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maplist index is now determined dynamically, g_maplist_index is only used as fallback...
[divverent/nexuiz.git] / data / qcsrc / server / gamec / cl_client.c
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 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
11 {
12         local entity spot, player, nextspot, previousspot, newfirstspot;
13         local float pcount;
14         spot = firstspot;
15         newfirstspot = world;
16         previousspot = world;
17         while (spot)
18         {
19                 nextspot = spot.chain;
20                 // count team mismatches as bad spots
21                 if (spot.team == teamcheck)
22                 {
23                         pcount = 0;
24                         player = playerlist;
25                         while (player)
26                         {
27                                 if (player != self)
28                                 if (vlen(player.origin - spot.origin) < mindist)
29                                         pcount = pcount + 1;
30                                 player = player.chain;
31                         }
32                         if (!pcount)
33                         {
34                                 if (newfirstspot)
35                                         previousspot.chain = spot;
36                                 else
37                                         newfirstspot = spot;
38                                 previousspot = spot;
39                                 spot.chain = world;
40                         }
41                 }
42                 spot = nextspot;
43         }
44         // if we couldn't find ANY good points, return the original list
45         if (!newfirstspot)
46                 newfirstspot = firstspot;
47         return newfirstspot;
48 }
49
50 entity Spawn_RandomPoint(entity firstspot)
51 {
52         local entity spot;
53         local float numspots;
54         // count number of spots
55         numspots = 0;
56         spot = firstspot;
57         while (spot)
58         {
59                 numspots = numspots + 1;
60                 spot = spot.chain;
61         }
62         // pick a random one
63         numspots = numspots * random();
64         spot = firstspot;
65         while (spot.chain && numspots >= 1)
66         {
67                 numspots = numspots - 1;
68                 spot = spot.chain;
69         }
70         return spot;
71 }
72
73 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
74 {
75         local entity best, spot, player;
76         local float bestrating, rating;
77         best = world;
78         bestrating = -1000000;
79         spot = firstspot;
80         while (spot)
81         {
82                 rating = 1000000000;
83                 player = playerlist;
84                 while (player)
85                 {
86                         if (player != self)
87                                 rating = min(rating, vlen(player.origin - spot.origin));
88                         player = player.chain;
89                 }
90                 rating = rating + random() * 16;
91                 if (bestrating < rating)
92                 {
93                         best = spot;
94                         bestrating = rating;
95                 }
96                 spot = spot.chain;
97         }
98         return best;
99 }
100
101 /*
102 =============
103 SelectSpawnPoint
104
105 Finds a point to respawn
106 =============
107 */
108 entity SelectSpawnPoint (float anypoint)
109 {
110         local float teamcheck;
111         local entity spot, firstspot, playerlist;
112         string spotname;
113
114         spot = find (world, classname, "testplayerstart");
115         if (spot)
116                 return spot;
117
118         spotname = "info_player_deathmatch";
119         teamcheck = 0;
120
121         if(!anypoint && cvar("g_ctf") )
122                 teamcheck = self.team;
123
124         // get the list of players
125         playerlist = findchain(classname, "player");
126         // get the entire list of spots
127         firstspot = findchain(classname, "info_player_deathmatch");
128         // filter out the bad ones
129         // (note this returns the original list if none survived)
130         firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
131
132         // there is 50/50 chance of choosing a random spot or the furthest spot
133         // (this means that roughly every other spawn will be furthest, so you
134         // usually won't get fragged at spawn twice in a row)
135         if (random() > 0.5)
136                 spot = Spawn_RandomPoint(firstspot);
137         else
138                 spot = Spawn_FurthestPoint(firstspot, playerlist);
139
140         if (!spot)
141                 error ("PutClientInServer: no start points on level");
142
143         return spot;
144 }
145
146 /*
147 =============
148 CheckPlayerModel
149
150 Checks if the argument string can be a valid playermodel.
151 Returns a valid one in doubt.
152 =============
153 */
154 string CheckPlayerModel(string plyermodel) {
155         if( substring(plyermodel,0,14) != "models/player/") plyermodel = "models/player/marine.zym";
156
157         /* Possible Fixme: Check if server can open the model?
158            This would kill custom models, however. */
159
160         return plyermodel;
161 }
162
163 /*
164 =============
165 PutObserverInServer
166
167 putting a client as observer in the server
168 =============
169 */
170 void PutObserverInServer (void)
171 {
172         entity  spot;
173         spot = SelectSpawnPoint (FALSE);
174         RemoveGrapplingHook(self); // Wazat's Grappling Hook
175
176         if(self.frags == 0 && cvar("g_lms") && self.killcount != -666)
177                 bprint (strcat("^4", self.netname, "^4 has no more lives left\n"));
178         else if(self.killcount != -666)
179                 bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
180
181         self.classname = "observer";
182         self.health = -666;
183         self.takedamage = DAMAGE_NO;
184         self.solid = SOLID_NOT;
185         self.movetype = MOVETYPE_NOCLIP;
186         self.flags = FL_CLIENT | FL_NOTARGET;
187         self.armorvalue = 666;
188         self.effects = 0;
189         self.armorvalue = cvar("g_balance_armor_start");
190         self.pauserotarmor_finished = 0;
191         self.pauserothealth_finished = 0;
192         self.pauseregen_finished = 0;
193         self.damageforcescale = 0;
194         self.death_time = 0;
195         self.dead_time = 0;
196         self.dead_frame = 0;
197         self.die_frame = 0;
198         self.deaths = 0;
199         self.alpha = 0;
200         self.scale = 0;
201         self.fade_time = 0;
202         self.pain_frame = 0;
203         self.pain_finished = 0;
204         self.strength_finished = 0;
205         self.invincible_finished = 0;
206         self.pushltime = 0;
207         self.think = SUB_Null;
208         self.nextthink = 0;
209         self.hook_time = 0;
210         self.runes = 0;
211         self.deadflag = DEAD_NO;
212         self.angles = spot.angles;
213         self.angles_z = 0;
214         self.fixangle = TRUE;
215         self.crouch = FALSE;
216         self.view_ofs = PL_VIEW_OFS;
217         setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 14));
218         self.oldorigin = self.origin;
219         self.items = 0;
220         self.model = "";
221         self.modelindex = 0;
222         self.weapon = 0;
223         self.weaponmodel = "";
224         self.weaponframe = 0;
225         self.weaponentity = world;
226         self.killcount = -666;
227         if(!cvar("g_lms"))
228                 self.frags = -666;
229         //stuffcmd(self, "set viewsize 120 \n");
230 //      bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
231 }
232
233
234 /*
235 =============
236 PutClientInServer
237
238 Called when a client spawns in the server
239 =============
240 */
241 void PutClientInServer (void)
242 {
243         if(clienttype(self) ==  CLIENTTYPE_BOT)
244         {
245                 self.classname = "player";
246         }
247
248         // player is dead and becomes observer
249         if(cvar("g_lms") && self.frags < 1)
250                 self.classname = "observer";
251
252         if(self.classname == "player") {
253                 entity  spot;
254
255                 spot = SelectSpawnPoint (FALSE);
256
257                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
258
259                 self.classname = "player";
260                 self.iscreature = TRUE;
261                 self.movetype = MOVETYPE_WALK;
262                 self.solid = SOLID_SLIDEBOX;
263                 self.flags = FL_CLIENT;
264                 self.takedamage = DAMAGE_AIM;
265                 self.effects = 0;
266                 self.health = cvar("g_balance_health_start");
267                 self.armorvalue = cvar("g_balance_armor_start");
268                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
269                 self.pauserotarmor_finished = time + 10;
270                 self.pauserothealth_finished = time + 10;
271                 self.pauseregen_finished = 0;
272                 self.damageforcescale = 2;
273                 self.death_time = 0;
274                 self.dead_time = 0;
275                 self.dead_frame = 0;
276                 self.die_frame = 0;
277                 self.alpha = 0;
278                 self.scale = 0;
279                 self.fade_time = 0;
280                 self.pain_frame = 0;
281                 self.pain_finished = 0;
282                 self.strength_finished = 0;
283                 self.invincible_finished = 0;
284                 self.pushltime = 0;
285                 //self.speed_finished = 0;
286                 //self.slowmo_finished = 0;
287                 // players have no think function
288                 self.think = SUB_Null;
289                 self.nextthink = 0;
290                 self.weapon = 0;
291                 self.switchweapon = 0;
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                         self.health = cvar("g_lms_start_health");
340                         self.armorvalue = cvar("g_lms_start_armor");
341                 }
342                 else if (cvar("g_use_ammunition")) {
343                         self.ammo_shells = cvar("g_start_ammo_shells");
344                         self.ammo_nails = cvar("g_start_ammo_nails");
345                         self.ammo_rockets = cvar("g_start_ammo_rockets");
346                         self.ammo_cells = cvar("g_start_ammo_cells");
347                 } else {
348                         self.ammo_shells = 999;
349                         self.ammo_nails = 999;
350                         self.ammo_rockets = 999;
351                         self.ammo_cells = 999;
352                 }
353
354                 self.items = 0;
355                 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
356                 {
357                         self.items = self.items | IT_LASER;
358                         self.switchweapon = WEP_LASER;
359                 }
360                 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
361                 {
362                         self.items = self.items | IT_SHOTGUN;
363                         self.switchweapon = WEP_SHOTGUN;
364                 }
365                 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
366                 {
367                         self.items = self.items | IT_UZI;
368                         self.switchweapon = WEP_UZI;
369                 }
370                 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
371                 {
372                         self.items = self.items | IT_GRENADE_LAUNCHER;
373                         self.switchweapon = WEP_GRENADE_LAUNCHER;
374                 }
375                 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
376                 {
377                         self.items = self.items | IT_ELECTRO;
378                         self.switchweapon = WEP_ELECTRO;
379                 }
380                 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
381                 {
382                         self.items = self.items | IT_CRYLINK;
383                         self.switchweapon = WEP_CRYLINK;
384                 }
385                 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
386                 {
387                         self.items = self.items | IT_NEX;
388                         self.switchweapon = WEP_NEX;
389                 }
390                 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
391                 {
392                         self.items = self.items | IT_HAGAR;
393                         self.switchweapon = WEP_HAGAR;
394                 }
395                 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
396                 {
397                         self.items = self.items | IT_ROCKET_LAUNCHER;
398                         self.switchweapon = WEP_ROCKET_LAUNCHER;
399                 }
400
401                 if(cvar("g_instagib"))
402                 {
403                         self.items = IT_NEX;
404                         self.switchweapon = WEP_NEX;
405                         self.ammo_cells = 999;
406                 }
407
408                 if(cvar("g_rocketarena"))
409                 {
410                         self.items = IT_ROCKET_LAUNCHER;
411                         self.switchweapon = WEP_ROCKET_LAUNCHER;
412                         self.ammo_rockets = 999;
413                 }
414
415                 if(cvar("g_minstagib"))
416                 {
417                         self.health = 100;
418                         self.armorvalue = 0;
419                         self.items = IT_NEX;
420                         self.switchweapon = WEP_NEX;
421                         self.ammo_cells = cvar("g_minstagib_ammo_start");
422                         self.extralives = 0;
423                         self.jump_interval = time;
424                 }
425
426                 self.event_damage = PlayerDamage;
427
428                 self.statdraintime = time + 5;
429                 self.button0 = self.button1 = self.button2 = self.button3 = 0;
430
431                 if(self.killcount == -666) {
432                         self.killcount = 0;
433                         self.frags = 0;
434                 }
435
436                 self.cnt = WEP_LASER;
437
438                 /*
439                 W_UpdateWeapon();
440                 W_UpdateAmmo();
441                 */
442                 CL_SpawnWeaponentity();
443                 self.alpha = 1;
444                 self.exteriorweaponentity.alpha = 1;
445
446                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
447                 self.lms_traveled_distance = 0;
448
449                 //stuffcmd(self, "chase_active 0");
450                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
451         } else if(self.classname == "observer") {
452                 PutObserverInServer ();
453         }
454 }
455
456 /*
457 =============
458 SetNewParms
459 =============
460 */
461 void SetNewParms (void)
462 {
463
464 }
465
466 /*
467 =============
468 SetChangeParms
469 =============
470 */
471 void SetChangeParms (void)
472 {
473
474 }
475
476 /*
477 =============
478 ClientKill
479
480 Called when a client types 'kill' in the console
481 =============
482 */
483 void ClientKill (void)
484 {
485         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
486 }
487
488 /*
489 =============
490 ClientConnect
491
492 Called when a client connects to the server
493 =============
494 */
495 string ColoredTeamName(float t);
496 //void dom_player_join_team(entity pl);
497 void ClientConnect (void)
498 {
499         self.classname = "player_joining";
500
501         if(player_count<0) player_count = 0;
502
503         //if(cvar("g_domination"))
504         //      dom_player_join_team(self);
505
506         //JoinBestTeam(self, FALSE);
507
508         if(cvar("sv_spectate") == 1 && !cvar("g_lms")) {
509                 self.classname = "observer";
510         } else {
511                 self.classname = "player";
512         }
513
514         //stuffcmd(self, "set tmpviewsize $viewsize \n");
515
516         bprint ("^4",self.netname);
517         bprint ("^4 connected");
518
519         if(cvar("g_domination") || cvar("g_ctf"))
520         {
521                 bprint(" and joined the ");
522                 bprint(ColoredTeamName(self.team));
523         }
524
525         bprint("\n");
526
527         self.welcomemessage_time = time + cvar("welcome_message_time");
528         self.welcomemessage_time2 = 0;
529
530         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
531         // send prediction settings to the client
532         stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
533         stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
534         stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
535         stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
536         stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
537         stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
538         stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
539         stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
540         // Wazat's grappling hook
541         SetGrappleHookBindings();
542
543         // get autoswitch state from player
544         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
545         stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
546
547         // get version info from player
548         stuffcmd(self, "cmd clientversion $gameversion\n");
549
550         // set cvar for team scoreboard
551         stuffcmd(self, strcat("set teamplay ", ftos(teams_matter), "\n"));
552
553         if(cvar("g_lms"))
554         {
555                 self.frags = cvar("fraglimit");
556                 // no fraglimit was set, so player gets 999 lives
557                 if(self.frags < 1)
558                         self.frags = 999;
559
560                 // disallow player to join after the worst player has lost g_lms_last_join lives
561                 // if "g_lms_join_anytime" new players spawn with same amount of lives as the worst active player
562                 if(((cvar("fraglimit") - cvar("g_lms_last_join")) > lms_lowest_lives && !cvar("g_lms_join_anytime")) || lms_lowest_lives < 1)
563                 {
564                         self.frags = -1;
565                         lms_dead_count += 1;
566                 }
567                 else if(cvar("fraglimit") > lms_lowest_lives)
568                 {
569                         self.frags = lms_lowest_lives;
570                 }
571         }
572
573         player_count += 1;
574         self.jointime = time;
575 }
576
577 /*
578 =============
579 ClientDisconnect
580
581 Called when a client disconnects from the server
582 =============
583 */
584 void(entity e) DropFlag;
585 .entity chatbubbleentity;
586 .entity teambubbleentity;
587 void ClientDisconnect (void)
588 {
589         bprint ("^4",self.netname);
590         bprint ("^4 disconnected\n");
591
592         if (self.chatbubbleentity)
593         {
594                 remove (self.chatbubbleentity);
595                 self.chatbubbleentity = world;
596         }
597
598         if (self.teambubbleentity)
599         {
600                 remove (self.teambubbleentity);
601                 self.teambubbleentity = world;
602         }
603
604         DropAllRunes(self);
605
606         if(self.flagcarried)
607                 DropFlag(self.flagcarried);
608
609         // decrease player count for lms
610         player_count -= 1;
611         // player was dead, decrease dead count
612         if(cvar("g_lms") && self.frags < 1)
613                 lms_dead_count -= 1;
614         //stuffcmd(self, "set viewsize $tmpviewsize \n");
615 }
616
617 .float buttonchat;
618 void() ChatBubbleThink =
619 {
620         self.nextthink = time;
621         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
622         {
623                 remove(self);
624                 return;
625         }
626         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
627         if (self.owner.buttonchat && !self.owner.deadflag)
628                 self.model = self.mdl;
629         else
630                 self.model = "";
631 };
632
633 void() UpdateChatBubble =
634 {
635         if (!self.modelindex)
636                 return;
637         // spawn a chatbubble entity if needed
638         if (!self.chatbubbleentity)
639         {
640                 self.chatbubbleentity = spawn();
641                 self.chatbubbleentity.owner = self;
642                 self.chatbubbleentity.exteriormodeltoclient = self;
643                 self.chatbubbleentity.think = ChatBubbleThink;
644                 self.chatbubbleentity.nextthink = time;
645                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
646                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
647                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
648                 self.chatbubbleentity.model = "";
649         }
650 }
651
652
653 void() TeamBubbleThink =
654 {
655         self.nextthink = time;
656         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
657         {
658                 remove(self);
659                 return;
660         }
661 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
662         if (self.owner.buttonchat || self.owner.deadflag)
663                 self.model = "";
664         else
665                 self.model = self.mdl;
666
667 };
668
669 .float() customizeentityforclient;
670 float() ChatBubble_customizeentityforclient = {return (self.owner.team == other.team && other.killcount > -666);};
671
672 void() UpdateTeamBubble =
673 {
674         if (!self.modelindex || !cvar("teamplay"))
675                 return;
676         // spawn a teambubble entity if needed
677         if (!self.teambubbleentity && cvar("teamplay"))
678         {
679                 self.teambubbleentity = spawn();
680                 self.teambubbleentity.owner = self;
681                 self.teambubbleentity.exteriormodeltoclient = self;
682                 self.teambubbleentity.think = TeamBubbleThink;
683                 self.teambubbleentity.nextthink = time;
684                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
685 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
686                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
687                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
688                 self.teambubbleentity.mdl = self.teambubbleentity.model;
689                 self.teambubbleentity.model = self.teambubbleentity.mdl;
690                 self.teambubbleentity.customizeentityforclient = ChatBubble_customizeentityforclient;
691         }
692 }
693
694 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
695 // added to the model skins
696 /*void() UpdateColorModHack =
697 {
698         local float c;
699         c = self.clientcolors & 15;
700         // LordHavoc: only bothering to support white, green, red, yellow, blue
701              if (teamplay == 0) self.colormod = '0 0 0';
702         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
703         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
704         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
705         else if (c == 12) self.colormod = '1.22 1.22 0.10';
706         else if (c == 13) self.colormod = '0.10 0.10 1.73';
707         else self.colormod = '1 1 1';
708 };*/
709
710 void UpdatePlayerColors () {
711         if(self.weaponentity) {
712                 self.weaponentity.colormap = self.colormap;
713                 self.exteriorweaponentity.colormap = self.colormap;
714         }
715 }
716 /*
717 =============
718 PlayerJump
719
720 When you press the jump key
721 =============
722 */
723 void PlayerJump (void)
724 {
725         float mjumpheight;
726
727         mjumpheight = cvar("g_balance_jumpheight");
728         if (self.waterlevel >= 2)
729         {
730                 if (self.watertype == CONTENT_WATER)
731                         self.velocity_z = 200;
732                 else if (self.watertype == CONTENT_SLIME)
733                         self.velocity_z = 80;
734                 else
735                         self.velocity_z = 50;
736
737                 return;
738         }
739
740
741         if (!(self.flags & FL_ONGROUND))
742                 return;
743
744         if (!(self.flags & FL_JUMPRELEASED))
745                 return;
746
747         if(cvar("g_runematch"))
748         {
749                 if(self.runes & RUNE_SPEED)
750                 {
751                         if(self.runes & CURSE_SLOW)
752                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
753                         else
754                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
755                 }
756                 else if(self.runes & CURSE_SLOW)
757                 {
758                         mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
759                 }
760         }
761
762         if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
763         {
764                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
765         }
766
767         self.velocity_z = self.velocity_z + mjumpheight;
768         self.oldvelocity_z = self.velocity_z;
769
770         self.flags = self.flags - FL_ONGROUND;
771         self.flags = self.flags - FL_JUMPRELEASED;
772 }
773
774 void() CheckWaterJump =
775 {
776         local vector start, end;
777
778 // check for a jump-out-of-water
779         makevectors (self.angles);
780         start = self.origin;
781         start_z = start_z + 8;
782         v_forward_z = 0;
783         normalize(v_forward);
784         end = start + v_forward*24;
785         traceline (start, end, TRUE, self);
786         if (trace_fraction < 1)
787         {       // solid at waist
788                 start_z = start_z + self.maxs_z - 8;
789                 end = start + v_forward*24;
790                 self.movedir = trace_plane_normal * -50;
791                 traceline (start, end, TRUE, self);
792                 if (trace_fraction == 1)
793                 {       // open at eye level
794                         self.flags = self.flags | FL_WATERJUMP;
795                         self.velocity_z = 225;
796                         self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
797                         self.teleport_time = time + 2;  // safety net
798                         return;
799                 }
800         }
801 };
802
803
804 void respawn(void)
805 {
806         CopyBody(1);
807         PutClientInServer();
808 }
809
810 void player_powerups (void)
811 {
812         if (cvar("g_minstagib"))
813         {
814                 self.effects = EF_FULLBRIGHT;
815                 if (self.items & IT_STRENGTH)
816                 {
817                         if (time > self.strength_finished)
818                         {
819                                 self.alpha = 1;
820                                 self.exteriorweaponentity.alpha = 1;
821                                 self.items = self.items - (self.items & IT_STRENGTH);
822                                 sprint(self, "^3Invisibility has worn off\n");
823                         }
824                 }
825                 else
826                 {
827                         if (time < self.strength_finished)
828                         {
829                                 self.alpha = cvar("g_minstagib_invis_alpha");
830                                 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
831                                 self.items = self.items | IT_STRENGTH;
832                                 sprint(self, "^3You are invisible\n");
833                         }
834                 }
835
836                 if (self.items & IT_INVINCIBLE)
837                 {
838                         if (time > self.invincible_finished)
839                         {
840                                 self.items = self.items - (self.items & IT_INVINCIBLE);
841                                 sprint(self, "^3Speed has worn off\n");
842                         }
843                 }
844                 else
845                 {
846                         if (time < self.invincible_finished)
847                         {
848                                 self.items = self.items | IT_INVINCIBLE;
849                                 sprint(self, "^3You are on speed\n");
850                         }
851                 }
852                 return;
853         }
854
855         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
856         if (self.items & IT_STRENGTH)
857         {
858                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
859                 if (time > self.strength_finished)
860                 {
861                         self.items = self.items - (self.items & IT_STRENGTH);
862                         sprint(self, "^3Strength has worn off\n");
863                 }
864         }
865         else
866         {
867                 if (time < self.strength_finished)
868                 {
869                         self.items = self.items | IT_STRENGTH;
870                         sprint(self, "^3Strength infuses your weapons with devestating power\n");
871                 }
872         }
873         if (self.items & IT_INVINCIBLE)
874         {
875                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
876                 if (time > self.invincible_finished)
877                 {
878                         self.items = self.items - (self.items & IT_INVINCIBLE);
879                         sprint(self, "^3Shield has worn off\n");
880                 }
881         }
882         else
883         {
884                 if (time < self.invincible_finished)
885                 {
886                         self.items = self.items | IT_INVINCIBLE;
887                         sprint(self, "^3Shield surrounds you\n");
888                 }
889         }
890
891         if (cvar("g_fullbrightplayers"))
892                 self.effects = self.effects | EF_FULLBRIGHT;
893
894         // midair gamemode: damage only while in the air
895         // if in midair mode, being on ground grants temporary invulnerability
896         // (this is so that multishot weapon don't clear the ground flag on the
897         // first damage in the frame, leaving the player vulnerable to the
898         // remaining hits in the same frame)
899         if (self.flags & FL_ONGROUND)
900         if (cvar("g_midair"))
901                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
902
903         if (time < self.spawnshieldtime)
904                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
905 }
906
907 void player_regen (void)
908 {
909         float maxh, maxa, max_mod, regen_mod, rot_mod;
910         maxh = cvar("g_balance_health_stable");
911         maxa = cvar("g_balance_armor_stable");
912
913         if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
914                 return;
915
916         if(cvar("g_runematch"))
917         {
918                 max_mod = regen_mod = rot_mod = 1;
919                 if (self.runes & RUNE_REGEN)
920                 {
921                         if (self.runes & CURSE_VENOM) // do we have both rune/curse?
922                         {
923                                 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
924                                 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
925                         }
926                         else
927                         {
928                                 regen_mod = cvar("g_balance_rune_regen_regenrate");
929                                 max_mod = cvar("g_balance_rune_regen_hpmod");
930                         }
931                 }
932                 else if (self.runes & CURSE_VENOM)
933                 {
934                         max_mod = cvar("g_balance_curse_venom_hpmod");
935                         if (self.runes & RUNE_REGEN) // do we have both rune/curse?
936                                 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
937                         else
938                                 rot_mod = cvar("g_balance_curse_venom_rotrate");
939                         //if (!self.runes & RUNE_REGEN)
940                         //      rot_mod = cvar("g_balance_curse_venom_rotrate");
941                 }
942                 maxh = maxh * max_mod;
943                 //maxa = maxa * max_mod;
944
945                 if (time > self.pauserotarmor_finished)
946                 {
947                         if (self.armorvalue > maxa)
948                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
949                 }
950                 if (time > self.pauserothealth_finished)
951                 {
952                         if (self.health > maxh)
953                                 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
954                 }
955                 if (time > self.pauseregen_finished)
956                 {
957                         if (self.health < maxh)
958                                 self.health = bound(0, self.health + (maxh- self.health) * regen_mod*cvar("g_balance_health_regen") * frametime, 1000);
959                         if (self.armorvalue < maxa)
960                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime, 1000);
961                 }
962         }
963         else
964         {
965                 if (time > self.pauserothealth_finished)
966                 if (self.health > maxh)
967                         self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
968                 if (time > self.pauserotarmor_finished)
969                 if (self.armorvalue > maxa)
970                         self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
971                 if (time > self.pauseregen_finished)
972                 {
973                         if (self.health < maxh)
974                                  self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_regen") * frametime + 0.001, 1000);
975                         if (self.armorvalue < maxa)
976                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime + 0.001, 1000);
977                 }
978         }
979 }
980
981 /*
982 ======================
983 spectate mode routines
984 ======================
985 */
986 void SpectateCopy(entity spectatee) {
987         self.armortype = spectatee.armortype;
988         self.armorvalue = spectatee.armorvalue;
989         self.currentammo = spectatee.currentammo;
990         self.effects = spectatee.effects;
991         self.health = spectatee.health;
992         self.impulse = 0;
993         self.items = spectatee.items;
994         self.punchangle = spectatee.punchangle;
995         self.view_ofs = spectatee.view_ofs;
996         self.v_angle = spectatee.v_angle;
997         self.viewzoom = spectatee.viewzoom;
998         setorigin(self, spectatee.origin);
999         setsize(self, spectatee.mins, spectatee.maxs);
1000 }
1001
1002 void SpectateUpdate() {
1003         if (self != self.enemy) {
1004                 SpectateCopy(self.enemy);
1005                 msg_entity = self;
1006                 WriteByte(MSG_ONE, SVC_SETANGLE);
1007                 WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1008                 WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1009                 WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1010         }
1011 }
1012
1013 float SpectateNext() {
1014         other = find(self.enemy, classname, "player");
1015         if (!other) {
1016                 other = find(other, classname, "player");
1017         }
1018         if (other) {
1019                 self.enemy = other;
1020         }
1021         if(self.enemy.classname == "player") {
1022                 msg_entity = self;
1023                 WriteByte(MSG_ONE, SVC_SETVIEW);
1024                 WriteEntity(MSG_ONE, self.enemy);
1025                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1026                 SpectateUpdate();
1027                 return 1;
1028         } else {
1029                 return 0;
1030         }
1031 }
1032
1033 /*
1034 =============
1035 PlayerPreThink
1036
1037 Called every frame for each client before the physics are run
1038 =============
1039 */
1040 void PlayerPreThink (void)
1041 {
1042         if(self.classname == "player") {
1043                 local vector m1, m2;
1044
1045 //              MauveBot_AI();
1046
1047 //              if(self.netname == "Wazat")
1048 //                      bprint(strcat(self.classname, "\n"));
1049
1050                 CheckRules_Player();
1051
1052                 if(self.button7)
1053                         PrintWelcomeMessage(self);
1054
1055                 if(cvar("g_lms") || !cvar("sv_spectate"))
1056                 if((time - self.jointime) <= cvar("welcome_message_time"))
1057                         PrintWelcomeMessage(self);
1058
1059                 if (intermission_running)
1060                 {
1061                         IntermissionThink ();   // otherwise a button could be missed between
1062                         return;                                 // the think tics
1063                 }
1064
1065                 if (self.deadflag != DEAD_NO)
1066                 {
1067                         player_anim();
1068                         weapon_freeze();
1069                         if (self.deadflag == DEAD_DYING)
1070                         {
1071                                 if (time > self.dead_time)
1072                                         self.deadflag = DEAD_DEAD;
1073                         }
1074                         else if (self.deadflag == DEAD_DEAD)
1075                         {
1076                                 if (cvar("g_lms") || cvar("g_forced_respawn"))
1077                                         self.button0 = self.button2 = self.button3 = 0;
1078                                 
1079                                 if (!self.button0 && !self.button2 && !self.button3)
1080                                         self.deadflag = DEAD_RESPAWNABLE;
1081                         }
1082                         else if (self.deadflag == DEAD_RESPAWNABLE)
1083                         {
1084                                 if (self.button0  ||
1085                                     self.button2  ||
1086                                     self.button3  ||
1087                                     self.button4  ||
1088                                     cvar("g_lms") ||
1089                                     cvar("g_forced_respawn"))
1090                                         respawn();
1091                         }
1092                         return;
1093                 }
1094
1095                 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1096                 {
1097                         vector dist;
1098
1099                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1100                         dist = self.oldorigin - self.origin;
1101                         dist_z = 0;
1102                         self.lms_traveled_distance += fabs(vlen(dist));
1103
1104                         if(time > self.lms_nextcheck)
1105                         {
1106                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1107                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1108                                 {
1109                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
1110                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1111                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1112                                         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');
1113                                 }
1114                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1115                                 self.lms_traveled_distance = 0;
1116                         }
1117                 }
1118
1119                 if (self.button5)
1120                 {
1121                         if (!self.crouch)
1122                         {
1123                                 self.crouch = TRUE;
1124                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
1125                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1126                         }
1127                 }
1128                 else
1129                 {
1130                         if (self.crouch)
1131                         {
1132                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1133                                 if (!trace_startsolid)
1134                                 {
1135                                         self.crouch = FALSE;
1136                                         self.view_ofs = PL_VIEW_OFS;
1137                                         setsize (self, PL_MIN, PL_MAX);
1138                                 }
1139                         }
1140                 }
1141
1142                 if(cvar("sv_defaultcharacter") == 1) {
1143                         local string defaultmodel;
1144                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1145
1146                         if (defaultmodel != self.model)
1147                         {
1148                                 m1 = self.mins;
1149                                 m2 = self.maxs;
1150                                 precache_model (defaultmodel);
1151                                 setmodel (self, defaultmodel);
1152                                 setsize (self, m1, m2);
1153                         }
1154
1155                         if (self.skin != stof(cvar_string("sv_defaultplayerskin")))
1156                                 self.skin = stof(cvar_string("sv_defaultplayerskin"));
1157                 } else {
1158                         if (self.playermodel != self.model)
1159                         {
1160                                 self.playermodel = CheckPlayerModel(self.playermodel);
1161                                 m1 = self.mins;
1162                                 m2 = self.maxs;
1163                                 precache_model (self.playermodel);
1164                                 setmodel (self, self.playermodel);
1165                                 setsize (self, m1, m2);
1166                         }
1167
1168                         if (self.skin != stof(self.playerskin))
1169                                 self.skin = stof(self.playerskin);
1170                 }
1171                 // Savage: Check for nameless players
1172                 if (strlen(self.netname) < 1) {
1173                         self.netname = "Player";
1174                         stuffcmd(self, "name Player\n");
1175                 }
1176
1177                 GrapplingHookFrame();
1178
1179                 W_WeaponFrame();
1180
1181                 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1182                 {
1183                         if (cvar("g_minstagib") && self.button3)
1184                         {
1185                                 if (self.jump_interval <= (time + 0.1))
1186                                 {
1187                                         self.jump_interval = time + 1;
1188                                         weapon_doattack(laser_check, laser_check, W_Laser_Attack);
1189                                 }
1190                         }
1191                         else if (self.viewzoom > 0.4)
1192                                 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1193                 }
1194                 else if (self.viewzoom < 1.0)
1195                         self.viewzoom = min (1.0, self.viewzoom + frametime);
1196
1197
1198                 if (self.button2)
1199                         PlayerJump ();
1200                 else
1201                         self.flags = self.flags | FL_JUMPRELEASED;
1202
1203                 player_powerups();
1204                 player_regen();
1205                 player_anim();
1206
1207                 //self.angles_y=self.v_angle_y + 90;   // temp
1208
1209                 if (self.waterlevel == 2)
1210                         CheckWaterJump ();
1211
1212                 //if (TetrisPreFrame()) return;
1213         } else if(gameover) {
1214                 if (intermission_running)
1215                         IntermissionThink ();   // otherwise a button could be missed between
1216                 return;
1217         } else if(self.classname == "observer") {
1218
1219                 if (self.flags & FL_JUMPRELEASED) {
1220                         if (self.button2 && self.version == cvar("gameversion")) {
1221                                 if(!cvar("teamplay")) {
1222                                         self.flags = self.flags & !FL_JUMPRELEASED;
1223                                         self.classname = "player";
1224                                         if(!cvar("g_lms"))
1225                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1226                                         PutClientInServer();
1227                                         centerprint(self,"");
1228                                         return;
1229                                 } else {
1230                                         self.flags = self.flags & !FL_JUMPRELEASED;
1231                                         stuffcmd(self,"menu_showteamselect\n");
1232                                         return;
1233                                 }
1234                         } else if(self.button0 && self.version == cvar("gameversion")) {
1235                                 self.flags = self.flags & !FL_JUMPRELEASED;
1236                                 if(SpectateNext() == 1) {
1237                                         self.classname = "spectator";
1238                                 }
1239                         }
1240                 } else {
1241                         if (!(self.button0 || self.button2)) {
1242                                 self.flags = self.flags | FL_JUMPRELEASED;
1243                         }
1244                 }
1245                 if(cvar("g_lms") && self.frags == 0)
1246                         centerprint(self, "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n^1You have no more lives left\nwait for next round\n\n\n^7press attack to spectate other players");
1247                 else if(cvar("g_lms") && self.frags == -1)
1248                         centerprint(self, "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n^1Match has already begun\nwait for next round\n\n\n^7press attack to spectate other players");
1249                 else
1250                         PrintWelcomeMessage(self);
1251                         //centerprint(self, "\n\n\npress jump to play\npress attack to spectate other players");
1252         } else if(self.classname == "spectator") {
1253
1254                 if (self.flags & FL_JUMPRELEASED) {
1255                         if (self.button2 && self.version == cvar("gameversion")) {
1256                                 if(!cvar("teamplay")) {
1257                                         self.flags = self.flags & !FL_JUMPRELEASED;
1258                                         self.classname = "player";
1259                                         if(!cvar("g_lms"))
1260                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1261
1262                                         msg_entity = self;
1263                                         WriteByte(MSG_ONE, SVC_SETVIEW);
1264                                         WriteEntity(MSG_ONE, self);
1265                                         PutClientInServer();
1266                                         centerprint(self,"");
1267                                         return;
1268                                 } else {
1269                                         self.flags = self.flags & !FL_JUMPRELEASED;
1270                                         stuffcmd(self,"menu_showteamselect\n");
1271                                         return;
1272                                 }
1273                         } else if(self.button0) {
1274                                 self.flags = self.flags & !FL_JUMPRELEASED;
1275                                 if(SpectateNext() == 1) {
1276                                         self.classname = "spectator";
1277                                 } else {
1278                                         self.classname = "observer";
1279                                         msg_entity = self;
1280                                         WriteByte(MSG_ONE, SVC_SETVIEW);
1281                                         WriteEntity(MSG_ONE, self);
1282                                         PutClientInServer();
1283                                 }
1284                         } else if (self.button3) {
1285                                 self.flags = self.flags & !FL_JUMPRELEASED;
1286                                 self.classname = "observer";
1287                                 msg_entity = self;
1288                                 WriteByte(MSG_ONE, SVC_SETVIEW);
1289                                 WriteEntity(MSG_ONE, self);
1290                                 PutClientInServer();
1291                         } else {
1292                                 SpectateUpdate();
1293                         }
1294         } else {
1295                 if (!(self.button0 || self.button3)) {
1296                         self.flags = self.flags | FL_JUMPRELEASED;
1297                 }
1298                 }
1299                 if (cvar("g_lms") && self.frags < 1)
1300                         centerprint(self, strcat("\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nspectating ", self.enemy.netname, "\n\n\n^7press attack for next player\npress attack2 for free fly mode"));
1301                 else
1302                         centerprint(self, strcat("\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nspectating ", self.enemy.netname, "\n\n\n^7press jump to play\n^7press attack for next player\npress attack2 for free fly mode"));
1303
1304         }
1305 }
1306
1307 /*
1308 =============
1309 PlayerPostThink
1310
1311 Called every frame for each client after the physics are run
1312 =============
1313 */
1314 void PlayerPostThink (void)
1315 {
1316         if(self.classname == "player") {
1317                 CheckRules_Player();
1318                 UpdateChatBubble();
1319                 UpdateTeamBubble();
1320                 UpdatePlayerColors();
1321                 if (self.deadflag == DEAD_NO)
1322                 if (self.impulse)
1323                         ImpulseCommands ();
1324                 if (intermission_running)
1325                         return;         // intermission or finale
1326
1327                 //PrintWelcomeMessage(self);
1328                 //if (TetrisPostFrame()) return;
1329         } else if (self.classname == "observer") {
1330                 //do nothing
1331         } else if (self.classname == "spectator") {
1332                 //do nothing
1333         }
1334 }