]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/cl_client.qc
fix typo; report name changes; don't ignore sv_eventlog at soem places
[divverent/nexuiz.git] / data / qcsrc / server / cl_client.qc
1 .float wantswelcomemessage;
2 .string netname_previous;
3
4 void spawnfunc_info_player_survivor (void)
5 {
6         spawnfunc_info_player_deathmatch();
7 }
8
9 void spawnfunc_info_player_start (void)
10 {
11         spawnfunc_info_player_deathmatch();
12 }
13
14 void spawnfunc_info_player_deathmatch (void)
15 {
16         self.classname = "spawnfunc_info_player_deathmatch";
17         relocate_spawnpoint();
18 }
19
20 void() spawnpoint_use =
21 {
22         if(teams_matter)
23         if(have_team_spawns)
24         {
25                 self.team = activator.team;
26                 some_spawn_has_been_used = 1;
27         }
28 };
29
30 float spawn_allbad;
31 float spawn_allgood;
32 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
33 {
34         local entity spot, player, nextspot, previousspot, newfirstspot;
35         local float pcount;
36         spot = firstspot;
37         newfirstspot = world;
38         previousspot = world;
39         spawn_allgood = TRUE;
40         spawn_allbad = TRUE;
41         while (spot)
42         {
43                 nextspot = spot.chain;
44                 // count team mismatches as bad spots
45
46                 local float spotactive;
47                 spotactive = 1;
48
49                 // filter out spots for assault
50                 if(spot.target != "") {
51                         local entity ent;
52                         ent = find(world, targetname, spot.target);
53                         while(ent) {
54                                 if(ent.classname == "spawnfunc_target_objective")
55                                         if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
56                                                 spotactive = 0;
57                                 ent = find(ent, targetname, spot.target);
58                         }
59                 }
60
61                 if ((!teamcheck || spot.team == teamcheck) && spotactive > 0)
62                 {
63                         pcount = 0;
64                         player = playerlist;
65                         while (player)
66                         {
67                                 if (player != self)
68                                 if (vlen(player.origin - spot.origin) < mindist)
69                                         pcount = pcount + 1;
70                                 player = player.chain;
71                         }
72                         if (!pcount)
73                         {
74                                 spawn_allbad = FALSE;
75                                 if (newfirstspot)
76                                         previousspot.chain = spot;
77                                 else
78                                         newfirstspot = spot;
79                                 previousspot = spot;
80                                 spot.chain = world;
81                         }
82                         else
83                                 spawn_allgood = FALSE;
84                 }
85                 spot = nextspot;
86         }
87         // if we couldn't find ANY good points, return world
88         return newfirstspot;
89 }
90
91 entity Spawn_RandomPoint(entity firstspot)
92 {
93         local entity spot;
94         local float numspots;
95         // count number of spots
96         numspots = 0;
97         spot = firstspot;
98         while (spot)
99         {
100                 numspots = numspots + 1;
101                 spot = spot.chain;
102         }
103         // pick a random one
104         numspots = numspots * random();
105         spot = firstspot;
106         while (spot.chain && numspots >= 1)
107         {
108                 numspots = numspots - 1;
109                 spot = spot.chain;
110         }
111         return spot;
112 }
113
114 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
115 {
116         local entity best, spot, player;
117         local float bestrating, rating;
118         best = world;
119         bestrating = -1000000;
120         spot = firstspot;
121         while (spot)
122         {
123                 rating = 1000000000;
124                 player = playerlist;
125                 while (player)
126                 {
127                         if (player != self)
128                                 rating = min(rating, vlen(player.origin - spot.origin));
129                         player = player.chain;
130                 }
131                 rating = rating + random() * 16;
132                 if (bestrating < rating)
133                 {
134                         best = spot;
135                         bestrating = rating;
136                 }
137                 spot = spot.chain;
138         }
139         return best;
140 }
141
142 /*
143 =============
144 SelectSpawnPoint
145
146 Finds a point to respawn
147 =============
148 */
149 entity SelectSpawnPoint (float anypoint)
150 {
151         local float teamcheck;
152         local entity firstspot_new;
153         local entity spot, firstspot, playerlist;
154
155         spot = find (world, classname, "testplayerstart");
156         if (spot)
157                 return spot;
158
159         teamcheck = 0;
160
161         if(!anypoint && have_team_spawns)
162                 teamcheck = self.team;
163
164         // get the list of players
165         playerlist = findchain(classname, "player");
166         // get the entire list of spots
167         firstspot = findchain(classname, "spawnfunc_info_player_deathmatch");
168         // filter out the bad ones
169         // (note this returns the original list if none survived)
170         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
171         if(!firstspot_new)
172                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
173         firstspot = firstspot_new;
174
175         // there is 50/50 chance of choosing a random spot or the furthest spot
176         // (this means that roughly every other spawn will be furthest, so you
177         // usually won't get fragged at spawn twice in a row)
178         if (arena_roundbased)
179         {
180                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
181                 if(firstspot_new)
182                         firstspot = firstspot_new;
183                 spot = Spawn_RandomPoint(firstspot);
184         }
185         else if (random() > 0.5 || spawn_allbad || spawn_allgood)
186                 spot = Spawn_RandomPoint(firstspot);
187         else
188                 spot = Spawn_FurthestPoint(firstspot, playerlist);
189
190         if (!spot)
191         {
192                 if(cvar("spawn_debug"))
193                         GotoNextMap();
194                 else
195                 {
196                         if(some_spawn_has_been_used)
197                                 return world; // team can't spawn any more, because of actions of other team
198                         else
199                                 error("Cannot find a spawn point - please fix the map!");
200                 }
201         }
202
203         return spot;
204 }
205
206 /*
207 =============
208 CheckPlayerModel
209
210 Checks if the argument string can be a valid playermodel.
211 Returns a valid one in doubt.
212 =============
213 */
214 string FallbackPlayerModel = "models/player/marine.zym";
215 string CheckPlayerModel(string plyermodel) {
216         if(strlen(plyermodel) < 4)
217                 return FallbackPlayerModel;
218         if( substring(plyermodel,0,14) != "models/player/")
219                 return FallbackPlayerModel;
220         else if(cvar("sv_servermodelsonly"))
221         {
222                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
223                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
224                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
225                 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
226                         return FallbackPlayerModel;
227                 if(!fexists(plyermodel))
228                         return FallbackPlayerModel;
229         }
230         return plyermodel;
231 }
232
233 /*
234 =============
235 Client_customizeentityforclient
236
237 LOD reduction
238 =============
239 */
240 float Client_customizeentityforclient()
241 {
242 #ifdef ALLOW_VARIABLE_LOD
243         // self: me
244         // other: the player viewing me
245         float distance;
246         float f;
247
248         if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
249                 return TRUE;
250
251         if(other.cvar_cl_playerdetailreduction <= 0)
252         {
253                 if(other.cvar_cl_playerdetailreduction <= -2)
254                         self.modelindex = self.modelindex_lod2;
255                 else if(other.cvar_cl_playerdetailreduction <= -1)
256                         self.modelindex = self.modelindex_lod1;
257                 else
258                         self.modelindex = self.modelindex_lod0;
259         }
260         else
261         {
262                 distance = vlen(self.origin - other.origin);
263                 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
264                 if(f > 10000)
265                         self.modelindex = self.modelindex_lod2;
266                 else if(f > 5000)
267                         self.modelindex = self.modelindex_lod1;
268                 else
269                         self.modelindex = self.modelindex_lod0;
270         }
271 #endif
272
273         return TRUE;
274 }
275
276 void UpdatePlayerSounds();
277 void setmodel_lod(entity e, string modelname)
278 {
279 #ifdef ALLOW_VARIABLE_LOD
280         string s;
281
282         // FIXME: this only supports 3-letter extensions
283         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
284         if(fexists(s))
285         {
286                 precache_model(s);
287                 setmodel(e, s); // players have high precision
288                 self.modelindex_lod1 = self.modelindex;
289         }
290         else
291                 self.modelindex_lod1 = -1;
292
293         s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
294         if(fexists(s))
295         {
296                 precache_model(s);
297                 setmodel(e, s); // players have high precision
298                 self.modelindex_lod2 = self.modelindex;
299         }
300         else
301                 self.modelindex_lod2 = -1;
302
303         precache_model(modelname);
304         setmodel(e, modelname); // players have high precision
305         self.modelindex_lod0 = self.modelindex;
306
307         if(self.modelindex_lod1 < 0)
308                 self.modelindex_lod1 = self.modelindex;
309
310         if(self.modelindex_lod2 < 0)
311                 self.modelindex_lod2 = self.modelindex;
312 #else
313         precache_model(modelname);
314         setmodel(e, modelname); // players have high precision
315 #endif
316         player_setupanimsformodel();
317         UpdatePlayerSounds();
318 }
319
320 /*
321 =============
322 PutObserverInServer
323
324 putting a client as observer in the server
325 =============
326 */
327 void PutObserverInServer (void)
328 {
329         entity  spot;
330         spot = SelectSpawnPoint (TRUE);
331         if(!spot)
332                 error("No spawnpoints for observers?!?\n");
333         RemoveGrapplingHook(self); // Wazat's Grappling Hook
334
335         if(clienttype(self) == CLIENTTYPE_REAL)
336         {
337                 msg_entity = self;
338                 WriteByte(MSG_ONE, SVC_SETVIEW);
339                 WriteEntity(MSG_ONE, self);
340         }
341
342         DropAllRunes(self);
343         kh_Key_DropAll(self, TRUE);
344
345         if(self.flagcarried)
346                 DropFlag(self.flagcarried);
347
348         WaypointSprite_PlayerDead();
349
350         DistributeFragsAmongTeam(self, self.team, 1);
351
352         if(self.frags <= 0 && self.frags > -666 && g_lms && self.killcount != -666)
353                 bprint ("^4", self.netname, "^4 has no more lives left\n");
354         else if(self.killcount != -666)
355                 bprint ("^4", self.netname, "^4 is spectating now\n");
356
357         self.spectatortime = time;
358         
359         self.classname = "observer";
360         self.health = -666;
361         self.takedamage = DAMAGE_NO;
362         self.solid = SOLID_NOT;
363         self.movetype = MOVETYPE_NOCLIP;
364         self.flags = FL_CLIENT | FL_NOTARGET;
365         self.armorvalue = 666;
366         self.effects = 0;
367         self.armorvalue = cvar("g_balance_armor_start");
368         self.pauserotarmor_finished = 0;
369         self.pauserothealth_finished = 0;
370         self.pauseregen_finished = 0;
371         self.damageforcescale = 0;
372         self.death_time = 0;
373         self.dead_frame = 0;
374         self.deaths = 0;
375         self.alpha = 0;
376         self.scale = 0;
377         self.fade_time = 0;
378         self.pain_frame = 0;
379         self.pain_finished = 0;
380         self.strength_finished = 0;
381         self.invincible_finished = 0;
382         self.pushltime = 0;
383         self.think = SUB_Null;
384         self.nextthink = 0;
385         self.hook_time = 0;
386         self.runes = 0;
387         self.deadflag = DEAD_NO;
388         self.angles = spot.angles;
389         self.angles_z = 0;
390         self.fixangle = TRUE;
391         self.crouch = FALSE;
392
393         self.view_ofs = PL_VIEW_OFS;
394         setorigin (self, spot.origin);
395         setsize (self, '0 0 0', '0 0 0');
396         self.oldorigin = self.origin;
397         self.items = 0;
398         self.model = "";
399         self.modelindex = 0;
400         self.weapon = 0;
401         self.weaponmodel = "";
402         self.weaponentity = world;
403         self.killcount = -666;
404         self.velocity = '0 0 0';
405         self.avelocity = '0 0 0';
406         self.punchangle = '0 0 0';
407         self.punchvector = '0 0 0';
408         self.oldvelocity = self.velocity;
409         self.customizeentityforclient = Client_customizeentityforclient;
410         self.viewzoom = 1;
411         self.wantswelcomemessage = 1;
412
413         if(g_arena)
414         {
415                 if(self.frags != -2)
416                 {
417                         Spawnqueue_Insert(self);
418                 }
419                 else
420                 {
421                         Spawnqueue_Unmark(self);
422                         Spawnqueue_Remove(self);
423                 }
424         }
425         else if(!g_lms)
426                 self.frags = -666;
427 }
428
429 float RestrictSkin(float s)
430 {
431         if(!teams_matter)
432                 return s;
433         if(s == 6)
434                 return 6;
435         return mod(s, 3);
436 }
437
438 void FixPlayermodel()
439 {
440         local string defaultmodel;
441         local float defaultskin;
442         local vector m1, m2;
443
444         defaultmodel = "";
445
446         if(cvar("sv_defaultcharacter") == 1) {
447                 defaultskin = 0;
448
449                 if(teams_matter)
450                 {
451                         defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
452                         defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
453                 }
454
455                 if(defaultmodel == "")
456                 {
457                         defaultmodel = cvar_string("sv_defaultplayermodel");
458                         defaultskin = cvar("sv_defaultplayerskin");
459                 }
460         }
461
462         if(defaultmodel != "")
463         {
464                 if (defaultmodel != self.model)
465                 {
466                         m1 = self.mins;
467                         m2 = self.maxs;
468                         setmodel_lod (self, defaultmodel);
469                         setsize (self, m1, m2);
470                 }
471
472                 self.skin = defaultskin;
473         } else {
474                 if (self.playermodel != self.model)
475                 {
476                         self.playermodel = CheckPlayerModel(self.playermodel);
477                         m1 = self.mins;
478                         m2 = self.maxs;
479                         setmodel_lod (self, self.playermodel);
480                         setsize (self, m1, m2);
481                 }
482
483                 self.skin = RestrictSkin(stof(self.playerskin));
484         }
485
486         if(!teams_matter)
487                 if(strlen(cvar_string("sv_defaultplayercolors")))
488                         if(self.clientcolors != cvar("sv_defaultplayercolors"))
489                                 setcolor(self, cvar("sv_defaultplayercolors"));
490 }
491
492 /*
493 =============
494 PutClientInServer
495
496 Called when a client spawns in the server
497 =============
498 */
499 void PutClientInServer (void)
500 {
501         if(clienttype(self) == CLIENTTYPE_BOT)
502         {
503                 self.classname = "player";
504         }
505         else if(clienttype(self) == CLIENTTYPE_REAL)
506         {
507                 msg_entity = self;
508                 WriteByte(MSG_ONE, SVC_SETVIEW);
509                 WriteEntity(MSG_ONE, self);
510         }
511
512         // player is dead and becomes observer
513         if(g_lms && self.frags < 1)
514                 self.classname = "observer";
515
516         if(g_arena)
517         if(!self.spawned)
518                 self.classname = "observer";
519
520         if(self.classname == "player") {
521                 entity  spot;
522
523                 spot = SelectSpawnPoint (FALSE);
524                 if(!spot)
525                 {
526                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
527                         return; // spawn failed
528                 }
529
530                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
531
532                 self.classname = "player";
533                 self.iscreature = TRUE;
534                 self.movetype = MOVETYPE_WALK;
535                 self.solid = SOLID_SLIDEBOX;
536                 self.flags = FL_CLIENT;
537                 self.takedamage = DAMAGE_AIM;
538                 if(g_minstagib)
539                         self.effects = EF_FULLBRIGHT;
540                 else
541                         self.effects = 0;
542                 self.air_finished = time + 12;
543                 self.dmg = 2;
544
545                 self.ammo_shells = start_ammo_shells;
546                 self.ammo_nails = start_ammo_nails;
547                 self.ammo_rockets = start_ammo_rockets;
548                 self.ammo_cells = start_ammo_cells;
549                 self.health = start_health;
550                 self.armorvalue = start_armorvalue;
551                 self.items = start_items;
552                 self.switchweapon = start_switchweapon;
553                 self.cnt = start_switchweapon;
554                 self.weapon = 0;
555                 self.jump_interval = time;
556
557                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
558                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
559                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
560                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
561                 //extend the pause of rotting if client was reset at the beginning of the countdown
562                 if(!cvar("sv_ready_restart_after_countdown") && time < restart_countdown) {
563                         self.spawnshieldtime += RESTART_COUNTDOWN;
564                         self.pauserotarmor_finished += RESTART_COUNTDOWN;
565                         self.pauserothealth_finished += RESTART_COUNTDOWN;
566                         self.pauseregen_finished += RESTART_COUNTDOWN;
567                 }
568                 self.damageforcescale = 2;
569                 self.death_time = 0;
570                 self.dead_frame = 0;
571                 self.alpha = 0;
572                 self.scale = 0;
573                 self.fade_time = 0;
574                 self.pain_frame = 0;
575                 self.pain_finished = 0;
576                 self.strength_finished = 0;
577                 self.invincible_finished = 0;
578                 self.pushltime = 0;
579                 //self.speed_finished = 0;
580                 //self.slowmo_finished = 0;
581                 // players have no think function
582                 self.think = SUB_Null;
583                 self.nextthink = 0;
584                 self.hook_time = 0;
585
586                 self.runes = 0;
587
588                 self.deadflag = DEAD_NO;
589
590                 self.angles = spot.angles;
591
592                 self.angles_z = 0; // never spawn tilted even if the spot says to
593                 self.fixangle = TRUE; // turn this way immediately
594                 self.velocity = '0 0 0';
595                 self.avelocity = '0 0 0';
596                 self.punchangle = '0 0 0';
597                 self.punchvector = '0 0 0';
598                 self.oldvelocity = self.velocity;
599
600                 self.viewzoom = 0.6;
601                 self.has_zoomed = 0;
602
603                 self.customizeentityforclient = Client_customizeentityforclient;
604
605                 self.model = "";
606                 FixPlayermodel();
607
608                 self.crouch = FALSE;
609                 self.view_ofs = PL_VIEW_OFS;
610                 setsize (self, PL_MIN, PL_MAX);
611                 self.spawnorigin = spot.origin;
612                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
613                 // don't reset back to last position, even if new position is stuck in solid
614                 self.oldorigin = self.origin;
615
616                 if(g_arena)
617                 {
618                         Spawnqueue_Remove(self);
619                         Spawnqueue_Mark(self);
620                 }
621
622                 self.event_damage = PlayerDamage;
623
624                 self.bot_attack = TRUE;
625
626                 self.statdraintime = time + 5;
627                 self.button0 = self.button1 = self.button2 = self.button3 = 0;
628
629                 if(self.killcount == -666) {
630                         self.killcount = 0;
631                         if(!g_arena)
632                         if(!g_lms)
633                                 self.frags = 0;
634                 }
635
636                 self.cnt = WEP_LASER;
637                 self.nixnex_lastchange_id = -1;
638
639                 CL_SpawnWeaponentity();
640                 self.alpha = default_player_alpha;
641                 self.colormod = '1 1 1' * cvar("g_player_brightness");
642                 self.exteriorweaponentity.alpha = default_weapon_alpha;
643
644                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
645                 self.lms_traveled_distance = 0;
646                 self.speedrunning = FALSE;
647
648                 if(cvar("spawn_debug"))
649                 {
650                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
651                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
652                 }
653
654                 //stuffcmd(self, "chase_active 0");
655                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
656
657                 if (cvar("g_spawnsound"))
658                         sound (self, CHAN_AUTO, "misc/spawn.wav", 1, ATTN_NORM);
659
660                 if(g_assault) {
661                         if(self.team == assault_attacker_team)
662                                 centerprint(self, "You are attacking!\n");
663                         else
664                                 centerprint(self, "You are defending!\n");
665                 }
666
667         } else if(self.classname == "observer") {
668                 PutObserverInServer ();
669         }
670 }
671
672 /*
673 =============
674 SetNewParms
675 =============
676 */
677 void SetNewParms (void)
678 {
679
680 }
681
682 /*
683 =============
684 SetChangeParms
685 =============
686 */
687 void SetChangeParms (void)
688 {
689
690 }
691
692 /*
693 =============
694 ClientKill
695
696 Called when a client types 'kill' in the console
697 =============
698 */
699
700 void ClientKill_Now_TeamChange()
701 {
702         if(self.killindicator_teamchange == -1)
703         {
704                 self.team = -1;
705                 JoinBestTeam( self, FALSE, FALSE );
706         }
707         else
708         {
709                 SV_ChangeTeam(self.killindicator_teamchange - 1);
710         }
711 }
712
713 void ClientKill_Now()
714 {
715         if(self.killindicator_teamchange)
716                 ClientKill_Now_TeamChange();
717
718         // in any case:
719         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
720 }
721 void KillIndicator_Think()
722 {
723         if (!self.owner.modelindex)
724         {
725                 self.owner.killindicator = world;
726                 remove(self);
727                 return;
728         }
729
730         if(self.cnt <= 0)
731         {
732                 self = self.owner;
733                 ClientKill_Now(); // no oldself needed
734                 return;
735         }
736         else
737         {
738                 if(self.cnt <= 10)
739                 {
740                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
741                         play2(self.owner, strcat("announcer/robotic/", ftos(self.cnt), ".ogg"));
742                 }
743                 if(self.owner.killindicator_teamchange)
744                 {
745                         if(self.owner.killindicator_teamchange == -1)
746                                 centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
747                         else
748                                 centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
749                 }
750                 else
751                         centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
752                 self.nextthink = time + 1;
753                 self.cnt -= 1;
754         }
755 }
756
757 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
758 {
759         float killtime;
760         killtime = cvar("g_balance_kill_delay");
761
762         self.killindicator_teamchange = targetteam;
763
764         if(!self.killindicator)
765         {
766                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
767                 {
768                         ClientKill_Now();
769                 }
770                 else
771                 {
772                         self.killindicator = spawn();
773                         self.killindicator.owner = self;
774                         self.killindicator.scale = 0.5;
775                         setattachment(self.killindicator, self, "");
776                         setorigin(self.killindicator, '0 0 52');
777                         self.killindicator.think = KillIndicator_Think;
778                         self.killindicator.nextthink = time;
779                         self.killindicator.cnt = ceil(killtime);
780                         sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
781                 }
782         }
783         if(self.killindicator)
784         {
785                 if(targetteam)
786                         self.killindicator.colormod = TeamColor(targetteam);
787                 else
788                         self.killindicator.colormod = '0 0 0';
789         }
790 }
791
792 void ClientKill (void)
793 {
794         ClientKill_TeamChange(0);
795 }
796
797 void DoTeamChange(float destteam)
798 {
799         if(!cvar("teamplay"))
800         {
801                 if(destteam >= 0)
802                         SetPlayerColors(self, destteam);
803                 return;
804         }
805         if(destteam == self.team && !self.killindicator)
806                 return;
807         ClientKill_TeamChange(destteam);
808 }
809
810 void FixClientCvars(entity e)
811 {
812         // send prediction settings to the client
813         stuffcmd(e, "\nin_bindmap 0 0\n");
814         /*
815          * we no longer need to stuff this. Remove this comment block if you feel 
816          * 2.3 and higher (or was it 2.2.3?) don't need these any more
817         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
818         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
819         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
820         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
821         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
822         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
823         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
824         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
825         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
826         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
827         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
828         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
829         stuffcmd(e, "cl_movement_edgefriction 1\n");
830          */
831 }
832
833 /*
834 =============
835 ClientConnect
836
837 Called when a client connects to the server
838 =============
839 */
840 string ColoredTeamName(float t);
841 //void dom_player_join_team(entity pl);
842 void ClientConnect (void)
843 {
844         local string s;
845         float wep;
846
847         if(Ban_IsClientBanned(self))
848         {
849                 s = strcat("^1NOTE:^7 banned client ", self.netaddress, " just tried to enter\n");
850                 dropclient(self);
851                 bprint(s);
852                 return;
853         }
854
855         self.classname = "player_joining";
856         self.flags = self.flags | FL_CLIENT;
857         self.version_nagtime = time + 10 + random() * 10;
858
859         if(player_count<0)
860         {
861                 dprint("BUG player count is lower than zero, this cannot happen!\n");
862                 player_count = 0;
863         }
864
865         bot_clientconnect();
866
867         //if(g_domination)
868         //      dom_player_join_team(self);
869
870         //JoinBestTeam(self, FALSE, FALSE);
871
872         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
873                 self.classname = "observer";
874         } else {
875                 self.classname = "player";
876                 campaign_bots_may_start = 1;
877         }
878
879         self.playerid = (playerid_last = playerid_last + 1);
880         if(cvar("sv_eventlog"))
881         {
882                 if(clienttype(self) == CLIENTTYPE_REAL)
883                         s = "player";
884                 else
885                         s = "bot";
886                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
887                 s = strcat(":team:", ftos(self.playerid), ":");
888                 s = strcat(s, ftos(self.team));
889                 GameLogEcho(s, FALSE);
890         }
891         self.netname_previous = strzone(self.netname);
892
893         //stuffcmd(self, "set tmpviewsize $viewsize \n");
894
895         bprint ("^4",self.netname);
896         bprint ("^4 connected");
897
898         if(g_domination || g_ctf)
899         {
900                 bprint(" and joined the ");
901                 bprint(ColoredTeamName(self.team));
902         }
903
904         bprint("\n");
905
906         self.welcomemessage_time = 0;
907
908         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
909         // TODO: is this being used for anything else than cd tracks?
910         // Remember: SVC_CDTRACK exists. Maybe it should be used.
911         //
912         stuffcmd(self, "cl_particles_reloadeffects\n");
913
914         FixClientCvars(self);
915
916         // spawnfunc_waypoint sprites
917         WaypointSprite_InitClient(self);
918
919         // Wazat's grappling hook
920         SetGrappleHookBindings();
921
922         // get autoswitch state from player when he toggles it
923         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
924
925         // get version info from player
926         stuffcmd(self, "cmd clientversion $gameversion\n");
927
928         // send all weapon info strings
929         stuffcmd(self, "register_bestweapon clear\n"); // clear the Quake stuff
930         wep = WEP_FIRST;
931         while (wep <= WEP_LAST)
932         {
933                 weapon_action(wep, WR_REGISTER);
934                 wep = wep + 1;
935         }
936
937         // get other cvars from player
938         GetCvars(0);
939
940         // set cvar for team scoreboard
941         if (teams_matter)
942         {
943                 local float t;
944                 t = cvar("teamplay");
945                 // 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
946                 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
947         }
948         else
949                 stuffcmd(self, "set teamplay 0\n");
950
951         // notify about available teams
952         if(teamplay)
953         {
954                 CheckAllowedTeams(self);
955                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
956                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
957         }
958         else
959                 stuffcmd(self, "set _teams_available 0\n");
960
961         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
962
963         if(g_lms)
964         {
965                 self.frags = LMS_NewPlayerLives();
966                 if(!self.frags)
967                         self.frags = -666;
968         }
969         else if(g_arena)
970         {
971                 self.classname = "observer";
972                 Spawnqueue_Insert(self);
973         }
974
975         bot_relinkplayerlist();
976
977         self.spectatortime = time;
978         if(blockSpectators)
979         {
980                 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"));
981         }
982
983         self.jointime = time;
984         self.allowedTimeouts = cvar("sv_timeout_number");
985 }
986
987 /*
988 =============
989 ClientDisconnect
990
991 Called when a client disconnects from the server
992 =============
993 */
994 void(entity e) DropFlag;
995 .entity chatbubbleentity;
996 .entity teambubbleentity;
997 void ClientDisconnect (void)
998 {
999         float save;
1000         if(cvar("sv_eventlog"))
1001                 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
1002         bprint ("^4",self.netname);
1003         bprint ("^4 disconnected\n");
1004
1005         if (self.chatbubbleentity)
1006         {
1007                 remove (self.chatbubbleentity);
1008                 self.chatbubbleentity = world;
1009         }
1010
1011         if (self.teambubbleentity)
1012         {
1013                 remove (self.teambubbleentity);
1014                 self.teambubbleentity = world;
1015         }
1016
1017         if (self.killindicator)
1018         {
1019                 remove (self.killindicator);
1020                 self.killindicator = world;
1021         }
1022
1023         WaypointSprite_PlayerGone();
1024
1025         DropAllRunes(self);
1026         kh_Key_DropAll(self, TRUE);
1027
1028         if(self.flagcarried)
1029                 DropFlag(self.flagcarried);
1030
1031         DistributeFragsAmongTeam(self, self.team, 1);
1032
1033         save = self.flags;
1034         self.flags = self.flags - (self.flags & FL_CLIENT);
1035         bot_relinkplayerlist();
1036         self.flags = save;
1037
1038         // remove laserdot
1039         if(self.weaponentity)
1040                 if(self.weaponentity.lasertarget)
1041                         remove(self.weaponentity.lasertarget);
1042
1043         if(g_arena)
1044         {
1045                 Spawnqueue_Unmark(self);
1046                 Spawnqueue_Remove(self);
1047         }
1048
1049         strunzone(self.netname_previous);
1050
1051         // free cvars
1052         GetCvars(-1);
1053 }
1054
1055 .float buttonchat;
1056 void() ChatBubbleThink =
1057 {
1058         self.nextthink = time;
1059         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1060         {
1061                 self.owner.chatbubbleentity = world;
1062                 remove(self);
1063                 return;
1064         }
1065         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
1066         if (self.owner.buttonchat && !self.owner.deadflag)
1067                 self.model = self.mdl;
1068         else
1069                 self.model = "";
1070 };
1071
1072 void() UpdateChatBubble =
1073 {
1074         if (!self.modelindex)
1075                 return;
1076         // spawn a chatbubble entity if needed
1077         if (!self.chatbubbleentity)
1078         {
1079                 self.chatbubbleentity = spawn();
1080                 self.chatbubbleentity.owner = self;
1081                 self.chatbubbleentity.exteriormodeltoclient = self;
1082                 self.chatbubbleentity.think = ChatBubbleThink;
1083                 self.chatbubbleentity.nextthink = time;
1084                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1085                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1086                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1087                 self.chatbubbleentity.model = "";
1088                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1089         }
1090 }
1091
1092
1093 void() TeamBubbleThink =
1094 {
1095         self.nextthink = time;
1096         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1097         {
1098                 self.owner.teambubbleentity = world;
1099                 remove(self);
1100                 return;
1101         }
1102 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
1103         if (self.owner.buttonchat || self.owner.deadflag || self.owner.killindicator)
1104                 self.model = "";
1105         else
1106                 self.model = self.mdl;
1107
1108 };
1109
1110 float() TeamBubble_customizeentityforclient
1111 {
1112         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1113 }
1114
1115 void() UpdateTeamBubble =
1116 {
1117         if (!self.modelindex || !cvar("teamplay"))
1118                 return;
1119         // spawn a teambubble entity if needed
1120         if (!self.teambubbleentity && cvar("teamplay"))
1121         {
1122                 self.teambubbleentity = spawn();
1123                 self.teambubbleentity.owner = self;
1124                 self.teambubbleentity.exteriormodeltoclient = self;
1125                 self.teambubbleentity.think = TeamBubbleThink;
1126                 self.teambubbleentity.nextthink = time;
1127                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1128 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1129                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
1130                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1131                 self.teambubbleentity.mdl = self.teambubbleentity.model;
1132                 self.teambubbleentity.model = self.teambubbleentity.mdl;
1133                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1134                 self.teambubbleentity.effects = EF_LOWPRECISION;
1135         }
1136 }
1137
1138 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1139 // added to the model skins
1140 /*void() UpdateColorModHack =
1141 {
1142         local float c;
1143         c = self.clientcolors & 15;
1144         // LordHavoc: only bothering to support white, green, red, yellow, blue
1145              if (teamplay == 0) self.colormod = '0 0 0';
1146         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1147         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1148         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1149         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1150         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1151         else self.colormod = '1 1 1';
1152 };*/
1153
1154 void respawn(void)
1155 {
1156         CopyBody(1);
1157         self.effects |= EF_NODRAW; // prevent another CopyBody
1158         PutClientInServer();
1159 }
1160
1161 /**
1162  * When sv_timeout is used this function returs strings like
1163  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1164  * Called by centerprint functions
1165  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1166  */
1167 string getTimeoutText(float addOneSecond) {
1168         if (!cvar("sv_timeout") || !timeoutStatus)
1169                 return "";
1170
1171         local string retStr;
1172         if (timeoutStatus == 1) {
1173                 if (addOneSecond == 1) {
1174                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1175                 }
1176                 else {
1177                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1178                 }
1179                 return retStr;
1180         }
1181         else if (timeoutStatus == 2) {
1182                 if (addOneSecond) {
1183                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1184                         //don't show messages like "Timeout ends in 0 seconds"...
1185                         if ((remainingTimeoutTime + 1) > 0)
1186                                 return retStr;
1187                         else
1188                                 return "";
1189                 }
1190                 else {
1191                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1192                         //don't show messages like "Timeout ends in 0 seconds"...
1193                         if (remainingTimeoutTime > 0)
1194                                 return retStr;
1195                         else
1196                                 return "";
1197                 }
1198         }
1199         else return "";
1200 }
1201
1202 void player_powerups (void)
1203 {
1204         if (g_minstagib)
1205         {
1206                 if (self.items & IT_STRENGTH)
1207                 {
1208                         if (time > self.strength_finished)
1209                         {
1210                                 if (g_minstagib_invis_alpha > 0)
1211                                 {
1212                                         self.alpha = default_player_alpha;
1213                                         self.exteriorweaponentity.alpha = default_weapon_alpha;
1214                                         self.effects = self.effects | EF_FULLBRIGHT;
1215                                 }
1216                                 else
1217                                 {
1218                                         self.effects -= self.effects & EF_NODRAW;
1219                                 }
1220                                 self.items = self.items - (self.items & IT_STRENGTH);
1221                                 sprint(self, "^3Invisibility has worn off\n");
1222                         }
1223                 }
1224                 else
1225                 {
1226                         if (time < self.strength_finished)
1227                         {
1228                                 if (g_minstagib_invis_alpha > 0)
1229                                 {
1230                                         self.alpha = g_minstagib_invis_alpha;
1231                                         self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1232                                         self.effects -= self.effects & EF_FULLBRIGHT;
1233                                 }
1234                                 else
1235                                 {
1236                                         self.effects = self.effects | EF_NODRAW;
1237                                 }
1238                                 self.items = self.items | IT_STRENGTH;
1239                                 sprint(self, "^3You are invisible\n");
1240                         }
1241                 }
1242
1243                 if (self.items & IT_INVINCIBLE)
1244                 {
1245                         if (time > self.invincible_finished)
1246                         {
1247                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1248                                 sprint(self, "^3Speed has worn off\n");
1249                         }
1250                 }
1251                 else
1252                 {
1253                         if (time < self.invincible_finished)
1254                         {
1255                                 self.items = self.items | IT_INVINCIBLE;
1256                                 sprint(self, "^3You are on speed\n");
1257                         }
1258                 }
1259                 return;
1260         }
1261
1262         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1263         if (self.items & IT_STRENGTH)
1264         {
1265                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1266                 if (time > self.strength_finished)
1267                 {
1268                         self.items = self.items - (self.items & IT_STRENGTH);
1269                         sprint(self, "^3Strength has worn off\n");
1270                 }
1271         }
1272         else
1273         {
1274                 if (time < self.strength_finished)
1275                 {
1276                         self.items = self.items | IT_STRENGTH;
1277                         sprint(self, "^3Strength infuses your weapons with devastating power\n");
1278                 }
1279         }
1280         if (self.items & IT_INVINCIBLE)
1281         {
1282                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1283                 if (time > self.invincible_finished)
1284                 {
1285                         self.items = self.items - (self.items & IT_INVINCIBLE);
1286                         sprint(self, "^3Shield has worn off\n");
1287                 }
1288         }
1289         else
1290         {
1291                 if (time < self.invincible_finished)
1292                 {
1293                         self.items = self.items | IT_INVINCIBLE;
1294                         sprint(self, "^3Shield surrounds you\n");
1295                 }
1296         }
1297
1298         if (cvar("g_fullbrightplayers"))
1299                 self.effects = self.effects | EF_FULLBRIGHT;
1300
1301         // midair gamemode: damage only while in the air
1302         // if in midair mode, being on ground grants temporary invulnerability
1303         // (this is so that multishot weapon don't clear the ground flag on the
1304         // first damage in the frame, leaving the player vulnerable to the
1305         // remaining hits in the same frame)
1306         if (self.flags & FL_ONGROUND)
1307         if (g_midair)
1308                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1309
1310         if (time < self.spawnshieldtime)
1311                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1312 }
1313
1314 float CalcRegen(float current, float stable, float regenfactor)
1315 {
1316         if(current > stable)
1317                 return current;
1318         else if(current > stable - 0.25) // when close enough, "snap"
1319                 return stable;
1320         else
1321                 return min(stable, current + (stable - current) * regenfactor * frametime);
1322 }
1323
1324 void player_regen (void)
1325 {
1326         float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1327         maxh = cvar("g_balance_health_stable");
1328         maxa = cvar("g_balance_armor_stable");
1329         limith = cvar("g_balance_health_limit");
1330         limita = cvar("g_balance_armor_limit");
1331
1332         if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1333                 return;
1334
1335         max_mod = regen_mod = rot_mod = limit_mod = 1;
1336
1337         if (self.runes & RUNE_REGEN)
1338         {
1339                 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1340                 {
1341                         regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1342                         max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1343                         limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1344                 }
1345                 else
1346                 {
1347                         regen_mod = cvar("g_balance_rune_regen_regenrate");
1348                         max_mod = cvar("g_balance_rune_regen_hpmod");
1349                         limit_mod = cvar("g_balance_rune_regen_limitmod");
1350                 }
1351         }
1352         else if (self.runes & CURSE_VENOM)
1353         {
1354                 max_mod = cvar("g_balance_curse_venom_hpmod");
1355                 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1356                         rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1357                 else
1358                         rot_mod = cvar("g_balance_curse_venom_rotrate");
1359                 limit_mod = cvar("g_balance_curse_venom_limitmod");
1360                 //if (!self.runes & RUNE_REGEN)
1361                 //      rot_mod = cvar("g_balance_curse_venom_rotrate");
1362         }
1363         maxh = maxh * max_mod;
1364         //maxa = maxa * max_mod;
1365         limith = limith * limit_mod;
1366         limita = limita * limit_mod;
1367
1368         if (self.armorvalue > maxa)
1369         {
1370                 if (time > self.pauserotarmor_finished)
1371                 {
1372                         self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1373                         self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1374                 }
1375         }
1376         else if (self.armorvalue < maxa)
1377         {
1378                 if (time > self.pauseregen_finished)
1379                 {
1380                         self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1381                         self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1382                 }
1383         }
1384         if (self.health > maxh)
1385         {
1386                 if (time > self.pauserothealth_finished)
1387                 {
1388                         self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1389                         self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1390                 }
1391         }
1392         else if (self.health < maxh)
1393         {
1394                 if (time > self.pauseregen_finished)
1395                 {
1396                         self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1397                         self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1398                 }
1399         }
1400
1401         if (self.health > limith)
1402                 self.health = limith;
1403         if (self.armorvalue > limita)
1404                 self.armorvalue = limita;
1405
1406         // if player rotted to death...  die!
1407         if(self.health < 1)
1408                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1409 }
1410
1411 /*
1412 ======================
1413 spectate mode routines
1414 ======================
1415 */
1416 void SpectateCopy(entity spectatee) {
1417         self.armortype = spectatee.armortype;
1418         self.armorvalue = spectatee.armorvalue;
1419         self.currentammo = spectatee.currentammo;
1420         self.effects = spectatee.effects;
1421         self.health = spectatee.health;
1422         self.impulse = 0;
1423         self.items = spectatee.items;
1424         self.punchangle = spectatee.punchangle;
1425         self.view_ofs = spectatee.view_ofs;
1426         self.v_angle = spectatee.v_angle;
1427         self.viewzoom = spectatee.viewzoom;
1428         self.velocity = spectatee.velocity;
1429         self.dmg_take = spectatee.dmg_take;
1430         self.dmg_save = spectatee.dmg_save;
1431         self.dmg_inflictor = spectatee.dmg_inflictor;
1432         self.angles = spectatee.v_angle;
1433         self.fixangle = TRUE;
1434         setorigin(self, spectatee.origin);
1435         setsize(self, spectatee.mins, spectatee.maxs);
1436 }
1437
1438 void SpectateUpdate() {
1439         if(!self.enemy)
1440                         PutObserverInServer();
1441
1442         if (self != self.enemy) {
1443                 if(self.enemy.flags & FL_NOTARGET)
1444                         PutObserverInServer();
1445                 SpectateCopy(self.enemy);
1446                 //msg_entity = self;
1447                 //WriteByte(MSG_ONE, SVC_SETANGLE);
1448                 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1449                 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1450                 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1451         }
1452 }
1453
1454 float SpectateNext() {
1455         other = find(self.enemy, classname, "player");
1456         if (!other) {
1457                 other = find(other, classname, "player");
1458         }
1459         if (other) {
1460                 self.enemy = other;
1461         }
1462         if(self.enemy.classname == "player") {
1463                 msg_entity = self;
1464                 WriteByte(MSG_ONE, SVC_SETVIEW);
1465                 WriteEntity(MSG_ONE, self.enemy);
1466                 self.wantswelcomemessage = 1;
1467                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1468                 SpectateUpdate();
1469                 return 1;
1470         } else {
1471                 return 0;
1472         }
1473 }
1474
1475 /*
1476 =============
1477 ShowRespawnCountdown()
1478
1479 Update a respawn countdown display.
1480 =============
1481 */
1482 void ShowRespawnCountdown()
1483 {
1484         float number;
1485         if(self.deadflag == DEAD_NO) // just respawned?
1486                 return;
1487         else
1488         {
1489                 number = ceil(self.death_time - time);
1490                 if(number <= 0)
1491                         return;
1492                 if(number <= self.respawn_countdown)
1493                 {
1494                         self.respawn_countdown = number - 1;
1495                         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
1496                                 play2(self, strcat("announcer/robotic/", ftos(number), ".ogg"));
1497                 }
1498         }
1499 }
1500
1501 void LeaveSpectatorMode()
1502 {
1503         if(isJoinAllowed()) {
1504                 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1505                         self.classname = "player";
1506                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1507                                 JoinBestTeam(self, FALSE, TRUE);
1508                         if(cvar("g_campaign"))
1509                                 campaign_bots_may_start = 1;
1510                         PutClientInServer();
1511                         if(!(self.flags & FL_NOTARGET))
1512                                 bprint ("^4", self.netname, "^4 is playing now\n");
1513                         centerprint(self,"");
1514                         return;
1515                 } else {
1516                         stuffcmd(self,"menu_showteamselect\n");
1517                         return;
1518                 }
1519         }
1520         else {
1521                 //player may not join because of g_maxplayers is set
1522                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
1523         }
1524 }
1525
1526 /**
1527  * Determines whether the player is allowed to join. This depends on cvar
1528  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1529  * it checks whether the number of currently playing players exceeds g_maxplayers.
1530  * @return bool TRUE if the player is allowed to join, false otherwise
1531  */
1532 float isJoinAllowed() {
1533         if (!cvar("g_maxplayers"))
1534                 return TRUE;
1535
1536         local entity e;
1537         local float currentlyPlaying;
1538         FOR_EACH_REALPLAYER(e) {
1539                 if(e.classname == "player")
1540                         currentlyPlaying += 1;
1541         }
1542         if(currentlyPlaying < cvar("g_maxplayers"))
1543                 return TRUE;
1544
1545         return FALSE;
1546 }
1547
1548 /**
1549  * Checks whether the client is an observer or spectator, if so, he will get kicked after
1550  * g_maxplayers_spectator_blocktime seconds
1551  */
1552 void checkSpectatorBlock() {
1553         if(self.classname == "spectator" || self.classname == "observer") {
1554                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
1555                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
1556                         dropclient(self);
1557                 }
1558         }
1559 }
1560
1561 float vercmp_recursive(string v1, string v2)
1562 {
1563         float dot1, dot2;
1564         string s1, s2;
1565         float r;
1566
1567         dot1 = strstrofs(v1, ".", 0);
1568         dot2 = strstrofs(v2, ".", 0);
1569         if(dot1 == -1)
1570                 s1 = v1;
1571         else
1572                 s1 = substring(v1, 0, dot1);
1573         if(dot2 == -1)
1574                 s2 = v2;
1575         else
1576                 s2 = substring(v2, 0, dot2);
1577
1578         r = stof(s1) - stof(s2);
1579         if(r != 0)
1580                 return r;
1581
1582         r = strcasecmp(s1, s2);
1583         if(r != 0)
1584                 return r;
1585
1586         if(dot1 == -1)
1587                 if(dot2 == -1)
1588                         return 0;
1589                 else
1590                         return -1;
1591         else
1592                 if(dot2 == -1)
1593                         return 1;
1594                 else
1595                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
1596 }
1597
1598 float vercmp(string v1, string v2)
1599 {
1600         if(strcasecmp(v1, v2) == 0) // early out check
1601                 return 0;
1602         return vercmp_recursive(v1, v2);
1603 }
1604
1605 /*
1606 =============
1607 PlayerPreThink
1608
1609 Called every frame for each client before the physics are run
1610 =============
1611 */
1612 void() ctf_setstatus;
1613 .float vote_nagtime;
1614 void PlayerPreThink (void)
1615 {
1616         if(blockSpectators)
1617                 checkSpectatorBlock();
1618         
1619         if(self.netname_previous != self.netname)
1620         {
1621                 if(cvar("sv_eventlog"))
1622                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname), TRUE);
1623                 strunzone(self.netname_previous);
1624                 self.netname_previous = strzone(self.netname);
1625         }
1626
1627         // version nagging
1628         if(self.version_nagtime)
1629                 if(self.cvar_g_nexuizversion)
1630                         if(time > self.version_nagtime)
1631                         {
1632                                 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1633                                 {
1634                                         if(strstr(cvar_string("g_nexuizversion"), "svn", 0) >= 0)
1635                                         {
1636                                                 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");
1637                                                 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"));
1638                                         }
1639                                         else
1640                                         {
1641                                                 float r;
1642                                                 r = vercmp(self.cvar_g_nexuizversion, cvar_string("g_nexuizversion"));
1643                                                 if(r < 0)
1644                                                 {
1645                                                         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");
1646                                                         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"));
1647                                                 }
1648                                                 else if(r > 0)
1649                                                 {
1650                                                         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");
1651                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
1652                                                 }
1653                                         }
1654                                 }
1655                                 self.version_nagtime = 0;
1656                         }
1657
1658         // vote nagging
1659         if(self.cvar_scr_centertime)
1660                 if(time > self.vote_nagtime)
1661                 {
1662                         VoteNag();
1663                         self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1664                 }
1665
1666         // GOD MODE info
1667         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
1668         {
1669                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
1670                 self.max_armorvalue = 0;
1671         }
1672
1673         if(frametime)
1674                 antilag_record(self);
1675
1676         if(self.classname == "player") {
1677 //              if(self.netname == "Wazat")
1678 //                      bprint(self.classname, "\n");
1679
1680                 CheckRules_Player();
1681
1682                 if(self.button7)
1683                         PrintWelcomeMessage(self);
1684
1685                 if(g_lms || !cvar("sv_spectate"))
1686                 if((time - self.jointime) <= cvar("welcome_message_time"))
1687                         PrintWelcomeMessage(self);
1688
1689                 if (intermission_running)
1690                 {
1691                         IntermissionThink ();   // otherwise a button could be missed between
1692                         return;                                 // the think tics
1693                 }
1694
1695                 if(self.teleport_time)
1696                 if(time > self.teleport_time)
1697                 {
1698                         self.teleport_time = 0;
1699                         self.effects = self.effects - (self.effects & EF_NODRAW);
1700                         if(self.weaponentity)
1701                                 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
1702                 }
1703
1704                 Nixnex_GiveCurrentWeapon();
1705
1706                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
1707                         UpdateSelectedPlayer();
1708
1709                 //don't allow the player to turn around while game is paused!
1710                 if(timeoutStatus == 2) {
1711                         self.v_angle = self.lastV_angle;
1712                         self.angles = self.lastV_angle;
1713                         self.fixangle = TRUE;
1714                 }
1715
1716                 if (self.deadflag != DEAD_NO)
1717                 {
1718                         float button_pressed, force_respawn;
1719                         player_anim();
1720                         button_pressed = (self.button0 || self.button2 || self.button3 || self.button6 || self.buttonuse);
1721                         force_respawn = (g_lms || cvar("g_forced_respawn"));
1722                         if (self.deadflag == DEAD_DYING)
1723                         {
1724                                 if(force_respawn)
1725                                         self.deadflag = DEAD_RESPAWNING;
1726                                 else if(!button_pressed)
1727                                         self.deadflag = DEAD_DEAD;
1728                         }
1729                         else if (self.deadflag == DEAD_DEAD)
1730                         {
1731                                 if(button_pressed)
1732                                         self.deadflag = DEAD_RESPAWNABLE;
1733                         }
1734                         else if (self.deadflag == DEAD_RESPAWNABLE)
1735                         {
1736                                 if(!button_pressed)
1737                                         self.deadflag = DEAD_RESPAWNING;
1738                         }
1739                         else if (self.deadflag == DEAD_RESPAWNING)
1740                         {
1741                                 if(time > self.death_time)
1742                                 {
1743                                         self.death_time = time + 1; // only retry once a second
1744                                         respawn();
1745                                 }
1746                         }
1747                         ShowRespawnCountdown();
1748                         return;
1749                 }
1750
1751                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
1752                 {
1753                         vector dist;
1754
1755                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1756                         dist = self.oldorigin - self.origin;
1757                         dist_z = 0;
1758                         self.lms_traveled_distance += fabs(vlen(dist));
1759
1760                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < restart_countdown))
1761                         {
1762                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1763                                 self.lms_traveled_distance = 0;
1764                         }
1765
1766                         if(time > self.lms_nextcheck)
1767                         {
1768                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1769                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1770                                 {
1771                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
1772                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1773                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1774                                         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');
1775                                 }
1776                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1777                                 self.lms_traveled_distance = 0;
1778                         }
1779                 }
1780
1781                 if (self.button5 && !self.hook.state)
1782                 {
1783                         if (!self.crouch)
1784                         {
1785                                 self.crouch = TRUE;
1786                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
1787                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1788                                 player_setanim(self.anim_duck, FALSE, TRUE, TRUE);
1789                         }
1790                 }
1791                 else
1792                 {
1793                         if (self.crouch)
1794                         {
1795                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1796                                 if (!trace_startsolid)
1797                                 {
1798                                         self.crouch = FALSE;
1799                                         self.view_ofs = PL_VIEW_OFS;
1800                                         setsize (self, PL_MIN, PL_MAX);
1801                                 }
1802                         }
1803                 }
1804
1805                 FixPlayermodel();
1806
1807                 GrapplingHookFrame();
1808
1809                 W_WeaponFrame();
1810
1811                 {
1812                         float zoomfactor, zoomspeed, zoomdir;
1813                         zoomfactor = self.cvar_cl_zoomfactor;
1814                         if(zoomfactor < 1 || zoomfactor > 16)
1815                                 zoomfactor = 2.5;
1816                         zoomspeed = self.cvar_cl_zoomspeed;
1817                         if(zoomspeed >= 0) // < 0 is instant zoom
1818                                 if(zoomspeed < 0.5 || zoomspeed > 16)
1819                                         zoomspeed = 3.5;
1820
1821                         zoomdir = self.button4;
1822                         if(self.button3)
1823                                 if(self.weapon == WEP_NEX)
1824                                         if(!g_minstagib)
1825                                                 zoomdir = 1;
1826
1827                         if(zoomdir)
1828                                 self.has_zoomed = 1;
1829
1830                         if(self.has_zoomed)
1831                         {
1832                                 if(zoomspeed <= 0) // instant zoom
1833                                 {
1834                                         if(zoomdir)
1835                                                 self.viewzoom = 1 / zoomfactor;
1836                                         else
1837                                                 self.viewzoom = 1;
1838                                 }
1839                                 else
1840                                 {
1841                                         // geometric zoom would be:
1842                                         //   self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
1843                                         // however, testing showed that arithmetic/harmonic zoom works better
1844                                         if(zoomdir)
1845                                                 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1846                                                 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
1847                                                 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1848                                         else
1849                                                 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1850                                                 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
1851                                                 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1852                                 }
1853                         }
1854                         else
1855                                 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
1856                 }
1857
1858                 player_powerups();
1859                 player_regen();
1860                 player_anim();
1861
1862                 if (g_minstagib)
1863                         minstagib_ammocheck();
1864
1865                 ctf_setstatus();
1866                 kh_setstatus();
1867
1868                 //self.angles_y=self.v_angle_y + 90;   // temp
1869
1870                 //if (TetrisPreFrame()) return;
1871         } else if(gameover) {
1872                 if (intermission_running)
1873                         IntermissionThink ();   // otherwise a button could be missed between
1874                 return;
1875         } else if(self.classname == "observer") {
1876                 if (self.flags & FL_JUMPRELEASED) {
1877                         if (self.button2 && self.version == cvar("gameversion")) {
1878                                 self.welcomemessage_time = 0;
1879                                 self.flags = self.flags - FL_JUMPRELEASED;
1880                                 LeaveSpectatorMode();
1881                                 return;
1882                         } else if(self.button0 && self.version == cvar("gameversion")) {
1883                                 self.welcomemessage_time = 0;
1884                                 self.flags = self.flags - FL_JUMPRELEASED;
1885                                 if(SpectateNext() == 1) {
1886                                         self.classname = "spectator";
1887                                 }
1888                         }
1889                 } else {
1890                         if (!(self.button0 || self.button2)) {
1891                                 self.flags = self.flags | FL_JUMPRELEASED;
1892                         }
1893                 }
1894                 if(self.button4)
1895                         self.wantswelcomemessage = 0;
1896                 if(self.wantswelcomemessage)
1897                         PrintWelcomeMessage(self);
1898         } else if(self.classname == "spectator") {
1899                 if (self.flags & FL_JUMPRELEASED) {
1900                         if (self.button2 && self.version == cvar("gameversion")) {
1901                                 self.welcomemessage_time = 0;
1902                                 self.flags = self.flags - FL_JUMPRELEASED;
1903                                 LeaveSpectatorMode();
1904                                 return;
1905                         } else if(self.button0) {
1906                                 self.welcomemessage_time = 0;
1907                                 self.flags = self.flags - FL_JUMPRELEASED;
1908                                 if(SpectateNext() == 1) {
1909                                         self.classname = "spectator";
1910                                 } else {
1911                                         self.classname = "observer";
1912                                         PutClientInServer();
1913                                 }
1914                         } else if (self.button3) {
1915                                 self.welcomemessage_time = 0;
1916                                 self.flags = self.flags - FL_JUMPRELEASED;
1917                                 self.classname = "observer";
1918                                 PutClientInServer();
1919                         } else {
1920                                 SpectateUpdate();
1921                         }
1922                 } else {
1923                         if (!(self.button0 || self.button3)) {
1924                                 self.flags = self.flags | FL_JUMPRELEASED;
1925                         }
1926                 }
1927                 if(self.button4)
1928                         self.wantswelcomemessage = 0;
1929                 if(self.wantswelcomemessage)
1930                         PrintWelcomeMessage(self);
1931                 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1932         }
1933 }
1934
1935
1936 /*
1937 =============
1938 PlayerPostThink
1939
1940 Called every frame for each client after the physics are run
1941 =============
1942 */
1943 void PlayerPostThink (void)
1944 {
1945         // Savage: Check for nameless players
1946         if (strlen(self.netname) < 1) {
1947                 self.netname = "Player";
1948                 stuffcmd(self, "seta _cl_name Player\n");
1949         }
1950
1951         if(self.classname == "player") {
1952                 CheckRules_Player();
1953                 UpdateChatBubble();
1954                 UpdateTeamBubble();
1955                 if (self.impulse)
1956                         ImpulseCommands();
1957                 if (intermission_running)
1958                         return;         // intermission or finale
1959
1960                 //PrintWelcomeMessage(self);
1961                 //if (TetrisPostFrame()) return;
1962
1963                 // restart countdown
1964                 if (restart_countdown) {
1965                         if(time < restart_countdown) {
1966                                 if (!cvar("sv_ready_restart_after_countdown"))
1967                                 {
1968                                         self.movetype = MOVETYPE_NONE;          
1969                                         self.velocity = '0 0 0';
1970                                         self.avelocity = '0 0 0';
1971                                         self.movement = '0 0 0';
1972                                 }
1973                         }
1974                         else
1975                         {
1976                                 //allow the player to move again if sv_ready_restart_after_countdown is not used and countdown is over
1977                                 if (!cvar("sv_ready_restart_after_countdown"))
1978                                 {
1979                                         if(self.movetype == MOVETYPE_NONE)
1980                                         {
1981                                                 self.movetype = MOVETYPE_WALK;
1982                                         }
1983                                 }
1984                         }
1985                 }
1986                 
1987         } else if (self.classname == "observer") {
1988                 //do nothing
1989         } else if (self.classname == "spectator") {
1990                 //do nothing
1991         }
1992
1993         Arena_Warmup();
1994 }