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correct spawnpoint/checkpoint connection
[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         if(race_spawns)
47                 if(spot.target == "")
48                         return -1;
49
50         // filter out spots for assault
51         if(spot.target != "") {
52                 local entity ent;
53                 ent = find(world, targetname, spot.target);
54                 if(!ent)
55                 {
56                         return -1;
57                 }
58                 while(ent) {
59                         if(ent.classname == "target_objective")
60                         {
61                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
62                                         return -1;
63                         }
64                         else if(ent.classname == "trigger_race_checkpoint")
65                         {
66                                 if(self.classname == "player") // spectators may spawn everywhere
67                                 if(ent.cnt != race_PreviousCheckpoint(self.race_checkpoint))
68                                         // checkpoint -1 players (freshly spawned) spawn close to finish!
69                                         return -1;
70                         }
71                         else
72                         {
73                         }
74                         ent = find(ent, targetname, spot.target);
75                 }
76         }
77
78         player = playerlist;
79         shortest = vlen(world.maxs - world.mins);
80         for(player = playerlist; player; player = player.chain)
81                 if (player != self)
82                 {
83                         thisdist = vlen(player.origin - spot.origin);
84                         if (thisdist < shortest)
85                                 shortest = thisdist;
86                 }
87         return shortest;
88 }
89
90 float spawn_allbad;
91 float spawn_allgood;
92 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
93 {
94         local entity spot, spotlist, spotlistend;
95         spawn_allgood = TRUE;
96         spawn_allbad = TRUE;
97
98         spotlist = world;
99         spotlistend = world;
100
101         for(spot = firstspot; spot; spot = spot.chain)
102         {
103                 spot.SPAWNPOINT_SCORE = Spawn_Score(spot, playerlist, teamcheck);
104
105                 if(cvar("spawn_debugview"))
106                 {
107                         setmodel(spot, "models/runematch/rune.mdl");
108                         if(spot.SPAWNPOINT_SCORE < mindist)
109                         {
110                                 spot.colormod = '1 0 0';
111                                 spot.scale = 1;
112                         }
113                         else
114                         {
115                                 spot.colormod = '0 1 0';
116                                 spot.scale = spot.SPAWNPOINT_SCORE / mindist;
117                         }
118                 }
119
120                 if(spot.SPAWNPOINT_SCORE >= 0) // spawning allowed here
121                 {
122                         if(spot.SPAWNPOINT_SCORE < mindist)
123                         {
124                                 // too short distance
125                                 spawn_allgood = FALSE;
126                         }
127                         else 
128                         {
129                                 // perfect
130                                 spawn_allbad = FALSE;
131
132                                 if(spotlistend)
133                                         spotlistend.chain = spot;
134                                 spotlistend = spot;
135                                 if(!spotlist)
136                                         spotlist = spot;
137
138                                 /*
139                                 if(teamcheck)
140                                 if(spot.team != teamcheck)
141                                         error("invalid spawn added");
142
143                                 print("added ", etos(spot), "\n");
144                                 */
145                         }
146                 }
147         }
148         if(spotlistend)
149                 spotlistend.chain = world;
150
151         /*
152                 entity e;
153                 if(teamcheck)
154                         for(e = spotlist; e; e = e.chain)
155                         {
156                                 print("seen ", etos(e), "\n");
157                                 if(e.team != teamcheck)
158                                         error("invalid spawn found");
159                         }
160         */
161
162         return spotlist;
163 }
164
165 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
166 {
167         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
168         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
169         local entity spot;
170
171         RandomSelection_Init();
172         for(spot = firstspot; spot; spot = spot.chain)
173                 RandomSelection_Add(spot, 0, pow(bound(lower, spot.SPAWNPOINT_SCORE, upper), exponent) * spot.cnt, spot.SPAWNPOINT_SCORE >= lower);
174
175         return RandomSelection_chosen_ent;
176 }
177
178 /*
179 =============
180 SelectSpawnPoint
181
182 Finds a point to respawn
183 =============
184 */
185 entity SelectSpawnPoint (float anypoint)
186 {
187         local float teamcheck;
188         local entity firstspot_new;
189         local entity spot, firstspot, playerlist;
190
191         spot = find (world, classname, "testplayerstart");
192         if (spot)
193                 return spot;
194
195         teamcheck = 0;
196
197         if(!anypoint && have_team_spawns)
198                 teamcheck = self.team;
199
200         // get the list of players
201         playerlist = findchain(classname, "player");
202         // get the entire list of spots
203         firstspot = findchain(classname, "info_player_deathmatch");
204         // filter out the bad ones
205         // (note this returns the original list if none survived)
206         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
207         if(!firstspot_new)
208                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
209         firstspot = firstspot_new;
210
211         // there is 50/50 chance of choosing a random spot or the furthest spot
212         // (this means that roughly every other spawn will be furthest, so you
213         // usually won't get fragged at spawn twice in a row)
214         if (arena_roundbased)
215         {
216                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
217                 if(firstspot_new)
218                         firstspot = firstspot_new;
219                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
220         }
221         else if (random() > cvar("g_spawn_furthest"))
222                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
223         else
224                 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
225
226         if(cvar("spawn_debugview"))
227         {
228                 print("spot mindistance: ", ftos(spot.SPAWNPOINT_SCORE), "\n");
229
230                 entity e;
231                 if(teamcheck)
232                         for(e = firstspot; e; e = e.chain)
233                                 if(e.team != teamcheck)
234                                         error("invalid spawn found");
235         }
236
237         if (!spot)
238         {
239                 if(cvar("spawn_debug"))
240                         GotoNextMap();
241                 else
242                 {
243                         if(some_spawn_has_been_used)
244                                 return world; // team can't spawn any more, because of actions of other team
245                         else
246                                 error("Cannot find a spawn point - please fix the map!");
247                 }
248         }
249
250         return spot;
251 }
252
253 /*
254 =============
255 CheckPlayerModel
256
257 Checks if the argument string can be a valid playermodel.
258 Returns a valid one in doubt.
259 =============
260 */
261 string FallbackPlayerModel = "models/player/marine.zym";
262 string CheckPlayerModel(string plyermodel) {
263         if(strlen(plyermodel) < 4)
264                 return FallbackPlayerModel;
265         if( substring(plyermodel,0,14) != "models/player/")
266                 return FallbackPlayerModel;
267         else if(cvar("sv_servermodelsonly"))
268         {
269                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
270                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
271                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
272                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
273                         return FallbackPlayerModel;
274                 if(!fexists(plyermodel))
275                         return FallbackPlayerModel;
276         }
277         return plyermodel;
278 }
279
280 /*
281 =============
282 Client_customizeentityforclient
283
284 LOD reduction
285 =============
286 */
287 float Client_customizeentityforclient()
288 {
289 #ifdef ALLOW_VARIABLE_LOD
290         // self: me
291         // other: the player viewing me
292         float distance;
293         float f;
294
295         if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
296                 return TRUE;
297
298         if(other.cvar_cl_playerdetailreduction <= 0)
299         {
300                 if(other.cvar_cl_playerdetailreduction <= -2)
301                         self.modelindex = self.modelindex_lod2;
302                 else if(other.cvar_cl_playerdetailreduction <= -1)
303                         self.modelindex = self.modelindex_lod1;
304                 else
305                         self.modelindex = self.modelindex_lod0;
306         }
307         else
308         {
309                 distance = vlen(self.origin - other.origin);
310                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
311                 if(f > 10000)
312                         self.modelindex = self.modelindex_lod2;
313                 else if(f > 5000)
314                         self.modelindex = self.modelindex_lod1;
315                 else
316                         self.modelindex = self.modelindex_lod0;
317         }
318 #endif
319
320         return TRUE;
321 }
322
323 void UpdatePlayerSounds();
324 void setmodel_lod(entity e, string modelname)
325 {
326 #ifdef ALLOW_VARIABLE_LOD
327         string s;
328
329         // FIXME: this only supports 3-letter extensions
330         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
331         if(fexists(s))
332         {
333                 precache_model(s);
334                 setmodel(e, s); // players have high precision
335                 self.modelindex_lod1 = self.modelindex;
336         }
337         else
338                 self.modelindex_lod1 = -1;
339
340         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
341         if(fexists(s))
342         {
343                 precache_model(s);
344                 setmodel(e, s); // players have high precision
345                 self.modelindex_lod2 = self.modelindex;
346         }
347         else
348                 self.modelindex_lod2 = -1;
349
350         precache_model(modelname);
351         setmodel(e, modelname); // players have high precision
352         self.modelindex_lod0 = self.modelindex;
353
354         if(self.modelindex_lod1 < 0)
355                 self.modelindex_lod1 = self.modelindex;
356
357         if(self.modelindex_lod2 < 0)
358                 self.modelindex_lod2 = self.modelindex;
359 #else
360         precache_model(modelname);
361         setmodel(e, modelname); // players have high precision
362 #endif
363         player_setupanimsformodel();
364         UpdatePlayerSounds();
365 }
366
367 /*
368 =============
369 PutObserverInServer
370
371 putting a client as observer in the server
372 =============
373 */
374 void PutObserverInServer (void)
375 {
376         entity  spot;
377         spot = SelectSpawnPoint (TRUE);
378         if(!spot)
379                 error("No spawnpoints for observers?!?\n");
380         RemoveGrapplingHook(self); // Wazat's Grappling Hook
381
382         if(clienttype(self) == CLIENTTYPE_REAL)
383         {
384                 msg_entity = self;
385                 WriteByte(MSG_ONE, SVC_SETVIEW);
386                 WriteEntity(MSG_ONE, self);
387         }
388
389         DropAllRunes(self);
390         kh_Key_DropAll(self, TRUE);
391
392         if(self.flagcarried)
393                 DropFlag(self.flagcarried);
394
395         WaypointSprite_PlayerDead();
396         
397         if(self.killcount != -666)
398         {
399                 if(g_lms)
400                 {
401                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
402                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
403                         else
404                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
405                 }
406                 else
407                         bprint ("^4", self.netname, "^4 is spectating now\n");
408         }
409
410         PlayerScore_Clear(self); // clear scores when needed
411
412         self.spectatortime = time;
413         
414         self.classname = "observer";
415         self.health = -666;
416         self.takedamage = DAMAGE_NO;
417         self.solid = SOLID_NOT;
418         self.movetype = MOVETYPE_NOCLIP;
419         self.flags = FL_CLIENT | FL_NOTARGET;
420         self.armorvalue = 666;
421         self.effects = 0;
422         self.armorvalue = cvar("g_balance_armor_start");
423         self.pauserotarmor_finished = 0;
424         self.pauserothealth_finished = 0;
425         self.pauseregen_finished = 0;
426         self.damageforcescale = 0;
427         self.death_time = 0;
428         self.dead_frame = 0;
429         self.alpha = 0;
430         self.scale = 0;
431         self.fade_time = 0;
432         self.pain_frame = 0;
433         self.pain_finished = 0;
434         self.strength_finished = 0;
435         self.invincible_finished = 0;
436         self.pushltime = 0;
437         self.think = SUB_Null;
438         self.nextthink = 0;
439         self.hook_time = 0;
440         self.runes = 0;
441         self.deadflag = DEAD_NO;
442         self.angles = spot.angles;
443         self.angles_z = 0;
444         self.fixangle = TRUE;
445         self.crouch = FALSE;
446
447         self.view_ofs = PL_VIEW_OFS;
448         setorigin (self, spot.origin);
449         setsize (self, '0 0 0', '0 0 0');
450         self.oldorigin = self.origin;
451         self.items = 0;
452         self.model = "";
453         self.modelindex = 0;
454         self.weapon = 0;
455         self.weaponmodel = "";
456         self.weaponentity = world;
457         self.killcount = -666;
458         self.velocity = '0 0 0';
459         self.avelocity = '0 0 0';
460         self.punchangle = '0 0 0';
461         self.punchvector = '0 0 0';
462         self.oldvelocity = self.velocity;
463         self.customizeentityforclient = Client_customizeentityforclient;
464         self.viewzoom = 1;
465         self.wantswelcomemessage = 1;
466
467         if(g_race)
468                 race_PreparePlayer();
469
470         if(g_arena)
471         {
472                 if(self.version_mismatch)
473                 {
474                         Spawnqueue_Unmark(self);
475                         Spawnqueue_Remove(self);
476                 }
477                 else
478                 {
479                         Spawnqueue_Insert(self);
480                 }
481         }
482         else if(g_lms)
483         {
484                 // Only if the player cannot play at all
485                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
486                         self.frags = -666;
487                 else
488                         self.frags = -667;
489         }
490         else
491                 self.frags = -666;
492 }
493
494 float RestrictSkin(float s)
495 {
496         if(!teams_matter)
497                 return s;
498         if(s == 6)
499                 return 6;
500         return mod(s, 3);
501 }
502
503 void FixPlayermodel()
504 {
505         local string defaultmodel;
506         local float defaultskin;
507         local vector m1, m2;
508
509         defaultmodel = "";
510
511         if(cvar("sv_defaultcharacter") == 1) {
512                 defaultskin = 0;
513
514                 if(teams_matter)
515                 {
516                         defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
517                         defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
518                 }
519
520                 if(defaultmodel == "")
521                 {
522                         defaultmodel = cvar_string("sv_defaultplayermodel");
523                         defaultskin = cvar("sv_defaultplayerskin");
524                 }
525         }
526
527         if(defaultmodel != "")
528         {
529                 if (defaultmodel != self.model)
530                 {
531                         m1 = self.mins;
532                         m2 = self.maxs;
533                         setmodel_lod (self, defaultmodel);
534                         setsize (self, m1, m2);
535                 }
536
537                 self.skin = defaultskin;
538         } else {
539                 if (self.playermodel != self.model)
540                 {
541                         self.playermodel = CheckPlayerModel(self.playermodel);
542                         m1 = self.mins;
543                         m2 = self.maxs;
544                         setmodel_lod (self, self.playermodel);
545                         setsize (self, m1, m2);
546                 }
547
548                 self.skin = RestrictSkin(stof(self.playerskin));
549         }
550
551         if(!teams_matter)
552                 if(strlen(cvar_string("sv_defaultplayercolors")))
553                         if(self.clientcolors != cvar("sv_defaultplayercolors"))
554                                 setcolor(self, cvar("sv_defaultplayercolors"));
555 }
556
557 /*
558 =============
559 PutClientInServer
560
561 Called when a client spawns in the server
562 =============
563 */
564 //void() ctf_playerchanged;
565 void PutClientInServer (void)
566 {
567         if(clienttype(self) == CLIENTTYPE_BOT)
568         {
569                 self.classname = "player";
570         }
571         else if(clienttype(self) == CLIENTTYPE_REAL)
572         {
573                 msg_entity = self;
574                 WriteByte(MSG_ONE, SVC_SETVIEW);
575                 WriteEntity(MSG_ONE, self);
576         }
577
578         // player is dead and becomes observer
579         // FIXME fix LMS scoring for new system
580         if(g_lms)
581         {
582                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
583                         self.classname = "observer";
584         }
585
586         if(g_arena)
587         if(!self.spawned)
588                 self.classname = "observer";
589
590         if(self.classname == "player") {
591                 entity  spot;
592
593                 if(g_race)
594                         if(self.killcount == -666)
595                                 race_PreparePlayer();
596
597                 spot = SelectSpawnPoint (FALSE);
598                 if(!spot)
599                 {
600                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
601                         return; // spawn failed
602                 }
603
604                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
605
606                 self.classname = "player";
607                 self.iscreature = TRUE;
608                 self.movetype = MOVETYPE_WALK;
609                 self.solid = SOLID_SLIDEBOX;
610                 self.flags = FL_CLIENT;
611                 self.takedamage = DAMAGE_AIM;
612                 if(g_minstagib)
613                         self.effects = EF_FULLBRIGHT;
614                 else
615                         self.effects = 0;
616                 self.air_finished = time + 12;
617                 self.dmg = 2;
618
619                 self.ammo_shells = start_ammo_shells;
620                 self.ammo_nails = start_ammo_nails;
621                 self.ammo_rockets = start_ammo_rockets;
622                 self.ammo_cells = start_ammo_cells;
623                 self.health = start_health;
624                 self.armorvalue = start_armorvalue;
625                 self.items = start_items;
626                 self.switchweapon = start_switchweapon;
627                 self.cnt = start_switchweapon;
628                 self.weapon = 0;
629                 self.jump_interval = time;
630
631                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
632                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
633                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
634                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
635                 //extend the pause of rotting if client was reset at the beginning of the countdown
636                 if(!cvar("sv_ready_restart_after_countdown") && time < restart_countdown) {
637                         self.spawnshieldtime += RESTART_COUNTDOWN;
638                         self.pauserotarmor_finished += RESTART_COUNTDOWN;
639                         self.pauserothealth_finished += RESTART_COUNTDOWN;
640                         self.pauseregen_finished += RESTART_COUNTDOWN;
641                 }
642                 self.damageforcescale = 2;
643                 self.death_time = 0;
644                 self.dead_frame = 0;
645                 self.alpha = 0;
646                 self.scale = 0;
647                 self.fade_time = 0;
648                 self.pain_frame = 0;
649                 self.pain_finished = 0;
650                 self.strength_finished = 0;
651                 self.invincible_finished = 0;
652                 self.pushltime = 0;
653                 //self.speed_finished = 0;
654                 //self.slowmo_finished = 0;
655                 // players have no think function
656                 self.think = SUB_Null;
657                 self.nextthink = 0;
658                 self.hook_time = 0;
659
660                 self.runes = 0;
661
662                 self.deadflag = DEAD_NO;
663
664                 self.angles = spot.angles;
665
666                 self.angles_z = 0; // never spawn tilted even if the spot says to
667                 self.fixangle = TRUE; // turn this way immediately
668                 self.velocity = '0 0 0';
669                 self.avelocity = '0 0 0';
670                 self.punchangle = '0 0 0';
671                 self.punchvector = '0 0 0';
672                 self.oldvelocity = self.velocity;
673
674                 self.viewzoom = 0.6;
675                 self.has_zoomed = 0;
676
677                 self.customizeentityforclient = Client_customizeentityforclient;
678
679                 self.model = "";
680                 FixPlayermodel();
681
682                 self.crouch = FALSE;
683                 self.view_ofs = PL_VIEW_OFS;
684                 setsize (self, PL_MIN, PL_MAX);
685                 self.spawnorigin = spot.origin;
686                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
687                 // don't reset back to last position, even if new position is stuck in solid
688                 self.oldorigin = self.origin;
689
690                 if(g_arena)
691                 {
692                         Spawnqueue_Remove(self);
693                         Spawnqueue_Mark(self);
694                 }
695
696                 self.event_damage = PlayerDamage;
697
698                 self.bot_attack = TRUE;
699
700                 self.statdraintime = time + 5;
701                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
702
703                 if(g_race)
704                         if(self.killcount != -666)
705                                 if(spot.target == "")
706                                         // let the player run without timing, if he did not spawn at a targetting spawnpoint
707                                         race_PreparePlayer();
708
709                 if(self.killcount == -666) {
710                         PlayerScore_Clear(self);
711                         self.killcount = 0;
712                         self.frags = 0;
713                 }
714
715                 self.cnt = WEP_LASER;
716                 self.nixnex_lastchange_id = -1;
717
718                 CL_SpawnWeaponentity();
719                 self.alpha = default_player_alpha;
720                 self.colormod = '1 1 1' * cvar("g_player_brightness");
721                 self.exteriorweaponentity.alpha = default_weapon_alpha;
722
723                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
724                 self.lms_traveled_distance = 0;
725                 self.speedrunning = FALSE;
726
727                 if(cvar("spawn_debug"))
728                 {
729                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
730                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
731                 }
732
733                 //stuffcmd(self, "chase_active 0");
734                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
735
736                 if (cvar("g_spawnsound"))
737                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
738
739                 if(g_assault) {
740                         if(self.team == assault_attacker_team)
741                                 centerprint(self, "You are attacking!\n");
742                         else
743                                 centerprint(self, "You are defending!\n");
744                 }
745
746         } else if(self.classname == "observer") {
747                 PutObserverInServer ();
748         }
749
750         //if(g_ctf)
751         //      ctf_playerchanged();
752 }
753
754 /*
755 =============
756 SendCSQCInfo
757
758 Send whatever CSQC needs NOW and cannot wait for SendServerInfo to happen...
759 =============
760 */
761 void SendCSQCInfo(void)
762 {
763         if(clienttype(self) != CLIENTTYPE_REAL)
764                 return;
765         msg_entity = self;
766         WriteByte(MSG_ONE, SVC_TEMPENTITY);
767         WriteByte(MSG_ONE, TE_CSQC_INIT);
768         WriteShort(MSG_ONE, CSQC_REVISION);
769         WriteByte(MSG_ONE, maxclients);
770 }
771
772 /*
773 =============
774 SetNewParms
775 =============
776 */
777 void SetNewParms (void)
778 {
779         // initialize parms for a new player
780         parm1 = -(86400 * 366);
781 }
782
783 /*
784 =============
785 SetChangeParms
786 =============
787 */
788 void SetChangeParms (void)
789 {
790         // save parms for level change
791         parm1 = self.parm_idlesince - time;
792 }
793
794 /*
795 =============
796 DecodeLevelParms
797 =============
798 */
799 void DecodeLevelParms (void)
800 {
801         // load parms
802         self.parm_idlesince = parm1;
803         if(self.parm_idlesince == -(86400 * 366))
804                 self.parm_idlesince = time;
805 }
806
807 /*
808 =============
809 ClientKill
810
811 Called when a client types 'kill' in the console
812 =============
813 */
814
815 void ClientKill_Now_TeamChange()
816 {
817         if(self.killindicator_teamchange == -1)
818         {
819                 self.team = -1;
820                 JoinBestTeam( self, FALSE, FALSE );
821         }
822         else
823         {
824                 SV_ChangeTeam(self.killindicator_teamchange - 1);
825         }
826 }
827
828 void ClientKill_Now()
829 {
830         if(self.killindicator_teamchange)
831                 ClientKill_Now_TeamChange();
832
833         // in any case:
834         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
835
836         if(self.killindicator)
837         {
838                 dprint("Cleaned up after a leaked kill indicator.\n");
839                 remove(self.killindicator);
840                 self.killindicator = world;
841         }
842 }
843 void KillIndicator_Think()
844 {
845         if (!self.owner.modelindex)
846         {
847                 self.owner.killindicator = world;
848                 remove(self);
849                 return;
850         }
851
852         if(self.cnt <= 0)
853         {
854                 self = self.owner;
855                 ClientKill_Now(); // no oldself needed
856                 return;
857         }
858         else
859         {
860                 if(self.cnt <= 10)
861                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
862                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
863                 {
864                         if(self.cnt <= 10)
865                                 announce(self.owner, strcat("announcer/robotic/", ftos(self.cnt), ".ogg"));
866                         if(self.owner.killindicator_teamchange)
867                         {
868                                 if(self.owner.killindicator_teamchange == -1)
869                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
870                                 else
871                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
872                         }
873                         else
874                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
875                 }
876                 self.nextthink = time + 1;
877                 self.cnt -= 1;
878         }
879 }
880
881 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
882 {
883         float killtime;
884         entity e;
885         killtime = cvar("g_balance_kill_delay");
886
887         self.killindicator_teamchange = targetteam;
888
889         if(!self.killindicator)
890         {
891                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
892                 {
893                         ClientKill_Now();
894                 }
895                 else
896                 {
897                         self.killindicator = spawn();
898                         self.killindicator.owner = self;
899                         self.killindicator.scale = 0.5;
900                         setattachment(self.killindicator, self, "");
901                         setorigin(self.killindicator, '0 0 52');
902                         self.killindicator.think = KillIndicator_Think;
903                         self.killindicator.nextthink = time + (self.lip) * 0.05;
904                         self.killindicator.cnt = ceil(killtime);
905                         self.killindicator.count = bound(0, ceil(killtime), 10);
906                         sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
907
908                         for(e = world; (e = find(e, classname, "body")) != world; )
909                         {
910                                 if(e.enemy != self)
911                                         continue;
912                                 e.killindicator = spawn();
913                                 e.killindicator.owner = e;
914                                 e.killindicator.scale = 0.5;
915                                 setattachment(e.killindicator, e, "");
916                                 setorigin(e.killindicator, '0 0 52');
917                                 e.killindicator.think = KillIndicator_Think;
918                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
919                                 e.killindicator.cnt = ceil(killtime);
920                         }
921                         self.lip = 0;
922                 }
923         }
924         if(self.killindicator)
925         {
926                 if(targetteam)
927                         self.killindicator.colormod = TeamColor(targetteam);
928                 else
929                         self.killindicator.colormod = '0 0 0';
930         }
931 }
932
933 void ClientKill (void)
934 {
935         ClientKill_TeamChange(0);
936 }
937
938 void DoTeamChange(float destteam)
939 {
940         float t, c0;
941         if(!cvar("teamplay"))
942         {
943                 if(destteam >= 0)
944                         SetPlayerColors(self, destteam);
945                 return;
946         }
947         if(self.classname == "player")
948         if(destteam == -1)
949         {
950                 CheckAllowedTeams(self);
951                 t = FindSmallestTeam(self, TRUE);
952                 switch(self.team)
953                 {
954                         case COLOR_TEAM1: c0 = c1; break;
955                         case COLOR_TEAM2: c0 = c2; break;
956                         case COLOR_TEAM3: c0 = c3; break;
957                         case COLOR_TEAM4: c0 = c4; break;
958                         default:          c0 = 999;
959                 }
960                 switch(t)
961                 {
962                         case 1:
963                                 if(c0 > c1)
964                                         destteam = COLOR_TEAM1;
965                                 break;
966                         case 2:
967                                 if(c0 > c2)
968                                         destteam = COLOR_TEAM2;
969                                 break;
970                         case 3:
971                                 if(c0 > c3)
972                                         destteam = COLOR_TEAM3;
973                                 break;
974                         case 4:
975                                 if(c0 > c4)
976                                         destteam = COLOR_TEAM4;
977                                 break;
978                 }
979                 if(destteam == -1)
980                         return;
981         }
982         if(destteam == self.team && !self.killindicator)
983                 return;
984         ClientKill_TeamChange(destteam);
985 }
986
987 void FixClientCvars(entity e)
988 {
989         // send prediction settings to the client
990         stuffcmd(e, "\nin_bindmap 0 0\n");
991         /*
992          * we no longer need to stuff this. Remove this comment block if you feel 
993          * 2.3 and higher (or was it 2.2.3?) don't need these any more
994         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
995         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
996         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
997         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
998         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
999         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
1000         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
1001         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
1002         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
1003         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
1004         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
1005         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
1006         stuffcmd(e, "cl_movement_edgefriction 1\n");
1007          */
1008 }
1009
1010 /*
1011 =============
1012 ClientConnect
1013
1014 Called when a client connects to the server
1015 =============
1016 */
1017 //void ctf_clientconnect();
1018 string ColoredTeamName(float t);
1019 void DecodeLevelParms (void);
1020 //void dom_player_join_team(entity pl);
1021 void ClientConnect (void)
1022 {
1023         local string s;
1024         float wep;
1025
1026         if(self.flags & FL_CLIENT)
1027         {
1028                 print("Warning: ClientConnect, but already connected!\n");
1029                 return;
1030         }
1031
1032         if(Ban_IsClientBanned(self))
1033         {
1034                 s = strcat("^1NOTE:^7 banned client ", self.netaddress, " just tried to enter\n");
1035                 dropclient(self);
1036                 bprint(s);
1037                 return;
1038         }
1039
1040         DecodeLevelParms();
1041
1042         self.classname = "player_joining";
1043
1044         self.flags = self.flags | FL_CLIENT;
1045         self.version_nagtime = time + 10 + random() * 10;
1046
1047         if(player_count<0)
1048         {
1049                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1050                 player_count = 0;
1051         }
1052
1053         PlayerScore_Attach(self);
1054
1055         bot_clientconnect();
1056
1057         //if(g_domination)
1058         //      dom_player_join_team(self);
1059
1060         //JoinBestTeam(self, FALSE, FALSE);
1061
1062         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1063                 self.classname = "observer";
1064         } else {
1065                 self.classname = "player";
1066                 campaign_bots_may_start = 1;
1067         }
1068
1069         self.playerid = (playerid_last = playerid_last + 1);
1070         if(cvar("sv_eventlog"))
1071         {
1072                 if(clienttype(self) == CLIENTTYPE_REAL)
1073                         s = "player";
1074                 else
1075                         s = "bot";
1076                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
1077                 s = strcat(":team:", ftos(self.playerid), ":");
1078                 s = strcat(s, ftos(self.team));
1079                 GameLogEcho(s, FALSE);
1080         }
1081         self.netname_previous = strzone(self.netname);
1082
1083         //stuffcmd(self, "set tmpviewsize $viewsize \n");
1084
1085         bprint ("^4",self.netname);
1086         bprint ("^4 connected");
1087
1088         if(g_domination || g_ctf)
1089         {
1090                 bprint(" and joined the ");
1091                 bprint(ColoredTeamName(self.team));
1092         }
1093
1094         bprint("\n");
1095
1096         self.welcomemessage_time = 0;
1097
1098         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1099         // TODO: is this being used for anything else than cd tracks?
1100         // Remember: SVC_CDTRACK exists. Maybe it should be used.
1101         //
1102         stuffcmd(self, "cl_particles_reloadeffects\n");
1103
1104         FixClientCvars(self);
1105
1106         // spawnfunc_waypoint sprites
1107         WaypointSprite_InitClient(self);
1108
1109         // Wazat's grappling hook
1110         SetGrappleHookBindings();
1111
1112         // get autoswitch state from player when he toggles it
1113         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1114
1115         // get version info from player
1116         stuffcmd(self, "cmd clientversion $gameversion\n");
1117
1118         // send all weapon info strings
1119         stuffcmd(self, "register_bestweapon clear\n"); // clear the Quake stuff
1120         wep = WEP_FIRST;
1121         while (wep <= WEP_LAST)
1122         {
1123                 weapon_action(wep, WR_REGISTER);
1124                 wep = wep + 1;
1125         }
1126
1127         // get other cvars from player
1128         GetCvars(0);
1129
1130         // set cvar for team scoreboard
1131         if (teams_matter)
1132         {
1133                 local float t;
1134                 t = cvar("teamplay");
1135                 // 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
1136                 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
1137         }
1138         else
1139                 stuffcmd(self, "set teamplay 0\n");
1140
1141         // notify about available teams
1142         if(teamplay)
1143         {
1144                 CheckAllowedTeams(self);
1145                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1146                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1147         }
1148         else
1149                 stuffcmd(self, "set _teams_available 0\n");
1150
1151         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1152
1153         if(g_arena)
1154         {
1155                 self.classname = "observer";
1156                 Spawnqueue_Insert(self);
1157         }
1158         /*else if(g_ctf)
1159         {
1160                 ctf_clientconnect();
1161         }*/
1162
1163         if(entcs_start)
1164                 attach_entcs();
1165
1166         bot_relinkplayerlist();
1167
1168         self.spectatortime = time;
1169         if(blockSpectators)
1170         {
1171                 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"));
1172         }
1173
1174         self.jointime = time;
1175         self.allowedTimeouts = cvar("sv_timeout_number");
1176
1177         if(clienttype(self) == CLIENTTYPE_REAL)
1178         {
1179                 sprint(self, strcat("nexuiz-csqc protocol ", ftos(CSQC_REVISION), "\n"));
1180                 SendCSQCInfo();
1181                 msg_entity = self;
1182                 if(mapvote_initialized && !cvar("g_maplist_textonly"))
1183                 {
1184                         MapVote_SendData(MSG_ONE);
1185                         MapVote_UpdateData(MSG_ONE);
1186                 }
1187                 ScoreInfo_Write(MSG_ONE);
1188         }
1189
1190         if(g_lms)
1191         {
1192                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1193                 {
1194                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1195                         self.frags = -666; // FIXME do we still need this?
1196                 }
1197         }
1198 }
1199
1200 /*
1201 =============
1202 ClientDisconnect
1203
1204 Called when a client disconnects from the server
1205 =============
1206 */
1207 void(entity e) DropFlag;
1208 .entity chatbubbleentity;
1209 .entity teambubbleentity;
1210 //void() ctf_clientdisconnect;
1211 void ClientDisconnect (void)
1212 {
1213         float save;
1214
1215         if not(self.flags & FL_CLIENT)
1216         {
1217                 print("Warning: ClientDisconnect without ClientConnect\n");
1218                 return;
1219         }
1220
1221         bot_clientdisconnect();
1222
1223         if(entcs_start)
1224                 detach_entcs();
1225         
1226         if(cvar("sv_eventlog"))
1227                 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
1228         bprint ("^4",self.netname);
1229         bprint ("^4 disconnected\n");
1230
1231         if (self.chatbubbleentity)
1232         {
1233                 remove (self.chatbubbleentity);
1234                 self.chatbubbleentity = world;
1235         }
1236
1237         if (self.teambubbleentity)
1238         {
1239                 remove (self.teambubbleentity);
1240                 self.teambubbleentity = world;
1241         }
1242
1243         if (self.killindicator)
1244         {
1245                 remove (self.killindicator);
1246                 self.killindicator = world;
1247         }
1248
1249         WaypointSprite_PlayerGone();
1250
1251         DropAllRunes(self);
1252         kh_Key_DropAll(self, TRUE);
1253
1254         if(self.flagcarried)
1255                 DropFlag(self.flagcarried);
1256
1257         save = self.flags;
1258         self.flags = self.flags - (self.flags & FL_CLIENT);
1259         bot_relinkplayerlist();
1260         self.flags = save;
1261
1262         // remove laserdot
1263         if(self.weaponentity)
1264                 if(self.weaponentity.lasertarget)
1265                         remove(self.weaponentity.lasertarget);
1266
1267         if(g_arena)
1268         {
1269                 Spawnqueue_Unmark(self);
1270                 Spawnqueue_Remove(self);
1271         }
1272         /*if(g_ctf)
1273         {
1274                 ctf_clientdisconnect();
1275         }
1276         */
1277
1278         PlayerScore_Detach(self);
1279
1280         if(self.netname_previous)
1281                 strunzone(self.netname_previous);
1282
1283         ClearPlayerSounds();
1284
1285         // free cvars
1286         GetCvars(-1);
1287         self.playerid = 0;
1288 }
1289
1290 .float BUTTON_CHAT;
1291 void ChatBubbleThink()
1292 {
1293         self.nextthink = time;
1294         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1295         {
1296                 self.owner.chatbubbleentity = world;
1297                 remove(self);
1298                 return;
1299         }
1300         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
1301         if (self.owner.BUTTON_CHAT && !self.owner.deadflag)
1302                 self.model = self.mdl;
1303         else
1304                 self.model = "";
1305 };
1306
1307 void UpdateChatBubble()
1308 {
1309         if (!self.modelindex)
1310                 return;
1311         // spawn a chatbubble entity if needed
1312         if (!self.chatbubbleentity)
1313         {
1314                 self.chatbubbleentity = spawn();
1315                 self.chatbubbleentity.owner = self;
1316                 self.chatbubbleentity.exteriormodeltoclient = self;
1317                 self.chatbubbleentity.think = ChatBubbleThink;
1318                 self.chatbubbleentity.nextthink = time;
1319                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1320                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1321                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1322                 self.chatbubbleentity.model = "";
1323                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1324         }
1325 }
1326
1327
1328 void TeamBubbleThink()
1329 {
1330         self.nextthink = time;
1331         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1332         {
1333                 self.owner.teambubbleentity = world;
1334                 remove(self);
1335                 return;
1336         }
1337 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
1338         if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1339                 self.model = "";
1340         else
1341                 self.model = self.mdl;
1342
1343 };
1344
1345 float TeamBubble_customizeentityforclient()
1346 {
1347         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1348 }
1349
1350 void UpdateTeamBubble()
1351 {
1352         if (!self.modelindex || !cvar("teamplay"))
1353                 return;
1354         // spawn a teambubble entity if needed
1355         if (!self.teambubbleentity && cvar("teamplay"))
1356         {
1357                 self.teambubbleentity = spawn();
1358                 self.teambubbleentity.owner = self;
1359                 self.teambubbleentity.exteriormodeltoclient = self;
1360                 self.teambubbleentity.think = TeamBubbleThink;
1361                 self.teambubbleentity.nextthink = time;
1362                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1363 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1364                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
1365                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1366                 self.teambubbleentity.mdl = self.teambubbleentity.model;
1367                 self.teambubbleentity.model = self.teambubbleentity.mdl;
1368                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1369                 self.teambubbleentity.effects = EF_LOWPRECISION;
1370         }
1371 }
1372
1373 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1374 // added to the model skins
1375 /*void UpdateColorModHack()
1376 {
1377         local float c;
1378         c = self.clientcolors & 15;
1379         // LordHavoc: only bothering to support white, green, red, yellow, blue
1380              if (teamplay == 0) self.colormod = '0 0 0';
1381         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1382         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1383         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1384         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1385         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1386         else self.colormod = '1 1 1';
1387 };*/
1388
1389 void respawn(void)
1390 {
1391         CopyBody(1);
1392         self.effects |= EF_NODRAW; // prevent another CopyBody
1393         PutClientInServer();
1394 }
1395
1396 /**
1397  * When sv_timeout is used this function returs strings like
1398  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1399  * Called by centerprint functions
1400  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1401  */
1402 string getTimeoutText(float addOneSecond) {
1403         if (!cvar("sv_timeout") || !timeoutStatus)
1404                 return "";
1405
1406         local string retStr;
1407         if (timeoutStatus == 1) {
1408                 if (addOneSecond == 1) {
1409                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1410                 }
1411                 else {
1412                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1413                 }
1414                 return retStr;
1415         }
1416         else if (timeoutStatus == 2) {
1417                 if (addOneSecond) {
1418                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1419                         //don't show messages like "Timeout ends in 0 seconds"...
1420                         if ((remainingTimeoutTime + 1) > 0)
1421                                 return retStr;
1422                         else
1423                                 return "";
1424                 }
1425                 else {
1426                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1427                         //don't show messages like "Timeout ends in 0 seconds"...
1428                         if (remainingTimeoutTime > 0)
1429                                 return retStr;
1430                         else
1431                                 return "";
1432                 }
1433         }
1434         else return "";
1435 }
1436
1437 void player_powerups (void)
1438 {
1439         if (g_minstagib)
1440         {
1441                 if (self.items & IT_STRENGTH)
1442                 {
1443                         if (time > self.strength_finished)
1444                         {
1445                                 if (g_minstagib_invis_alpha > 0)
1446                                 {
1447                                         self.alpha = default_player_alpha;
1448                                         self.exteriorweaponentity.alpha = default_weapon_alpha;
1449                                         self.effects = self.effects | EF_FULLBRIGHT;
1450                                 }
1451                                 else
1452                                 {
1453                                         self.effects -= self.effects & EF_NODRAW;
1454                                 }
1455                                 self.items = self.items - (self.items & IT_STRENGTH);
1456                                 sprint(self, "^3Invisibility has worn off\n");
1457                         }
1458                 }
1459                 else
1460                 {
1461                         if (time < self.strength_finished)
1462                         {
1463                                 if (g_minstagib_invis_alpha > 0)
1464                                 {
1465                                         self.alpha = g_minstagib_invis_alpha;
1466                                         self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1467                                         self.effects -= self.effects & EF_FULLBRIGHT;
1468                                 }
1469                                 else
1470                                 {
1471                                         self.effects = self.effects | EF_NODRAW;
1472                                 }
1473                                 self.items = self.items | IT_STRENGTH;
1474                                 sprint(self, "^3You are invisible\n");
1475                         }
1476                 }
1477
1478                 if (self.items & IT_INVINCIBLE)
1479                 {
1480                         if (time > self.invincible_finished)
1481                         {
1482                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1483                                 sprint(self, "^3Speed has worn off\n");
1484                         }
1485                 }
1486                 else
1487                 {
1488                         if (time < self.invincible_finished)
1489                         {
1490                                 self.items = self.items | IT_INVINCIBLE;
1491                                 sprint(self, "^3You are on speed\n");
1492                         }
1493                 }
1494                 return;
1495         }
1496
1497         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1498         if (self.items & IT_STRENGTH)
1499         {
1500                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1501                 if (time > self.strength_finished)
1502                 {
1503                         self.items = self.items - (self.items & IT_STRENGTH);
1504                         sprint(self, "^3Strength has worn off\n");
1505                 }
1506         }
1507         else
1508         {
1509                 if (time < self.strength_finished)
1510                 {
1511                         self.items = self.items | IT_STRENGTH;
1512                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1513                 }
1514         }
1515         if (self.items & IT_INVINCIBLE)
1516         {
1517                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1518                 if (time > self.invincible_finished)
1519                 {
1520                         self.items = self.items - (self.items & IT_INVINCIBLE);
1521                         sprint(self, "^3Shield has worn off\n");
1522                 }
1523         }
1524         else
1525         {
1526                 if (time < self.invincible_finished)
1527                 {
1528                         self.items = self.items | IT_INVINCIBLE;
1529                         sprint(self, "^3Shield surrounds you\n");
1530                 }
1531         }
1532
1533         if (cvar("g_fullbrightplayers"))
1534                 self.effects = self.effects | EF_FULLBRIGHT;
1535
1536         // midair gamemode: damage only while in the air
1537         // if in midair mode, being on ground grants temporary invulnerability
1538         // (this is so that multishot weapon don't clear the ground flag on the
1539         // first damage in the frame, leaving the player vulnerable to the
1540         // remaining hits in the same frame)
1541         if (self.flags & FL_ONGROUND)
1542         if (g_midair)
1543                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1544
1545         if (time < self.spawnshieldtime)
1546                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1547 }
1548
1549 float CalcRegen(float current, float stable, float regenfactor)
1550 {
1551         if(current > stable)
1552                 return current;
1553         else if(current > stable - 0.25) // when close enough, "snap"
1554                 return stable;
1555         else
1556                 return min(stable, current + (stable - current) * regenfactor * frametime);
1557 }
1558
1559 void player_regen (void)
1560 {
1561         float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1562         maxh = cvar("g_balance_health_stable");
1563         maxa = cvar("g_balance_armor_stable");
1564         limith = cvar("g_balance_health_limit");
1565         limita = cvar("g_balance_armor_limit");
1566
1567         if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1568                 return;
1569
1570         max_mod = regen_mod = rot_mod = limit_mod = 1;
1571
1572         if (self.runes & RUNE_REGEN)
1573         {
1574                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1575                 {
1576                         regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1577                         max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1578                         limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1579                 }
1580                 else
1581                 {
1582                         regen_mod = cvar("g_balance_rune_regen_regenrate");
1583                         max_mod = cvar("g_balance_rune_regen_hpmod");
1584                         limit_mod = cvar("g_balance_rune_regen_limitmod");
1585                 }
1586         }
1587         else if (self.runes & CURSE_VENOM)
1588         {
1589                 max_mod = cvar("g_balance_curse_venom_hpmod");
1590                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1591                         rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1592                 else
1593                         rot_mod = cvar("g_balance_curse_venom_rotrate");
1594                 limit_mod = cvar("g_balance_curse_venom_limitmod");
1595                 //if (!self.runes & RUNE_REGEN)
1596                 //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1597         }
1598         maxh = maxh * max_mod;
1599         //maxa = maxa * max_mod;
1600         limith = limith * limit_mod;
1601         limita = limita * limit_mod;
1602
1603         if (self.armorvalue > maxa)
1604         {
1605                 if (time > self.pauserotarmor_finished)
1606                 {
1607                         self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1608                         self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1609                 }
1610         }
1611         else if (self.armorvalue < maxa)
1612         {
1613                 if (time > self.pauseregen_finished)
1614                 {
1615                         self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1616                         self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1617                 }
1618         }
1619         if (self.health > maxh)
1620         {
1621                 if (time > self.pauserothealth_finished)
1622                 {
1623                         self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1624                         self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1625                 }
1626         }
1627         else if (self.health < maxh)
1628         {
1629                 if (time > self.pauseregen_finished)
1630                 {
1631                         self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1632                         self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1633                 }
1634         }
1635
1636         if (self.health > limith)
1637                 self.health = limith;
1638         if (self.armorvalue > limita)
1639                 self.armorvalue = limita;
1640
1641         // if player rotted to death...  die!
1642         if(self.health < 1)
1643                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1644 }
1645
1646 /*
1647 ======================
1648 spectate mode routines
1649 ======================
1650 */
1651 void SpectateCopy(entity spectatee) {
1652         self.armortype = spectatee.armortype;
1653         self.armorvalue = spectatee.armorvalue;
1654         self.currentammo = spectatee.currentammo;
1655         self.effects = spectatee.effects;
1656         self.health = spectatee.health;
1657         self.impulse = 0;
1658         self.items = spectatee.items;
1659         self.punchangle = spectatee.punchangle;
1660         self.view_ofs = spectatee.view_ofs;
1661         self.v_angle = spectatee.v_angle;
1662         self.viewzoom = spectatee.viewzoom;
1663         self.velocity = spectatee.velocity;
1664         self.dmg_take = spectatee.dmg_take;
1665         self.dmg_save = spectatee.dmg_save;
1666         self.dmg_inflictor = spectatee.dmg_inflictor;
1667         self.angles = spectatee.v_angle;
1668         self.fixangle = TRUE;
1669         setorigin(self, spectatee.origin);
1670         setsize(self, spectatee.mins, spectatee.maxs);
1671 }
1672
1673 float SpectateUpdate() {
1674         if(!self.enemy)
1675                 return 0;
1676
1677         if (self == self.enemy)
1678                 return 0;
1679         
1680         if(self.enemy.flags & FL_NOTARGET)
1681                 return 0;
1682
1683         SpectateCopy(self.enemy);
1684
1685         return 1;
1686 }
1687
1688 float SpectateNext() {
1689         other = find(self.enemy, classname, "player");
1690         if (!other) {
1691                 other = find(other, classname, "player");
1692         }
1693         if (other) {
1694                 self.enemy = other;
1695         }
1696         if(self.enemy.classname == "player") {
1697                 msg_entity = self;
1698                 WriteByte(MSG_ONE, SVC_SETVIEW);
1699                 WriteEntity(MSG_ONE, self.enemy);
1700                 self.wantswelcomemessage = 1;
1701                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1702                 if(!SpectateUpdate())
1703                         PutObserverInServer();
1704                 return 1;
1705         } else {
1706                 return 0;
1707         }
1708 }
1709
1710 /*
1711 =============
1712 ShowRespawnCountdown()
1713
1714 Update a respawn countdown display.
1715 =============
1716 */
1717 void ShowRespawnCountdown()
1718 {
1719         float number;
1720         if(self.deadflag == DEAD_NO) // just respawned?
1721                 return;
1722         else
1723         {
1724                 number = ceil(self.death_time - time);
1725                 if(number <= 0)
1726                         return;
1727                 if(number <= self.respawn_countdown)
1728                 {
1729                         self.respawn_countdown = number - 1;
1730                         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
1731                                 announce(self, strcat("announcer/robotic/", ftos(number), ".ogg"));
1732                 }
1733         }
1734 }
1735
1736 void LeaveSpectatorMode()
1737 {
1738         if(isJoinAllowed()) {
1739                 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1740                         self.classname = "player";
1741                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1742                                 JoinBestTeam(self, FALSE, TRUE);
1743                         if(cvar("g_campaign"))
1744                                 campaign_bots_may_start = 1;
1745                         PutClientInServer();
1746                         if(!(self.flags & FL_NOTARGET))
1747                                 bprint ("^4", self.netname, "^4 is playing now\n");
1748                         centerprint(self,"");
1749                         return;
1750                 } else {
1751                         stuffcmd(self,"menu_showteamselect\n");
1752                         return;
1753                 }
1754         }
1755         else {
1756                 //player may not join because of g_maxplayers is set
1757                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
1758         }
1759 }
1760
1761 /**
1762  * Determines whether the player is allowed to join. This depends on cvar
1763  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1764  * it checks whether the number of currently playing players exceeds g_maxplayers.
1765  * @return bool TRUE if the player is allowed to join, false otherwise
1766  */
1767 float isJoinAllowed() {
1768         if (!cvar("g_maxplayers"))
1769                 return TRUE;
1770
1771         local entity e;
1772         local float currentlyPlaying;
1773         FOR_EACH_REALPLAYER(e) {
1774                 if(e.classname == "player")
1775                         currentlyPlaying += 1;
1776         }
1777         if(currentlyPlaying < cvar("g_maxplayers"))
1778                 return TRUE;
1779
1780         return FALSE;
1781 }
1782
1783 /**
1784  * Checks whether the client is an observer or spectator, if so, he will get kicked after
1785  * g_maxplayers_spectator_blocktime seconds
1786  */
1787 void checkSpectatorBlock() {
1788         if(self.classname == "spectator" || self.classname == "observer") {
1789                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
1790                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
1791                         dropclient(self);
1792                 }
1793         }
1794 }
1795
1796 float vercmp_recursive(string v1, string v2)
1797 {
1798         float dot1, dot2;
1799         string s1, s2;
1800         float r;
1801
1802         dot1 = strstrofs(v1, ".", 0);
1803         dot2 = strstrofs(v2, ".", 0);
1804         if(dot1 == -1)
1805                 s1 = v1;
1806         else
1807                 s1 = substring(v1, 0, dot1);
1808         if(dot2 == -1)
1809                 s2 = v2;
1810         else
1811                 s2 = substring(v2, 0, dot2);
1812
1813         r = stof(s1) - stof(s2);
1814         if(r != 0)
1815                 return r;
1816
1817         r = strcasecmp(s1, s2);
1818         if(r != 0)
1819                 return r;
1820
1821         if(dot1 == -1)
1822                 if(dot2 == -1)
1823                         return 0;
1824                 else
1825                         return -1;
1826         else
1827                 if(dot2 == -1)
1828                         return 1;
1829                 else
1830                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
1831 }
1832
1833 float vercmp(string v1, string v2)
1834 {
1835         if(strcasecmp(v1, v2) == 0) // early out check
1836                 return 0;
1837         return vercmp_recursive(v1, v2);
1838 }
1839
1840 void ObserverThink()
1841 {
1842         if (self.flags & FL_JUMPRELEASED) {
1843                 if (self.BUTTON_JUMP && !self.version_mismatch) {
1844                         self.welcomemessage_time = 0;
1845                         self.flags = self.flags - FL_JUMPRELEASED;
1846                         LeaveSpectatorMode();
1847                         return;
1848                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
1849                         self.welcomemessage_time = 0;
1850                         self.flags = self.flags - FL_JUMPRELEASED;
1851                         if(SpectateNext() == 1) {
1852                                 self.classname = "spectator";
1853                         }
1854                 }
1855         } else {
1856                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
1857                         self.flags = self.flags | FL_JUMPRELEASED;
1858                 }
1859         }
1860         if(self.BUTTON_ZOOM)
1861                 self.wantswelcomemessage = 0;
1862         if(self.wantswelcomemessage)
1863                 PrintWelcomeMessage(self);
1864 }
1865
1866 void SpectatorThink()
1867 {
1868         if (self.flags & FL_JUMPRELEASED) {
1869                 if (self.BUTTON_JUMP && !self.version_mismatch) {
1870                         self.welcomemessage_time = 0;
1871                         self.flags = self.flags - FL_JUMPRELEASED;
1872                         LeaveSpectatorMode();
1873                         return;
1874                 } else if(self.BUTTON_ATCK) {
1875                         self.welcomemessage_time = 0;
1876                         self.flags = self.flags - FL_JUMPRELEASED;
1877                         if(SpectateNext() == 1) {
1878                                 self.classname = "spectator";
1879                         } else {
1880                                 self.classname = "observer";
1881                                 PutClientInServer();
1882                         }
1883                 } else if (self.BUTTON_ATCK2) {
1884                         self.welcomemessage_time = 0;
1885                         self.flags = self.flags - FL_JUMPRELEASED;
1886                         self.classname = "observer";
1887                         PutClientInServer();
1888                 } else {
1889                         if(!SpectateUpdate())
1890                                 PutObserverInServer();
1891                 }
1892         } else {
1893                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
1894                         self.flags = self.flags | FL_JUMPRELEASED;
1895                 }
1896         }
1897         if(self.BUTTON_ZOOM)
1898                 self.wantswelcomemessage = 0;
1899         if(self.wantswelcomemessage)
1900                 PrintWelcomeMessage(self);
1901         self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1902 }
1903
1904 /*
1905 =============
1906 PlayerPreThink
1907
1908 Called every frame for each client before the physics are run
1909 =============
1910 */
1911 void() ctf_setstatus;
1912 .float vote_nagtime;
1913 void PlayerPreThink (void)
1914 {
1915         if(blockSpectators)
1916                 checkSpectatorBlock();
1917         
1918         if(self.netname_previous != self.netname)
1919         {
1920                 if(cvar("sv_eventlog"))
1921                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname), TRUE);
1922                 if(self.netname_previous)
1923                         strunzone(self.netname_previous);
1924                 self.netname_previous = strzone(self.netname);
1925         }
1926
1927         // version nagging
1928         if(self.version_nagtime)
1929                 if(self.cvar_g_nexuizversion)
1930                         if(time > self.version_nagtime)
1931                         {
1932                                 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1933                                 {
1934                                         if(strstr(cvar_string("g_nexuizversion"), "svn", 0) >= 0)
1935                                         {
1936                                                 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");
1937                                                 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"));
1938                                         }
1939                                         else
1940                                         {
1941                                                 float r;
1942                                                 r = vercmp(self.cvar_g_nexuizversion, cvar_string("g_nexuizversion"));
1943                                                 if(r < 0)
1944                                                 {
1945                                                         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");
1946                                                         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"));
1947                                                 }
1948                                                 else if(r > 0)
1949                                                 {
1950                                                         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");
1951                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
1952                                                 }
1953                                         }
1954                                 }
1955                                 self.version_nagtime = 0;
1956                         }
1957
1958         // vote nagging
1959         if(self.cvar_scr_centertime)
1960                 if(time > self.vote_nagtime)
1961                 {
1962                         VoteNag();
1963                         self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1964                 }
1965
1966         // GOD MODE info
1967         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
1968         {
1969                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
1970                 self.max_armorvalue = 0;
1971         }
1972
1973         if(frametime)
1974                 antilag_record(self);
1975
1976         if(self.classname == "player") {
1977 //              if(self.netname == "Wazat")
1978 //                      bprint(self.classname, "\n");
1979
1980                 CheckRules_Player();
1981
1982                 if(self.BUTTON_INFO)
1983                         PrintWelcomeMessage(self);
1984
1985                 if(g_lms || !cvar("sv_spectate"))
1986                 if((time - self.jointime) <= cvar("welcome_message_time"))
1987                         PrintWelcomeMessage(self);
1988
1989                 if (intermission_running)
1990                 {
1991                         IntermissionThink ();   // otherwise a button could be missed between
1992                         return;                                 // the think tics
1993                 }
1994
1995                 if(self.teleport_time)
1996                 if(time > self.teleport_time)
1997                 {
1998                         self.teleport_time = 0;
1999                         self.effects = self.effects - (self.effects & EF_NODRAW);
2000                         if(self.weaponentity)
2001                                 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
2002                 }
2003
2004                 Nixnex_GiveCurrentWeapon();
2005
2006                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2007                         UpdateSelectedPlayer();
2008
2009                 //don't allow the player to turn around while game is paused!
2010                 if(timeoutStatus == 2) {
2011                         self.v_angle = self.lastV_angle;
2012                         self.angles = self.lastV_angle;
2013                         self.fixangle = TRUE;
2014                 }
2015
2016                 if (self.deadflag != DEAD_NO)
2017                 {
2018                         float button_pressed, force_respawn;
2019                         player_anim();
2020                         button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2021                         force_respawn = (g_lms || cvar("g_forced_respawn"));
2022                         if (self.deadflag == DEAD_DYING)
2023                         {
2024                                 if(force_respawn)
2025                                         self.deadflag = DEAD_RESPAWNING;
2026                                 else if(!button_pressed)
2027                                         self.deadflag = DEAD_DEAD;
2028                         }
2029                         else if (self.deadflag == DEAD_DEAD)
2030                         {
2031                                 if(button_pressed)
2032                                         self.deadflag = DEAD_RESPAWNABLE;
2033                         }
2034                         else if (self.deadflag == DEAD_RESPAWNABLE)
2035                         {
2036                                 if(!button_pressed)
2037                                         self.deadflag = DEAD_RESPAWNING;
2038                         }
2039                         else if (self.deadflag == DEAD_RESPAWNING)
2040                         {
2041                                 if(time > self.death_time)
2042                                 {
2043                                         self.death_time = time + 1; // only retry once a second
2044                                         respawn();
2045                                 }
2046                         }
2047                         ShowRespawnCountdown();
2048                         return;
2049                 }
2050
2051                 if((g_race || g_lms) && !self.deadflag && cvar("g_lms_campcheck_interval"))
2052                 {
2053                         vector dist;
2054
2055                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2056                         dist = self.oldorigin - self.origin;
2057                         dist_z = 0;
2058                         self.lms_traveled_distance += fabs(vlen(dist));
2059
2060                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < restart_countdown))
2061                         {
2062                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2063                                 self.lms_traveled_distance = 0;
2064                         }
2065
2066                         if(time > self.lms_nextcheck)
2067                         {
2068                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2069                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2070                                 {
2071                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
2072                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2073                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2074                                         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');
2075                                 }
2076                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2077                                 self.lms_traveled_distance = 0;
2078                         }
2079                 }
2080
2081                 if (self.BUTTON_CROUCH && !self.hook.state)
2082                 {
2083                         if (!self.crouch)
2084                         {
2085                                 self.crouch = TRUE;
2086                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2087                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2088                                 player_setanim(self.anim_duck, FALSE, TRUE, TRUE);
2089                         }
2090                 }
2091                 else
2092                 {
2093                         if (self.crouch)
2094                         {
2095                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2096                                 if (!trace_startsolid)
2097                                 {
2098                                         self.crouch = FALSE;
2099                                         self.view_ofs = PL_VIEW_OFS;
2100                                         setsize (self, PL_MIN, PL_MAX);
2101                                 }
2102                         }
2103                 }
2104
2105                 FixPlayermodel();
2106
2107                 GrapplingHookFrame();
2108
2109                 W_WeaponFrame();
2110
2111                 {
2112                         float zoomfactor, zoomspeed, zoomdir;
2113                         zoomfactor = self.cvar_cl_zoomfactor;
2114                         if(zoomfactor < 1 || zoomfactor > 16)
2115                                 zoomfactor = 2.5;
2116                         zoomspeed = self.cvar_cl_zoomspeed;
2117                         if(zoomspeed >= 0) // < 0 is instant zoom
2118                                 if(zoomspeed < 0.5 || zoomspeed > 16)
2119                                         zoomspeed = 3.5;
2120
2121                         zoomdir = self.BUTTON_ZOOM;
2122                         if(self.BUTTON_ATCK2)
2123                                 if(self.weapon == WEP_NEX)
2124                                         if(!g_minstagib)
2125                                                 zoomdir = 1;
2126
2127                         if(zoomdir)
2128                                 self.has_zoomed = 1;
2129
2130                         if(self.has_zoomed)
2131                         {
2132                                 if(zoomspeed <= 0) // instant zoom
2133                                 {
2134                                         if(zoomdir)
2135                                                 self.viewzoom = 1 / zoomfactor;
2136                                         else
2137                                                 self.viewzoom = 1;
2138                                 }
2139                                 else
2140                                 {
2141                                         // geometric zoom would be:
2142                                         //   self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
2143                                         // however, testing showed that arithmetic/harmonic zoom works better
2144                                         if(zoomdir)
2145                                                 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
2146                                                 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
2147                                                 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
2148                                         else
2149                                                 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
2150                                                 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
2151                                                 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
2152                                 }
2153                         }
2154                         else
2155                                 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
2156                 }
2157
2158                 player_powerups();
2159                 player_regen();
2160                 player_anim();
2161
2162                 if (g_minstagib)
2163                         minstagib_ammocheck();
2164
2165                 ctf_setstatus();
2166                 kh_setstatus();
2167
2168                 //self.angles_y=self.v_angle_y + 90;   // temp
2169
2170                 //if (TetrisPreFrame()) return;
2171         } else if(gameover) {
2172                 if (intermission_running)
2173                         IntermissionThink ();   // otherwise a button could be missed between
2174                 return;
2175         } else if(self.classname == "observer") {
2176                 ObserverThink();
2177         } else if(self.classname == "spectator") {
2178                 SpectatorThink();
2179         }
2180 }
2181
2182
2183 /*
2184 =============
2185 PlayerPostThink
2186
2187 Called every frame for each client after the physics are run
2188 =============
2189 */
2190 .float idlekick_lasttimeleft;
2191 void PlayerPostThink (void)
2192 {
2193         // Savage: Check for nameless players
2194         if (strlen(self.netname) < 1) {
2195                 self.netname = "Player";
2196                 stuffcmd(self, "seta _cl_name Player\n");
2197         }
2198
2199         if(sv_maxidle)
2200         {
2201                 float timeleft;
2202                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2203                 if(timeleft <= 0)
2204                 {
2205                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
2206                         announce(self, "announcer/robotic/terminated.ogg");
2207                         dropclient(self);
2208                         return;
2209                 }
2210                 else if(timeleft <= 10)
2211                 {
2212                         if(timeleft != self.idlekick_lasttimeleft)
2213                         {
2214                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2215                                 announce(self, strcat("announcer/robotic/", ftos(timeleft), ".ogg"));
2216                         }
2217                 }
2218                 else
2219                 {
2220                         centerprint_expire(self, CENTERPRIO_IDLEKICK);
2221                 }
2222                 self.idlekick_lasttimeleft = timeleft;
2223         }
2224
2225         if(self.classname == "player") {
2226                 CheckRules_Player();
2227                 UpdateChatBubble();
2228                 UpdateTeamBubble();
2229                 if (self.impulse)
2230                         ImpulseCommands();
2231                 if (intermission_running)
2232                         return;         // intermission or finale
2233
2234                 //PrintWelcomeMessage(self);
2235                 //if (TetrisPostFrame()) return;
2236
2237                 // restart countdown
2238                 if (restart_countdown) {
2239                         if(time < restart_countdown) {
2240                                 if (!cvar("sv_ready_restart_after_countdown"))
2241                                 {
2242                                         self.movetype = MOVETYPE_NONE;          
2243                                         self.velocity = '0 0 0';
2244                                         self.avelocity = '0 0 0';
2245                                         self.movement = '0 0 0';
2246                                 }
2247                         }
2248                         else
2249                         {
2250                                 //allow the player to move again if sv_ready_restart_after_countdown is not used and countdown is over
2251                                 if (!cvar("sv_ready_restart_after_countdown"))
2252                                 {
2253                                         if(self.movetype == MOVETYPE_NONE)
2254                                         {
2255                                                 self.movetype = MOVETYPE_WALK;
2256                                         }
2257                                 }
2258                         }
2259                 }
2260                 
2261         } else if (self.classname == "observer") {
2262                 //do nothing
2263         } else if (self.classname == "spectator") {
2264                 //do nothing
2265         }
2266
2267         /*
2268         float i;
2269         for(i = 0; i < 1000; ++i)
2270         {
2271                 vector end;
2272                 end = self.origin + '0 0 1024' + 512 * randomvec();
2273                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2274                 if(trace_fraction < 1)
2275                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2276                 {
2277                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2278                         break;
2279                 }
2280         }
2281         */
2282
2283         Arena_Warmup();
2284 }