]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/gamec/cl_client.c
redesigned spawn point selection, MUCH better now, and team points are
[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.alpha = 0;
199         self.scale = 0;
200         self.fade_time = 0;
201         self.pain_frame = 0;
202         self.pain_finished = 0;
203         self.strength_finished = 0;
204         self.invincible_finished = 0;
205         self.pushltime = 0;
206         self.think = SUB_Null;
207         self.nextthink = 0;
208         self.hook_time = 0;
209         self.runes = 0;
210         self.deadflag = DEAD_NO;
211         self.angles = spot.angles;
212         self.angles_z = 0;
213         self.fixangle = TRUE;
214         self.crouch = FALSE;
215         self.view_ofs = PL_VIEW_OFS;
216         setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 14));
217         self.oldorigin = self.origin;
218         self.items = 0;
219         self.model = "";
220         self.modelindex = 0;
221         self.weapon = 0;
222         self.weaponmodel = "";
223         self.weaponframe = 0;
224         self.weaponentity = world;
225         self.killcount = -666;
226         if(!cvar("g_lms"))
227                 self.frags = -666;
228         //stuffcmd(self, "set viewsize 120 \n");
229 //      bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
230 }
231
232
233 /*
234 =============
235 PutClientInServer
236
237 Called when a client spawns in the server
238 =============
239 */
240 void PutClientInServer (void)
241 {
242         if(clienttype(self) ==  CLIENTTYPE_BOT)
243         {
244                 self.classname = "player";
245         }
246
247         // player is dead and becomes observer
248         if(cvar("g_lms") && self.frags < 1)
249                 self.classname = "observer";
250
251         if(self.classname == "player") {
252                 entity  spot;
253
254                 spot = SelectSpawnPoint (FALSE);
255
256                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
257
258                 self.classname = "player";
259                 self.iscreature = TRUE;
260                 self.movetype = MOVETYPE_WALK;
261                 self.solid = SOLID_SLIDEBOX;
262                 self.flags = FL_CLIENT;
263                 self.takedamage = DAMAGE_AIM;
264                 self.effects = 0;
265                 self.health = cvar("g_balance_health_start");
266                 self.armorvalue = cvar("g_balance_armor_start");
267                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
268                 self.pauserotarmor_finished = time + 10;
269                 self.pauserothealth_finished = time + 10;
270                 self.pauseregen_finished = 0;
271                 self.damageforcescale = 2;
272                 self.death_time = 0;
273                 self.dead_time = 0;
274                 self.dead_frame = 0;
275                 self.die_frame = 0;
276                 self.alpha = 0;
277                 self.scale = 0;
278                 self.fade_time = 0;
279                 self.pain_frame = 0;
280                 self.pain_finished = 0;
281                 self.strength_finished = 0;
282                 self.invincible_finished = 0;
283                 self.pushltime = 0;
284                 //self.speed_finished = 0;
285                 //self.slowmo_finished = 0;
286                 // players have no think function
287                 self.think = SUB_Null;
288                 self.nextthink = 0;
289
290                 self.hook_time = 0;
291
292                 self.runes = 0;
293
294                 self.deadflag = DEAD_NO;
295
296                 self.angles = spot.angles;
297
298                 self.angles_z = 0; // never spawn tilted even if the spot says to
299                 self.fixangle = TRUE; // turn this way immediately
300                 self.velocity = '0 0 0';
301                 self.avelocity = '0 0 0';
302                 self.punchangle = '0 0 0';
303                 self.punchvector = '0 0 0';
304                 self.oldvelocity = self.velocity;
305
306                 self.viewzoom = 0.6;
307
308                 if(cvar("sv_defaultcharacter") == 1) {
309                         local string defaultmodel;
310                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
311
312                         precache_model (defaultmodel);
313                         setmodel (self, defaultmodel);
314                         self.skin = stof(cvar_string("sv_defaultplayerskin"));
315                 } else {
316                         self.playermodel = CheckPlayerModel(self.playermodel);
317
318                         precache_model (self.playermodel);
319                         setmodel (self, self.playermodel);
320                         self.skin = stof(self.playerskin);
321
322                 }
323
324                 self.crouch = FALSE;
325                 self.view_ofs = PL_VIEW_OFS;
326                 setsize (self, PL_MIN, PL_MAX);
327                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
328                 // don't reset back to last position, even if new position is stuck in solid
329                 self.oldorigin = self.origin;
330
331                 if(cvar("g_lms"))
332                 {
333                         self.ammo_shells = cvar("g_lms_start_ammo_shells");
334                         self.ammo_nails = cvar("g_lms_start_ammo_nails");
335                         self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
336                         self.ammo_cells = cvar("g_lms_start_ammo_cells");
337                         self.health = cvar("g_lms_start_health");
338                         self.armorvalue = cvar("g_lms_start_armor");
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                 self.alpha = 1;
442                 self.exteriorweaponentity.alpha = 1;
443
444                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
445                 self.lms_traveled_distance = 0;
446
447                 //stuffcmd(self, "chase_active 0");
448                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
449         } else if(self.classname == "observer") {
450                 PutObserverInServer ();
451         }
452 }
453
454 /*
455 =============
456 SetNewParms
457 =============
458 */
459 void SetNewParms (void)
460 {
461
462 }
463
464 /*
465 =============
466 SetChangeParms
467 =============
468 */
469 void SetChangeParms (void)
470 {
471
472 }
473
474 /*
475 =============
476 ClientKill
477
478 Called when a client types 'kill' in the console
479 =============
480 */
481 void ClientKill (void)
482 {
483         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
484 }
485
486 /*
487 =============
488 ClientConnect
489
490 Called when a client connects to the server
491 =============
492 */
493 string ColoredTeamName(float t);
494 //void dom_player_join_team(entity pl);
495 void ClientConnect (void)
496 {
497         self.classname = "player_joining";
498
499         if(player_count<0) player_count = 0;
500
501         //if(cvar("g_domination"))
502         //      dom_player_join_team(self);
503
504         //JoinBestTeam(self, FALSE);
505         if(cvar("teamplay") && self.version == cvar("g_nexuizversion_major")) stuffcmd(self,"menu_showteamselect\n");
506
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 $g_nexuizversion_major\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 .entity chatbubbleentity;
585 .entity teambubbleentity;
586 void ClientDisconnect (void)
587 {
588         bprint ("^4",self.netname);
589         bprint ("^4 disconnected\n");
590
591         if (self.chatbubbleentity)
592         {
593                 remove (self.chatbubbleentity);
594                 self.chatbubbleentity = world;
595         }
596
597         if (self.teambubbleentity)
598         {
599                 remove (self.teambubbleentity);
600                 self.teambubbleentity = world;
601         }
602
603         DropAllRunes(self);
604         // decrease player count for lms
605         player_count -= 1;
606         // player was dead, decrease dead count
607         if(cvar("g_lms") && self.frags < 1)
608                 lms_dead_count -= 1;
609         //stuffcmd(self, "set viewsize $tmpviewsize \n");
610 }
611
612 .float buttonchat;
613 void() ChatBubbleThink =
614 {
615         self.nextthink = time;
616         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
617         {
618                 remove(self);
619                 return;
620         }
621         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
622         if (self.owner.buttonchat && !self.owner.deadflag)
623                 self.model = self.mdl;
624         else
625                 self.model = "";
626 };
627
628 void() UpdateChatBubble =
629 {
630         if (!self.modelindex)
631                 return;
632         // spawn a chatbubble entity if needed
633         if (!self.chatbubbleentity)
634         {
635                 self.chatbubbleentity = spawn();
636                 self.chatbubbleentity.owner = self;
637                 self.chatbubbleentity.exteriormodeltoclient = self;
638                 self.chatbubbleentity.think = ChatBubbleThink;
639                 self.chatbubbleentity.nextthink = time;
640                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
641                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
642                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
643                 self.chatbubbleentity.model = "";
644         }
645 }
646
647
648 void() TeamBubbleThink =
649 {
650         self.nextthink = time;
651         if (!self.owner.modelindex || self.owner.teambubbleentity != self)
652         {
653                 remove(self);
654                 return;
655         }
656 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now
657         if (self.owner.buttonchat || self.owner.deadflag)
658                 self.model = "";
659         else
660                 self.model = self.mdl;
661
662 };
663
664 .float() customizeentityforclient;
665 float() ChatBubble_customizeentityforclient = {return (self.owner.team == other.team && other.killcount > -666);};
666
667 void() UpdateTeamBubble =
668 {
669         if (!self.modelindex || !cvar("teamplay"))
670                 return;
671         // spawn a teambubble entity if needed
672         if (!self.teambubbleentity && cvar("teamplay"))
673         {
674                 self.teambubbleentity = spawn();
675                 self.teambubbleentity.owner = self;
676                 self.teambubbleentity.exteriormodeltoclient = self;
677                 self.teambubbleentity.think = TeamBubbleThink;
678                 self.teambubbleentity.nextthink = time;
679                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
680 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
681                 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
682                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
683                 self.teambubbleentity.mdl = self.teambubbleentity.model;
684                 self.teambubbleentity.model = self.teambubbleentity.mdl;
685                 self.teambubbleentity.customizeentityforclient = ChatBubble_customizeentityforclient;
686         }
687 }
688
689 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
690 // added to the model skins
691 /*void() UpdateColorModHack =
692 {
693         local float c;
694         c = self.clientcolors & 15;
695         // LordHavoc: only bothering to support white, green, red, yellow, blue
696              if (teamplay == 0) self.colormod = '0 0 0';
697         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
698         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
699         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
700         else if (c == 12) self.colormod = '1.22 1.22 0.10';
701         else if (c == 13) self.colormod = '0.10 0.10 1.73';
702         else self.colormod = '1 1 1';
703 };*/
704
705 void UpdatePlayerColors () {
706         if(self.weaponentity) {
707                 self.weaponentity.colormap = self.colormap;
708                 self.exteriorweaponentity.colormap = self.colormap;
709         }
710 }
711 /*
712 =============
713 PlayerJump
714
715 When you press the jump key
716 =============
717 */
718 void PlayerJump (void)
719 {
720         float mjumpheight;
721
722         mjumpheight = cvar("g_balance_jumpheight");
723         if (self.waterlevel >= 2)
724         {
725                 if (self.watertype == CONTENT_WATER)
726                         self.velocity_z = 200;
727                 else if (self.watertype == CONTENT_SLIME)
728                         self.velocity_z = 80;
729                 else
730                         self.velocity_z = 50;
731
732                 return;
733         }
734
735
736         if (!(self.flags & FL_ONGROUND))
737                 return;
738
739         if (!(self.flags & FL_JUMPRELEASED))
740                 return;
741
742         if(cvar("g_runematch"))
743         {
744                 if(self.runes & RUNE_SPEED)
745                 {
746                         if(self.runes & CURSE_SLOW)
747                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
748                         else
749                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
750                 }
751                 else if(self.runes & CURSE_SLOW)
752                 {
753                         mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
754                 }
755         }
756
757         if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
758         {
759                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
760         }
761
762         self.velocity_z = self.velocity_z + mjumpheight;
763         self.oldvelocity_z = self.velocity_z;
764
765         self.flags = self.flags - FL_ONGROUND;
766         self.flags = self.flags - FL_JUMPRELEASED;
767 }
768
769 void() CheckWaterJump =
770 {
771         local vector start, end;
772
773 // check for a jump-out-of-water
774         makevectors (self.angles);
775         start = self.origin;
776         start_z = start_z + 8;
777         v_forward_z = 0;
778         normalize(v_forward);
779         end = start + v_forward*24;
780         traceline (start, end, TRUE, self);
781         if (trace_fraction < 1)
782         {       // solid at waist
783                 start_z = start_z + self.maxs_z - 8;
784                 end = start + v_forward*24;
785                 self.movedir = trace_plane_normal * -50;
786                 traceline (start, end, TRUE, self);
787                 if (trace_fraction == 1)
788                 {       // open at eye level
789                         self.flags = self.flags | FL_WATERJUMP;
790                         self.velocity_z = 225;
791                         self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
792                         self.teleport_time = time + 2;  // safety net
793                         return;
794                 }
795         }
796 };
797
798
799 void respawn(void)
800 {
801         CopyBody(1);
802         PutClientInServer();
803 }
804
805 void player_powerups (void)
806 {
807         if (cvar("g_minstagib"))
808         {
809                 self.effects = EF_FULLBRIGHT;
810                 if (self.items & IT_STRENGTH)
811                 {
812                         if (time > self.strength_finished)
813                         {
814                                 self.alpha = 1;
815                                 self.exteriorweaponentity.alpha = 1;
816                                 self.items = self.items - (self.items & IT_STRENGTH);
817                                 sprint(self, "^3Invisibility has worn off\n");
818                         }
819                 }
820                 else
821                 {
822                         if (time < self.strength_finished)
823                         {
824                                 self.alpha = cvar("g_minstagib_invis_alpha");
825                                 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
826                                 self.items = self.items | IT_STRENGTH;
827                                 sprint(self, "^3You are invisible\n");
828                         }
829                 }
830
831                 if (self.items & IT_INVINCIBLE)
832                 {
833                         if (time > self.invincible_finished)
834                         {
835                                 self.items = self.items - (self.items & IT_INVINCIBLE);
836                                 sprint(self, "^3Speed has worn off\n");
837                         }
838                 }
839                 else
840                 {
841                         if (time < self.invincible_finished)
842                         {
843                                 self.items = self.items | IT_INVINCIBLE;
844                                 sprint(self, "^3You are on speed\n");
845                         }
846                 }
847                 return;
848         }
849
850         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
851         if (self.items & IT_STRENGTH)
852         {
853                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
854                 if (time > self.strength_finished)
855                 {
856                         self.items = self.items - (self.items & IT_STRENGTH);
857                         sprint(self, "^3Strength has worn off\n");
858                 }
859         }
860         else
861         {
862                 if (time < self.strength_finished)
863                 {
864                         self.items = self.items | IT_STRENGTH;
865                         sprint(self, "^3Strength infuses your weapons with devestating power\n");
866                 }
867         }
868         if (self.items & IT_INVINCIBLE)
869         {
870                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
871                 if (time > self.invincible_finished)
872                 {
873                         self.items = self.items - (self.items & IT_INVINCIBLE);
874                         sprint(self, "^3Shield has worn off\n");
875                 }
876         }
877         else
878         {
879                 if (time < self.invincible_finished)
880                 {
881                         self.items = self.items | IT_INVINCIBLE;
882                         sprint(self, "^3Shield surrounds you\n");
883                 }
884         }
885
886         if (cvar("g_fullbrightplayers"))
887                 self.effects = self.effects | EF_FULLBRIGHT;
888
889         // midair gamemode: damage only while in the air
890         // if in midair mode, being on ground grants temporary invulnerability
891         // (this is so that multishot weapon don't clear the ground flag on the
892         // first damage in the frame, leaving the player vulnerable to the
893         // remaining hits in the same frame)
894         if (self.flags & FL_ONGROUND)
895         if (cvar("g_midair"))
896                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
897
898         if (time < self.spawnshieldtime)
899                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
900 }
901
902 void player_regen (void)
903 {
904         float maxh, maxa, max_mod, regen_mod, rot_mod;
905         maxh = cvar("g_balance_health_stable");
906         maxa = cvar("g_balance_armor_stable");
907
908         if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
909                 return;
910
911         if(cvar("g_runematch"))
912         {
913                 max_mod = regen_mod = rot_mod = 1;
914                 if (self.runes & RUNE_REGEN)
915                 {
916                         if (self.runes & CURSE_VENOM) // do we have both rune/curse?
917                         {
918                                 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
919                                 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
920                         }
921                         else
922                         {
923                                 regen_mod = cvar("g_balance_rune_regen_regenrate");
924                                 max_mod = cvar("g_balance_rune_regen_hpmod");
925                         }
926                 }
927                 else if (self.runes & CURSE_VENOM)
928                 {
929                         max_mod = cvar("g_balance_curse_venom_hpmod");
930                         if (self.runes & RUNE_REGEN) // do we have both rune/curse?
931                                 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
932                         else
933                                 rot_mod = cvar("g_balance_curse_venom_rotrate");
934                         //if (!self.runes & RUNE_REGEN)
935                         //      rot_mod = cvar("g_balance_curse_venom_rotrate");
936                 }
937                 maxh = maxh * max_mod;
938                 //maxa = maxa * max_mod;
939
940                 if (time > self.pauserotarmor_finished)
941                 {
942                         if (self.armorvalue > maxa)
943                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
944                 }
945                 if (time > self.pauserothealth_finished)
946                 {
947                         if (self.health > maxh)
948                                 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
949                 }
950                 if (time > self.pauseregen_finished)
951                 {
952                         if (self.health < maxh)
953                                 self.health = bound(0, self.health + (maxh- self.health) * regen_mod*cvar("g_balance_health_regen") * frametime, 1000);
954                         if (self.armorvalue < maxa)
955                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime, 1000);
956                 }
957         }
958         else
959         {
960                 if (time > self.pauserothealth_finished)
961                 if (self.health > maxh)
962                         self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
963                 if (time > self.pauserotarmor_finished)
964                 if (self.armorvalue > maxa)
965                         self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
966                 if (time > self.pauseregen_finished)
967                 {
968                         if (self.health < maxh)
969                                 self.health = bound(0, self.health + (maxh- self.health) * cvar("g_balance_health_regen") * frametime, 1000);
970                         if (self.armorvalue < maxa)
971                                 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime, 1000);
972                 }
973         }
974 }
975
976 /*
977 ======================
978 spectate mode routines
979 ======================
980 */
981 void SpectateCopy(entity spectatee) {
982         self.armortype = spectatee.armortype;
983         self.armorvalue = spectatee.armorvalue;
984         self.currentammo = spectatee.currentammo;
985         self.effects = spectatee.effects;
986         self.health = spectatee.health;
987         self.impulse = 0;
988         self.items = spectatee.items;
989         self.punchangle = spectatee.punchangle;
990         self.view_ofs = spectatee.view_ofs;
991         self.v_angle = spectatee.v_angle;
992         self.viewzoom = spectatee.viewzoom;
993         setorigin(self, spectatee.origin);
994         setsize(self, spectatee.mins, spectatee.maxs);
995 }
996
997 void SpectateUpdate() {
998         if (self != self.enemy) {
999                 SpectateCopy(self.enemy);
1000                 msg_entity = self;
1001                 WriteByte(MSG_ONE, SVC_SETANGLE);
1002                 WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1003                 WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1004                 WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1005         }
1006 }
1007
1008 float SpectateNext() {
1009         other = find(self.enemy, classname, "player");
1010         if (!other) {
1011                 other = find(other, classname, "player");
1012         }
1013         if (other) {
1014                 self.enemy = other;
1015         }
1016         if(self.enemy.classname == "player") {
1017                 msg_entity = self;
1018                 WriteByte(MSG_ONE, SVC_SETVIEW);
1019                 WriteEntity(MSG_ONE, self.enemy);
1020                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1021                 SpectateUpdate();
1022                 return 1;
1023         } else {
1024                 return 0;
1025         }
1026 }
1027
1028 /*
1029 =============
1030 PlayerPreThink
1031
1032 Called every frame for each client before the physics are run
1033 =============
1034 */
1035 void PlayerPreThink (void)
1036 {
1037         if(self.classname == "player") {
1038                 local vector m1, m2;
1039
1040 //              MauveBot_AI();
1041
1042 //              if(self.netname == "Wazat")
1043 //                      bprint(strcat(self.classname, "\n"));
1044
1045                 CheckRules_Player();
1046
1047                 if (intermission_running)
1048                 {
1049                         IntermissionThink ();   // otherwise a button could be missed between
1050                         return;                                 // the think tics
1051                 }
1052
1053                 if (self.deadflag != DEAD_NO)
1054                 {
1055                         player_anim();
1056                         weapon_freeze();
1057                         if (self.deadflag == DEAD_DYING)
1058                         {
1059                                 if (time > self.dead_time)
1060                                         self.deadflag = DEAD_DEAD;
1061                         }
1062                         else if (self.deadflag == DEAD_DEAD)
1063                         {
1064                                 if (!self.button0 && !self.button2 && !self.button3)
1065                                         self.deadflag = DEAD_RESPAWNABLE;
1066                         }
1067                         else if (self.deadflag == DEAD_RESPAWNABLE)
1068                         {
1069                                 if (self.button0  ||
1070                                     self.button2  ||
1071                                     self.button3  ||
1072                                     self.button4  ||
1073                                     cvar("g_lms") ||
1074                                     cvar("g_forced_respawn"))
1075                                         respawn();
1076                         }
1077                         return;
1078                 }
1079
1080                 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1081                 {
1082                         vector dist;
1083
1084                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1085                         dist = self.oldorigin - self.origin;
1086                         dist_z = 0;
1087                         self.lms_traveled_distance += fabs(vlen(dist));
1088
1089                         if(time > self.lms_nextcheck)
1090                         {
1091                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1092                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1093                                 {
1094                                         centerprint(self, cvar_string("g_lms_campcheck_message"));
1095                                         Damage(self, self, self, cvar("g_lms_campcheck_damage"), DEATH_CAMP, self.origin, '0 0 0');
1096                                 }
1097                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1098                                 self.lms_traveled_distance = 0;
1099                         }
1100                 }
1101
1102                 if (self.button5)
1103                 {
1104                         if (!self.crouch)
1105                         {
1106                                 self.crouch = TRUE;
1107                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
1108                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1109                         }
1110                 }
1111                 else
1112                 {
1113                         if (self.crouch)
1114                         {
1115                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1116                                 if (!trace_startsolid)
1117                                 {
1118                                         self.crouch = FALSE;
1119                                         self.view_ofs = PL_VIEW_OFS;
1120                                         setsize (self, PL_MIN, PL_MAX);
1121                                 }
1122                         }
1123                 }
1124
1125                 if(cvar("sv_defaultcharacter") == 1) {
1126                         local string defaultmodel;
1127                         defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1128
1129                         if (defaultmodel != self.model)
1130                         {
1131                                 m1 = self.mins;
1132                                 m2 = self.maxs;
1133                                 precache_model (defaultmodel);
1134                                 setmodel (self, defaultmodel);
1135                                 setsize (self, m1, m2);
1136                         }
1137
1138                         if (self.skin != stof(cvar_string("sv_defaultplayerskin")))
1139                                 self.skin = stof(cvar_string("sv_defaultplayerskin"));
1140                 } else {
1141                         if (self.playermodel != self.model)
1142                         {
1143                                 self.playermodel = CheckPlayerModel(self.playermodel);
1144                                 m1 = self.mins;
1145                                 m2 = self.maxs;
1146                                 precache_model (self.playermodel);
1147                                 setmodel (self, self.playermodel);
1148                                 setsize (self, m1, m2);
1149                         }
1150
1151                         if (self.skin != stof(self.playerskin))
1152                                 self.skin = stof(self.playerskin);
1153                 }
1154                 // Savage: Check for nameless players
1155                 if (strlen(self.netname) < 1) {
1156                         self.netname = "Player";
1157                         stuffcmd(self, "name Player\n");
1158                 }
1159
1160                 GrapplingHookFrame();
1161
1162                 W_WeaponFrame();
1163
1164                 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1165                 {
1166                         if (cvar("g_minstagib") && self.button3)
1167                         {
1168                                 if (self.jump_interval <= (time + 0.1))
1169                                 {
1170                                         self.jump_interval = time + 1;
1171                                         weapon_doattack(laser_check, laser_check, W_Laser_Attack);
1172                                 }
1173                         }
1174                         else if (self.viewzoom > 0.4)
1175                                 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1176                 }
1177                 else if (self.viewzoom < 1.0)
1178                         self.viewzoom = min (1.0, self.viewzoom + frametime);
1179
1180
1181                 if (self.button2)
1182                         PlayerJump ();
1183                 else
1184                         self.flags = self.flags | FL_JUMPRELEASED;
1185
1186                 player_powerups();
1187                 player_regen();
1188                 player_anim();
1189
1190                 //self.angles_y=self.v_angle_y + 90;   // temp
1191
1192                 if (self.waterlevel == 2)
1193                         CheckWaterJump ();
1194
1195                 //if (TetrisPreFrame()) return;
1196         } else if(gameover) {
1197                 if (intermission_running)
1198                         IntermissionThink ();   // otherwise a button could be missed between
1199                 return;
1200         } else if(self.classname == "observer") {
1201
1202                 if (self.flags & FL_JUMPRELEASED) {
1203                         if (self.button2 && self.version == cvar("g_nexuizversion_major")) {
1204                                 if(!cvar("teamplay")) {
1205                                         self.flags = self.flags & !FL_JUMPRELEASED;
1206                                         self.classname = "player";
1207                                         if(!cvar("g_lms"))
1208                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1209                                         PutClientInServer();
1210                                         centerprint(self,"");
1211                                         return;
1212                                 } else {
1213                                         self.flags = self.flags & !FL_JUMPRELEASED;
1214                                         stuffcmd(self,"menu_showteamselect\n");
1215                                         return;
1216                                 }
1217                         } else if(self.button0 && self.version == cvar("g_nexuizversion_major")) {
1218                                 self.flags = self.flags & !FL_JUMPRELEASED;
1219                                 if(SpectateNext() == 1) {
1220                                         self.classname = "spectator";
1221                                 }
1222                         }
1223                 } else {
1224                         if (!(self.button0 || self.button2)) {
1225                                 self.flags = self.flags | FL_JUMPRELEASED;
1226                         }
1227                 }
1228                 if(cvar("g_lms") && self.frags == 0)
1229                         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");
1230                 else if(cvar("g_lms") && self.frags == -1)
1231                         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");
1232                 else
1233                         PrintWelcomeMessage(self);
1234                         //centerprint(self, "\n\n\npress jump to play\npress attack to spectate other players");
1235         } else if(self.classname == "spectator") {
1236
1237                 if (self.flags & FL_JUMPRELEASED) {
1238                         if (self.button2 && self.version == cvar("g_nexuizversion_major")) {
1239                                 if(!cvar("teamplay")) {
1240                                         self.flags = self.flags & !FL_JUMPRELEASED;
1241                                         self.classname = "player";
1242                                         if(!cvar("g_lms"))
1243                                                 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1244
1245                                         msg_entity = self;
1246                                         WriteByte(MSG_ONE, SVC_SETVIEW);
1247                                         WriteEntity(MSG_ONE, self);
1248                                         PutClientInServer();
1249                                         centerprint(self,"");
1250                                         return;
1251                                 } else {
1252                                         self.flags = self.flags & !FL_JUMPRELEASED;
1253                                         stuffcmd(self,"menu_showteamselect\n");
1254                                         return;
1255                                 }
1256                         } else if(self.button0) {
1257                                 self.flags = self.flags & !FL_JUMPRELEASED;
1258                                 if(SpectateNext() == 1) {
1259                                         self.classname = "spectator";
1260                                 } else {
1261                                         self.classname = "observer";
1262                                         msg_entity = self;
1263                                         WriteByte(MSG_ONE, SVC_SETVIEW);
1264                                         WriteEntity(MSG_ONE, self);
1265                                         PutClientInServer();
1266                                 }
1267                         } else if (self.button3) {
1268                                 self.flags = self.flags & !FL_JUMPRELEASED;
1269                                 self.classname = "observer";
1270                                 msg_entity = self;
1271                                 WriteByte(MSG_ONE, SVC_SETVIEW);
1272                                 WriteEntity(MSG_ONE, self);
1273                                 PutClientInServer();
1274                         } else {
1275                                 SpectateUpdate();
1276                         }
1277         } else {
1278                 if (!(self.button0 || self.button3)) {
1279                         self.flags = self.flags | FL_JUMPRELEASED;
1280                 }
1281                 }
1282                 if (cvar("g_lms") && self.frags < 1)
1283                         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"));
1284                 else
1285                         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"));
1286
1287         }
1288 }
1289
1290 /*
1291 =============
1292 PlayerPostThink
1293
1294 Called every frame for each client after the physics are run
1295 =============
1296 */
1297 void PlayerPostThink (void)
1298 {
1299         if(self.classname == "player") {
1300                 CheckRules_Player();
1301                 UpdateChatBubble();
1302                 UpdateTeamBubble();
1303                 UpdatePlayerColors();
1304                 if (self.deadflag == DEAD_NO)
1305                 if (self.impulse)
1306                         ImpulseCommands ();
1307                 if (intermission_running)
1308                         return;         // intermission or finale
1309
1310                 //PrintWelcomeMessage(self);
1311                 //if (TetrisPostFrame()) return;
1312         } else if (self.classname == "observer") {
1313                 //do nothing
1314         } else if (self.classname == "spectator") {
1315                 //do nothing
1316         }
1317 }