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1 // let's abuse an existing field
2 #define SPAWNPOINT_SCORE frags
3
4 .float wantswelcomemessage;
5 .string netname_previous;
6
7 void spawnfunc_info_player_survivor (void)
8 {
9         spawnfunc_info_player_deathmatch();
10 }
11
12 void spawnfunc_info_player_start (void)
13 {
14         spawnfunc_info_player_deathmatch();
15 }
16
17 void spawnfunc_info_player_deathmatch (void)
18 {
19         self.classname = "info_player_deathmatch";
20         relocate_spawnpoint();
21 }
22
23 void spawnpoint_use()
24 {
25         if(teams_matter)
26         if(have_team_spawns)
27         {
28                 self.team = activator.team;
29                 some_spawn_has_been_used = 1;
30         }
31 };
32
33 // Returns:
34 //   -1 if a spawn can't be used
35 //   otherwise, a weight of the spawnpoint
36 float Spawn_Score(entity spot, entity playerlist, float teamcheck)
37 {
38         float shortest, thisdist;
39         entity player;
40
41         // filter out spots for the wrong team
42         if(teamcheck)
43         if(spot.team != teamcheck)
44                 return -1;
45
46         // filter out spots for assault
47         if(spot.target != "") {
48                 local entity ent;
49                 ent = find(world, targetname, spot.target);
50                 while(ent) {
51                         if(ent.classname == "target_objective")
52                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
53                                         return -1;
54                         ent = find(ent, targetname, spot.target);
55                 }
56         }
57
58         player = playerlist;
59         shortest = vlen(world.maxs - world.mins);
60         for(player = playerlist; player; player = player.chain)
61                 if (player != self)
62                 {
63                         thisdist = vlen(player.origin - spot.origin);
64                         if (thisdist < shortest)
65                                 shortest = thisdist;
66                 }
67         return shortest;
68 }
69
70 float spawn_allbad;
71 float spawn_allgood;
72 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
73 {
74         local entity spot, spotlist, spotlistend;
75         spawn_allgood = TRUE;
76         spawn_allbad = TRUE;
77
78         spotlist = world;
79         spotlistend = world;
80
81         for(spot = firstspot; spot; spot = spot.chain)
82         {
83                 spot.SPAWNPOINT_SCORE = Spawn_Score(spot, playerlist, teamcheck);
84
85                 if(cvar("spawn_debugview"))
86                 {
87                         setmodel(spot, "models/runematch/rune.mdl");
88                         if(spot.SPAWNPOINT_SCORE < mindist)
89                         {
90                                 spot.colormod = '1 0 0';
91                                 spot.scale = 1;
92                         }
93                         else
94                         {
95                                 spot.colormod = '0 1 0';
96                                 spot.scale = spot.SPAWNPOINT_SCORE / mindist;
97                         }
98                 }
99
100                 if(spot.SPAWNPOINT_SCORE >= 0) // spawning allowed here
101                 {
102                         if(spot.SPAWNPOINT_SCORE < mindist)
103                         {
104                                 // too short distance
105                                 spawn_allgood = FALSE;
106                         }
107                         else 
108                         {
109                                 // perfect
110                                 spawn_allbad = FALSE;
111
112                                 if(spotlistend)
113                                         spotlistend.chain = spot;
114                                 spotlistend = spot;
115                                 if(!spotlist)
116                                         spotlist = spot;
117
118                                 /*
119                                 if(teamcheck)
120                                 if(spot.team != teamcheck)
121                                         error("invalid spawn added");
122
123                                 print("added ", etos(spot), "\n");
124                                 */
125                         }
126                 }
127         }
128         if(spotlistend)
129                 spotlistend.chain = world;
130
131         /*
132                 entity e;
133                 if(teamcheck)
134                         for(e = spotlist; e; e = e.chain)
135                         {
136                                 print("seen ", etos(e), "\n");
137                                 if(e.team != teamcheck)
138                                         error("invalid spawn found");
139                         }
140         */
141
142         return spotlist;
143 }
144
145 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
146 {
147         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
148         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
149         local entity spot;
150
151         RandomSelection_Init();
152         for(spot = firstspot; spot; spot = spot.chain)
153                 RandomSelection_Add(spot, 0, pow(bound(lower, spot.SPAWNPOINT_SCORE, upper), exponent) * spot.cnt, spot.SPAWNPOINT_SCORE >= lower);
154
155         return RandomSelection_chosen_ent;
156 }
157
158 /*
159 =============
160 SelectSpawnPoint
161
162 Finds a point to respawn
163 =============
164 */
165 entity SelectSpawnPoint (float anypoint)
166 {
167         local float teamcheck;
168         local entity firstspot_new;
169         local entity spot, firstspot, playerlist;
170
171         spot = find (world, classname, "testplayerstart");
172         if (spot)
173                 return spot;
174
175         teamcheck = 0;
176
177         if(!anypoint && have_team_spawns)
178                 teamcheck = self.team;
179
180         // get the list of players
181         playerlist = findchain(classname, "player");
182         // get the entire list of spots
183         firstspot = findchain(classname, "info_player_deathmatch");
184         // filter out the bad ones
185         // (note this returns the original list if none survived)
186         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
187         if(!firstspot_new)
188                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
189         firstspot = firstspot_new;
190
191         // there is 50/50 chance of choosing a random spot or the furthest spot
192         // (this means that roughly every other spawn will be furthest, so you
193         // usually won't get fragged at spawn twice in a row)
194         if (arena_roundbased)
195         {
196                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
197                 if(firstspot_new)
198                         firstspot = firstspot_new;
199                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
200         }
201         else if (random() > cvar("g_spawn_furthest"))
202                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
203         else
204                 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
205
206         if(cvar("spawn_debugview"))
207         {
208                 print("spot mindistance: ", ftos(spot.SPAWNPOINT_SCORE), "\n");
209
210                 entity e;
211                 if(teamcheck)
212                         for(e = firstspot; e; e = e.chain)
213                                 if(e.team != teamcheck)
214                                         error("invalid spawn found");
215         }
216
217         if (!spot)
218         {
219                 if(cvar("spawn_debug"))
220                         GotoNextMap();
221                 else
222                 {
223                         if(some_spawn_has_been_used)
224                                 return world; // team can't spawn any more, because of actions of other team
225                         else
226                                 error("Cannot find a spawn point - please fix the map!");
227                 }
228         }
229
230         return spot;
231 }
232
233 /*
234 =============
235 CheckPlayerModel
236
237 Checks if the argument string can be a valid playermodel.
238 Returns a valid one in doubt.
239 =============
240 */
241 string FallbackPlayerModel = "models/player/marine.zym";
242 string CheckPlayerModel(string plyermodel) {
243         if(strlen(plyermodel) < 4)
244                 return FallbackPlayerModel;
245         if( substring(plyermodel,0,14) != "models/player/")
246                 return FallbackPlayerModel;
247         else if(cvar("sv_servermodelsonly"))
248         {
249                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
250                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
251                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
252                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
253                         return FallbackPlayerModel;
254                 if(!fexists(plyermodel))
255                         return FallbackPlayerModel;
256         }
257         return plyermodel;
258 }
259
260 /*
261 =============
262 Client_customizeentityforclient
263
264 LOD reduction
265 =============
266 */
267 float Client_customizeentityforclient()
268 {
269 #ifdef ALLOW_VARIABLE_LOD
270         // self: me
271         // other: the player viewing me
272         float distance;
273         float f;
274
275         if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
276                 return TRUE;
277
278         if(other.cvar_cl_playerdetailreduction <= 0)
279         {
280                 if(other.cvar_cl_playerdetailreduction <= -2)
281                         self.modelindex = self.modelindex_lod2;
282                 else if(other.cvar_cl_playerdetailreduction <= -1)
283                         self.modelindex = self.modelindex_lod1;
284                 else
285                         self.modelindex = self.modelindex_lod0;
286         }
287         else
288         {
289                 distance = vlen(self.origin - other.origin);
290                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
291                 if(f > 10000)
292                         self.modelindex = self.modelindex_lod2;
293                 else if(f > 5000)
294                         self.modelindex = self.modelindex_lod1;
295                 else
296                         self.modelindex = self.modelindex_lod0;
297         }
298 #endif
299
300         return TRUE;
301 }
302
303 void UpdatePlayerSounds();
304 void setmodel_lod(entity e, string modelname)
305 {
306 #ifdef ALLOW_VARIABLE_LOD
307         string s;
308
309         // FIXME: this only supports 3-letter extensions
310         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
311         if(fexists(s))
312         {
313                 precache_model(s);
314                 setmodel(e, s); // players have high precision
315                 self.modelindex_lod1 = self.modelindex;
316         }
317         else
318                 self.modelindex_lod1 = -1;
319
320         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
321         if(fexists(s))
322         {
323                 precache_model(s);
324                 setmodel(e, s); // players have high precision
325                 self.modelindex_lod2 = self.modelindex;
326         }
327         else
328                 self.modelindex_lod2 = -1;
329
330         precache_model(modelname);
331         setmodel(e, modelname); // players have high precision
332         self.modelindex_lod0 = self.modelindex;
333
334         if(self.modelindex_lod1 < 0)
335                 self.modelindex_lod1 = self.modelindex;
336
337         if(self.modelindex_lod2 < 0)
338                 self.modelindex_lod2 = self.modelindex;
339 #else
340         precache_model(modelname);
341         setmodel(e, modelname); // players have high precision
342 #endif
343         player_setupanimsformodel();
344         UpdatePlayerSounds();
345 }
346
347 /*
348 =============
349 PutObserverInServer
350
351 putting a client as observer in the server
352 =============
353 */
354 void ctf_UpdateCaptures(float);
355 void ctf_UpdateReturns(float);
356 void PutObserverInServer (void)
357 {
358         entity  spot;
359         spot = SelectSpawnPoint (TRUE);
360         if(!spot)
361                 error("No spawnpoints for observers?!?\n");
362         RemoveGrapplingHook(self); // Wazat's Grappling Hook
363
364         if(clienttype(self) == CLIENTTYPE_REAL)
365         {
366                 msg_entity = self;
367                 WriteByte(MSG_ONE, SVC_SETVIEW);
368                 WriteEntity(MSG_ONE, self);
369         }
370
371         DropAllRunes(self);
372         kh_Key_DropAll(self, TRUE);
373
374         if(self.flagcarried)
375                 DropFlag(self.flagcarried);
376
377         WaypointSprite_PlayerDead();
378         
379         if(self.killcount != -666)
380         {
381                 if(g_lms)
382                 {
383                         if(PlayerScore_Add(self, SP_LMS_PLACE, 0) > 0)
384                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
385                         else
386                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
387                 }
388                 else
389                         bprint ("^4", self.netname, "^4 is spectating now\n");
390         }
391
392         PlayerScore_Clear(self); // clear scores when needed
393
394         self.spectatortime = time;
395         
396         self.classname = "observer";
397         self.health = -666;
398         self.takedamage = DAMAGE_NO;
399         self.solid = SOLID_NOT;
400         self.movetype = MOVETYPE_NOCLIP;
401         self.flags = FL_CLIENT | FL_NOTARGET;
402         self.armorvalue = 666;
403         self.effects = 0;
404         self.armorvalue = cvar("g_balance_armor_start");
405         self.pauserotarmor_finished = 0;
406         self.pauserothealth_finished = 0;
407         self.pauseregen_finished = 0;
408         self.damageforcescale = 0;
409         self.death_time = 0;
410         self.dead_frame = 0;
411         self.deaths = 0;
412         self.captures = 0;
413         self.returns = 0;
414         self.alpha = 0;
415         self.scale = 0;
416         self.fade_time = 0;
417         self.pain_frame = 0;
418         self.pain_finished = 0;
419         self.strength_finished = 0;
420         self.invincible_finished = 0;
421         self.pushltime = 0;
422         self.think = SUB_Null;
423         self.nextthink = 0;
424         self.hook_time = 0;
425         self.runes = 0;
426         self.deadflag = DEAD_NO;
427         self.angles = spot.angles;
428         self.angles_z = 0;
429         self.fixangle = TRUE;
430         self.crouch = FALSE;
431
432         self.view_ofs = PL_VIEW_OFS;
433         setorigin (self, spot.origin);
434         setsize (self, '0 0 0', '0 0 0');
435         self.oldorigin = self.origin;
436         self.items = 0;
437         self.model = "";
438         self.modelindex = 0;
439         self.weapon = 0;
440         self.weaponmodel = "";
441         self.weaponentity = world;
442         self.killcount = -666;
443         self.velocity = '0 0 0';
444         self.avelocity = '0 0 0';
445         self.punchangle = '0 0 0';
446         self.punchvector = '0 0 0';
447         self.oldvelocity = self.velocity;
448         self.customizeentityforclient = Client_customizeentityforclient;
449         self.viewzoom = 1;
450         self.wantswelcomemessage = 1;
451
452         if(g_arena)
453         {
454                 if(self.frags != -2)
455                 {
456                         Spawnqueue_Insert(self);
457                         // FIXME what IS this?
458                 }
459                 else
460                 {
461                         Spawnqueue_Unmark(self);
462                         Spawnqueue_Remove(self);
463                 }
464         }
465         else
466                 self.frags = -666;
467         
468         net_UpdateDeaths(MSG_BROADCAST);
469 }
470
471 float RestrictSkin(float s)
472 {
473         if(!teams_matter)
474                 return s;
475         if(s == 6)
476                 return 6;
477         return mod(s, 3);
478 }
479
480 void FixPlayermodel()
481 {
482         local string defaultmodel;
483         local float defaultskin;
484         local vector m1, m2;
485
486         defaultmodel = "";
487
488         if(cvar("sv_defaultcharacter") == 1) {
489                 defaultskin = 0;
490
491                 if(teams_matter)
492                 {
493                         defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
494                         defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
495                 }
496
497                 if(defaultmodel == "")
498                 {
499                         defaultmodel = cvar_string("sv_defaultplayermodel");
500                         defaultskin = cvar("sv_defaultplayerskin");
501                 }
502         }
503
504         if(defaultmodel != "")
505         {
506                 if (defaultmodel != self.model)
507                 {
508                         m1 = self.mins;
509                         m2 = self.maxs;
510                         setmodel_lod (self, defaultmodel);
511                         setsize (self, m1, m2);
512                 }
513
514                 self.skin = defaultskin;
515         } else {
516                 if (self.playermodel != self.model)
517                 {
518                         self.playermodel = CheckPlayerModel(self.playermodel);
519                         m1 = self.mins;
520                         m2 = self.maxs;
521                         setmodel_lod (self, self.playermodel);
522                         setsize (self, m1, m2);
523                 }
524
525                 self.skin = RestrictSkin(stof(self.playerskin));
526         }
527
528         if(!teams_matter)
529                 if(strlen(cvar_string("sv_defaultplayercolors")))
530                         if(self.clientcolors != cvar("sv_defaultplayercolors"))
531                                 setcolor(self, cvar("sv_defaultplayercolors"));
532 }
533
534 /*
535 =============
536 PutClientInServer
537
538 Called when a client spawns in the server
539 =============
540 */
541 //void() ctf_playerchanged;
542 void PutClientInServer (void)
543 {
544         if(clienttype(self) == CLIENTTYPE_BOT)
545         {
546                 self.classname = "player";
547         }
548         else if(clienttype(self) == CLIENTTYPE_REAL)
549         {
550                 msg_entity = self;
551                 WriteByte(MSG_ONE, SVC_SETVIEW);
552                 WriteEntity(MSG_ONE, self);
553         }
554
555         // player is dead and becomes observer
556         // FIXME fix LMS scoring for new system
557         if(g_lms)
558         {
559                 if(PlayerScore_Add(self, SP_LMS_PLACE, 0) > 0)
560                         self.classname = "observer";
561         }
562
563         if(g_arena)
564         if(!self.spawned)
565                 self.classname = "observer";
566
567         if(self.classname == "player") {
568                 entity  spot;
569
570                 spot = SelectSpawnPoint (FALSE);
571                 if(!spot)
572                 {
573                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
574                         return; // spawn failed
575                 }
576
577                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
578
579                 self.classname = "player";
580                 self.iscreature = TRUE;
581                 self.movetype = MOVETYPE_WALK;
582                 self.solid = SOLID_SLIDEBOX;
583                 self.flags = FL_CLIENT;
584                 self.takedamage = DAMAGE_AIM;
585                 if(g_minstagib)
586                         self.effects = EF_FULLBRIGHT;
587                 else
588                         self.effects = 0;
589                 self.air_finished = time + 12;
590                 self.dmg = 2;
591
592                 self.ammo_shells = start_ammo_shells;
593                 self.ammo_nails = start_ammo_nails;
594                 self.ammo_rockets = start_ammo_rockets;
595                 self.ammo_cells = start_ammo_cells;
596                 self.health = start_health;
597                 self.armorvalue = start_armorvalue;
598                 self.items = start_items;
599                 self.switchweapon = start_switchweapon;
600                 self.cnt = start_switchweapon;
601                 self.weapon = 0;
602                 self.jump_interval = time;
603
604                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
605                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
606                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
607                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
608                 //extend the pause of rotting if client was reset at the beginning of the countdown
609                 if(!cvar("sv_ready_restart_after_countdown") && time < restart_countdown) {
610                         self.spawnshieldtime += RESTART_COUNTDOWN;
611                         self.pauserotarmor_finished += RESTART_COUNTDOWN;
612                         self.pauserothealth_finished += RESTART_COUNTDOWN;
613                         self.pauseregen_finished += RESTART_COUNTDOWN;
614                 }
615                 self.damageforcescale = 2;
616                 self.death_time = 0;
617                 self.dead_frame = 0;
618                 self.alpha = 0;
619                 self.scale = 0;
620                 self.fade_time = 0;
621                 self.pain_frame = 0;
622                 self.pain_finished = 0;
623                 self.strength_finished = 0;
624                 self.invincible_finished = 0;
625                 self.pushltime = 0;
626                 //self.speed_finished = 0;
627                 //self.slowmo_finished = 0;
628                 // players have no think function
629                 self.think = SUB_Null;
630                 self.nextthink = 0;
631                 self.hook_time = 0;
632
633                 self.runes = 0;
634
635                 self.deadflag = DEAD_NO;
636
637                 self.angles = spot.angles;
638
639                 self.angles_z = 0; // never spawn tilted even if the spot says to
640                 self.fixangle = TRUE; // turn this way immediately
641                 self.velocity = '0 0 0';
642                 self.avelocity = '0 0 0';
643                 self.punchangle = '0 0 0';
644                 self.punchvector = '0 0 0';
645                 self.oldvelocity = self.velocity;
646
647                 self.viewzoom = 0.6;
648                 self.has_zoomed = 0;
649
650                 self.customizeentityforclient = Client_customizeentityforclient;
651
652                 self.model = "";
653                 FixPlayermodel();
654
655                 self.crouch = FALSE;
656                 self.view_ofs = PL_VIEW_OFS;
657                 setsize (self, PL_MIN, PL_MAX);
658                 self.spawnorigin = spot.origin;
659                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
660                 // don't reset back to last position, even if new position is stuck in solid
661                 self.oldorigin = self.origin;
662
663                 if(g_arena)
664                 {
665                         Spawnqueue_Remove(self);
666                         Spawnqueue_Mark(self);
667                 }
668
669                 self.event_damage = PlayerDamage;
670
671                 self.bot_attack = TRUE;
672
673                 self.statdraintime = time + 5;
674                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
675
676                 if(self.killcount == -666) {
677                         PlayerScore_Clear(self);
678                         self.killcount = 0;
679                         self.frags = 0;
680                 }
681
682                 self.cnt = WEP_LASER;
683                 self.nixnex_lastchange_id = -1;
684
685                 CL_SpawnWeaponentity();
686                 self.alpha = default_player_alpha;
687                 self.colormod = '1 1 1' * cvar("g_player_brightness");
688                 self.exteriorweaponentity.alpha = default_weapon_alpha;
689
690                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
691                 self.lms_traveled_distance = 0;
692                 self.speedrunning = FALSE;
693
694                 if(cvar("spawn_debug"))
695                 {
696                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
697                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
698                 }
699
700                 //stuffcmd(self, "chase_active 0");
701                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
702
703                 if (cvar("g_spawnsound"))
704                         sound (self, CHAN_AUTO, "misc/spawn.wav", 1, ATTN_NORM);
705
706                 if(g_assault) {
707                         if(self.team == assault_attacker_team)
708                                 centerprint(self, "You are attacking!\n");
709                         else
710                                 centerprint(self, "You are defending!\n");
711                 }
712
713         } else if(self.classname == "observer") {
714                 PutObserverInServer ();
715         }
716
717         //if(g_ctf)
718         //      ctf_playerchanged();
719 }
720
721 /*
722 =============
723 SendCSQCInfo
724
725 Send whatever CSQC needs NOW and cannot wait for SendServerInfo to happen...
726 =============
727 */
728 void SendCSQCInfo(void)
729 {
730         if(clienttype(self) != CLIENTTYPE_REAL)
731                 return;
732         msg_entity = self;
733         WriteByte(MSG_ONE, SVC_TEMPENTITY);
734         WriteByte(MSG_ONE, TE_CSQC_INIT);
735         WriteShort(MSG_ONE, CSQC_REVISION);
736         WriteByte(MSG_ONE, maxclients);
737 }
738
739 /*
740 =============
741 SetNewParms
742 =============
743 */
744 void SetNewParms (void)
745 {
746         // initialize parms for a new player
747         parm1 = -(86400 * 366);
748 }
749
750 /*
751 =============
752 SetChangeParms
753 =============
754 */
755 void SetChangeParms (void)
756 {
757         // save parms for level change
758         parm1 = self.parm_idlesince - time;
759 }
760
761 /*
762 =============
763 DecodeLevelParms
764 =============
765 */
766 void DecodeLevelParms (void)
767 {
768         // load parms
769         self.parm_idlesince = parm1;
770         if(self.parm_idlesince == -(86400 * 366))
771                 self.parm_idlesince = time;
772 }
773
774 /*
775 =============
776 ClientKill
777
778 Called when a client types 'kill' in the console
779 =============
780 */
781
782 void ClientKill_Now_TeamChange()
783 {
784         if(g_ctf)
785         {
786                 self.captures = 0;
787                 self.returns = 0;
788                 ctf_UpdateCaptures(MSG_BROADCAST);
789                 ctf_UpdateReturns(MSG_BROADCAST);
790         }
791         self.deaths = 0;
792         net_UpdateDeaths(MSG_BROADCAST);
793         if(self.killindicator_teamchange == -1)
794         {
795                 self.team = -1;
796                 JoinBestTeam( self, FALSE, FALSE );
797         }
798         else
799         {
800                 SV_ChangeTeam(self.killindicator_teamchange - 1);
801         }
802 }
803
804 void ClientKill_Now()
805 {
806         if(self.killindicator_teamchange)
807                 ClientKill_Now_TeamChange();
808
809         // in any case:
810         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
811 }
812 void KillIndicator_Think()
813 {
814         if (!self.owner.modelindex)
815         {
816                 self.owner.killindicator = world;
817                 remove(self);
818                 return;
819         }
820
821         if(self.cnt <= 0)
822         {
823                 self = self.owner;
824                 ClientKill_Now(); // no oldself needed
825                 return;
826         }
827         else
828         {
829                 if(self.cnt <= 10)
830                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
831                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
832                 {
833                         if(self.cnt <= 10)
834                                 play2(self.owner, strcat("announcer/robotic/", ftos(self.cnt), ".ogg"));
835                         if(self.owner.killindicator_teamchange)
836                         {
837                                 if(self.owner.killindicator_teamchange == -1)
838                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
839                                 else
840                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
841                         }
842                         else
843                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
844                 }
845                 self.nextthink = time + 1;
846                 self.cnt -= 1;
847         }
848 }
849
850 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
851 {
852         float killtime;
853         entity e;
854         killtime = cvar("g_balance_kill_delay");
855
856         self.killindicator_teamchange = targetteam;
857
858         if(!self.killindicator)
859         {
860                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
861                 {
862                         ClientKill_Now();
863                 }
864                 else
865                 {
866                         self.killindicator = spawn();
867                         self.killindicator.owner = self;
868                         self.killindicator.scale = 0.5;
869                         setattachment(self.killindicator, self, "");
870                         setorigin(self.killindicator, '0 0 52');
871                         self.killindicator.think = KillIndicator_Think;
872                         self.killindicator.nextthink = time + (self.lip) * 0.05;
873                         self.killindicator.cnt = ceil(killtime);
874                         self.killindicator.count = bound(0, ceil(killtime), 10);
875                         sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
876
877                         for(e = world; (e = find(e, classname, "body")) != world; )
878                         {
879                                 if(e.enemy != self)
880                                         continue;
881                                 e.killindicator = spawn();
882                                 e.killindicator.owner = e;
883                                 e.killindicator.scale = 0.5;
884                                 setattachment(e.killindicator, e, "");
885                                 setorigin(e.killindicator, '0 0 52');
886                                 e.killindicator.think = KillIndicator_Think;
887                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
888                                 e.killindicator.cnt = ceil(killtime);
889                         }
890                         self.lip = 0;
891                 }
892         }
893         if(self.killindicator)
894         {
895                 if(targetteam)
896                         self.killindicator.colormod = TeamColor(targetteam);
897                 else
898                         self.killindicator.colormod = '0 0 0';
899         }
900 }
901
902 void ClientKill (void)
903 {
904         ClientKill_TeamChange(0);
905 }
906
907 void DoTeamChange(float destteam)
908 {
909         float t, c0;
910         if(!cvar("teamplay"))
911         {
912                 if(destteam >= 0)
913                         SetPlayerColors(self, destteam);
914                 return;
915         }
916         if(self.classname == "player")
917         if(destteam == -1)
918         {
919                 CheckAllowedTeams(self);
920                 t = FindSmallestTeam(self, TRUE);
921                 switch(self.team)
922                 {
923                         case COLOR_TEAM1: c0 = c1; break;
924                         case COLOR_TEAM2: c0 = c2; break;
925                         case COLOR_TEAM3: c0 = c3; break;
926                         case COLOR_TEAM4: c0 = c4; break;
927                         default:          c0 = 999;
928                 }
929                 switch(t)
930                 {
931                         case 1:
932                                 if(c0 > c1)
933                                         destteam = COLOR_TEAM1;
934                                 break;
935                         case 2:
936                                 if(c0 > c2)
937                                         destteam = COLOR_TEAM2;
938                                 break;
939                         case 3:
940                                 if(c0 > c3)
941                                         destteam = COLOR_TEAM3;
942                                 break;
943                         case 4:
944                                 if(c0 > c4)
945                                         destteam = COLOR_TEAM4;
946                                 break;
947                 }
948                 if(destteam == -1)
949                         return;
950         }
951         if(destteam == self.team && !self.killindicator)
952                 return;
953         ClientKill_TeamChange(destteam);
954 }
955
956 void FixClientCvars(entity e)
957 {
958         // send prediction settings to the client
959         stuffcmd(e, "\nin_bindmap 0 0\n");
960         /*
961          * we no longer need to stuff this. Remove this comment block if you feel 
962          * 2.3 and higher (or was it 2.2.3?) don't need these any more
963         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
964         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
965         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
966         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
967         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
968         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
969         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
970         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
971         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
972         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
973         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
974         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
975         stuffcmd(e, "cl_movement_edgefriction 1\n");
976          */
977 }
978
979 /*
980 =============
981 ClientConnect
982
983 Called when a client connects to the server
984 =============
985 */
986 //void ctf_clientconnect();
987 string ColoredTeamName(float t);
988 void DecodeLevelParms (void);
989 //void dom_player_join_team(entity pl);
990 void ClientConnect (void)
991 {
992         local string s;
993         float wep;
994
995         if(Ban_IsClientBanned(self))
996         {
997                 s = strcat("^1NOTE:^7 banned client ", self.netaddress, " just tried to enter\n");
998                 dropclient(self);
999                 bprint(s);
1000                 return;
1001         }
1002
1003         DecodeLevelParms();
1004
1005         self.classname = "player_joining";
1006         self.flags = self.flags | FL_CLIENT;
1007         self.version_nagtime = time + 10 + random() * 10;
1008
1009         if(player_count<0)
1010         {
1011                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1012                 player_count = 0;
1013         }
1014
1015         bot_clientconnect();
1016
1017         //if(g_domination)
1018         //      dom_player_join_team(self);
1019
1020         //JoinBestTeam(self, FALSE, FALSE);
1021
1022         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1023                 self.classname = "observer";
1024         } else {
1025                 self.classname = "player";
1026                 campaign_bots_may_start = 1;
1027         }
1028
1029         self.playerid = (playerid_last = playerid_last + 1);
1030         if(cvar("sv_eventlog"))
1031         {
1032                 if(clienttype(self) == CLIENTTYPE_REAL)
1033                         s = "player";
1034                 else
1035                         s = "bot";
1036                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
1037                 s = strcat(":team:", ftos(self.playerid), ":");
1038                 s = strcat(s, ftos(self.team));
1039                 GameLogEcho(s, FALSE);
1040         }
1041         self.netname_previous = strzone(self.netname);
1042
1043         //stuffcmd(self, "set tmpviewsize $viewsize \n");
1044
1045         bprint ("^4",self.netname);
1046         bprint ("^4 connected");
1047
1048         if(g_domination || g_ctf)
1049         {
1050                 bprint(" and joined the ");
1051                 bprint(ColoredTeamName(self.team));
1052         }
1053
1054         bprint("\n");
1055
1056         self.welcomemessage_time = 0;
1057
1058         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1059         // TODO: is this being used for anything else than cd tracks?
1060         // Remember: SVC_CDTRACK exists. Maybe it should be used.
1061         //
1062         stuffcmd(self, "cl_particles_reloadeffects\n");
1063
1064         FixClientCvars(self);
1065
1066         // spawnfunc_waypoint sprites
1067         WaypointSprite_InitClient(self);
1068
1069         // Wazat's grappling hook
1070         SetGrappleHookBindings();
1071
1072         // get autoswitch state from player when he toggles it
1073         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1074
1075         // get version info from player
1076         stuffcmd(self, "cmd clientversion $gameversion\n");
1077
1078         // send all weapon info strings
1079         stuffcmd(self, "register_bestweapon clear\n"); // clear the Quake stuff
1080         wep = WEP_FIRST;
1081         while (wep <= WEP_LAST)
1082         {
1083                 weapon_action(wep, WR_REGISTER);
1084                 wep = wep + 1;
1085         }
1086
1087         // get other cvars from player
1088         GetCvars(0);
1089
1090         // set cvar for team scoreboard
1091         if (teams_matter)
1092         {
1093                 local float t;
1094                 t = cvar("teamplay");
1095                 // 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
1096                 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
1097         }
1098         else
1099                 stuffcmd(self, "set teamplay 0\n");
1100
1101         // notify about available teams
1102         if(teamplay)
1103         {
1104                 CheckAllowedTeams(self);
1105                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1106                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1107         }
1108         else
1109                 stuffcmd(self, "set _teams_available 0\n");
1110
1111         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1112
1113         if(g_arena)
1114         {
1115                 self.classname = "observer";
1116                 Spawnqueue_Insert(self);
1117         }
1118         /*else if(g_ctf)
1119         {
1120                 ctf_clientconnect();
1121         }*/
1122
1123         if(entcs_start)
1124                 attach_entcs();
1125
1126         PlayerScore_Attach(self);
1127
1128         bot_relinkplayerlist();
1129
1130         self.spectatortime = time;
1131         if(blockSpectators)
1132         {
1133                 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"));
1134         }
1135
1136         self.jointime = time;
1137         self.allowedTimeouts = cvar("sv_timeout_number");
1138
1139         if(clienttype(self) == CLIENTTYPE_REAL)
1140         {
1141                 sprint(self, strcat("nexuiz-csqc protocol ", ftos(CSQC_REVISION), "\n"));
1142                 SendCSQCInfo();
1143                 msg_entity = self;
1144                 ctf_UpdateCaptures(MSG_ONE);
1145                 ctf_UpdateReturns(MSG_ONE);
1146                 net_UpdateDeaths(MSG_ONE);
1147                 if(mapvote_initialized && !cvar("g_maplist_textonly"))
1148                 {
1149                         MapVote_SendData(MSG_ONE);
1150                         MapVote_UpdateData(MSG_ONE);
1151                 }
1152         }
1153
1154         if(g_lms)
1155         {
1156                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1157                 {
1158                         PlayerScore_Add(self, SP_LMS_PLACE, 666);
1159                         self.frags = -666; // FIXME do we still need this?
1160                 }
1161         }
1162 }
1163
1164 /*
1165 =============
1166 ClientDisconnect
1167
1168 Called when a client disconnects from the server
1169 =============
1170 */
1171 void(entity e) DropFlag;
1172 .entity chatbubbleentity;
1173 .entity teambubbleentity;
1174 //void() ctf_clientdisconnect;
1175 void ClientDisconnect (void)
1176 {
1177         float save;
1178
1179         bot_clientdisconnect();
1180
1181         if(entcs_start)
1182                 detach_entcs();
1183         
1184         if(cvar("sv_eventlog"))
1185                 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
1186         bprint ("^4",self.netname);
1187         bprint ("^4 disconnected\n");
1188
1189         if (self.chatbubbleentity)
1190         {
1191                 remove (self.chatbubbleentity);
1192                 self.chatbubbleentity = world;
1193         }
1194
1195         if (self.teambubbleentity)
1196         {
1197                 remove (self.teambubbleentity);
1198                 self.teambubbleentity = world;
1199         }
1200
1201         if (self.killindicator)
1202         {
1203                 remove (self.killindicator);
1204                 self.killindicator = world;
1205         }
1206
1207         WaypointSprite_PlayerGone();
1208
1209         DropAllRunes(self);
1210         kh_Key_DropAll(self, TRUE);
1211
1212         if(self.flagcarried)
1213                 DropFlag(self.flagcarried);
1214
1215         save = self.flags;
1216         self.flags = self.flags - (self.flags & FL_CLIENT);
1217         bot_relinkplayerlist();
1218         self.flags = save;
1219
1220         // remove laserdot
1221         if(self.weaponentity)
1222                 if(self.weaponentity.lasertarget)
1223                         remove(self.weaponentity.lasertarget);
1224
1225         if(g_arena)
1226         {
1227                 Spawnqueue_Unmark(self);
1228                 Spawnqueue_Remove(self);
1229         }
1230         /*if(g_ctf)
1231         {
1232                 ctf_clientdisconnect();
1233         }
1234         */
1235
1236         PlayerScore_Detach(self);
1237
1238         if(self.netname_previous)
1239                 strunzone(self.netname_previous);
1240
1241         // free cvars
1242         GetCvars(-1);
1243 }
1244
1245 .float BUTTON_CHAT;
1246 void ChatBubbleThink()
1247 {
1248         self.nextthink = time;
1249         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1250         {
1251                 self.owner.chatbubbleentity = world;
1252                 remove(self);
1253                 return;
1254         }
1255         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
1256         if (self.owner.BUTTON_CHAT && !self.owner.deadflag)
1257                 self.model = self.mdl;
1258         else
1259                 self.model = "";
1260 };
1261
1262 void UpdateChatBubble()
1263 {
1264         if (!self.modelindex)
1265                 return;
1266         // spawn a chatbubble entity if needed
1267         if (!self.chatbubbleentity)
1268         {
1269                 self.chatbubbleentity = spawn();
1270                 self.chatbubbleentity.owner = self;
1271                 self.chatbubbleentity.exteriormodeltoclient = self;
1272                 self.chatbubbleentity.think = ChatBubbleThink;
1273                 self.chatbubbleentity.nextthink = time;
1274                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1275                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1276                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1277                 self.chatbubbleentity.model = "";
1278                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1279         }
1280 }
1281
1282
1283 void TeamBubbleThink()
1284 {
1285         self.nextthink = time;
1286         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1287         {
1288                 self.owner.teambubbleentity = world;
1289                 remove(self);
1290                 return;
1291         }
1292 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
1293         if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1294                 self.model = "";
1295         else
1296                 self.model = self.mdl;
1297
1298 };
1299
1300 float TeamBubble_customizeentityforclient()
1301 {
1302         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1303 }
1304
1305 void UpdateTeamBubble()
1306 {
1307         if (!self.modelindex || !cvar("teamplay"))
1308                 return;
1309         // spawn a teambubble entity if needed
1310         if (!self.teambubbleentity && cvar("teamplay"))
1311         {
1312                 self.teambubbleentity = spawn();
1313                 self.teambubbleentity.owner = self;
1314                 self.teambubbleentity.exteriormodeltoclient = self;
1315                 self.teambubbleentity.think = TeamBubbleThink;
1316                 self.teambubbleentity.nextthink = time;
1317                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1318 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1319                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
1320                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1321                 self.teambubbleentity.mdl = self.teambubbleentity.model;
1322                 self.teambubbleentity.model = self.teambubbleentity.mdl;
1323                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1324                 self.teambubbleentity.effects = EF_LOWPRECISION;
1325         }
1326 }
1327
1328 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1329 // added to the model skins
1330 /*void UpdateColorModHack()
1331 {
1332         local float c;
1333         c = self.clientcolors & 15;
1334         // LordHavoc: only bothering to support white, green, red, yellow, blue
1335              if (teamplay == 0) self.colormod = '0 0 0';
1336         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1337         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1338         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1339         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1340         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1341         else self.colormod = '1 1 1';
1342 };*/
1343
1344 void respawn(void)
1345 {
1346         CopyBody(1);
1347         self.effects |= EF_NODRAW; // prevent another CopyBody
1348         PutClientInServer();
1349 }
1350
1351 /**
1352  * When sv_timeout is used this function returs strings like
1353  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1354  * Called by centerprint functions
1355  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1356  */
1357 string getTimeoutText(float addOneSecond) {
1358         if (!cvar("sv_timeout") || !timeoutStatus)
1359                 return "";
1360
1361         local string retStr;
1362         if (timeoutStatus == 1) {
1363                 if (addOneSecond == 1) {
1364                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1365                 }
1366                 else {
1367                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1368                 }
1369                 return retStr;
1370         }
1371         else if (timeoutStatus == 2) {
1372                 if (addOneSecond) {
1373                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1374                         //don't show messages like "Timeout ends in 0 seconds"...
1375                         if ((remainingTimeoutTime + 1) > 0)
1376                                 return retStr;
1377                         else
1378                                 return "";
1379                 }
1380                 else {
1381                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1382                         //don't show messages like "Timeout ends in 0 seconds"...
1383                         if (remainingTimeoutTime > 0)
1384                                 return retStr;
1385                         else
1386                                 return "";
1387                 }
1388         }
1389         else return "";
1390 }
1391
1392 void player_powerups (void)
1393 {
1394         if (g_minstagib)
1395         {
1396                 if (self.items & IT_STRENGTH)
1397                 {
1398                         if (time > self.strength_finished)
1399                         {
1400                                 if (g_minstagib_invis_alpha > 0)
1401                                 {
1402                                         self.alpha = default_player_alpha;
1403                                         self.exteriorweaponentity.alpha = default_weapon_alpha;
1404                                         self.effects = self.effects | EF_FULLBRIGHT;
1405                                 }
1406                                 else
1407                                 {
1408                                         self.effects -= self.effects & EF_NODRAW;
1409                                 }
1410                                 self.items = self.items - (self.items & IT_STRENGTH);
1411                                 sprint(self, "^3Invisibility has worn off\n");
1412                         }
1413                 }
1414                 else
1415                 {
1416                         if (time < self.strength_finished)
1417                         {
1418                                 if (g_minstagib_invis_alpha > 0)
1419                                 {
1420                                         self.alpha = g_minstagib_invis_alpha;
1421                                         self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1422                                         self.effects -= self.effects & EF_FULLBRIGHT;
1423                                 }
1424                                 else
1425                                 {
1426                                         self.effects = self.effects | EF_NODRAW;
1427                                 }
1428                                 self.items = self.items | IT_STRENGTH;
1429                                 sprint(self, "^3You are invisible\n");
1430                         }
1431                 }
1432
1433                 if (self.items & IT_INVINCIBLE)
1434                 {
1435                         if (time > self.invincible_finished)
1436                         {
1437                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1438                                 sprint(self, "^3Speed has worn off\n");
1439                         }
1440                 }
1441                 else
1442                 {
1443                         if (time < self.invincible_finished)
1444                         {
1445                                 self.items = self.items | IT_INVINCIBLE;
1446                                 sprint(self, "^3You are on speed\n");
1447                         }
1448                 }
1449                 return;
1450         }
1451
1452         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1453         if (self.items & IT_STRENGTH)
1454         {
1455                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1456                 if (time > self.strength_finished)
1457                 {
1458                         self.items = self.items - (self.items & IT_STRENGTH);
1459                         sprint(self, "^3Strength has worn off\n");
1460                 }
1461         }
1462         else
1463         {
1464                 if (time < self.strength_finished)
1465                 {
1466                         self.items = self.items | IT_STRENGTH;
1467                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1468                 }
1469         }
1470         if (self.items & IT_INVINCIBLE)
1471         {
1472                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1473                 if (time > self.invincible_finished)
1474                 {
1475                         self.items = self.items - (self.items & IT_INVINCIBLE);
1476                         sprint(self, "^3Shield has worn off\n");
1477                 }
1478         }
1479         else
1480         {
1481                 if (time < self.invincible_finished)
1482                 {
1483                         self.items = self.items | IT_INVINCIBLE;
1484                         sprint(self, "^3Shield surrounds you\n");
1485                 }
1486         }
1487
1488         if (cvar("g_fullbrightplayers"))
1489                 self.effects = self.effects | EF_FULLBRIGHT;
1490
1491         // midair gamemode: damage only while in the air
1492         // if in midair mode, being on ground grants temporary invulnerability
1493         // (this is so that multishot weapon don't clear the ground flag on the
1494         // first damage in the frame, leaving the player vulnerable to the
1495         // remaining hits in the same frame)
1496         if (self.flags & FL_ONGROUND)
1497         if (g_midair)
1498                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1499
1500         if (time < self.spawnshieldtime)
1501                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1502 }
1503
1504 float CalcRegen(float current, float stable, float regenfactor)
1505 {
1506         if(current > stable)
1507                 return current;
1508         else if(current > stable - 0.25) // when close enough, "snap"
1509                 return stable;
1510         else
1511                 return min(stable, current + (stable - current) * regenfactor * frametime);
1512 }
1513
1514 void player_regen (void)
1515 {
1516         float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1517         maxh = cvar("g_balance_health_stable");
1518         maxa = cvar("g_balance_armor_stable");
1519         limith = cvar("g_balance_health_limit");
1520         limita = cvar("g_balance_armor_limit");
1521
1522         if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1523                 return;
1524
1525         max_mod = regen_mod = rot_mod = limit_mod = 1;
1526
1527         if (self.runes & RUNE_REGEN)
1528         {
1529                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1530                 {
1531                         regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1532                         max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1533                         limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1534                 }
1535                 else
1536                 {
1537                         regen_mod = cvar("g_balance_rune_regen_regenrate");
1538                         max_mod = cvar("g_balance_rune_regen_hpmod");
1539                         limit_mod = cvar("g_balance_rune_regen_limitmod");
1540                 }
1541         }
1542         else if (self.runes & CURSE_VENOM)
1543         {
1544                 max_mod = cvar("g_balance_curse_venom_hpmod");
1545                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1546                         rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1547                 else
1548                         rot_mod = cvar("g_balance_curse_venom_rotrate");
1549                 limit_mod = cvar("g_balance_curse_venom_limitmod");
1550                 //if (!self.runes & RUNE_REGEN)
1551                 //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1552         }
1553         maxh = maxh * max_mod;
1554         //maxa = maxa * max_mod;
1555         limith = limith * limit_mod;
1556         limita = limita * limit_mod;
1557
1558         if (self.armorvalue > maxa)
1559         {
1560                 if (time > self.pauserotarmor_finished)
1561                 {
1562                         self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1563                         self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1564                 }
1565         }
1566         else if (self.armorvalue < maxa)
1567         {
1568                 if (time > self.pauseregen_finished)
1569                 {
1570                         self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1571                         self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1572                 }
1573         }
1574         if (self.health > maxh)
1575         {
1576                 if (time > self.pauserothealth_finished)
1577                 {
1578                         self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1579                         self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1580                 }
1581         }
1582         else if (self.health < maxh)
1583         {
1584                 if (time > self.pauseregen_finished)
1585                 {
1586                         self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1587                         self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1588                 }
1589         }
1590
1591         if (self.health > limith)
1592                 self.health = limith;
1593         if (self.armorvalue > limita)
1594                 self.armorvalue = limita;
1595
1596         // if player rotted to death...  die!
1597         if(self.health < 1)
1598                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1599 }
1600
1601 /*
1602 ======================
1603 spectate mode routines
1604 ======================
1605 */
1606 void SpectateCopy(entity spectatee) {
1607         self.armortype = spectatee.armortype;
1608         self.armorvalue = spectatee.armorvalue;
1609         self.currentammo = spectatee.currentammo;
1610         self.effects = spectatee.effects;
1611         self.health = spectatee.health;
1612         self.impulse = 0;
1613         self.items = spectatee.items;
1614         self.punchangle = spectatee.punchangle;
1615         self.view_ofs = spectatee.view_ofs;
1616         self.v_angle = spectatee.v_angle;
1617         self.viewzoom = spectatee.viewzoom;
1618         self.velocity = spectatee.velocity;
1619         self.dmg_take = spectatee.dmg_take;
1620         self.dmg_save = spectatee.dmg_save;
1621         self.dmg_inflictor = spectatee.dmg_inflictor;
1622         self.angles = spectatee.v_angle;
1623         self.fixangle = TRUE;
1624         setorigin(self, spectatee.origin);
1625         setsize(self, spectatee.mins, spectatee.maxs);
1626 }
1627
1628 float SpectateUpdate() {
1629         if(!self.enemy)
1630                 return 0;
1631
1632         if (self == self.enemy)
1633                 return 0;
1634         
1635         if(self.enemy.flags & FL_NOTARGET)
1636                 return 0;
1637
1638         SpectateCopy(self.enemy);
1639
1640         return 1;
1641 }
1642
1643 float SpectateNext() {
1644         other = find(self.enemy, classname, "player");
1645         if (!other) {
1646                 other = find(other, classname, "player");
1647         }
1648         if (other) {
1649                 self.enemy = other;
1650         }
1651         if(self.enemy.classname == "player") {
1652                 msg_entity = self;
1653                 WriteByte(MSG_ONE, SVC_SETVIEW);
1654                 WriteEntity(MSG_ONE, self.enemy);
1655                 self.wantswelcomemessage = 1;
1656                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1657                 if(!SpectateUpdate())
1658                         PutObserverInServer();
1659                 return 1;
1660         } else {
1661                 return 0;
1662         }
1663 }
1664
1665 /*
1666 =============
1667 ShowRespawnCountdown()
1668
1669 Update a respawn countdown display.
1670 =============
1671 */
1672 void ShowRespawnCountdown()
1673 {
1674         float number;
1675         if(self.deadflag == DEAD_NO) // just respawned?
1676                 return;
1677         else
1678         {
1679                 number = ceil(self.death_time - time);
1680                 if(number <= 0)
1681                         return;
1682                 if(number <= self.respawn_countdown)
1683                 {
1684                         self.respawn_countdown = number - 1;
1685                         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
1686                                 play2(self, strcat("announcer/robotic/", ftos(number), ".ogg"));
1687                 }
1688         }
1689 }
1690
1691 void LeaveSpectatorMode()
1692 {
1693         if(isJoinAllowed()) {
1694                 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1695                         self.classname = "player";
1696                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1697                                 JoinBestTeam(self, FALSE, TRUE);
1698                         if(cvar("g_campaign"))
1699                                 campaign_bots_may_start = 1;
1700                         PutClientInServer();
1701                         if(!(self.flags & FL_NOTARGET))
1702                                 bprint ("^4", self.netname, "^4 is playing now\n");
1703                         centerprint(self,"");
1704                         return;
1705                 } else {
1706                         stuffcmd(self,"menu_showteamselect\n");
1707                         return;
1708                 }
1709         }
1710         else {
1711                 //player may not join because of g_maxplayers is set
1712                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
1713         }
1714 }
1715
1716 /**
1717  * Determines whether the player is allowed to join. This depends on cvar
1718  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1719  * it checks whether the number of currently playing players exceeds g_maxplayers.
1720  * @return bool TRUE if the player is allowed to join, false otherwise
1721  */
1722 float isJoinAllowed() {
1723         if (!cvar("g_maxplayers"))
1724                 return TRUE;
1725
1726         local entity e;
1727         local float currentlyPlaying;
1728         FOR_EACH_REALPLAYER(e) {
1729                 if(e.classname == "player")
1730                         currentlyPlaying += 1;
1731         }
1732         if(currentlyPlaying < cvar("g_maxplayers"))
1733                 return TRUE;
1734
1735         return FALSE;
1736 }
1737
1738 /**
1739  * Checks whether the client is an observer or spectator, if so, he will get kicked after
1740  * g_maxplayers_spectator_blocktime seconds
1741  */
1742 void checkSpectatorBlock() {
1743         if(self.classname == "spectator" || self.classname == "observer") {
1744                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
1745                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
1746                         dropclient(self);
1747                 }
1748         }
1749 }
1750
1751 float vercmp_recursive(string v1, string v2)
1752 {
1753         float dot1, dot2;
1754         string s1, s2;
1755         float r;
1756
1757         dot1 = strstrofs(v1, ".", 0);
1758         dot2 = strstrofs(v2, ".", 0);
1759         if(dot1 == -1)
1760                 s1 = v1;
1761         else
1762                 s1 = substring(v1, 0, dot1);
1763         if(dot2 == -1)
1764                 s2 = v2;
1765         else
1766                 s2 = substring(v2, 0, dot2);
1767
1768         r = stof(s1) - stof(s2);
1769         if(r != 0)
1770                 return r;
1771
1772         r = strcasecmp(s1, s2);
1773         if(r != 0)
1774                 return r;
1775
1776         if(dot1 == -1)
1777                 if(dot2 == -1)
1778                         return 0;
1779                 else
1780                         return -1;
1781         else
1782                 if(dot2 == -1)
1783                         return 1;
1784                 else
1785                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
1786 }
1787
1788 float vercmp(string v1, string v2)
1789 {
1790         if(strcasecmp(v1, v2) == 0) // early out check
1791                 return 0;
1792         return vercmp_recursive(v1, v2);
1793 }
1794
1795 void ObserverThink()
1796 {
1797         if (self.flags & FL_JUMPRELEASED) {
1798                 if (self.BUTTON_JUMP && self.version == cvar("gameversion")) {
1799                         self.welcomemessage_time = 0;
1800                         self.flags = self.flags - FL_JUMPRELEASED;
1801                         LeaveSpectatorMode();
1802                         return;
1803                 } else if(self.BUTTON_ATCK && self.version == cvar("gameversion")) {
1804                         self.welcomemessage_time = 0;
1805                         self.flags = self.flags - FL_JUMPRELEASED;
1806                         if(SpectateNext() == 1) {
1807                                 self.classname = "spectator";
1808                         }
1809                 }
1810         } else {
1811                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
1812                         self.flags = self.flags | FL_JUMPRELEASED;
1813                 }
1814         }
1815         if(self.BUTTON_ZOOM)
1816                 self.wantswelcomemessage = 0;
1817         if(self.wantswelcomemessage)
1818                 PrintWelcomeMessage(self);
1819 }
1820
1821 void SpectatorThink()
1822 {
1823         if (self.flags & FL_JUMPRELEASED) {
1824                 if (self.BUTTON_JUMP && self.version == cvar("gameversion")) {
1825                         self.welcomemessage_time = 0;
1826                         self.flags = self.flags - FL_JUMPRELEASED;
1827                         LeaveSpectatorMode();
1828                         return;
1829                 } else if(self.BUTTON_ATCK) {
1830                         self.welcomemessage_time = 0;
1831                         self.flags = self.flags - FL_JUMPRELEASED;
1832                         if(SpectateNext() == 1) {
1833                                 self.classname = "spectator";
1834                         } else {
1835                                 self.classname = "observer";
1836                                 PutClientInServer();
1837                         }
1838                 } else if (self.BUTTON_ATCK2) {
1839                         self.welcomemessage_time = 0;
1840                         self.flags = self.flags - FL_JUMPRELEASED;
1841                         self.classname = "observer";
1842                         PutClientInServer();
1843                 } else {
1844                         if(!SpectateUpdate())
1845                                 PutObserverInServer();
1846                 }
1847         } else {
1848                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
1849                         self.flags = self.flags | FL_JUMPRELEASED;
1850                 }
1851         }
1852         if(self.BUTTON_ZOOM)
1853                 self.wantswelcomemessage = 0;
1854         if(self.wantswelcomemessage)
1855                 PrintWelcomeMessage(self);
1856         self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1857 }
1858
1859 /*
1860 =============
1861 PlayerPreThink
1862
1863 Called every frame for each client before the physics are run
1864 =============
1865 */
1866 void() ctf_setstatus;
1867 .float vote_nagtime;
1868 void PlayerPreThink (void)
1869 {
1870         if(blockSpectators)
1871                 checkSpectatorBlock();
1872         
1873         if(self.netname_previous != self.netname)
1874         {
1875                 if(cvar("sv_eventlog"))
1876                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname), TRUE);
1877                 if(self.netname_previous)
1878                         strunzone(self.netname_previous);
1879                 self.netname_previous = strzone(self.netname);
1880         }
1881
1882         // version nagging
1883         if(self.version_nagtime)
1884                 if(self.cvar_g_nexuizversion)
1885                         if(time > self.version_nagtime)
1886                         {
1887                                 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1888                                 {
1889                                         if(strstr(cvar_string("g_nexuizversion"), "svn", 0) >= 0)
1890                                         {
1891                                                 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");
1892                                                 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"));
1893                                         }
1894                                         else
1895                                         {
1896                                                 float r;
1897                                                 r = vercmp(self.cvar_g_nexuizversion, cvar_string("g_nexuizversion"));
1898                                                 if(r < 0)
1899                                                 {
1900                                                         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");
1901                                                         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"));
1902                                                 }
1903                                                 else if(r > 0)
1904                                                 {
1905                                                         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");
1906                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
1907                                                 }
1908                                         }
1909                                 }
1910                                 self.version_nagtime = 0;
1911                         }
1912
1913         // vote nagging
1914         if(self.cvar_scr_centertime)
1915                 if(time > self.vote_nagtime)
1916                 {
1917                         VoteNag();
1918                         self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1919                 }
1920
1921         // GOD MODE info
1922         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
1923         {
1924                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
1925                 self.max_armorvalue = 0;
1926         }
1927
1928         if(frametime)
1929                 antilag_record(self);
1930
1931         if(self.classname == "player") {
1932 //              if(self.netname == "Wazat")
1933 //                      bprint(self.classname, "\n");
1934
1935                 CheckRules_Player();
1936
1937                 if(self.BUTTON_INFO)
1938                         PrintWelcomeMessage(self);
1939
1940                 if(g_lms || !cvar("sv_spectate"))
1941                 if((time - self.jointime) <= cvar("welcome_message_time"))
1942                         PrintWelcomeMessage(self);
1943
1944                 if (intermission_running)
1945                 {
1946                         IntermissionThink ();   // otherwise a button could be missed between
1947                         return;                                 // the think tics
1948                 }
1949
1950                 if(self.teleport_time)
1951                 if(time > self.teleport_time)
1952                 {
1953                         self.teleport_time = 0;
1954                         self.effects = self.effects - (self.effects & EF_NODRAW);
1955                         if(self.weaponentity)
1956                                 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
1957                 }
1958
1959                 Nixnex_GiveCurrentWeapon();
1960
1961                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
1962                         UpdateSelectedPlayer();
1963
1964                 //don't allow the player to turn around while game is paused!
1965                 if(timeoutStatus == 2) {
1966                         self.v_angle = self.lastV_angle;
1967                         self.angles = self.lastV_angle;
1968                         self.fixangle = TRUE;
1969                 }
1970
1971                 if (self.deadflag != DEAD_NO)
1972                 {
1973                         float button_pressed, force_respawn;
1974                         player_anim();
1975                         button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
1976                         force_respawn = (g_lms || cvar("g_forced_respawn"));
1977                         if (self.deadflag == DEAD_DYING)
1978                         {
1979                                 if(force_respawn)
1980                                         self.deadflag = DEAD_RESPAWNING;
1981                                 else if(!button_pressed)
1982                                         self.deadflag = DEAD_DEAD;
1983                         }
1984                         else if (self.deadflag == DEAD_DEAD)
1985                         {
1986                                 if(button_pressed)
1987                                         self.deadflag = DEAD_RESPAWNABLE;
1988                         }
1989                         else if (self.deadflag == DEAD_RESPAWNABLE)
1990                         {
1991                                 if(!button_pressed)
1992                                         self.deadflag = DEAD_RESPAWNING;
1993                         }
1994                         else if (self.deadflag == DEAD_RESPAWNING)
1995                         {
1996                                 if(time > self.death_time)
1997                                 {
1998                                         self.death_time = time + 1; // only retry once a second
1999                                         respawn();
2000                                 }
2001                         }
2002                         ShowRespawnCountdown();
2003                         return;
2004                 }
2005
2006                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
2007                 {
2008                         vector dist;
2009
2010                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2011                         dist = self.oldorigin - self.origin;
2012                         dist_z = 0;
2013                         self.lms_traveled_distance += fabs(vlen(dist));
2014
2015                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < restart_countdown))
2016                         {
2017                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2018                                 self.lms_traveled_distance = 0;
2019                         }
2020
2021                         if(time > self.lms_nextcheck)
2022                         {
2023                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2024                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2025                                 {
2026                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
2027                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2028                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2029                                         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');
2030                                 }
2031                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2032                                 self.lms_traveled_distance = 0;
2033                         }
2034                 }
2035
2036                 if (self.BUTTON_CROUCH && !self.hook.state)
2037                 {
2038                         if (!self.crouch)
2039                         {
2040                                 self.crouch = TRUE;
2041                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2042                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2043                                 player_setanim(self.anim_duck, FALSE, TRUE, TRUE);
2044                         }
2045                 }
2046                 else
2047                 {
2048                         if (self.crouch)
2049                         {
2050                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2051                                 if (!trace_startsolid)
2052                                 {
2053                                         self.crouch = FALSE;
2054                                         self.view_ofs = PL_VIEW_OFS;
2055                                         setsize (self, PL_MIN, PL_MAX);
2056                                 }
2057                         }
2058                 }
2059
2060                 FixPlayermodel();
2061
2062                 GrapplingHookFrame();
2063
2064                 W_WeaponFrame();
2065
2066                 {
2067                         float zoomfactor, zoomspeed, zoomdir;
2068                         zoomfactor = self.cvar_cl_zoomfactor;
2069                         if(zoomfactor < 1 || zoomfactor > 16)
2070                                 zoomfactor = 2.5;
2071                         zoomspeed = self.cvar_cl_zoomspeed;
2072                         if(zoomspeed >= 0) // < 0 is instant zoom
2073                                 if(zoomspeed < 0.5 || zoomspeed > 16)
2074                                         zoomspeed = 3.5;
2075
2076                         zoomdir = self.BUTTON_ZOOM;
2077                         if(self.BUTTON_ATCK2)
2078                                 if(self.weapon == WEP_NEX)
2079                                         if(!g_minstagib)
2080                                                 zoomdir = 1;
2081
2082                         if(zoomdir)
2083                                 self.has_zoomed = 1;
2084
2085                         if(self.has_zoomed)
2086                         {
2087                                 if(zoomspeed <= 0) // instant zoom
2088                                 {
2089                                         if(zoomdir)
2090                                                 self.viewzoom = 1 / zoomfactor;
2091                                         else
2092                                                 self.viewzoom = 1;
2093                                 }
2094                                 else
2095                                 {
2096                                         // geometric zoom would be:
2097                                         //   self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
2098                                         // however, testing showed that arithmetic/harmonic zoom works better
2099                                         if(zoomdir)
2100                                                 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
2101                                                 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
2102                                                 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
2103                                         else
2104                                                 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
2105                                                 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
2106                                                 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
2107                                 }
2108                         }
2109                         else
2110                                 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
2111                 }
2112
2113                 player_powerups();
2114                 player_regen();
2115                 player_anim();
2116
2117                 if (g_minstagib)
2118                         minstagib_ammocheck();
2119
2120                 ctf_setstatus();
2121                 kh_setstatus();
2122
2123                 //self.angles_y=self.v_angle_y + 90;   // temp
2124
2125                 //if (TetrisPreFrame()) return;
2126         } else if(gameover) {
2127                 if (intermission_running)
2128                         IntermissionThink ();   // otherwise a button could be missed between
2129                 return;
2130         } else if(self.classname == "observer") {
2131                 ObserverThink();
2132         } else if(self.classname == "spectator") {
2133                 SpectatorThink();
2134         }
2135 }
2136
2137
2138 /*
2139 =============
2140 PlayerPostThink
2141
2142 Called every frame for each client after the physics are run
2143 =============
2144 */
2145 .float idlekick_lasttimeleft;
2146 void PlayerPostThink (void)
2147 {
2148         // Savage: Check for nameless players
2149         if (strlen(self.netname) < 1) {
2150                 self.netname = "Player";
2151                 stuffcmd(self, "seta _cl_name Player\n");
2152         }
2153
2154         if(sv_maxidle)
2155         {
2156                 float timeleft;
2157                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2158                 if(timeleft <= 0)
2159                 {
2160                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
2161                         play2(self, "announcer/robotic/terminated.ogg");
2162                         dropclient(self);
2163                         return;
2164                 }
2165                 else if(timeleft <= 10)
2166                 {
2167                         if(timeleft != self.idlekick_lasttimeleft)
2168                         {
2169                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2170                                 play2(self, strcat("announcer/robotic/", ftos(timeleft), ".ogg"));
2171                         }
2172                 }
2173                 else
2174                 {
2175                         centerprint_expire(self, CENTERPRIO_IDLEKICK);
2176                 }
2177                 self.idlekick_lasttimeleft = timeleft;
2178         }
2179
2180         if(self.classname == "player") {
2181                 CheckRules_Player();
2182                 UpdateChatBubble();
2183                 UpdateTeamBubble();
2184                 if (self.impulse)
2185                         ImpulseCommands();
2186                 if (intermission_running)
2187                         return;         // intermission or finale
2188
2189                 //PrintWelcomeMessage(self);
2190                 //if (TetrisPostFrame()) return;
2191
2192                 // restart countdown
2193                 if (restart_countdown) {
2194                         if(time < restart_countdown) {
2195                                 if (!cvar("sv_ready_restart_after_countdown"))
2196                                 {
2197                                         self.movetype = MOVETYPE_NONE;          
2198                                         self.velocity = '0 0 0';
2199                                         self.avelocity = '0 0 0';
2200                                         self.movement = '0 0 0';
2201                                 }
2202                         }
2203                         else
2204                         {
2205                                 //allow the player to move again if sv_ready_restart_after_countdown is not used and countdown is over
2206                                 if (!cvar("sv_ready_restart_after_countdown"))
2207                                 {
2208                                         if(self.movetype == MOVETYPE_NONE)
2209                                         {
2210                                                 self.movetype = MOVETYPE_WALK;
2211                                         }
2212                                 }
2213                         }
2214                 }
2215                 
2216         } else if (self.classname == "observer") {
2217                 //do nothing
2218         } else if (self.classname == "spectator") {
2219                 //do nothing
2220         }
2221
2222         /*
2223         float i;
2224         for(i = 0; i < 1000; ++i)
2225         {
2226                 vector end;
2227                 end = self.origin + '0 0 1024' + 512 * randomvec();
2228                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2229                 if(trace_fraction < 1)
2230                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2231                 {
2232                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2233                         break;
2234                 }
2235         }
2236         */
2237
2238         Arena_Warmup();
2239 }