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