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1 void info_player_start (void)
2 {
3         self.classname = "info_player_deathmatch";
4 }
5
6 void info_player_deathmatch (void)
7 {
8 }
9
10 float spawn_goodspots, spawn_badspots;
11 entity Spawn_ClassifyPoints(entity firstspot, entity playerlist, float mindist, float goodspotnum, float badspotnum)
12 {
13         local entity spot, player;
14         local float pcount;
15         local string spotname;
16         spawn_goodspots = 0;
17         spawn_badspots = 0;
18         spot = firstspot;
19         while (spot)
20         {
21                 pcount = 0;
22                 player = playerlist;
23                 while (player)
24                 {
25                         if (player != self)
26                         if (vlen(player.origin - spot.origin) < 100)
27                                 pcount = pcount + 1;
28                         player = player.chain;
29                 }
30                 if (pcount)
31                 {
32                         if (spawn_goodspots >= badspotnum)
33                                 return spot;
34                         spawn_badspots = spawn_badspots + 1;
35                 }
36                 else
37                 {
38                         if (spawn_goodspots >= goodspotnum)
39                                 return spot;
40                         spawn_goodspots = spawn_goodspots + 1;
41                 }
42                 if(cvar("g_ctf"))
43                 {
44                         if(self.team == 5)//4)
45                                 spotname = "info_player_team1";
46                         if(self.team == 14)//13)
47                                 spotname = "info_player_team2";
48                         if(self.team == 10)//9)
49                                 spotname = "info_player_team3";
50                         if(self.team == 13)//12)
51                                 spotname = "info_player_team4";
52                         spot = find(spot, classname, spotname);
53                 }
54                 else
55                         spot = find(spot, classname, "info_player_deathmatch");
56         }
57         return firstspot;
58 }
59
60 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
61 {
62         local entity best, spot, player;
63         local float bestrating, rating;
64         best = world;
65         bestrating = -1000000;
66         spot = firstspot;
67         while (spot)
68         {
69                 rating = 1000000000;
70                 player = playerlist;
71                 while (player)
72                 {
73                         if (player != self)
74                                 rating = min(rating, vlen(player.origin - spot.origin));
75                         player = player.chain;
76                 }
77                 rating = rating + random() * 16;
78                 if (bestrating < rating)
79                 {
80                         best = spot;
81                         bestrating = rating;
82                 }
83                 spot = find(spot, classname, "info_player_deathmatch");
84         }
85         return best;
86 }
87
88 /*
89 =============
90 SelectSpawnPoint
91
92 Finds a point to respawn
93 =============
94 */
95 entity SelectSpawnPoint (float anypoint)
96 {
97         local entity spot, firstspot, playerlist;
98         string spotname;
99
100         spot = find (world, classname, "testplayerstart");
101         if (spot)
102                 return spot;
103
104         spotname = "info_player_deathmatch";
105
106         if(!anypoint && cvar("g_ctf") )
107         {
108                 if(self.team == 5)//4)
109                         spotname = "info_player_team1";
110                 if(self.team == 14)//13)
111                         spotname = "info_player_team2";
112                 if(self.team == 10)//9)
113                         spotname = "info_player_team3";
114                 if(self.team == 13)//12)
115                         spotname = "info_player_team4";
116         }
117
118         playerlist = findchain(classname, "player");
119         firstspot = find(world, classname, spotname);
120         Spawn_ClassifyPoints(firstspot, playerlist, 100, 1000000, 1000000);
121         // first check if there are ANY good spots
122         if (spawn_goodspots > 0)
123         {
124                 // good spots exist, there is 50/50 chance of choosing a random good
125                 // spot or the furthest spot
126                 // (this means that roughly every other spawn will be furthest, so you
127                 // usually won't get fragged at spawn twice in a row)
128                 if (random() > 0.5)
129                         spot = Spawn_ClassifyPoints(firstspot, playerlist, 100, min(floor(random() * spawn_goodspots), spawn_goodspots - 1), 1000000);
130                 else
131                         spot = Spawn_FurthestPoint(firstspot, playerlist);
132         }
133         else
134         {
135                 // no good spots exist, pick a random bad spot
136                 spot = Spawn_ClassifyPoints(firstspot, playerlist, 100, 1000000, min(floor(random() * spawn_badspots), spawn_badspots - 1));
137         }
138         if (!spot)
139         {
140                 if(anypoint)
141                         error ("PutClientInServer: no start points on level");
142                 else // try again with deathmatch spots
143                         spot = SelectSpawnPoint(TRUE);
144         }
145
146         return spot;
147 }
148
149 /*
150 =============
151 CheckPlayerModel
152
153 Checks if the argument string can be a valid playermodel.
154 Returns a valid one in doubt.
155 =============
156 */
157 string CheckPlayerModel(string plyermodel) {
158         if( substring(plyermodel,0,14) != "models/player/") plyermodel = "models/player/marine.zym";
159
160         /* Possible Fixme: Check if server can open the model?
161            This would kill custom models, however. */
162
163         return plyermodel;
164 }
165
166 /*
167 =============
168 PutObserverInServer
169
170 putting a client as observer in the server
171 =============
172 */
173 void PutObserverInServer (void)
174 {
175         entity  spot;
176         spot = SelectSpawnPoint (FALSE);
177         RemoveGrapplingHook(self); // Wazat's Grappling Hook
178
179         if(self.frags == 0 && cvar("g_lms"))
180                 bprint (strcat("^4", self.netname, "^4 has no more lives left\n"));
181         else if(self.killcount != -666)
182                 bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
183
184         self.classname = "observer";
185         self.health = 6666;
186         self.takedamage = DAMAGE_NO;
187         self.solid = SOLID_NOT;
188         self.movetype = MOVETYPE_NOCLIP;
189         self.flags = FL_CLIENT | FL_NOTARGET;
190         self.armorvalue = 666;
191         self.effects = 0;
192         self.armorvalue = cvar("g_balance_armor_start");
193         self.pauserotarmor_finished = 0;
194         self.pauserothealth_finished = 0;
195         self.pauseregen_finished = 0;
196         self.damageforcescale = 0;
197         self.death_time = 0;
198         self.dead_time = 0;
199         self.dead_frame = 0;
200         self.die_frame = 0;
201         self.alpha = 0;
202         self.scale = 0;
203         self.fade_time = 0;
204         self.pain_frame = 0;
205         self.pain_finished = 0;
206         self.strength_finished = 0;
207         self.invincible_finished = 0;
208         self.pushltime = 0;
209         self.think = SUB_Null;
210         self.nextthink = 0;
211         self.hook_time = 0;
212         self.runes = 0;
213         self.deadflag = DEAD_NO;
214         self.angles = spot.angles;
215         self.angles_z = 0; 
216         self.fixangle = TRUE; 
217         self.crouch = FALSE;
218         self.view_ofs = PL_VIEW_OFS;
219         setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 14));
220         self.oldorigin = self.origin;
221         self.items = 0;
222         self.model = "";
223         self.modelindex = 0;
224         self.weapon = 0;
225         self.weaponmodel = "";
226         self.weaponframe = 0;
227         self.weaponentity = world;
228         self.killcount = -666;
229         if(!cvar("g_lms"))
230                 self.frags = -666;
231         //stuffcmd(self, "set viewsize 120 \n");
232 //      bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
233 }
234
235
236 /*
237 =============
238 PutClientInServer
239
240 Called when a client spawns in the server
241 =============
242 */
243 void PutClientInServer (void)
244 {       
245         if(clienttype(self) ==  CLIENTTYPE_BOT)
246         {
247                 self.classname = "player";
248         }
249         
250         // player is dead and becomes observer
251         if(cvar("g_lms") && self.frags < 1)
252                 self.classname = "observer";
253
254         if(self.classname == "player") {
255                 entity  spot;
256
257                 spot = SelectSpawnPoint (FALSE);
258                 
259                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
260         
261                 self.classname = "player";
262                 self.iscreature = TRUE;
263                 self.movetype = MOVETYPE_WALK;
264                 self.solid = SOLID_SLIDEBOX;
265                 self.flags = FL_CLIENT;
266                 self.takedamage = DAMAGE_AIM;
267                 self.effects = 0;
268                 self.health = cvar("g_balance_health_start");
269                 self.armorvalue = cvar("g_balance_armor_start");
270                 self.pauserotarmor_finished = time + 10;
271                 self.pauserothealth_finished = time + 10;
272                 self.pauseregen_finished = 0;
273                 self.damageforcescale = 2;
274                 self.death_time = 0;
275                 self.dead_time = 0;
276                 self.dead_frame = 0;
277                 self.die_frame = 0;
278                 self.alpha = 0;
279                 self.scale = 0;
280                 self.fade_time = 0;
281                 self.pain_frame = 0;
282                 self.pain_finished = 0;
283                 self.strength_finished = 0;
284                 self.invincible_finished = 0;
285                 self.pushltime = 0;
286                 //self.speed_finished = 0;
287                 //self.slowmo_finished = 0;
288                 // players have no think function
289                 self.think = SUB_Null;
290                 self.nextthink = 0;
291
292                 self.hook_time = 0;
293         
294                 self.runes = 0;
295
296                 self.deadflag = DEAD_NO;
297
298                 self.angles = spot.angles;
299
300                 self.angles_z = 0; // never spawn tilted even if the spot says to
301                 self.fixangle = TRUE; // turn this way immediately
302                 self.velocity = '0 0 0';
303                 self.avelocity = '0 0 0';
304                 self.punchangle = '0 0 0';
305                 self.punchvector = '0 0 0';
306                 self.oldvelocity = self.velocity;
307         
308                 self.viewzoom = 0.6;
309
310                 if(cvar("sv_defaultcharacter") == 1) {
311                         local string defaultmodel;
312                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
313
314                         precache_model (defaultmodel);
315                         setmodel (self, defaultmodel);
316                         self.skin = stof(cvar_string("sv_defaultplayerskin"));
317                 } else {
318                         self.playermodel = CheckPlayerModel(self.playermodel);
319
320                         precache_model (self.playermodel);
321                         setmodel (self, self.playermodel);
322                         self.skin = stof(self.playerskin);
323                 
324                 }
325                 
326                 self.crouch = FALSE;
327                 self.view_ofs = PL_VIEW_OFS;
328                 setsize (self, PL_MIN, PL_MAX);
329                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
330                 // don't reset back to last position, even if new position is stuck in solid
331                 self.oldorigin = self.origin;
332
333                 if(cvar("g_lms"))
334                 {
335                         self.ammo_shells = cvar("g_lms_start_ammo_shells");
336                         self.ammo_nails = cvar("g_lms_start_ammo_nails");
337                         self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
338                         self.ammo_cells = cvar("g_lms_start_ammo_cells");
339                 }
340                 else if (cvar("g_use_ammunition")) {
341                         self.ammo_shells = cvar("g_start_ammo_shells");
342                         self.ammo_nails = cvar("g_start_ammo_nails");
343                         self.ammo_rockets = cvar("g_start_ammo_rockets");
344                         self.ammo_cells = cvar("g_start_ammo_cells");
345                 } else {
346                         self.ammo_shells = 999;
347                         self.ammo_nails = 999;
348                         self.ammo_rockets = 999;
349                         self.ammo_cells = 999;
350                 }
351
352                 self.items = 0;
353                 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
354                 {
355                         self.items = self.items | IT_LASER;
356                         self.switchweapon = WEP_LASER;
357                 }
358                 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
359                 {
360                         self.items = self.items | IT_SHOTGUN;
361                         self.switchweapon = WEP_SHOTGUN;
362                 }
363                 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
364                 {
365                         self.items = self.items | IT_UZI;
366                         self.switchweapon = WEP_UZI;
367                 }
368                 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
369                 {
370                         self.items = self.items | IT_GRENADE_LAUNCHER;
371                         self.switchweapon = WEP_GRENADE_LAUNCHER;
372                 }
373                 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
374                 {
375                         self.items = self.items | IT_ELECTRO;
376                         self.switchweapon = WEP_ELECTRO;
377                 }
378                 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
379                 {
380                         self.items = self.items | IT_CRYLINK;
381                         self.switchweapon = WEP_CRYLINK;
382                 }
383                 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
384                 {
385                         self.items = self.items | IT_NEX;
386                         self.switchweapon = WEP_NEX;
387                 }
388                 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
389                 {
390                         self.items = self.items | IT_HAGAR;
391                         self.switchweapon = WEP_HAGAR;
392                 }
393                 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
394                 {
395                         self.items = self.items | IT_ROCKET_LAUNCHER;
396                         self.switchweapon = WEP_ROCKET_LAUNCHER;
397                 }
398
399                 if(cvar("g_instagib"))
400                 {
401                         self.items = IT_NEX;
402                         self.switchweapon = WEP_NEX;
403                         self.ammo_cells = 999;
404                 }
405
406                 if(cvar("g_rocketarena"))
407                 {
408                         self.items = IT_ROCKET_LAUNCHER;
409                         self.switchweapon = WEP_ROCKET_LAUNCHER;
410                         self.ammo_rockets = 999;
411                 }
412
413                 if(cvar("g_minstagib"))
414                 {
415                         self.health = 100;
416                         self.armorvalue = 0;
417                         self.items = IT_NEX;
418                         self.switchweapon = WEP_NEX;
419                         self.ammo_cells = cvar("g_minstagib_ammo_start");
420                         self.extralives = 0;
421                         self.jump_interval = time;
422                 }
423         
424                 self.event_damage = PlayerDamage;
425         
426                 self.statdraintime = time + 5;
427                 self.button0 = self.button1 = self.button2 = self.button3 = 0;
428         
429                 if(self.killcount == -666) {
430                         self.killcount = 0;
431                         self.frags = 0;
432                 }
433
434                 self.cnt = WEP_LASER;
435         
436                 /*
437                 W_UpdateWeapon();
438                 W_UpdateAmmo();
439                 */
440                 CL_SpawnWeaponentity();
441         
442                 //stuffcmd(self, "chase_active 0");
443                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
444         } else if(self.classname == "observer") {
445                 PutObserverInServer ();
446         }
447 }
448
449 /*
450 =============
451 SetNewParms
452 =============
453 */
454 void SetNewParms (void)
455 {
456
457 }
458
459 /*
460 =============
461 SetChangeParms
462 =============
463 */
464 void SetChangeParms (void)
465 {
466
467 }
468
469 /*
470 =============
471 ClientKill
472
473 Called when a client types 'kill' in the console
474 =============
475 */
476 void ClientKill (void)
477 {
478         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
479 }
480
481 /*
482 =============
483 ClientConnect
484
485 Called when a client connects to the server
486 =============
487 */
488 string ColoredTeamName(float t);
489 //void dom_player_join_team(entity pl);
490 void ClientConnect (void)
491 {
492         self.classname = "player_joining";
493
494         if(player_count<0) player_count = 0;
495
496         //if(cvar("g_domination"))
497         //      dom_player_join_team(self);
498
499         //JoinBestTeam(self, FALSE);
500         if(cvar("teamplay") && self.version == cvar("g_nexuizversion_major")) stuffcmd(self,"menu_showteamselect\n");
501         
502
503         if(cvar("sv_spectate") == 1 && !cvar("g_lms")) {
504                 self.classname = "observer";    
505         } else {
506                 self.classname = "player";              
507         }
508         
509         //stuffcmd(self, "set tmpviewsize $viewsize \n");
510         
511         bprint ("^4",self.netname);
512         bprint ("^4 connected");
513
514         if(cvar("g_domination") || cvar("g_ctf"))
515         {
516                 bprint(" and joined the ");
517                 bprint(ColoredTeamName(self.team));
518         }
519
520         bprint("\n");
521
522         self.welcomemessage_time = time + cvar("welcome_message_time");
523         self.welcomemessage_time2 = 0;
524
525         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
526         // send prediction settings to the client
527         stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
528         stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
529         stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
530         stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
531         stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
532         stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
533         stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
534         stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
535         // Wazat's grappling hook
536         SetGrappleHookBindings();       
537
538         // get autoswitch state from player
539         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
540         stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
541
542         // get version info from player
543         stuffcmd(self, "cmd clientversion $g_nexuizversion_major\n");
544
545         // set cvar for team scoreboard
546         stuffcmd(self, "set teamplay ", ftos(teams_matter), "\n");
547
548         if(cvar("g_lms"))
549         {
550                 self.frags = cvar("fraglimit");
551                 // no fraglimit was set, so player gets 999 lives
552                 if(self.frags < 1)
553                         self.frags = 999;
554
555                 // disallow player to join after the worst player has lost g_lms_last_join lives
556                 // if "g_lms_join_anytime" new players spawn with same amount of lives as the worst active player
557                 if((cvar("fraglimit") - cvar("g_lms_last_join")) > lms_lowest_lives && !cvar("g_lms_join_anytime"))
558                 {
559                         self.frags = -1;
560                         lms_dead_count += 1;
561                 }
562                 else if(cvar("fraglimit") > lms_lowest_lives)
563                 {
564                         self.frags = lms_lowest_lives;
565                 }
566         }
567
568         player_count += 1;
569         self.jointime = time;
570 }
571
572 /*
573 =============
574 ClientDisconnect
575
576 Called when a client disconnects from the server
577 =============
578 */
579 .entity chatbubbleentity;
580 .entity teambubbleentity;
581 void ClientDisconnect (void)
582 {
583         bprint ("^4",self.netname);
584         bprint ("^4 disconnected\n");
585
586         if (self.chatbubbleentity)
587         {
588                 remove (self.chatbubbleentity);
589                 self.chatbubbleentity = world;
590         }
591         
592         if (self.teambubbleentity)
593         {
594                 remove (self.teambubbleentity);
595                 self.teambubbleentity = world;
596         }
597         
598         DropAllRunes(self);
599         // decrease player count for lms
600         player_count -= 1;
601         // player was dead, decrease dead count
602         if(cvar("g_lms") && self.frags < 1)
603                 lms_dead_count -= 1;
604         //stuffcmd(self, "set viewsize $tmpviewsize \n");
605 }
606
607 .float buttonchat;
608 void() ChatBubbleThink =
609 {
610         self.nextthink = time;
611         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
612         {
613                 remove(self);
614                 return;
615         }
616         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
617         if (self.owner.buttonchat && !self.owner.deadflag)
618                 self.model = self.mdl;
619         else
620                 self.model = "";
621 };
622
623 void() UpdateChatBubble =
624 {
625         if (!self.modelindex)
626                 return;
627         // spawn a chatbubble entity if needed
628         if (!self.chatbubbleentity)
629         {
630                 self.chatbubbleentity = spawn();
631                 self.chatbubbleentity.owner = self;
632                 self.chatbubbleentity.exteriormodeltoclient = self;
633                 self.chatbubbleentity.think = ChatBubbleThink;
634                 self.chatbubbleentity.nextthink = time;
635                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
636                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
637                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
638                 self.chatbubbleentity.model = "";
639         }
640 }
641
642
643 void() TeamBubbleThink =
644 {
645         self.nextthink = time;
646         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
647         {
648                 remove(self);
649                 return;
650         }
651 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
652         if (self.owner.buttonchat || self.owner.deadflag)
653                 self.model = "";
654         else
655                 self.model = self.mdl;
656         
657 };
658
659 .float() customizeentityforclient;
660 float() ChatBubble_customizeentityforclient = {return (self.owner.team == other.team && other.killcount > -666);};
661
662 void() UpdateTeamBubble =
663 {
664         if (!self.modelindex || !cvar("teamplay"))
665                 return;
666         // spawn a teambubble entity if needed
667         if (!self.teambubbleentity && cvar("teamplay"))
668         {
669                 self.teambubbleentity = spawn();
670                 self.teambubbleentity.owner = self;
671                 self.teambubbleentity.exteriormodeltoclient = self;
672                 self.teambubbleentity.think = TeamBubbleThink;
673                 self.teambubbleentity.nextthink = time;
674                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
675 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
676                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
677                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
678                 self.teambubbleentity.mdl = self.teambubbleentity.model;
679                 self.teambubbleentity.model = self.teambubbleentity.mdl;
680                 self.teambubbleentity.customizeentityforclient = ChatBubble_customizeentityforclient;
681         }
682 }
683
684 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
685 // added to the model skins
686 /*void() UpdateColorModHack =
687 {
688         local float c;
689         c = self.clientcolors & 15;
690         // LordHavoc: only bothering to support white, green, red, yellow, blue
691              if (teamplay == 0) self.colormod = '0 0 0';
692         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
693         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
694         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
695         else if (c == 12) self.colormod = '1.22 1.22 0.10';
696         else if (c == 13) self.colormod = '0.10 0.10 1.73';
697         else self.colormod = '1 1 1';
698 };*/
699
700 void UpdatePlayerColors () {
701         if(self.weaponentity) {
702                 self.weaponentity.colormap = self.colormap;
703                 self.exteriorweaponentity.colormap = self.colormap;
704         }
705 }
706 /*
707 =============
708 PlayerJump
709
710 When you press the jump key
711 =============
712 */
713 void PlayerJump (void)
714 {
715         float mjumpheight;
716
717         mjumpheight = cvar("g_balance_jumpheight");
718         if (self.waterlevel >= 2)
719         {
720                 if (self.watertype == CONTENT_WATER)
721                         self.velocity_z = 200;
722                 else if (self.watertype == CONTENT_SLIME)
723                         self.velocity_z = 80;
724                 else
725                         self.velocity_z = 50;
726
727                 return;
728         }
729
730
731         if (!(self.flags & FL_ONGROUND))
732                 return;
733
734         if (!(self.flags & FL_JUMPRELEASED))
735                 return;
736
737         if(cvar("g_runematch"))
738         {
739                 if(self.runes & RUNE_SPEED)
740                 {
741                         if(self.runes & CURSE_SLOW)
742                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
743                         else
744                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
745                 }
746                 else if(self.runes & CURSE_SLOW)
747                 {
748                         mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
749                 }
750         }
751
752         if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
753         {
754                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
755         }
756
757         self.velocity_z = self.velocity_z + mjumpheight;
758         self.oldvelocity_z = self.velocity_z;
759
760         self.flags = self.flags - FL_ONGROUND;
761         self.flags = self.flags - FL_JUMPRELEASED;
762 }
763
764 void() CheckWaterJump =
765 {
766         local vector start, end;
767
768 // check for a jump-out-of-water
769         makevectors (self.angles);
770         start = self.origin;
771         start_z = start_z + 8;
772         v_forward_z = 0;
773         normalize(v_forward);
774         end = start + v_forward*24;
775         traceline (start, end, TRUE, self);
776         if (trace_fraction < 1)
777         {       // solid at waist
778                 start_z = start_z + self.maxs_z - 8;
779                 end = start + v_forward*24;
780                 self.movedir = trace_plane_normal * -50;
781                 traceline (start, end, TRUE, self);
782                 if (trace_fraction == 1)
783                 {       // open at eye level
784                         self.flags = self.flags | FL_WATERJUMP;
785                         self.velocity_z = 225;
786                         self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
787                         self.teleport_time = time + 2;  // safety net
788                         return;
789                 }
790         }
791 };
792
793
794 void respawn(void)
795 {
796         CopyBody(1);
797         PutClientInServer();
798 }
799
800 void player_powerups (void)
801 {
802         if (cvar("g_minstagib"))
803         {
804                 self.effects = EF_FULLBRIGHT;
805                 if (self.items & IT_STRENGTH)
806                 {
807                         if (time > self.strength_finished)
808                         {
809                                 self.alpha = 1;
810                                 self.exteriorweaponentity.alpha = 1;
811                                 self.items = self.items - (self.items & IT_STRENGTH);
812                                 sprint(self, "^3Invisibility has worn off\n");
813                         }
814                 }
815                 else
816                 {
817                         if (time < self.strength_finished)
818                         {
819                                 self.alpha = cvar("g_minstagib_invis_alpha");
820                                 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
821                                 self.items = self.items | IT_STRENGTH;
822                                 sprint(self, "^3You are invisible\n");
823                         }
824                 }
825                                 
826                 if (self.items & IT_INVINCIBLE)
827                 {
828                         if (time > self.invincible_finished)
829                         {
830                                 self.items = self.items - (self.items & IT_INVINCIBLE);
831                                 sprint(self, "^3Speed has worn off\n");
832                         }
833                 }
834                 else
835                 {
836                         if (time < self.invincible_finished)
837                         {
838                                 self.items = self.items | IT_INVINCIBLE;
839                                 sprint(self, "^3You are on speed\n");
840                         }
841                 }
842                 return;
843         }
844         
845         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
846         if (self.items & IT_STRENGTH)
847         {
848                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
849                 if (time > self.strength_finished)
850                 {
851                         self.items = self.items - (self.items & IT_STRENGTH);
852                         sprint(self, "^3Strength has worn off\n");
853                 }
854         }
855         else
856         {
857                 if (time < self.strength_finished)
858                 {
859                         self.items = self.items | IT_STRENGTH;
860                         sprint(self, "^3Strength infuses your weapons with devestating power\n");
861                 }
862         }
863         if (self.items & IT_INVINCIBLE)
864         {
865                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
866                 if (time > self.invincible_finished)
867                 {
868                         self.items = self.items - (self.items & IT_INVINCIBLE);
869                         sprint(self, "^3Shield has worn off\n");
870                 }
871         }
872         else
873         {
874                 if (time < self.invincible_finished)
875                 {
876                         self.items = self.items | IT_INVINCIBLE;
877                         sprint(self, "^3Shield surrounds you\n");
878                 }
879         }
880         
881         if (cvar("g_fullbrightplayers"))
882                 self.effects = self.effects | EF_FULLBRIGHT;
883         
884 }
885
886 void player_regen (void)
887 {
888         float maxh, maxa, max_mod, regen_mod, rot_mod;
889         maxh = cvar("g_balance_health_stable");
890         maxa = cvar("g_balance_armor_stable");
891
892         if (cvar("g_minstagib"))
893         {
894                 maxh = 100;
895                 maxa = 0;
896                 return;
897         }
898
899         if(cvar("g_runematch"))
900         {
901                 max_mod = regen_mod = rot_mod = 1;
902                 if (self.runes & RUNE_REGEN)
903                 {
904                         if (self.runes & CURSE_VENOM) // do we have both rune/curse?
905                         {
906                                 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
907                                 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
908                         }
909                         else
910                         {
911                                 regen_mod = cvar("g_balance_rune_regen_regenrate");
912                                 max_mod = cvar("g_balance_rune_regen_hpmod");
913                         }
914                 }
915                 else if (self.runes & CURSE_VENOM)
916                 {
917                         max_mod = cvar("g_balance_curse_venom_hpmod");
918                         if (self.runes & RUNE_REGEN) // do we have both rune/curse?
919                                 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
920                         else
921                                 rot_mod = cvar("g_balance_curse_venom_rotrate");
922                         //if (!self.runes & RUNE_REGEN)
923                         //      rot_mod = cvar("g_balance_curse_venom_rotrate");
924                 }
925                 maxh = maxh * max_mod;
926                 //maxa = maxa * max_mod;
927
928                 if (time > self.pauserotarmor_finished)
929                 {
930                         if (self.armorvalue > maxa)
931                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
932                 }
933                 if (time > self.pauserothealth_finished)
934                 {
935                         if (self.health > maxh)
936                                 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
937                 }
938                 if (time > self.pauseregen_finished)
939                 {
940                         if (self.health < maxh)
941                                 self.health = bound(0, self.health + (maxh- self.health) * regen_mod*cvar("g_balance_health_regen") * frametime, 1000);
942                         if (self.armorvalue < maxa)
943                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime, 1000);
944                 }
945         }
946         else
947         {
948                 if (time > self.pauserothealth_finished)
949                 if (self.health > maxh)
950                         self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
951                 if (time > self.pauserotarmor_finished)
952                 if (self.armorvalue > maxa)
953                         self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
954                 if (time > self.pauseregen_finished)
955                 {
956                         if (self.health < maxh)
957                                 self.health = bound(0, self.health + (maxh- self.health) * cvar("g_balance_health_regen") * frametime, 1000);
958                         if (self.armorvalue < maxa)
959                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime, 1000);
960                 }
961         }
962 }
963
964 /*
965 ======================
966 spectate mode routines
967 ======================
968 */
969 void SpectateCopy(entity spectatee) {
970         self.armortype = spectatee.armortype;
971         self.armorvalue = spectatee.armorvalue;
972         self.currentammo = spectatee.currentammo;
973         self.effects = spectatee.effects;
974         self.health = spectatee.health;
975         self.impulse = 0;
976         self.items = spectatee.items;
977         self.punchangle = spectatee.punchangle;
978         self.view_ofs = spectatee.view_ofs;
979         self.v_angle = spectatee.v_angle;
980         self.viewzoom = spectatee.viewzoom;
981         setorigin(self, spectatee.origin);
982         setsize(self, spectatee.mins, spectatee.maxs);
983 }
984
985 void SpectateUpdate() {
986         if (self != self.enemy) {
987                 SpectateCopy(self.enemy);
988                 msg_entity = self;
989                 WriteByte(MSG_ONE, SVC_SETANGLE);
990                 WriteAngle(MSG_ONE, self.enemy.v_angle_x);
991                 WriteAngle(MSG_ONE, self.enemy.v_angle_y);
992                 WriteAngle(MSG_ONE, self.enemy.v_angle_z);
993         }
994 }
995
996 float SpectateNext() {
997         other = find(self.enemy, classname, "player");
998         if (!other) {
999                 other = find(other, classname, "player");
1000         }
1001         if (other) {
1002                 self.enemy = other;
1003         }
1004         if(self.enemy.classname == "player") {
1005                 msg_entity = self;
1006                 WriteByte(MSG_ONE, SVC_SETVIEW);
1007                 WriteEntity(MSG_ONE, self.enemy);
1008                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1009                 SpectateUpdate();
1010                 return 1;
1011         } else {
1012                 return 0;
1013         }
1014 }
1015
1016 /*
1017 =============
1018 PlayerPreThink
1019
1020 Called every frame for each client before the physics are run
1021 =============
1022 */
1023 void PlayerPreThink (void)
1024 {
1025         if(self.classname == "player") {
1026                 local vector m1, m2;
1027
1028 //              MauveBot_AI();
1029
1030 //              if(self.netname == "Wazat")
1031 //                      bprint(strcat(self.classname, "\n"));
1032
1033                 CheckRules_Player();
1034
1035                 if (intermission_running)
1036                 {
1037                         IntermissionThink ();   // otherwise a button could be missed between
1038                         return;                                 // the think tics
1039                 }
1040
1041                 if (self.deadflag != DEAD_NO)
1042                 {
1043                         player_anim();
1044                         weapon_freeze();
1045                         if (self.deadflag == DEAD_DYING)
1046                         {
1047                                 if (time > self.dead_time)
1048                                         self.deadflag = DEAD_DEAD;
1049                         }
1050                         else if (self.deadflag == DEAD_DEAD)
1051                         {
1052                                 if (!self.button0 && !self.button2 && !self.button3)
1053                                         self.deadflag = DEAD_RESPAWNABLE;
1054                         }
1055                         else if (self.deadflag == DEAD_RESPAWNABLE)
1056                         {
1057                                 if (self.button0  || 
1058                                     self.button2  || 
1059                                     self.button3  || 
1060                                     self.button4  || 
1061                                     cvar("g_lms") || 
1062                                     cvar("g_forced_respawn"))
1063                                         respawn();
1064                         }
1065                         return;
1066                 }
1067
1068                 if (self.button5)
1069                 {
1070                         if (!self.crouch)
1071                         {
1072                                 self.crouch = TRUE;
1073                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
1074                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1075                         }
1076                 }
1077                 else
1078                 {
1079                         if (self.crouch)
1080                         {
1081                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1082                                 if (!trace_startsolid)
1083                                 {
1084                                         self.crouch = FALSE;
1085                                         self.view_ofs = PL_VIEW_OFS;
1086                                         setsize (self, PL_MIN, PL_MAX);
1087                                 }
1088                         }
1089                 }
1090
1091                 if(cvar("sv_defaultcharacter") == 1) {
1092                         local string defaultmodel;
1093                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1094                         
1095                         if (defaultmodel != self.model)
1096                         {
1097                                 m1 = self.mins;
1098                                 m2 = self.maxs;
1099                                 precache_model (defaultmodel);
1100                                 setmodel (self, defaultmodel);
1101                                 setsize (self, m1, m2);
1102                         }
1103
1104                         if (self.skin != stof(cvar_string("sv_defaultplayerskin")))
1105                                 self.skin = stof(cvar_string("sv_defaultplayerskin"));
1106                 } else {
1107                         if (self.playermodel != self.model)
1108                         {
1109                                 self.playermodel = CheckPlayerModel(self.playermodel);
1110                                 m1 = self.mins;
1111                                 m2 = self.maxs;
1112                                 precache_model (self.playermodel);
1113                                 setmodel (self, self.playermodel);
1114                                 setsize (self, m1, m2);
1115                         }
1116
1117                         if (self.skin != stof(self.playerskin))
1118                                 self.skin = stof(self.playerskin);
1119                 }
1120                 // Savage: Check for nameless players
1121                 if (strlen(self.netname) < 1) {
1122                         self.netname = "Player";
1123                         stuffcmd(self, "name Player\n");
1124                 }
1125         
1126                 GrapplingHookFrame();
1127
1128                 W_WeaponFrame();
1129
1130                 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1131                 {
1132                         if (cvar("g_minstagib") && self.button3)
1133                         {
1134                                 if (self.jump_interval <= (time + 0.1))
1135                                 {
1136                                         self.jump_interval = time + 1;
1137                                         weapon_doattack(laser_check, laser_check, W_Laser_Attack);
1138                                 }
1139                         }
1140                         else if (self.viewzoom > 0.4)
1141                                 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1142                 }
1143                 else if (self.viewzoom < 1.0)
1144                         self.viewzoom = min (1.0, self.viewzoom + frametime);
1145
1146
1147                 if (self.button2)
1148                         PlayerJump ();
1149                 else
1150                         self.flags = self.flags | FL_JUMPRELEASED;
1151
1152                 player_powerups();
1153                 player_regen();
1154                 player_anim();
1155
1156                 //self.angles_y=self.v_angle_y + 90;   // temp
1157
1158                 if (self.waterlevel == 2)
1159                         CheckWaterJump ();
1160
1161                 //if (TetrisPreFrame()) return;
1162         } else if(self.classname == "observer") {
1163                 
1164                 if (self.flags & FL_JUMPRELEASED) {
1165                         if (self.button2 && self.version == cvar("g_nexuizversion_major")) {
1166                                 if(!cvar("teamplay")) {
1167                                         self.flags = self.flags & !FL_JUMPRELEASED;
1168                                         self.classname = "player";
1169                                         if(!cvar("g_lms"))
1170                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1171                                         PutClientInServer();
1172                                         centerprint(self,"");
1173                                         return;
1174                                 } else {
1175                                         self.flags = self.flags & !FL_JUMPRELEASED;
1176                                         stuffcmd(self,"menu_showteamselect\n");
1177                                         return;
1178                                 }
1179                         } else if(self.button0 && self.version == cvar("g_nexuizversion_major")) {
1180                                 self.flags = self.flags & !FL_JUMPRELEASED;
1181                                 if(SpectateNext() == 1) {
1182                                         self.classname = "spectator";
1183                                 } 
1184                         }
1185                 } else {
1186                         if (!(self.button0 || self.button2)) {
1187                                 self.flags = self.flags | FL_JUMPRELEASED;
1188                         }
1189                 }
1190                 if(cvar("g_lms") && self.frags == 0)
1191                         centerprint(self, "\n\n\n^1You have no more lives left\nwait for next round\n\n\n^7press attack to spectate other players");
1192                 else if(cvar("g_lms") && self.frags == -1)
1193                         centerprint(self, "\n\n\n^1Match has already begun\nwait for next round\n\n\n^7press attack to spectate other players");
1194                 else
1195                         PrintWelcomeMessage(self);
1196                         //centerprint(self, "\n\n\npress jump to play\npress attack to spectate other players");
1197         } else if(self.classname == "spectator") {
1198                 
1199                 if (self.flags & FL_JUMPRELEASED) {
1200                         if(self.button0) {
1201                                 self.flags = self.flags & !FL_JUMPRELEASED;
1202                                 if(SpectateNext() == 1) {
1203                                         self.classname = "spectator";
1204                                 } else {
1205                                         self.classname = "observer";
1206                                         msg_entity = self;                                                                                                                                                     
1207                                         WriteByte(MSG_ONE, SVC_SETVIEW);                                                                                                                                       
1208                                         WriteEntity(MSG_ONE, self);   
1209                                         PutClientInServer();                                    
1210                                 }
1211                         } else if (self.button3) {
1212                                 self.flags = self.flags & !FL_JUMPRELEASED;
1213                                 self.classname = "observer";
1214                                 msg_entity = self;                                                                                                                                                     
1215                                 WriteByte(MSG_ONE, SVC_SETVIEW);                                                                                                                                       
1216                                 WriteEntity(MSG_ONE, self);   
1217                                 PutClientInServer();
1218                         } else {
1219                                 SpectateUpdate();
1220                         }
1221         } else {
1222                 if (!(self.button0 || self.button3)) {
1223                         self.flags = self.flags | FL_JUMPRELEASED;
1224                 }
1225                 }
1226                 centerprint(self, strcat("spectating ", self.enemy.netname, "\n\n\n^7press attack for next player\npress attack2 for free fly mode"));
1227                 
1228         }
1229 }
1230
1231 /*
1232 =============
1233 PlayerPostThink
1234
1235 Called every frame for each client after the physics are run
1236 =============
1237 */
1238 void PlayerPostThink (void)
1239 {
1240         if(self.classname == "player") {
1241                 CheckRules_Player();
1242                 UpdateChatBubble();
1243                 UpdateTeamBubble();
1244                 UpdatePlayerColors();
1245                 if (self.deadflag == DEAD_NO)
1246                 if (self.impulse)
1247                         ImpulseCommands ();
1248                 if (intermission_running)
1249                         return;         // intermission or finale
1250
1251                 //PrintWelcomeMessage(self);
1252                 //if (TetrisPostFrame()) return;
1253         } else if (self.classname == "observer") {
1254                 //do nothing
1255         } else if (self.classname == "spectator") {
1256                 //do nothing
1257         }
1258 }