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