]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/cl_client.qc
new player colors (gfx/colormap_palette.lmp); default color is no longer pink :P
[divverent/nexuiz.git] / data / qcsrc / server / cl_client.qc
1 void info_player_start (void)
2 {
3         info_player_deathmatch();
4 }
5
6 void info_player_deathmatch (void)
7 {
8         self.classname = "info_player_deathmatch";
9         relocate_spawnpoint();
10 }
11
12 float spawn_allbad;
13 float spawn_allgood;
14 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
15 {
16         local entity spot, player, nextspot, previousspot, newfirstspot;
17         local float pcount;
18         spot = firstspot;
19         newfirstspot = world;
20         previousspot = world;
21         spawn_allgood = TRUE;
22         spawn_allbad = TRUE;
23         while (spot)
24         {
25                 nextspot = spot.chain;
26                 // count team mismatches as bad spots
27
28                 local float spotactive;
29                 spotactive = 1;
30
31                 // filter out spots for assault
32                 if(spot.target != "") {
33                         local entity ent;
34                         ent = find(world, targetname, spot.target);
35                         while(ent) {
36                                 if(ent.classname == "target_objective")
37                                         if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
38                                                 spotactive = 0;
39                                 ent = find(ent, targetname, spot.target);
40                         }
41                 }
42
43                 if (spot.team == teamcheck && spotactive > 0)
44                 {
45                         pcount = 0;
46                         player = playerlist;
47                         while (player)
48                         {
49                                 if (player != self)
50                                 if (vlen(player.origin - spot.origin) < mindist)
51                                         pcount = pcount + 1;
52                                 player = player.chain;
53                         }
54                         if (!pcount)
55                         {
56                                 spawn_allbad = FALSE;
57                                 if (newfirstspot)
58                                         previousspot.chain = spot;
59                                 else
60                                         newfirstspot = spot;
61                                 previousspot = spot;
62                                 spot.chain = world;
63                         }
64                         else
65                                 spawn_allgood = FALSE;
66                 }
67                 spot = nextspot;
68         }
69         // if we couldn't find ANY good points, return the original list
70         if (!newfirstspot)
71                 newfirstspot = firstspot;
72         return newfirstspot;
73 }
74
75 entity Spawn_RandomPoint(entity firstspot)
76 {
77         local entity spot;
78         local float numspots;
79         // count number of spots
80         numspots = 0;
81         spot = firstspot;
82         while (spot)
83         {
84                 numspots = numspots + 1;
85                 spot = spot.chain;
86         }
87         // pick a random one
88         numspots = numspots * random();
89         spot = firstspot;
90         while (spot.chain && numspots >= 1)
91         {
92                 numspots = numspots - 1;
93                 spot = spot.chain;
94         }
95         return spot;
96 }
97
98 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
99 {
100         local entity best, spot, player;
101         local float bestrating, rating;
102         best = world;
103         bestrating = -1000000;
104         spot = firstspot;
105         while (spot)
106         {
107                 rating = 1000000000;
108                 player = playerlist;
109                 while (player)
110                 {
111                         if (player != self)
112                                 rating = min(rating, vlen(player.origin - spot.origin));
113                         player = player.chain;
114                 }
115                 rating = rating + random() * 16;
116                 if (bestrating < rating)
117                 {
118                         best = spot;
119                         bestrating = rating;
120                 }
121                 spot = spot.chain;
122         }
123         return best;
124 }
125
126 /*
127 =============
128 SelectSpawnPoint
129
130 Finds a point to respawn
131 =============
132 */
133 entity SelectSpawnPoint (float anypoint)
134 {
135         local float teamcheck;
136         local entity spot, firstspot, playerlist;
137
138         spot = find (world, classname, "testplayerstart");
139         if (spot)
140                 return spot;
141
142         teamcheck = 0;
143
144         if((!anypoint && cvar("g_ctf")) || cvar("g_assault") )
145                 teamcheck = self.team;
146
147         // get the list of players
148         playerlist = findchain(classname, "player");
149         // get the entire list of spots
150         firstspot = findchain(classname, "info_player_deathmatch");
151         // filter out the bad ones
152         // (note this returns the original list if none survived)
153         firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
154
155         // there is 50/50 chance of choosing a random spot or the furthest spot
156         // (this means that roughly every other spawn will be furthest, so you
157         // usually won't get fragged at spawn twice in a row)
158         if (arena_roundbased)
159         {
160                 firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
161                 spot = Spawn_RandomPoint(firstspot);
162         }
163         else if (random() > 0.5 || spawn_allbad || spawn_allgood)
164                 spot = Spawn_RandomPoint(firstspot);
165         else
166                 spot = Spawn_FurthestPoint(firstspot, playerlist);
167
168         if (!spot)
169         {
170                 if(cvar("spawn_debug"))
171                         GotoNextMap();
172                 else
173                         error ("PutClientInServer: no start points on level");
174         }
175
176         return spot;
177 }
178
179 /*
180 =============
181 CheckPlayerModel
182
183 Checks if the argument string can be a valid playermodel.
184 Returns a valid one in doubt.
185 =============
186 */
187 string FallbackPlayerModel = "models/player/marine.zym";
188 string CheckPlayerModel(string plyermodel) {
189         if(strlen(plyermodel) < 4)
190                 return FallbackPlayerModel;
191         if( substring(plyermodel,0,14) != "models/player/")
192                 return FallbackPlayerModel;
193         else if(cvar("sv_servermodelsonly"))
194         {
195                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
196                         return FallbackPlayerModel;
197                 if(!fexists(plyermodel))
198                         return FallbackPlayerModel;
199         }
200         return plyermodel;
201 }
202
203 /*
204 =============
205 Client_customizeentityforclient
206
207 LOD reduction
208 =============
209 */
210 float Client_customizeentityforclient()
211 {
212 #ifdef ALLOW_VARIABLE_LOD
213         // self: me
214         // other: the player viewing me
215         float distance;
216         float f;
217
218         if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
219                 return TRUE;
220
221         if(other.cvar_cl_playerdetailreduction <= 0)
222         {
223                 if(other.cvar_cl_playerdetailreduction <= -2)
224                         self.modelindex = self.modelindex_lod2;
225                 else if(other.cvar_cl_playerdetailreduction <= -1)
226                         self.modelindex = self.modelindex_lod1;
227                 else
228                         self.modelindex = self.modelindex_lod0;
229         }
230         else
231         {
232                 distance = vlen(self.origin - other.origin);
233                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
234                 if(f > 10000)
235                         self.modelindex = self.modelindex_lod2;
236                 else if(f > 5000)
237                         self.modelindex = self.modelindex_lod1;
238                 else
239                         self.modelindex = self.modelindex_lod0;
240         }
241 #endif
242
243         return TRUE;
244 }
245
246 void setmodel_lod(entity e, string modelname)
247 {
248 #ifdef ALLOW_VARIABLE_LOD
249         string s;
250
251         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1.zym");
252         if(fexists(s))
253         {
254                 precache_model(s);
255                 setmodel(e, s); // players have high precision
256                 self.modelindex_lod1 = self.modelindex;
257         }
258         else
259                 self.modelindex_lod1 = -1;
260
261         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2.zym");
262         if(fexists(s))
263         {
264                 precache_model(s);
265                 setmodel(e, s); // players have high precision
266                 self.modelindex_lod2 = self.modelindex;
267         }
268         else
269                 self.modelindex_lod2 = -1;
270
271         precache_model(modelname);
272         setmodel(e, modelname); // players have high precision
273         self.modelindex_lod0 = self.modelindex;
274
275         if(self.modelindex_lod1 < 0)
276                 self.modelindex_lod1 = self.modelindex;
277
278         if(self.modelindex_lod2 < 0)
279                 self.modelindex_lod2 = self.modelindex;
280 #else
281         precache_model(modelname);
282         setmodel(e, modelname); // players have high precision
283 #endif
284 }
285
286 /*
287 =============
288 PutObserverInServer
289
290 putting a client as observer in the server
291 =============
292 */
293 void PutObserverInServer (void)
294 {
295         entity  spot;
296         spot = SelectSpawnPoint (FALSE);
297         RemoveGrapplingHook(self); // Wazat's Grappling Hook
298
299         if(clienttype(self) == CLIENTTYPE_REAL)
300         {
301                 msg_entity = self;
302                 WriteByte(MSG_ONE, SVC_SETVIEW);
303                 WriteEntity(MSG_ONE, self);
304         }
305
306         DropAllRunes(self);
307         kh_Key_DropAll(self, TRUE);
308
309         if(self.flagcarried)
310                 DropFlag(self.flagcarried);
311
312         WaypointSprite_PlayerDead();
313
314         DistributeFragsAmongTeam(self, self.team, 1);
315
316         if(self.frags <= 0 && self.frags > -666 && cvar("g_lms") && self.killcount != -666)
317                 bprint ("^4", self.netname, "^4 has no more lives left\n");
318         else if(self.killcount != -666)
319                 bprint ("^4", self.netname, "^4 is spectating now\n");
320
321         self.classname = "observer";
322         self.health = -666;
323         self.takedamage = DAMAGE_NO;
324         self.solid = SOLID_NOT;
325         self.movetype = MOVETYPE_NOCLIP;
326         self.flags = FL_CLIENT | FL_NOTARGET;
327         self.armorvalue = 666;
328         self.effects = 0;
329         self.armorvalue = cvar("g_balance_armor_start");
330         self.pauserotarmor_finished = 0;
331         self.pauserothealth_finished = 0;
332         self.pauseregen_finished = 0;
333         self.damageforcescale = 0;
334         self.death_time = 0;
335         self.dead_time = 0;
336         self.dead_frame = 0;
337         self.die_frame = 0;
338         self.deaths = 0;
339         self.alpha = 0;
340         self.scale = 0;
341         self.fade_time = 0;
342         self.pain_frame = 0;
343         self.pain_finished = 0;
344         self.strength_finished = 0;
345         self.invincible_finished = 0;
346         self.pushltime = 0;
347         self.think = SUB_Null;
348         self.nextthink = 0;
349         self.hook_time = 0;
350         self.runes = 0;
351         self.deadflag = DEAD_NO;
352         self.angles = spot.angles;
353         self.angles_z = 0;
354         self.fixangle = TRUE;
355         self.crouch = FALSE;
356
357         self.view_ofs = PL_VIEW_OFS;
358         setorigin (self, spot.origin);
359         setsize (self, '0 0 0', '0 0 0');
360         self.oldorigin = self.origin;
361         self.items = 0;
362         self.model = "";
363         self.modelindex = 0;
364         self.weapon = 0;
365         self.weaponmodel = "";
366         self.weaponentity = world;
367         self.killcount = -666;
368         self.velocity = '0 0 0';
369         self.avelocity = '0 0 0';
370         self.punchangle = '0 0 0';
371         self.punchvector = '0 0 0';
372         self.oldvelocity = self.velocity;
373         self.customizeentityforclient = Client_customizeentityforclient;
374
375         if(cvar("g_arena"))
376         {
377                 if(self.frags != -2)
378                 {
379                         Spawnqueue_Insert(self);
380                 }
381                 else
382                 {
383                         Spawnqueue_Unmark(self);
384                         Spawnqueue_Remove(self);
385                 }
386         }
387         else if(!cvar("g_lms"))
388                 self.frags = -666;
389 }
390
391
392 /*
393 =============
394 PutClientInServer
395
396 Called when a client spawns in the server
397 =============
398 */
399 void PutClientInServer (void)
400 {
401         if(clienttype(self) == CLIENTTYPE_BOT)
402         {
403                 self.classname = "player";
404         }
405         else if(clienttype(self) == CLIENTTYPE_REAL)
406         {
407                 msg_entity = self;
408                 WriteByte(MSG_ONE, SVC_SETVIEW);
409                 WriteEntity(MSG_ONE, self);
410         }
411
412         // player is dead and becomes observer
413         if(cvar("g_lms") && self.frags < 1)
414                 self.classname = "observer";
415
416         if(cvar("g_arena"))
417         if(!self.spawned)
418                 self.classname = "observer";
419
420         if(self.classname == "player") {
421                 entity  spot;
422
423                 spot = SelectSpawnPoint (FALSE);
424
425                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
426
427                 self.classname = "player";
428                 self.iscreature = TRUE;
429                 self.movetype = MOVETYPE_WALK;
430                 self.solid = SOLID_SLIDEBOX;
431                 self.flags = FL_CLIENT;
432                 self.takedamage = DAMAGE_AIM;
433                 self.effects = 0;
434                 self.air_finished = time + 12;
435                 self.dmg = 2;
436
437                 self.ammo_shells = start_ammo_shells;
438                 self.ammo_nails = start_ammo_nails;
439                 self.ammo_rockets = start_ammo_rockets;
440                 self.ammo_cells = start_ammo_cells;
441                 self.health = start_health;
442                 self.armorvalue = start_armorvalue;
443                 self.items = start_items;
444                 self.switchweapon = start_switchweapon;
445                 self.weapon = 0;
446                 self.jump_interval = time;
447
448                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
449                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
450                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
451                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
452                 self.damageforcescale = 2;
453                 self.death_time = 0;
454                 self.dead_time = 0;
455                 self.dead_frame = 0;
456                 self.die_frame = 0;
457                 self.alpha = 0;
458                 self.scale = 0;
459                 self.fade_time = 0;
460                 self.pain_frame = 0;
461                 self.pain_finished = 0;
462                 self.strength_finished = 0;
463                 self.invincible_finished = 0;
464                 self.pushltime = 0;
465                 //self.speed_finished = 0;
466                 //self.slowmo_finished = 0;
467                 // players have no think function
468                 self.think = SUB_Null;
469                 self.nextthink = 0;
470                 self.hook_time = 0;
471
472                 self.runes = 0;
473
474                 self.deadflag = DEAD_NO;
475
476                 self.angles = spot.angles;
477
478                 self.angles_z = 0; // never spawn tilted even if the spot says to
479                 self.fixangle = TRUE; // turn this way immediately
480                 self.velocity = '0 0 0';
481                 self.avelocity = '0 0 0';
482                 self.punchangle = '0 0 0';
483                 self.punchvector = '0 0 0';
484                 self.oldvelocity = self.velocity;
485
486                 self.viewzoom = 0.6;
487                 self.has_zoomed = 0;
488
489                 self.customizeentityforclient = Client_customizeentityforclient;
490
491                 if(cvar("sv_defaultcharacter") == 1) {
492                         local string defaultmodel;
493                         defaultmodel = cvar_string("sv_defaultplayermodel");
494                         setmodel_lod (self, defaultmodel);
495                         self.skin = stof(cvar_string("sv_defaultplayerskin"));
496                         if(!teams_matter)
497                                 if(strlen(cvar_string("sv_defaultplayercolors")))
498                                         setcolor(self, cvar("sv_defaultplayercolors"));
499                 } else {
500                         self.playermodel = CheckPlayerModel(self.playermodel);
501                         setmodel_lod (self, self.playermodel);
502                         if(teams_matter)
503                         {
504                                 float s;
505                                 s = stof(self.playerskin);
506                                 if(s >= 0 && s < 3)
507                                         self.skin = s;
508                                 else if(s == 6)
509                                         self.skin = 6;
510                                 else
511                                         self.skin = 0;
512                         }
513                         else
514                                 self.skin = stof(self.playerskin);
515                 }
516
517                 self.crouch = FALSE;
518                 self.view_ofs = PL_VIEW_OFS;
519                 setsize (self, PL_MIN, PL_MAX);
520                 self.spawnorigin = spot.origin;
521                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
522                 // don't reset back to last position, even if new position is stuck in solid
523                 self.oldorigin = self.origin;
524
525                 if(cvar("g_arena"))
526                 {
527                         Spawnqueue_Remove(self);
528                         Spawnqueue_Mark(self);
529                 }
530
531                 self.event_damage = PlayerDamage;
532
533                 self.bot_attack = TRUE;
534
535                 self.statdraintime = time + 5;
536                 self.button0 = self.button1 = self.button2 = self.button3 = 0;
537
538                 if(self.killcount == -666) {
539                         self.killcount = 0;
540                         if(!cvar("g_arena"))
541                         if(!cvar("g_lms"))
542                                 self.frags = 0;
543                 }
544
545                 self.cnt = WEP_LASER;
546                 self.nixnex_lastchange_id = -1;
547
548                 CL_SpawnWeaponentity();
549                 self.alpha = default_player_alpha;
550                 self.exteriorweaponentity.alpha = default_weapon_alpha;
551
552                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
553                 self.lms_traveled_distance = 0;
554
555                 if(cvar("spawn_debug"))
556                 {
557                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
558                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
559                 }
560
561                 //stuffcmd(self, "chase_active 0");
562                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
563
564                 if (cvar("g_spawnsound"))
565                         sound (self, CHAN_AUTO, "misc/spawn.wav", 1, ATTN_NORM);
566
567                 if(cvar("g_assault")) {
568                         if(self.team == assault_attacker_team)
569                                 centerprint(self, "You are attacking!\n");
570                         else
571                                 centerprint(self, "You are defending!\n");
572                 }
573
574         } else if(self.classname == "observer") {
575                 PutObserverInServer ();
576         }
577 }
578
579 /*
580 =============
581 SetNewParms
582 =============
583 */
584 void SetNewParms (void)
585 {
586
587 }
588
589 /*
590 =============
591 SetChangeParms
592 =============
593 */
594 void SetChangeParms (void)
595 {
596
597 }
598
599 /*
600 =============
601 ClientKill
602
603 Called when a client types 'kill' in the console
604 =============
605 */
606 void ClientKill (void)
607 {
608         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
609 }
610
611 void FixClientCvars(entity e)
612 {
613         // send prediction settings to the client
614         stuffcmd(e, "\nin_bindmap 0 0\n");
615         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
616         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
617         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
618         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
619         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
620         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
621         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
622         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
623         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
624         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
625         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
626         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
627         stuffcmd(e, "cl_movement_edgefriction 1\n");
628 }
629
630 /*
631 =============
632 ClientConnect
633
634 Called when a client connects to the server
635 =============
636 */
637 string ColoredTeamName(float t);
638 //void dom_player_join_team(entity pl);
639 void ClientConnect (void)
640 {
641         local string s;
642
643         if(Ban_IsClientBanned(self))
644         {
645                 s = strcat("^1NOTE:^7 banned client ", self.netaddress, " just tried to enter\n");
646                 dropclient(self);
647                 bprint(s);
648                 return;
649         }
650
651         self.classname = "player_joining";
652         self.flags = self.flags | FL_CLIENT;
653         self.version_nagtime = time + 10 + random() * 10;
654
655         if(player_count<0)
656         {
657                 dprint("BUG player count is lower than zero, this cannot happen!\n");
658                 player_count = 0;
659         }
660
661         bot_clientconnect();
662
663         //if(cvar("g_domination"))
664         //      dom_player_join_team(self);
665
666         //JoinBestTeam(self, FALSE);
667
668         if((cvar("sv_spectate") == 1 && !cvar("g_lms")) || cvar("g_campaign")) {
669                 self.classname = "observer";
670         } else {
671                 self.classname = "player";
672                 campaign_bots_may_start = 1;
673         }
674
675         self.playerid = (playerid_last = playerid_last + 1);
676         if(cvar("sv_eventlog"))
677         {
678                 if(clienttype(self) == CLIENTTYPE_REAL)
679                         s = "player";
680                 else
681                         s = "bot";
682                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
683                 s = strcat(":team:", ftos(self.playerid), ":");
684                 s = strcat(s, ftos(self.team));
685                 GameLogEcho(s, FALSE);
686         }
687
688         //stuffcmd(self, "set tmpviewsize $viewsize \n");
689
690         bprint ("^4",self.netname);
691         bprint ("^4 connected");
692
693         if(cvar("g_domination") || cvar("g_ctf"))
694         {
695                 bprint(" and joined the ");
696                 bprint(ColoredTeamName(self.team));
697         }
698
699         bprint("\n");
700
701         self.welcomemessage_time = 0;
702
703         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
704         // TODO: is this being used for anything else than cd tracks?
705         // Remember: SVC_CDTRACK exists. Maybe it should be used.
706
707         FixClientCvars(self);
708
709         // waypoint sprites
710         WaypointSprite_InitClient(self);
711
712         // Wazat's grappling hook
713         SetGrappleHookBindings();
714
715         // get autoswitch state from player when he toggles it
716         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n");
717
718         // get version info from player
719         stuffcmd(self, "cmd clientversion $gameversion\n");
720
721         // get other cvars from player
722         GetCvars(0);
723
724         // set cvar for team scoreboard
725         if (teams_matter)
726         {
727                 local float t;
728                 t = cvar("teamplay");
729                 // 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
730                 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
731         }
732         else
733                 stuffcmd(self, "set teamplay 0\n");
734
735         if(cvar("g_lms"))
736         {
737                 self.frags = cvar("fraglimit");
738                 // no fraglimit was set, so player gets 999 lives
739                 if(self.frags < 1)
740                         self.frags = 999;
741
742                 self.frags = LMS_NewPlayerLives();
743                 if(!self.frags)
744                 {
745                         self.frags = -666;
746                 }
747         }
748         else if(cvar("g_arena"))
749         {
750                 self.classname = "observer";
751                 Spawnqueue_Insert(self);
752         }
753
754         bot_relinkplayerlist();
755
756         self.jointime = time;
757 }
758
759 /*
760 =============
761 ClientDisconnect
762
763 Called when a client disconnects from the server
764 =============
765 */
766 void(entity e) DropFlag;
767 .entity chatbubbleentity;
768 .entity teambubbleentity;
769 void ClientDisconnect (void)
770 {
771         float save;
772         if(cvar("sv_eventlog"))
773                 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
774         bprint ("^4",self.netname);
775         bprint ("^4 disconnected\n");
776
777         if (self.chatbubbleentity)
778         {
779                 remove (self.chatbubbleentity);
780                 self.chatbubbleentity = world;
781         }
782
783         if (self.teambubbleentity)
784         {
785                 remove (self.teambubbleentity);
786                 self.teambubbleentity = world;
787         }
788
789         WaypointSprite_PlayerGone();
790
791         DropAllRunes(self);
792         kh_Key_DropAll(self, TRUE);
793
794         if(self.flagcarried)
795                 DropFlag(self.flagcarried);
796
797         DistributeFragsAmongTeam(self, self.team, 1);
798
799         save = self.flags;
800         self.flags = self.flags - (self.flags & FL_CLIENT);
801         bot_relinkplayerlist();
802         self.flags = save;
803
804         // remove laserdot
805         if(self.weaponentity)
806                 if(self.weaponentity.lasertarget)
807                         remove(self.weaponentity.lasertarget);
808
809         if(cvar("g_arena"))
810         {
811                 Spawnqueue_Unmark(self);
812                 Spawnqueue_Remove(self);
813         }
814
815         // free cvars
816         GetCvars(-1);
817 }
818
819 .float buttonchat;
820 void() ChatBubbleThink =
821 {
822         self.nextthink = time;
823         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
824         {
825                 self.owner.chatbubbleentity = world;
826                 remove(self);
827                 return;
828         }
829         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
830         if (self.owner.buttonchat && !self.owner.deadflag)
831                 self.model = self.mdl;
832         else
833                 self.model = "";
834 };
835
836 void() UpdateChatBubble =
837 {
838         if (!self.modelindex)
839                 return;
840         // spawn a chatbubble entity if needed
841         if (!self.chatbubbleentity)
842         {
843                 self.chatbubbleentity = spawn();
844                 self.chatbubbleentity.owner = self;
845                 self.chatbubbleentity.exteriormodeltoclient = self;
846                 self.chatbubbleentity.think = ChatBubbleThink;
847                 self.chatbubbleentity.nextthink = time;
848                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
849                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
850                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
851                 self.chatbubbleentity.model = "";
852                 self.chatbubbleentity.effects = EF_LOWPRECISION;
853         }
854 }
855
856
857 void() TeamBubbleThink =
858 {
859         self.nextthink = time;
860         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
861         {
862                 self.owner.teambubbleentity = world;
863                 remove(self);
864                 return;
865         }
866 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
867         if (self.owner.buttonchat || self.owner.deadflag)
868                 self.model = "";
869         else
870                 self.model = self.mdl;
871
872 };
873
874 float() TeamBubble_customizeentityforclient
875 {
876         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
877 }
878
879 void() UpdateTeamBubble =
880 {
881         if (!self.modelindex || !cvar("teamplay"))
882                 return;
883         // spawn a teambubble entity if needed
884         if (!self.teambubbleentity && cvar("teamplay"))
885         {
886                 self.teambubbleentity = spawn();
887                 self.teambubbleentity.owner = self;
888                 self.teambubbleentity.exteriormodeltoclient = self;
889                 self.teambubbleentity.think = TeamBubbleThink;
890                 self.teambubbleentity.nextthink = time;
891                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
892 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
893                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
894                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
895                 self.teambubbleentity.mdl = self.teambubbleentity.model;
896                 self.teambubbleentity.model = self.teambubbleentity.mdl;
897                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
898                 self.teambubbleentity.effects = EF_LOWPRECISION;
899         }
900 }
901
902 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
903 // added to the model skins
904 /*void() UpdateColorModHack =
905 {
906         local float c;
907         c = self.clientcolors & 15;
908         // LordHavoc: only bothering to support white, green, red, yellow, blue
909              if (teamplay == 0) self.colormod = '0 0 0';
910         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
911         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
912         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
913         else if (c == 12) self.colormod = '1.22 1.22 0.10';
914         else if (c == 13) self.colormod = '0.10 0.10 1.73';
915         else self.colormod = '1 1 1';
916 };*/
917
918 void respawn(void)
919 {
920         CopyBody(1);
921         PutClientInServer();
922 }
923
924 void player_powerups (void)
925 {
926         if (cvar("g_minstagib"))
927         {
928                 self.effects = EF_FULLBRIGHT;
929                 if (self.items & IT_STRENGTH)
930                 {
931                         if (time > self.strength_finished)
932                         {
933                                 self.alpha = default_player_alpha;
934                                 self.exteriorweaponentity.alpha = default_weapon_alpha;
935                                 self.items = self.items - (self.items & IT_STRENGTH);
936                                 sprint(self, "^3Invisibility has worn off\n");
937                         }
938                 }
939                 else
940                 {
941                         if (time < self.strength_finished)
942                         {
943                                 self.alpha = cvar("g_minstagib_invis_alpha");
944                                 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
945                                 self.items = self.items | IT_STRENGTH;
946                                 sprint(self, "^3You are invisible\n");
947                         }
948                 }
949
950                 if (self.items & IT_INVINCIBLE)
951                 {
952                         if (time > self.invincible_finished)
953                         {
954                                 self.items = self.items - (self.items & IT_INVINCIBLE);
955                                 sprint(self, "^3Speed has worn off\n");
956                         }
957                 }
958                 else
959                 {
960                         if (time < self.invincible_finished)
961                         {
962                                 self.items = self.items | IT_INVINCIBLE;
963                                 sprint(self, "^3You are on speed\n");
964                         }
965                 }
966                 return;
967         }
968
969         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
970         if (self.items & IT_STRENGTH)
971         {
972                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
973                 if (time > self.strength_finished)
974                 {
975                         self.items = self.items - (self.items & IT_STRENGTH);
976                         sprint(self, "^3Strength has worn off\n");
977                 }
978         }
979         else
980         {
981                 if (time < self.strength_finished)
982                 {
983                         self.items = self.items | IT_STRENGTH;
984                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
985                 }
986         }
987         if (self.items & IT_INVINCIBLE)
988         {
989                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
990                 if (time > self.invincible_finished)
991                 {
992                         self.items = self.items - (self.items & IT_INVINCIBLE);
993                         sprint(self, "^3Shield has worn off\n");
994                 }
995         }
996         else
997         {
998                 if (time < self.invincible_finished)
999                 {
1000                         self.items = self.items | IT_INVINCIBLE;
1001                         sprint(self, "^3Shield surrounds you\n");
1002                 }
1003         }
1004
1005         if (cvar("g_fullbrightplayers"))
1006                 self.effects = self.effects | EF_FULLBRIGHT;
1007
1008         // midair gamemode: damage only while in the air
1009         // if in midair mode, being on ground grants temporary invulnerability
1010         // (this is so that multishot weapon don't clear the ground flag on the
1011         // first damage in the frame, leaving the player vulnerable to the
1012         // remaining hits in the same frame)
1013         if (self.flags & FL_ONGROUND)
1014         if (cvar("g_midair"))
1015                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1016
1017         if (time < self.spawnshieldtime)
1018                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1019 }
1020
1021 float CalcRegen(float current, float stable, float regenfactor)
1022 {
1023         if(current > stable)
1024                 return current;
1025         else if(current > stable - 0.25) // when close enough, "snap"
1026                 return stable;
1027         else
1028                 return min(stable, current + (stable - current) * regenfactor * frametime);
1029 }
1030
1031 void player_regen (void)
1032 {
1033         float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1034         maxh = cvar("g_balance_health_stable");
1035         maxa = cvar("g_balance_armor_stable");
1036         limith = cvar("g_balance_health_limit");
1037         limita = cvar("g_balance_armor_limit");
1038
1039         if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
1040                 return;
1041
1042         max_mod = regen_mod = rot_mod = limit_mod = 1;
1043
1044         if (self.runes & RUNE_REGEN)
1045         {
1046                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1047                 {
1048                         regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1049                         max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1050                         limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1051                 }
1052                 else
1053                 {
1054                         regen_mod = cvar("g_balance_rune_regen_regenrate");
1055                         max_mod = cvar("g_balance_rune_regen_hpmod");
1056                         limit_mod = cvar("g_balance_rune_regen_limitmod");
1057                 }
1058         }
1059         else if (self.runes & CURSE_VENOM)
1060         {
1061                 max_mod = cvar("g_balance_curse_venom_hpmod");
1062                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1063                         rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1064                 else
1065                         rot_mod = cvar("g_balance_curse_venom_rotrate");
1066                 limit_mod = cvar("g_balance_curse_venom_limitmod");
1067                 //if (!self.runes & RUNE_REGEN)
1068                 //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1069         }
1070         maxh = maxh * max_mod;
1071         //maxa = maxa * max_mod;
1072         limith = limith * limit_mod;
1073         limita = limita * limit_mod;
1074
1075         if (self.armorvalue > maxa)
1076         {
1077                 if (time > self.pauserotarmor_finished)
1078                 {
1079                         self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1080                         self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1081                 }
1082         }
1083         else if (self.armorvalue < maxa)
1084         {
1085                 if (time > self.pauseregen_finished)
1086                 {
1087                         self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1088                         self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1089                 }
1090         }
1091         if (self.health > maxh)
1092         {
1093                 if (time > self.pauserothealth_finished)
1094                 {
1095                         self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1096                         self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1097                 }
1098         }
1099         else if (self.health < maxh)
1100         {
1101                 if (time > self.pauseregen_finished)
1102                 {
1103                         self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1104                         self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1105                 }
1106         }
1107
1108         if (self.health > limith)
1109                 self.health = limith;
1110         if (self.armorvalue > limita)
1111                 self.armorvalue = limita;
1112
1113         // if player rotted to death...  die!
1114         if(self.health < 1)
1115                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1116 }
1117
1118 /*
1119 ======================
1120 spectate mode routines
1121 ======================
1122 */
1123 void SpectateCopy(entity spectatee) {
1124         self.armortype = spectatee.armortype;
1125         self.armorvalue = spectatee.armorvalue;
1126         self.currentammo = spectatee.currentammo;
1127         self.effects = spectatee.effects;
1128         self.health = spectatee.health;
1129         self.impulse = 0;
1130         self.items = spectatee.items;
1131         self.punchangle = spectatee.punchangle;
1132         self.view_ofs = spectatee.view_ofs;
1133         self.v_angle = spectatee.v_angle;
1134         self.viewzoom = spectatee.viewzoom;
1135         setorigin(self, spectatee.origin);
1136         setsize(self, spectatee.mins, spectatee.maxs);
1137 }
1138
1139 void SpectateUpdate() {
1140         if(!self.enemy)
1141                         PutObserverInServer();
1142
1143         if (self != self.enemy) {
1144                 if(self.enemy.flags & FL_NOTARGET)
1145                         PutObserverInServer();
1146                 SpectateCopy(self.enemy);
1147                 self.dmg_take = self.enemy.dmg_take;
1148                 self.dmg_save = self.enemy.dmg_save;
1149                 self.dmg_inflictor = self.enemy.dmg_inflictor;
1150                 self.fixangle = TRUE;
1151                 self.angles = self.enemy.v_angle;
1152                 //msg_entity = self;
1153                 //WriteByte(MSG_ONE, SVC_SETANGLE);
1154                 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1155                 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1156                 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1157         }
1158 }
1159
1160 float SpectateNext() {
1161         other = find(self.enemy, classname, "player");
1162         if (!other) {
1163                 other = find(other, classname, "player");
1164         }
1165         if (other) {
1166                 self.enemy = other;
1167         }
1168         if(self.enemy.classname == "player") {
1169                 msg_entity = self;
1170                 WriteByte(MSG_ONE, SVC_SETVIEW);
1171                 WriteEntity(MSG_ONE, self.enemy);
1172                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1173                 SpectateUpdate();
1174                 return 1;
1175         } else {
1176                 return 0;
1177         }
1178 }
1179
1180 /*
1181 =============
1182 ShowRespawnCountdown()
1183
1184 Update a respawn countdown display.
1185 =============
1186 */
1187 void ShowRespawnCountdown()
1188 {
1189         float number;
1190         if(self.deadflag == DEAD_NO) // just respawned?
1191                 return;
1192         else
1193         {
1194                 number = ceil(self.death_time - time);
1195                 if(number <= 0)
1196                         return;
1197                 if(number <= self.respawn_countdown)
1198                 {
1199                         self.respawn_countdown = number - 1;
1200                         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
1201                                 play2(self, strcat("announcer/robotic/", ftos(number), ".ogg"));
1202                 }
1203         }
1204 }
1205
1206 void LeaveSpectatorMode()
1207 {
1208         if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1209                 self.classname = "player";
1210                 if(cvar("g_campaign") || cvar("g_balance_teams"))
1211                         JoinBestTeam(self, 0);
1212                 if(cvar("g_campaign"))
1213                         campaign_bots_may_start = 1;
1214                 PutClientInServer();
1215                 if(!(self.flags & FL_NOTARGET))
1216                         bprint ("^4", self.netname, "^4 is playing now\n");
1217                 centerprint(self,"");
1218                 return;
1219         } else {
1220                 stuffcmd(self,"menu_showteamselect\n");
1221                 return;
1222         }
1223 }
1224
1225 /*
1226 =============
1227 PlayerPreThink
1228
1229 Called every frame for each client before the physics are run
1230 =============
1231 */
1232 void() ctf_setstatus;
1233 .float vote_nagtime;
1234 void PlayerPreThink (void)
1235 {
1236         // version nagging
1237         if(self.version_nagtime)
1238                 if(self.cvar_g_nexuizversion)
1239                         if(time > self.version_nagtime)
1240                         {
1241                                 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1242                                         if(self.cvar_g_nexuizversion != cvar_string("g_nexuizversion"))
1243                                         {
1244                                                 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "\n");
1245                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "\n"));
1246                                         }
1247                                 self.version_nagtime = 0;
1248                         }
1249
1250         // vote nagging
1251         if(self.cvar_scr_centertime)
1252                 if(time > self.vote_nagtime)
1253                 {
1254                         VoteNag();
1255                         self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1256                 }
1257
1258         // GOD MODE info
1259         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
1260         {
1261                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
1262                 self.max_armorvalue = 0;
1263         }
1264
1265         if(self.classname == "player") {
1266                 local vector m1, m2;
1267
1268 //              if(self.netname == "Wazat")
1269 //                      bprint(self.classname, "\n");
1270
1271                 CheckRules_Player();
1272
1273                 if(self.button7)
1274                         PrintWelcomeMessage(self);
1275
1276                 if(cvar("g_lms") || !cvar("sv_spectate"))
1277                 if((time - self.jointime) <= cvar("welcome_message_time"))
1278                         PrintWelcomeMessage(self);
1279
1280                 if (intermission_running)
1281                 {
1282                         IntermissionThink ();   // otherwise a button could be missed between
1283                         return;                                 // the think tics
1284                 }
1285
1286                 if(time > self.teleport_time)
1287                 {
1288                         self.effects = self.effects - (self.effects & EF_NODRAW);
1289                         if(self.weaponentity)
1290                                 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
1291                 }
1292
1293                 Nixnex_GiveCurrentWeapon();
1294                 UpdateSelectedPlayer();
1295
1296                 if (self.deadflag != DEAD_NO)
1297                 {
1298                         float button_pressed, force_respawn;
1299                         player_anim();
1300                         button_pressed = (self.button0 || self.button2 || self.button3 || self.button6 || self.buttonuse);
1301                         force_respawn = (cvar("g_lms") || cvar("g_forced_respawn"));
1302                         if (self.deadflag == DEAD_DYING)
1303                         {
1304                                 if(force_respawn)
1305                                         self.deadflag = DEAD_RESPAWNING;
1306                                 else if(!button_pressed)
1307                                         self.deadflag = DEAD_DEAD;
1308                         }
1309                         else if (self.deadflag == DEAD_DEAD)
1310                         {
1311                                 if(button_pressed)
1312                                         self.deadflag = DEAD_RESPAWNABLE;
1313                         }
1314                         else if (self.deadflag == DEAD_RESPAWNABLE)
1315                         {
1316                                 if(!button_pressed)
1317                                         self.deadflag = DEAD_RESPAWNING;
1318                         }
1319                         else if (self.deadflag == DEAD_RESPAWNING)
1320                         {
1321                                 if(time > self.death_time)
1322                                         respawn();
1323                         }
1324                         ShowRespawnCountdown();
1325                         return;
1326                 }
1327
1328                 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1329                 {
1330                         vector dist;
1331
1332                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1333                         dist = self.oldorigin - self.origin;
1334                         dist_z = 0;
1335                         self.lms_traveled_distance += fabs(vlen(dist));
1336
1337                         if(cvar("g_campaign"))
1338                         if(!campaign_bots_may_start)
1339                         {
1340                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1341                                 self.lms_traveled_distance = 0;
1342                         }
1343
1344                         if(time > self.lms_nextcheck)
1345                         {
1346                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1347                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1348                                 {
1349                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
1350                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1351                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1352                                         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');
1353                                 }
1354                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1355                                 self.lms_traveled_distance = 0;
1356                         }
1357                 }
1358
1359                 if (self.button5 && !self.hook.state)
1360                 {
1361                         if (!self.crouch)
1362                         {
1363                                 self.crouch = TRUE;
1364                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
1365                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1366                         }
1367                 }
1368                 else
1369                 {
1370                         if (self.crouch)
1371                         {
1372                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1373                                 if (!trace_startsolid)
1374                                 {
1375                                         self.crouch = FALSE;
1376                                         self.view_ofs = PL_VIEW_OFS;
1377                                         setsize (self, PL_MIN, PL_MAX);
1378                                 }
1379                         }
1380                 }
1381
1382                 if(cvar("sv_defaultcharacter") == 1) {
1383                         local string defaultmodel;
1384                         defaultmodel = cvar_string("sv_defaultplayermodel");
1385
1386                         if (defaultmodel != self.model)
1387                         {
1388                                 m1 = self.mins;
1389                                 m2 = self.maxs;
1390                                 setmodel_lod (self, defaultmodel);
1391                                 setsize (self, m1, m2);
1392                         }
1393
1394                         if (self.skin != cvar("sv_defaultplayerskin"))
1395                                 self.skin = cvar("sv_defaultplayerskin");
1396                         if(!teams_matter)
1397                                 if(strlen(cvar_string("sv_defaultplayercolors")))
1398                                         if(self.clientcolors != cvar("sv_defaultplayercolors"))
1399                                                 setcolor(self, cvar("sv_defaultplayercolors"));
1400                 } else {
1401                         if (self.playermodel != self.model)
1402                         {
1403                                 self.playermodel = CheckPlayerModel(self.playermodel);
1404                                 m1 = self.mins;
1405                                 m2 = self.maxs;
1406                                 setmodel_lod (self, self.playermodel);
1407                                 setsize (self, m1, m2);
1408                         }
1409
1410                         if(teams_matter)
1411                         {
1412                                 if (self.skin != math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY))
1413                                         self.skin = math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY);
1414                         }
1415                         else
1416                         {
1417                                 if (self.skin != stof(self.playerskin))
1418                                         self.skin = stof(self.playerskin);
1419                         }
1420                 }
1421
1422                 GrapplingHookFrame();
1423
1424                 W_WeaponFrame();
1425
1426                 {
1427                         float zoomfactor, zoomspeed, zoomdir;
1428                         zoomfactor = self.cvar_cl_zoomfactor;
1429                         if(zoomfactor < 1 || zoomfactor > 16)
1430                                 zoomfactor = 2.5;
1431                         zoomspeed = self.cvar_cl_zoomspeed;
1432                         if(zoomspeed >= 0) // < 0 is instant zoom
1433                                 if(zoomspeed < 0.5 || zoomspeed > 16)
1434                                         zoomspeed = 3.5;
1435
1436                         zoomdir = self.button4;
1437                         if(self.button3)
1438                                 if(self.weapon == WEP_NEX)
1439                                         if(!cvar("g_minstagib"))
1440                                                 zoomdir = 1;
1441
1442                         if(zoomdir)
1443                                 self.has_zoomed = 1;
1444
1445                         if(self.has_zoomed)
1446                         {
1447                                 if(zoomspeed <= 0) // instant zoom
1448                                 {
1449                                         if(zoomdir)
1450                                                 self.viewzoom = 1 / zoomfactor;
1451                                         else
1452                                                 self.viewzoom = 1;
1453                                 }
1454                                 else
1455                                 {
1456                                         // geometric zoom would be:
1457                                         //   self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
1458                                         // however, testing showed that arithmetic/harmonic zoom works better
1459                                         if(zoomdir)
1460                                                 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1461                                                 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
1462                                                 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1463                                         else
1464                                                 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1465                                                 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
1466                                                 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1467                                 }
1468                         }
1469                         else
1470                                 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
1471                 }
1472
1473                 player_powerups();
1474                 player_regen();
1475                 player_anim();
1476
1477                 if (cvar("g_minstagib"))
1478                         minstagib_ammocheck();
1479
1480                 ctf_setstatus();
1481                 kh_setstatus();
1482
1483                 //self.angles_y=self.v_angle_y + 90;   // temp
1484
1485                 //if (TetrisPreFrame()) return;
1486         } else if(gameover) {
1487                 if (intermission_running)
1488                         IntermissionThink ();   // otherwise a button could be missed between
1489                 return;
1490         } else if(self.classname == "observer") {
1491
1492                 if (self.flags & FL_JUMPRELEASED) {
1493                         if (self.button2 && self.version == cvar("gameversion")) {
1494                                 self.welcomemessage_time = 0;
1495                                 self.flags = self.flags - FL_JUMPRELEASED;
1496                                 LeaveSpectatorMode();
1497                                 return;
1498                         } else if(self.button0 && self.version == cvar("gameversion")) {
1499                                 self.welcomemessage_time = 0;
1500                                 self.flags = self.flags - FL_JUMPRELEASED;
1501                                 if(SpectateNext() == 1) {
1502                                         self.classname = "spectator";
1503                                 }
1504                         }
1505                 } else {
1506                         if (!(self.button0 || self.button2)) {
1507                                 self.flags = self.flags | FL_JUMPRELEASED;
1508                         }
1509                 }
1510                 PrintWelcomeMessage(self);
1511         } else if(self.classname == "spectator") {
1512                 if (self.flags & FL_JUMPRELEASED) {
1513                         if (self.button2 && self.version == cvar("gameversion")) {
1514                                 self.welcomemessage_time = 0;
1515                                 self.flags = self.flags - FL_JUMPRELEASED;
1516                                 LeaveSpectatorMode();
1517                                 return;
1518                         } else if(self.button0) {
1519                                 self.welcomemessage_time = 0;
1520                                 self.flags = self.flags - FL_JUMPRELEASED;
1521                                 if(SpectateNext() == 1) {
1522                                         self.classname = "spectator";
1523                                 } else {
1524                                         self.classname = "observer";
1525                                         PutClientInServer();
1526                                 }
1527                         } else if (self.button3) {
1528                                 self.welcomemessage_time = 0;
1529                                 self.flags = self.flags - FL_JUMPRELEASED;
1530                                 self.classname = "observer";
1531                                 PutClientInServer();
1532                         } else {
1533                                 SpectateUpdate();
1534                         }
1535                 } else {
1536                         if (!(self.button0 || self.button3)) {
1537                                 self.flags = self.flags | FL_JUMPRELEASED;
1538                         }
1539                 }
1540                 PrintWelcomeMessage(self);
1541                 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1542         }
1543 }
1544
1545
1546 /*
1547 =============
1548 PlayerPostThink
1549
1550 Called every frame for each client after the physics are run
1551 =============
1552 */
1553 void PlayerPostThink (void)
1554 {
1555         // Savage: Check for nameless players
1556         if (strlen(self.netname) < 1) {
1557                 self.netname = "Player";
1558                 stuffcmd(self, "seta _cl_name Player\n");
1559         }
1560
1561         if(self.classname == "player") {
1562                 CheckRules_Player();
1563                 UpdateChatBubble();
1564                 UpdateTeamBubble();
1565                 if (self.impulse)
1566                         ImpulseCommands ();
1567                 if (intermission_running)
1568                         return;         // intermission or finale
1569
1570                 //PrintWelcomeMessage(self);
1571                 //if (TetrisPostFrame()) return;
1572         } else if (self.classname == "observer") {
1573                 //do nothing
1574         } else if (self.classname == "spectator") {
1575                 //do nothing
1576         }
1577         Arena_Warmup();
1578 }