRules_Player();
969
970                 if (intermission_running)
971                 {
972                         IntermissionThink ();   // otherwise a button could be missed between
973                         return;                                 // the think tics
974                 }
975
976                 if (self.deadflag != DEAD_NO)
977                 {
978                         player_anim();
979                         weapon_freeze();
980                         if (self.deadflag == DEAD_DYING)
981                         {
982                                 if (time > self.dead_time)
983                                         self.deadflag = DEAD_DEAD;
984                         }
985                         else if (self.deadflag == DEAD_DEAD)
986                         {
987                                 if (!self.button0 && !self.button2 && !self.button3)
988                                         self.deadflag = DEAD_RESPAWNABLE;
989                         }
990                         else if (self.deadflag == DEAD_RESPAWNABLE)
991                         {
992                                 if (self.button0  || 
993                                     self.button2  || 
994                                     self.button3  || 
995                                     self.button4  || 
996                                     cvar("g_lms") || 
997                                     cvar("g_forced_respawn"))
998                                         respawn();
999                         }
1000                         return;
1001                 }
1002
1003                 if (self.button5)
1004                 {
1005                         if (!self.crouch)
1006                         {
1007                                 self.crouch = TRUE;
1008                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
1009                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1010                         }
1011                 }
1012                 else
1013                 {
1014                         if (self.crouch)
1015                         {
1016                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1017                                 if (!trace_startsolid)
1018                                 {
1019                                         self.crouch = FALSE;
1020                                         self.view_ofs = PL_VIEW_OFS;
1021                                         setsize (self, PL_MIN, PL_MAX);
1022                                 }
1023                         }
1024                 }
1025
1026                 if(cvar("sv_defaultcharacter") == 1) {
1027                         local string defaultmodel;
1028                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1029                         
1030                         if (defaultmodel != self.model)
1031                         {
1032                                 m1 = self.mins;
1033                                 m2 = self.maxs;
1034                                 precache_model (defaultmodel);
1035                                 setmodel (self, defaultmodel);
1036                                 setsize (self, m1, m2);
1037                         }
1038
1039                         if (self.skin != stof(cvar_string("sv_defaultplayerskin")))
1040                                 self.skin = stof(cvar_string("sv_defaultplayerskin"));
1041                 } else {
1042                         if (self.playermodel != self.model)
1043                         {
1044                                 self.playermodel = CheckPlayerModel(self.playermodel);
1045                                 m1 = self.mins;
1046                                 m2 = self.maxs;
1047                                 precache_model (self.playermodel);
1048                                 setmodel (self, self.playermodel);
1049                                 setsize (self, m1, m2);
1050                         }
1051
1052                         if (self.skin != stof(self.playerskin))
1053                                 self.skin = stof(self.playerskin);
1054                 }
1055                 // Savage: Check for nameless players
1056                 if (strlen(self.netname) < 1) {
1057                         self.netname = "Player";
1058                         stuffcmd(self, "name Player\n");
1059                 }
1060         
1061                 GrapplingHookFrame();
1062
1063                 W_WeaponFrame();
1064
1065                 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1066                 {
1067                         if (cvar("g_minstagib") && self.button3)
1068                         {
1069                                 if (self.jump_interval <= (time + 0.1))
1070                                 {
1071                                         self.jump_interval = time + 1;
1072                                         weapon_doattack(laser_check, laser_check, W_Laser_Attack);
1073                                 }
1074                         }
1075                         else if (self.viewzoom > 0.4)
1076                                 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1077                 }
1078                 else if (self.viewzoom < 1.0)
1079                         self.viewzoom = min (1.0, self.viewzoom + frametime);
1080
1081
1082                 if (self.button2)
1083                         PlayerJump ();
1084                 else
1085                         self.flags = self.flags | FL_JUMPRELEASED;
1086
1087                 player_powerups();
1088                 player_regen();
1089                 player_anim();
1090
1091                 //self.angles_y=self.v_angle_y + 90;   // temp
1092
1093                 if (self.waterlevel == 2)
1094                         CheckWaterJump ();
1095
1096                 //if (TetrisPreFrame()) return;
1097         } else if(self.classname == "observer") {
1098                 
1099                 if (self.flags & FL_JUMPRELEASED) {
1100                         if (self.button2) {
1101                                 if(!cvar("teamplay")) {
1102                                         self.flags = self.flags & !FL_JUMPRELEASED;
1103                                         self.classname = "player";
1104                                         if(!cvar("g_lms"))
1105                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1106                                         PutClientInServer();
1107                                         centerprint(self,"");
1108                                         return;
1109                                 } else {
1110                                         self.flags = self.flags & !FL_JUMPRELEASED;
1111                                         stuffcmd(self,"menu_showteamselect\n");
1112                                         return;
1113                                 }
1114                         } else if(self.button0) {
1115                                 self.flags = self.flags & !FL_JUMPRELEASED;
1116                                 if(SpectateNext() == 1) {
1117                                         self.classname = "spectator";
1118                                 } 
1119                         }
1120                 } else {
1121                         if (!(self.button0 || self.button2)) {
1122                                 self.flags = self.flags | FL_JUMPRELEASED;
1123                         }
1124                 }
1125                 if(cvar("g_lms") && self.frags == 0)
1126                         centerprint(self, "\n\n\n^1You have no more lives left\nwait for next round\n\n\n^7press attack to spectate other players");
1127                 else if(cvar("g_lms") && self.frags == -1)
1128                         centerprint(self, "\n\n\n^1Match has already begun\nwait for next round\n\n\n^7press attack to spectate other players");
1129                 else
1130                         PrintWelcomeMessage(self);
1131                         //centerprint(self, "\n\n\npress jump to play\npress attack to spectate other players");
1132         } else if(self.classname == "spectator") {
1133                 
1134                 if (self.flags & FL_JUMPRELEASED) {
1135                         if(self.button0) {
1136                                 self.flags = self.flags & !FL_JUMPRELEASED;
1137                                 if(SpectateNext() == 1) {
1138                                         self.classname = "spectator";
1139                                 } else {
1140                                         self.classname = "observer";
1141                                         msg_entity = self;                                                                                                                                                     
1142                                         WriteByte(MSG_ONE, SVC_SETVIEW);                                                                                                                                       
1143                                         WriteEntity(MSG_ONE, self);   
1144                                         PutClientInServer();                                    
1145                                 }
1146                         } else if (self.button3) {
1147                                 self.flags = self.flags & !FL_JUMPRELEASED;
1148                                 self.classname = "observer";
1149                                 msg_entity = self;                                                                                                                                                     
1150                                 WriteByte(MSG_ONE, SVC_SETVIEW);                                                                                                                                       
1151                                 WriteEntity(MSG_ONE, self);   
1152                                 PutClientInServer();
1153                         } else {
1154                                 SpectateUpdate();
1155                         }
1156         } else {
1157                 if (!(self.button0 || self.button3)) {
1158                         self.flags = self.flags | FL_JUMPRELEASED;
1159                 }
1160                 }
1161                 centerprint(self, strcat("spectating ", self.enemy.netname, "\n\n\n^7press attack for next player\npress attack2 for free fly mode"));
1162                 
1163         }
1164         VoteThink();
1165 }
1166
1167 /*
1168 =============
1169 PlayerPostThink
1170
1171 Called every frame for each client after the physics are run
1172 =============
1173 */
1174 void PlayerPostThink (void)
1175 {
1176         if(self.classname == "player") {
1177                 CheckRules_Player();
1178                 UpdateChatBubble();
1179                 UpdatePlayerColors();
1180                 if (self.deadflag == DEAD_NO)
1181                 if (self.impulse)
1182                         ImpulseCommands ();
1183                 if (intermission_running)
1184                         return;         // intermission or finale
1185
1186                 //PrintWelcomeMessage(self);
1187                 //if (TetrisPostFrame()) return;
1188         } else if (self.classname == "observer") {
1189                 //do nothing
1190         } else if (self.classname == "spectator") {
1191                 //do nothing
1192         }
1193 }