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gave some entity channels more descriptive names; add an entity channel mixer to...
[divverent/nexuiz.git] / data / qcsrc / server / cl_client.qc
1 // let's abuse an existing field
2 #define SPAWNPOINT_SCORE frags
3
4 .float wantswelcomemessage;
5 .string netname_previous;
6
7 void spawnfunc_info_player_survivor (void)
8 {
9         spawnfunc_info_player_deathmatch();
10 }
11
12 void spawnfunc_info_player_start (void)
13 {
14         spawnfunc_info_player_deathmatch();
15 }
16
17 void spawnfunc_info_player_deathmatch (void)
18 {
19         self.classname = "info_player_deathmatch";
20         relocate_spawnpoint();
21 }
22
23 void spawnpoint_use()
24 {
25         if(teams_matter)
26         if(have_team_spawns)
27         {
28                 self.team = activator.team;
29                 some_spawn_has_been_used = 1;
30         }
31 };
32
33 // Returns:
34 //   -1 if a spawn can't be used
35 //   otherwise, a weight of the spawnpoint
36 float Spawn_Score(entity spot, entity playerlist, float teamcheck)
37 {
38         float shortest, thisdist;
39         entity player;
40
41         // filter out spots for the wrong team
42         if(teamcheck)
43         if(spot.team != teamcheck)
44                 return -1;
45
46         // filter out spots for assault
47         if(spot.target != "") {
48                 local entity ent;
49                 ent = find(world, targetname, spot.target);
50                 while(ent) {
51                         if(ent.classname == "target_objective")
52                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
53                                         return -1;
54                         ent = find(ent, targetname, spot.target);
55                 }
56         }
57
58         player = playerlist;
59         shortest = vlen(world.maxs - world.mins);
60         for(player = playerlist; player; player = player.chain)
61                 if (player != self)
62                 {
63                         thisdist = vlen(player.origin - spot.origin);
64                         if (thisdist < shortest)
65                                 shortest = thisdist;
66                 }
67         return shortest;
68 }
69
70 float spawn_allbad;
71 float spawn_allgood;
72 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
73 {
74         local entity spot, spotlist, spotlistend;
75         spawn_allgood = TRUE;
76         spawn_allbad = TRUE;
77
78         spotlist = world;
79         spotlistend = world;
80
81         for(spot = firstspot; spot; spot = spot.chain)
82         {
83                 spot.SPAWNPOINT_SCORE = Spawn_Score(spot, playerlist, teamcheck);
84
85                 if(cvar("spawn_debugview"))
86                 {
87                         setmodel(spot, "models/runematch/rune.mdl");
88                         if(spot.SPAWNPOINT_SCORE < mindist)
89                         {
90                                 spot.colormod = '1 0 0';
91                                 spot.scale = 1;
92                         }
93                         else
94                         {
95                                 spot.colormod = '0 1 0';
96                                 spot.scale = spot.SPAWNPOINT_SCORE / mindist;
97                         }
98                 }
99
100                 if(spot.SPAWNPOINT_SCORE >= 0) // spawning allowed here
101                 {
102                         if(spot.SPAWNPOINT_SCORE < mindist)
103                         {
104                                 // too short distance
105                                 spawn_allgood = FALSE;
106                         }
107                         else 
108                         {
109                                 // perfect
110                                 spawn_allbad = FALSE;
111
112                                 if(spotlistend)
113                                         spotlistend.chain = spot;
114                                 spotlistend = spot;
115                                 if(!spotlist)
116                                         spotlist = spot;
117
118                                 /*
119                                 if(teamcheck)
120                                 if(spot.team != teamcheck)
121                                         error("invalid spawn added");
122
123                                 print("added ", etos(spot), "\n");
124                                 */
125                         }
126                 }
127         }
128         if(spotlistend)
129                 spotlistend.chain = world;
130
131         /*
132                 entity e;
133                 if(teamcheck)
134                         for(e = spotlist; e; e = e.chain)
135                         {
136                                 print("seen ", etos(e), "\n");
137                                 if(e.team != teamcheck)
138                                         error("invalid spawn found");
139                         }
140         */
141
142         return spotlist;
143 }
144
145 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
146 {
147         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
148         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
149         local entity spot;
150
151         RandomSelection_Init();
152         for(spot = firstspot; spot; spot = spot.chain)
153                 RandomSelection_Add(spot, 0, pow(bound(lower, spot.SPAWNPOINT_SCORE, upper), exponent) * spot.cnt, spot.SPAWNPOINT_SCORE >= lower);
154
155         return RandomSelection_chosen_ent;
156 }
157
158 /*
159 =============
160 SelectSpawnPoint
161
162 Finds a point to respawn
163 =============
164 */
165 entity SelectSpawnPoint (float anypoint)
166 {
167         local float teamcheck;
168         local entity firstspot_new;
169         local entity spot, firstspot, playerlist;
170
171         spot = find (world, classname, "testplayerstart");
172         if (spot)
173                 return spot;
174
175         teamcheck = 0;
176
177         if(!anypoint && have_team_spawns)
178                 teamcheck = self.team;
179
180         // get the list of players
181         playerlist = findchain(classname, "player");
182         // get the entire list of spots
183         firstspot = findchain(classname, "info_player_deathmatch");
184         // filter out the bad ones
185         // (note this returns the original list if none survived)
186         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
187         if(!firstspot_new)
188                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
189         firstspot = firstspot_new;
190
191         // there is 50/50 chance of choosing a random spot or the furthest spot
192         // (this means that roughly every other spawn will be furthest, so you
193         // usually won't get fragged at spawn twice in a row)
194         if (arena_roundbased)
195         {
196                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
197                 if(firstspot_new)
198                         firstspot = firstspot_new;
199                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
200         }
201         else if (random() > cvar("g_spawn_furthest"))
202                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
203         else
204                 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
205
206         if(cvar("spawn_debugview"))
207         {
208                 print("spot mindistance: ", ftos(spot.SPAWNPOINT_SCORE), "\n");
209
210                 entity e;
211                 if(teamcheck)
212                         for(e = firstspot; e; e = e.chain)
213                                 if(e.team != teamcheck)
214                                         error("invalid spawn found");
215         }
216
217         if (!spot)
218         {
219                 if(cvar("spawn_debug"))
220                         GotoNextMap();
221                 else
222                 {
223                         if(some_spawn_has_been_used)
224                                 return world; // team can't spawn any more, because of actions of other team
225                         else
226                                 error("Cannot find a spawn point - please fix the map!");
227                 }
228         }
229
230         return spot;
231 }
232
233 /*
234 =============
235 CheckPlayerModel
236
237 Checks if the argument string can be a valid playermodel.
238 Returns a valid one in doubt.
239 =============
240 */
241 string FallbackPlayerModel = "models/player/marine.zym";
242 string CheckPlayerModel(string plyermodel) {
243         if(strlen(plyermodel) < 4)
244                 return FallbackPlayerModel;
245         if( substring(plyermodel,0,14) != "models/player/")
246                 return FallbackPlayerModel;
247         else if(cvar("sv_servermodelsonly"))
248         {
249                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
250                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
251                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
252                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
253                         return FallbackPlayerModel;
254                 if(!fexists(plyermodel))
255                         return FallbackPlayerModel;
256         }
257         return plyermodel;
258 }
259
260 /*
261 =============
262 Client_customizeentityforclient
263
264 LOD reduction
265 =============
266 */
267 float Client_customizeentityforclient()
268 {
269 #ifdef ALLOW_VARIABLE_LOD
270         // self: me
271         // other: the player viewing me
272         float distance;
273         float f;
274
275         if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
276                 return TRUE;
277
278         if(other.cvar_cl_playerdetailreduction <= 0)
279         {
280                 if(other.cvar_cl_playerdetailreduction <= -2)
281                         self.modelindex = self.modelindex_lod2;
282                 else if(other.cvar_cl_playerdetailreduction <= -1)
283                         self.modelindex = self.modelindex_lod1;
284                 else
285                         self.modelindex = self.modelindex_lod0;
286         }
287         else
288         {
289                 distance = vlen(self.origin - other.origin);
290                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
291                 if(f > 10000)
292                         self.modelindex = self.modelindex_lod2;
293                 else if(f > 5000)
294                         self.modelindex = self.modelindex_lod1;
295                 else
296                         self.modelindex = self.modelindex_lod0;
297         }
298 #endif
299
300         return TRUE;
301 }
302
303 void UpdatePlayerSounds();
304 void setmodel_lod(entity e, string modelname)
305 {
306 #ifdef ALLOW_VARIABLE_LOD
307         string s;
308
309         // FIXME: this only supports 3-letter extensions
310         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
311         if(fexists(s))
312         {
313                 precache_model(s);
314                 setmodel(e, s); // players have high precision
315                 self.modelindex_lod1 = self.modelindex;
316         }
317         else
318                 self.modelindex_lod1 = -1;
319
320         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
321         if(fexists(s))
322         {
323                 precache_model(s);
324                 setmodel(e, s); // players have high precision
325                 self.modelindex_lod2 = self.modelindex;
326         }
327         else
328                 self.modelindex_lod2 = -1;
329
330         precache_model(modelname);
331         setmodel(e, modelname); // players have high precision
332         self.modelindex_lod0 = self.modelindex;
333
334         if(self.modelindex_lod1 < 0)
335                 self.modelindex_lod1 = self.modelindex;
336
337         if(self.modelindex_lod2 < 0)
338                 self.modelindex_lod2 = self.modelindex;
339 #else
340         precache_model(modelname);
341         setmodel(e, modelname); // players have high precision
342 #endif
343         player_setupanimsformodel();
344         UpdatePlayerSounds();
345 }
346
347 /*
348 =============
349 PutObserverInServer
350
351 putting a client as observer in the server
352 =============
353 */
354 void PutObserverInServer (void)
355 {
356         entity  spot;
357         spot = SelectSpawnPoint (TRUE);
358         if(!spot)
359                 error("No spawnpoints for observers?!?\n");
360         RemoveGrapplingHook(self); // Wazat's Grappling Hook
361
362         if(clienttype(self) == CLIENTTYPE_REAL)
363         {
364                 msg_entity = self;
365                 WriteByte(MSG_ONE, SVC_SETVIEW);
366                 WriteEntity(MSG_ONE, self);
367         }
368
369         DropAllRunes(self);
370         kh_Key_DropAll(self, TRUE);
371
372         if(self.flagcarried)
373                 DropFlag(self.flagcarried);
374
375         WaypointSprite_PlayerDead();
376         
377         if(self.killcount != -666)
378         {
379                 if(g_lms)
380                 {
381                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
382                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
383                         else
384                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
385                 }
386                 else
387                         bprint ("^4", self.netname, "^4 is spectating now\n");
388         }
389
390         PlayerScore_Clear(self); // clear scores when needed
391
392         self.spectatortime = time;
393         
394         self.classname = "observer";
395         self.health = -666;
396         self.takedamage = DAMAGE_NO;
397         self.solid = SOLID_NOT;
398         self.movetype = MOVETYPE_NOCLIP;
399         self.flags = FL_CLIENT | FL_NOTARGET;
400         self.armorvalue = 666;
401         self.effects = 0;
402         self.armorvalue = cvar("g_balance_armor_start");
403         self.pauserotarmor_finished = 0;
404         self.pauserothealth_finished = 0;
405         self.pauseregen_finished = 0;
406         self.damageforcescale = 0;
407         self.death_time = 0;
408         self.dead_frame = 0;
409         self.alpha = 0;
410         self.scale = 0;
411         self.fade_time = 0;
412         self.pain_frame = 0;
413         self.pain_finished = 0;
414         self.strength_finished = 0;
415         self.invincible_finished = 0;
416         self.pushltime = 0;
417         self.think = SUB_Null;
418         self.nextthink = 0;
419         self.hook_time = 0;
420         self.runes = 0;
421         self.deadflag = DEAD_NO;
422         self.angles = spot.angles;
423         self.angles_z = 0;
424         self.fixangle = TRUE;
425         self.crouch = FALSE;
426
427         self.view_ofs = PL_VIEW_OFS;
428         setorigin (self, spot.origin);
429         setsize (self, '0 0 0', '0 0 0');
430         self.oldorigin = self.origin;
431         self.items = 0;
432         self.model = "";
433         self.modelindex = 0;
434         self.weapon = 0;
435         self.weaponmodel = "";
436         self.weaponentity = world;
437         self.killcount = -666;
438         self.velocity = '0 0 0';
439         self.avelocity = '0 0 0';
440         self.punchangle = '0 0 0';
441         self.punchvector = '0 0 0';
442         self.oldvelocity = self.velocity;
443         self.customizeentityforclient = Client_customizeentityforclient;
444         self.viewzoom = 1;
445         self.wantswelcomemessage = 1;
446
447         if(g_arena)
448         {
449                 if(self.version_mismatch)
450                 {
451                         Spawnqueue_Unmark(self);
452                         Spawnqueue_Remove(self);
453                 }
454                 else
455                 {
456                         Spawnqueue_Insert(self);
457                 }
458         }
459         else if(g_lms)
460         {
461                 // Only if the player cannot play at all
462                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
463                         self.frags = -666;
464                 else
465                         self.frags = -667;
466         }
467         else
468                 self.frags = -666;
469 }
470
471 float RestrictSkin(float s)
472 {
473         if(!teams_matter)
474                 return s;
475         if(s == 6)
476                 return 6;
477         return mod(s, 3);
478 }
479
480 void FixPlayermodel()
481 {
482         local string defaultmodel;
483         local float defaultskin;
484         local vector m1, m2;
485
486         defaultmodel = "";
487
488         if(cvar("sv_defaultcharacter") == 1) {
489                 defaultskin = 0;
490
491                 if(teams_matter)
492                 {
493                         defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
494                         defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
495                 }
496
497                 if(defaultmodel == "")
498                 {
499                         defaultmodel = cvar_string("sv_defaultplayermodel");
500                         defaultskin = cvar("sv_defaultplayerskin");
501                 }
502         }
503
504         if(defaultmodel != "")
505         {
506                 if (defaultmodel != self.model)
507                 {
508                         m1 = self.mins;
509                         m2 = self.maxs;
510                         setmodel_lod (self, defaultmodel);
511                         setsize (self, m1, m2);
512                 }
513
514                 self.skin = defaultskin;
515         } else {
516                 if (self.playermodel != self.model)
517                 {
518                         self.playermodel = CheckPlayerModel(self.playermodel);
519                         m1 = self.mins;
520                         m2 = self.maxs;
521                         setmodel_lod (self, self.playermodel);
522                         setsize (self, m1, m2);
523                 }
524
525                 self.skin = RestrictSkin(stof(self.playerskin));
526         }
527
528         if(!teams_matter)
529                 if(strlen(cvar_string("sv_defaultplayercolors")))
530                         if(self.clientcolors != cvar("sv_defaultplayercolors"))
531                                 setcolor(self, cvar("sv_defaultplayercolors"));
532 }
533
534 /*
535 =============
536 PutClientInServer
537
538 Called when a client spawns in the server
539 =============
540 */
541 //void() ctf_playerchanged;
542 void PutClientInServer (void)
543 {
544         if(clienttype(self) == CLIENTTYPE_BOT)
545         {
546                 self.classname = "player";
547         }
548         else if(clienttype(self) == CLIENTTYPE_REAL)
549         {
550                 msg_entity = self;
551                 WriteByte(MSG_ONE, SVC_SETVIEW);
552                 WriteEntity(MSG_ONE, self);
553         }
554
555         // player is dead and becomes observer
556         // FIXME fix LMS scoring for new system
557         if(g_lms)
558         {
559                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
560                         self.classname = "observer";
561         }
562
563         if(g_arena)
564         if(!self.spawned)
565                 self.classname = "observer";
566
567         if(self.classname == "player") {
568                 entity  spot;
569
570                 spot = SelectSpawnPoint (FALSE);
571                 if(!spot)
572                 {
573                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
574                         return; // spawn failed
575                 }
576
577                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
578
579                 self.classname = "player";
580                 self.iscreature = TRUE;
581                 self.movetype = MOVETYPE_WALK;
582                 self.solid = SOLID_SLIDEBOX;
583                 self.flags = FL_CLIENT;
584                 self.takedamage = DAMAGE_AIM;
585                 if(g_minstagib)
586                         self.effects = EF_FULLBRIGHT;
587                 else
588                         self.effects = 0;
589                 self.air_finished = time + 12;
590                 self.dmg = 2;
591
592                 self.ammo_shells = start_ammo_shells;
593                 self.ammo_nails = start_ammo_nails;
594                 self.ammo_rockets = start_ammo_rockets;
595                 self.ammo_cells = start_ammo_cells;
596                 self.health = start_health;
597                 self.armorvalue = start_armorvalue;
598                 self.items = start_items;
599                 self.switchweapon = start_switchweapon;
600                 self.cnt = start_switchweapon;
601                 self.weapon = 0;
602                 self.jump_interval = time;
603
604                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
605                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
606                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
607                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
608                 //extend the pause of rotting if client was reset at the beginning of the countdown
609                 if(!cvar("sv_ready_restart_after_countdown") && time < restart_countdown) {
610                         self.spawnshieldtime += RESTART_COUNTDOWN;
611                         self.pauserotarmor_finished += RESTART_COUNTDOWN;
612                         self.pauserothealth_finished += RESTART_COUNTDOWN;
613                         self.pauseregen_finished += RESTART_COUNTDOWN;
614                 }
615                 self.damageforcescale = 2;
616                 self.death_time = 0;
617                 self.dead_frame = 0;
618                 self.alpha = 0;
619                 self.scale = 0;
620                 self.fade_time = 0;
621                 self.pain_frame = 0;
622                 self.pain_finished = 0;
623                 self.strength_finished = 0;
624                 self.invincible_finished = 0;
625                 self.pushltime = 0;
626                 //self.speed_finished = 0;
627                 //self.slowmo_finished = 0;
628                 // players have no think function
629                 self.think = SUB_Null;
630                 self.nextthink = 0;
631                 self.hook_time = 0;
632
633                 self.runes = 0;
634
635                 self.deadflag = DEAD_NO;
636
637                 self.angles = spot.angles;
638
639                 self.angles_z = 0; // never spawn tilted even if the spot says to
640                 self.fixangle = TRUE; // turn this way immediately
641                 self.velocity = '0 0 0';
642                 self.avelocity = '0 0 0';
643                 self.punchangle = '0 0 0';
644                 self.punchvector = '0 0 0';
645                 self.oldvelocity = self.velocity;
646
647                 self.viewzoom = 0.6;
648                 self.has_zoomed = 0;
649
650                 self.customizeentityforclient = Client_customizeentityforclient;
651
652                 self.model = "";
653                 FixPlayermodel();
654
655                 self.crouch = FALSE;
656                 self.view_ofs = PL_VIEW_OFS;
657                 setsize (self, PL_MIN, PL_MAX);
658                 self.spawnorigin = spot.origin;
659                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
660                 // don't reset back to last position, even if new position is stuck in solid
661                 self.oldorigin = self.origin;
662
663                 if(g_arena)
664                 {
665                         Spawnqueue_Remove(self);
666                         Spawnqueue_Mark(self);
667                 }
668
669                 self.event_damage = PlayerDamage;
670
671                 self.bot_attack = TRUE;
672
673                 self.statdraintime = time + 5;
674                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
675
676                 if(self.killcount == -666) {
677                         PlayerScore_Clear(self);
678                         self.killcount = 0;
679                         self.frags = 0;
680                 }
681
682                 self.cnt = WEP_LASER;
683                 self.nixnex_lastchange_id = -1;
684
685                 CL_SpawnWeaponentity();
686                 self.alpha = default_player_alpha;
687                 self.colormod = '1 1 1' * cvar("g_player_brightness");
688                 self.exteriorweaponentity.alpha = default_weapon_alpha;
689
690                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
691                 self.lms_traveled_distance = 0;
692                 self.speedrunning = FALSE;
693
694                 if(cvar("spawn_debug"))
695                 {
696                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
697                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
698                 }
699
700                 //stuffcmd(self, "chase_active 0");
701                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
702
703                 if (cvar("g_spawnsound"))
704                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
705
706                 if(g_assault) {
707                         if(self.team == assault_attacker_team)
708                                 centerprint(self, "You are attacking!\n");
709                         else
710                                 centerprint(self, "You are defending!\n");
711                 }
712
713         } else if(self.classname == "observer") {
714                 PutObserverInServer ();
715         }
716
717         //if(g_ctf)
718         //      ctf_playerchanged();
719 }
720
721 /*
722 =============
723 SendCSQCInfo
724
725 Send whatever CSQC needs NOW and cannot wait for SendServerInfo to happen...
726 =============
727 */
728 void SendCSQCInfo(void)
729 {
730         if(clienttype(self) != CLIENTTYPE_REAL)
731                 return;
732         msg_entity = self;
733         WriteByte(MSG_ONE, SVC_TEMPENTITY);
734         WriteByte(MSG_ONE, TE_CSQC_INIT);
735         WriteShort(MSG_ONE, CSQC_REVISION);
736         WriteByte(MSG_ONE, maxclients);
737 }
738
739 /*
740 =============
741 SetNewParms
742 =============
743 */
744 void SetNewParms (void)
745 {
746         // initialize parms for a new player
747         parm1 = -(86400 * 366);
748 }
749
750 /*
751 =============
752 SetChangeParms
753 =============
754 */
755 void SetChangeParms (void)
756 {
757         // save parms for level change
758         parm1 = self.parm_idlesince - time;
759 }
760
761 /*
762 =============
763 DecodeLevelParms
764 =============
765 */
766 void DecodeLevelParms (void)
767 {
768         // load parms
769         self.parm_idlesince = parm1;
770         if(self.parm_idlesince == -(86400 * 366))
771                 self.parm_idlesince = time;
772 }
773
774 /*
775 =============
776 ClientKill
777
778 Called when a client types 'kill' in the console
779 =============
780 */
781
782 void ClientKill_Now_TeamChange()
783 {
784         if(self.killindicator_teamchange == -1)
785         {
786                 self.team = -1;
787                 JoinBestTeam( self, FALSE, FALSE );
788         }
789         else
790         {
791                 SV_ChangeTeam(self.killindicator_teamchange - 1);
792         }
793 }
794
795 void ClientKill_Now()
796 {
797         if(self.killindicator_teamchange)
798                 ClientKill_Now_TeamChange();
799
800         // in any case:
801         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
802
803         if(self.killindicator)
804         {
805                 dprint("Cleaned up after a leaked kill indicator.\n");
806                 remove(self.killindicator);
807                 self.killindicator = world;
808         }
809 }
810 void KillIndicator_Think()
811 {
812         if (!self.owner.modelindex)
813         {
814                 self.owner.killindicator = world;
815                 remove(self);
816                 return;
817         }
818
819         if(self.cnt <= 0)
820         {
821                 self = self.owner;
822                 ClientKill_Now(); // no oldself needed
823                 return;
824         }
825         else
826         {
827                 if(self.cnt <= 10)
828                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
829                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
830                 {
831                         if(self.cnt <= 10)
832                                 announce(self.owner, strcat("announcer/robotic/", ftos(self.cnt), ".ogg"));
833                         if(self.owner.killindicator_teamchange)
834                         {
835                                 if(self.owner.killindicator_teamchange == -1)
836                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
837                                 else
838                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
839                         }
840                         else
841                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
842                 }
843                 self.nextthink = time + 1;
844                 self.cnt -= 1;
845         }
846 }
847
848 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
849 {
850         float killtime;
851         entity e;
852         killtime = cvar("g_balance_kill_delay");
853
854         self.killindicator_teamchange = targetteam;
855
856         if(!self.killindicator)
857         {
858                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
859                 {
860                         ClientKill_Now();
861                 }
862                 else
863                 {
864                         self.killindicator = spawn();
865                         self.killindicator.owner = self;
866                         self.killindicator.scale = 0.5;
867                         setattachment(self.killindicator, self, "");
868                         setorigin(self.killindicator, '0 0 52');
869                         self.killindicator.think = KillIndicator_Think;
870                         self.killindicator.nextthink = time + (self.lip) * 0.05;
871                         self.killindicator.cnt = ceil(killtime);
872                         self.killindicator.count = bound(0, ceil(killtime), 10);
873                         sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
874
875                         for(e = world; (e = find(e, classname, "body")) != world; )
876                         {
877                                 if(e.enemy != self)
878                                         continue;
879                                 e.killindicator = spawn();
880                                 e.killindicator.owner = e;
881                                 e.killindicator.scale = 0.5;
882                                 setattachment(e.killindicator, e, "");
883                                 setorigin(e.killindicator, '0 0 52');
884                                 e.killindicator.think = KillIndicator_Think;
885                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
886                                 e.killindicator.cnt = ceil(killtime);
887                         }
888                         self.lip = 0;
889                 }
890         }
891         if(self.killindicator)
892         {
893                 if(targetteam)
894                         self.killindicator.colormod = TeamColor(targetteam);
895                 else
896                         self.killindicator.colormod = '0 0 0';
897         }
898 }
899
900 void ClientKill (void)
901 {
902         ClientKill_TeamChange(0);
903 }
904
905 void DoTeamChange(float destteam)
906 {
907         float t, c0;
908         if(!cvar("teamplay"))
909         {
910                 if(destteam >= 0)
911                         SetPlayerColors(self, destteam);
912                 return;
913         }
914         if(self.classname == "player")
915         if(destteam == -1)
916         {
917                 CheckAllowedTeams(self);
918                 t = FindSmallestTeam(self, TRUE);
919                 switch(self.team)
920                 {
921                         case COLOR_TEAM1: c0 = c1; break;
922                         case COLOR_TEAM2: c0 = c2; break;
923                         case COLOR_TEAM3: c0 = c3; break;
924                         case COLOR_TEAM4: c0 = c4; break;
925                         default:          c0 = 999;
926                 }
927                 switch(t)
928                 {
929                         case 1:
930                                 if(c0 > c1)
931                                         destteam = COLOR_TEAM1;
932                                 break;
933                         case 2:
934                                 if(c0 > c2)
935                                         destteam = COLOR_TEAM2;
936                                 break;
937                         case 3:
938                                 if(c0 > c3)
939                                         destteam = COLOR_TEAM3;
940                                 break;
941                         case 4:
942                                 if(c0 > c4)
943                                         destteam = COLOR_TEAM4;
944                                 break;
945                 }
946                 if(destteam == -1)
947                         return;
948         }
949         if(destteam == self.team && !self.killindicator)
950                 return;
951         ClientKill_TeamChange(destteam);
952 }
953
954 void FixClientCvars(entity e)
955 {
956         // send prediction settings to the client
957         stuffcmd(e, "\nin_bindmap 0 0\n");
958         /*
959          * we no longer need to stuff this. Remove this comment block if you feel 
960          * 2.3 and higher (or was it 2.2.3?) don't need these any more
961         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
962         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
963         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
964         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
965         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
966         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
967         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
968         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
969         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
970         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
971         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
972         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
973         stuffcmd(e, "cl_movement_edgefriction 1\n");
974          */
975 }
976
977 /*
978 =============
979 ClientConnect
980
981 Called when a client connects to the server
982 =============
983 */
984 //void ctf_clientconnect();
985 string ColoredTeamName(float t);
986 void DecodeLevelParms (void);
987 //void dom_player_join_team(entity pl);
988 void ClientConnect (void)
989 {
990         local string s;
991         float wep;
992
993         if(self.flags & FL_CLIENT)
994         {
995                 print("Warning: ClientConnect, but already connected!\n");
996                 return;
997         }
998
999         if(Ban_IsClientBanned(self))
1000         {
1001                 s = strcat("^1NOTE:^7 banned client ", self.netaddress, " just tried to enter\n");
1002                 dropclient(self);
1003                 bprint(s);
1004                 return;
1005         }
1006
1007         DecodeLevelParms();
1008
1009         self.classname = "player_joining";
1010
1011         self.flags = self.flags | FL_CLIENT;
1012         self.version_nagtime = time + 10 + random() * 10;
1013
1014         if(player_count<0)
1015         {
1016                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1017                 player_count = 0;
1018         }
1019
1020         PlayerScore_Attach(self);
1021
1022         bot_clientconnect();
1023
1024         //if(g_domination)
1025         //      dom_player_join_team(self);
1026
1027         //JoinBestTeam(self, FALSE, FALSE);
1028
1029         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1030                 self.classname = "observer";
1031         } else {
1032                 self.classname = "player";
1033                 campaign_bots_may_start = 1;
1034         }
1035
1036         self.playerid = (playerid_last = playerid_last + 1);
1037         if(cvar("sv_eventlog"))
1038         {
1039                 if(clienttype(self) == CLIENTTYPE_REAL)
1040                         s = "player";
1041                 else
1042                         s = "bot";
1043                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
1044                 s = strcat(":team:", ftos(self.playerid), ":");
1045                 s = strcat(s, ftos(self.team));
1046                 GameLogEcho(s, FALSE);
1047         }
1048         self.netname_previous = strzone(self.netname);
1049
1050         //stuffcmd(self, "set tmpviewsize $viewsize \n");
1051
1052         bprint ("^4",self.netname);
1053         bprint ("^4 connected");
1054
1055         if(g_domination || g_ctf)
1056         {
1057                 bprint(" and joined the ");
1058                 bprint(ColoredTeamName(self.team));
1059         }
1060
1061         bprint("\n");
1062
1063         self.welcomemessage_time = 0;
1064
1065         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1066         // TODO: is this being used for anything else than cd tracks?
1067         // Remember: SVC_CDTRACK exists. Maybe it should be used.
1068         //
1069         stuffcmd(self, "cl_particles_reloadeffects\n");
1070
1071         FixClientCvars(self);
1072
1073         // spawnfunc_waypoint sprites
1074         WaypointSprite_InitClient(self);
1075
1076         // Wazat's grappling hook
1077         SetGrappleHookBindings();
1078
1079         // get autoswitch state from player when he toggles it
1080         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1081
1082         // get version info from player
1083         stuffcmd(self, "cmd clientversion $gameversion\n");
1084
1085         // send all weapon info strings
1086         stuffcmd(self, "register_bestweapon clear\n"); // clear the Quake stuff
1087         wep = WEP_FIRST;
1088         while (wep <= WEP_LAST)
1089         {
1090                 weapon_action(wep, WR_REGISTER);
1091                 wep = wep + 1;
1092         }
1093
1094         // get other cvars from player
1095         GetCvars(0);
1096
1097         // set cvar for team scoreboard
1098         if (teams_matter)
1099         {
1100                 local float t;
1101                 t = cvar("teamplay");
1102                 // we have to stuff the correct teamplay value because if this is a listen server, this changes the teamplay mode of the server itself, which is bad
1103                 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
1104         }
1105         else
1106                 stuffcmd(self, "set teamplay 0\n");
1107
1108         // notify about available teams
1109         if(teamplay)
1110         {
1111                 CheckAllowedTeams(self);
1112                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1113                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1114         }
1115         else
1116                 stuffcmd(self, "set _teams_available 0\n");
1117
1118         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1119
1120         if(g_arena)
1121         {
1122                 self.classname = "observer";
1123                 Spawnqueue_Insert(self);
1124         }
1125         /*else if(g_ctf)
1126         {
1127                 ctf_clientconnect();
1128         }*/
1129
1130         if(entcs_start)
1131                 attach_entcs();
1132
1133         bot_relinkplayerlist();
1134
1135         self.spectatortime = time;
1136         if(blockSpectators)
1137         {
1138                 sprint(self, strcat("^7You have to become a player within the next ", ftos(cvar("g_maxplayers_spectator_blocktime")), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1139         }
1140
1141         self.jointime = time;
1142         self.allowedTimeouts = cvar("sv_timeout_number");
1143
1144         if(clienttype(self) == CLIENTTYPE_REAL)
1145         {
1146                 sprint(self, strcat("nexuiz-csqc protocol ", ftos(CSQC_REVISION), "\n"));
1147                 SendCSQCInfo();
1148                 msg_entity = self;
1149                 if(mapvote_initialized && !cvar("g_maplist_textonly"))
1150                 {
1151                         MapVote_SendData(MSG_ONE);
1152                         MapVote_UpdateData(MSG_ONE);
1153                 }
1154                 ScoreInfo_Write(MSG_ONE);
1155         }
1156
1157         if(g_lms)
1158         {
1159                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1160                 {
1161                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1162                         self.frags = -666; // FIXME do we still need this?
1163                 }
1164         }
1165 }
1166
1167 /*
1168 =============
1169 ClientDisconnect
1170
1171 Called when a client disconnects from the server
1172 =============
1173 */
1174 void(entity e) DropFlag;
1175 .entity chatbubbleentity;
1176 .entity teambubbleentity;
1177 //void() ctf_clientdisconnect;
1178 void ClientDisconnect (void)
1179 {
1180         float save;
1181
1182         if not(self.flags & FL_CLIENT)
1183         {
1184                 print("Warning: ClientDisconnect without ClientConnect\n");
1185                 return;
1186         }
1187
1188         bot_clientdisconnect();
1189
1190         if(entcs_start)
1191                 detach_entcs();
1192         
1193         if(cvar("sv_eventlog"))
1194                 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
1195         bprint ("^4",self.netname);
1196         bprint ("^4 disconnected\n");
1197
1198         if (self.chatbubbleentity)
1199         {
1200                 remove (self.chatbubbleentity);
1201                 self.chatbubbleentity = world;
1202         }
1203
1204         if (self.teambubbleentity)
1205         {
1206                 remove (self.teambubbleentity);
1207                 self.teambubbleentity = world;
1208         }
1209
1210         if (self.killindicator)
1211         {
1212                 remove (self.killindicator);
1213                 self.killindicator = world;
1214         }
1215
1216         WaypointSprite_PlayerGone();
1217
1218         DropAllRunes(self);
1219         kh_Key_DropAll(self, TRUE);
1220
1221         if(self.flagcarried)
1222                 DropFlag(self.flagcarried);
1223
1224         save = self.flags;
1225         self.flags = self.flags - (self.flags & FL_CLIENT);
1226         bot_relinkplayerlist();
1227         self.flags = save;
1228
1229         // remove laserdot
1230         if(self.weaponentity)
1231                 if(self.weaponentity.lasertarget)
1232                         remove(self.weaponentity.lasertarget);
1233
1234         if(g_arena)
1235         {
1236                 Spawnqueue_Unmark(self);
1237                 Spawnqueue_Remove(self);
1238         }
1239         /*if(g_ctf)
1240         {
1241                 ctf_clientdisconnect();
1242         }
1243         */
1244
1245         PlayerScore_Detach(self);
1246
1247         if(self.netname_previous)
1248                 strunzone(self.netname_previous);
1249
1250         ClearPlayerSounds();
1251
1252         // free cvars
1253         GetCvars(-1);
1254         self.playerid = 0;
1255 }
1256
1257 .float BUTTON_CHAT;
1258 void ChatBubbleThink()
1259 {
1260         self.nextthink = time;
1261         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1262         {
1263                 self.owner.chatbubbleentity = world;
1264                 remove(self);
1265                 return;
1266         }
1267         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
1268         if (self.owner.BUTTON_CHAT && !self.owner.deadflag)
1269                 self.model = self.mdl;
1270         else
1271                 self.model = "";
1272 };
1273
1274 void UpdateChatBubble()
1275 {
1276         if (!self.modelindex)
1277                 return;
1278         // spawn a chatbubble entity if needed
1279         if (!self.chatbubbleentity)
1280         {
1281                 self.chatbubbleentity = spawn();
1282                 self.chatbubbleentity.owner = self;
1283                 self.chatbubbleentity.exteriormodeltoclient = self;
1284                 self.chatbubbleentity.think = ChatBubbleThink;
1285                 self.chatbubbleentity.nextthink = time;
1286                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1287                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1288                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1289                 self.chatbubbleentity.model = "";
1290                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1291         }
1292 }
1293
1294
1295 void TeamBubbleThink()
1296 {
1297         self.nextthink = time;
1298         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1299         {
1300                 self.owner.teambubbleentity = world;
1301                 remove(self);
1302                 return;
1303         }
1304 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
1305         if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1306                 self.model = "";
1307         else
1308                 self.model = self.mdl;
1309
1310 };
1311
1312 float TeamBubble_customizeentityforclient()
1313 {
1314         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1315 }
1316
1317 void UpdateTeamBubble()
1318 {
1319         if (!self.modelindex || !cvar("teamplay"))
1320                 return;
1321         // spawn a teambubble entity if needed
1322         if (!self.teambubbleentity && cvar("teamplay"))
1323         {
1324                 self.teambubbleentity = spawn();
1325                 self.teambubbleentity.owner = self;
1326                 self.teambubbleentity.exteriormodeltoclient = self;
1327                 self.teambubbleentity.think = TeamBubbleThink;
1328                 self.teambubbleentity.nextthink = time;
1329                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1330 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1331                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
1332                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1333                 self.teambubbleentity.mdl = self.teambubbleentity.model;
1334                 self.teambubbleentity.model = self.teambubbleentity.mdl;
1335                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1336                 self.teambubbleentity.effects = EF_LOWPRECISION;
1337         }
1338 }
1339
1340 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1341 // added to the model skins
1342 /*void UpdateColorModHack()
1343 {
1344         local float c;
1345         c = self.clientcolors & 15;
1346         // LordHavoc: only bothering to support white, green, red, yellow, blue
1347              if (teamplay == 0) self.colormod = '0 0 0';
1348         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1349         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1350         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1351         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1352         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1353         else self.colormod = '1 1 1';
1354 };*/
1355
1356 void respawn(void)
1357 {
1358         CopyBody(1);
1359         self.effects |= EF_NODRAW; // prevent another CopyBody
1360         PutClientInServer();
1361 }
1362
1363 /**
1364  * When sv_timeout is used this function returs strings like
1365  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1366  * Called by centerprint functions
1367  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1368  */
1369 string getTimeoutText(float addOneSecond) {
1370         if (!cvar("sv_timeout") || !timeoutStatus)
1371                 return "";
1372
1373         local string retStr;
1374         if (timeoutStatus == 1) {
1375                 if (addOneSecond == 1) {
1376                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1377                 }
1378                 else {
1379                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1380                 }
1381                 return retStr;
1382         }
1383         else if (timeoutStatus == 2) {
1384                 if (addOneSecond) {
1385                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1386                         //don't show messages like "Timeout ends in 0 seconds"...
1387                         if ((remainingTimeoutTime + 1) > 0)
1388                                 return retStr;
1389                         else
1390                                 return "";
1391                 }
1392                 else {
1393                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1394                         //don't show messages like "Timeout ends in 0 seconds"...
1395                         if (remainingTimeoutTime > 0)
1396                                 return retStr;
1397                         else
1398                                 return "";
1399                 }
1400         }
1401         else return "";
1402 }
1403
1404 void player_powerups (void)
1405 {
1406         if (g_minstagib)
1407         {
1408                 if (self.items & IT_STRENGTH)
1409                 {
1410                         if (time > self.strength_finished)
1411                         {
1412                                 if (g_minstagib_invis_alpha > 0)
1413                                 {
1414                                         self.alpha = default_player_alpha;
1415                                         self.exteriorweaponentity.alpha = default_weapon_alpha;
1416                                         self.effects = self.effects | EF_FULLBRIGHT;
1417                                 }
1418                                 else
1419                                 {
1420                                         self.effects -= self.effects & EF_NODRAW;
1421                                 }
1422                                 self.items = self.items - (self.items & IT_STRENGTH);
1423                                 sprint(self, "^3Invisibility has worn off\n");
1424                         }
1425                 }
1426                 else
1427                 {
1428                         if (time < self.strength_finished)
1429                         {
1430                                 if (g_minstagib_invis_alpha > 0)
1431                                 {
1432                                         self.alpha = g_minstagib_invis_alpha;
1433                                         self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1434                                         self.effects -= self.effects & EF_FULLBRIGHT;
1435                                 }
1436                                 else
1437                                 {
1438                                         self.effects = self.effects | EF_NODRAW;
1439                                 }
1440                                 self.items = self.items | IT_STRENGTH;
1441                                 sprint(self, "^3You are invisible\n");
1442                         }
1443                 }
1444
1445                 if (self.items & IT_INVINCIBLE)
1446                 {
1447                         if (time > self.invincible_finished)
1448                         {
1449                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1450                                 sprint(self, "^3Speed has worn off\n");
1451                         }
1452                 }
1453                 else
1454                 {
1455                         if (time < self.invincible_finished)
1456                         {
1457                                 self.items = self.items | IT_INVINCIBLE;
1458                                 sprint(self, "^3You are on speed\n");
1459                         }
1460                 }
1461                 return;
1462         }
1463
1464         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1465         if (self.items & IT_STRENGTH)
1466         {
1467                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1468                 if (time > self.strength_finished)
1469                 {
1470                         self.items = self.items - (self.items & IT_STRENGTH);
1471                         sprint(self, "^3Strength has worn off\n");
1472                 }
1473         }
1474         else
1475         {
1476                 if (time < self.strength_finished)
1477                 {
1478                         self.items = self.items | IT_STRENGTH;
1479                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1480                 }
1481         }
1482         if (self.items & IT_INVINCIBLE)
1483         {
1484                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1485                 if (time > self.invincible_finished)
1486                 {
1487                         self.items = self.items - (self.items & IT_INVINCIBLE);
1488                         sprint(self, "^3Shield has worn off\n");
1489                 }
1490         }
1491         else
1492         {
1493                 if (time < self.invincible_finished)
1494                 {
1495                         self.items = self.items | IT_INVINCIBLE;
1496                         sprint(self, "^3Shield surrounds you\n");
1497                 }
1498         }
1499
1500         if (cvar("g_fullbrightplayers"))
1501                 self.effects = self.effects | EF_FULLBRIGHT;
1502
1503         // midair gamemode: damage only while in the air
1504         // if in midair mode, being on ground grants temporary invulnerability
1505         // (this is so that multishot weapon don't clear the ground flag on the
1506         // first damage in the frame, leaving the player vulnerable to the
1507         // remaining hits in the same frame)
1508         if (self.flags & FL_ONGROUND)
1509         if (g_midair)
1510                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1511
1512         if (time < self.spawnshieldtime)
1513                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1514 }
1515
1516 float CalcRegen(float current, float stable, float regenfactor)
1517 {
1518         if(current > stable)
1519                 return current;
1520         else if(current > stable - 0.25) // when close enough, "snap"
1521                 return stable;
1522         else
1523                 return min(stable, current + (stable - current) * regenfactor * frametime);
1524 }
1525
1526 void player_regen (void)
1527 {
1528         float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1529         maxh = cvar("g_balance_health_stable");
1530         maxa = cvar("g_balance_armor_stable");
1531         limith = cvar("g_balance_health_limit");
1532         limita = cvar("g_balance_armor_limit");
1533
1534         if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1535                 return;
1536
1537         max_mod = regen_mod = rot_mod = limit_mod = 1;
1538
1539         if (self.runes & RUNE_REGEN)
1540         {
1541                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1542                 {
1543                         regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1544                         max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1545                         limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1546                 }
1547                 else
1548                 {
1549                         regen_mod = cvar("g_balance_rune_regen_regenrate");
1550                         max_mod = cvar("g_balance_rune_regen_hpmod");
1551                         limit_mod = cvar("g_balance_rune_regen_limitmod");
1552                 }
1553         }
1554         else if (self.runes & CURSE_VENOM)
1555         {
1556                 max_mod = cvar("g_balance_curse_venom_hpmod");
1557                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1558                         rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1559                 else
1560                         rot_mod = cvar("g_balance_curse_venom_rotrate");
1561                 limit_mod = cvar("g_balance_curse_venom_limitmod");
1562                 //if (!self.runes & RUNE_REGEN)
1563                 //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1564         }
1565         maxh = maxh * max_mod;
1566         //maxa = maxa * max_mod;
1567         limith = limith * limit_mod;
1568         limita = limita * limit_mod;
1569
1570         if (self.armorvalue > maxa)
1571         {
1572                 if (time > self.pauserotarmor_finished)
1573                 {
1574                         self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1575                         self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1576                 }
1577         }
1578         else if (self.armorvalue < maxa)
1579         {
1580                 if (time > self.pauseregen_finished)
1581                 {
1582                         self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1583                         self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1584                 }
1585         }
1586         if (self.health > maxh)
1587         {
1588                 if (time > self.pauserothealth_finished)
1589                 {
1590                         self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1591                         self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1592                 }
1593         }
1594         else if (self.health < maxh)
1595         {
1596                 if (time > self.pauseregen_finished)
1597                 {
1598                         self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1599                         self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1600                 }
1601         }
1602
1603         if (self.health > limith)
1604                 self.health = limith;
1605         if (self.armorvalue > limita)
1606                 self.armorvalue = limita;
1607
1608         // if player rotted to death...  die!
1609         if(self.health < 1)
1610                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1611 }
1612
1613 /*
1614 ======================
1615 spectate mode routines
1616 ======================
1617 */
1618 void SpectateCopy(entity spectatee) {
1619         self.armortype = spectatee.armortype;
1620         self.armorvalue = spectatee.armorvalue;
1621         self.currentammo = spectatee.currentammo;
1622         self.effects = spectatee.effects;
1623         self.health = spectatee.health;
1624         self.impulse = 0;
1625         self.items = spectatee.items;
1626         self.punchangle = spectatee.punchangle;
1627         self.view_ofs = spectatee.view_ofs;
1628         self.v_angle = spectatee.v_angle;
1629         self.viewzoom = spectatee.viewzoom;
1630         self.velocity = spectatee.velocity;
1631         self.dmg_take = spectatee.dmg_take;
1632         self.dmg_save = spectatee.dmg_save;
1633         self.dmg_inflictor = spectatee.dmg_inflictor;
1634         self.angles = spectatee.v_angle;
1635         self.fixangle = TRUE;
1636         setorigin(self, spectatee.origin);
1637         setsize(self, spectatee.mins, spectatee.maxs);
1638 }
1639
1640 float SpectateUpdate() {
1641         if(!self.enemy)
1642                 return 0;
1643
1644         if (self == self.enemy)
1645                 return 0;
1646         
1647         if(self.enemy.flags & FL_NOTARGET)
1648                 return 0;
1649
1650         SpectateCopy(self.enemy);
1651
1652         return 1;
1653 }
1654
1655 float SpectateNext() {
1656         other = find(self.enemy, classname, "player");
1657         if (!other) {
1658                 other = find(other, classname, "player");
1659         }
1660         if (other) {
1661                 self.enemy = other;
1662         }
1663         if(self.enemy.classname == "player") {
1664                 msg_entity = self;
1665                 WriteByte(MSG_ONE, SVC_SETVIEW);
1666                 WriteEntity(MSG_ONE, self.enemy);
1667                 self.wantswelcomemessage = 1;
1668                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1669                 if(!SpectateUpdate())
1670                         PutObserverInServer();
1671                 return 1;
1672         } else {
1673                 return 0;
1674         }
1675 }
1676
1677 /*
1678 =============
1679 ShowRespawnCountdown()
1680
1681 Update a respawn countdown display.
1682 =============
1683 */
1684 void ShowRespawnCountdown()
1685 {
1686         float number;
1687         if(self.deadflag == DEAD_NO) // just respawned?
1688                 return;
1689         else
1690         {
1691                 number = ceil(self.death_time - time);
1692                 if(number <= 0)
1693                         return;
1694                 if(number <= self.respawn_countdown)
1695                 {
1696                         self.respawn_countdown = number - 1;
1697                         if(ceil(self.death_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
1698                                 announce(self, strcat("announcer/robotic/", ftos(number), ".ogg"));
1699                 }
1700         }
1701 }
1702
1703 void LeaveSpectatorMode()
1704 {
1705         if(isJoinAllowed()) {
1706                 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1707                         self.classname = "player";
1708                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1709                                 JoinBestTeam(self, FALSE, TRUE);
1710                         if(cvar("g_campaign"))
1711                                 campaign_bots_may_start = 1;
1712                         PutClientInServer();
1713                         if(!(self.flags & FL_NOTARGET))
1714                                 bprint ("^4", self.netname, "^4 is playing now\n");
1715                         centerprint(self,"");
1716                         return;
1717                 } else {
1718                         stuffcmd(self,"menu_showteamselect\n");
1719                         return;
1720                 }
1721         }
1722         else {
1723                 //player may not join because of g_maxplayers is set
1724                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
1725         }
1726 }
1727
1728 /**
1729  * Determines whether the player is allowed to join. This depends on cvar
1730  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1731  * it checks whether the number of currently playing players exceeds g_maxplayers.
1732  * @return bool TRUE if the player is allowed to join, false otherwise
1733  */
1734 float isJoinAllowed() {
1735         if (!cvar("g_maxplayers"))
1736                 return TRUE;
1737
1738         local entity e;
1739         local float currentlyPlaying;
1740         FOR_EACH_REALPLAYER(e) {
1741                 if(e.classname == "player")
1742                         currentlyPlaying += 1;
1743         }
1744         if(currentlyPlaying < cvar("g_maxplayers"))
1745                 return TRUE;
1746
1747         return FALSE;
1748 }
1749
1750 /**
1751  * Checks whether the client is an observer or spectator, if so, he will get kicked after
1752  * g_maxplayers_spectator_blocktime seconds
1753  */
1754 void checkSpectatorBlock() {
1755         if(self.classname == "spectator" || self.classname == "observer") {
1756                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
1757                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
1758                         dropclient(self);
1759                 }
1760         }
1761 }
1762
1763 float vercmp_recursive(string v1, string v2)
1764 {
1765         float dot1, dot2;
1766         string s1, s2;
1767         float r;
1768
1769         dot1 = strstrofs(v1, ".", 0);
1770         dot2 = strstrofs(v2, ".", 0);
1771         if(dot1 == -1)
1772                 s1 = v1;
1773         else
1774                 s1 = substring(v1, 0, dot1);
1775         if(dot2 == -1)
1776                 s2 = v2;
1777         else
1778                 s2 = substring(v2, 0, dot2);
1779
1780         r = stof(s1) - stof(s2);
1781         if(r != 0)
1782                 return r;
1783
1784         r = strcasecmp(s1, s2);
1785         if(r != 0)
1786                 return r;
1787
1788         if(dot1 == -1)
1789                 if(dot2 == -1)
1790                         return 0;
1791                 else
1792                         return -1;
1793         else
1794                 if(dot2 == -1)
1795                         return 1;
1796                 else
1797                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
1798 }
1799
1800 float vercmp(string v1, string v2)
1801 {
1802         if(strcasecmp(v1, v2) == 0) // early out check
1803                 return 0;
1804         return vercmp_recursive(v1, v2);
1805 }
1806
1807 void ObserverThink()
1808 {
1809         if (self.flags & FL_JUMPRELEASED) {
1810                 if (self.BUTTON_JUMP && !self.version_mismatch) {
1811                         self.welcomemessage_time = 0;
1812                         self.flags = self.flags - FL_JUMPRELEASED;
1813                         LeaveSpectatorMode();
1814                         return;
1815                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
1816                         self.welcomemessage_time = 0;
1817                         self.flags = self.flags - FL_JUMPRELEASED;
1818                         if(SpectateNext() == 1) {
1819                                 self.classname = "spectator";
1820                         }
1821                 }
1822         } else {
1823                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
1824                         self.flags = self.flags | FL_JUMPRELEASED;
1825                 }
1826         }
1827         if(self.BUTTON_ZOOM)
1828                 self.wantswelcomemessage = 0;
1829         if(self.wantswelcomemessage)
1830                 PrintWelcomeMessage(self);
1831 }
1832
1833 void SpectatorThink()
1834 {
1835         if (self.flags & FL_JUMPRELEASED) {
1836                 if (self.BUTTON_JUMP && !self.version_mismatch) {
1837                         self.welcomemessage_time = 0;
1838                         self.flags = self.flags - FL_JUMPRELEASED;
1839                         LeaveSpectatorMode();
1840                         return;
1841                 } else if(self.BUTTON_ATCK) {
1842                         self.welcomemessage_time = 0;
1843                         self.flags = self.flags - FL_JUMPRELEASED;
1844                         if(SpectateNext() == 1) {
1845                                 self.classname = "spectator";
1846                         } else {
1847                                 self.classname = "observer";
1848                                 PutClientInServer();
1849                         }
1850                 } else if (self.BUTTON_ATCK2) {
1851                         self.welcomemessage_time = 0;
1852                         self.flags = self.flags - FL_JUMPRELEASED;
1853                         self.classname = "observer";
1854                         PutClientInServer();
1855                 } else {
1856                         if(!SpectateUpdate())
1857                                 PutObserverInServer();
1858                 }
1859         } else {
1860                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
1861                         self.flags = self.flags | FL_JUMPRELEASED;
1862                 }
1863         }
1864         if(self.BUTTON_ZOOM)
1865                 self.wantswelcomemessage = 0;
1866         if(self.wantswelcomemessage)
1867                 PrintWelcomeMessage(self);
1868         self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1869 }
1870
1871 /*
1872 =============
1873 PlayerPreThink
1874
1875 Called every frame for each client before the physics are run
1876 =============
1877 */
1878 void() ctf_setstatus;
1879 .float vote_nagtime;
1880 void PlayerPreThink (void)
1881 {
1882         if(blockSpectators)
1883                 checkSpectatorBlock();
1884         
1885         if(self.netname_previous != self.netname)
1886         {
1887                 if(cvar("sv_eventlog"))
1888                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname), TRUE);
1889                 if(self.netname_previous)
1890                         strunzone(self.netname_previous);
1891                 self.netname_previous = strzone(self.netname);
1892         }
1893
1894         // version nagging
1895         if(self.version_nagtime)
1896                 if(self.cvar_g_nexuizversion)
1897                         if(time > self.version_nagtime)
1898                         {
1899                                 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1900                                 {
1901                                         if(strstr(cvar_string("g_nexuizversion"), "svn", 0) >= 0)
1902                                         {
1903                                                 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), " (beta)^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n");
1904                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), " (beta)^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
1905                                         }
1906                                         else
1907                                         {
1908                                                 float r;
1909                                                 r = vercmp(self.cvar_g_nexuizversion, cvar_string("g_nexuizversion"));
1910                                                 if(r < 0)
1911                                                 {
1912                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7 is out, and you still have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1 - get the update from ^4http://www.nexuiz.com/^1!\n");
1913                                                         sprint(self, strcat("\{1}^1NOTE: ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7 is out, and you still have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1 - get the update from ^4http://www.nexuiz.com/^1!\n"));
1914                                                 }
1915                                                 else if(r > 0)
1916                                                 {
1917                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n");
1918                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
1919                                                 }
1920                                         }
1921                                 }
1922                                 self.version_nagtime = 0;
1923                         }
1924
1925         // vote nagging
1926         if(self.cvar_scr_centertime)
1927                 if(time > self.vote_nagtime)
1928                 {
1929                         VoteNag();
1930                         self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1931                 }
1932
1933         // GOD MODE info
1934         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
1935         {
1936                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
1937                 self.max_armorvalue = 0;
1938         }
1939
1940         if(frametime)
1941                 antilag_record(self);
1942
1943         if(self.classname == "player") {
1944 //              if(self.netname == "Wazat")
1945 //                      bprint(self.classname, "\n");
1946
1947                 CheckRules_Player();
1948
1949                 if(self.BUTTON_INFO)
1950                         PrintWelcomeMessage(self);
1951
1952                 if(g_lms || !cvar("sv_spectate"))
1953                 if((time - self.jointime) <= cvar("welcome_message_time"))
1954                         PrintWelcomeMessage(self);
1955
1956                 if (intermission_running)
1957                 {
1958                         IntermissionThink ();   // otherwise a button could be missed between
1959                         return;                                 // the think tics
1960                 }
1961
1962                 if(self.teleport_time)
1963                 if(time > self.teleport_time)
1964                 {
1965                         self.teleport_time = 0;
1966                         self.effects = self.effects - (self.effects & EF_NODRAW);
1967                         if(self.weaponentity)
1968                                 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
1969                 }
1970
1971                 Nixnex_GiveCurrentWeapon();
1972
1973                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
1974                         UpdateSelectedPlayer();
1975
1976                 //don't allow the player to turn around while game is paused!
1977                 if(timeoutStatus == 2) {
1978                         self.v_angle = self.lastV_angle;
1979                         self.angles = self.lastV_angle;
1980                         self.fixangle = TRUE;
1981                 }
1982
1983                 if (self.deadflag != DEAD_NO)
1984                 {
1985                         float button_pressed, force_respawn;
1986                         player_anim();
1987                         button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
1988                         force_respawn = (g_lms || cvar("g_forced_respawn"));
1989                         if (self.deadflag == DEAD_DYING)
1990                         {
1991                                 if(force_respawn)
1992                                         self.deadflag = DEAD_RESPAWNING;
1993                                 else if(!button_pressed)
1994                                         self.deadflag = DEAD_DEAD;
1995                         }
1996                         else if (self.deadflag == DEAD_DEAD)
1997                         {
1998                                 if(button_pressed)
1999                                         self.deadflag = DEAD_RESPAWNABLE;
2000                         }
2001                         else if (self.deadflag == DEAD_RESPAWNABLE)
2002                         {
2003                                 if(!button_pressed)
2004                                         self.deadflag = DEAD_RESPAWNING;
2005                         }
2006                         else if (self.deadflag == DEAD_RESPAWNING)
2007                         {
2008                                 if(time > self.death_time)
2009                                 {
2010                                         self.death_time = time + 1; // only retry once a second
2011                                         respawn();
2012                                 }
2013                         }
2014                         ShowRespawnCountdown();
2015                         return;
2016                 }
2017
2018                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
2019                 {
2020                         vector dist;
2021
2022                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2023                         dist = self.oldorigin - self.origin;
2024                         dist_z = 0;
2025                         self.lms_traveled_distance += fabs(vlen(dist));
2026
2027                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < restart_countdown))
2028                         {
2029                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2030                                 self.lms_traveled_distance = 0;
2031                         }
2032
2033                         if(time > self.lms_nextcheck)
2034                         {
2035                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2036                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2037                                 {
2038                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
2039                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2040                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2041                                         Damage(self, self, self, bound(0, cvar("g_lms_campcheck_damage"), self.health + self.armorvalue * cvar("g_balance_armor_blockpercent") + 5), DEATH_CAMP, self.origin, '0 0 0');
2042                                 }
2043                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2044                                 self.lms_traveled_distance = 0;
2045                         }
2046                 }
2047
2048                 if (self.BUTTON_CROUCH && !self.hook.state)
2049                 {
2050                         if (!self.crouch)
2051                         {
2052                                 self.crouch = TRUE;
2053                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2054                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2055                                 player_setanim(self.anim_duck, FALSE, TRUE, TRUE);
2056                         }
2057                 }
2058                 else
2059                 {
2060                         if (self.crouch)
2061                         {
2062                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2063                                 if (!trace_startsolid)
2064                                 {
2065                                         self.crouch = FALSE;
2066                                         self.view_ofs = PL_VIEW_OFS;
2067                                         setsize (self, PL_MIN, PL_MAX);
2068                                 }
2069                         }
2070                 }
2071
2072                 FixPlayermodel();
2073
2074                 GrapplingHookFrame();
2075
2076                 W_WeaponFrame();
2077
2078                 {
2079                         float zoomfactor, zoomspeed, zoomdir;
2080                         zoomfactor = self.cvar_cl_zoomfactor;
2081                         if(zoomfactor < 1 || zoomfactor > 16)
2082                                 zoomfactor = 2.5;
2083                         zoomspeed = self.cvar_cl_zoomspeed;
2084                         if(zoomspeed >= 0) // < 0 is instant zoom
2085                                 if(zoomspeed < 0.5 || zoomspeed > 16)
2086                                         zoomspeed = 3.5;
2087
2088                         zoomdir = self.BUTTON_ZOOM;
2089                         if(self.BUTTON_ATCK2)
2090                                 if(self.weapon == WEP_NEX)
2091                                         if(!g_minstagib)
2092                                                 zoomdir = 1;
2093
2094                         if(zoomdir)
2095                                 self.has_zoomed = 1;
2096
2097                         if(self.has_zoomed)
2098                         {
2099                                 if(zoomspeed <= 0) // instant zoom
2100                                 {
2101                                         if(zoomdir)
2102                                                 self.viewzoom = 1 / zoomfactor;
2103                                         else
2104                                                 self.viewzoom = 1;
2105                                 }
2106                                 else
2107                                 {
2108                                         // geometric zoom would be:
2109                                         //   self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
2110                                         // however, testing showed that arithmetic/harmonic zoom works better
2111                                         if(zoomdir)
2112                                                 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
2113                                                 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
2114                                                 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
2115                                         else
2116                                                 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
2117                                                 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
2118                                                 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
2119                                 }
2120                         }
2121                         else
2122                                 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
2123                 }
2124
2125                 player_powerups();
2126                 player_regen();
2127                 player_anim();
2128
2129                 if (g_minstagib)
2130                         minstagib_ammocheck();
2131
2132                 ctf_setstatus();
2133                 kh_setstatus();
2134
2135                 //self.angles_y=self.v_angle_y + 90;   // temp
2136
2137                 //if (TetrisPreFrame()) return;
2138         } else if(gameover) {
2139                 if (intermission_running)
2140                         IntermissionThink ();   // otherwise a button could be missed between
2141                 return;
2142         } else if(self.classname == "observer") {
2143                 ObserverThink();
2144         } else if(self.classname == "spectator") {
2145                 SpectatorThink();
2146         }
2147 }
2148
2149
2150 /*
2151 =============
2152 PlayerPostThink
2153
2154 Called every frame for each client after the physics are run
2155 =============
2156 */
2157 .float idlekick_lasttimeleft;
2158 void PlayerPostThink (void)
2159 {
2160         // Savage: Check for nameless players
2161         if (strlen(self.netname) < 1) {
2162                 self.netname = "Player";
2163                 stuffcmd(self, "seta _cl_name Player\n");
2164         }
2165
2166         if(sv_maxidle)
2167         {
2168                 float timeleft;
2169                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2170                 if(timeleft <= 0)
2171                 {
2172                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
2173                         announce(self, "announcer/robotic/terminated.ogg");
2174                         dropclient(self);
2175                         return;
2176                 }
2177                 else if(timeleft <= 10)
2178                 {
2179                         if(timeleft != self.idlekick_lasttimeleft)
2180                         {
2181                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2182                                 announce(self, strcat("announcer/robotic/", ftos(timeleft), ".ogg"));
2183                         }
2184                 }
2185                 else
2186                 {
2187                         centerprint_expire(self, CENTERPRIO_IDLEKICK);
2188                 }
2189                 self.idlekick_lasttimeleft = timeleft;
2190         }
2191
2192         if(self.classname == "player") {
2193                 CheckRules_Player();
2194                 UpdateChatBubble();
2195                 UpdateTeamBubble();
2196                 if (self.impulse)
2197                         ImpulseCommands();
2198                 if (intermission_running)
2199                         return;         // intermission or finale
2200
2201                 //PrintWelcomeMessage(self);
2202                 //if (TetrisPostFrame()) return;
2203
2204                 // restart countdown
2205                 if (restart_countdown) {
2206                         if(time < restart_countdown) {
2207                                 if (!cvar("sv_ready_restart_after_countdown"))
2208                                 {
2209                                         self.movetype = MOVETYPE_NONE;          
2210                                         self.velocity = '0 0 0';
2211                                         self.avelocity = '0 0 0';
2212                                         self.movement = '0 0 0';
2213                                 }
2214                         }
2215                         else
2216                         {
2217                                 //allow the player to move again if sv_ready_restart_after_countdown is not used and countdown is over
2218                                 if (!cvar("sv_ready_restart_after_countdown"))
2219                                 {
2220                                         if(self.movetype == MOVETYPE_NONE)
2221                                         {
2222                                                 self.movetype = MOVETYPE_WALK;
2223                                         }
2224                                 }
2225                         }
2226                 }
2227                 
2228         } else if (self.classname == "observer") {
2229                 //do nothing
2230         } else if (self.classname == "spectator") {
2231                 //do nothing
2232         }
2233
2234         /*
2235         float i;
2236         for(i = 0; i < 1000; ++i)
2237         {
2238                 vector end;
2239                 end = self.origin + '0 0 1024' + 512 * randomvec();
2240                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2241                 if(trace_fraction < 1)
2242                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2243                 {
2244                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2245                         break;
2246                 }
2247         }
2248         */
2249
2250         Arena_Warmup();
2251 }