]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/cl_client.qc
hopefully fix campcheck
[divverent/nexuiz.git] / data / qcsrc / server / cl_client.qc
1 #define SPAWNPOINT_SCORE frags
2
3 .float wantswelcomemessage;
4 .string netname_previous;
5
6 void spawnfunc_info_player_survivor (void)
7 {
8         spawnfunc_info_player_deathmatch();
9 }
10
11 void spawnfunc_info_player_start (void)
12 {
13         spawnfunc_info_player_deathmatch();
14 }
15
16 void spawnfunc_info_player_deathmatch (void)
17 {
18         self.classname = "info_player_deathmatch";
19         relocate_spawnpoint();
20 }
21
22 void spawnpoint_use()
23 {
24         if(teams_matter)
25         if(have_team_spawns)
26         {
27                 self.team = activator.team;
28                 some_spawn_has_been_used = 1;
29         }
30 };
31
32 // Returns:
33 //   -1 if a spawn can't be used
34 //   otherwise, a weight of the spawnpoint
35 float Spawn_Score(entity spot, entity playerlist, float teamcheck)
36 {
37         float shortest, thisdist;
38         entity player;
39
40         // filter out spots for the wrong team
41         if(teamcheck)
42         if(spot.team != teamcheck)
43                 return -1;
44
45         if(race_spawns)
46                 if(spot.target == "")
47                         return -1;
48
49         // filter out spots for assault
50         if(spot.target != "") {
51                 local entity ent;
52                 float good;
53                 ent = find(world, targetname, spot.target);
54                 while(ent) {
55                         if(ent.classname == "target_objective")
56                         {
57                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
58                                         return -1;
59                                 good = 1;
60                         }
61                         else if(ent.classname == "trigger_race_checkpoint")
62                         {
63                                 if(self.classname == "player") // spectators may spawn everywhere
64                                 {
65                                         if(g_race_qualifying)
66                                         {
67                                                 // spawn at first
68                                                 if(ent.race_checkpoint != 0)
69                                                         return -1;
70                                                 if(spot.race_place != race_lowest_place_spawn)
71                                                         return -1;
72                                         }
73                                         else
74                                         {
75                                                 if(ent.race_checkpoint != race_PreviousCheckpoint(self.race_checkpoint))
76                                                         return -1;
77                                                 float pl;
78                                                 pl = self.race_place;
79                                                 if(pl > race_highest_place_spawn)
80                                                         pl = 0;
81                                                 if(spot.race_place != pl)
82                                                         return -1;
83                                         }
84                                 }
85                                 good = 1;
86                         }
87                         else
88                         {
89                         }
90                         ent = find(ent, targetname, spot.target);
91                 }
92
93                 if(!good)
94                         return -1;
95         }
96
97         player = playerlist;
98         shortest = vlen(world.maxs - world.mins);
99         for(player = playerlist; player; player = player.chain)
100                 if (player != self)
101                 {
102                         thisdist = vlen(player.origin - spot.origin);
103                         if (thisdist < shortest)
104                                 shortest = thisdist;
105                 }
106         return shortest;
107 }
108
109 float spawn_allbad;
110 float spawn_allgood;
111 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
112 {
113         local entity spot, spotlist, spotlistend;
114         spawn_allgood = TRUE;
115         spawn_allbad = TRUE;
116
117         spotlist = world;
118         spotlistend = world;
119
120         for(spot = firstspot; spot; spot = spot.chain)
121         {
122                 spot.SPAWNPOINT_SCORE = Spawn_Score(spot, playerlist, teamcheck);
123
124                 if(cvar("spawn_debugview"))
125                 {
126                         setmodel(spot, "models/runematch/rune.mdl");
127                         if(spot.SPAWNPOINT_SCORE < mindist)
128                         {
129                                 spot.colormod = '1 0 0';
130                                 spot.scale = 1;
131                         }
132                         else
133                         {
134                                 spot.colormod = '0 1 0';
135                                 spot.scale = spot.SPAWNPOINT_SCORE / mindist;
136                         }
137                 }
138
139                 if(spot.SPAWNPOINT_SCORE >= 0) // spawning allowed here
140                 {
141                         if(spot.SPAWNPOINT_SCORE < mindist)
142                         {
143                                 // too short distance
144                                 spawn_allgood = FALSE;
145                         }
146                         else 
147                         {
148                                 // perfect
149                                 spawn_allbad = FALSE;
150
151                                 if(spotlistend)
152                                         spotlistend.chain = spot;
153                                 spotlistend = spot;
154                                 if(!spotlist)
155                                         spotlist = spot;
156
157                                 /*
158                                 if(teamcheck)
159                                 if(spot.team != teamcheck)
160                                         error("invalid spawn added");
161
162                                 print("added ", etos(spot), "\n");
163                                 */
164                         }
165                 }
166         }
167         if(spotlistend)
168                 spotlistend.chain = world;
169
170         /*
171                 entity e;
172                 if(teamcheck)
173                         for(e = spotlist; e; e = e.chain)
174                         {
175                                 print("seen ", etos(e), "\n");
176                                 if(e.team != teamcheck)
177                                         error("invalid spawn found");
178                         }
179         */
180
181         return spotlist;
182 }
183
184 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
185 {
186         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
187         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
188         local entity spot;
189
190         RandomSelection_Init();
191         for(spot = firstspot; spot; spot = spot.chain)
192                 RandomSelection_Add(spot, 0, pow(bound(lower, spot.SPAWNPOINT_SCORE, upper), exponent) * spot.cnt, spot.SPAWNPOINT_SCORE >= lower);
193
194         return RandomSelection_chosen_ent;
195 }
196
197 /*
198 =============
199 SelectSpawnPoint
200
201 Finds a point to respawn
202 =============
203 */
204 entity SelectSpawnPoint (float anypoint)
205 {
206         local float teamcheck;
207         local entity firstspot_new;
208         local entity spot, firstspot, playerlist;
209
210         spot = find (world, classname, "testplayerstart");
211         if (spot)
212                 return spot;
213
214         teamcheck = 0;
215
216         if(!anypoint && have_team_spawns)
217                 teamcheck = self.team;
218
219         // get the list of players
220         playerlist = findchain(classname, "player");
221         // get the entire list of spots
222         firstspot = findchain(classname, "info_player_deathmatch");
223         // filter out the bad ones
224         // (note this returns the original list if none survived)
225         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
226         if(!firstspot_new)
227                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
228         firstspot = firstspot_new;
229
230         // there is 50/50 chance of choosing a random spot or the furthest spot
231         // (this means that roughly every other spawn will be furthest, so you
232         // usually won't get fragged at spawn twice in a row)
233         if (arena_roundbased)
234         {
235                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
236                 if(firstspot_new)
237                         firstspot = firstspot_new;
238                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
239         }
240         else if (random() > cvar("g_spawn_furthest"))
241                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
242         else
243                 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
244
245         if(cvar("spawn_debugview"))
246         {
247                 print("spot mindistance: ", ftos(spot.SPAWNPOINT_SCORE), "\n");
248
249                 entity e;
250                 if(teamcheck)
251                         for(e = firstspot; e; e = e.chain)
252                                 if(e.team != teamcheck)
253                                         error("invalid spawn found");
254         }
255
256         if (!spot)
257         {
258                 if(cvar("spawn_debug"))
259                         GotoNextMap();
260                 else
261                 {
262                         if(some_spawn_has_been_used)
263                                 return world; // team can't spawn any more, because of actions of other team
264                         else
265                                 error("Cannot find a spawn point - please fix the map!");
266                 }
267         }
268
269         return spot;
270 }
271
272 /*
273 =============
274 CheckPlayerModel
275
276 Checks if the argument string can be a valid playermodel.
277 Returns a valid one in doubt.
278 =============
279 */
280 string FallbackPlayerModel = "models/player/marine.zym";
281 string CheckPlayerModel(string plyermodel) {
282         if(strlen(plyermodel) < 4)
283                 return FallbackPlayerModel;
284         if( substring(plyermodel,0,14) != "models/player/")
285                 return FallbackPlayerModel;
286         else if(cvar("sv_servermodelsonly"))
287         {
288                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
289                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
290                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
291                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
292                         return FallbackPlayerModel;
293                 if(plyermodel != strtolower(plyermodel))
294                         return FallbackPlayerModel;
295                 if(!fexists(plyermodel))
296                         return FallbackPlayerModel;
297         }
298         return plyermodel;
299 }
300
301 /*
302 =============
303 Client_customizeentityforclient
304
305 LOD reduction
306 =============
307 */
308 float Client_customizeentityforclient()
309 {
310 #ifdef ALLOW_VARIABLE_LOD
311         // self: me
312         // other: the player viewing me
313         float distance;
314         float f;
315
316         if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
317                 return TRUE;
318
319         if(other.cvar_cl_playerdetailreduction <= 0)
320         {
321                 if(other.cvar_cl_playerdetailreduction <= -2)
322                         self.modelindex = self.modelindex_lod2;
323                 else if(other.cvar_cl_playerdetailreduction <= -1)
324                         self.modelindex = self.modelindex_lod1;
325                 else
326                         self.modelindex = self.modelindex_lod0;
327         }
328         else
329         {
330                 distance = vlen(self.origin - other.origin);
331                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
332                 if(f > 10000)
333                         self.modelindex = self.modelindex_lod2;
334                 else if(f > 5000)
335                         self.modelindex = self.modelindex_lod1;
336                 else
337                         self.modelindex = self.modelindex_lod0;
338         }
339 #endif
340
341         return TRUE;
342 }
343
344 void UpdatePlayerSounds();
345 void setmodel_lod(entity e, string modelname)
346 {
347 #ifdef ALLOW_VARIABLE_LOD
348         string s;
349
350         // FIXME: this only supports 3-letter extensions
351         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
352         if(fexists(s))
353         {
354                 precache_model(s);
355                 setmodel(e, s); // players have high precision
356                 self.modelindex_lod1 = self.modelindex;
357         }
358         else
359                 self.modelindex_lod1 = -1;
360
361         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
362         if(fexists(s))
363         {
364                 precache_model(s);
365                 setmodel(e, s); // players have high precision
366                 self.modelindex_lod2 = self.modelindex;
367         }
368         else
369                 self.modelindex_lod2 = -1;
370
371         precache_model(modelname);
372         setmodel(e, modelname); // players have high precision
373         self.modelindex_lod0 = self.modelindex;
374
375         if(self.modelindex_lod1 < 0)
376                 self.modelindex_lod1 = self.modelindex;
377
378         if(self.modelindex_lod2 < 0)
379                 self.modelindex_lod2 = self.modelindex;
380 #else
381         precache_model(modelname);
382         setmodel(e, modelname); // players have high precision
383 #endif
384         player_setupanimsformodel();
385         UpdatePlayerSounds();
386 }
387
388 /*
389 =============
390 PutObserverInServer
391
392 putting a client as observer in the server
393 =============
394 */
395 void PutObserverInServer (void)
396 {
397         entity  spot;
398
399         race_PreSpawnObserver();
400
401         spot = SelectSpawnPoint (TRUE);
402         if(!spot)
403                 error("No spawnpoints for observers?!?\n");
404         RemoveGrapplingHook(self); // Wazat's Grappling Hook
405
406         if(clienttype(self) == CLIENTTYPE_REAL)
407         {
408                 msg_entity = self;
409                 WriteByte(MSG_ONE, SVC_SETVIEW);
410                 WriteEntity(MSG_ONE, self);
411         }
412
413         DropAllRunes(self);
414         kh_Key_DropAll(self, TRUE);
415
416         Portal_ClearAll(self);
417
418         if(self.flagcarried)
419                 DropFlag(self.flagcarried, world, world);
420
421         WaypointSprite_PlayerDead();
422         
423         if(self.killcount != -666)
424         {
425                 if(g_lms)
426                 {
427                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
428                                 bprint ("^4", self.netname, "^4 has no more lives left\n");
429                         else
430                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
431                 }
432                 else
433                         bprint ("^4", self.netname, "^4 is spectating now\n");
434         }
435
436         PlayerScore_Clear(self); // clear scores when needed
437
438         self.spectatortime = time;
439         
440         self.classname = "observer";
441         self.iscreature = FALSE;
442         self.health = -666;
443         self.takedamage = DAMAGE_NO;
444         self.solid = SOLID_NOT;
445         self.movetype = MOVETYPE_NOCLIP;
446         self.flags = FL_CLIENT | FL_NOTARGET;
447         self.armorvalue = 666;
448         self.effects = 0;
449         self.armorvalue = cvar("g_balance_armor_start");
450         self.pauserotarmor_finished = 0;
451         self.pauserothealth_finished = 0;
452         self.pauseregen_finished = 0;
453         self.damageforcescale = 0;
454         self.death_time = 0;
455         self.dead_frame = 0;
456         self.alpha = 0;
457         self.scale = 0;
458         self.fade_time = 0;
459         self.pain_frame = 0;
460         self.pain_finished = 0;
461         self.strength_finished = 0;
462         self.invincible_finished = 0;
463         self.pushltime = 0;
464         self.think = SUB_Null;
465         self.nextthink = 0;
466         self.hook_time = 0;
467         self.runes = 0;
468         self.deadflag = DEAD_NO;
469         self.angles = spot.angles;
470         self.angles_z = 0;
471         self.fixangle = TRUE;
472         self.crouch = FALSE;
473
474         self.view_ofs = PL_VIEW_OFS;
475         setorigin (self, spot.origin);
476         setsize (self, '0 0 0', '0 0 0');
477         self.oldorigin = self.origin;
478         self.items = 0;
479         self.weapons = 0;
480         self.model = "";
481         self.modelindex = 0;
482         self.weapon = 0;
483         self.weaponmodel = "";
484         self.weaponentity = world;
485         self.killcount = -666;
486         self.velocity = '0 0 0';
487         self.avelocity = '0 0 0';
488         self.punchangle = '0 0 0';
489         self.punchvector = '0 0 0';
490         self.oldvelocity = self.velocity;
491         self.customizeentityforclient = Client_customizeentityforclient;
492         self.wantswelcomemessage = 1;
493
494         if(g_arena)
495         {
496                 if(self.version_mismatch)
497                 {
498                         Spawnqueue_Unmark(self);
499                         Spawnqueue_Remove(self);
500                 }
501                 else
502                 {
503                         Spawnqueue_Insert(self);
504                 }
505         }
506         else if(g_lms)
507         {
508                 // Only if the player cannot play at all
509                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
510                         self.frags = -666;
511                 else
512                         self.frags = -667;
513         }
514         else
515                 self.frags = -666;
516 }
517
518 float RestrictSkin(float s)
519 {
520         if(!teams_matter)
521                 return s;
522         if(s == 6)
523                 return 6;
524         return mod(s, 3);
525 }
526
527 void FixPlayermodel()
528 {
529         local string defaultmodel;
530         local float defaultskin;
531         local vector m1, m2;
532
533         defaultmodel = "";
534
535         if(cvar("sv_defaultcharacter") == 1) {
536                 defaultskin = 0;
537
538                 if(teams_matter)
539                 {
540                         defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
541                         defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
542                 }
543
544                 if(defaultmodel == "")
545                 {
546                         defaultmodel = cvar_string("sv_defaultplayermodel");
547                         defaultskin = cvar("sv_defaultplayerskin");
548                 }
549         }
550
551         if(self.modelindex == 0)
552         {
553                 if(self.model != "")
554                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
555                 self.model = ""; // force the != checks to return true
556         }
557
558         if(defaultmodel != "")
559         {
560                 if (defaultmodel != self.model)
561                 {
562                         m1 = self.mins;
563                         m2 = self.maxs;
564                         setmodel_lod (self, defaultmodel);
565                         setsize (self, m1, m2);
566                 }
567
568                 self.skin = defaultskin;
569         } else {
570                 if (self.playermodel != self.model)
571                 {
572                         self.playermodel = CheckPlayerModel(self.playermodel);
573                         m1 = self.mins;
574                         m2 = self.maxs;
575                         setmodel_lod (self, self.playermodel);
576                         setsize (self, m1, m2);
577                 }
578
579                 self.skin = RestrictSkin(stof(self.playerskin));
580         }
581
582         if(!teams_matter)
583                 if(strlen(cvar_string("sv_defaultplayercolors")))
584                         if(self.clientcolors != cvar("sv_defaultplayercolors"))
585                                 setcolor(self, cvar("sv_defaultplayercolors"));
586 }
587
588 void PlayerTouchExplode(entity p1, entity p2)
589 {
590         vector org;
591         org = (p1.origin + p2.origin) * 0.5;
592         org_z += (p1.mins_z + p2.mins_z) * 0.5;
593
594         te_explosion(org);
595
596         entity e;
597         e = spawn();
598         setorigin(e, org);
599         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
600         remove(e);
601 }
602
603 /*
604 =============
605 PutClientInServer
606
607 Called when a client spawns in the server
608 =============
609 */
610 //void() ctf_playerchanged;
611 void PutClientInServer (void)
612 {
613         if(clienttype(self) == CLIENTTYPE_BOT)
614         {
615                 self.classname = "player";
616         }
617         else if(clienttype(self) == CLIENTTYPE_REAL)
618         {
619                 msg_entity = self;
620                 WriteByte(MSG_ONE, SVC_SETVIEW);
621                 WriteEntity(MSG_ONE, self);
622         }
623
624         // player is dead and becomes observer
625         // FIXME fix LMS scoring for new system
626         if(g_lms)
627         {
628                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
629                         self.classname = "observer";
630         }
631
632         if(g_arena)
633         if(!self.spawned)
634                 self.classname = "observer";
635
636         if(self.classname == "player") {
637                 entity spot, oldself;
638
639                 race_PreSpawn();
640
641                 spot = SelectSpawnPoint (FALSE);
642                 if(!spot)
643                 {
644                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
645                         return; // spawn failed
646                 }
647
648                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
649
650                 self.classname = "player";
651                 self.iscreature = TRUE;
652                 self.movetype = MOVETYPE_WALK;
653                 self.solid = SOLID_SLIDEBOX;
654                 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
655                 if(independent_players)
656                         MAKE_INDEPENDENT_PLAYER(self);
657                 self.flags = FL_CLIENT;
658                 self.takedamage = DAMAGE_AIM;
659                 if(g_minstagib)
660                         self.effects = EF_FULLBRIGHT;
661                 else
662                         self.effects = 0;
663                 self.air_finished = time + 12;
664                 self.dmg = 2;
665
666                 if(inWarmupStage)
667                 {
668                         self.ammo_shells = warmup_start_ammo_shells;
669                         self.ammo_nails = warmup_start_ammo_nails;
670                         self.ammo_rockets = warmup_start_ammo_rockets;
671                         self.ammo_cells = warmup_start_ammo_cells;
672                         self.health = warmup_start_health;
673                         self.armorvalue = warmup_start_armorvalue;
674                         self.weapons = warmup_start_weapons;
675                 }
676                 else
677                 {
678                         self.ammo_shells = start_ammo_shells;
679                         self.ammo_nails = start_ammo_nails;
680                         self.ammo_rockets = start_ammo_rockets;
681                         self.ammo_cells = start_ammo_cells;
682                         self.health = start_health;
683                         self.armorvalue = start_armorvalue;
684                         self.weapons = start_weapons;
685                 }
686                 self.items = start_items;
687                 self.switchweapon = w_getbestweapon(self);
688                 self.cnt = self.switchweapon;
689                 self.weapon = 0;
690                 self.jump_interval = time;
691
692                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
693                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
694                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
695                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
696                 //extend the pause of rotting if client was reset at the beginning of the countdown
697                 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?
698                         self.spawnshieldtime += game_starttime - time;
699                         self.pauserotarmor_finished += game_starttime - time;
700                         self.pauserothealth_finished += game_starttime - time;
701                         self.pauseregen_finished += game_starttime - time;
702                 }
703                 self.damageforcescale = 2;
704                 self.death_time = 0;
705                 self.dead_frame = 0;
706                 self.alpha = 0;
707                 self.scale = 0;
708                 self.fade_time = 0;
709                 self.pain_frame = 0;
710                 self.pain_finished = 0;
711                 self.strength_finished = 0;
712                 self.invincible_finished = 0;
713                 self.pushltime = 0;
714                 //self.speed_finished = 0;
715                 //self.slowmo_finished = 0;
716                 // players have no think function
717                 self.think = SUB_Null;
718                 self.nextthink = 0;
719                 self.hook_time = 0;
720
721                 self.runes = 0;
722
723                 self.deadflag = DEAD_NO;
724
725                 self.angles = spot.angles;
726
727                 self.angles_z = 0; // never spawn tilted even if the spot says to
728                 self.fixangle = TRUE; // turn this way immediately
729                 self.velocity = '0 0 0';
730                 self.avelocity = '0 0 0';
731                 self.punchangle = '0 0 0';
732                 self.punchvector = '0 0 0';
733                 self.oldvelocity = self.velocity;
734
735                 msg_entity = self;
736                 WRITESPECTATABLE_MSG_ONE({
737                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
738                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);
739                 });
740
741                 self.customizeentityforclient = Client_customizeentityforclient;
742
743                 self.model = "";
744                 FixPlayermodel();
745
746                 self.crouch = FALSE;
747                 self.view_ofs = PL_VIEW_OFS;
748                 setsize (self, PL_MIN, PL_MAX);
749                 self.spawnorigin = spot.origin;
750                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
751                 // don't reset back to last position, even if new position is stuck in solid
752                 self.oldorigin = self.origin;
753
754                 if(g_arena)
755                 {
756                         Spawnqueue_Remove(self);
757                         Spawnqueue_Mark(self);
758                 }
759
760                 self.event_damage = PlayerDamage;
761
762                 self.bot_attack = TRUE;
763
764                 self.statdraintime = time + 5;
765                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
766
767                 if(self.killcount == -666) {
768                         PlayerScore_Clear(self);
769                         self.killcount = 0;
770                         self.frags = 0;
771                 }
772
773                 self.cnt = WEP_LASER;
774                 self.nixnex_lastchange_id = -1;
775
776                 CL_SpawnWeaponentity();
777                 self.alpha = default_player_alpha;
778                 self.colormod = '1 1 1' * cvar("g_player_brightness");
779                 self.exteriorweaponentity.alpha = default_weapon_alpha;
780
781                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
782                 self.lms_traveled_distance = 0;
783                 self.speedrunning = FALSE;
784
785                 race_PostSpawn(spot);
786
787                 if(cvar("spawn_debug"))
788                 {
789                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
790                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
791                 }
792
793                 //stuffcmd(self, "chase_active 0");
794                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
795
796                 if (cvar("g_spawnsound"))
797                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
798
799                 if(g_assault) {
800                         if(self.team == assault_attacker_team)
801                                 centerprint(self, "You are attacking!\n");
802                         else
803                                 centerprint(self, "You are defending!\n");
804                 }
805
806                 target_voicescript_clear(self);
807
808                 oldself = self;
809                 self = spot;
810                         activator = oldself;
811                                 SUB_UseTargets();
812                         activator = world;
813                 self = oldself;
814
815         } else if(self.classname == "observer") {
816                 PutObserverInServer ();
817         }
818
819         //if(g_ctf)
820         //      ctf_playerchanged();
821 }
822
823 /*
824 =============
825 SendCSQCInfo
826
827 Send whatever CSQC needs NOW and cannot wait for SendServerInfo to happen...
828 =============
829 */
830 void SendCSQCInfo(void)
831 {
832         float i;
833         if(clienttype(self) != CLIENTTYPE_REAL)
834                 return;
835         msg_entity = self;
836         WriteByte(MSG_ONE, SVC_TEMPENTITY);
837         WriteByte(MSG_ONE, TE_CSQC_INIT);
838         WriteShort(MSG_ONE, CSQC_REVISION);
839         WriteByte(MSG_ONE, maxclients);
840         for(i = 1; i <= 24; ++i)
841                 WriteByte(MSG_ONE, (get_weaponinfo(i)).impulse + 1);
842         WriteCoord(MSG_ONE, hook_shotorigin_x);
843         WriteCoord(MSG_ONE, hook_shotorigin_y);
844         WriteCoord(MSG_ONE, hook_shotorigin_z);
845 }
846
847 /*
848 =============
849 SetNewParms
850 =============
851 */
852 void SetNewParms (void)
853 {
854         // initialize parms for a new player
855         parm1 = -(86400 * 366);
856 }
857
858 /*
859 =============
860 SetChangeParms
861 =============
862 */
863 void SetChangeParms (void)
864 {
865         // save parms for level change
866         parm1 = self.parm_idlesince - time;
867 }
868
869 /*
870 =============
871 DecodeLevelParms
872 =============
873 */
874 void DecodeLevelParms (void)
875 {
876         // load parms
877         self.parm_idlesince = parm1;
878         if(self.parm_idlesince == -(86400 * 366))
879                 self.parm_idlesince = time;
880 }
881
882 /*
883 =============
884 ClientKill
885
886 Called when a client types 'kill' in the console
887 =============
888 */
889
890 void ClientKill_Now_TeamChange()
891 {
892         if(self.killindicator_teamchange == -1)
893         {
894                 self.team = -1;
895                 JoinBestTeam( self, FALSE, FALSE );
896         }
897         else
898         {
899                 SV_ChangeTeam(self.killindicator_teamchange - 1);
900         }
901 }
902
903 void ClientKill_Now()
904 {
905         if(self.killindicator_teamchange)
906                 ClientKill_Now_TeamChange();
907
908         // in any case:
909         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
910
911         if(self.killindicator)
912         {
913                 dprint("Cleaned up after a leaked kill indicator.\n");
914                 remove(self.killindicator);
915                 self.killindicator = world;
916         }
917 }
918 void KillIndicator_Think()
919 {
920         if (!self.owner.modelindex)
921         {
922                 self.owner.killindicator = world;
923                 remove(self);
924                 return;
925         }
926
927         if(self.cnt <= 0)
928         {
929                 self = self.owner;
930                 ClientKill_Now(); // no oldself needed
931                 return;
932         }
933         else
934         {
935                 if(self.cnt <= 10)
936                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
937                 if(clienttype(self.owner) == CLIENTTYPE_REAL)
938                 {
939                         if(self.cnt <= 10)
940                                 announce(self.owner, strcat("announcer/robotic/", ftos(self.cnt), ".wav"));
941                         if(self.owner.killindicator_teamchange)
942                         {
943                                 if(self.owner.killindicator_teamchange == -1)
944                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
945                                 else
946                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
947                         }
948                         else
949                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
950                 }
951                 self.nextthink = time + 1;
952                 self.cnt -= 1;
953         }
954 }
955
956 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
957 {
958         float killtime;
959         entity e;
960         killtime = cvar("g_balance_kill_delay");
961
962         self.killindicator_teamchange = targetteam;
963
964         if(!self.killindicator)
965         {
966                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
967                 {
968                         ClientKill_Now();
969                 }
970                 else
971                 {
972                         self.killindicator = spawn();
973                         self.killindicator.owner = self;
974                         self.killindicator.scale = 0.5;
975                         setattachment(self.killindicator, self, "");
976                         setorigin(self.killindicator, '0 0 52');
977                         self.killindicator.think = KillIndicator_Think;
978                         self.killindicator.nextthink = time + (self.lip) * 0.05;
979                         self.killindicator.cnt = ceil(killtime);
980                         self.killindicator.count = bound(0, ceil(killtime), 10);
981                         sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
982
983                         for(e = world; (e = find(e, classname, "body")) != world; )
984                         {
985                                 if(e.enemy != self)
986                                         continue;
987                                 e.killindicator = spawn();
988                                 e.killindicator.owner = e;
989                                 e.killindicator.scale = 0.5;
990                                 setattachment(e.killindicator, e, "");
991                                 setorigin(e.killindicator, '0 0 52');
992                                 e.killindicator.think = KillIndicator_Think;
993                                 e.killindicator.nextthink = time + (e.lip) * 0.05;
994                                 e.killindicator.cnt = ceil(killtime);
995                         }
996                         self.lip = 0;
997                 }
998         }
999         if(self.killindicator)
1000         {
1001                 if(targetteam)
1002                         self.killindicator.colormod = TeamColor(targetteam);
1003                 else
1004                         self.killindicator.colormod = '0 0 0';
1005         }
1006 }
1007
1008 void ClientKill (void)
1009 {
1010         ClientKill_TeamChange(0);
1011 }
1012
1013 void DoTeamChange(float destteam)
1014 {
1015         float t, c0;
1016         if(!cvar("teamplay"))
1017         {
1018                 if(destteam >= 0)
1019                         SetPlayerColors(self, destteam);
1020                 return;
1021         }
1022         if(self.classname == "player")
1023         if(destteam == -1)
1024         {
1025                 CheckAllowedTeams(self);
1026                 t = FindSmallestTeam(self, TRUE);
1027                 switch(self.team)
1028                 {
1029                         case COLOR_TEAM1: c0 = c1; break;
1030                         case COLOR_TEAM2: c0 = c2; break;
1031                         case COLOR_TEAM3: c0 = c3; break;
1032                         case COLOR_TEAM4: c0 = c4; break;
1033                         default:          c0 = 999;
1034                 }
1035                 switch(t)
1036                 {
1037                         case 1:
1038                                 if(c0 > c1)
1039                                         destteam = COLOR_TEAM1;
1040                                 break;
1041                         case 2:
1042                                 if(c0 > c2)
1043                                         destteam = COLOR_TEAM2;
1044                                 break;
1045                         case 3:
1046                                 if(c0 > c3)
1047                                         destteam = COLOR_TEAM3;
1048                                 break;
1049                         case 4:
1050                                 if(c0 > c4)
1051                                         destteam = COLOR_TEAM4;
1052                                 break;
1053                 }
1054                 if(destteam == -1)
1055                         return;
1056         }
1057         if(destteam == self.team && !self.killindicator)
1058                 return;
1059         ClientKill_TeamChange(destteam);
1060 }
1061
1062 void FixClientCvars(entity e)
1063 {
1064         // send prediction settings to the client
1065         stuffcmd(e, "\nin_bindmap 0 0\n");
1066         /*
1067          * we no longer need to stuff this. Remove this comment block if you feel 
1068          * 2.3 and higher (or was it 2.2.3?) don't need these any more
1069         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
1070         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
1071         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
1072         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
1073         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
1074         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
1075         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
1076         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
1077         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
1078         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
1079         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
1080         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
1081         stuffcmd(e, "cl_movement_edgefriction 1\n");
1082          */
1083 }
1084
1085 .float fog_set;
1086 void SendFog()
1087 {
1088         if(clienttype(self) == CLIENTTYPE_REAL)
1089         if(world.fog) // NOT string_null!
1090         {
1091                 if(!self.fog_set)
1092                 {
1093                         if(sv_foginterval)
1094                         {
1095                                 msg_entity = self;
1096                                 WriteByte(MSG_ONE, SVC_TEMPENTITY);
1097                                 WriteByte(MSG_ONE, TE_CSQC_FOG);
1098                                 WriteCoord(MSG_ONE, sv_foginterval);
1099                                 WriteString(MSG_ONE, world.fog);
1100                         }
1101                         else
1102                                 // set it once
1103                                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1104
1105                         self.fog_set = 1;
1106                 }
1107         }
1108 }
1109
1110 /*
1111 =============
1112 ClientConnect
1113
1114 Called when a client connects to the server
1115 =============
1116 */
1117 //void ctf_clientconnect();
1118 string ColoredTeamName(float t);
1119 void DecodeLevelParms (void);
1120 //void dom_player_join_team(entity pl);
1121 void ClientConnect (void)
1122 {
1123         local string s;
1124
1125         if(self.flags & FL_CLIENT)
1126         {
1127                 print("Warning: ClientConnect, but already connected!\n");
1128                 return;
1129         }
1130
1131         if(Ban_MaybeEnforceBan(self))
1132                 return;
1133
1134         DecodeLevelParms();
1135
1136         self.classname = "player_joining";
1137
1138         self.flags = self.flags | FL_CLIENT;
1139         self.version_nagtime = time + 10 + random() * 10;
1140
1141         if(player_count<0)
1142         {
1143                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1144                 player_count = 0;
1145         }
1146
1147         PlayerScore_Attach(self);
1148
1149         bot_clientconnect();
1150
1151         race_PreSpawnObserver();
1152
1153         //if(g_domination)
1154         //      dom_player_join_team(self);
1155
1156         //JoinBestTeam(self, FALSE, FALSE);
1157         //
1158         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1159                 self.classname = "observer";
1160         } else {
1161                 self.classname = "player";
1162                 campaign_bots_may_start = 1;
1163         }
1164
1165         self.playerid = (playerid_last = playerid_last + 1);
1166         if(cvar("sv_eventlog"))
1167         {
1168                 if(clienttype(self) == CLIENTTYPE_REAL)
1169                         GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", self.netaddress, ":", self.netname));
1170                 else
1171                         GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":bot:", self.netname));
1172                 s = strcat(":team:", ftos(self.playerid), ":");
1173                 s = strcat(s, ftos(self.team));
1174                 GameLogEcho(s);
1175         }
1176         self.netname_previous = strzone(self.netname);
1177
1178         //stuffcmd(self, "set tmpviewsize $viewsize \n");
1179
1180         bprint ("^4",self.netname);
1181         bprint ("^4 connected");
1182
1183         if(g_domination || g_ctf)
1184         {
1185                 bprint(" and joined the ");
1186                 bprint(ColoredTeamName(self.team));
1187         }
1188
1189         bprint("\n");
1190
1191         self.welcomemessage_time = 0;
1192
1193         stuffcmd(self, strcat(clientstuff, "\n"));
1194         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1195         stuffcmd(self, "cl_particles_reloadeffects\n");
1196
1197         FixClientCvars(self);
1198
1199         // spawnfunc_waypoint sprites
1200         WaypointSprite_InitClient(self);
1201
1202         // Wazat's grappling hook
1203         SetGrappleHookBindings();
1204
1205         // get autoswitch state from player when he toggles it
1206         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1207
1208         // get version info from player
1209         stuffcmd(self, "cmd clientversion $gameversion\n");
1210
1211         // get other cvars from player
1212         GetCvars(0);
1213
1214         // set cvar for team scoreboard
1215         if (teams_matter)
1216         {
1217                 local float t;
1218                 t = cvar("teamplay");
1219                 // 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
1220                 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
1221         }
1222         else
1223                 stuffcmd(self, "set teamplay 0\n");
1224
1225         // notify about available teams
1226         if(teamplay)
1227         {
1228                 CheckAllowedTeams(self);
1229                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1230                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1231         }
1232         else
1233                 stuffcmd(self, "set _teams_available 0\n");
1234
1235         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1236
1237         if(g_arena)
1238         {
1239                 self.classname = "observer";
1240                 Spawnqueue_Insert(self);
1241         }
1242         /*else if(g_ctf)
1243         {
1244                 ctf_clientconnect();
1245         }*/
1246
1247         if(teams_matter)
1248                 attach_entcs();
1249
1250         bot_relinkplayerlist();
1251
1252         self.spectatortime = time;
1253         if(blockSpectators)
1254         {
1255                 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"));
1256         }
1257
1258         self.jointime = time;
1259         self.allowedTimeouts = cvar("sv_timeout_number");
1260
1261         if(clienttype(self) == CLIENTTYPE_REAL)
1262         {
1263                 sprint(self, strcat("nexuiz-csqc protocol ", ftos(CSQC_REVISION), "\n"));
1264                 SendCSQCInfo();
1265                 msg_entity = self;
1266                 if(mapvote_initialized && !cvar("g_maplist_textonly"))
1267                 {
1268                         MapVote_SendData(MSG_ONE);
1269                         MapVote_UpdateData(MSG_ONE);
1270                 }
1271                 ScoreInfo_Write(MSG_ONE);
1272
1273                 if(inWarmupStage)
1274                 {
1275                         msg_entity = self;
1276                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
1277                         WriteByte(MSG_ONE, TE_CSQC_WARMUP);
1278                         WriteByte(MSG_ONE, 1);
1279                 }
1280
1281                 if(cvar("g_bugrigs"))
1282                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1283         }
1284
1285         if(g_lms)
1286         {
1287                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1288                 {
1289                         PlayerScore_Add(self, SP_LMS_RANK, 666);
1290                         self.frags = -666; // FIXME do we still need this?
1291                 }
1292         }
1293
1294         SendFog();
1295 }
1296
1297 /*
1298 =============
1299 ClientDisconnect
1300
1301 Called when a client disconnects from the server
1302 =============
1303 */
1304 .entity chatbubbleentity;
1305 .entity teambubbleentity;
1306 void ReadyCount();
1307 void ClientDisconnect (void)
1308 {
1309         if not(self.flags & FL_CLIENT)
1310         {
1311                 print("Warning: ClientDisconnect without ClientConnect\n");
1312                 return;
1313         }
1314
1315         bot_clientdisconnect();
1316
1317         if(teams_matter)
1318                 detach_entcs();
1319         
1320         if(cvar("sv_eventlog"))
1321                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1322         bprint ("^4",self.netname);
1323         bprint ("^4 disconnected\n");
1324
1325         DropAllRunes(self);
1326         kh_Key_DropAll(self, TRUE);
1327
1328         Portal_ClearAll(self);
1329
1330         if(self.flagcarried)
1331                 DropFlag(self.flagcarried, world, world);
1332
1333         // Here, everything has been done that requires this player to be a client.
1334
1335         self.flags (-) FL_CLIENT;
1336
1337         if (self.chatbubbleentity)
1338                 remove (self.chatbubbleentity);
1339
1340         if (self.teambubbleentity)
1341                 remove (self.teambubbleentity);
1342
1343         if (self.killindicator)
1344                 remove (self.killindicator);
1345
1346         WaypointSprite_PlayerGone();
1347
1348         bot_relinkplayerlist();
1349
1350         // remove laserdot
1351         if(self.weaponentity)
1352                 if(self.weaponentity.lasertarget)
1353                         remove(self.weaponentity.lasertarget);
1354
1355         if(g_arena)
1356         {
1357                 Spawnqueue_Unmark(self);
1358                 Spawnqueue_Remove(self);
1359         }
1360
1361         PlayerScore_Detach(self);
1362
1363         if(self.netname_previous)
1364                 strunzone(self.netname_previous);
1365
1366         ClearPlayerSounds();
1367
1368         self.playerid = 0;
1369         ReadyCount();
1370
1371         // free cvars
1372         GetCvars(-1);
1373 }
1374
1375 .float BUTTON_CHAT;
1376 void ChatBubbleThink()
1377 {
1378         self.nextthink = time;
1379         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1380         {
1381                 if(self.owner) // but why can that ever be world?
1382                         self.owner.chatbubbleentity = world;
1383                 remove(self);
1384                 return;
1385         }
1386         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
1387         if (self.owner.BUTTON_CHAT && !self.owner.deadflag)
1388                 self.model = self.mdl;
1389         else
1390                 self.model = "";
1391 };
1392
1393 void UpdateChatBubble()
1394 {
1395         if (!self.modelindex)
1396                 return;
1397         // spawn a chatbubble entity if needed
1398         if (!self.chatbubbleentity)
1399         {
1400                 self.chatbubbleentity = spawn();
1401                 self.chatbubbleentity.owner = self;
1402                 self.chatbubbleentity.exteriormodeltoclient = self;
1403                 self.chatbubbleentity.think = ChatBubbleThink;
1404                 self.chatbubbleentity.nextthink = time;
1405                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1406                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1407                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1408                 self.chatbubbleentity.model = "";
1409                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1410         }
1411 }
1412
1413
1414 void TeamBubbleThink()
1415 {
1416         self.nextthink = time;
1417         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1418         {
1419                 if(self.owner) // but why can that ever be world?
1420                         self.owner.teambubbleentity = world;
1421                 remove(self);
1422                 return;
1423         }
1424 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
1425         if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1426                 self.model = "";
1427         else
1428                 self.model = self.mdl;
1429
1430 };
1431
1432 float TeamBubble_customizeentityforclient()
1433 {
1434         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1435 }
1436
1437 void UpdateTeamBubble()
1438 {
1439         if (!self.modelindex || !cvar("teamplay"))
1440                 return;
1441         // spawn a teambubble entity if needed
1442         if (!self.teambubbleentity && cvar("teamplay"))
1443         {
1444                 self.teambubbleentity = spawn();
1445                 self.teambubbleentity.owner = self;
1446                 self.teambubbleentity.exteriormodeltoclient = self;
1447                 self.teambubbleentity.think = TeamBubbleThink;
1448                 self.teambubbleentity.nextthink = time;
1449                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1450 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1451                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
1452                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1453                 self.teambubbleentity.mdl = self.teambubbleentity.model;
1454                 self.teambubbleentity.model = self.teambubbleentity.mdl;
1455                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1456                 self.teambubbleentity.effects = EF_LOWPRECISION;
1457         }
1458 }
1459
1460 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1461 // added to the model skins
1462 /*void UpdateColorModHack()
1463 {
1464         local float c;
1465         c = self.clientcolors & 15;
1466         // LordHavoc: only bothering to support white, green, red, yellow, blue
1467              if (teamplay == 0) self.colormod = '0 0 0';
1468         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1469         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1470         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1471         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1472         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1473         else self.colormod = '1 1 1';
1474 };*/
1475
1476 void respawn(void)
1477 {
1478         CopyBody(1);
1479         self.effects |= EF_NODRAW; // prevent another CopyBody
1480         PutClientInServer();
1481 }
1482
1483 /**
1484  * When sv_timeout is used this function returs strings like
1485  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1486  * Called by centerprint functions
1487  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1488  */
1489 string getTimeoutText(float addOneSecond) {
1490         if (!cvar("sv_timeout") || !timeoutStatus)
1491                 return "";
1492
1493         local string retStr;
1494         if (timeoutStatus == 1) {
1495                 if (addOneSecond == 1) {
1496                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1497                 }
1498                 else {
1499                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1500                 }
1501                 return retStr;
1502         }
1503         else if (timeoutStatus == 2) {
1504                 if (addOneSecond) {
1505                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1506                         //don't show messages like "Timeout ends in 0 seconds"...
1507                         if ((remainingTimeoutTime + 1) > 0)
1508                                 return retStr;
1509                         else
1510                                 return "";
1511                 }
1512                 else {
1513                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1514                         //don't show messages like "Timeout ends in 0 seconds"...
1515                         if (remainingTimeoutTime > 0)
1516                                 return retStr;
1517                         else
1518                                 return "";
1519                 }
1520         }
1521         else return "";
1522 }
1523
1524 void player_powerups (void)
1525 {
1526         if (g_minstagib)
1527         {
1528                 if (self.items & IT_STRENGTH)
1529                 {
1530                         if (time > self.strength_finished)
1531                         {
1532                                 if (g_minstagib_invis_alpha > 0)
1533                                 {
1534                                         self.alpha = default_player_alpha;
1535                                         self.exteriorweaponentity.alpha = default_weapon_alpha;
1536                                         self.effects = self.effects | EF_FULLBRIGHT;
1537                                 }
1538                                 else
1539                                 {
1540                                         self.effects -= self.effects & EF_NODRAW;
1541                                 }
1542                                 self.items = self.items - (self.items & IT_STRENGTH);
1543                                 sprint(self, "^3Invisibility has worn off\n");
1544                         }
1545                 }
1546                 else
1547                 {
1548                         if (time < self.strength_finished)
1549                         {
1550                                 if (g_minstagib_invis_alpha > 0)
1551                                 {
1552                                         self.alpha = g_minstagib_invis_alpha;
1553                                         self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1554                                         self.effects -= self.effects & EF_FULLBRIGHT;
1555                                 }
1556                                 else
1557                                 {
1558                                         self.effects = self.effects | EF_NODRAW;
1559                                 }
1560                                 self.items = self.items | IT_STRENGTH;
1561                                 sprint(self, "^3You are invisible\n");
1562                         }
1563                 }
1564
1565                 if (self.items & IT_INVINCIBLE)
1566                 {
1567                         if (time > self.invincible_finished)
1568                         {
1569                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1570                                 sprint(self, "^3Speed has worn off\n");
1571                         }
1572                 }
1573                 else
1574                 {
1575                         if (time < self.invincible_finished)
1576                         {
1577                                 self.items = self.items | IT_INVINCIBLE;
1578                                 sprint(self, "^3You are on speed\n");
1579                         }
1580                 }
1581                 return;
1582         }
1583
1584         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1585         if (self.items & IT_STRENGTH)
1586         {
1587                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1588                 if (time > self.strength_finished)
1589                 {
1590                         self.items = self.items - (self.items & IT_STRENGTH);
1591                         sprint(self, "^3Strength has worn off\n");
1592                 }
1593         }
1594         else
1595         {
1596                 if (time < self.strength_finished)
1597                 {
1598                         self.items = self.items | IT_STRENGTH;
1599                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1600                 }
1601         }
1602         if (self.items & IT_INVINCIBLE)
1603         {
1604                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1605                 if (time > self.invincible_finished)
1606                 {
1607                         self.items = self.items - (self.items & IT_INVINCIBLE);
1608                         sprint(self, "^3Shield has worn off\n");
1609                 }
1610         }
1611         else
1612         {
1613                 if (time < self.invincible_finished)
1614                 {
1615                         self.items = self.items | IT_INVINCIBLE;
1616                         sprint(self, "^3Shield surrounds you\n");
1617                 }
1618         }
1619
1620         if (cvar("g_fullbrightplayers"))
1621                 self.effects = self.effects | EF_FULLBRIGHT;
1622
1623         // midair gamemode: damage only while in the air
1624         // if in midair mode, being on ground grants temporary invulnerability
1625         // (this is so that multishot weapon don't clear the ground flag on the
1626         // first damage in the frame, leaving the player vulnerable to the
1627         // remaining hits in the same frame)
1628         if (self.flags & FL_ONGROUND)
1629         if (g_midair)
1630                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1631
1632         if (time >= game_starttime)
1633         if (time < self.spawnshieldtime)
1634                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1635 }
1636
1637 float CalcRegen(float current, float stable, float regenfactor)
1638 {
1639         if(current > stable)
1640                 return current;
1641         else if(current > stable - 0.25) // when close enough, "snap"
1642                 return stable;
1643         else
1644                 return min(stable, current + (stable - current) * regenfactor * frametime);
1645 }
1646
1647 void player_regen (void)
1648 {
1649         float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1650         maxh = cvar("g_balance_health_stable");
1651         maxa = cvar("g_balance_armor_stable");
1652         limith = cvar("g_balance_health_limit");
1653         limita = cvar("g_balance_armor_limit");
1654
1655         if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1656                 return;
1657
1658         max_mod = regen_mod = rot_mod = limit_mod = 1;
1659
1660         if (self.runes & RUNE_REGEN)
1661         {
1662                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1663                 {
1664                         regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1665                         max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1666                         limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1667                 }
1668                 else
1669                 {
1670                         regen_mod = cvar("g_balance_rune_regen_regenrate");
1671                         max_mod = cvar("g_balance_rune_regen_hpmod");
1672                         limit_mod = cvar("g_balance_rune_regen_limitmod");
1673                 }
1674         }
1675         else if (self.runes & CURSE_VENOM)
1676         {
1677                 max_mod = cvar("g_balance_curse_venom_hpmod");
1678                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1679                         rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1680                 else
1681                         rot_mod = cvar("g_balance_curse_venom_rotrate");
1682                 limit_mod = cvar("g_balance_curse_venom_limitmod");
1683                 //if (!self.runes & RUNE_REGEN)
1684                 //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1685         }
1686         maxh = maxh * max_mod;
1687         //maxa = maxa * max_mod;
1688         limith = limith * limit_mod;
1689         limita = limita * limit_mod;
1690
1691         if (self.armorvalue > maxa)
1692         {
1693                 if (time > self.pauserotarmor_finished)
1694                 {
1695                         self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1696                         self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1697                 }
1698         }
1699         else if (self.armorvalue < maxa)
1700         {
1701                 if (time > self.pauseregen_finished)
1702                 {
1703                         self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1704                         self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1705                 }
1706         }
1707         if (self.health > maxh)
1708         {
1709                 if (time > self.pauserothealth_finished)
1710                 {
1711                         self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1712                         self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1713                 }
1714         }
1715         else if (self.health < maxh)
1716         {
1717                 if (time > self.pauseregen_finished)
1718                 {
1719                         self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1720                         self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1721                 }
1722         }
1723
1724         if (self.health > limith)
1725                 self.health = limith;
1726         if (self.armorvalue > limita)
1727                 self.armorvalue = limita;
1728
1729         // if player rotted to death...  die!
1730         if(self.health < 1)
1731                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1732 }
1733
1734 .float zoomstate;
1735 float zoomstate_set;
1736 void SetZoomState(float z)
1737 {
1738         if(z != self.zoomstate)
1739         {
1740                 msg_entity = self;
1741                 WriteByte(MSG_ONE, SVC_TEMPENTITY);
1742                 WriteByte(MSG_ONE, TE_CSQC_ZOOMNOTIFY);
1743                 WriteByte(MSG_ONE, z);
1744                 self.zoomstate = z;
1745         }
1746         zoomstate_set = 1;
1747 }
1748
1749 /*
1750 ======================
1751 spectate mode routines
1752 ======================
1753 */
1754 void SpectateCopy(entity spectatee) {
1755         self.armortype = spectatee.armortype;
1756         self.armorvalue = spectatee.armorvalue;
1757         self.currentammo = spectatee.currentammo;
1758         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1759         self.health = spectatee.health;
1760         self.impulse = 0;
1761         self.items = spectatee.items;
1762         self.weapons = spectatee.weapons;
1763         self.switchweapon = spectatee.switchweapon;
1764         self.weapon = spectatee.weapon;
1765         self.punchangle = spectatee.punchangle;
1766         self.view_ofs = spectatee.view_ofs;
1767         self.v_angle = spectatee.v_angle;
1768         self.velocity = spectatee.velocity;
1769         self.dmg_take = spectatee.dmg_take;
1770         self.dmg_save = spectatee.dmg_save;
1771         self.dmg_inflictor = spectatee.dmg_inflictor;
1772         self.angles = spectatee.v_angle;
1773         self.fixangle = TRUE;
1774         setorigin(self, spectatee.origin);
1775         setsize(self, spectatee.mins, spectatee.maxs);
1776         SetZoomState(spectatee.zoomstate);
1777 }
1778
1779 float SpectateUpdate() {
1780         if(!self.enemy)
1781                 return 0;
1782
1783         if (self == self.enemy)
1784                 return 0;
1785         
1786         if(self.enemy.flags & FL_NOTARGET)
1787                 return 0;
1788
1789         SpectateCopy(self.enemy);
1790
1791         return 1;
1792 }
1793
1794 float SpectateNext() {
1795         other = find(self.enemy, classname, "player");
1796         if (!other) {
1797                 other = find(other, classname, "player");
1798         }
1799         if (other) {
1800                 self.enemy = other;
1801         }
1802         if(self.enemy.classname == "player") {
1803                 msg_entity = self;
1804                 WriteByte(MSG_ONE, SVC_SETVIEW);
1805                 WriteEntity(MSG_ONE, self.enemy);
1806                 self.wantswelcomemessage = 1;
1807                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1808                 if(!SpectateUpdate())
1809                         PutObserverInServer();
1810                 return 1;
1811         } else {
1812                 return 0;
1813         }
1814 }
1815
1816 /*
1817 =============
1818 ShowRespawnCountdown()
1819
1820 Update a respawn countdown display.
1821 =============
1822 */
1823 void ShowRespawnCountdown()
1824 {
1825         float number;
1826         if(self.deadflag == DEAD_NO) // just respawned?
1827                 return;
1828         else
1829         {
1830                 number = ceil(self.death_time - time);
1831                 if(number <= 0)
1832                         return;
1833                 if(number <= self.respawn_countdown)
1834                 {
1835                         self.respawn_countdown = number - 1;
1836                         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
1837                                 announce(self, strcat("announcer/robotic/", ftos(number), ".wav"));
1838                 }
1839         }
1840 }
1841
1842 void LeaveSpectatorMode()
1843 {
1844         if(isJoinAllowed()) {
1845                 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1846                         self.classname = "player";
1847                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1848                                 JoinBestTeam(self, FALSE, TRUE);
1849                         if(cvar("g_campaign"))
1850                                 campaign_bots_may_start = 1;
1851                         PutClientInServer();
1852                         if(!(self.flags & FL_NOTARGET))
1853                                 bprint ("^4", self.netname, "^4 is playing now\n");
1854                         centerprint(self,"");
1855                         return;
1856                 } else {
1857                         stuffcmd(self,"menu_showteamselect\n");
1858                         return;
1859                 }
1860         }
1861         else {
1862                 //player may not join because of g_maxplayers is set
1863                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
1864         }
1865 }
1866
1867 /**
1868  * Determines whether the player is allowed to join. This depends on cvar
1869  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1870  * it checks whether the number of currently playing players exceeds g_maxplayers.
1871  * @return bool TRUE if the player is allowed to join, false otherwise
1872  */
1873 float isJoinAllowed() {
1874         if (!cvar("g_maxplayers"))
1875                 return TRUE;
1876
1877         local entity e;
1878         local float currentlyPlaying;
1879         FOR_EACH_REALPLAYER(e) {
1880                 if(e.classname == "player")
1881                         currentlyPlaying += 1;
1882         }
1883         if(currentlyPlaying < cvar("g_maxplayers"))
1884                 return TRUE;
1885
1886         return FALSE;
1887 }
1888
1889 /**
1890  * Checks whether the client is an observer or spectator, if so, he will get kicked after
1891  * g_maxplayers_spectator_blocktime seconds
1892  */
1893 void checkSpectatorBlock() {
1894         if(self.classname == "spectator" || self.classname == "observer") {
1895                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
1896                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
1897                         dropclient(self);
1898                 }
1899         }
1900 }
1901
1902 float vercmp_recursive(string v1, string v2)
1903 {
1904         float dot1, dot2;
1905         string s1, s2;
1906         float r;
1907
1908         dot1 = strstrofs(v1, ".", 0);
1909         dot2 = strstrofs(v2, ".", 0);
1910         if(dot1 == -1)
1911                 s1 = v1;
1912         else
1913                 s1 = substring(v1, 0, dot1);
1914         if(dot2 == -1)
1915                 s2 = v2;
1916         else
1917                 s2 = substring(v2, 0, dot2);
1918
1919         r = stof(s1) - stof(s2);
1920         if(r != 0)
1921                 return r;
1922
1923         r = strcasecmp(s1, s2);
1924         if(r != 0)
1925                 return r;
1926
1927         if(dot1 == -1)
1928                 if(dot2 == -1)
1929                         return 0;
1930                 else
1931                         return -1;
1932         else
1933                 if(dot2 == -1)
1934                         return 1;
1935                 else
1936                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
1937 }
1938
1939 float vercmp(string v1, string v2)
1940 {
1941         if(strcasecmp(v1, v2) == 0) // early out check
1942                 return 0;
1943         return vercmp_recursive(v1, v2);
1944 }
1945
1946 void ObserverThink()
1947 {
1948         if (self.flags & FL_JUMPRELEASED) {
1949                 if (self.BUTTON_JUMP && !self.version_mismatch) {
1950                         self.welcomemessage_time = 0;
1951                         self.flags = self.flags - FL_JUMPRELEASED;
1952                         LeaveSpectatorMode();
1953                         return;
1954                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
1955                         self.welcomemessage_time = 0;
1956                         self.flags = self.flags - FL_JUMPRELEASED;
1957                         if(SpectateNext() == 1) {
1958                                 self.classname = "spectator";
1959                         }
1960                 }
1961         } else {
1962                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
1963                         self.flags = self.flags | FL_JUMPRELEASED;
1964                 }
1965         }
1966         if(self.BUTTON_ZOOM)
1967                 self.wantswelcomemessage = 0;
1968         if(self.wantswelcomemessage)
1969                 PrintWelcomeMessage(self);
1970 }
1971
1972 void SpectatorThink()
1973 {
1974         if (self.flags & FL_JUMPRELEASED) {
1975                 if (self.BUTTON_JUMP && !self.version_mismatch) {
1976                         self.welcomemessage_time = 0;
1977                         self.flags = self.flags - FL_JUMPRELEASED;
1978                         LeaveSpectatorMode();
1979                         return;
1980                 } else if(self.BUTTON_ATCK) {
1981                         self.welcomemessage_time = 0;
1982                         self.flags = self.flags - FL_JUMPRELEASED;
1983                         if(SpectateNext() == 1) {
1984                                 self.classname = "spectator";
1985                         } else {
1986                                 self.classname = "observer";
1987                                 PutClientInServer();
1988                         }
1989                 } else if (self.BUTTON_ATCK2) {
1990                         self.welcomemessage_time = 0;
1991                         self.flags = self.flags - FL_JUMPRELEASED;
1992                         self.classname = "observer";
1993                         PutClientInServer();
1994                 } else {
1995                         if(!SpectateUpdate())
1996                                 PutObserverInServer();
1997                 }
1998         } else {
1999                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2000                         self.flags = self.flags | FL_JUMPRELEASED;
2001                 }
2002         }
2003         if(self.BUTTON_ZOOM)
2004                 self.wantswelcomemessage = 0;
2005         if(self.wantswelcomemessage)
2006                 PrintWelcomeMessage(self);
2007         self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
2008 }
2009
2010 .float touchexplode_time;
2011
2012 /*
2013 =============
2014 PlayerPreThink
2015
2016 Called every frame for each client before the physics are run
2017 =============
2018 */
2019 void() ctf_setstatus;
2020 .float spectatee_status;
2021 void PlayerPreThink (void)
2022 {
2023         self.stat_sys_ticrate = cvar("sys_ticrate");
2024         self.stat_game_starttime = game_starttime;
2025
2026         if(blockSpectators)
2027                 checkSpectatorBlock();
2028         
2029         zoomstate_set = 0;
2030
2031         if(self.netname_previous != self.netname)
2032         {
2033                 if(cvar("sv_eventlog"))
2034                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2035                 if(self.netname_previous)
2036                         strunzone(self.netname_previous);
2037                 self.netname_previous = strzone(self.netname);
2038         }
2039
2040         // version nagging
2041         if(self.version_nagtime)
2042                 if(self.cvar_g_nexuizversion)
2043                         if(time > self.version_nagtime)
2044                         {
2045                                 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
2046                                 {
2047                                         if(strstr(cvar_string("g_nexuizversion"), "svn", 0) >= 0)
2048                                         {
2049                                                 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");
2050                                                 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"));
2051                                         }
2052                                         else
2053                                         {
2054                                                 float r;
2055                                                 r = vercmp(self.cvar_g_nexuizversion, cvar_string("g_nexuizversion"));
2056                                                 if(r < 0)
2057                                                 {
2058                                                         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");
2059                                                         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"));
2060                                                 }
2061                                                 else if(r > 0)
2062                                                 {
2063                                                         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");
2064                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
2065                                                 }
2066                                         }
2067                                 }
2068                                 self.version_nagtime = 0;
2069                         }
2070
2071         // GOD MODE info
2072         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2073         {
2074                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2075                 self.max_armorvalue = 0;
2076         }
2077
2078         if(frametime)
2079         {
2080                 SendFog();
2081                 antilag_record(self);
2082         }
2083
2084         if(self.classname == "player") {
2085 //              if(self.netname == "Wazat")
2086 //                      bprint(self.classname, "\n");
2087
2088                 CheckRules_Player();
2089
2090                 if(self.BUTTON_INFO)
2091                         PrintWelcomeMessage(self);
2092
2093                 if(g_lms || !cvar("sv_spectate"))
2094                 if((time - self.jointime) <= cvar("welcome_message_time"))
2095                         PrintWelcomeMessage(self);
2096
2097                 if (intermission_running)
2098                 {
2099                         IntermissionThink ();   // otherwise a button could be missed between
2100                         return;                                 // the think tics
2101                 }
2102
2103                 if(self.teleport_time)
2104                 if(time > self.teleport_time)
2105                 {
2106                         self.teleport_time = 0;
2107                         self.effects = self.effects - (self.effects & EF_NODRAW);
2108                         if(self.weaponentity)
2109                                 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
2110                 }
2111
2112                 Nixnex_GiveCurrentWeapon();
2113
2114                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2115                         UpdateSelectedPlayer();
2116
2117                 //don't allow the player to turn around while game is paused!
2118                 if(timeoutStatus == 2) {
2119                         self.v_angle = self.lastV_angle;
2120                         self.angles = self.lastV_angle;
2121                         self.fixangle = TRUE;
2122                 }
2123
2124                 if (self.deadflag != DEAD_NO)
2125                 {
2126                         float button_pressed, force_respawn;
2127                         player_anim();
2128                         button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2129                         force_respawn = (g_lms || cvar("g_forced_respawn"));
2130                         if (self.deadflag == DEAD_DYING)
2131                         {
2132                                 if(force_respawn)
2133                                         self.deadflag = DEAD_RESPAWNING;
2134                                 else if(!button_pressed)
2135                                         self.deadflag = DEAD_DEAD;
2136                         }
2137                         else if (self.deadflag == DEAD_DEAD)
2138                         {
2139                                 if(button_pressed)
2140                                         self.deadflag = DEAD_RESPAWNABLE;
2141                         }
2142                         else if (self.deadflag == DEAD_RESPAWNABLE)
2143                         {
2144                                 if(!button_pressed)
2145                                         self.deadflag = DEAD_RESPAWNING;
2146                         }
2147                         else if (self.deadflag == DEAD_RESPAWNING)
2148                         {
2149                                 if(time > self.death_time)
2150                                 {
2151                                         self.death_time = time + 1; // only retry once a second
2152                                         respawn();
2153                                 }
2154                         }
2155                         ShowRespawnCountdown();
2156                         return;
2157                 }
2158
2159                 if(g_touchexplode)
2160                 if(time > self.touchexplode_time)
2161                 if(self.classname == "player")
2162                 if(self.deadflag == DEAD_NO)
2163                 if not(IS_INDEPENDENT_PLAYER(self))
2164                 FOR_EACH_PLAYER(other) if(self != other)
2165                 {
2166                         if(time > other.touchexplode_time)
2167                         if(other.classname == "player")
2168                         if(other.deadflag == DEAD_NO)
2169                         if not(IS_INDEPENDENT_PLAYER(other))
2170                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2171                         {
2172                                 PlayerTouchExplode(self, other);
2173                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2174                         }
2175                 }
2176
2177                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
2178                 {
2179                         vector dist;
2180
2181                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2182                         dist = self.oldorigin - self.origin;
2183                         dist_z = 0;
2184                         self.lms_traveled_distance += fabs(vlen(dist));
2185
2186                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))
2187                         {
2188                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2189                                 self.lms_traveled_distance = 0;
2190                         }
2191
2192                         if(time > self.lms_nextcheck)
2193                         {
2194                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2195                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2196                                 {
2197                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
2198                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2199                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2200                                         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');
2201                                 }
2202                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2203                                 self.lms_traveled_distance = 0;
2204                         }
2205                 }
2206
2207                 self.oldorigin = self.origin;
2208
2209                 if (self.BUTTON_CROUCH && !self.hook.state)
2210                 {
2211                         if (!self.crouch)
2212                         {
2213                                 self.crouch = TRUE;
2214                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2215                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2216                                 player_setanim(self.anim_duck, FALSE, TRUE, TRUE);
2217                         }
2218                 }
2219                 else
2220                 {
2221                         if (self.crouch)
2222                         {
2223                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2224                                 if (!trace_startsolid)
2225                                 {
2226                                         self.crouch = FALSE;
2227                                         self.view_ofs = PL_VIEW_OFS;
2228                                         setsize (self, PL_MIN, PL_MAX);
2229                                 }
2230                         }
2231                 }
2232
2233                 FixPlayermodel();
2234
2235                 GrapplingHookFrame();
2236
2237                 W_WeaponFrame();
2238
2239                 player_powerups();
2240                 player_regen();
2241                 player_anim();
2242
2243                 if (g_minstagib)
2244                         minstagib_ammocheck();
2245
2246                 ctf_setstatus();
2247                 kh_setstatus();
2248
2249                 //self.angles_y=self.v_angle_y + 90;   // temp
2250
2251                 //if (TetrisPreFrame()) return;
2252         } else if(gameover) {
2253                 if (intermission_running)
2254                         IntermissionThink ();   // otherwise a button could be missed between
2255                 return;
2256         } else if(self.classname == "observer") {
2257                 ObserverThink();
2258         } else if(self.classname == "spectator") {
2259                 SpectatorThink();
2260         }
2261
2262         if(!zoomstate_set)
2263                 SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX));
2264
2265         float oldspectatee_status;
2266         oldspectatee_status = self.spectatee_status;
2267         if(self.classname == "spectator")
2268                 self.spectatee_status = num_for_edict(self.enemy);
2269         else if(self.classname == "observer")
2270                 self.spectatee_status = num_for_edict(self);
2271         else
2272                 self.spectatee_status = 0;
2273         if(self.spectatee_status != oldspectatee_status)
2274         {
2275                 msg_entity = self;
2276                 WriteByte(MSG_ONE, SVC_TEMPENTITY);
2277                 WriteByte(MSG_ONE, TE_CSQC_SPECTATING);
2278                 WriteByte(MSG_ONE, self.spectatee_status);
2279                 if(g_race)
2280                         race_InitSpectator();
2281         }
2282
2283         if(self.teamkill_soundtime)
2284         if(time > self.teamkill_soundtime)
2285         {
2286                 self.teamkill_soundtime = 0;
2287
2288                 entity oldpusher, oldself;
2289
2290                 oldself = self; self = self.teamkill_soundsource;
2291                 oldpusher = self.pusher; self.pusher = oldself;
2292
2293                 VoiceMessage("teamshoot_auto");
2294
2295                 self.pusher = oldpusher;
2296                 self = oldself;
2297         }
2298
2299         target_voicescript_next(self);
2300 }
2301
2302
2303 /*
2304 =============
2305 PlayerPostThink
2306
2307 Called every frame for each client after the physics are run
2308 =============
2309 */
2310 .float idlekick_lasttimeleft;
2311 .float race_penalty;
2312 .float race_penalty_nagged;
2313 .float race_penalty_nagtime;
2314 void PlayerPostThink (void)
2315 {
2316         // Savage: Check for nameless players
2317         if (strlen(self.netname) < 1) {
2318                 self.netname = "Player";
2319                 stuffcmd(self, "seta _cl_name Player\n");
2320         }
2321
2322         if(sv_maxidle)
2323         {
2324                 float timeleft;
2325                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2326                 if(timeleft <= 0)
2327                 {
2328                         bprint("^3", self.netname, "^3 was kicked for idling.\n");
2329                         announce(self, "announcer/robotic/terminated.wav");
2330                         dropclient(self);
2331                         return;
2332                 }
2333                 else if(timeleft <= 10)
2334                 {
2335                         if(timeleft != self.idlekick_lasttimeleft)
2336                         {
2337                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2338                                 announce(self, strcat("announcer/robotic/", ftos(timeleft), ".wav"));
2339                         }
2340                 }
2341                 else
2342                 {
2343                         centerprint_expire(self, CENTERPRIO_IDLEKICK);
2344                 }
2345                 self.idlekick_lasttimeleft = timeleft;
2346         }
2347
2348         if(self.classname == "player") {
2349                 CheckRules_Player();
2350                 UpdateChatBubble();
2351                 UpdateTeamBubble();
2352                 if (self.impulse)
2353                         ImpulseCommands();
2354                 if (intermission_running)
2355                         return;         // intermission or finale
2356
2357                 //PrintWelcomeMessage(self);
2358                 //if (TetrisPostFrame()) return;
2359
2360                 // restart countdown
2361                         if(time < game_starttime) {
2362                                 if (!cvar("sv_ready_restart_after_countdown"))
2363                                 {
2364                                         if(self.movement != '0 0 0' && g_race && !g_race_qualifying)
2365                                         {
2366                                                 if(time < game_starttime - 2)
2367                                                 {
2368                                                         if(!self.race_penalty_nagged)
2369                                                         {
2370                                                                 // TODO better notification for this!
2371                                                                 self.race_penalty_nagtime = 0;
2372                                                                 self.race_penalty_nagged = 1;
2373                                                         }
2374                                                 }
2375                                                 else if(!self.race_penalty)
2376                                                 {
2377                                                         self.race_penalty_nagtime = 0;
2378                                                         self.race_penalty = time + 5;
2379                                                 }
2380                                         }
2381                                         if(time > self.race_penalty_nagtime)
2382                                         {
2383                                                 if(self.race_penalty > time)
2384                                                 {
2385                                                         centerprint_atprio(self, CENTERPRIO_IDLEKICK, "^1FIVE SECONDS PENALTY.");
2386                                                 }
2387                                                 else if(self.race_penalty_nagged && time < game_starttime - 2)
2388                                                 {
2389                                                         centerprint_atprio(self, CENTERPRIO_IDLEKICK, "^1DO NOT MOVE DURING THE COUNTDOWN.");
2390                                                 }
2391                                                 self.race_penalty_nagtime = time + self.cvar_scr_centertime * 0.6;
2392                                         }
2393                                         self.movetype = MOVETYPE_NONE;          
2394                                         self.velocity = '0 0 0';
2395                                         self.avelocity = '0 0 0';
2396                                         self.movement = '0 0 0';
2397                                 }
2398                         }
2399                         else if (time < self.race_penalty)
2400                         {
2401                                 self.movetype = MOVETYPE_NONE;          
2402                                 self.velocity = '0 0 0';
2403                                 self.avelocity = '0 0 0';
2404                                 self.movement = '0 0 0';
2405                         }
2406                         else
2407                         {
2408                                 //allow the player to move again if sv_ready_restart_after_countdown is not used and countdown is over
2409                                 if (!cvar("sv_ready_restart_after_countdown"))
2410                                 {
2411                                         if(self.movetype == MOVETYPE_NONE)
2412                                         {
2413                                                 self.movetype = MOVETYPE_WALK;
2414                                         }
2415                                         self.race_penalty = 0;
2416                                         self.race_penalty_nagged = 0;
2417                                 }
2418                         }
2419                 
2420         } else if (self.classname == "observer") {
2421                 //do nothing
2422         } else if (self.classname == "spectator") {
2423                 //do nothing
2424         }
2425
2426         /*
2427         float i;
2428         for(i = 0; i < 1000; ++i)
2429         {
2430                 vector end;
2431                 end = self.origin + '0 0 1024' + 512 * randomvec();
2432                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2433                 if(trace_fraction < 1)
2434                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2435                 {
2436                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2437                         break;
2438                 }
2439         }
2440         */
2441
2442         Arena_Warmup();
2443
2444         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2445 }