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